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Make Your Move 4

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MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Sorry IF >_<

@hyperhopper: I usually just take videogame characters I find awesome. For instance, in MYM 2.0. I was REALLY into Devil May Cry, so I did a moveset for Dante. In MYM 3.0. I was watching Metal Gear Awesome and thought, "Whoa...what if Egoraptor were in Smash...?"
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world

Theme Music - http://www.youtube.com/watch?v=IEbM9EuVR18

Rock Volnutt

Known as Megaman Volnutt in the American version. He is the protagonist of the Mega Man Legends and its sequel Mega Man Legends 2. Long, long ago, Rock was known as Rock Man Trigger. Trigger's primary function was as a Purifier Unit on a synthetic planet called Elysium, a place that housed what is called the "Master System". The purpose of the Master System was to watch over and govern all the carbons (essentially the equivalent to humans, though artificially created) on Terra (Earth). His job as a Purifier Unit was to eliminate any Abberant Units that threatened the Master System. Thus Trigger was actually similar to the Maverick Hunters from the X Series. Trigger also served as the Master's special assistant throughout his tenure as a Purifier Unit.

Roll Casket

Roll Caskett is the adoptive "sister" of Rock, and a character in the Legends series of Mega Man games. Similar to the original Rock and Roll pun from the original Mega Man (Rock Man) games, Roll's name combined with her grandfather Barrel refers to the barrel roll aerial maneuver. Roll is a brilliant mechanical genius who builds and maintains everything mechanical for the Caskett family, from the Flutter to Mega Man's weapons.

Code:
[U][SIZE="3"][COLOR="Yellow"]Entrance[/COLOR][/SIZE][/U]

[IMG]http://i38.tinypic.com/wbb7y8.gif[/IMG]
[SIZE="2"][COLOR="Yellow"]
The reonowned Flutter owned by Roll, who is its pilot. It slowly descends
toward the ground, and Rock bursts out the door. The Flutter then flies
back up and Roll comes down using her Spinner to descend slowly to
the stage.[/COLOR][/SIZE]

[U][SIZE="3"][COLOR="DeepSkyBlue"]Stage[/SIZE][/U]

[IMG]http://i34.tinypic.com/5b7kf5.png[/IMG]

Sulphur Bottom is a mother ship owned by Bleucher, a wealthy treasure hunter and
childhood friend to Roll's grandfather, Barrell. The interior is similar to that of a
luxurious cruise, but battle takes place at the top of it. 

Periodically, the Bonne family will raid the ship.

[IMG]http://i35.tinypic.com/2071e7l.png[/IMG]

But with their bumbling, Team Rocket-ish nature, they fail at the few things they attempt.
However, it doesn't mean they cannot harm you. Most of the time, their endeavors will
fail, and they would easily be underestimated by the average player. But there is a
short percentage that their attack will succeed, and it will have devestating results.


[/COLOR]

[IMG]http://www.megamanmush.com/thumbnails/char83.jpg[/IMG]
[COLOR="DarkOrchid"][U]Tron Bonne[/U]

Tron Bonne will fly into the scene in her Tron Bot with a legion of Servbots. Her attempt
is to command the Servbots to attack the enemies and push them of the ship, but if it
fails, the servbots will just steal all "pick up-able" items and jump off the ship to
their doom. http://www.legends-station.com/motb/wallpaper/scene1024.jpg

[/COLOR]
[IMG]http://www.megamanmush.com/thumbnails/char84.jpg[/IMG]
[U][COLOR="YellowGreen"]Tiesel Bonne[/U]

Tiesel flies through the sky in his T-Armor and charges a photon cannon. He charges for 
a while, but if it fails, the blast recoils, blowing him out of the sky, thus getting a Star KO. 
His starscream is "You haven't heard the last of Tiesel BOOOOOONNNNE!!" However, if he 
succeeds the cannon, it will blast downward like Lucario's Aura Storm. It is an automatic 
kill, like Suicine's Ice Beam and Deoxys' Hyper Beam.
http://eod.notart.org/images/tieselcontrols.jpg

[/COLOR]
[IMG]http://www.megamanmush.com/thumbnails/char85.jpg[/IMG]
[U][COLOR="Orange"]Bon Bonne[/U]
Bon Bonne is a baby. A BIG baby. All he can say is "Bah-BO!" He falls from the sky and lands
on top of the ship. He then walks about the stage like a lost penguin. His intention is to
grab a fighter and toss them off of the ship, but if he fails, he will trip, land on his face, 
and roll off of the Sulphur Bottom saying "BAAAAAAAH-BOOOOOOOO!!!" However, if
he succeeds and grabs a fighter, he power throws them off the ship and into the blast
zone, ignoring percentages. 

