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Make Your Move 4

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Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Mendez, you got me addicted to what "???" is linked to on the Stadium >_<
I KNOW RIGHT!? :bee:

I just discovered that artist (Pogo, link to most of his stuff here) a couple weeks ago, and he's basically been on repeat since. Awesome stuff, man. I've been changing that link every few weeks though, so catch it while you can...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Raiden? Raiden! RAIDEEEEEEEN! The AI Colonel has joined the clash!



In Metal Gear Solid 2, a man who appears to be Col. Campbell (but simply identified as "Colonel") serves as Raiden's commanding officer, supporting him via codec. When a computer virus starts taking effect on Arsenal Gear, however, the Colonel begins acting erratically (engaging in such non-sequitur behaviors as reading the stations on the Nose Electric Railway and talking about "a famous purple stuffed worm in flap-jaw space" in communications with Raiden), revealing its true nature: "the Colonel" is, in fact, not the real Roy Campbell, but an elaborate A. I. constructed by GW, a supercomputer, and based on Raiden's perceptions and expectations from his VR Training. The Colonel's advice to "turn off the game console" parallels Big Boss' final radio transmission in the original Metal Gear ordering Snake to abort his mission and "switch off (the) MSX computer".

The Colonel constantly flickers in and out during battle, being transparent and of a distinct green tint. Sometimes his skin will vanish and his look will change into that of a skeleton briefly, as seen in his portrait here.


Stats
Size: 7.25/10 He’s a human, or at least an AI made to impersonate one. The colonel is taller then Marth, but shorter then Ganondorf.
Weight: 5/10 While the real colonel would be much heavier, this AI impersonator is a hologram, and thus is surprisingly light for his size.
Walking Speed: 2/10 The colonel wasn’t the fastest person to impersonate, being quite old.
Running Speed: 1.5/10 The colonel goes faster with his run then his walk, he just simply has a bad run. The fact it’s animation is walking should tell you something. The Colonel has the slowest movement speed in the game.
Traction: 3/10 The colonel also skids around a lot due to his old age.
Power: 8.5/10 The Colonel is quite powerful, nearly all of his moves having KO potential.
Attack Speed: 1.5/10 The Colonel's moves are all awkwardly laggy, there being very few moves scattered into the moveset that are relatively quick, and even then they're often weak. The Colonel has buttloads of lag to pull out props and say random blabberings.
Range: 8/10 One of the Colone's greatest advantages. He has several projectiles and tons of disjointed hitboxes, but he can't camp due to the low speed of the projectiles. The Colonel has large problems if the foe gets too close, and prefers to keep them away from him. He hates speedy characters like Sonic who get in his face.
First Jump: 3/10
Second Jump: 4/10
Recovery: 3/10 The Colonel has potential for infinite recovery, but it's next to impossible to use.
Priority: 9.5/10 The Colonel's quantity of disjointed hitboxes and projectiles is astonishing, and even the attacks not using them have high priority.
Hover: No
Fall Speed: 5/10
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.

Basic actions:

Basic pose: The Colonel has his arms to his sides like a soldier.
Idle pose: The Colonel takes off his beret, then takes out his scissors and gives himself a haircut with them.
Walking: The colonel puts his hands behind his back and walks forward with his head down as if pacing.
Running: The colonel raises his head up, going slightly faster.
Dashing: The colonel scuffles a bit faster, putting his arms to his sides, though still walking casually, not pumping his arms as he “runs”.
Crouching: An office chair appears under the colonel for him to sit on which he proceeds to use, and a desk appears in front of him, which he proceeds to fill out papers on. If used next to the edge, the desk will float in mid air, defying gravity, it won’t drop down to spike enemies. The desk serves as a wall from projectiles, although you can aim said projectiles over the desk to hit the Colonel.
Jump 1: The Colonel leaps off the ground with his old legs, holding his back as he does so in pain.
Jump 2: The Colonel's legs glitch out, turning staticy, and he gets propelled upwards.
Shield: The Colonel braces himself, but of particular note his bubble shield is green and staticy.
Sidestep: The Colonel turns into random numbers (61 being common among them), then reappears.
Rolling: The Colonel leans back for his body to glitch out and become staticy, him getting invulnerability frames as he quickly hops forwards/backwards for the "roll".
Air Dodge: A bunch of random digits appear in front of the Colonel as he leans back (61 being common among them), using the numbers as a shield.
Sleeping: The Colonel lays down on his back lazily as he sleeps, mumbling "ZZZZZZZZ. . .", the letters appearing next to him in a typical fashion.
Dizzy: Random digits flutter about the Colonel's head as random parts of his body become staticy, him holding his head.

Special Attacks:

B: Fission Mailed

Video (Functions basically exactly as it does in this video)
The screen grays out and the Metal Gear Solid 2 game over theme plays, then the screen showing the battle shows up in a small window in the upper left corner of the screen. The battle resumes as normal inside this window, but it’s very hard to see. This deals no damage or knockback, but completely blocks vision until the little screen appears. This can only be used once every 30 seconds to avoid being spammed. This has no starting lag whatsoever, meaning it’s great for mindgames to mess up somebody’s combo or recovery, and could possibly even get you out of a chain grab if you mash B enough. This basically functions identically to how it does in MGS2.

B Side – Animal Abuse: The Colonel extends out his arm and seagulls proceed to come out of his sleeve, 4 in total. These seagulls can push foes back slightly, and travel off the screen, vanishing if they hit a wall, going at the speed of Wario’s run. It takes 2 full seconds for the 4 seagulls to come out of the Colonel’s sleeve, so this can’t be spammed. The seagulls deal no damage, only pushing foes back. This is good for gimping recoveries.

Where this move gets interested though is that if an enemy attacks one of the birds, they’ll die instantly, and the Colonel will say “Do you actually enjoy abusing helpless animals?”, gaining super armor as he takes out a machine gun and says this. The Colonel will be able to aim the machine gun up and down as he rapidly fires it, each shot causing you to flinch and dealing 1% damage, 5 shots coming out a second. This lasts 5 seconds and is great for damage dealing. While the Colonel is shooting the gun, he says “Let’s see how you like it!”. The colonel will lose the machine gun if he’s hit while firing it, and cannot move at all while firing it, not even being able to turn around.


B Up - UFO: When you first do this button input, the Colonel will take out a hammer and nails and construct a doll house in a single second somehow, being the size of Kirby. This on it’s own does nothing. The house has 15 stamina, easily able to be destroyed.

When you put in this button input when you already have a house though, the Colonel will look up and see a glowing orange object in the sky, to the east! It moves very irregularly... Suddenly, there’s an intense light all around the Colonel, knocking him out, and when he comes to, he’ll be at the home he built.

This gives the Colonel an infinite recovery, but no part of it harms enemies whatsoever, and enemies can easily destroy the house that the Colonel sets up to recover with. Recovery isn’t one of the Colonel’s strong points. Thankfully if the house is indeed set up, the animation for the teleporting to the house will be very brief, meaning the Colonel’s recovery is far from gimpable. The Colonel has no reason to use his jumps if his house is set up when he’s recovery, just mash up B as soon as you can.


B Down – Answering Machine: The Colonel says “I am not home right now. Please leave a message after the beep. BEEP.” It takes a while for the colonel to say the first two sentences, them doing nothing, him being hit out of the attack if he’s hit during that part. However, if somebody does an attack when the colonel says “BEEP”, they’ll be countered for triple the damage and knockback of the attack. To make this possible to hit with, when the Colonel says “BEEP”, you can hold down B for him to extend his saying of the word for up to an additional 2 seconds. This move is impractical for the most part, but you can use it decently safely, as if you press B while the Colonel is saying the first sentence, it will cancel the attack.

Basic Attacks:

A/AA/AAA – Brainless ‘Bot: The Colonel extends his arms out robotically the first time you press A straight in front of him for mediocre knockback and 3-4% damage, though it has good range is quite fast. The next press of A has the Colonel reach up to his head and then rip it off, slamming it down in front of him with his arms fully extended like the first press of A. The head slam does 5-6% damage and below average knockback, being average speed. Upon rapidly pressing A after the AA, the Colonel will rapidly spin the head around in his hands, doing 1-2% damage per second. This had bad ending lag for the Colonel to put back on his head if you do the AA or AAA.

Ftilt – Extended Play: The Colonel takes out a Gameboy and starts playing on it, this part of the attack doing nothing whatsoever. After 2 seconds of playing, the Colonel will throw it forward in frustration, a sound effect of Mario dying in a Super Mario Bros. playing, saying “I need to find something better do with my time. . .”. This move is loaded with starting and ending lag, but the Gameboy is a projectile that goes at the speed of Shiek’s needles, having infinite range, and does 9-10% damage upon contact with average knockback, being a very good projectile.

Utilt – Bulge Bug: The Colonel starts glitching out, becoming twice as tall and half as wide for a brief moment, flashing with static as he does the attack. The upper half of the Colonel’s body is the hitbox, and it does 7-8% damage and average upward knockback. This is slow, but has good upward range and good priority as far as non disjointed moves go.

Dtilt – Paying for Lunch: The Colonel opens a drawer from the desk in his crouching position then throws out money meant for his ex-wife as part of their divorce settlement, among other bills, at his enemies. The money and bills deal 2-3% damage and a small flinch each, and the colonel will keep throwing out bills so long as you hold A/rapidly press it. The money and bills travel half the length of Battlefield at the speed of Falco’s lasers. 3 pieces of money/bills can be out at a time from each Colonel with his rapid fire rate.

It takes some time for the colonel to come out of the crouch position and put away the desk and chair, but the desk serves as a wall from attacks, including projectiles, and you’ll have a steady stream of projectiles going forward, giving you a decent defense.

The Colonel will say “Actually, I'm in really bad shape financially... I pay money to my ex-wife as part of our divorce settlement, among other bills... I just had no choice but to make you pay for lunch the other day. I'm really sorry." during the attack, but it’ll be cut short if you end the move early.


Dashing Attack – Cyber Colonel: The Colonel vanishes, and random numbers (61 being very common in these numbers for some reason. . .) appear two thirds the length of Final Destination away from where he was in the direction he was facing. The Colonel will re-appear at the locations of the numbers, them vanishing. The numbers cause you to take 1% damage 3 times a second and flinch for each hit, lasting a single second before the Colonel appears there. Due to the Colonel having such a slow movement speed, this move’s main use is moving around more quickly, having little use as an actual attack.

Rising Attack (Either Side) – Speedy Sixty One: The Colonel turns into the digit 61, being around the size of Kirby, and spins around rapidly, dealing 5 hits of 1% damage within a second, then forming back into the Colonel. This has very high priority, being good for racking a small bit of damage when you’re knocked down.

Ledge Attack – Glitch General: The Colonel vanishes instantly from his hanging position on the ledge and appears one battlefield platform’s distance on the stage away from the ledge. This does nothing to your enemies, but it all happens instantly, making it very awkward for a ledge attack. If you have over 100%, this will take half a second to execute.

Smash Attacks:

Fsmash – Worm Blink: The Colonel summons a rock of hari-kari the size of Kirby, lifting it up above his head as he charges the smash attack. Once he releases the charge, he’ll drop the rock down, meteor smashing enemies downwards and dealing 10-11% damage. Once the rock hits the groud, a famous purple stuffed worm from flap-jaw space with a tuning fork will be summoned on top of the hari-kari rock, and will proceed to do a raw blink. The “raw blink” causes a flash the size of Kirby to appear in front of the worm, which is the hitbox. This deals 10-11% damage and average knockback uncharged, and 15-16% damage and above average knockback fully charged. The Colonel cannot move until the move is finished. This has decent startup lag, but the objects all vanish instantly once the worm blinks, leaving the Colonel free to do as he pleases.

You can spike enemies with the hari-kari rock by standing at the edge and using this attack, but this will rarely prove useful. This is laggier then most fsmashes, but it’s not terrible, being a good KO move. All the extra objects vanish if the Colonel himself is hit during the attack. The Colonel says “I hear this is amazing.” during the attack.


Usmash - Wicked Webworm:

The Colonel turns into a North American Fall Webworm as he was in his past life, then faces his rear end upwards and shoots out a string of webbing that creates a web the width of Bowser, though not very tall at all. The web will go up double the height of Ganondorf at the speed of Jigglypuff’s run (The slowest in the game), having perfect priority due to being a disjointed hitbox and dealing 10-11% damage and above average upward knockback uncharged, and 15-16% damage fully charged and good upward knockback fully charged. The colonel returns back to his normal form once the web vanishes. If the colonel is hit while still a worm, he’ll turn back to normal, the web vanishing, taking the hitsun/knockback/damage of the attack. This is a good KO move, and it’s hard to hit the Colonel during it without a dtilt due to how tiny webworms are.

Dsmash – Eye Burner: The Colonel takes out a television and places it in front of him, it being a widescreen TV the side of Bowser. The TV will work as a disjointed hitbox, serving as a wall against projectiles to boot. It takes a second for the Colonel to bring it out, not being too laggy. The Colonel will say “You’ll burn your eyes out sitting so close to the TV!”, then put the TV away.

If you go within the length of Bowser of the TV screen, you’ll be stunned. The stun duration lasts until the Colonel’s ending lag finishes, then an extra half a second for you to actually hit your stunned enemy. The stun can increase to up to 1.5 seconds if the move is fully charged.

This is actually a quote from AI Rose, not the AI Colonel, but in reality they’re run by the same AI.


Aerial Attacks:

Nair – Food Fight: The Colonel goes on lunch break, taking out some food that he’s sorry he had to make Raiden pay for yesterday. If nobody is within the distance of a battlefield platform when the Colonel uses this move, it’ll heal him of 1% damage. If somebody is in range however, he’ll say “Munch, munch. I'm eating now, call back later. Munch, munch.”. If you hit the Colonel while he’s saying something under then the “munching” (He actually says the words, not munching noises), you’ll have your attacked countered back at you in the same vein as Marth’s.

Fair – Sniper Wolf: The Colonel takes out a PSG1 and says “Use THIS against Sniper Wolf!”, firing a round from it. The sniper blast hits around a battlefield platform distance away from the Colonel, but does good knockback and 14-15% damage. This isn’t that laggy, it’s just the location of the hitbox is quite awkward. Still, the range of this attack can be used to your advantage, it just takes some getting used to.

Bair – Sniper Meryl: Identical to the fair, but backwards. The Colonel says “Hurry up and save Meryl!” during this move.

Uair – Sick Scissors: The Colonel says “I need scissors! 61!” for scissors to appear in his hands. The Colonel proceeds to do 5 quick cuts with the scissors over a second, the first four cuts drawing foes in slightly, doing 3-4% damage and a flinch, while the final cut does another 4-5% damage and average upward knockback. This is slightly laggy, but not in comparison to the rest of the colonel’s moves. The scissors are very large, giving the move good range, making it excellent for FFAs. Unlike most of the Colonel’s moves, this doesn’t work well as a KO move. You can DI out of this, but you’ll have to take at least three cuts before getting out.

Dair – Flushed Away: A bathroom stall forms around the colonel, it having a female stick figure on the outside of it. If somebody falls in through the top of the stall, a flushing sound will be heard and the enemy will get booted out through the bottom of the stall, being spiked down to their doom and taking 22-23% damage. If nobody is caught in it, the Colonel will be the one flushed to his doom, taking the same damage/knockback as anyone else who’d get caught by the toilet. The Colonel falls very slowly while in the bathroom stall, basically floating in midair for 3 seconds. If the Colonel catches someone in the bathroom stall, he says "I can't believe that the guy who performed all those twisted acts in the women's bathroom could have made it this far. This is the end of the world.", then flushes them. If someone else attacks/enters the stall while he’s saying this, everyone inside the stall will be flushed down.

Grabs and Throws:

Grab – Indispensable Man: A grave stone is summoned in front of the colonel, and a indispensable man (Zombie) rises up from the grave, then extends his arms out to the sides a long length, this throw having a very long reach, around that of a tether on either side. While the zombie is a big disjointed hitbox, the colonel cannot move while the zombie is forming, easily making this the most laggy throw in the game. While the zombie rises from the grave, the Colonel says “Remember what de Gaulle said…”. Once the zombie grabs someone, he pulls them against himself in a bear hug. Once the zombie performs a throw/the enemy escapes from the grab, the colonel is instantly controllable again, having no lag and the zombie vanishes.

Grab Attack – Braaaaiiiinnnnssss. . .: The Zombie munches on the upper head section of the character, dealing 2% damage.

Fthrow – Head Hammer: The Zombie rips off it’s own head, holding it in one hand by the hair, then smacks the victim over their head with it for 8-9% damage and good knockback for a throw.

Bthrow – Brainless Batter: The Zombie rips off one of it’s legs, balancing itself on it’s remaining one, then lets go of the enemy, shoving it behind itself for 2-3% damage, then doing a baseball homerun swing with it’s leg like a bat for send the enemy flying for exceptionally good knockback for a throw and an additional 7-8% damage.

Uthrow – Armed Assault: The Zombie throws the enemy up above itself not very far at all for 4-5% damage, then rips off one of it’s arms and throws it up at the enemy to smack them for good upward knockback for a throw and another 4-5% damage.

Dthrow – Force Feed: The Zombie rips off it’s hand and shoves it into the mouth (Or mouth area) of the victim, dealing 11-12% damage and causing the victim to fall on their back, grossed out. This is the Colonel’s main throw for damaging.

Final Smash – Colonel’s Console:

The Colonel says “Turn the game console off right now!”, standing in place and becoming invulnerable. If the enemies don’t KO themselves in 10 seconds, the game console will turn off. Not really, but it’ll play dead for 10 seconds, the screen going blank and the light on the Wii turning red, then go to the no contest screen. There’s a 1 in 100 chance when you use this the Wii actually will turn off, regardless of whether or not you the enemies KO themselves (Though it’s disabled online).

The Colonel can only use this final smash to his advantage when he’s losing, as if he’s winning the enemy can choose to not KO themselves to get back on even footing with the Colonel.


Overall Play Style – Communist Colonel:

The Colonel has a ridiculously large amount of viable KO moves, virtually all of them having the ability to do so at reasonable percents. However, the Colonel has a harder time racking up the damage. Despite this, the Colonel is far from your average heavy character, he has several tricks up his sleeve. He has two counters in his down special and nair as well as a heal to boot in said nair, and has a stun dsmash like ZSS. With his dair and counters, the Colonel LOVES to punish people. With his highly strange arsenal and wide variety of (strangely placed) projectiles, the Colonel has plenty of tools in his arsenal to mess with his enemy. You’ll always be waiting for your enemy to mess up, the Colonel’s better at this then Wario in some regards. Other than his killer dair, the Colonel’s air game is otherwise decently uninteresting, his ground game being more appealing.

Speaking of air game, the Colonel should rarely venture out too far from the platform, as any enemy with half a brain will more likely then not instantly destroy one of the Colonel’s doll houses from his up speial as soon as he makes it, which he needs to recover. The Colonel’s jumps are pretty bad as well, and he isn’t as heavy as the other power characters either, meaning the Colonel’s gimping game is limited. Even if your target isn’t out very far, you have to make sure you’re going to hit them with the dair, or else you’ve basically lost a stock.

The Colonel has very high priority with most of his moves, several being disjointed hitboxes/awkward projectiles. You’ll want to constantly be in the Colonel’s face so he can’t take advantage of his projectiles and walls such as his desk or TV from his dtilt/dsmash. Speedy characters do well against the Colonel, as he relies on having to keep the pressure on the enemy, not dealing with it himself nearly as well. The Colonel can’t exactly camp as his projectiles are far from spammable, but he does well at keeping the enemy around, say, a Battlefield platform’s distance away from him.

The Colonel can choose to play more defensively, staying close to his doll house and defending it vigorously so he can actually recover. If you have one set up when you get knocked off, you’ll want to press B up instantly, ignoring your jumps, as B up will do everything anyway and you don’t want to give your enemy more time to destroy the house. The Colonel’s walls will certainly help with a defensive play style, and you can mix it up later on into a more offensive one. There are many ways to play the Colonel, and it’s possible to switch them in mid battle to mess with your enemy quite easily, the Colonel being excellent at messing with people’s minds, as he did with Raiden. Your enemies clearly don’t deserve free will – Show them their place and strip them of everything they own, then make them join your cause or be slaughtered.


Random Blabberings from the Colonel:

-If you steal a life from an ally in a team battle after you’ve run out of lives by pressing start, the Colonel will say "Even my patience has its limits. I just can't leave this thing up to you any longer. I'll do the fighting, you can just go home!".

-If you lose to AI Colonel in a single player mode and get a Game Over screen due to it, you will hear him say “I noticed this a while back, but you have far too many Game Overs. Sorry to be blunt, but you really stink at this game." on the Game Over Screen.

-If you have any ocarina codes loaded when you boot up Smash Bros., you’ll hear the Colonel say “You wouldn't be trying to give yourself a bogus score using some ingenious trick would you? That's just about as low as anyone could possibly stoop! I can't believe you sometimes…” when you select the game from the Wii menu.

-When you clear one of the challenges that require you to play the game for long periods of time, you’ll hear the Colonel say “Honestly though, you have played the game for a long time. Don't you have anything to do with your time?".

Taunts:

Up Taunt – Ludicrous Language: The Colonel says "Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki, Tada, Hirano, Ichinotorii, Uneno, Yamakocka, Sasabe, Kofudai, Tokiwadai, Myoukenguchi.".

Side Taunt – Hidden Patriots: The Colonel says "La-li-lu-le-lo! La-li-lu-le-lo!! La-li-lu-le-lo!!!".

Down Taunt – Presidential Puppet: The Colonel says "President Baker should be somewhere to the south of where you blasted through the wall. Hurry and save him before the terrorists discover his code.".

Entrance – Patriot’s Past Life: A webworm slides down a web string onto the stage, then turns into the Colonel.

Results Screen Poses:

Win 1 - VR Randomness: The Colonel says "Variety Level 13. Rescue Meryl, the "Return of Genola".".

Win 2 – Rock, Paper, Scissors: The Colonel summons his desk from his dtilt and takes out a paper, then says “I need scissors! 61!’ to summon some scissors which he uses to cut the paper apart. The colonel next summons a hari-kari rock to crush the scissors, then makes another desk to take out a paper to cover the rock, causing it to crumble. The Colonel takes out the scissors again, saying the awkward phrase, the cycle repeating over and over.

Win 3 – Former Life: The Colonel says “I was a North American fall webworm in my former life. Ah, those were the good old days. What were you in your former life?", then turns into a North American fall webworm.

Loss – Colonel Johns: The Colonel claps slowly, mumbling under his breath (Barely audible) “They clearly used an ingenious trick to get a bogus store. . .That’s just about as low as anyone could possibly stoop. . .I can’t believe people sometimes. . .”.

Kirby Hat – AI Kirby: Kirby gets a green tint and becomes transparent, his skin occasionally flashing to reveal a awkwardly structured skeleton. Kirby also gets the colonel’s beret. His neutral special, fission mailed, is identical to the Colonel’s.

Alternate Colors:
-Default (Green tint) (Green team)
-Red tint (Red team)
-Blue tint (Blue team)
-Orange tint
-Pink tint
-Teal tint
-Yellow tint
-Real Colonel Campbell. The Colonel isn’t tinted, having normal colors, and isn’t transparent, not flashing to reveal his skeleton.

Snake Codec Conversation:

PUSH SELECT

Snake: Colonel, what are you doing here?!?
Colonel: That’s not me, Snake, it’s- *Static*
Snake: Colonel? What’s happening?
Colonel: Snake, turn the game cosole off right now!
Snake: What do you mean “game console”?!?
Colonel: You’ll burn your eyes out sitting so close to the TV!
Snake: I’m on the battlefield. . .There is no TV. . .Colonel, what’s wro-
Colonel: I noticed this a while back, but you have far too many Game Overs. Sorry to be blunt, but you really stink at this game.
Snake: This isn’t a game Colonel. . .Wait, why are you pulling out scissors? Did you just. . .TAKE YOUR HEAD OFF?!?
Colonel: La-li-lu-le-lo! La-li-lu-le-lo!! La-li-lu-le-lo!!!
Snake: Colonel? Colonel! COLONEEEEEEEEEL!

-End Transmission-

Assist Trophy: AI Rose



The AI version of Rose emerges from the assist trophy in her normal state at first, but if any enemies pass her, she’ll turn into a woman attractive to that character, still in hologram state, though the victim oversees this, too distracted by the woman (As the Real Rose changed her looks for Raiden to like her due to being a spy.). The victim will be infinitely stunned next to Rose, her staying like this for 10 seconds before vanishing. Rose will wait 20 seconds for the one who summoned her to bring a victim to her. This has no effect on female characters.

The females Rose immitates for the various characters are as follows:


Mario: Peach
Luigi: Daisy
Bowser: Peach
DK: Candy Kong
Diddy: Dixie Kong
Wario: Mona
Yoshi: Generic Pink Yoshi
Link: Zelda
Ganondorf: Generic Gerudo Woman
Toon Link: Toon Zelda
Pit: Generic angel girl (Sorry, Palutena’s too big)
Ice Climbers (Only works if Nana is KOd): Nana
Rob: Generic Pink Rob
Kirby: He’s oblivious due to being mindless, it doesn’t work on him.
Meta Knight: Generic Red Maskless version of him with blue hair
King Dedede: Generic slender female humanoid penguin
Olimar: Olimar’s Wife
Fox: Krystal
Falco: Katt
Wolf: Krystal
Captain Falcon: Jody Summers
Pikachu: Generic Pikachu with pink bow
PT’s Pokemon: Generic version of the Pokemon currently out with pink bow
Lucario: Generic Lucario with pink bow
Marth: Sheeda
Ike: Mia (IDC what you say, Ike isn’t gay)
Ness: Paula
Lucas: Immune to it due to his age and troubled past
Mr. Game & Watch: Mrs. Game & Watch (Did you not see this coming? It’s G&W with a pink bow.)
Snake: Rose turns into a porno mag, which Snake proceeds to pick up and read.
Sonic: Amy

Mewtwo: Immune to it, he along with all other legendaries are genderless. (Lol contradiction)
K. Rool: Kalypso (DK Barrel Blast, only female Kremling ever)
Ridley: Generic pink version of his race
Cortex and Tiny: Generic attractive human that causes Cortex to leap off Tiny and oogle her, forcing Tiny into titan form, Tiny unable to reunite with Cortex until Rose vanishes. Tiny is immune to it due to his stupidity, even when alone. Cortex will fall for it normally when by himself.
Klump and Krusha: Kalypso. Klump oogles her while Krusha’s immune to it due to his stupidity, but unlike Cortex and Tiny you can’t play as Krusha alone. Krusha will hit on Klump’s hard hat to try to get his attention, but this just causes Klump’s tounge to drop out of his mouth like a dog as he stares. Krusha will just shrug and wait for Klump afterwards.
The Joker: Harley Quinn
Kaptain Skurvy: Kalypso.
The King: The Queen
Snorlax: Slaking with pink bow that pathetically tries to act feminine.
Electrode: Pokeball
Dr. Robotnik: Generic attractive woman, Robotnik’s mustache falls off in shock, him having to put it back on before he continues oogling her.
Tails Doll: Immune to it, he’s creepily mindless.
General Grevious: Rose will turn into a droid with a pink bow, hoping it will work, but due to droids being mindless robots Grevious is uncaring. Grevious however is distracted by the droid, giving it orders, thus still able to be harmed by this assist trophy.
Nack the Weasel: Rouge the Bat
Sam Lionheart: Kelsey
Myifee: Epharr
Haar: Jill
Megaman: Splash Woman

Kefka Doodle:

 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
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Make Your Move
Nice work MW...

But are you seriously going to include contest movesets in the AT effects and not mention atleast one of mine?

I'll even give you the options.

Sam: Kelsey
Haar: Jill
Myifee: Epharr
 

Kholdstare

Nightmare Weaver
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Nice work. What happens if two or more Colonels use his Neutral B at the same time?
 

Pelikinesis

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Somewhere in Nevada...
I don't suppose anyone has done a Plok moveset or an Aero the Acrobat moveset? I suddenly felt like doing obscure SNES platformer characters from my childhood, in addition to Tonberry and Cactaur.

Also, my first moveset (in both senses) was on page 8. Would it be okay to post another one anytime soon?

Darn you kids and your newfangled BBC code gibberish!
 

Agi

Smash Lord
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I don't suppose anyone has done an Aero the Acrobat moveset?
I played Aero on the Sega Genesis. Oddly enough, he was one of the ideas I threw around for a while, but I never went with it.

Also, my first moveset (in both senses) was on page 8. Would it be okay to post another one anytime soon?

Feel free to post anytime. No one's holding you back!
Darn you kids and your newfangled BBC code gibberish!
British Broadcasting Channel? :bee: *watches Hitchhiker's Guide to the Galaxy*


Different topic: I've made quite a bit of progress on N; e.g. actually getting myself to type... something. Hope for him appearing by the end of the weekend.
 

MasterWarlord

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Messages
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Nice work MW...

But are you seriously going to include contest movesets in the AT effects and not mention atleast one of mine?

I'll even give you the options.

Sam: Kelsey
Haar: Jill
Myifee: Epharr
This moveset was made a considerable time ago, before I knew of Kelsey's existence, otherwise she'd be there. Haar and Myifee I know nothing about, so yeah. Added them in along with a few slight fix ups and a babe for Megaman.

Nice work. What happens if two or more Colonels use his Neutral B at the same time?
The first neutral B would cancel out any other neutral Bs until the screen went back to normal, I suppose.

Glad ya both liked it. . .Seeing you didn't rofl at it, you two probably haven't played MGS2, so you're real troopers for reading this one.

Then again, this moveset is the moveset that's the easiest to actually, y'know, read out of my movesets. . .

Edit:

Marthtrinity said:
God I KNEW there was a reason to log back on...AI Colonel is amazing...I love how you put in the Fission Mailed...and the random blabberings were probably my favorite part...top class work Warlord : )
Yay for somebody who's actually played MGS2! *Gives kudos* Glad somebody got a kick out of it. :)
 

Chris Lionheart

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This moveset was made a considerable time ago, before I knew of Kelsey's existence, otherwise she'd be there. Haar and Myifee I know nothing about, so yeah. Added them in along with a few slight fix ups and a babe for Megaman.



The first neutral B would cancel out any other neutral Bs until the screen went back to normal, I suppose.

Glad ya both liked it. . .Seeing you didn't rofl at it, you two probably haven't played MGS2, so you're real troopers for reading this one.

Then again, this moveset is the moveset that's the easiest to actually, y'know, read out of my movesets. . .

Edit:



Yay for somebody who's actually played MGS2! *Gives kudos* Glad somebody got a kick out of it. :)

Thanks and some of those attractions you have up there are quite funny... especially Snorlax. :laugh:


I wish I could say I've played the game, but I'ld be lying.


I may try to judge it for you, but its getting late so we'll see if someone takes it first tomorrow. Have a good one.
 

Kholdstare

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The first neutral B would cancel out any other neutral Bs until the screen went back to normal, I suppose.

Glad ya both liked it. . .Seeing you didn't rofl at it, you two probably haven't played MGS2, so you're real troopers for reading this one.

Then again, this moveset is the moveset that's the easiest to actually, y'know, read out of my movesets. . .
No, I haven't, but my friend has every MGS to date. I thought the moveset was awesome, and unique. Thanks for clearing that move thing up. It would have been lulzy to create a time paradox, though. (screens inside screens inside screens inside screens... just imagine 4 Colonels using that...)
 

Agi

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Okay, after reading AI Colonel, (what? A non-reviewer can read an MW moveset? NO WAY) I can honestly say one thing:

Metal Gear is a far stranger game than I ever thought it was. I was able to laugh at... pretty much everything. The Final Smash was particularly intriguing, however. Forcing opponents to either lose a stock and be at a disadvantage or declare the match a draw.

It was disappointing not to see an SSE, however... That is all.
 

~Cruxis~

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That is a nicely organized MS there, MasterWarLord. I can smell the military musk from it.

Edit: btw, I posted my 95% done moveset for KOS-MOS. You said you looked forward to it
 

MasterWarlord

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No, I haven't, but my friend has every MGS to date. I thought the moveset was awesome, and unique. Thanks for clearing that move thing up. It would have been lulzy to create a time paradox, though. (screens inside screens inside screens inside screens... just imagine 4 Colonels using that...)
Heh. . .To be quite frank, I'm just getting into MGS Myself. MGS2 is the only one I've played, although I have actually fully gone through in from start to finish.

I still needa finish that. . .Why can't I play video games without my copy of Brawl?!? I'm on the Metal Gear RAYs. . .

Screens within screens within screens. . .Lol. . .A never ending loop.

Thanks and some of those attractions you have up there are quite funny... especially Snorlax. :laugh:


I wish I could say I've played the game, but I'ld be lying.


I may try to judge it for you, but its getting late so we'll see if someone takes it first tomorrow. Have a good one.
Hehe, yeah, Snorlax's Slaking is one of my favorites, but how can you forget Snake's porno mag?

Okay, after reading AI Colonel, (what? A non-reviewer can read an MW moveset? NO WAY) I can honestly say one thing:

Metal Gear is a far stranger game than I ever thought it was. I was able to laugh at... pretty much everything. The Final Smash was particularly intriguing, however. Forcing opponents to either lose a stock and be at a disadvantage or declare the match a draw.

It was disappointing not to see an SSE, however... That is all.
I didn't include a SSE Role on AI Colonel due to him being a joke character and so ridiculous to include, and I decided I wanted to keep this entry more brief and readable. It worked, didn't it? You actually read it! Rest assured, justice will be done to him in my feature length original SSE.

That is a nicely organized MS there, MasterWarLord. I can smell the military musk from it.

Edit: btw, I posted my 95% done moveset for KOS-MOS. You said you looked forward to it
Thanks. The color scheme was more of a no brainer for this moveset, it was just so natural for it to be shades of green.

I missed Kos-mos? ****, this thread moves fast, and what with the troll invasions. . .*Goes to read*

Well, that was quicker then I expected. . .It was due to the low detail. Granted, you do put some detail into the specials, enough for the most part, although perhaps a bit more elaboration on the amount of bullets that come out, but good. The rest of the attacks need mention of lag though, at the bare minimum.

Aside from detail issues though, it's looking great. I like that you decided to make an attractive female a heavyweight for once, more unique that way. The pictures help the moveset a lot, especially the animated ones for the final smash.
 

Chief Mendez

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Metal Gear is a far stranger game than I ever thought it was.
Dude you have no freaking idea. If you thought that was awesome...you really need to play Snake Eater.

Speaking of, I'm really very happy with how that came out, 'Warlord. I wish you'd used some of the more obscure MGS2 easter eggs, like the Moai Heads and Johnny, especially since you ended up using a lot of AI Colonel's in-game quotes for a bunch of different things, but despite that it's easily the geekiest moveset yet. :bee:

EDIT - Also Mega Man's female lure should probably be Roll, not Splash Woman (who, y'know, he destroys).
 

~Cruxis~

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@Master: Hah, I should of expected some improvement points from you. That's MasterWarLord for ya. Well, I am a design nazi, as you are a detail nazi. We can learn a thing or two from each other, just maybe. Thanks. Anything can be touched up.
 

Chief Mendez

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His sister!? ew.

Does he even need a female lure? He's a kid robot
Specifically Roll Caskett, from the Legends games. Obviously that flies right in the face of any shred of continuity my moveset had for the guy, but hey--it's really the only option I can think of.

And...even though I know virtually nothing about the series, isn't she Mega Man's love interest in the Battle Network universe?
And technically even the regular Roll is only Mega Man's sister in name...I mean, they're robots--incest doesn't apply.
 

darkserenade

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Does he even need a female lure? He's a kid robot
Exactly.
[color=20202020]10 hidden innuendos.[/color]

Wow, Warlord, I'll tell you right now, A.I Colonel was supercalifragilisticexpialidocius, even if the sound of it is something quite atrocious.
Really, nice job.
 

half_silver28

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O_o nice work as always detail nazi warlord.

as for megaman's female lure............ no clue. If this were the X, EXE or megaman legends version, we'd have some other choices :ohwell:

@mendez: if we're including legends, then how about tron bonne??? *has never played legends* lol

btw, I'm leaning towards not reposting batman; I'm starting to get into my spyro moveset, even though I have to do some extra research now. I was only going to draw from the PSX spyro games at first, but I realized that there just wasn't enough for me to use. So I'm forcing myself to incorporate elements from the Legend of Spyro series into his moveset, which I have not played. It's better than the first 2 PS2 games I guess...

*lurks moar*
 

SkylerOcon

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Specifically Roll Caskett, from the Legends games. Obviously that flies right in the face of any shred of continuity my moveset had for the guy, but hey--it's really the only option I can think of.

And...even though I know virtually nothing about the series, isn't she Mega Man's love interest in the Battle Network universe?
And technically even the regular Roll is only Mega Man's sister in name...I mean, they're robots--incest doesn't apply.
In Battle Network Roll is Mega's love interest.
 

Chief Mendez

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if we're including legends, then how about tron bonne??? *has never played legends* lol
Nyeh, Bonne's more of a psychopath than a love interest. :psycho:

Legends is an awesome series that needs a third game.

btw, I'm leaning towards not reposting batman; I'm starting to get into my spyro moveset, even though I have to do some extra research now. I was only going to draw from the PSX spyro games at first, but I realized that there just wasn't enough for me to use. So I'm forcing myself to incorporate elements from the Legend of Spyro series into his moveset, which I have not played. It's better than the first 2 PS2 games I guess...
I don't know that there's much different in the Legend games from the regular ones.

Granted, I've only played one of those games, and it was a (deceptively fun) GBA adaptation, but from what I gathered, it's basically the same different elemental breaths and simple platformer mechanics, only with an epic-but-not-really plot.

So yeah, good luck with that. :bee:

In Battle Network Roll is Mega's love interest.
TAKE THAT JOONAWHOO
 

smashbot226

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Waiting for you to slip up.
Okay, after my Weighted Companion Cube moveset on Pg. 16 is finished, I'll work on my User Created Original Universe- like Chris Lionheart's whole idea.

I've got five members on my troop, and they're all based and named on frequent visitors of the thread:

: The Valiant Warrior


Twilit Hero- Half bird half human (Called Jekan in my world.) warrior sent by his tribe to fight.
"My sword pierces all injustice; en guarde!"


The Intelligent Sleuth:


Spadefox- Human assassin whose wits match those with none.
"I'll give a 100% chance that he'll 'jump' on my arrows."


The Friend Or Foe:


Joshua the Cheap- Escaped Faedric Thief who's more likely to amputate your hand than shake it.
"There seems to be skin where your hole should be..."


The Big Guy:


Junahu- Orc Berzerker with the mind of a mountain and strength to match.
"Mace goes swing swing, head goes pop!"


The Wily Sorcerer:



Dark Serenade- Quithic magician with a knack for the lute.
"You may not have noticed, but I euthanize people ike you."




Others I'll include:

Chief Mendez the Magnificent (Minotaur Lord)

Sir Kibble the Knight (Human Paladin)

Skyler Ocon Of Urytha (Jekan Lancer)

And many more...
 

UnSaxon51

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GOOD GOD.

I just went through 13 pages (and apparently was blessed to have missed a troll)

I skimmed through the movesets, but didn't even come close to finishing most of them.

I don't think I can keep up with this thread. How do the Sandbags do it?!?!
 

Chief Mendez

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How do the Sandbags do it?!?!
We don't.

What you know as the five "people" that are running this thing is actually a super-intelligent robot sent back in time to enslave humanity with it's intelligence, awesomeness, and attractiveness. :bee:

The future-people call it "the Play Stayshun Fore."

@smashbot: I would be excited about all that...but I know all about you and yoour empty promises...
 

Red Arremer

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@smashbot:
What! Why am I a elven ranger and no backstabbing assassin or some kind of dark mage and most importantly no furry! D:<

@MasterWarlord:
I'm glad Guntz has no love interest for that AT, however, if you really want to add him, as well, you can either make it Butz (Guntz' father), Klonoa (whom he deeply cares for) or well... him immune to it, since he has no interest in relationships like... at all. =O
 

UnSaxon51

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Actually, if you're all robots, that might partially explain how WarLord is able to constantly crank out movesets that bear stronger resemblance to NOVELS than game info. So I guess that's comforting.
Although I'm curious. I know there is no charge for awesomeness OR attractiveness. Is there a charge for intelligence?

Also, I've taken advice to heart on the Bear-Bird duo and updated quite a bit of information. I'm also trying to apply similar changes to Scizor, who is now approximately 75% finished.

updated Banjo-Kazooie:
http://www.smashboards.com/showthread.php?p=5953130
 

Shake~

Smash Journeyman
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Messages
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Not sure what compels me so strongly to do this but...
I apologize for all the low-quality images

Ultra-InterGalatic-Cybot G, Marina Liteyears, has entered the fray!



Mischief Makers, also known as Yuke Yuke Troublemakers in Japan, was released on the Nintendo 64 in 1997. The game follows the bright intergalactic green-haired girl named Marina Liteyears, a servant of Professor Theo. Professor Theo is kidnapped by an unusual race of creatures and its up to Marina to save him.... many, many times.



Playstyle

Marina relies on grabs more then any other character. She is also the only one who has aerial throws. Marina is more of a offensive type, and she relies on her grabs to deal damage and usually kill. She can play defensive, but her projectiles being hardly spammable, but she can stop enemy projectiles. Her lack of range, and her attacks being of below-average speed and damage, will make killing troublesome at times. She has little trouble recovering though, and she can take a lot of damage. She is also quite agile, and has good horizontal DI.

Stats

Size: 5/10 About the size of Mario.

Weight: 7/10 She's a small tank, living as long as R.O.B.
Fall Speed: 8/10 She falls pretty fast, and she'd fit in the top 10 fast fallers list.
Jumps: 7/10 Her first jump is about equal to Bowser's first jump.

She has 5 jumps total, thanks to her jet ability. Her mid-air jumps are about equal to Metaknight's mid-air jumps.

Speed: 7/10 She's actually quite fast on the ground due to her jets, and she's still as fast in the air too. Her walking and running speed is poor though.
Power: 5/10 She's got decent knockback moves, but in terms of damage, she has some trouble racking up %.
Range: 2.5/10 Her range is generally poor, so she has to be right in their face to land the majority of her moves.
Recovery: 7.5/10 She has quite a few moves to help her recovery, besides her 5 jumps. Her back air can be used to slightly gain more horizontal distance, and if she can land a grab on someone trying to gimp her, she can use the opponent to gain vertical distance.
Traction: 6.5/10 She has decent traction, being better then half of the cast, but she isn't in the top 5.

Quick note

Killing % is based on Mario at the middle of FD.


Standard Attacks

A, A: One-Two Punch

Marina quickly jabs once at the enemy, and follows up with another punch. Both have decent priority, and the second jab deals enough knockback to give you breathing room. The first jab deals 3% and the second jab deals 5%. Kills around 820%. This move is your quickest move, and will be used in the way the majority of the cast will use their A move.

Up Tilt: Crescent Kick

Marina does a very quick flipkick that deals 6% and average knockback that sends them diagonally up and right. The move has good range compared to her other moves, but bad priority. Kills around 190%. The move has IASA frames, and the move itself is not very laggy, so you could probably land 2-3 of theses at low %.

Side Tilt: Clancer Statue

Marina pulls out a statue of a clancer, and smacks the enemy with it. It deals 10% and knocks them away diagonally, killing at 130%. The start up and the end lag are both laggy, but the shield push is immense and the hitbox stays out for over 10 frames. It's actually a disjointed hitbox, since it's not Marina hitting the opponent, and it has good priority also. It's a decent move, so it may be used time to time to punish people who'll shield anything, and who tend to spam their dodge even before you do anything.

Down Tilt: Slide Kick

Marina slides on the ground with her leg out. The move has an average start up, with average end lag. It deals 8% and kills around 190%. It can trip enemies and oes small knockback upwards if it doesn't trip. Not one of her important moves, but tripping is always nice.

Running Attack: Dive Kick

Marina does a flip and then kicks out forward, with the kick part being somewhat like a falcon kick but not as far and not as long. The attack does 10% damage, and kills around 110%. The attack sends the opponent diagonally, mostly vertical. It's one of Marina's strongest moves, yet it's also unsafe, it having about 15 frames of starting lag (the flip) and the ending lag the same as a Falcon Kick. You'll probably save this for when they're at high %.

Smash Attacks

Up Smash: Uppercut

Marina does a strong uppercut, sending enemies into the air. The move does 14%, and sends them strongly upwards, killing at 120%. The move comes out pretty quickly, but has punishable ending lag if blocked. The move does not have much range horizontally. The move does have good priority though. You won't hit them often with this, but a hyphen smash may help land this more often.

Forward Smash: Boost Punch
Marina brings her arm back, and readies her jet. Once released, she thrusts out her arm and her jet goes full force sending her forward. How long she charges it increases the distances she goes, and slightly the damage, knockback, and shield push. An uncharged boost punch will bring her about 1/5 the distance of FD, and a fully charged will send her about 1/3 the distance. The move has great range as she moves quite a bit forward depending on how long the charge was, but the start up and the ending lag is bad. The move deals 15% uncharged (24% fully charged), and has great horizontal knockback, killing at about 110%. It also has great priority. It's Marina's longest move, but it's easy to see coming and to avoid.

Down Smash: Earth Shake

She raises both of her hands, and slams them on the ground, causing a slight shockwave in front and behind her. The start up speed is mediocre, but the ending lag isn't terrible. The hands deal 13%, and sends them diagonally, killing at about 120%. The shockwave deals 4%, and pops them vertically slightly, killing around 320%. The move's mostly safe if they're in front of you, as the hands push them pretty far if shielded, and the shockwave pushes them back again. Behind though, you'll be able to punish it with like a jab combo or a grab. The fists have average priority, and the shockwave has transcendental priority. A decent downsmash, and will probably be one of Marina's top killing moves.

Aerial Attacks

Neutral Air: Whirlwind Strike

Marina quickly spins in the air 3 times, her hands slowly outreaching. The attack starts off weak but the final spin deals the most knockback, killing around 140%. The move will send them diagonally in the direction Marina is facing. The move starts out pretty quickly though. If Marina lands before it finishes, she'll regain her balance for about 5 frames.

Forward Air: Missile Ride

(missile would obviously be smaller lol)
Marina jumps onto a suddenly materalized skinny missile, that's about twice her size in width. She'll ride on it for 3/4s of a second, in which she'll gently hop off of it. She can aim it's direction slightly, from diagonally up, to diagonally down. The missile will then continue in the direction it was aiming for a second, and then explodes. The missile moves very slowly, about the speed of Ganon's run. The missile will explode on contact with an enemy or a wall, and deals 12%, killing around 130%. The explosion radius is about the radius of a blast box explosion. If Marina is either on the missile, or near it, she'll suffer the same damage and knockback, so using it right next to someone is dangerous. The missile appears around frame 6, and will automatically explode about 1.75 seconds later. Yet another one of Marina's move to help her recovery. Marina has to wait 16 seconds to use this move again, so it's not suitable for spamming.


Back Air: Jet Retreat

Marina simply jets backwards out of harm's way. The move takes about 6 frames to start. If they're hit by Marina behind her, they'll suffer minor knockback horizontally, and 4% damage, but it won't kill until 530%. If the person hits the lower area where the jet is going, they'll suffer 10% but no knockback, as they suffer damage similar to the Ice Climber's B move, and Marina is safe if the jet part hits. The move has average priority. Marina pauses for a bit after doing the move. The move is slightly helpful when recovering if you can get yourself to face away from the stage while recovering. This move auto cancels if it touches the ground mid-animation.

Up Air: Spiked Ball of Pain

Marina pulls out a SPIKED clancer ball, and swings it above her head. It can't really hit in front or behind her though. The move starts pretty slowly but stays out for a bit, but she slowly puts it back in with an uneasy expression on her face. The attack does 12%, and does good knockback diagonally, killing around 130%. Even though it stays out long, it's easily beaten out due to it's low priority, and can be air dodged through with little difficulty. The ball is also a disjointed hitbox. If she lands while doing this, she'll accidentally hurt herself with it, suffering 3% damage, and dropping the ball to the floor, in which it disappears. The ball is still an active hitbox even when dropped though.

Down Air: Dive Bomb

Marina hovers for a split second, and then dives mostly straight down in a very fast manner, attempting to ram anything, while using her jet to increase her fall speed. The attack deals 15% when she's going down, killing around 90%. The jet trail she leaves behind acts as a temporary fire wall, that disappears in a half second, but can deal 8% in IC freeze-like damage if they're in it from start to finish. If she hits a shield, it reduces the shield by a lot, and pushes them a huge amount. Once she hits the ground, she'll actually BOUNCE back up, saying "ooh, ouch!" and fall normally back to the ground, in which she'll slowly get back up, shaking her head in dizziness. If an enemy gets hit by Marina's bouncing body, they'll suffer 4% and minor diagonal knockback, killing around 400%. Marina's body during the bounce has terrible priority, so it's easy to hit her during it. The move starts when she starts diving (around the 8th frame), and the move ends when she quits shaking her head. She's open for about 40 frames, from the start of the bounce to the shaking of the head.


Special Attacks

Neutral B: Enemy Opening

Marina will pause for a moment, and then grab the enemy and throw him forward for 10%, killing around 130%. When Marina starts this move, you'll hear 3 beeps, like you hear when countering moves in boss fights in her game. The nearby opponent will have a target on him or her, similar to the target in Mischief Makers. If the opponent does not hit Marina within the half second of activation, or dodge when Marina goes for the grab, he or she will be grabbed and thrown. Marina has super armor frames once she goes for the grab, but she's open for the half second when the move starts. Marina suffers little lag if she misses the grab. It works somewhat like Sonic's homing attack, yet if there's no one near her, in which the distance is about 2 Marios', she'll merely pause for a quarter of a second.

Up B: Clancer Ball

Marina throws herself from a suddenly materialized Clancer Ball in the given direction she wants. She is able to go diagonally or straight up, and doesn't go into helpless after. She has super armor frames during the actual throw, but before and after she does not. She cannot do Up+B again until she lands or until she's hit. The distance gained from the move is about equal to Captain Falcon's Up+B. This move deals no damage.

Side B: Projectile Grab

Marina can do this both on the ground and in the air. She reaches her arms out, like a normal grab, and she'll either grab the projectile, or just stop it. If it's a physical projectile, she'll grab it and can even shake it to double it's size and damage, each shake increasing it by a third, which getting 3 shakes will take a full second and she's open to attack while shaking it. An energy projectile will simply disappear when grabbed, but will cause a quick fading image of a green crystal appearing and going into Marina, healing 1%. The animation is 10 frames overall, the first 6 in which her arms go out will grab the projectile, but the 4 frames in which they return she'll be hit.

Down B: Clanpot

Marina pulls out a orange pot with a clancer face on it. Marina cannot move while it's out, she can only shake it, take out the contents, or put it back. She holds the Clanpot like any other item. Pressing B will shake it, pressing A will take out the contents, and pressing down+B will put the clanpot back. Unlike normal shaking, the Clanpot takes a full second to shake. 3 shakes will pull out a ninja star, that's small and simply black with 4 outward parts. It does 7% and travels purely horizontal and not disappearing, knocking them diagonally upward and killing at 200%. The Ninja star travels pretty fast, moving at the speed of Wolf's blaster. 6 shakes will pull out a boomerang, which looks like a small brown banana. The boomerang will not actually return to Marina. The boomerang arc is somewhat fixed, starting to go low, then it curves up after a half second, then turns left and down, going behind Marina (yes, it'll follow Marina somewhat). If you're on the ground when throwing it, the boomerang will simply hover above it instead of going up like the Links. It moves very quickly, and hits for 11%, knocking them horizontally, killing around 180%. After 10 shakes, she can finally pull out a clan bomb. The clan bomb looks like a small ball with a clancer face on it. It deals 22%, knocks them away diagonally, and kills at 90%,. It's like you have your own personal bomb-omb. Once you pull any of the items out, you cannot put them back in, and they'll disappear if dropped. Taking out the pot is about 9 frames, and putting it back is also 9 frames. Once Marina dies, the shake counter resets to 0. Once she pulls out an item, the shake counter resets to 0. If she's hit during a shake, it doesn't add to the counter. Even if you had an extra shake, like 4, you'll get a ninja star and lose all 4, and obviously, the counter max is 10. The clanpot is automatically put back when you take out the contents, and you hold the received item in your hands like a normal item. Shaking the item can make each item very dangerous, especially the clancer bomb.


Throws

Marina's grab range is huge, rivaling King Dedede's, as she reaches out with much effort to grab her opponent. Her grab doesn't have much start time, and doesn't have a lot of ending lag either. Her dash grab has slightly less range and a little more ending lag. Her aerial grab, which is done by simply inputting the normal grab command, has the most ending lag, but it's still not much, being about 9 frames of ending lag in the air. Her aerial grab can be broken out of like a normal grab, but it only takes 1/3 the commands it takes to break out of it. Holding an item while trying to aerial grab will make her drop the item, but her grab will continue as normal.

On an item side-note, all physical items that Marina can hold and throw like a normal item can be shaken to increase it's size and damage. Pressing B while holding an item makes her shake it. Three shakes will max out the size and damage, which are doubled. Others can still catch her shaken items, so the ability can be a double edged sword (as long as the item was, say, a baseball bat. A projectile like Link's arrow can only be caught by someone using Marina). She can carry heavy objects like crates with ease, only being slightly slower then carrying a normal, lighter object. Some items are useless to shake, like the assist trophy, and some just cannot be shaken, like the hammers. Most shaken items disappear when they touch the ground, and cannot be used normally (for example, you can only throw the beam sword once shaken). Pokeballs will still open though, and some items will still operate as normal, like that stage moving orange circle thing (I forget name :<:<).



Pummel:

Marina shakes them like an item, and says "Shake shake". Each shake does 4%, which happens about every third second. She'll shake as normal in the air. She holds her opponent a bit far from her, as she's holding the opponent with both of her arms outstretched. The pummel animation involves her raising and lowering the opponent, aka, shaking. The image is an item, but image it as a character, will ya?

Forward Throw:

Marina winds up and throws the enemy in a mostly horizontal arc. Deals 10% damage and kills at about 120%. Great to set up gimps and for kills.

Back Throw:
Marina spins around, using the momentum to throw the opponent far. Throws them diagonally, killing at 150%. Deals 9% damage.You'll probably only use it when your back is against the edge.

Up Throw:
Marina swings the person around her back, then throws the person in a strongly vertical path, like how she throws Theo at the end of each major boss battle. Kills at about 130%, so if your forward throw is stale, this is good to kill with if you can't seem to land her other killing moves. Deals 11% damage.

Down Throw:

Marina leaps up a bit, and throws the enemy downward, in which the enemy bounces back up. Doesn't throw them far, so it's a good throw to follow up with another grab in the air at low %s. Deals 7% damage.

Marina's aerial throws are the same, except all the throws deal slightly less knockback and the down throw acts as sort of a spike, since the enemy does not bounce off the ground. Marina can use the down throw to gain some vertical height to help her recovery also.



Misc. Attacks and Actions

Get Up Attack:
Marina gets up while doing a spinning backhand. The hit deals slight knockback of 5%, and sends the opponent diagonally in the air.

Ledge Attack 0-99%:

Marina sweeps the land near the edge and gets on after. Sweeps them into the air for 6% damage.

Ledge Attack 100%+:
Marina brings back her fist and tries to punch anyone near the edge in a desperate attempt. Less range then the previous ledge attack but does 9% damage and sends them in a horizontal arc.

Forward Roll:
She rolls into a ball, and rolls forward. It's about average speed, and average length, so it's pretty much your generic roll.
Back Roll:
She quickly jets backwards to avoid damage. It's a very quick roll, and covers ground pretty well, and doesn't lag much, so it's a great roll.
Crouch:
She hunches down, but her knees nor hands touch the ground. This doesn't really help avoid projectiles though.

Taunts
Up Taunt:

Marina does a quick pose, with her left arm straight out.

Side Taunt:

Marina spins in the air with her hands above her, and lands with one arm in front of her and one arm behind her.

Down Taunt:
Marina closes her eyes and somewhat runs in place in frustration like in a segment of the full ending of Mischief Makers.


Kirby Hat and Ability
Kirby will simply wear Marina's helmet, and the newly gained move will function just like Marina's B.


Final Smash​
Ball of Imminent Destruction



Marina pulls out a giant clancer bomb with a time of 10 seconds on it, and jumps off the screen. She reappears similar to Snake, except ready to throw the bomb. If the time hits 1 and she hasn't thrown it, she'll automatically throw it in which it'll explode right away. Shaking it removes a second, so you can speed it up. There's a target like aiming with Snake's grenade launcher. Once she's thrown it, the bomb will be thrown and will reach it's destination within a third of a second. If the timer wasn't 1, it'll continue falling, and if there's still yet time on it, it'll hit the ground and bounce back up. The explosion deals 60%, and will kill if they're about 30%. The explosion radius is about 3/4's of a smart bomb. It is unshieldable, but it's dodgable. The explosion lasts about 8 frames so a well-timed air dodge is needed. If her final smash hits, she'll do her up taunt saying "Ah... that's better.", and reappear from the top. If she misses, she'll turn a bit red and do her down taunt.


Logo

The logo would be simply a Clancer Ball, considering the citizens have similar faces and the planet is inhabited by Clancers.

Victory Theme
3:24 http://www.youtube.com/watch?v=cwgqjI_ZhM0

Victory Screen

Win 1:

Marina lands on the screen, and poses with her left arm on her hip and her right arm slightly in front of her.
Win 2:

Marina thrusts her arm diagonally downward, spins, then strikes a pose with her arms outstretched on each side of her body. She does this when beating some of the bosses.
Win 3:
She throws a gold crystal in the air then grabs it, the gold crystal noise triggering.
Lose:
She smiles and claps like the majority of the cast.


Assist Trophy: Lunar

Heeeeeeeeeeeeeeeeere's LUNAR!!!
Lunar will land after the assist trophy is opened, and raise his arm in the air, saying the above. Then, Lunar will relentlessly attack whoever he sees first, in 3 ways.
1. He'll teleport and slide kick you, leaving a trail of red grenades that explode quickly. The slide kick does 15% and slight knockback, and the grenades do 6% each, but pretty much no knockback.
2. He'll jump after the enemy, and dive down at them with an attempt at clawing them. This does 20%, and knockback that'll kill at about 100%.
3. He'll pull out his gun and fire at you, dealing 25% but the shots are faster uncharged superscope shots. He'll miss if you're moving well enough, but it'll be hard in a chaotic FFA.
He will disappear after 20 seconds.


You can see Lunar fighting here.

Snake's Codec:
Snake: Who's this girl over here?
Otacon: She's Marina Liteyears, a robotic servant of Professor Theo.
Snake: Well what can she do?
Otacon: She's very agile with her jets, and her grabbing ability is very dangerous. She can grab pretty much anything, and increase it's size by simply shaking it!
Snake: Anything?
Otacon: Yes, anything, so don't let her get her hands on you!
Snake: Hmm, I wonder...
Otacon: Snake, no...



SSE Boss



The Beastector!

Through fire, justice is served! -Lunar
A hero in shining armor is called. -Merco
To punish evil forces, I have been charged! -Tarus

(The battle)

Lunar, with his Cerberus Alpha, Tarus, with his Sasquatch Beta, and Merco, with his Phoenix Gamma, have joined up to defeat their enemy! These three fight Marina once throughout the game, and then team up to fight her at the end. They fight on completely flat land, in the barren desert soon after the bomb explosion.

(Hard mode (expert mode I guess for Boss Rush) and Mario are the killing % basis and being in the middle.)


Attack 1: Triple Stomp

The Beastector raises it's leg, and stomps at the character 3 times, the first two simply dealing damage and giving heavy hitstun, letting the final stomp doing the knockback hit. First two both do 7%, and the final stomp does 10%, and knocks them away diagonally. Kills around 90%. The Beastector doesn't change it's stomp location inbetween stomps.

Attack 2: Jump Kick

The Beastector side-flips away from you, then jumps at you with Tarus saying "You ready?"with it's foot out. Deals 16%, and deals moderate knockback that sends them away diagonally, killing around 80%.

Attack 3: Laser Assault

The Beastector goes to the right of the screen, with Lunar saying "Eat lead!!!" firing at the character with skinny blue lasers. The amount of lasers is random, but it'll always fire more then 3 unless you go under or behind the Beastector. The lasers move pretty fast, deal 10% damage, and deal slight horizontal knockback. The lasers are reflectable.

Attack 4: Hand Projectile

The Beastector gets on the left side of the screen, and fires it's hand at the character with Tarus making a grunt, which then returns to it's arm magnetically after either hitting or missing. The hand moves extremely fast (faster then a thrown item), and does 20%. Does heavy knockback to the right and kills around 60%. If you go under or behind the Beastector during this move, he'll either side-flip or stomp. Can be reflected, but it won't hurt the Beastector. It can be bitten/swallowed, but it deals 10% and no knockback, and Wario/Kirby makes a painful looking expression, with the hand returning. If you successfully catch this, like how you catch normal items, you'll see your character holding this while being pushed off to the right blast box, and disappear onto the front of the screen. The Beastsector will then start attempting to dodge by doing side-flips to the left and right. If you land the hit, you'll deal about 1/4 of it's HP to it, and jump back down to continue the battle. If you miss, you'll hear Merco say "Lame", and then you'll simply jump back down to the battle. If you have a friend fighting too, he pretty much has to wait until you fire it because the Beastsector moved into the background, being unhittable.

Attack 5: "Through fire, justice is served!"

The Beastector jumps into the background, and then Lunar yells out "Through fire, justice is served!", and a beam shaped like ^ but upside down comes out, and follows it's target. It deals 28%, and deals huge knockback upwards, killing around 50%. For nimble characters, it'll be somewhat easy to avoid, but characters like Ganon will have to move very well to not get hit.
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
Epic chibiness there Shake~

My turn now with my second moveset:

Prince Charnog & Splorg

Description:
Prince Charnog is the heir to the throne of the planet Rhombus. He has spent a vast amount of time on vacation, accompanied by his royal advisor Splorg, who resembles a spectacled red blood cell. Prince Charnog is jolly guy and acts much like a tourist as he is dressed in casual clothes and has a camera around his neck, but he still wears his crown. He is a bit absent-minded, very easygoing, but nevertheless cares much for his kingdom. If he doesn't return to his kingdom within several hours, then his baby brother will automatically become king and blow up any planet he wants...but then again, his baby brother is only two years old. In battle, Splorg doesn't really fight much but Prince Charnog does. Splorg follows Prince Charnog automatically but can get left behind and be separately smashed offscreen (similar to the connection between the Ice Climbers).

Alternate Costumes:
1. Prince Charnog's brown shirt turns red, Splorg turns blue.
2. Prince Charnong's shirt turns blue, Splorg turns green.
3. Prince Charnog's shirt turns green, Splorg turns purple.

Stats
Height: 4/5
Weight: 3/5
Movement Speed: 4/5
Jump: 2/5
Fall Speed: 3/5

Entrance: Prince Charnog's spacecraft crashlands and explodes, Prince Charnog and Splorg popping out unharmed.
Walking: Prince Charnog walks quite slowly, reflecting on his laidback personality.
Running: Prince Charnog runs quickly across the stage when in a hurry.
Waiting Movements: Prince Charnog holds his camera eagerly while Splorg checks the watch device on his arm (he does this a lot).
Sleeping: Prince Charnog topples over onto his back and snores loudly, Splorg hovering over him with an annoyed look on his face. When Splorg falls asleep, he sleeps in midair.
Stunned: Prince Charnog puts both hands to his head and stumbles about. Splorg's eyes roll.
Smashed Off-Screen: If the two are smashed offscreen then Prince Charnog will cry out "I say!" and Charnog will go "Prince Charnog! We're doomed!".

Moveset
A: Prince Charnog slaps an opponent, 3% damage, low to no knockback.

A,A,A: Prince Charnog slaps an opponent twice and then pushes them away, 7% damage, low knockback.

Dash Attack: Prince Charnog rushes forwards and then practically throws himself at the enemy, landing on them, 12% damage, medium knockback.

Side A: Prince Charnog simply punches an opponent right in the face which will cause Splorg to gasp in shock, 6% damage, low knockback.

Up A: Prince Charnog throws his camera up into the air, hitting an opponent (and himself) in the face, 9% damage, low knockback.

Down A: One of the few attacks that Splorg performs, flying down and hitting an opponent on the head, 10% damage, low knockback.

Side Smash: Prince Charnog brings out the "navigational nosecone installed with a minituarised steering chip" from his ship and stabs an opponent with it. The nosecone is basically a big red cone. 20% damage, medium knockback.

Up Smash: Splorg takes charges and spins upwards into the air, taking an opponent with him. 15% damage, medium knockback.

Down Smash: Prince Charnog brings out the branch of a curly tree and swipes it along the ground, sending an opponent flying. One of his stronger moves, 25% damage, high knockback.

Aerial Attack: Prince Charnog spins in midair, stretching his legs out to kick opponents in both directions, 17% damage, medium knockback.

Side Aerial: Prince Charnog quite literally grabs Splorg and throws him at the enemy. Splorg hits the opponent in the chest and is not to please about being used as a weapon. 12% damage, low knockback.

Back Aerial: Prince Charnog brings out a "stunt fish", a sunglasses-wearing fish, and wallops an opponent with it. The stunt fish then dives downwards towards the stage and hits any opponent standing in its path. 10% damage for the wallop, low knockback, 15% damage for the fish drop, medium knockback.

Up Aerial: Prince Charnog attempts to "fly" upwards by doing an upward pencil dive. 10% damage, low knockback.

Down Aerial: Splorg hits Prince Charnog and the two plummet to the ground, hitting anyone on the way down. 20% damage, high knockback.

Grab Attack: Prince Charnog grabs an opponent and then flashes his camera in front of their face. 3% damage with each attack.

Forward Throw: Prince Charnog throws his opponent forwards and then kicks them as they go, 12% damage, low knockback.

Backward Throw: Prince Charnog spins his opponent around in a circle and then throws them away, 15% damage, medium knockback.

Up Throw: Splorg takes the opponent, lifts them into the air and then throws them to the ground, Prince Charnog stomping on them afterwards, 22% damage, high knockback.

Down Throw: Prince Charnog brings out Dr. Robotnik's electro-suction plate and the opponent and sucked onto it by its powerful suction beam. Prince Charnog then stomps on them. The suction plate then malfunctions and blasts the opponent upwards into the air. 25% damage, high knockback.

B: Photograph Flash - Prince Charnog holds up his camera and says "Say cheese!" and a powerful flash of light engulfs the opponent, the power of the camera's flash knocking them backwards. Some opponents may not recieve any damage but instead be paralyzed for five seconds by the flash. 20% damage, medium knockback.

B Side: Boulder Toss - Prince Charnog tosses the electro-suction plate to an opponent for them to hold. It suddenly sucks in a boulder Prince Charnog brings out and it flies forward, hitting an opponent hard in the face. 30% damage, high knockback.

B Up: Ejector Seat - Prince Charnog suddenly sits in a strange seat. Smoke suddenly pours out of the bottom and the chair rockets off in a straight line up into the air, Prince Charnog on the seat. The attack can do minor damage to those on the ground but does more to those who get in its way when it is airbourne. Prince Charnog can leap off at any given time using the jump button. 10% damage to those on the ground, 18% damage to those in the air. Low knockback on the ground, high knockback in the air.

B Down: Domino Slab - A rock like a domino pops up behind Prince Charnog. As he tries to take a photo of Splorg (or whoever is nearby), he "accidentally" knocks down the slab behind him and it topples over, landing on any opponent in its path. 25% damage, high knockback.

Final Smash: Automatic Reconstitution - Prince Charnog's crippled ship appears at the back of the stage. Prince Charnog turns to Splorg and says "Reconstitute, Splorg.", Splorg replies with "Automatic Reconstitution commencing." and presses a button on his watch device. Suddenly, random pieces of the ship come flying across the stage in random directions, hitting the other fighters if they get caught in the random paths of the objects. All of the pieces reconnect to the ship which suddenly shudders and explodes violently, blasting any characters nearby into orbit, extra pieces of the ship flying over the stage and can be picked up and used as weapons. 50% for every piece that hits a character, 85% if you are caught in the ship explosion.

Shield: Prince Charnog brings out the cockpit pressurising shield and protects himself and Splorg from projectiles.

Taunts
Taunt 1 (Up): Prince Charnog takes a photograph of Splorg, causing him to become stunned.
Taunt 2 (Side): Splorg looks at his watch and gasps, Prince Charnog turning in interest. Splorg says "The time is --:--" and says whatever time is on the player's Wii clock.
Taunt 3 (Down): Prince Charnog looks around and says "We have nothing like this on Rhombus!"

Victory Poses
Pose 1: Prince Charnog spins around on one leg and laughs as Splorg flies behind him with a smile on his face.
Pose 2: Prince Charnog looks around at the losers and says "I say, these fighters are jolly good fellows."
Pose 3: Prince Charnog's spacecraft crashes again, and he and Splorg pop out unharmed. Splorg panics while Prince Charnog just smiles and looks around.
Losing Pose: Prince Charnog claps politely and says "Good show, old chap." Splorg just looks ashamed.

Kirby Hat: Kirby will gain two Kirby Hats depending on who he swallows. He will either gain Prince Charnog's octopus-like hair and crown, or Splorg's glasses.
Symbol: Prince Charnog's symbol is the Sonic symbol, since he is from Adventures of Sonic the Hedgehog.
Wii Remote Chime: The chime is Prince Charnog saying "I say!"

Snake Codec:
Snake: Otacon, there are a pair of aliens here.
Otacon: Yeah, that's Prince Charnog and his assistant, Splorg. They're from the planet Rhombus.
Snake: A prince? Should I really fight royalty?
Otacon: Well you can but you might cause some sort of intergalactic royal incident that may unleash an invasion upon our planet.
Snake: You are joking, right?
Otacon: ...
Snake: Otacon?
Otacon: Have fun Snake!
Snake: Otacon! Get back here!


And now let me show you who is my next moveset:



Move over Sonic, your one and true rival is about to make his triumphant return: Metal Sonic is back!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
@Shake~:
FFFFFuuuu!! Friggin Marina! I love you now! So awesome, so detailed, so friggin good, so true to game! *spasm*

Anyway... my first secret character will be posted as soon as there is a new page!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
SkylerOcon said:
In Battle Network Roll is Mega's love interest
TAKE THAT JOONAWHOO
Battle Network is in a completely different universe to the Megaman, Megaman X, Megaman Zero, Megaman ZX, Megaman Legends games. So, in context of your moveset, Roll is still his "sister".

And again, he's a robot. Couldn't AI Rose just turn into Dr Light?


@smashbot226: I'm a beserker? Shouldn't that honour go to someone who actually posts more than once a day?

@UnSaxon51: That was an enjoyable read. The Banjo Kazooie moveset is really faithful to the games (or at least the two that count :p). But it needs a few paragraphs explaining how Banjo Kazooie should be used, or at least a Pros/Cons list

@Shake: Shake Shake! Aerial grabs sound deliciously sadistic. But I wish you could incorperate even more creative uses for her grabbiness. I like to see her latch on to opponents and use them for free transportation. She should also be able to shake regular items like bob-ombs and ray guns

@Spade fox: YAY! Secret *wink* character time!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Well, YOU figured it out XP



LYON
"Come to me, children of the darkness, and bow before my bidding..."



The prince of Grado and master of dark magic joins the fight!
Lyon originated in Fire Emblem: The Sacred Stones and was together with his father the main antagonist of the game. He was possessed by the Demon King for his purposes and used as a marionette. Before that, Lyon was a very kind and soft-hearted man who studied the Sacred Stones. He researched the dark gem and ended up being victim of the Demon King.
Lyon was a secret and unlockable character of the Necromancer class after beating the game's story. He was then able to be used in the two dungeons and the random skirmishes across the map.

Lyon's moveset is mainly based on the spells in the GBA games - I tried to include how everything looks like, but of course I wasn't able to include all spells and neither make them look all like they look and are in the game. I only used Dark and Anima (Elemental) spells, since Light would make no sense with him. There are a few attacks (Dash, F Tilt) which aren't actual spells but what I think would be what Lyon surely could do. I also added a few things other character classes are capable to do (namely Summoning), but since Necromancers are summoning the dead anyway, I doubt it matters, really.

Stats
Screen Name: Lyon
Size: 6/10
Weight: 4/10
(Running) Speed: 2/10
First Jump: 3/10 - Lyon slightly jumps.
Second Jump: 5/10 - Using some magic, he pulls himself upwards further.
Hover: No.
Fall Speed: 5/10
Crouch: Yes. - Instead of normal crouching, a big hand of bones comes out of the ground, shaping into a chair form. Lyon takes place on that skeleton hand, idly going through the pages of his magic tome.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.
Tether: No.

Standard Attacks

A: Almanac Slap
This move is a one-timer. Lyon, holding his thick black coloured tome in his hands, swings the heavy book to the side. For a jab this move is pretty slow, but it has good range and does, albeit little knockback, 4-7% damage. It's not recommended to use for disrupting enemies, though...


Dash Attack: Skull Bash
If the attack button is pressed while Lyon is running, he will summon a big spirit skull (around the size of Jigglypuff) in front of him. The skull is slightly transparent and has fiery purple glowing eyes. It bites - the hitbox being the whole skull, though. This move has a very great range and speed but does poor knockback and only 4-6% damage.

F Tilt: Liber Arcanum
Lyon raises his hands and lets his tome float in front of him, opened. It closes quickly - which is the actual attack. Then it disappears into Lyon's cloak. The book causes average knockback and does 10-13% damage. Since it comes out rather quick, it's a very good attack. Though it has pretty limited range and some of an ending lag.

U Tilt: Fimbulvetr
The necromancer raises both arms upwards, looking into the sky. In between his spread arms an iceblue colored whirlwind appears. It has the pretty much exact size of Fox when standing and does 4 continuous hits. Each hit does 2-3% ice damage and only the last one does knockback - average and straight upwards, to be exact. The attack comes out fast, but since the hitbox is above Lyon and the attack lasts about 2 seconds, he's easily punishable while doing it. Fimbulvetr also has a 10% of freezing the enemy into a nice block.
Although this move can prove to be highly dangerous for Lyon, it's also very useful due to its range and the freezing chance.

D Tilt: Gleipnir
When doing this move, Lyon summons a ritual circle below him. From one side to the other, there is room for three Lyons to stand in there (meaning the circle has three times the width of Lyon, with him standing in the center). The necromancer then raises his arms, causing ashes grey flames to burst from the ground. They go up to Lyon's hips, do 10-13% dark and fire damage and above average knockback.
Since this move has startup lag and not that good range, it can be dangerous to use Gleipnir, however, it's still an extremely useful move since it does damage to both sides of the ground and that simultaneous. This is probably Lyon's most useful Tilt, so use it wisely.


Smash Attacks

F Smash: Elfire
Prince Lyon holds his hand in front of his face while mumbling the words needed to prepare the spell. When released, Lyon first does a little summoning stance. Then a small fireball appears above of his head and speeds down onto the floor, creating a fire pillar in front of Lyon. The pillar has the width of Jigglypuff and the height of Samus. The distance in between Lyon and the flame is about Dedede's width. The flame lasts longer the more the move is charged. It does very high knockback and 17-20% fire damage. If the move is used over a pit, the ball will simply fall into it, resulting in wasted time charging the Smash.
It's rather hard to pull off due to the lag and the distance in between Lyon and the actual hitbox, but the reward is very nice.

U Smash: Flux
Lyon clasps his hands together in front of his face, "preparing" his spell. When released, he does a little summon stance before a black ball of darkness appears exactly above him. The darkness seems to be kinda liquid, because it drips shadow onto the floor. The ball stays there for a couple of seconds and becomes completely liquid, flowing onto the floor and trickles away into it. The ball itself has approximately the diameter of one Mario and is the actual hitbox of the move. The distance between Lyon's head and the attack is similar to that of Zelda's Up Aerial (the explosion). It does great knockback diagonally upwards and 15-19% dark damage. The starting and ending lag do however excuse the insane power of this move.

D Smash: Nosferatu
The necromancer clasps his hands in front of his chest, "charging" the spell. When the attack is released, a few purple sparks come from the ground and, like a little shield, go in a kind-of spherical form (rather like a drop of water) around Lyon's body, and hit together above his head. These flaming sparks are very quick, and all in all this is one of Lyon's fastest attacks. Due to the fact it has practically no range (the sparks themselves are small and they are close to Lyon's body) this move is hard to use, as well, though. But it pays off with 14-18% dark damage and above average knockback. As said, this move is insanely quick, it has no lag but it's over just as fast as it comes out.


Aerial Attacks

N Air: Fenrir
A circle of 8 purple will-o-wisps appear around Lyon, orbitting him like planets a sun. The range varies a bit, as they really are circling in every way possible, but it doesn't go further than creating a ring around Lyon which is as wide as his stretched out arms go. The attack moves fairly fast and everything covered by the ring of fireballs is practically invulnerable. The move does 8-11% dark and fire damage and average knockback. After the attack is done (the will-o-wisps linger around 1.5 seconds) the flames move into Lyon's body and disappear.
Fenrir is a really good move to use when starting out with Lyon. The move is fast and has good range, has two elemental attributes and has high priority. This makes it a very good defense as well. The only problem is that the will-o-wisps' movement is not really controllable and therefore it's hard to predict how to use it properly.

F Air: Fire
Basically, this attack works like Elfire. Lyon raises his arms and sweeps them in front of him (like if he would push something). A fireball comes out above Lyon and raises up to his head, shooting diagonally downwards to explode in front of him. The explosion has the size of a Bob-Omb blast, does 10-13% fire damage and above average damage. The distance to Lyon is exactly the same as Elfire's.
This move is a little tricky to use since it has a misplaced hitbox and startup lag, but it's quicker than Elfire.


B Air: Cloak Sweep
Well, the name of the attack actually steals the thunder of the description. As simple as it sounds, Lyon strengthens his cloak with magical power and throws it backwards. This move may not be specially strong or ranged, but it has a good speed. It does 6-9% magical damage and below average knockback. The hitbox is Lyon's entire cape (duh).
It's, as said, unlike most of Lyon's move not really strong, however, it's still a very good move to keep your enemies at a range.

U Air: Aircalibur
This move is one of the dark mage's fastest attacks. While sweeping his arm in the air, Lyon summons two little air blades. They appear in the height of Lyon's shoulders and spiral upwards, creating a drill of air magic. This is a continous attack, and does a total of 5 hits. Each hit does 2% damage and the last one sends with above average knockback straight upwards. This is an extremely evil move for juggling, however, for doing the full 10% has to be used when the enemy is close to Lyon (it starts about the height of Lyon's eyes).
It's quick, has nearly no lag and is very dangerous, however, like most of Lyon's attacks very tricky to use.

D Air: Thunder
While pointing his hands downwards, Lyon summons a lightning bolt coming out of his palms. The thunder has the size of Ike's sword and comes out very quick. It spikes the enemy and does 10-13% electrical damage. However, this move needs a lot of precision since it has a very small hitbox, and only comes out for one shot, then disappears. If you know how to use it, definitely a very valuable attack.


Specials

B: Luna
This move sends out a wheel of 6 slowly travelling and burning balls of shadows into the direction Lyon is facing. They're semi-homing, which means that they slowly travel into the direction of an enemy nearby. They can not change their direction quickly - it's more a slow curving like Sonic's homing Spin Attack. If someone touches one of these balls, all 6 quickly attach to him, do no knockback, but (all in all) 10% damage and poison the enemy on top of that. There can only be two Luna shots on the field, and they have infinite range (until they're out of the screen, though) or disappear when hitting a wall or similar obstacle.
This is due to its slugishness tricky to use projectile, however, Luna can be extremely useful in combination with other moves, since all of Lyon's attacks need a lot of space. Since it poisons the enemy, it can be highly useful for racking up even more damage.
Luna also is the attack Kirby recieves when swallowing Lyon and copying him.


Side B: Excalibur
The necromancer summons a gigantic (well, not really...) green blade of wind to travel straight forward. The blade is as tall as Lyon himself and goes as fast as Lucario's Aura Ball. It ranges from one edge of Final Destination to another, and then simply disappears. There can only be one of these blades at a time. If someone gets hit, they recieve average knockback and 9-11% damage.
Since this move has insane range, strong size and rather good speed, it's a highly useful projectile, especially against enemies without them.


Up B: Ereshkigal
This move is pretty odd, actually. It can be considered Lyon's recovery, of course, but it's still not your usual recovery move. First of all, a black hole appears and sucks up Lyon. It then turns into a purple sphere and stops wherever Lyon was. You then can move a cursor (similar to Snake's Final Smash or the Dragoon item's, it has the form of a purple skull) inside the diameter of exactly Fox' illusion move, but in whatever direction you want, 360°. If you then release the B button after positioning the cursor, you will be instantly teleported to wherever you put it. This move does no damage and needs, after use, about 10 seconds ground time to recharge. The purple sphere indicating Lyon also can be damaged and knocked out of the move while placing your cursor.


Down B: Summon
A ritual circle appears below Lyon, then a blast of wind (effect!) blows inside the circle, making Lyon's robes and hair flutter. Then, a slightly transparent human shape with a slight blue colour appears (it looks a bit similar to an alloy) and steps out of the circle. From this second on, the Phantom Warrior is in the game. The circle disappears, and Lyon goes back to his normal stance. This move cannot be used in the air and has quite a lot of lag. Now for the description of the Phantom Warrior, no?
The Phantom Warrior basically works similar to an Assist Trophy. Being AI controlled, he uses a handaxe to attack, has average speed and jumping abilities. He cannot recieve any knockback above flinching. Every knockback above flinching will recieve in flinching, anyway. The Phantom Warrior goes around and hunts down enemy players, if there's more than one, he goes for the closest. He has one ground attack, one air attack and a projectile, making him a bit versatile. The Phantom Warrior has no damage counter, but rather around 20 HP. If the HP deplete, he will simply disappear. If he is knocked off a platform (which is highly unlikely due to him not being able to recieve knockback), and falls into a pit, he will die regardless. There can only be one Phantom Warrior at a time, if the one currently on the field is disappeared, Lyon is able to summon another one. If he tries to summon a Phantom Warrior while one is already on the field, Lyon blows up in a explosion of dark magic, flinching himself and doing 5% damage to himself, and only himself.

Attacks:
Ground Attack: Axe Swing
Simple as it sounds. The Phantom Warrior sweeps his axe in front of him once, doing static 10% damage and average knockback. The move comes out fairly quick and has decent range.

Aerial Attack: Axe Slash
Uh... yeah, just the same type of creative naming, har har. Anyway, while doing this move, the Phantom Warrior slashes his axe diagonally from his front to below him, creating a hitbox from his chest to his legs. The move does static 10% damage and average knockback downwards. It is a bit slower than the ground attack, but has better range.

Projectile: Throwing Knife
Simple as all of Phantom Warrior's attack, he throws a knife in front of him. It goes in a straight line, only flinches an opponent and does static 5% damage. He can do this move both in the air and on the ground. There can be 3 knives on the field at a time, they have infinite range and only disappear when hitting an obstacle. They also have the speed of one of Falco's blaster shots.



Final Smash
Naglfar
Lyon raises his arms, mumbling an odd and almost demonic sounding language, preparing to use the most powerful dark spell - Naglfar. First, purple-red mist covers the screen and red thunderbolts crash down in the background. Then the screen turns completely black, only leaving the characters visible. Several purple flames spiral into a ball of energy which detonates. It summons a purple vortex to cover the stage - which is then visible again. The eye of the vortex is scanning for a target (namely: an enemy) and if there is one found, causes one of the red lightning bolts from the start up hit the victim. Getting hit by that bolt is rather devastating, as it is shield breaking, does 40% dark and electrical damage and insane knockback. If it doesn't find an enemy, the vortex simply disappears.

Grab and Throws
Instead of using his own hands or a tool for grabbing, he summons a pair of spirit arms reaching forward directly coming from his chest. The arms and hands are slightly transparent but the bones are able to be seen. Once the enemy is grabbed, the spirit holds them up with both hands - if they are humanoid, on their neck, otherweise just on their sides - and in a small distance between Lyon and the throwee. The range or the grab is similar to Yoshi's tongue, however, the spirit arms are far slower than the tongue, both in coming out and in retreating.

Pummel
Instead of hitting the enemy, Lyon sends dark energy through the arms and then the victim, making them suffer 3% damage with each hit.

Forward Throw
While the spirit is lifting the enemy a bit higher, Lyon summons around 10 balls of dark magic. The spirit throws the victim diagonally upwards and Lyon fires the balls in a rapid fire. Since they don't fly in a straight line, some of them will miss, but at least 2 will definitely hit - the amount will depend on the size and fall speed of a throwee.The throw itself is not bad, and the shadow balls each do 3% damage. It's a very quick throw, making it one of Lyon's more speedier moves.

Back Throw
The spirit hands lift the throwee over Lyon's head and drop them behind the necromancer's back, whom turns around while the enemy is falling down, and then uses a blast of dark energy to shove them away. It has bad throw distance and does only 8-10% damange, so you might want to see if you want to use it.

Up Throw
Lyon raises his arms while the spirit arms lift the throwee directly above the necromancer. Out of the floor there comes a pillar of spirits, it looks like a pillar made out of bones and skulls. It first surrounds Lyon and then proceeds upwards, hitting the enemy directly with its tip, sending them off diagonally upwards. Good range, but very slow throw. It does 7-10% damage.

Down Throw
A whole lot of spirit arms appears coming out from the ground. They grab the throwee on their legs, Lyon's grabbing arms letting lose. The new spirit arms pull the victim along the floor, literally whiping it with the throwee. There are three hits the throwee recieves, unless the platform ends before the whole distance (2 small Battlefield platforms) is done. Each hit does 4% damage and the range is absolutely static with this. The enemy won't be knocked away further, just lies on the ground.

Misc Attacks
Ledge Sweep (below 100%) - Having a black shadow ball similar to Flux appear just above the ledge, dripping shadows down, Lyon climbs up to the platform. The ball does mediocre knockback and 5-6% damage.

Ledge Sweep (above 100%) - With his magic tome flying around quickly, knocking enemies away with 3% each hit, Lyon slowly pulls himself up onto the platform. He then grabs his book and is back in action.

Get Up Attack (Belly) - Lyon turns into a purple light, which turns into a pile, then pushes upwards while shaping out Lyon again. Then, Lyon wears off the purple light. This Get Up attack is insanely quick, does low knockback and 3-5% damage, but has incredibly high priority.

Get Up Attack (Back) - A pillar of spirits like in the Up Throw appears, though only as high as Lyon, but wider, while the necromancer gets up. Low knockback, 5-7% damage, and, as well, high priority.

Taunts
Up Taunt
Lyon draws a pentagram out of purple energy. After finishing, it disappears.

Side Taunt

The necromancer summons a skull to laugh maniacally. You know, how ghosts and the such laugh their creepy laughter.

Down Taunt

This.


Entrance
A dark ritual circle appears and Lyon dives out from it, until he fully stands, afterwards the circle disappears.


Alternative costumes
Purple robes with golden highlights and tiara, lavender hair, Default Costume
Red robes with golden highlights and tiara, grey hair and cape, Red Team (costume when Lyon is an enemy)
Blue robes with silver highlights and tiara, cyan hair, Blue Team
Green robes with copper highlights and tiara, pale green hair, Green Team
Black robes with red highlights and silver tiara, silver hair
Knoll
Irv/Riev


Victory Poses
Up
Lyon sweeps his cape, hmphing. Below him a purple ritual circle appears, he sinks into it, disappearing. After he is gone, the circle vanishes.

Side
Sitting on the skeleton hand from the crouch animation, Lyon drinks from a chalice of wine.

Down
Holding a skull in one of his hands, he examines it, hmming and rubbing his chin between thumb and index.

Loss
Lyon has his spirit arms from his throws clapping while boredly reading in his tome.


Pros:
+ Great range
+ Good aerial (juggling!) and ground game
+ Insanely powerful moves
+ 2 useful projectiles
+ Summon
+ Elemental attributes on almost all attacks, some even with two elements


Contras:
- Most attacks are sluggish and punishable
- Misplaced hitboxes
- Poor recovery
- Mediocre jumps
- Slow (movement) speed
- High learning curve


Additional Stuff~

Codec Converation

Mei Ling: "Oh no, Snake, watch out!"
Snake: "Huh? You mean that pale guy in the dress?"
Mei Ling: "This is Lyon, prince of Grado. He is a necromancer - therefore he uses dark magic and summons the spirit of the dead to fight."
Snake: "What? Are you serious?"
Mei Ling: "I'm absolutely serious, Snake. Just because you don't believe in magic, it doesn't mean it's not existing."
Snake: "Bah, you're kidding, right? Dark magic. Necromancy. Sounds like coming from a fantasy novel."
Mei Ling: "Well, don't say I didn't warn you, Snake..."

Kirby Hat
Kirby recieves a purple robe and a golden tiara, and is able to use Luna as his Neutral Special.

Wii Remote Sound
The moaning of one of his spirit attacks.

Unlock Message
The dark prince of Grado, Lyon is now available!

Credits Song for Single Player
Fire Emblem: The Sacred Stones - Twisted Shadows


Role in Subspace Emissary

Will follow when I start my own Mini-SSE

Logo
Fire Emblem Logo

Victory Theme
This, although it ends after ~10 seconds
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
@Shake~:
FFFFFuuuu!! Friggin Marina! I love you now! So awesome, so detailed, so friggin good, so true to game! *spasm*

Anyway... my first secret character will be posted as soon as there is a new page!
*helps create new page*

Edit: Late...
Hey, Spade, did you check out my KOS-MOS? I want to hear what you think of her.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Yeah, I did read over it a little, though not completely, as I wanted to finish Lyon. As soon as I'm done shopping and such, I promise you to read it... should I put her into my review queue or do you want to finish her completely, first?

From what I've seen she's pretty good, and like I improved from MYM 3.0 to 4, you did, as well. So, anyway kudos to you.
 

Shake~

Smash Journeyman
Joined
May 29, 2008
Messages
332
She should also be able to shake regular items like bob-ombs and ray guns
I forgot to mention that x.x I meant her to do that, I never actually mentoned that she could shake all items, stupid meeeee.

I'll go edit that in.

I need to sleep, was up all night working on that moveset.

<3 you spade
 
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