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Make Your Move 4

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Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781





~~~~Ladies and Gentlemen!~~~~



~~~~Now my mystery moveset is unveiled!~~~~


~~~~*Drumroll*~~~~​






~~~~Kumatora!~~~~​




The Special Thing That Makes Her Special
First, just a little trivial thing: If you press Z on the select screen, like to get Zamus, you start off with 999 health. See, 999 = 0, and when she is attacked it goes down, reminiscent of an RGP. So 800 is really 100, get it? Kinda useless, but cool.

Now the important part: Power Points, or PP. Kumatora starts with one hundred and twenty, and then various attacks drain or revive PP. If you run out, or don't have the required amount of PP, you can't use that attack. You regain one PP a second, but it may be easier to just set up a Magnet Maze (see F Tilt) and hope that they fall for the trap or just use Lifeup when the opponent has been KOed. This PP system my seem like a disadvantage, but Psi Magnet can usually get your PP back in no time. The PP is shown in a bar under her name.

Stats


Power: 9/10: Kumatora is very powerful.

Walking Speed:
2/10: Kumatora has dismal walking speed, one of the slowest in the game.

Dashing speed:
5/10: Kumatora is a mediocre runner. However, if you run while in a crouch, it is very fast, but hitting someone will do high lag for you.

Weight: 5/10: Kumatora is not a super lightweight, but not particularly heavy.

Range:
9/10: Kumatora has excellent range.

Projectiles:
9/10: Kumatora has very good projectiles.

Attack Speed:
2/10: Kumatora is a very slow attacker, with only a very few exceptions.

Fall speed: 6/10: She falls at normal speed.

Air Speed:
6/10: Kuma has nice air speed, but nothing special.

Size:
4/10: Kumatora is the size of Lucas.

First Jump: 7/10: Kumatora jumps up.

2nd Jump:
7/10: Kumatora's second jump looks just like Lucas's and Ness's.

Recovery: 8/10: Kumatora has great recovery.

Crouch: 6/10: Kumatora squats down in a mediocre crouch.

Traction:
8/10: Kumatora has good traction.

Wall Jump: No

Wall Cling:
No

Crawl: Yes: Yeah, she can crawl with about the speed of Snake.

Glide: No

Float: No

Tether Recovery:
Yes: Rope Snake.


Specials



Neutral B - PK Ground

Kumatora raises her hands in the air, and five rocks, each about the size of a Smash Ball, rise from the ground around her. Then, they slam back into the ground, sending off a yellow and orange shockwave. This has about the range of Donkey Kong's Down B, and does five damage for each rock, for up to twenty five damage, along with high knockback. Broken, you say? This has very high ending and starting lag, so while it is a good KO move, if it misses it has tons of lag and can mean death. It has a lot more lag than Lucas's up smash, need I say more? In the air, this is quite impossible, no? Well, Kumatora has a different Neutral B in the air, which is also her main form of recovery. The rocks, not the shockwave, do damage.

PK Ground is a very situational attack, backfiring if you use it at the wrong time. Do it if someone is under Hypnosis, because under this attacks effects, they are sleeping. This takes up fifteen PP. Paralysis, Brainshock, and whatnot are also good choices for using this.

Neutral Aerial B - PK Thunder One Point Five
Kumatora lifts her arms up, and yells "PK, Thunder!" A bolt of yellow lightning shoot out of each of her hands. The thunder bolts each make a semicircle around her until they meet at her feet, where they ram into her. This propels her upwards. This is like Ness and Lucas's PK Thunder, but it is yellow and can't be steered, and always results in recovery. This shoots her the length of Lucas's PKT2. The lightning does seven damage and low knockback, while her body does ten damage and high knockback. This can be aimed in any direction. It has high range, but high ending lag as well.

Use this for recovery or short hop and then use it, angling it down for seventeen damage, hitting the opponent down with the first one and then slamming them up with the second. This takes up twenty PP.

Side B – Brainshock Omega
Kumatora pulls back her hands, and sends a chain of orange circles forward, yelling “Brianshock!”. This can be charged for one second, and is a projectile. It travels quite quickly, and has low lag. However, it drains a huge sixty PP, So is not very spammable. It goes a bit farther than aura sphere. If it hits an opponent, several things can happen. First, and most commonly, they receive high knockback and seventeen damage. Second, about thirty percent of the time, they are stunned, and go into dizzy mode with fifteen damage. Third, and only one percent of the time, they receive fifty damage and SD. This is extremely powerful, but very rare. There is a slight difference that can be seen between them. Normal Brainshock is just four orange rings linked together. The stunning one glows red twice a second. The one that makes your opponent Self Destruct glows yellow and has another ring in the center.

This, like all of Kumatora’s specials, is quite powerful, but seems to have a down side. This takes up all of your PP points, so you have to risk Lifeup or use Psi Magnet and hope someone attacks you. Really, use this only if you know it will hit, or if they are under Hypnosis, PK Fire, or stunned. You could also use this after PK Freeze, but hitting with it is risky and hard.

Up B – Hypnosis
Kumatora yells “Hypnosis!” and a few purple rings surrounds her. These purple rings extend around her to a little more than Jiggly’s sing. This, also like Sing, makes opponents fall asleep, but has much higher priority than Sing. The sleep effect lasts longer than that of Sing, and has higher range, along with continually putting people to sleep instead of doing it in waves.

This has a terrible downfall. 30% of the time, it backfires, sending Kumatora to sleep! Oh no! This is really very situational, so only use it, well, in teams, really. It's to risky to use alone.


Down B – Lifeup

This has a slightly different effect than it does in the actual game. At the beginning of a match, Kumatora has 120 PP, the maximum. However, Psi attacks gradually, or quickly, drain it. Lifeup, while it has extreme starting lag, revives all of your PP. It has four seconds of start up, during which Kumatora sends out a few blue sparks. Then, they group around her, and she yells "Life Up!" Then, her PP is full. Use this after a KO or while the opponent is under hypnosis, otherwise just use her F Tilt, Psi Magnet. This does no damage or knockback.

Final Smash - PK Love Omega
Lucas's voice yells "PK..." and Kumatora disappears in a flash of blue light. Then, his voice shout "LOVE!" and he falls down from the top of the screen, one hand's palm facing the floor. He falls through all the platforms, even solid ones, until he reaches the main one. When he touches it, a huge blue hexagon emerges from him, expanding until it goes off the blast zones. Whoever touches it gets sixty damage, tons of hitstun, and then Off Waves knockback, but it can be dodged, although it is hard. Then, you can play as Lucas. This is extremely powerful, but like Ike's, does absolutely nothing if you don't land the first hit. Lucas's final smash summons Kumatora:

Final Smash - PK Elemental

Although it's not a real move, I thought the idea fit Kumatora well. "PK..." is heard in Kumatora's voice, and Lucas disappears in a blue flash of light. Then, Kumatora appears hovering in the air, and she yells "Elemental!!" She then attacks four times. The first time she yells "FIRE!" and makes random parts of the stage burn with fire, the fire doing ten damage and low knockback, along with the stun effect when they land. The second time she yells "WATER!" and random parts of the stage are blown with icy wind, which does the freeze effect, medium knockback and ten damage. Next she yells "EARTH!" and a bunch of stalactites shoot from random parts of the ground, doing ten damage, medium knockback, and the pitfall effect. Then, she yells "AIR!!" and lightning strikes, doing ten damage, high knockback, and the sleep effect when they land. Then, she can move, and KO them however she finds fit.

Final Smash - Epic Dance
Since I can never choose just one Final Smash, here is the other one: Epic Dance. Kumatora starts doing her Epic Dance. When it is over, everyone is KOed.

YOU MUST WATCH THIS. THE PREVIOUS MOVE WON'T MAKER SENSE WITHOUT IT. http://dagobah.biz/flash/kumatora-dance.swf

Standards


Jab - Angel Gloves

Kumatora gets little pink and white gloves on her hands, and punches. The gloves disappear after the attack finishes. The first punch has medium range and two damage, the secopnd one high range, medium knockback and five damage. Little hearts appear around the gloves while she is doing this attack.

Dash - PK Wave
Kumatora pulls back her hands, and then pushes forward, sending a few blue ripples forwards at about the range of Lucas's dash attack. This has high starting lag, but high knockback and nine damage. It also has high range. There are four waves, but they all do the same thing, except for the last one. This one can be angled down, for the pitfall effect, but is extremely hard to hit with, so don't bother unless you are SURE it will hit. Each wave takes up one PP.

Tilts

U Tilt - Psi Collect

Kumatora lifts her hand into the air, and the nearest Psi Magnet spills it's damage into Kumatora's PP bar, so if ten damage was done to it she gains ten PP. Not much else to say, low lag, and the Magnet disappears after that. No damage or anything, but extremely useful.

F Tilt - Psi Magnet

This works differently from Lucas's and Ness's, in that it is a projectile and revives not HP, but PP. Press side and A, and Kumatora instantly pushes her hand forward. Out of it shoots a purple sphere of energy, that has several uses. First of all, it does no damage or knockback, until someone attacks it. This also has low lag, but can only be used once every ten seconds. Kumatora's whole game play revolves around strategically setting up the possible ten Magnets at a time, just like Chef Kawasaki must put his pot somewhere good, just dropping a Magnet anywhere is useless. Now, this has about the range of one Battlefield platform, so it doesn't go far, but they can be pushed. They also float in the air. They are about as big as Jigglypuff. Now, how to use them? They absorb energy, aura, fart, and most non "solid" attacks, just like the other Psi Magnets. So, it won't absorb a grenade, but it will absorb the explosion. There is a little counter saying how much damage there is in the Magnet, so you can tell when to explode them. Now, Up B makes the damage return to you in the form of PP, while Down B makes the Magnet explode with an explosion about the size of Dedede that does as much damage as is contained within them, and also as much knockback. However, it is up to you weather you should regain your PP or kill the opponent with better, more reliable options, as the explosion has a lot of warning, but happens quickly, thus being easy to dodge. Making a maze of them, so that the opponent can hardly help but attack them to get to you (they shatter if they hold more than one hundred twenty damage) is a good way to get back PP, but can be deadly for you if they blow up all the magnets at once, doing hundreds of damage in seconds. They disappear if Kumatora is KOed.

D Tilt - Psi Release
Kumatora lifts her arm up and pulls down, like if someone won something they may make such a gesture. So, it looks like her elbow is bent 90 degrees, than she pulls her fist in and her upper and lower arm meet. You know what I'm talking about. Anyway, then, the nearest Psi Magnet explodes, doing all the knockback and damage within it to a radium about the size of Dedede. This has high lag for Kuma, but is a good move all the same. It takes up no PP, but doesn't give any either.

Smashes

U Smash - PK Freeze

Kumatora puts her hands in front of her chest, says "Pee Kay," and a big morphing snowflake appears between them. The snowflake gets bigger as it charges, and instead of flashing yellow, like with most smashes, she flashes blue. When released, she yells "Freeze!" and shoots it upwards. This does only eight to eleven damage, but has medium high knockback and the freeze effect. This also, if it just grazes, adds the frostbite effect, which makes you move slower for a little while. It takes up ten points, and following up with Ground it is one of Kuma's best killers. It also has high range. It uses up eight PP. It has high ending lag, a bit more than Lucas's.

F Smash - Paralisys
Kumatora crosses her right arm in front her her chest, and green fire surrounds her hand. When she releases this, she pushes her hand forward, and a large green star shoots out of her fingers and floats in front of her for a second. This has high lag and medium range, and seventeen to nineteen damage. It also has high knockback. However, it has a five percent chance of making the opponent whom it touches be immobile for a few seconds, allowing her to follow up with PK Ground. Obviously, they don't receive knockback, but hope for this to happen, as Ground is more reliable. This uses up nine PP.

D Smash - PK Starstorm

Kumatora raises her arms up and says "PK..." When the smash is released, she yells "STARSTORM!" and ten of yellow stars zoom around her. Each does two damage, and the biggest does high knockback. This has high range, but also high lag. The stars disappears after two seconds. This, unlike most of Kumatora's attacks, has low KO potential, due to hte opponent most likely being slammed away from you by another star before the KOing star can hit them. If uncharged, the stars only do one damage each. This takes up ten PP.

Aerials

Nair - PK Ring

Kumatora says "PK Ring!" and a golden ring appears around her for a second. Anyone who touches the ring receives five damage and low knockback, but this has quite high range and is very good for FFAs where everyone is ganging up on you. It has low lag, unlike most Kumatora attacks, but lacks the power that also appears in her attacks regularly. This uses five PP.

Fair - PK Helios
Kumatora shoves her hands forward, and a large star appears in front of her as she shouts "PK Sun!" Then, she flips over it, so it stays behind her. The star lasts for one second, and does low knockback and eight damage to anyone it touches. This has medium range, but almost no lag. It can be used for recovery, but the PK Steam is much better, as Kumatora's losing Vertical height cancels her horizontal recovery. This takes up 4 PP.

Bair - PK Splash
Kumatora pushes her hands back, and a splash of water shoots out. This does no knockback, and only two damage, but makes the opponent trip a lot when they hit the ground. It has high range, and also high lag. The water falls to the ground, and lands in a puddle, which acts like a nanner. This takes seven PP.

Uair - Triple Combo

This is one of the few attacks that does not use any Psi. First, she punches upwards, propelling her up a bit and doing four damage. Then, she does a flip kick, which does six damage and pushes her up farther. Finally, she headbutts upwards, doing six damage and medium knockback. This has high range, and medium lag. It is a good recovery technique, as is attacks gimpers and goes up quite high.

PK Steam
PK Steam is a recovery AT for Kumatora. First, use Helios. Then, use PK Splash, which, if timed correctly, will land on the Sun. Then, quickly use Triple Combo up into the mixed sun and water, which now looks like a cloud of steam. Then, it makes you hover upwards about the length of both Quick Attacks. This does no damage, btu is good for recovery. It has medium lag.

Dair - PK Fire

Kumatora does a forward somersault, blasting fire downwards in the middle of it. The fire can spike, and does medium knockback and eleven damage. It has high range, and high lag. This takes up six PP points. This also does the fire effect, which does absolutely nothing but look cool.

Grab and Throws


Grab - Rope Snake

Exactly like Lucas's. It's a clone, but at least it's more interesting than "Kumatora grabs with her right hand."

Pummel - Psi Spark

Kumatora shoots out a small blue spark of Psi energy. It does four damage, and has high lag. This has exactly no unique properties. It takes up one PP.

F Throw - Anime Punch
Kumatora jumps back, and yells "Hiya!!!" She jumps into the air and punches you. While she does that, the area behind her becomes one color, that streams, like when someone in an anime is about to deliver a devastating blow to someone else. It has high lag, and does medium knockback. It also does eight damage.

B Throw - PK Rock
Kumatora pushes the grabbed opponent behind her, yells "PK Rock!", summons up a boulder, and hurls it at them. It does high knockback, and does ten damage. It has high lag, and takes up seven PP.

U Throw - PK Vine

Kumatora yells "PK Vine!" and a few vines come up from the ground and engulf the opponent. Then, they squeeeeeeeze, until the enemy has gotten twelve damage, then they throw it upwards, for medium knockback. This has low lag, and takes up three PP points.

D Throw - PK Snow
Kumatora, holding the grabbed one, jumps up into the air, and throws the opponent back down, covering them in snow in the process. This does low knockback, but thirteen damage. It takes up six PP points. It has medium lag, and Kumatora stays in the air after this finishes, allowing a PK Fire spike to PK Ground combo.

Extras


Up Taunt
- Kumatora shout "Ore!" Yeah, I got that one from the Kumatora in Brawl thread.

Side Taunt
- A beaver trap chases her around for a second.

Down Taunt - Kumatora makes a few Psi sparks appear.

Victory 1 - Kumatora uses PK Starstorm, and a bunch of huge flaming stars fall from the sky.

Victory 2
- Kumatora is with Duster, Lucas, and Boney, and they walk away.

Victory 3 - Kumatora cheers and just generally acts happy, smiling and whatnot.

Loss
- She claps, a glum look on her face. Poor Kumatora.

Kirby Hat
- Kirby gets spiky pink hair.

Entrance
- You know that video for the final smash? She walks out of that rock's mouth.

Cheer - Kuma - Tora!

Victory Theme
- 00:25 to end of http://www.youtube.com/watch?v=NH07e_AL2fI

Music

http://www.youtube.com/watch?v=NH07e_AL2fI
http://www.youtube.com/watch?v=sxqkDM4gHnk&feature=related














[/FONT]
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec


~~~~Kumatora!~~~~​
[/FONT]
Mkay, so that thing you do with the excess spacing is reeeaaally starting to get on my nerves. I wasn't too excited when I saw who it was--I've never played Mother/Earthbound.

...All in all, s'okay. The moves are pretty original, but the stats make me nervous: powerful, fast, good recovery, AND range? Yeesh. Might wanna tone that down a bit.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Mkay, so that thing you do with the excess spacing is reeeaaally starting to get on my nerves. I wasn't too excited when I saw who it was--I've never played Mother/Earthbound.

...All in all, s'okay. The moves are pretty original, but the stats make me nervous: powerful, fast, good recovery, AND range? Yeesh. Might wanna tone that down a bit.
Ok, I'll stop with the spacing. It started with the Count, and then just kept on happening. I'lll stop, I did that for this one because it's a secret one.

And I might tone them down, but I added teeeerible attack speed, to make up for it all, but I guess I'll tone down some otehr stuff.

YOU CANNOT COMPREHEND THE TRUE FORM OF GIYGAS' ATTACK!

Excellent moveset, Baloo.
Lol, and thanks.

Ehh...I'm not a big fan of the PP system and all the moves associated with it. Good work though.
Thanks. I wanted something unique about it, I though Power Points might be a good idea.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Nice moveset Baloo, although the idea with having PP is what I have for my Undead Hero, which has been in the making for about a month and a half (slow progress is slow) noneoftheless, it's still a great moveset.

Heres one of Undeads move which uses his version of PP (Magic Count for Undead Hero):

Undead Hero Down-Smash said:
Down Smash: Pyro Tornado:

Animation: Undead hero looks towards the screen, and holds the sword forward, and he spins around to his left once. If Undead Hero has enough magic left, as he spins around, a red tornado appears for about 2 seconds, about 1.2s bigger as Metaknights Mach Tornado, which stays out longer than the sword slash.

Properties: The range is great, as the tornado is very large and lasts out for a long time. This has quite a lot of start-up and ending lag however. When uncharged, the sword slash does 8% and low-high knockback, which sends the opponent horizontally (the only part of the move with no magic left). The tornado makes the opponent suck into the middle quickly, and makes them stuck in one place for 0.8 seconds before shooting them upwards (which is always the same distance, whatever charge it is, which sends the opponent about a captain falcon above the tornado). When fully charged, the sword slash does 13% and mid knockback. The tornado makes the opponent stuck in there for 2.1 seconds before the tornado sends them out upwards.
[MC = 25]


Uses: When you fully charge this (with magic), it’s very easy to follow this up with an Up-smash, and kill the enemy. Although there is a lot of ending lag, so you have to act quickly.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Kumatora was interesting. I liked the Epic Dance. :bee:
Thank you! I wanted to make epic dance a move, but the only one where it could work is Final Smash. It's a joke FS anyway.:laugh:

Nice moveset Baloo, although the idea with having PP is what I have for my Undead Hero, which has been in the making for about a month and a half (slow progress is slow) noneoftheless, it's still a great moveset.
Oh, I didn't know. Well, two characters can have PP, it's not like it's an incredibly obscure notion.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Oh, I didn't know. Well, two characters can have PP, it's not like it's an incredibly obscure notion.
yeah, I wasn't criticing you, I was just stating something, just in case I get assumed for stealing your idea.

I think Undead Hero will have quite a nice playstyle, fitting in well with his MC/PP (most moves do 15-25 MC, and the total of MC you have overall is 240), the use of Command, the neutral special (Want to try and take out the opponent, use Beserker mode, want to refil magic, use wait {for the super armour effect}), and his Down Tilt (Make someone lighter to KO the opponent easier, or make the opponents heavier and combo them {I guess you could use the follow command to make speed quicker) Most moves deal 1 digit numbers, so you want to use these 3 moves to their best potential.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Toad preview



D Smash - Not So Orderly Fashion
As this attack charges up, all of the toads look at each other, unsure what to do. When this attack is released, the toads bustle around, bumping into each other and just causing general havoc around themselves. This has high range and lag, and each toad does four damage to anyone they touch, each doing about five hits. In an ideal situation, that means 120 damage, but it is impossible for that to happen, because this does no knockback, at all, not even flinching. So, you can just walk away as they attack you. However, if it is that easy to dodge, what's the point? This switches the Toad Brigade's leader, in this order: Red - Purple - Green - Blue - Yellow - Toadette - Red, etc. This is essential to Toad's playstyle, as each one has different strengths and weaknesses. This is stronger, the more toads you have.
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
man, the complexity of the content in these previews (and those nifty PP systems) is making my head hurt. Thank goodness I'm working on a moveset where the character only has two different modes on both land and air.

Because that's not complicated at all.

Seriously, comparing actual Smash movesets to the best ones in MYM must make Mario feel very dumb and simple.

Well, sure you could have Mario and FLUDD-equipped Mario as two different modes (different recoveries and specials at least), but.....

Huh.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
man, the complexity of the content in these previews (and those nifty PP systems) is making my head hurt. Thank goodness I'm working on a moveset where the character only has two different modes on both land and air.

Because that's not complicated at all.

Seriously, comparing actual Smash movesets to the best ones in MYM must make Mario feel very dumb and simple.

Well, sure you could have Mario and FLUDD-equipped Mario as two different modes (different recoveries and specials at least), but.....

Huh.
Some things are pretty mind-boggling. But this contest is more about creativity than realism, so.
 

The Trophy Master

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*Sends Sundance an orange elephant on Chirstmas, a
Second and last preview of Pokey :

Up B - Stone Chomper
A stone chain appears around Pokey's body, attached to him. There's a stone Chain Chomp attached to the chain. The Chain Chomp is 1.2 times bigger than Kirby. It will only go up, but it does little waves like Pokey's body when walking. If his head hits somebody, the Chomp will bite him causing 10% damage with medium knockback, but Pokey will free fall defenseless. If there's a platform or ground edge near the Stone Chomp, he'll bite it and stay attached to it. It goes quite fast and will go as far as a 6 Pikmin chain. Pokey will only have to go up when the chomp grabs the edge. If it doesn't grab anything, Pokey will also freefall defenseless. But this move can also be used to grab items over Pokey's head, if the Stone Chomp touches an item.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Second and last preview of Pokey :

Up B - Stone Chomper
A stone chain appears around Pokey's body, attached to him. There's a stone Chain Chomp attached to the chain. The Chain Chomp is 1.2 times bigger than Kirby. It will only go up, but it does little waves like Pokey's body when walking. If his head hits somebody, the Chomp will bite him causing 10% damage with medium knockback, but Pokey will free fall defenseless. If there's a platform or ground edge near the Stone Chomp, he'll bite it and stay attached to it. It goes quite fast and will go as far as a 6 Pikmin chain. Pokey will only have to go up when the chomp grabs the edge. If it doesn't grab anything, Pokey will also freefall defenseless. But this move can also be used to grab items over Pokey's head, if the Stone Chomp touches an item.
Looks good. A few things explained please?

Pikmin Chain and Vine Whip both do ity bity vertical jumps, even if it doesn't hit. Does this?

Does the rest of the chain do damage? Maybe three or so, and then the normal ten, and maybe a little sweetspot somewhere?

Either way, it looks good.

Read Kumatora.



^Shameless Advertising^
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Can anyone make me an Iago and Zazu icon?

Kumatora looks good, and Pokey looks promising. Looking forward to him.
 

SonicBoom2

Smash Journeyman
Joined
Oct 12, 2008
Messages
480
Location
Florida
O, can someone please make me a Charlie Brown (Yeah, you guessed it, I'm making one for him) sig icon? (any pic will do)

#8
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
While we're all asking for sig icons,

Pac-Man
Paper Mario
Rosalina
Castform
Marx
De Blob
Count Bleck
Bubblun
Kumatora (plz use 3D pic)
Toad Brigade
Darkrai
Cosmic Mario
Mimi

Of course, that'll take forever, so whenever you can, whoever does these things.:laugh:

#9
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Your first BBQ chapter? Yay! That would be the one featuring almost every moveset every made by me.

Read Kumatora
Kumatora is the Master
You are Kumatora's Slave
Kumatora = 42
Kumatora can eat just one Lays chip
You must read Kumatora
Kumatora is a Goddess
Serve Kumatora
KUMATORA
Read Kumatora
Kumatora is the Master
You are Kumatora's Slave
Kumatora = 42
Kumatora can eat just one Lays chip
You must read Kumatora
Kumatora is a Goddess
Serve Kumatora
KUMATORA
Read Kumatora
Kumatora is the Master
You are Kumatora's Slave
Kumatora = 42
Kumatora can eat just one Lays chip
You must read Kumatora
Kumatora is a Goddess
Serve Kumatora
KUMATORA


There is absolutely no subliminal messages in that post.

#11
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Pages take so long to come by sometimes. I could use one as well, for Frog.

Baloo, I may get on some of those icons when I get time. No promises, but I'll probably do a couple for you. That is a lot though.

Anyway...

#14
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
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FROG



Game of Origin: Chrono Trigger

Backstory (excerpt from Wikipedia): Frog is a knight from 600 A.D., whose real name is Glenn. He was a squire (presumably) under Cyrus, a "Knight of the Square Table." Glenn had a notably close, although platonic, friendship with Queen Leene. He later witnessed Cyrus's death at the hands of Magus, and shortly afterwards, was transformed into an anthropomorphic frog by the dark wizard. Frog dedicates his life to protecting Queen Leene and vows to avenge Cyrus by killing Magus. Blaming himself for failing to be strong, Frog is depicted as chivalric but mired in regret over the past. He is the true bearer of the Masamune, an ancient sword whose offensive capabilities against magic users is Magus's major weakness.

In Smash: Frog brings with him to Brawl the legendary Masamune, as well as full control over water-based magic, as well as a few of his quirky frog-like techniques from Chrono Trigger.

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Movies: The following list contains cutscenes, battles, and other parts from Chrono Trigger that help portray Frog well.
WARNING: These videos may contain some spoilers!

- Frog Opens the Way (Cutscene) – Witness the true power of the Masamune!
- Frog Opens the Way (Game Scene) – The same thing as above, but not cutscene-style.
- Frog vs. Magus (Battle) – See Frog in action! Too bad this guy didn’t show off more. At least you can see Leap Slash and notice Frog’s double hit when he scores a critical hit with his normal attack.
- Unfinished Business (Ending Scene) – One of many ending scenes in Chrono Trigger. This is Frog’s highlight endscene.
- Technique Exhibition (Various Clips) – All characters’ battle techniques are shown here. Skip to about 2:45 for Frog’s. My apologies that it goes through them rather fast.

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Music: Here’s some awesome Chrono Trigger music you can listen to while you read this moveset!

- Frog’s Theme – My personal pick for greatest song from this incredible game.
- Robo’s Theme – Some day, Rick Astley will be sued for making a song so comparable to this masterpiece.
- Chrono Trigger Battle Theme – This song still holds a special place in my gamer heart, even after all these years.
- The Black Omen – HOLY FREAKING CRAP I LOVE THIS SONG!
- Battle With Magus – Yeah, I know this one was in half the videos up above. It’s still awesome.



STATS

Size: Mid ~ Roughly Mario’s size
Weight: Mid-Light
Power: Mid
Jumps: 2
Jump (1): High
Jump (2): Mid
Speed (Walk): Mid-Slow
Speed (Run): Mid-Fast
Traction: Mid
Speed (Attack): Mid
Speed (Falling): Mid
Range: Mid
Crouch: Mid
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No


STANDARD ATTACKS

Standard Combo – Froth – Frog surrounds himself with bubbles that damage opponents who touch them. This has minimal lag on both ends, and can be held indefinitely. The bubbles, however, don’t cover much space beyond Frog, and their priority is incredibly low, so it’s easy to hit Frog out of this move, canceling the froth. The redeeming point of this move is that if Frog manually releases it, the bubbles will stay there for up to three seconds, still dealing damage if someone touches them. However, if Frog uses the move again before the bubbles disappear or hit someone, they will automatically pop as he begins the move another time. The froth deals multi-hit damage normally, but if separated from Frog, will only deal up to 5% before the bubbles disappear, with a rather good catch that’s hard to DI out of.
[Variable Damage or Up to 5%]

Forward Tilt – Slurp Cut – Frog leans forward, and begins extending his tongue forward. The longer you hold the button, the longer his tongue will get, until it reaches about one-third the distance across Final Destination. It lengthens a little slower than PK Thunder travels. This has some startup lag, and a little ending lag as well, but nothing blaring. If the tip of Frog’s tongue hits anyone (note that it must be the tip), he’ll quickly retract his tongue, pulling them in close, then slash his sword vertically, giving them decent upward knockback and 5% damage. Hitting with this move gives it significantly more ending lag than it has from a manual or automatic cancel. If Frog's tongue doesn't hit anyone, he'll retract it quickly, then suffer some downtime as he swallows and takes ahold of his sword again.
[5%]

Up Tilt – Geyser – Frog lifts his hands and a thin stream of water shoots upward. This has average lag (for a Tilt) on both ends, and does only 3% damage, with minimal knockback. However, this is made up for by the geyser’s great range, which reaches up about the height of 4 Stage Builder blocks. It shoots up extremely quickly, taking almost no time to fully execute once Frog throws his hands up. This move should be carefully aimed, however, since it’s horizontal range is very limited.
[3%]

Down Tilt – Parry – Frog quickly strikes a defensive pose, preparing to counter an opponent’s hit. The duration and lag times are similar to those of Marth. If hit during his active frames, Frog will perform the parry. Against projectiles, there will be no effect beyond the evasion of the hit, like with Marth and Ike’s counters. However, against melee attacks, Frog will block the hit, then push his sword back at the oncoming hit, throwing his opponent off balance. If used on an opponent on the ground, this will stun Frog’s opponent for a couple of seconds, give or take depending on their current damage. If used on an aerial opponent, it will force them into a freefall state (like being footstooled) for about a second, or until they’re hit by an attack.
[0%]

Dash Attack – Lunge – Frog jumps forward, his sword over his head, then brings it down hard as he lands. You’ll need to judge your distance right, since he does no damage until he lands and brings the sword down. He covers a distance about one-third the length of Final Destination, and doesn’t go especially high while jumping it. He travels through the air as fast as he runs. The sword is brought down immediately upon his feet hitting the ground, and covers a moderate distance in front of him, and the full vertical height of his body, dealing 5% damage and weak knockback. There is moderate lag after the sword strike.
[5%]


SMASH ATTACKS

Forward Smash – Cliff Cleaver – Frog holds his sword over his head with both hands to charge this move, then brings it down swiftly. There is noteworthy lag both before charging begins and after the hit, but virtually no time between charging and hitting. The range is moderate, and the attack deals 8 – 12% damage, depending on charge. This isn’t an incredibly damaging move, but it has a couple of special properties. First, if this attack strikes a shielding opponent, it will have a devastating effect on their shield, automatically taking it as close to broken as it can be without breaking, regardless of how much you charge. Secondly, opponents hit by this attack receive no accompanying knockback from the hit, but are held in place by it, with rather long hitstun, often helping to set up a second attack.
[8 to 12%]

Up Smash – Critical Hit – Frog lowers his sword low to the ground to charge this attack, then leaps into a high backflip, slashing with his sword as he goes. This is based on his critical hit from Chrono Trigger. He covers an area slightly smaller than Meta Knight does with the first part of his Shuttle Loop, dealing 10 – 15% damage to anyone he hits along the jump. After he reaches the peak of the jump and flips over, he ends the attack a good distance into the air. This attack has little ending lag, but significant startup lag. However, using this attack directly after Lunge (Dash Attack) or Cliff Cleaver (F-Smash) will cancel the ending lag from the other attack, and will also minimize the startup lag for this attack, making it a very effective combo attack.
[10 to 15%]

Down Smash – Torrent – Frog holds his sword up with both hands, with the tip pointed toward the ground, charging this move. Upon release, he stabs the sword into the ground, and water bursts up out of it. This water swirls around Frog, covering an area similar to Nayru’s Love, dealing multi-hit damage the entire time it’s there, which is about a second. Depending on charge, the damage can total up to about 10% or 16%. There is a considerable amount of lag on the front end of this move, but little at its finish.
[Up to 10 or 16%]


AERIALS

Neutral Air – Whirlpool – Frog surrounds himself with a swirling whirlpool that damages opponents who touch it. There is some lag on both ends of this attack, and it only does 4% damage and low knockback if it hits, but it’s redemptive factor is its incredible range. The whirlpool covers a distance about half the radius of Luigi’s Negative Zone, only for a brief moment, then vanishes.
[4%]

Forward Air – Wave Slash – Frog slashes his sword forward, similar to Toon Link’s Forward Air. Lag time is slightly longer on both ends, and the sword hit only does 3% damage. However, the slash creates a crescent-shaped wave of water that shoots forward, dealing multi-hit damage and carrying opponents, similar to Squirtle’s Waterfall. It travels about one-fourth the distance of Final Destination, and can deal up to 8% damage.
[3% + Up to 8%]

Backward Air – Triple Flip – Frog backflips rapidly, slashing to the back three times. His range is rather short for this move. However, this move is made worthwhile by its damaging properties. Each hit to the back does 5% damage, with the last one giving moderate knockback. In between the slashes to the back, Frog’s blade passes to the front, dealing 4% damage if it hits there. The slashes are fast, so it’s impossible to escape the onslaught if you’re hit by one. The lag is moderate at the beginning and end.
[5% Per Hit or 4% Per Hit]

Up Air – Fountain Spray – Frog throws his hands upward, spraying water everywhere. The area covered is similar to what the flames of a Superspicy Curry cover, only upward instead of forward. This move has moderate lag on both ends, and the spray lasts for about a second, dealing multi-hit damage that will usually accumulate to about 8%.
[Up to about 8%]

Down Air – Tidal Rush – A stall-then-fall. Frog stops in mid-air, then throws his hands downward, producing a thin stream of rushing water that starts at him and ends about 2 Stage Builder blocks down. The rushing water will hit opponents, dealing no damage but holding them in place with its hitstun. After Frog creates the stream, he draws the Masamune and rushes down the stream, damaging opponents he hits for 10% damage and moderate upward knockback. The lag at the beginning of this move is rather high, while the lag between the creation of the waterfall and Frog’s rushing down it is rather short. Frog is controllable again immediately upon exiting the stream.
[10%]

SPECIAL ATTACKS

Neutral Special – Water – Frog raises his hands and his cape blows behind him (like seen above). A bubble forms around him, just large enough to encompass him. The bubble then shoots directly toward the nearest opponent, moving a little slower than PK Thunder. The bubble will not turn, and has no homing abilities outside of the determination of its initial direction. If it strikes anything, it will pop, dealing 8% damage and very little knockback. There is a lot of lag on the beginning of this move, and an average amount at the end.
[8%]

Side Special – Water 2 – This attack begins similarly to Water. Frog raises his hands and his cape blows behind him. Instead of forming a bubble, though, he throws his hands forward, releasing a blast of water. This blast is about as tall as Link, and about three times as wide as it is tall. Basically, it’s a long oval that shoots forward across the stage, moving about as fast as Captain Falcon does during Falcon Kick. Anyone it connects with receives 12% damage and good horizontal knockback. However, this can be difficult to do, because the move has a lot of startup lag, about as much as a Warlock Punch. There is also significant ending lag.
[12%]

Up Special – Leap Slash – Frog leaps high into the air, then rushes back down with his sword held before him, stabbing at opponents he hits along the way. On the way up, he doesn’t deal any damage. Frog jumps about as high as King Dedede does with his Up Special, but unlike Dedede, is completely controllable in the horizontal direction. While his vertical momentum is set the same way, Frog can move back and forth during this move as he pleases, moving left and right at about the same speed he walks. As he rushes down, he deals damage to opponents he contacts. If they hit him, they’ll receive 3% damage and minimal knockback. Hitting his outstretched sword, however, will deal 10% damage and moderate knockback. Frog will not stop moving downward until he strikes solid ground, but he will sweetspot the ledge, unlike King Dedede.
[3% or 10%]

Down Special – Frog Squash – Frog throws his hands skyward, summoning a giant frog to fall onto the stage from directly above him. The frog is about the width of the Poke Ball Pokemon Snorlax, but a bit shorter, and it glows shades of green, blue, and red the whole time you can see it. Unlike Snorlax, the frog will not pass through solid ground, and will simply vanish after hitting it. A couple of things factor into the power of this move.

Firstly, this move gains power the longer it is not used, like Wario’s Down Special or R.O.B.’s Neutral. It begins the match at no power, and reaches full power after about a minute, at which point the frog will deal a base damage of 20%, with moderate knockback. For the first 30 seconds after this move’s use, it is entirely unusable, and Frog will not even attempt to perform it. At lowest useable charge, the frog will deal only 5% damage, with weak knockback.

Additionally, Frog’s damage percent affects the power of this move. The damage/knockback multiplier from the base damage is as follows:

  • 0% to 19%: x 1
  • 20% to 49%: x 1.2
  • 50% to 99%: x 1.5
  • 100% to 199%: x 1.7
  • 200%+: x 2

So, for example, if you were at full charge (base damage 20%) and 70% damage, the attack would deal 20% x 1.5, or 30% damage, also with increased knockback. This move can be a powerful asset to Frog’s game, and can also be used to turn the tables on unsuspecting opponents. However, aside from the fact that the circumstances must be right for it to be very powerful, Frog also suffers a lot of lag on this move. The startup lag is similar to that of a Warlock Punch, and Frog is unable to move until the frog vanishes.
If used in the air, Frog will fall significantly slower until he is controllable again.
[5% to 40%]


FINAL SMASH

Final Smash – Masa and Mune – Frog holds his sword skyward (I’m good with these corresponding sprites, eh?) and his cape blows around him. Masa and Mune, the spirits of the Masamune, appear in the background behind Frog.


Having command over the winds, Masa and Mune begin to spin in a circle, which creates a tornado around Frog. The tornado is about as wide as Samus’ Zero Laser is tall, and extends up and down for as far as it can without hitting ground. The tornado lasts for about 10 seconds, and any opponents who touch it are rapidly launched upward by its winds. It has a slight pull toward it, but even Ganondorf or Jigglypuff could run against the pull and avoid the tornado. It’s best to guarantee a hit before using this Final Smash, perhaps best done by using it to block an opponent from recovering.
[0%]


GRAB & THROWS

Grab – Tether – Frog stretches his tongue forward to grab, pulling opponents close before grabbing with his hand. The range is similar to what Lucas gets from his snake. Frog can also use this as a Z-Air tether recovery, but won’t hang down like most characters do. He will automatically pull himself to the ledge and grab it.

Pummel – Hilt – Frog beats his victim with the hilt of his sword, similar to Link’s. 2% damage and moderate repetition rate.

Forward Throw – Hero’s Thrust – Frog pulls the Masamune back, then thrusts it forward into his opponent, dealing 8% damage and moderate knockback. This throw is a little slower than most throws.
[8%]

Backward Throw – Frog Kick – Frog tosses his opponent over his head behind him, then jumps a short distance into the air and kicks them backward with both feet. It deals 8% damage and good knockback, but has sort of a long ending lag, as well as moderate startup lag.
[8%]

Up Throw – Hydro Shot – Frog, still holding his opponent, summons a blast of water from the ground that propels his victim into the air. This is a fast throw, but deals only 5% damage and weak knockback, giving it some chain-grab potential up to about 30% damage.
[5%]

Down Throw – Hurricane – Frog grips his opponent with both hands, and water swirls around them both, dealing multi-hit damage up to 10%. This is Frog’s most damaging throw, but takes a long time to execute, and is easily cancelled by and outside attack. At the finish a final blow knocks his opponent a short distance away, just to get Frog some breathing room.
[Up to 10%]


TAUNTS

Up Taunt – Frog sheathes his sword, then laughs (looks like the animation above).

Side Taunt – Frog grips the Masamune, held vertically in front of him, and it glows briefly before he returns it to his side.

Down Taunt – Frog drops to one knee and closes his eyes, and wind blows his cape around him for a minute.


VICTORY POSES

Up Victory Pose – Frog sheathes his sword, then performs the above action, but not in an endless loop. He flexes once, then holds the position. It’s his actual victory animation from Chrono Trigger!

Side Victory Pose – Frog stands facing diagonally away from the screen, the wind blowing his cape around him.

Down Victory Pose – Frog sheathes his sword, then falls to one knee, a tear in his eye, and after a moment looks heavenward, whispering, “Cyrus…”

Loss Pose – Frog stands and claps. Standard.


EXTRAS

Symbol – A letter C with two clock hands pointing down and left within it. Click here to see it in the title of the game.

Entrance – Frog steps out of a gate, a time portal of sorts found throughout Chrono Trigger, and draws his sword as he says, “Cyrus, this be our finest battle.”

Kirby Hat – Kirby gets the top of Frog’s head, and the Water ability, which functions exactly like Frog’s.


PLAYSTYLE SUMMARY

Frog’s playstyle has more of an emphasis on natural combos than most characters’. Either a Dash Attack or Forward Smash combo naturally into an Up Smash, as they shorten its startup lag by being used before it. This is a key aspect of Frog’s gameplay, as it scores a lot more damage than either attack would on its own. In addition, his Up Throw has limited chain-grab potential, which can be employed near the beginning of an opponent’s stock.

Many of Frog’s attacks, such as the Down Smash, deal multi-hit damage, and aren’t designed to get opponents away. That also makes these natural combo moves, because they leave opponents close. In some cases, all three Smash Attacks can be chained together, the Down Smash leading into the Forward Smash, then the Up Smash. Other useful moves like this are the Up Air and, to a lesser extend, the Forward Air, and well as the Down Throw.

Frog’s Specials all serve very different purposes. The Neutral Special is best used during your opponent’s or your own approach, as it serves as an effective obstacle or distraction for your opponent. The Side Special is a powerful projectile, but is best used from afar, as it has a long startup lag time. The Up Special is primarily for recovery, but has limited offensive uses as well. The Down Special should be used only in special cases, where you are generally very sure you’ll be able to hit with it. Using it over the edge on a recovering opponent is generally advisable, as it limits your opponent’s options and forces them into a powerful hit, especially if you’re at high damage.

After comboing opponents to higher damages, your key KO moves are either the slow, powerful Down Special or Side Special, or the same string of combo moves you’ve been using already. The Up Smash is an effective tool throughout Frog’s playstyle, and should never be forgotten by a good player. A few other possible KOing moves include the Down Air and the Forward Throw. The essentials of Frog’s game, in a nutshell, are knowing your weak combos and your powerful finishers.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Even though I've never played Crono Trigger, that moveset was quite nice, SirKibble, and well deserving of a vote.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Not to insult you or anything, Trophy Master, but a Kibble moveset is a bigger event for me than anyone's BBQ update.

I am utterly unfamiliar with the character/series/game, but I'm still finding this a fantastic moveset. Water-based movesets are so hard to come by - Squirtle pretty much did it all, all wrong, and this does it right. I'm also getting a feel that this whole thing is insanely true to its character.

And the character himself is just plain awesome. He's a frog. A FROG! Awesome.
 
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