[/COLOR]


[U][SIZE="3"]Statistics[/SIZE][/U]
[COLOR="royalblue"]
[SIZE="2"][U]Rock[/U][/SIZE]

Walk Speed: 6/10
Run Speed: 7/10
Power: 5/10
Weight: 5/10
Combat Agility: 4/10
Combat Range: 6/10
Jumping: 6/10
Falling Speed: 3/10
Traction: 7/10
Wall Jump: Yes
Wall Cling: No
Crawl: No

Rock's playstyle is quite well-rounded, with a variety of attacks that are noob-friendly.
He has decent speed with long ranged attacks, and quite fun to play as.
[/COLOR]
Rock & Roll as a Whole



Rock & Roll are a sort of a tag team character. When the battle begins, Rock will take the foreground as Roll takes the background. Roll will follow you throughout the stage, as does Pokemon Trainer in Subspace Emissary. She supplies Rock with weaponry and supportive machinery that can assist him in combat. In order to get these supports, Rock must meet up with Roll on the stage.

The support that Roll supplies Rock is completely random, and you may not get what you want. The item you get may help you a great deal, or do absolutely nothing for you. Roll signals you if she has something to give you, and you must get to her and use your down special, "Roll Support". Rock will grab the item, and it will replace his B special, which is Buster Arm.

Though it is cool to get something different to fight with in battle, the items run off of energy, which cannot be obtained. After the energy is done, the item fades away, and you gain your Buster Arm back. This keeps people from spamming the more better items, because the better items have poor energy capacity. Not all items are offensive; some can be defensive.








Code:
[COLOR="RoyalBlue"][U][SIZE="3"]Standard[/SIZE][/U][IMG]http://i34.tinypic.com/2zi7f61.png[/IMG]


[U]A [/U]- Rock does a horizontal swipe with his buster arm. [2%]
[U]AA[/U] - ...then thrusts with it. [4%]
-
-
-
-
-

[U][SIZE="3"]Tilts[/SIZE][/U][IMG]http://i33.tinypic.com/2928x8j.png[/IMG]

[U]Forward [/U]- Performs the famous soccer ball kick. Low knockback. [6%]

[U]Up [/U]- does a simple uppercut with his hand arm. Poor knockback. [5%]

[U]Down [/U]- as he is crouching, he goes even lower and does a straight low punch. No 
knockback; it entraps the enemy. [3%]

[U]Dash [/U]- leaps further and spins horizontally, leading it to a high kick. Decent 
knockback, but with pre lag. [7%]
-
-
-
-
-

[U][SIZE="3"]Aerials[/SIZE][/U][IMG]http://i35.tinypic.com/qr0ysy.png[/IMG]

[U]Neutral[/U] - performs Ryu's "Hurricane Kick" (one leg straight out while spinning)
that alters his aerial movement. No knockback. 3-hit. [2-2-5%]

[U]Up [/U]- performs Chun Li's "Spinning Bird Kick" (upside-down leg split spinner)
that does an upward combo. Poor knockback. 4-hit. [1-2-2-2%]

[U]Forward[/U] - perform's Guile's "Flash Kick" (backflip power kick) that knocks enemies 
upward. Great knockback. Poor pre and post lag. [12%] [Electric]

[U]Down[/U] - similar to Snake's, but it is one kick. It can meteor smash at the tip of
Rock's foot, his toe rather. Poor knockback, though. [8%] [10%]

-
-
-
-
-

[U][SIZE="3"]Smashes[/SIZE][/U][IMG]http://i37.tinypic.com/331f4sn.png[/IMG]

[U]Forward [/U]- performs a "Hadoken", except it isn't projectile. Rock generates
energy through his arms from his buster. The impact is great, and can easily be called
his strongest move before his Final Smash. Super knockback, but very pre laggy. [15%]

[U]Up [/U]- performs Sagat's "Tiger Uppercut" (a jumping, rising uppercut). The rise 
from the attack does damage, but the peak of it is the punch. It does good knockback
at the peak, but poor knockback at the rise. [8%] [13%]

[U]Down [/U]- Rock pierces his Buster Arm into the ground and shoots into it, causing
the ground lights up with blue energy. Any enemy touching this light will be launched
upwards. It doesn't have a large radius, but it has a decent duration. The sooner the
enemy touches the light, the hotter it will be, and the higher the knockback and damage.
[14%] [12%] [10%] [8%] [Electric]


[/COLOR]


Specials


Buster Arm - Standard special

When using Buster Arm, he can shoot energy blasts by repeatedly pressing the special button. He can move back and forth while shooting, being able to turn the opposite direction. He can also jump as he is using, but he cannot turn around while in the air. While this appears broken, the blasts are not rapid at all. There is atleast a 1 second delay in-between shots. The blasts are not even strong, and cannot kill. The knockback is poor-to-none, and the distance of the shots are not endless. This technique is mostly used for mind games, though there is no particularly threat to Buster Arm in any way. [2%]

Hover Boots - Up special

Rock launches straight into the air and hovers in place. In order to make the recovery, you must move either left or right to bring him to safety. The hover duration is three seconds, yet the acceleration and speed is very decent. This is more a distance-based recovery, since the launch doesn't not shoot him up so high. This is not an attack. After three seconds, Rock will be burnt out.

Grapple Hook - Side special

A two-prong claw comes out of Rock's arm, and he swipes forward, attempting to grab an enemy. If an enemy is grabbed, he lifts him above his head, similar to DK. Pressing the A button will make Rock throw them at a low angle, causing the enemy to hit the ground, which causes damage. Now depending on the weight of the enemy will determine the effect of the throw:

Light: Can pick up easily, but the throw slam won't be as strong.
Medium: Can be pick up steadily, but the enemy can escape much faster.
Heavy: The pick up is slow, but the throw slam is pretty strong.
Lord, give me thy strength....: The pick up is very, very hard and slow, and has a chance of failing. However, the throw slam is very powerful.

The throws can KO, but if you throw them where there is no floor, no damage can occur, and the enemy will NOT just keep going down.

Roll Support - Down special

See Roll Support below....



Final Smash - Purifier Unit

Rock's body begins to glow white and blue, and he gains a helmet on his head. His actions include:

Rapid buster
Power buster
Great agility
High jumping
Invincibility

The only attack that Rock can do is Buster Arm, but it is monstrous compared to the orignal Buster Arm. The same mechanics apply, but NOW it becomes a threat. The buster blasts can kill at about 60% damage for the average fighter. And with the ability to manuever greatly about the stage, it makes him easier for him to catch fleeing enemies. The duration is only 13 seconds, and he can still be killed by the Blast Zones. [20%] [Electric/Fire]






Code:
[COLOR="Red"][U][SIZE="3"]Roll Support[/SIZE][/U]

[IMG]http://i35.tinypic.com/wjjifp.jpg[/IMG]
[U]Aqua Buster [/U]- The Aqua Buster's original use is to put out fires, but in combat, it can be used
to push enemies away, in the same fashion as Water Gun and F.L.U.D.D. It is a low tier 
support item. Holding down the special button, Rock points his buster ahead and shoots
out a small burst of water and mist. If an enemy comes into contact with it, they will be
slightly pushed away. Rock can walk while using this support item.

[IMG]http://i37.tinypic.com/2r3egch.jpg[/IMG]
[U]Drill Arm[/U] - This is the most powerful projectile weapon Roll can offer Rock. Rock puts
his empty hand onto the Drill Arm and revs it up. Any enemy that comes into contact
with it will be trapped in a combo of pain. It serves as a standard combo, so it is a
middle tier support item. It can immediately break crates at first contact.

[IMG]http://i33.tinypic.com/2ry3a09.jpg[/IMG]
[U]Vacuum Arm[/U] - Sucks things up like Kirby and King Dedede, except if an enemy is sucked 
into it, it will become a grapple move for Rock. It is mid-tier.

[img]http://i38.tinypic.com/jhrou8.png[/IMG]
[U]Splash Mine[/U] - Rock drops these  gooey spheres onto the ground. They explode after a 
preset span of time or if something runs over them, whichever occurs first. 
Unfortunately you can trigger your own mines and receive damage from them.

[IMG]http://i37.tinypic.com/2r3egch.jpg[/IMG]
[U]Jump Springs[/U] - It gives Rock a boost in his first jump, but only slightly. Footstool jumps
become more powerful for Rock.

[IMG]http://i35.tinypic.com/wjjifp.jpg[/IMG]
[U]Jet Skates[/U] - Rock can roller dash through the stage with speed only a bit higher than his
run. There is great pre and post lag when using this. He cannot attack when in dash mode.

[IMG]http://i37.tinypic.com/2r3egch.jpg[/IMG]
[U]Powered Buster [/U]- Rock shoots out a short-ranged sphere of energy. This is the
strongest of the weapons. It packs a punch, but is very inaccurate due to being short ranged. 

[IMG]http://i33.tinypic.com/2ry3a09.jpg[/IMG]
[U]Shining Laser [/U]- Shoots out a penetrating laser that he can keep out for as long as the 
energy can supply. Enemies caught in this will be knocked back, but it builds up damage
rather quickly. The distance goes as long as Final Destination.

[IMG]http://i35.tinypic.com/wjjifp.jpg[/IMG]
[U]Shield Arm [/U]- kneels down and blocks with one arm, generating a transparent, green
barrier. He can keep it out for as long as the energy supplies. The shield can only protect 
him from projectiles. If hit by a melee attack, the shield shatters, but he doesn't get hurt.

[IMG]http://i35.tinypic.com/wjjifp.jpg[/IMG]
[U]Data Toss[/U] - Roll hands Rock the robot monkey, Data, as a joke support. With Data in hand,
you can throw him at enemies as you would Mr. Saturn, except the effect from the
throw can have an abnormal effect:

[IMG]http://i34.tinypic.com/ok4y0y.gif[/IMG]

Poison
Electric
Dark
Ice
Fire
Stun
Sleep
Trip
Shield shatter



[/COLOR]
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
how do you advanced submitters get ideas for who to make a moveset for?
We just pick character we think are awesome! Really, the whole reason why I made Nack was becuase I wuv him so much. ^_^


@Cruxis: I think that was an improvment over Kos-mos. I like the unique tag-team mechanic, it was like Rock had his own personal AT. Good job.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Wow, comparing the detail I'm putting into N with Mallow... yeesh.

Random example: Ledge attack (over 100%)

Mallow: 41 words
N: 174 words

*continues work on N*
 

darkserenade

Smash Ace
Joined
Aug 1, 2008
Messages
793
Location
SoCal
@Cruphon: I think that's what I'll start calling you now.
I love the Rock and Roll moveset, definitely one of my favorites. The support system is simply ingenious.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
how do i make it so i dont have to click the checkbox that says "show your signature" every time i post/?
Would you mind stopping asking questions about the forums in here? *grumblemutters*

@Cruxis:
Awesome! I'll read it after I got my sleep. Namco X Capcom ftw, it's also the main reason my love for Klonoa was revived (resulting in Guntz) and why I'll do Wonder Momo... albeit she's been postponed to MYM 5.

I'll also start out writing on Bill tomorrow, since I want to make the Secret Character 2 one of my last movesets. Cornell probably also will be pulled before SC2. So ya. Keep your eyes open for some canine movesets from moi.

Edit: @Hyper_Ridley:
There is a way, as it's what I'm doing, but I'm not gonna tell that guy because he is annoying the heck outta me.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Breloom is complete: link in my signature.
Focus Punch brought happy tears to my eyes. In fact, all his moves appear to fit Breloom to a T
Plus it was refreshing to not see any percentages or over the top details. It actually makes the moveset easier to read


Edit: OH no! Now I have to compete with that awsome Rock&Roll moveset too?! By the time I actually upload Megaman9:Megaman, people will be so sick of the blue bomber...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
@Cruphon: I think that's what I'll start calling you now.
I love the Rock and Roll moveset, definitely one of my favorites. The support system is simply ingenious.
Two things: I'M the one who calls Cruxgryph by strange fused names, you giant jerk (loljk don't stalk me); I agree completely with your apprisal of Rock & Roll. Very nice. Your organization is very unique, too. Something completely new. I could see it becoming a trend in the near future.

Done with 'Trode's Playstyle and some of his extras...
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
Thank you all. I am incredibly fatigued right now. But i should be fine with a night worth of rest. You wont see the last of my eye candy movesets, but I must say making animated gifs and images is quite mind exhausting.

@Spadefox: Yeah, Guntz is killer cool.

@darkserenade: Address me however, as long as it isnt derogative. :laugh:

@Marth: Thanks. Organization is key

@Hyper: Yeah, I liked dealing with it
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,425
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
May


May is a Pokemon Trainer from the Hoenn region. She's the main female protagonist in the 3rd generation Pokemon games (Brendan is the male protagonist trainer). A common goal that most Pokemon Trainers have is to defeat eight gym leaders and earn their badges to gain access to the Victory Road and face the Elite Four.

However, May had to deal with two organizations, known as Team Magma (Ruby and Emerald) and Team Aqua (Sapphire and Emerald) during her journey. Team Magma wanted to control Groudon, while Team Aqua wanted to control Kyogre. As her journey progressed, May had to face off against the two organizations and even had to battle against the ancient Pokemon. In the Emerald version, May also had to awaken the legendary Rayquaza in order to stop the battle between Groudon and Kyogre.

May's Pokemon team is composed of Mudkip, Grovyle, and Blaziken, and her battle style is exactly the same as that of the Kanto Pokemon Trainer from Super Smash Bros. Brawl..

-------------------
Signature

Note: This signature has a 150px width.


-------------------
May's Special Moves

down - Pokemon Change: May switches out her current Pokemon to bring out her next one. The Pokemon she brings out depends on what Pokemon was in battle. The Pokemon switch order goes from Mudkip, to Grovyle, to Blaziken, and back to Mudkip. The move does no damage, and the Pokemon has to be on the ground before this move can be used.

All three of May's Pokemon have a stamina system. The longer they stay in battle, the weaker they'll become. When the Pokemon gets exhausted, that's the time to use Pokemon Change. However, the player must not use this move too quickly or else May's Pokemon won't have any time to recover, and will get exhausted rather quickly.
-------------------
Final Smash

Triple Finish: May's Triple Finish focuses on a set of direct assault attacks. Mudkip hurls the opponent upwards. Then Grovyle performs Fury Cutter to rack up damage. Lastly, Blaziken finishes the Final Smash with Focus Punch. The Final Smash can deal up to 60% damage, and can make instant KOs on small battlefields. This Final Smash can trap multiple opponents if anyone gets hurled by Mudkip. However, if Mudkip fails to hurl any opponents, the Final Smash will automatically fail. The range of Mudkip's move can be up to 5 feet.
-------------------
Recolors

May's recolors affect not only her clothing, but it also affects the color of her Pokemon too.

Default
Red
Blue
Green
Yellow
Purple


-------------------
Solid Snake Codec

Snake: A female Pokemon Trainer... She can't be any different than any other trainer.

Colonel: Well this Pokemon Trainer's name is May. Her Pokemon team consists of Mudkip, Grovyle, and Blaziken. They feature Water, Grass, and Fire attacks, but they also know some effective close combat abilities too.

Snake: So this Pokemon Trainer likes close combat battles. This will be fun.

Colonel: Careful Snake. May's bond with her Pokemon is strong, and the Pokemon also respect her. A team like this can easily mean trouble if you don't watch yourself.

Snake: But every good team has its drawback you know.

Colonel: Apart from getting tired after a long battle, I don't see a lot of big flaws with this team. Just watch it out there Snake.

Snake: ..................
-------------------
Mudkip


-------------------
Playstyle

Mudkip is a small, lightweight fighter in May's Pokemon team. It features good ground speed and pretty quick attacking moves. However, it lacks the ability to make quick KOs, and has poor defensive capabilities. Mudkip's small size makes it a difficult target to hit, but it's very easy to send it flying with a strong attack.

Overall, Mudkip is a hit and run fighter, and the player will be doing whatever is possible to keep Mudkip alive. Mudkip may be favored by those that like mind games, but the stamina system does hinder its capabilities.
-------------------
Stats

The stats shown below are from a scale of 1 to 5.

1: Poor
2: Fair
3: Good
4: Very Good
5: Excellent

Power: 2
Defense: 2
Walking Speed: 4
Running Speed: 4
Recovery: 3
Jump Height: 3
Mid-air Jump Height: 3
Descent Speed: 2
Weight: 1
-------------------
Standard Attacks

neutral: Performs a headbutt to damage the opponent. Does up to 3% damage. Hold the attack button to perform multiple headbutts. Attack is fast with very little lag. Attack range is up to 2 feet.

f-tilt: Strikes the opponent with its tail. Does up to 7% damage. Mudkip basically tilts its back to perform the attack, and its execution speed is good. Attack range is up to 2 feet.

u-tilt: Hops and performs a headbutt. Attack does up to 6% damage. Attack has little lag and can be performed very quickly. Attack range is up to 2 feet.

d-tilt: Does a low angled tail sweep. Attack does up to 5% damage, and its range is up to 2 feet.

dash: Thrusts its head to damage the opponent. Does up to 5% damage. Mudkip basically charges right into the opponent, and the attack is pretty quick. Attack range can go up to 2.5 feet.
-------------------
Smash Attacks

f-smash: Performs a powerful headbutt to damage the opponent. Does up to 15% damage uncharged, but can do up to 25% damage when fully charged. Attack is fast, but is pretty laggy afterwards. Attack range is up to 2.5 feet.

u-smash: Hurls mud above itself to damage the opponent. Does repeated damage, with the last hit delivering the most knockback. Knockback is stronger when move is fully charged. Attack range is up to 3 feet.

d-smash: Sprays mud around itself to damage the opponent. Does up to 14% damage uncharged, but can do up to 23% damage when fully charged. Although fast, the attack is pretty laggy after it's used. Attack range is up to 2.5 feet.
-------------------
Aerial Attacks

n-air: Spins its body to damage the opponent. Does up to 9% damage.

f-air: Sprays water to knock the opponent back. Does variable damage. The attack is fast, but the knockback is weak. Attack range can go up to 2.5 feet.

b-air: Extends its legs to hit the opponent from behind. Does up to 9% damage. Attack range can go up to 2 feet.

u-air: Strikes the opponent upwards with its tail. Does up to 8% damage. Attack range can go up to 2 feet.

d-air: Spins its body downwards to inflict damage to the opponents. Does variable damage.
-------------------
Special Attacks

standard - Water Pulse: Mudkip builds up moisture onto its body. The more moisture it builds, the stronger the attack. A water sphere is fired when Mudkip releases the attack. Attack can perform up to 24% damage at full power, and Mudkip can hold the moisture in its body by activating its shield. Also, the size of the sphere determines its power. The sphere can't be controlled once fired, and the attack range can be up to 12 feet.

side - Mud Bomb: Mudkip will spit out a mud ball at the opponent. Does up to 15% damage at close range, but can only do up to 6% damage from a distance. The attack is fired diagonally and the range of the attack can be up to 8 feet when it hits the ground.

up - Waterfall: Mudkip creates a vertical wave of water to try to recover. Does variable damage. Attack range is up to 5 feet.
-------------------
Other Attacks

Ledge Attack (<100% damage): Gets up quickly and thrusts its head at the opponent. Does up to 6% damage.

Ledge Attack (100%+ damage): Gets up slowly and does a weak headbutt. Does up to 5% damage.

Floor Recover: Gets up and spins to damage the opponent. Does up to 5% damage.
-------------------
Grabs & Throws

grab: Tries to grab the opponent's body. Grab range is only 1 foot though.

attack: Does a weak headbutt. Does up to 2% damage.

f-throw: Hits the opponent forward with its head. Does up to 6% damage.

b-throw: Same as f-throw, but in the opposite direction.

u-throw: Hurls its opponent upwards and then hurls mud at him/her. Does variable damage.

d-throw: Lays the opponent down and performs a Body Slam. Does up to 8% damage.
-------------------
Taunts

/\ taunt: Hops around cheerfully.

<> taunt: Does a backflip and says "Mudkip."

\/ taunt: Looks at the screen and then hops a bit while saying "Mudkip."
-------------------
Recolors


-------------------
Pros

Small size makes Mudkip a tough target to hit.

Mudkip is rather nimble.

Most attacks are fast in terms of execution speed.

Mudkip can crawl.

Can perform wall jumps.
-------------------
Cons

Very lightweight; tied with Squirtle's weight.

Poor defense; shield can't block attacks that inflict over 20% damage.

Very few good KO moves.

Very poor attack range; almost every attack has a range of 2 feet or less.

Throws are weak in terms of damage and knockback.

Stamina system causes Mudkip's attacks to weaken after awhile.
-------------------
Grovyle


-------------------
Playstyle

Grovyle features attacks that are not only quick, but they can rack up damage as well. It's one of the best combo makers in May's Pokemon team, and it has the ground speed to pull it off. Although, Grovyle's offensive strength isn't very impressive. In fact, practically all of Grovyle's best moves require multiple hits to make KOs. Despite being about as tall as Luigi, Grovyle's weight is below average, which makes it easy for foes to send it flying.

Overall, due to its below average power, Grovyle isn't a strong KO maker. On the upside though, the low power does make it good at making combos that can be tough to escape from. Grovyle may be favored by those who like to use combo makers, but the stamina system does hinder its capabilities.
-------------------
Stats

Power: 2
Defense: 3
Walking Speed: 3
Running Speed: 4
Recovery: 3
Jump Height: 4
Mid-air Jump Height: 4
Descent Speed: 3
Weight: 2
-------------------
Standard Attacks

neutral: Performs a set of cut attacks on the opponent. Attacks can deal up to 4% damage per hit, and can be performed repeatedly by holding the attack button. Attack range is up to 2.5 feet.

f-tilt: Performs a slash attack with both arms to inflict damage. Attack does up to 9% damage. Attack range can be up to 2.5 feet.

u-tilt: Performs a headbutt to juggle the opponent. Does up to 8% damage. Attack range can be up to 2 feet.

d-tilt: Does a low angled slash attack that sends the foe flying vertically. Does up to 8% damage. Attack range can be up to 2 feet.

dash: Performs a running slash attack to inflict damage. Does up to 7% damage. The move is fast and has decent knockback. Attack range can be up to 3 feet.
-------------------
Smash Attacks

f-smash - Leaf Blade: Grovyle performs two slash attacks with both of its arms. First hit inflicts 7% damage, while the last hit inflicts up to 13% damage. Knockback is strongest with the second hit, and the second hit deals up to 22% damage when fully charged. Attack is fast and not very laggy, and the range can be up to 3 feet.

u-smash - Vertical Leaf Blade: Grovyle performs two upward slash attacks with both of its arms. First hit inflicts 7% damage, while the last hit inflicts up to 13% damage. Knockback is strongest with the second hit, and the second hit deals up to 22% damage when fully charged. Attack is fast and not very laggy, and the range can be up to 2.5 feet.

d-smash: Performs two low angled slash attacks around itself to damage the opponents. Does up to 13% damage uncharged, but can do up to 21% damage when fully charged. Knockback is vertical, and the range can be up to 2.5 feet.
-------------------
Aerial Attacks

n-air: Performs two arm-based slash attacks. First hit does up to 3% damage, while the second hit does up to 9% damage. Knockback is strongest with the second hit. Attack range can be up to 2 feet.

f-air: Performs a slash attack in front of itself to inflict damage. Does up to 11% damage. Attack range can be up to 2.5 feet.

b-air: Same as f-air, but in the opposite direction.

u-air: Does a slash attack above itself with both arms to damage the opponent. Does up to 9% damage. Attack range can be up to 2 feet.

d-air: Does a slash attack below itself with both arms to damage the opponent. Does up to 12% damage. Also, it sends foes flying upwards, which does not make it a Meteor Smash move. Attack range can be up to 2 feet.
-------------------
Special Attacks

standard - Bullet Seed: Grovyle spits out a bunch of seeds at the opponent. Unlike Ivysaur's Bullet Seed, Grovyle's Bullet Seed is fired horizontally. Of course, the angle of the attack can be controlled with the Control Stick. The seeds inflict 1% damage per hit. Attack can last up to 10 seconds, and the range can be up to 7 feet.

side - False Swipe: Grovyle does a dash along with a slash attack. It disappears for less than a second during the attack, which makes the move useful as a surprise attack. Does up to 7% damage. Attack range can be up to 6 feet. If performed while airborne, Grovyle becomes helpless.

up - Agility: Grovyle moves quickly at the direction the Control Stick is tilted. It can perform up to two warps of agility, but the move does no damage at all. Attack range can be up to 6 feet for each warp of agility.
-------------------
Other Attacks

Ledge Attack (<100% damage): Gets up and does a slash attack with its arm. Does up to 7% damage.

Ledge Attack (100%+ damage): Gets up slowly and does a weak slash attack. Does up to 5% damage.

Floor Recover: Gets up and performs an arm-based slash attack around itself. Does up to 6% damage.
-------------------
Grabs & Throws

grab: Tries to grab the foe with its arms. Grab range is 1.5 feet.

attack: Does a headbutt on the opponent. Does up to 3% damage.

f-throw: Slashes the opponent with its arm. Does up to 8% damage.

b-throw: Hurls the opponent backward and then uses Bullet Seed for additional damage. Throw does up to 4% damage, with the seeds doing an additional 1% damage per hit.

u-throw: Hurls the opponent upwards and slashes him/her with its arms. Does up to 9% damage.

d-throw: Lays the opponent down and uses Bullet Seed to rack up damage. Does up to 4% damage plus 1% per seed.
-------------------
Taunts

/\ taunt: Closes its eyes and shows a calm pose.

<> taunt: Shows off its arm-based attacks while looking at the screen. Attacks do no damage.

\/ taunt: Checks it surroundings while maintaining a cautious attitude.
-------------------
Recolors


-------------------
Pros

A lot of fast attacks.

Good ground game.

Above average jumping abilities.

Above average running speed.

Can perform wall jumps.

Can perform wall clings.
-------------------
Cons

Below average power.

Best KO moves require multiple hits to be effective.

Grab range is limited.

Fairly light for its size.

Stamina system causes Grovyle's attacks to weaken after awhile.
-------------------
Side Notes

Grovyle's slash attacks involve the use of its arms and the leaves on the arms. Grovyle uses those leaves like blades to inflict damage to opponents.
-------------------
Blaziken


-------------------
Playstyle

Blaziken is the powerhouse on May's team. It has a large number of moves that can make KOs, but its attack speed is pretty slow. It's also pretty heavy, which makes it really difficult for opponents to KO it quickly. However, its tall size makes it easy for opponents to hit it.

Overall, Blaziken is a type of fighter that wants to KO opponents quickly before they retaliate. Its raw power and above average weight makes Blaziken a favorable choice for players that like heavy hitters. Unfortunately, the stamina system does limit Blaziken's capabilities.
-------------------
Stats

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

neutral: Performs a punch with its left fist. Does up to 3% damage. Press again to do a punch with the right fist. Also does up to 3% damage. Press once more to perform a kick with the right leg. The leg attack does up to 5% damage. The range of the arm attacks are up to 2 feet, while the leg attack is up to 3 feet in range.

f-tilt: Extends its leg to hit the target hard. Does up to 9% damage. Attack range is up to 3 feet.

u-tilt: Extends its leg upwards and does a small leap to damage the target. Does up to 8% damage. Attack range is up to 3 feet.

d-tilt: Does a low angled leg sweep. Does up to 7% damage. Attack range is up to 2.5 feet.

dash: Thrusts its body to damage the opponent. Does up to 7% damage. Attack range is up to 3 feet.
-------------------
Smash Attacks

f-smash - Blaze Kick: Blaziken moves its leg back, and then extends it forward to damage the target. Does up to 17% damage uncharged, but can do up to 26% damage when fully charged. The move also encases the opponent in flames. Attack execution is fairly slow. Attack range is up to 3.5 feet.

u-smash: Performs a back flip with its leg extended. If timed correctly, Blaziken can hurl the opponent upwards very hard. Otherwise, the opponent would be sent flying sideways. Does up to 15% damage uncharged, or up to 26% damage when fully charged if sweetspotted. However, the attack will only do up to 8% damage if the timing is off. The sweetspot is the bottom of the leg. Attack range is up to 3 feet.

d-smash: Spins its body with its leg fully extended to sweep opponents off their feet. The move is sweetspotted at the leg's bottom. Does up to 15% damage uncharged, or up to 24% damage when fully charged if sweetspotted. However, if not sweetspotted, the attack will only deal up to 9% damage at best. This is Blaziken's fastest smash attack. Attack range is up to 3 feet.
-------------------
Aerial Attacks

n-air: Extends its leg fully to damage the opponent. Does up to 10% damage. It can also be referred to as a Sex kick. Attack range is up to 3 feet.

f-air: Holds back its fist and then strikes the opponent hard with the fist. Does up to 14% damage and can also encase the opponent in flames. It's slow in execution, but powerful in knockback. Attack range is up to 2.5 feet.

b-air: Performs a backward kick to damage the opponent. Does up to 12% damage. Attack range is up to 3.5 feet.

u-air: Flips its body and extends its leg upward to damage the opponent. Does up to 9% damage. Attack range is up to 3 feet.

d-air: Dives down to the ground with only one leg extended. Anyone hit by the attack will be sent flying sideways. Does up to 12% damage. Attack range is up to 3.5 feet.
-------------------
Special Attacks

standard - Focus Punch: Blaziken builds up energy to unleash a powerful punch. After charging up, it can freely walk around, but it'll be flashing during the process. Press the special move button to release the Focus Punch. If Blaziken takes any damage that causes it to flinch, it'll lose the stored energy and will have to build up the Focus Punch energy again. It takes 5 seconds for Blaziken's Focus Punch to be fully charged. If the Focus Punch hits the opponent, it can deal up to 34% damage at full power, and the knockback is powerful enough to KO anyone with over 70% damage. However, Focus Punch is affected by the stamina system, which can cause the move to be less effective when Blaziken is tired. Attack range is up to 4 feet. If performed while in midair, Blaziken becomes helpless.

side - Flare Blitz: Blaziken charges at the opponent at blazing force. It's a reckless move, in which the player has no control over. If Blaziken damages anyone upon executing this move, the opponent can take up to 25% damage. However, the damage decreases to 10% damage afterwards. The move is a bit slow in execution, but its range can be up to 10 feet. On a side note, if Blaziken falls off a ledge while using this attack, it becomes helpless.

up - Sky Uppercut: Blaziken performs an aerial uppercut that's not only used as an attack, but can also be used for recovery. Does up to 12% damage upon execution, while doing up to 7% damage during the attack animation. Attack range is up to 6 feet.
-------------------
Other Attacks

Ledge Attack (<100% damage): Gets up and extends its leg to inflict damage. Does up to 8% damage.

Ledge Attack (100%+ damage): Gets up and performs a weak punch. Does up to 5% damage.

Floor Recover: Gets up and performs a kick in front and behind. Does up to 5% damage.
-------------------
Grabs & Throws

grab: Attempts to grab the foe with its arms. Grab range is 2 feet.

attack: Does a peck attack. Does up to 3% damage.

f-throw: Moves its leg back and then kicks the opponent. Does up to 8% damage.

b-throw: Spins the opponent around and hurls him/her. Does up to 11% damage.

u-throw: Jumps up and slams the opponent onto the ground. Does up to 12% damage.

d-throw: Lays the opponent down and breathes flames to increase the damage. Does up to 5% damage, with the flames inflicting 1% damage per hit.
-------------------
Taunts

/\ taunt: Extends its arms and shows a determined attitude. It'll also say "Blaziken" during the process.

<> taunt: Shakes its body, which causes embers to appear for awhile.

\/ taunt: Looks at the screen and shows its determined attitude at the player.
-------------------
Recolors


-------------------
Pros

Above average power.

Above average weight.

Hard to KO vertically, thanks to falling speed.

Most attacks have a long reach; around 3 feet for most attacks.

Strong grabs and throws.

Can perform wall jumps.
-------------------
Cons

An easy target to hit, due to its size.

Best attacks are slow in execution.

Falling speed can hinder Blaziken's recovery.

Third jump has limited horizontal distance.

Stamina system causes Blaziken's attacks to weaken after awhile.
-------------------
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Clyde is almost done. Expect it within a half hour.


I'm having trouble with the throws. I already have almost nothing to base it off of, Clyde has very minor roles in everything.

LOL DE BLOB!!




De Blob!



THE SPECIAL THING THAT MAKES HIM SPECIAL

Wow is that old.
Anyways, he attacks by painting. That's right, while at the beginning he is just a small white blob, as he uses his Down B he can get bigger, stronger, and more powerful. His down special summons up a red, yellow or blue Paint Bot, which can be broken for color points. You start the match with none, but by braking Paint Bots you get ten color points, with one hundred at most. As you get more, you get heavier, slower, and have less air mobility, but you are more powerful. Every time you attack, you use one color point, so you have to use Down B a lot. Water takes color away and may drain color points if you stay in too long, which is why he has bad match ups against water shooting characters like Mario and Squirtel. He also looses color against fire, so bad match up for Mario and Charizard.
Also, when he attacks, the opponent will be covered in paint. This has no effects, it just looks cool. Also, he leaves a trail of paint wherever he goes.
But do different colors do different things?
No. They just change the color of the splats you leave on the stage and opponents. Also, depending on the color, different instruments will play music along with the normal music for whatever stage your playing on. However, purple, blue, red, and yellow will change the color of Pikmin they touch.


Stats:

Power:
4 - 9/10: As he gets more paint, he becomes more powerful.

Walking Speed: 7 - 3/10: As he gains more paint, he begins to walk more slowly.

Dashing speed: 6 - 4/10: As with his walk, he slows down as he gets bigger.

Weight:
4 - 6/10: Blob grows in weight as he gets bigger..

Range: 8/10: Blob has good range no matter what.

Projectiles:
9/10: Side B is very good, it has long range and power.

Attack Speed: 8/10: Blob has good attack speed.

Fall speed: 4-7/10: Once again, how fast he falls depends on his paint amounts.

Air Speed: 6/10: De Blob has good air movement.

Size: 3-6/10: Blob gets bigger as he gets more paint.

First Jump: 7-5/10: De Blob jumps higher when he has less paint.

2nd Jump: 5/10: Blob just jumps off of thin air, like Mario and most of the rest of the cast.

Recovery: 10/10: De Blob has excellent recovery, with his neutral and up specials and Fair.

Crouch: 3/10: De Blob tries to turn flat, but fails.

Traction:
3/10:

Combos: 9/10:

Wall Jump: Yes: Blob can wall jump between walls, leaving paint blots on the walls.

Wall Cling: No

Crawl: No

Glide: No

Float: No

Tether Recovery: No


Specials


Neutral B - Paint Splat
When the B button is held down, crosshairs appear over the nearest opponent. If the B button is held down, they will follow the opponent, if not it will stay where it was. