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

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

Make Your Move 4

Status
Not open for further replies.

Shake~

Smash Journeyman
Joined
May 29, 2008
Messages
332
I'm curious if it'd be ok to use a spoiler for Yeager's final smash.

Also, no Dancing Mad Spade?
 
D

Deleted member

Guest
Also, no Dancing Mad Spade?
Dancing Mad is excellent, but comes from the last part of FFVI and doesn't really represent the sarcastic lunatic earlier in the game, but a monstrous God-creature. Maybe if God Kefka is made into a boss, then that piece would be necessary.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Should I post Castfrom when he is done, which will be in about a half hour, or on Christmas?
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Another Preview!

Down-B: Magic Count

Animation: Undead Hero starts crouching down with its arms in its chest, and blue light is seen going towards Undead Hero. During this, Undead Hero is also flashing light blue as well. Use this move when you are under the magic total (A little purple bar with numbers on is seen underneath Undeads health percentage)

Properties:The magic which Undead has is an maxinum of 250. Each move which uses some magic in will have a different number which uses up the magic count. When Undead Hero has no magic left, it takes about 3 seconds to fully refill the magic back to the total amount. This can be used in the air. This has small amount of start-up lag and ending lag. The magic total resets when Undead Hero loses a Life.

Uses:Well, you will need the magic, as a good number of moves will become much weaker than it is with magic. You will have to look at the magic total, and judge when to use this so you will not be punished for using it.
 
D

Deleted member

Guest
B:all nightmare long:
james points his guitar forward, releaseing a zombie from the song this move is derived from's MV, which is really a redead pallette swap. this zombie goes 50% faster than a redead, but only goes 2 stage builder blocks forward. if used in the air, it will still move forward at the same pace while falling down at the rate of a normal item. this zombie can take 20% before dieing. if it physically touches an opponent, it grabs them and does 2-3% a second for 2-7 seconds. the grabbed will be able to be attacked while grabbed to rack up damage, but can button mash to get out of it early. inescapeable when above 75%.
Aside from your lack of capitalization, nice work.

At any rate. I'm actually vaguely considering doing either a Billy Corgan or Jimmy Hendrix moveset in that same veign.
Do Jimi. You can probably do him more justice than I did in MYM2.

*Added to SSE*
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
jame's final smash is here! also, ...and justice is the down tilt

Final smash:enter sandman
first off, if james has lost his guitar, he will get a new one. he will then turn into the sandman, a mound of sand with the shape of the upper body of a human sticking out. this makes him invincable and 1.5 times ganondorf's height, but he cannot jump or fall off ledges from solid ground (go-through platforms can be walked off). in this state, james has 3 attacks:

A:whips his arms out lengthly in both directions. up to 12 hits with 4-6% each. these arms reach 3 stage builder blocks forward and back of him. these have high knock back.

B,vB,<>B:turns into a wave of sand and crashes 5 stage builder blocks forward. takes 1.5 seconds to crash and has godly knockback. 30%.

^B:this makes up for a lack of aerial attacks. james creates a cloud of sand that covers everything above him that's onscreen, leaving all shorter than him normal. this cloud lasts 5-10 seconds and does 3-5% per second with flinching. can be used to rack damage or keep enemy in attack range.

the transformation as a whole lasts 30 seconds, but is cut short 4-5 seconds if james needs to receive a new guitar beforehand.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Castform:

THE SPECIAL THING THAT MAKES HIM SPECIAL:
He has five forms. They are switched between with his down special, and a few other attacks.
However, that is not the really special part. He only has aerials. However, he has two sets of them. Those he does in his first three jumps are his tilts, the ones he does on the last three are considered aerials. The jab and dash attack can only be done on the ground. His smashes can be done anywhere. Also, when you unlock him, you can name him, just like in the Pokemon games.


Color Code:

Fire

Water
Ice

Rock
Electric
Poison
Grass
Normal
Psychic

Stats:

Power: 5/10: Normal Castform has average power.

Walking Speed: 6/10: Castform floats forward, shaking his tail. It has average speed.

Dashing speed: 5/10: Castform floats forward, shaking his tail. His run is kind of slow, but not terrible.

Weight: 1/10: He is basically a cloud with eyes. How can he be very heavy?

Range:
6/10: Castform has good range.

Projectiles: 9/10: Whether Ball is a very good projectile and travels far.

Attack Speed: 5/10: Castform's neutral type has average attack speed.

Fall speed:
0.5/10: He is a cloud, he falls very slowly.

Air Speed:
10/10: Castform has wonderful aerial mobility.

Size:
2/10: No matter what his form is, he is small.

First Jump:
8/10: Castform floats up higher into the air, waving his tail underneath him.

2nd to 6th Jumps: 8 to 10/10: His second jump is quite strong and pushes him up very high, the others go up relatively high too.

Recovery: 8/10: All of the Castforms have great recovery.

Crouch:
10/10: Castform sits on the ground, becoming almost completely flat.

Traction:
6/10: Casty keeps on floating a little bit after stopping.

Combos:
8/10: Castform has WoP.

Wall Jump: No

Wall Cling:
No

Crawl:
No

Glide:
No

Float: Yes: Castform can float in the air for triple the time Peach can.

Tether Recovery: No


Normal:

A and AA: Punch: Castform "punches" with one of his cloud things. In sand form, that would mean the two sand clouds, and in fire form the two bottom most orange spheres.

AAA: Tackle: Castform pushes himself forward, doing six to seven damage. It does low knockback, and low ending lag. If he is in his snow cloud, sand, or water form, he will attack with the top of his body.

Dash: Body Slam: Castform pushes himself forward, sliding about two Jigglypuff lengths. This attack has very high range, and does ten damage. It also has high knockback. It has low ending lag. It has no special effects normally, but in fire form the opponent might have the fire effect inflicted upon him.


Tilts:

U Tilt: Toxic: Castform is surrounded by purple smoke, and a bunch of purple bubbles float above him. It has high lag, both starting and ending, but pays off. It can do up to fifteen damage, and adds the poison effect, which makes opponents take two more damage every time they are attacked. It has high range, but does no knockback. The poison effect lasts for ten seconds. In Shadow Form, this attack does thirty damage.

F Tilt: Flamethrower: Castform puffs up and shoots a short burst of fire out of his mouth for a second and a half. It does nine damage, unless you are in fire mode, in which case it will do thirteen. It does very low vertical knockback and has low beginning and ending lag. This has a thirty percent chance of turning you into fire mode.

D Tilt:
Rest: Castform falls asleep. This attack does no damage, but it heals Castform of twenty damage and anyone who touched him at the very beginning gets high knockback. It has extreme lag, lasting three seconds during which Castform can do nothing. He must not be disturbed when sleeping, or the healing will not work.

Smashes:

F Smash:
Facade: Castform glows red and yellow, and starts spinning around. When the smash is released, he pushes forward with his body. It does fifteen damage and medium knockback. It has high ending lag, but does double damage if the foe is already under a status effect from Weather Ball or Toxic.

U Smash:
Thunder Wave: Castform scrunches up until he is only half of his original size. Then, he puffs up, sending out a bunch of yellow rings. They each do two damage, and there ten of them. The last four do high knockback, and after that there is medium ending lag. It does the electrified effect and has great range.


D Smash:
Water Pulse: Castform blows a small blue bubble out of his mouth, which grows in size as the smash charges. When released, the bubble crashes into the ground and a huge ring of water surrounds Castform. It does medium knockback and nine damage, but if he is in his water form he will do high knockback and eighteen damage. It has low ending lag in the air, near the ground it has high ending lag. If you are in the air, it will keep on falling downwards until it hits something, in which case it is released. In midair at the very beginning, it spikes. This has a thirty percent chance of turning you into water mode.


Aerials:

Nair: Sunny Day: A beam of sunlight shines from the sky, and fire surrounds Castform. The flames do low knockback and three damage. The area around Castform is distorted, and there is an orange glow. When the distortion ends after a second and a half, Castform is in his Sunny Form. The flames also have the fire effect upon opponents.

Fair: Solar Beam: Castform spins in midair and a Solar Beam shoots out of his mouth. It does up to twelve damage, has high knockback, and has high ending and starting lag. It has long range, reaching about two Dedede's long. The very tip can spike, as can the very beginning of it. In fire form, he does eighteen damage instead. It also has a very bad effect for Castform under certain circumstances. If he is in water form, and it is countered, or reflected, or whatevered back at him, he will be KOed 100% of the time. He will spin around in midair for a few seconds, rotating with a look of complete horror on his face. Then, he shoots backwards, and if there is a wall, he shoots another direction. He literally gets infinite knockback from it. If he is in a custom stage that is inescapable, he will just keep on rocketing off the walls until someone attacks him.


Bair for Snow Cloud: Avalanche: Castform spins around, and looks toward the sky, screaming a little. Then, a bunch of snow balls appear a little bit above him, and they fall to the ground. This attack has great range and surprisingly little lag. However, it has no knockback. It does fifteen damage. This may do the freezie effect.

Bair : Natural Gift: Castform turns around, and a green aurora appears above his head. He opens his mouth, and six green tendrils spiral out. They go forward a little bit, for medium range. It has high lag, but does high knockback and ten damage. This surrounds the opponent with a green aura for a few seconds, although this doesn't do anything besides look cool.

Uair: Energy Ball: Castform summons up a big ball of green energy and throws it upwards. It does low knockback, and fourteen damage. It has high range, but very high ending lag as well. In fire form it is red, in water form it is blue, in snow cloud form it is purple, and in sand it is yellow.

Dair: Sandstorm: Sand whirls around beneath Castform, and does thirteen damage. It has low knockback, but stays out for a full three seconds. During two of those seconds, Castform will be surrounded by distortion, so that all you can see is a blur. The blur turns yellow, and he is revealed to look like the following picture. This attack has high knockback if he is in the Sand form.



Special Moves:

Neutral B: Weather Ball: Castform summons up a weather ball. In his normal form, it is just a white ball like this: It does ten damage and no special effects. However, in different forms, it looks different.

In fire form, an orange spiral spins into him, and then he launches forward, hurling a burning ball of red, orange, and blue flame forward. It does fifteen damage, plus the fire effect, which lasts for another ten seconds. The fire effect does two damage a second. It has medium range.


In his water form, the same thing appears to happen, but the spiral is blue, and the ball is blue and white. When it hits, there is medium knockback, and when they land for ten seconds they are seventy percent more likely to trip. It has high range.


In Snow Cloud form, green, blue, purple, and white spirals swirl into him. However, instead of going straight forward, it will shoot into the sky, doing two damage and very low knockback to anyone it touches. For a second nothing happens. Then, a good amount of distance away from Castform, A big blue flash will occur at the very top of the screen. From the blue flash will come the Weather Ball, a big ball of white snow with a purple, blue, and green aura. It smashes into the ground at high speed, doing high knockback and the freezie effect. It has medium range from an icy shock wave, and when the freezie breaks, the opponent hit will still have frostbite for five seconds, which slows them down a little bit and makes them lose three health a second.


The Sandstorm one has low range, but a very peculiar property. The same spiral animation, this time yellow, brown, and grey, fly into his body. Then, he shoots a big yellow ball out of his mouth, surrounded by a brown and grey aura. The ball travels for seven times his body length, which isn't much, and then explodes. The sand causes several effects. First, the ball before it explodes does ten damage and high knockback. This form of the sand ball has no extra effects. However, when it explodes, special things happen. The ball cloud does fifteen damage, and causes the opponent to be swirled around inside of it. When they are released, however, they are coated with sand. This means that they can only jump two thirds of their original height. however, they also have much better traction and their attacks do two more damage. This effect wears off after seven seconds or until they have shaken or watered it off.

Side B: Last Resort: Castform summons up a red spiral. It pins inside of him, and then appears, a red ball with a spiraling aura a little ways forward. It does medium knockback, and seventeen damage. However, this is only his Side B if he is in normal mode. Any other way, something different happens...

Side B: Fire Form: Fire Blast: Fire Form Castform pulls himself back a bit, and then charges froward, sending out a fire blast, a huge burning star, at the end. While his body only does two damage and low knockback, the Fire Blast does up to eighteen damage and high knockback. It goes about as far as Tink's boomerang, and is about as tall as Snake. This attack has great range, damage, and knockback, but very bad ending lag, comparable to Lucas's Up Smash. Good kill move, but to be used sparingly.

Side B: Rain Form: Water Gun: Castform opens his mouth wide and shoots out a long beam of water. This does twelve damage, high knockback, and nearly infinite range. If they make it back to the stage, they will have an increased chance of tripping. It is about as tall as a Smart Bomb. The tripping effect counts as a status effect for Toxic.


Side B: Snow Cloud Form: Blizzard: Castform shakes, and opens his mouth. A big cone of snow and ice shoots out of his mouth. This attack has very high range and low lag. It does medium knockback, ten damage, and the freezie effect. It lasts about three seconds before he stops doing it. This goes about the length of Smashville.

Side B: Rock Form: Sand Tomb: Castform pulls himself back a bit, and then sends a whirling tornado of sand outwards. If it hits a foe, it stops moving and will spin them around for nine damage. It does high knockback on the last hit. This is a very spammable move, with low ending and starting lag. This is what makes Sandform so incredible, he has a projectile whornado! This is also begging to be used in combos, the opponent can't move while in the tornado, except for a small little push that can move the Tornado a weenie tiny iny bit.


Up B: Double Team: Castform spins around, and a transparent version of him appears a little ways up. Original Castform turns transparent, and the fake turns opaque. Then, the original one disappears, and the Castform that appeared higher up goes into helpless mode. This takes about one second. It has very low ending lag, so after that immediately use Castform's extremely good air mobility to recover. however, recovery is hardly a problem; Castform can cross Smashville's main platform in the air without much height. It can be angled in any direction you want, even down. It does no damage or knockback.

Up B: Sunny Form: Fire Spin: Castform summons up a fire spin (I know he does not really have this, or Surf) and lets it pull him upwards to the very top of it. This is superb for recovery, if by a very small chance, you actually used all six of your jumps and can't use your air mobility to return. It has vertical recovery as high as a fully charges Rocket Barrel, if it is fully charged. It takes a second and a half to fully charge. At the end, you go into helpless mode. The fire spin itself does ten damage and medium knockback.

Up B: Rain Form: Surf: Rain Castform summons up a big wave, which shoots diagonally upwards and forwards, and then, after about three times Snakes height, goes diagonally down, going until it hits ground. This has very high knockback and is great for recovery, but has extreme ending lag. It does five damage. The floor is covered in water, causing traction to be badly lessened. If you miss the ledge when using this though, you will fall to your death, so only use it as a last resort.

Up B: Rock Form:
Sandstorm: Another sandstorm? That's right, but this one is different. A sandstorm starts spinning above Castform, and then forms a big tornado, sucking Castform into it. It then goes in whatever direction you pointed for a little amount of distance. This can be a recovery move, but is better for racking p damage, because it does fifteen damage and low knockback. However, it has a lot of ending lag. Like with the others, this will rarely need to be used for recovery. In midair, it puts you into helpless mode at the end. It also has low range.

Down B: Mimic: Another copy move? That's right, Castform will morph into that character for one second, and then come out with one of their attacks. There is high ending lag if it misses. You must be overlapping or nearly doing so for this to work. here is what it does for every character:

Mario: Castform can use Cape, turning enemies around and doing a little bit of damage. This can stall in midair, but that is quite useless, because Castform is one big air stall.

Luigi: Castform can use Luigi Cyclone, doing medium damage and low knockback. This can't be used for recovery. Not much else to say, so, yeah.

Peach: Castform can throw Turnips! He will first pluck them, and then he can throw them. There is a much higher chance of pulling a ZOMBIE TURNIP than with Peach, but they will do ten damage to Castform, because their ugly faces frighten him.

Bowser: Castform learned Whirling Fortress! This is not a good recovery move, but is great for racking up damage. It has low ending lag. It does low knockback and ten damage.

Donkey Kong: Castform can now use Hand Slap: Castform does not have to be on the ground to do this move, because he is never on the ground. It has high range and knockback, and does thirteen damage.

Diddy Kong: Oh no, Castform already has a Mach Tornado, and he also now gets Nanners! BROKEN-NESS! The bananas do very little damage or knockback, but cause the opponent to slip! Castform has five bananas at his disposal.

Yoshi: Castform gets Egg toss. Toss eggs. they do low knockback and four damage with low lag and a little recovery. Yippee.

Wario: Castform learned Ominous Wind! Lol, Castform can fart. That's about it, charge it up for amazing knockback and damage. It's also useful for recovery.

Link: Castform can use Gale Boomerang. It does the exact same thing that Link's does; it can reel people in. Not much of a use besides taunting Link, this thing is BAD, bad knockback and damage and lag and range.

Zelda and Sheik: Castform can teleport! Ok for recovery, high ending lag, and ten damage if the opponent is hit. Nothing special. Sheik's has more damage, Zelda's more range.

MOAR TO COM!

Down B: Sunny Form: Ember: Castform's eyes glow red, and flames burst up a little ways in front of him. This has high lag if it doesn't hit, but really pays off if it hits. It can do up to twenty-five damage, and the fire effect for ten seconds from his Weather Ball. That means altogether up to forty damage! The flames last for three seconds. This attack does no knockback, and has great range.

Down B: Rain Form: Rain Dance: Castform summons up a ball of blue energy and blasts it into the sky. It then rains in a small area around Castform. This does no damage, but makes the ground wet, increasing slipping chances. Also, it heals Castform of five damage if he stays in ti for all five seconds of it's duration. It has low lag. Also, if another Castform goes into the rain, they will transform into Rain Form.

Down B: Snow Cloud Form: Powder Snow: Castform spins around, and snow falls from the sky, freezing opponent. It does eight damage, and may do the freezie effect. It has high range. However, it has extremely high lag.


Down B: Sand From: Rock Slide: Castform looks into the sky, and and bunch of Rocks appear behind him. They fly up into the sky, doing two damage. Then, they fall onto the nearest opponent, doing the Pit Fall effect and seventeen damage. It can be dodged, but you have to be quick.



Final Smash: Shadow Castform: The sky darkens, and thunder rumbles in the distance. The whole stage is covered with purple and black smog, and the smog whirls around Castform. When the shadows recede, there is SHADOW CASTFORM! He has a slightly different moveset, Toxic has it's power tripled, and all of his attacks have dark properties. His Weather Ball is Black and purple, and does fifteen damage, high knockback, and surrounds the opponent in shadow, doing four damage a second. His side B is Shadow Ball. This does high knockback and has high range. His Up B is Dark Void, and does the same thing as Sing, except with much higher range, some damage, and knockback. His Down B is the same as normal Castform's. All of his attacks become much more powerful.


Situational:

Knocked Down Attack: When Castform is attacked with an attack that would normally have the character on the floor, he just bounces off the floor and is ready to continue fighting. Thus, no Knocked Down Attack.

Tripped Attack: Castform can not trip, yay! He floats in the air, so yeah.


Grab Attack and Throws:

Grab: Castform doesn't have a grab. Instead, he uses Ice Beam. This will automatically freeze the opponent. Then Castfrom can grab the frozen opponent by sitting on them. Button mashing can free you from the block of ice.

Pummel: Headbutt: Castform headbutts the block of ice, doing two or three damage. Nothing special, so move on to his throws.

Forward Throw: Hail: Castform blows hail at the opponent, sending the ice block flying. The block will break open after three quarters of a second. If Castform flies into the cloud of hail that stays behind, he will transform into Snow Cloud Castform. It does nine damage and medium knockback, but in Snow Cloud Form, he does thirteen damage and high knockback.

Back Throw: Ominous Wind: Castform blows a stream of purple smog at the opponent, launching them as the ice block breaks. This does high knockback and seven damage. If Castform goes into the cloud of purple smog that remains, he will try to transform, but nothing happens. In Shadow Castform, this will do twenty damage and very high knockback.

Down Throw: Thunder: Castform looks into the sky and shouts, "Pika!" Not really, he shouts "Castfawm!" Lightning shoots down, and shatters open the block. On a drop through platform, they will be spiked right through it, on a normal one they will be put under the Pitfall effect. It does eleven damage. The lightning does two damage if someone besides Castform or the grabbed one touches it, and no knockback.

Up Throw: Whirlpool: Although Castform does not really have this, he does in Super Smash Bros! He creates a whirlpool under the ice block, and it spins it around, doing ten damage and low vertical knockback when the block breaks. This leaves behind a cloud of water for a few seconds, which can transform Castform into his Rain Form. In rain form, he does fifteen damage and medium knockback.


Taunts and after match poses:


Castform can taunt in the air, too.

Up Taunt:
Castform spins around and says his name in a squeaky voice, imitating Jigglypuff.

Side Taunt: Castform switches into a random other form. This has little lag, and is actually very useful for gameplay.

Down Taunt: Bounce: Castform bounces like a bouncy ball.

He also has a special Down Taunt for every form.

Sunny Taunt:
Fire envelops Castform, making him glow.

Rain Taunt:
A few drops of water appears around Castform and fall to the ground.

Snow Cloud Taunt: Castform spins around really quickly.

Rock Taunt: Castform will stab with the bottom of his body.

Victory Pose #1:
Quick Transform: Castform switches between forms constantly, never stopping.

Victory Pose #2:
Brendan: Apparently, Brendan is his Trainer. He will pick up Castform and cheer for him.

Victory Pose #3:
Whee! Castform dances around, smiling hugely!

Victory Theme:
The normal Pokemon win theme.

Loss:
Castform cries. That is why you must win as Castform, you will feel horribly guilty if you see him cry.




More extras to come.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Castform looks pretty cool, but this made me laugh
THE SPECIAL THING THAT MAKES HIM SPECIAL:

Good job on him though.
 
D

Deleted member

Guest
Castform is cool - it may not be practical, but it is rather beautiful. Needs more pictures to break it up, though, and I'm now starting to dislike Pokemans entries sheerly due to their number. Excellent work nonetheless.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Castform is unique, but maybe too unique. I had this same gripe with MM9- it's like we're not playing Smash Bros. anymore.

Good job, though.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
no comments on jame's final smash? I WILL HUNT YOU DOWN WITHOUT MERCY! HUNT YOU DOWN ALL NIGHTMARE LONG!! castform's good though...
I can't hear you over Castform's awesomeness.

What band does that guy play in?

I love Metallica. Needs moar capitalization.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Castform is cool - it may not be practical, but it is rather beautiful. Needs more pictures to break it up, though, and I'm now starting to dislike Pokemans entries sheerly due to their number. Excellent work nonetheless.
That's a pretty big exaggeration. We haven't had one since Deoxys, which no one can begrudge for being Pokemon, and before that, waaaay back when with Scizor. We've had more Sonic characters than Pokemon, actually.

Now, the moveset itself, I like. It really captures the essence of Castform in the same way I try to do in my own Pokemovesets. However, the organization really drags the whole thing down. You need to put different colors on the attack names depending on whether they're Fire form, Ice form, Rock form, or Water form. As is, it all just kinda blurs into one confusing wall of text, particularly around the specials.

Now, I'm gonna tell you one thing I don't like, and it can kinda be excused because Castform doesn't have many attack options, but it still bugs me. I do NOT like random attacks like Toxic in there. There aren't many, but they take away from the feel that this is really Castform; I know he can learn it, but so can everything else, and he should try to maintain a consistent feel throughout. For reference, my Snorlax has pretty much strictly Normal-type attacks, but tries to remain interesting throughout with just that. That's done in spite of more interesting options like Surf because I want to really convey that this is Snorlax. Just look at Pikachu; he doesn't use Iron Tail or anything like that, he sticks to the Electric attacks.

And one final nitpick: I really don't like how Water Pulse carries over through all the form. I can't see Fire-type Castform using Water Pulse. I'd change that so it's different in all types, actually. Fire Spin is a natural for that spot.

Anyway, don't let this suggest I don't think it's an excellent moveset, because I do. All in all, the #1 thing is just to somehow separate that crowded Specials section by type. You do that, you've got yourself a truly excellent moveset right here.

Oh yeah, and where did that Sandstorm Castform sprite come from? I wasn't aware that such a thing existed...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I'm making your Christmas present as we speak. It should be up tomorrow.
:D What is it? Is it pie? :D

:nes: NINTENDO! NINTENDO! NINTENDO!

Guess what I'm referencing.

KingK.Rool said:
sticks to Electric attacks
Skull Bash would like to have a word with you.

I hate Fire Emblem characters more than Pokemon. There's too freaking many. It's like MYM2 with Pokemon. We don't need over 9000 generic sword users and magicians in MYM.
 
D

Deleted member

Guest
That's a pretty big exaggeration. We haven't had one since Deoxys, which no one can begrudge for being Pokemon, and before that, waaaay back when with Scizor. We've had more Sonic characters than Pokemon, actually.
I don't mean just in what has been produced thus far in this thread, it seems as though Smash Boards have Pokemon on the brain. Maybe that time has passed and I am stuck in it, if MYM2 had more Pokemans than MYM4.

I agree with you on Castform's organisation, though. Baloo needs to use different font sizes to illustrate distance in the text, rather than leaving it as is which makes it look like a boring list - which it isn't at all. With such an elaborate moveset, it is a crucial flaw to lay it out so plainly. Don't let this detract from my previous comments, Baloo; it's a really good moveset and I hadn't seen you around here before until last week. :)
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
Fwee-Hee-Hee. Thank you very much. I have to put all of those silly attempts to make a moveset for Final Fantasy characters less awesome into place. Only Gilgamesh could be able to maybe defeat me Kefka.

Edit:
To make this post less spammy, here we have a couple of Kefka doodles I just made:

Kefka himself
Sephiroth
Jigglypuff
Kirby


And revamped kefkaed versions of what I've been sent so far:
Sonic (by Hyper_Ridley)
AI Colonel (by MasterWarlord)
...Let's not cross the line even more...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Skull Bash would like to have a word with you.

I hate Fire Emblem characters more than Pokemon. There's too freaking many. It's like MYM2 with Pokemon. We don't need over 9000 generic sword users and magicians in MYM.
Normal-type attacks are fair game, of course. Although Pikachu's has lightning effects stapled on.

And I kinda agree about the FE characters. I don't mind them, but I mean, at least every Pokemon is unique. FE characters are all just kinda generic.

I don't mean just in what has been produced thus far in this thread, it seems as though Smash Boards have Pokemon on the brain. Maybe that time has passed and I am stuck in it, if MYM2 had more Pokemans than MYM4.

I agree with you on Castform's organisation, though. Baloo needs to use different font sizes to illustrate distance in the text, rather than leaving it as is which makes it look like a boring list - which it isn't at all. With such an elaborate moveset, it is a crucial flaw to lay it out so plainly. Don't let this detract from my previous comments, Baloo; it's a really good moveset and I hadn't seen you around here before until last week. :)
Hmmmm. I mostly just stick to this thread, so I wouldn't know. But yeah, you summed it up pretty well about the organizational issues.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
I figured FE characters were like Final Fantasy characters, but I was soooo wrong. FE seems to be more quanitity over quality, so the coolness is kind of spread out among its characters. Of course, characters like Roy, Ike, and Marth get all the glory, so no matter how many FE characters they make from this point, it will kind of be the same. The three I mentioned were generic enough as it is, being swordsman that can use magic. No FE hate here, but if I played an FE game now, I would be forced to play FF 1-12 all over again.
 
D

Deleted member

Guest
I hate Fire Emblem characters more than Pokemon. There's too freaking many. It's like MYM2 with Pokemon. We don't need over 9000 generic sword users and magicians in MYM.
Hmmm....how many FE characters we have so far in 4.0...

Ilyana
Lyon
Bastien
Calill

Yeah, 4 FE characters is REALLY a lot :rolleyes:

Anyway, that's a really nice Castform moveset. Nice job.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Hurray Castform! Will read after I run an errand, though before I go...

...Spadefox! More Amazing Kefka Artistry!

Yusuke
Raphael
Venger
Yami
Hexxus

Hope those fit your taste!
Thank You!

That sure is one sweet looking Castform moveset that you did up. You sure put a lot of effort into it.
Yes, I did. It took the longest out of all my movesets.

Castform looks pretty cool, but this made me laugh
THE SPECIAL THING THAT MAKES HIM SPECIAL:

Good job on him though.
I used that for Rosalina too, except with her instead of him.

Castform is cool - it may not be practical, but it is rather beautiful. Needs more pictures to break it up, though, and I'm now starting to dislike Pokemans entries sheerly due to their number. Excellent work nonetheless.
Are any of my movesets practical? Besides the Ghost Gang, and that one was a large peice of !#$^%&*$%%$%*%^

Castform is unique, but maybe too unique. I had this same gripe with MM9- it's like we're not playing Smash Bros. anymore.

Good job, though.
Too unique? Yeah. The whole completely aerial thing is kind of weird.

I can't hear you over Castform's awesomeness.
lol

That's a pretty big exaggeration. We haven't had one since Deoxys, which no one can begrudge for being Pokemon, and before that, waaaay back when with Scizor. We've had more Sonic characters than Pokemon, actually.

Now, the moveset itself, I like. It really captures the essence of Castform in the same way I try to do in my own Pokemovesets. However, the organization really drags the whole thing down. You need to put different colors on the attack names depending on whether they're Fire form, Ice form, Rock form, or Water form. As is, it all just kinda blurs into one confusing wall of text, particularly around the specials.

Now, I'm gonna tell you one thing I don't like, and it can kinda be excused because Castform doesn't have many attack options, but it still bugs me. I do NOT like random attacks like Toxic in there. There aren't many, but they take away from the feel that this is really Castform; I know he can learn it, but so can everything else, and he should try to maintain a consistent feel throughout. For reference, my Snorlax has pretty much strictly Normal-type attacks, but tries to remain interesting throughout with just that. That's done in spite of more interesting options like Surf because I want to really convey that this is Snorlax. Just look at Pikachu; he doesn't use Iron Tail or anything like that, he sticks to the Electric attacks.

And one final nitpick: I really don't like how Water Pulse carries over through all the form. I can't see Fire-type Castform using Water Pulse. I'd change that so it's different in all types, actually. Fire Spin is a natural for that spot.

Anyway, don't let this suggest I don't think it's an excellent moveset, because I do. All in all, the #1 thing is just to somehow separate that crowded Specials section by type. You do that, you've got yourself a truly excellent moveset right here.

Oh yeah, and where did that Sandstorm Castform sprite come from? I wasn't aware that such a thing existed...
BIG.

Different colors for different types? I like that idea, I'll definitely do that.

And I just put in Toxic because I like that attack, no other reason. Besides Castform conveniently having it. But I see what your getting at.

Hmmm. I was going to change a couple of the elemental attacks to fit the forms later on but never got around to it. I might add fire spin.

THX

I don't mean just in what has been produced thus far in this thread, it seems as though Smash Boards have Pokemon on the brain. Maybe that time has passed and I am stuck in it, if MYM2 had more Pokemans than MYM4.

I agree with you on Castform's organisation, though. Baloo needs to use different font sizes to illustrate distance in the text, rather than leaving it as is which makes it look like a boring list - which it isn't at all. With such an elaborate moveset, it is a crucial flaw to lay it out so plainly. Don't let this detract from my previous comments, Baloo; it's a really good moveset and I hadn't seen you around here before until last week. :)
Organization is not a strong point of mine, if that is not obvious from my previous movesets. I will probably add better organization, but for now I think it's OK.

Normal-type attacks are fair game, of course. Although Pikachu's has lightning effects stapled on.
Castform can use poison, electric and grass type moves. I gave him moves that fit that, not just any old Dragon and Fighting and whatever type moves.

Castform looks great, but sadly the neutral b looks overcrowded. stil looks good, though.
Will be fixed.



THANKS ALL!



EDIT: @King K Rool: The sprite I found on Deviant Art.
 
D

Deleted member

Guest
I figured FE characters were like Final Fantasy characters, but I was soooo wrong. FE seems to be more quanitity over quality, so the coolness is kind of spread out among its characters. Of course, characters like Roy, Ike, and Marth get all the glory, so no matter how many FE characters they make from this point, it will kind of be the same. The three I mentioned were generic enough as it is, being swordsman that can use magic. No FE hate here, but if I played an FE game now, I would be forced to play FF 1-12 all over again.
That last comparison doesn't make any sense to me. :psycho:

Agreed on characterisations - FE characters all lookalike, speakalike and generally are alike. With Final Fantasy, half of the main characters are completely unique... so I don't get what's with all the hate for it.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I have broken up Weather Ball, and began adding different colors for different type moves.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Merry Christmas everyone!

I'm happy to announce that I just completed my first ever moveset. I'm gonna try to get the top of the next page, if no one minds. (countdown help please? it's 15 posts a page right?)

Also, I saw Castform a while ago, and skimmed and it looked cool, so I'll look at it later. :D
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I'm the FE hater, Smash Daddy's the Pokemon hater, now all we need are MM haters, PW haters, and Sonic haters, and we'll have our own little Reich here.

#12
 
D

Deleted member

Guest
Oh and TWIL, I just got Baten Kaitos Origins... let's see if the series is as good as you think it is.
It is good :bee: The game gets better and better as you get more magnus and specials. Trust me.

Merry Christmas everyone!

I'm happy to announce that I just completed my first ever moveset. I'm gonna try to get the top of the next page, if no one minds. (countdown help please? it's 15 posts a page right?)

Also, I saw Castform a while ago, and skimmed and it looked cool, so I'll look at it later. :D
Fine....i'll help this once. It had better be good for this post though.

And for no apparent reason, i present to you a really cool picture of Milliarde!!!

 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Yugi Moto, King of Games, has arrived!






The Nameless Pharaoh and the Child Prodigy

5,000 years ago in Egypt, the Nameless Pharaoh (on the right in the picture; his name was later revealed to be Atem) had his soul sealed away into the Millennium Puzzle. In present-day Japan, 16-year old Yugi Moto (on the left), a timid boy who excels at games of all kinds, was able to solve the Millennium Puzzle and release the soul of the Pharaoh. The Pharaoh's soul entered Yugi and they became two minds sharing one body. When Yugi transforms into his alter ego by activating the Millennium Puzzle, he appears to become more confident and determined and his voice deepens (and for some reason, he gets a little taller). Yugi's favorite game, and the one he would eventually become world champion of, is called Duel Monsters. It involves summoning monsters and playing spells and traps with cards to defeat the opponent. The game originated in ancient Egypt, where dark magic and real monsters were used. By combining his own mind and card skills with those of the Pharaoh, Yugi Moto defeats all opponents who stand in his way or threaten the world. He's the world's greatest Duelist, and now he's out to master a new game: Super Smash Bros.


In Smash Bros., for the most part, Yugi (who shares his body with the Pharaoh and is therefore in "alter ego mode") doesn't fight his opponents physically. Armed with a KaibaCorp Duel Disk on his left arm (above) and a deck full of his signature monsters, spells, and traps, he brings his cards to life to attack (presumably using a combination of dark magic and holographic technology). For the vast majority of his attacks, Yugi draws a card from the deck in the Duel Disk and holds it up to activate it, which simultaneously causes a monster or spell or trap to appear alongside him. These monsters/spells/traps can't be attacked, but usually create disjointed hitboxes, and only stay out for for the duration of the attack. So basically, Yugi is still the one you have to hit and damage, but he temporarily summons monsters for his attacks. His monsters are also usually around his size, or a little taller, depending on the monster.

By the way, Yugi is voiced by the awesome Dan Green, who also voices Knuckles the Echidna on Sonic X and Treecko on Pokemon.


The Moveset

Character Select Sound: Yugi says, "Duel!"

Entrance: Normal Yugi is shown standing with the Millennium Puzzle on a chain around his neck. It starts to glow with a golden light and rises in to the air, pointing in random directions. Then, Yugi becomes engulfed in a golden light while shouting "YU-GI-OH!!!" His voice gets deeper, his hair and outfit slightly change (as seen above). In other words, he goes through puberty.

Idle Pose: Yugi stands with his arms crossed. Occasionally, he'll take a card from his deck and look at it, or even shuffle his deck.

Walking Speed: Mid. Yugi strolls around in a determined fashion.
Running Speed: Mid. He's not exactly slow, but he's not exactly athletic either. I mean, he plays card games all the time.
Jump: Mid. Also an average jumper.
Weight: Mid. He's still a growing boy, so he's not too heavy or light.
Size: He's about Link's size.

Yugi also has normal traction, no wall jump, wall cling, or crawl.

Standard/Tilts

Standard A: Mind Crush! - The Pharaoh has access to his own dark magic to punish foes. This attack isn't based on any cards; it's one of Yugi's innate abilities. With a glowing Millennium Eye symbol on his forehead, Yugi extends an arm forward and shouts "MIND CRUSH!" as a yellow flash of energy emanates from his hand to push the opponent back. This attack starts quickly and flinches the opponent, much like Zelda's A attack. It's a good for keeping the foe at an optimum distance. (4% damage, average knockback)
fun link for example

Forward Tilt: Dark Magician Girl - Ah, the first of Yugi's summoning attacks. This is one of his signature cards. Yugi draws a card and it glows, causing the Dark Magician Girl to simultaneously appear, floating in mid-air in front of Yugi. She does a quick slashing motion with her wand and causes hearts to appear. The wand and the hearts both do damage, so you'll want to get the most damage by hitting with the wand. The move has a little bit of lag at the end though, as Dark Magician Girl gives her opponents a wink before disappearing. (10% damage, medium knockback)




Up Tilt: Gazelle the King of Mythical Beasts - Long name. Anywho, when Yugi pulls out this card, this monster leaps up from behind his back and quickly claws at the air twice. This move doesn't have very good knockback, but is good for racking up damage on foes on top of you. (5% both hits, low knockback)




Down Tilt: Monster Reborn - What, a Spell card?! Yeah, Yugi's got those. When Yugi pulls out this card, the Monster Reborn charm pops up from a hole in the ground (the Graveyard, of course) directly in front of Yugi. It rises to about half of Yugi's height rather quickly and hits the opponent straight up. The charm stays out for a half a second, so there's some lag at the end. In addition, the actual charm is different in US and Japan games (though the difference is only aesthetic :p) (8% damage, medium knockback)




Dash Attack: Gaia the Fierce Knight - Yugi has to summon this monster while running, so when Gaia appears, he charges forward while riding his noble steed, his two spears spinning straight ahead. The Knight keeps charging for about a second after the move is executed, and because of that, this attack has some lag at the end during which Yugi himself is vulnerable to attack. So make sure you're right on target with this move. (15% damage, medium knockback)



Smash Attacks

Forward Smash: Dark Magician - This is Yugi's signature and favorite monster, and it's helped him win many a duel. As such, this monster's attack is a great KO move. When Yugi summons him, the Dark Magician appears floating in mid-air before him and holds out his wand. A big ball of black energy appears on the end of it, which scores multiple hits on the opponent before blasting them away at high speed. This attack has good range, but has a little bit of lag at the start. (25% over multiple hits, high knockback)




Up Smash: Summoned Skull - This hulking demon is about 1.5 times as tall as Yugi and stands beside him when it's summoned. Then, it raises its arms and shoots several bolts of lightning straight upwards. This move reaches pretty high above Yugi with a wide hitbox and high knockback, but it's got a good bit of lag at the beginning. (21% damage, high knockback)




Down Smash: Buster Blader - When Yugi summons this dragon slayer, it appears in mid-air next to Yugi, as if landing a jump, then stabs its huge sword into the ground with both hands. This produces two blue shockwaves on either side of Yugi that are about half his height and travel forward about a character length. This attack isn't as strong as the other two Smash Attacks, but it does cover Yugi on both sides. (15% each shockwave, medium knockback)




While Yugi charges all of his Smash attacks, he does the exact same pose for each move (standing with his hand on the top card of his deck, ready to draw), so you might be able to keep your opponent guessing where you're going to hit him/her from. If they make the wrong move, it could be bad.


Aerials

Neutral Air: Dark Hole - When Yugi pulls out this card, a black vortex begins to swirl around him that sucks opponents in if they're close. This attack is short range, but the vacuum effect and multiple hits can rack up damage well. (3% for each of 7 hits. Low knockback)




Up Air: Dust Tornado -A strong tornado forms around Yugi's body and damages foes with multiple hits. With the final hit, the opponent is sent flying upward. This move is pretty similar to Samus' Up Aerial attack; it has high priority as well. (11% damage over multiple hits, low knockback)




Down Air: Lightforce Sword -A downwards-pointing sword materializes next to him with the hilt at head level, then quickly drops so that the hilt is below his feet, hitting his opponent. This attack is a little slow, but if your opponent doesn't get out of the way or dodge the sword in time, it could be bad news if they're off the stage: this attack could spike them to their doom. (17% damage, spike!)




Forward Air: Celtic Guardian - Another one of Yugi's trusty monsters. Yugi summons forth this disgruntled elf swordsman to deliver a wide, vertical slash with his sword. A quick, straightforward attack. (9% damage, medium knockback)




Back Air: Curse of Dragon - When summoning this odd-looking dragon to his side, Yugi sweeps his drawing arm backward to command it to attack with a sudden burst of fire from its mouth. This takes a second, but the results are explosive. (12% damage, high knockback)



Grab/Throws

Grab/Pummel: Spellbinding Circle - Yugi doesn't need to physically grab his opponents when he's got this nifty trap. Yugi quickly draws a card, but the only thing that appears is a hex symbol on the ground (the one pictured). It starts off in front of Yugi, so if you release the grab button immediately, it functions as a normal grab. However, if you hold the button, the hex symbol moves along the ground at the same speed as Yugi's run, as Yugi himself follows with his hand, as if controlling it. When you release the grab button under a foe, the symbol will pop out of the ground and encircle them, then drag them in front of Yugi. It's pretty much like Samus' Extended Grapple Beam from Melee. It'll only grab foes standing on the ground, though. Once you have your opponent trapped, you can pummel them (the circle shocks them for 3%), or follow up with a throw.




Up Throw: Magician of Black Chaos - When this monster is summoned, he stands next to Yugi and points his wand at the foe, lifting them with magic high above Yugi's head. Then, boom! an explosion of dark energy sends the opponent skyward. (12% damage, medium knockback)




Down Throw: Archfiend (Beast) of Gilfer - This vengeful demon rises up from a black hole in the ground under the opponent, grabs them, and drags them inside. Three bursts of flame spout from the hole as the opponent is damaged, then they're spit back out onto the floor where they started. (10% damage)




Back Throw: Mystic Box - Both Yugi and his trapped opponent are suddenly replaced by two ?-covered boxes. A dozen swords materialize in the air around the box that stands where Yugi used to be. The swords suddenly proceed to skewer the box completely. Then the box promptly explodes, and Yugi's opponent is sent flying backwards. But where's Yugi? The unskewered box opens and Yugi emerges, unharmed. He switched places with his opponent! (2% from swords, 9% damage from explosion, medium knockback)




Forward Throw: Dark Paladin - This monster is a fusion of Yugi's Dark Magician and Buster Blader. When called forth, it appears between Yugi and his opponent and looses three large vertical shockwaves from its staff, one after the other, that carry the foe horizontally the distance of a regular platform. Other foes can be damaged during this throw as well. (5% damage per hit)



Special Attacks

B: Kuriboh - What's this pathetic little monster doing in Yugi's deck? Is this...some kind of joke? Nope, this hairy ball serves both defensive and offensive purposes. When Yugi first summons this monster, it materializes in midair in front of him and makes its signature warbling noise. If you press the attack button again, it floats straight forward at the speed of Pikachu's Thunder Jolt until makes contact with something, which causes it to explode for 3% damage.

Now, this slow projectile might not seem worth it. However, if you hold off on pressing the attack button right away, Kuriboh will multiply! Two more Kuribohs appear after a second, arriving with more warbles. After two seconds, each Kuriboh will summon two more brethren, for a grand total of nine (the maximum). Pressing the button when you've summoned more than one Kuriboh will send a flurry of hairy balls flying at your opponent in a straight line that explode on contact. You can't move around while you use this attack, and there's a delay after you let your Kuriboh fly before you can use any other attacks. However, you can press the shield button to save your Kuriboh for later (when you press the attack button again, you'll start off with the number you had earlier), and if your opponent hits you with an attack while Yugi has at least one Kuriboh around him, they'll all explode and your opponent will flinch (no damage though), putting you in an advantageous position. Your opponent can grab you, however. It's also fun to just leave nine Kuriboh floating around Yugi, for their loud warbling may cause your opponent to become enraged. Hurray for Kuriboh! (3% damage each, low knockback)



Up B: Catapult Turtle - For his recovery, Yugi summons a large mechanical turtle! It appears under him when summoned (in the ground or in the air), and Yugi will assume a kneeling position in its launchpad. After a second (during which you can point the turtle right or left), the Turtle will launch Yugi up in the air at a 45 degree angle with the speed and distance of Lucas' PK Thunder 2! While he's flying through the air, Yugi gains a yellow energy aura around him that damages foes he comes into contact with. The angle of this attack is limited, though. After the flight has run its course, Yugi enters freefall state, so hopefully you made the ride as bumpy as possible. (18% damage, medium knockback)



Side B: Swords of Revealing Light - Yugi usually uses this Spell card to stall for time and find a way out of a predicament. In the frantic world of Smash Bros., though, he'll probably want to use the stall time it provides offensively. When Yugi uses this card, he raises his hand in the air, causing three swords of light to hang high in the air in front of him. After a second, the swords descend to Yugi's level, and any opponents caught between them will become frozen in place for around three seconds. Your opponents will be completely vulnerable during this time, so feel free to charge a Smash Attack, grab one of them, run away, taunt, summon Kuribohs, etc. They'll take damage, but won't get knocked back by any attack during the three seconds that the swords stay on the field. You can even use this attack in the air to leave any foes that you manage to catch frozen in mid-air.



Down B: Mirror Force - Yugi's favorite Trap card is a powerful one that reflects attacks and destroys your opponent's monsters. In Smash Bros., this a Reflector-type attack that only deflects projectiles. Yugi conjures up a rectangular shield of light in front of him to serve as a barrier. However, instead of just reflecting the same projectile back to the opponent, Mirror Force transforms any projectile into a high-speed white beam of energy that shoots forward the distance of two platforms! This'll surely make your opponent think twice about sending projectiles in Yugi's direction. The barrier appears quickly, but if Yugi doesn't reflect an attack, the Mirror will stay up for about 1.5 seconds, which your opponents might take advantage of. (20% damage, medium knockback)



Final Smash: Slifer the Sky Dragon - "The heavens twist and thunder roars, signaling the coming of this ancient creature, and the dawn of true power." Visual Example of Slifer being summoned

Due to his incredible dueling prowess and history as an ancient Pharaoh, Yugi is able to wield the mighty Egyptian God Card, Slifer the Sky Dragon! When Yugi activates the Smash Ball, he holds the God Card over his head and shouts "SLIFER, THE SKY DRAGON!", which causes a bright white beam of light to shoot up into the sky. An ominous chanting song (the one from the anime, if you're familiar; if not, imagine your own epic song for now) is heard in the background to signal the Egyptian deity's arrival. Dark, swirling clouds appear in the top part of the screen and Slifer's enormous, coiling body descends from them with a mighty roar! Then, Slifer proceeds to command bolts of lightning to rain from the clouds. They're similar to Pikachu's Thunder attack, except they're stronger, wider, have infinite vertical reach, and appear randomly. You won't see them coming until they're on their way to the ground. They strike at a rate of about 3 per second, for about 7 seconds, and Yugi is unaffected by them. After that, Slifer rises back up into the clouds, which then fade away. And just like that, the wrath of the gods is over. (20% damage per hit)



Miscellaneous

Shield: Mystical Elf - When Yugi puts up his shield, he holds his Duel Disk arm up to defend, while he draws a certain card with his other hand. The Mystical Elf can be seen standing and heard softly chanting beside Yugi while his shield is up.




Taunts:
Up - Yugi faces the screen, raises his Duel Disk arm in determination, and says "It's time to duel!" Pressing the button again during the taunt will cause him to say "d-d-d-d-d-d-d-duel!" instead.

Side - Yugi points his finger at his opponent and says, "Make your move!"

Down - Yugi closes his eyes and draws a card dramatically from his Duel Disk while saying "Heart of the Cards...guide me."

K.O.'d Sound: Yugi lets out a grunt of pain. He's a man, he can take it. However, about 1% of the time, you hear Normal (Little) Yugi's voice instead.
Star K.O.'d Sound: Yugi yells "NOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!" until he turns into a little star. Apparently, defeat is hard to swallow for him.

Victory Pose 1: Yugi points his open hand at the screen dramatically and says "You lose!" Nice guy, that Yugi.
Victory Pose 2: Yugi places his hand on top of his deck, ready to draw a card, and says "The fate of the world rides on this duel."
Victory Pose 3: Yugi stands with his arms crossed and says "You didnt have the Heart of the Cards."

Victory Theme - The last few notes of this song: http://www.youtube.com/watch?v=aFA-o7TFnJw

Losing Pose: Yugi smiles and claps to congratulate his opponent(s) for a job well done.

Symbol: The Millennium Puzzle



Kirby Hat: Kirby gains Yugi's crazy pointed hairstyle and his Kuriboh special attack. Kirby doesn't have a Duel Disk though; he just pulls the card out of thin air.

Costumes: Default (navy blue cape and pants, also functions as Blue Team), Red, Green, Yellow, White, Black

Trophies: The trophies from the Yu-Gi-Oh! franchise detail Yugi himself, along with all of his Monster, Spell, and Trap cards (for those less-educated about the series and card game)

* * *​

 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Agreed on characterisations - FE characters all lookalike, speakalike and generally are alike. With Final Fantasy, half of the main characters are completely unique... so I don't get what's with all the hate for it.
This statement is incorrect, un-enlightened, and overall idiotic.

All FE characters with the exception of one's that barely get any screen time.... like Aran... are shown to have their own unique personality. Some of them, particularly Bastian and the herons, have a very unique manner of speech.

Fighting styles within each class may be the same but what would you expect from a tactical game? And since there are a lot of class's each with their own specialties, there is variation among the cast.


NOW SHUT UP!

Edit:
Yugi and Castform look like great movesets. Geez... its going to be impossible to read every awesome moveset that comes by.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Yugi is awesome, but I hate it because it took the spotlight off Castfrom.


JK

Neutral B is good. Throws are good. It's all good.
 
D

Deleted member

Guest
Suhweet. A Yugi moveset :bee:

That moveset looks awesome (i just skimmed lol) and probably is awesome, but how can you disgrace Magician of Black Chaos as only as an up throw? Lol, he's like my second favourite monster. Seriously though, awesome job XD.
 
D

Deleted member

Guest
Yugi Moto looks great - an amazing newcomer moveset. I'll read it all through a little later.

This statement is incorrect, un-enlightened, and overall idiotic.

All FE characters with the exception of one's that barely get any screen time.... like Aran... are shown to have their own unique personality. Some of them, particularly Bastian and the herons, have a very unique manner of speech.

Fighting styles within each class may be the same but what would you expect from a tactical game? And since there are a lot of class's each with their own specialties, there is variation among the cast.


NOW SHUT UP!
I'd say it was more quirks than personalities - in every main FE game, there are only a few characters who aren't two-dimensional. Saying this, I'm no authority on the subject - I've only played the latest Wii game, which is one of my favourite RPGs; I'm getting a lot of this information from friends who are FE obsessives or haters.
 
Status
Not open for further replies.
Top Bottom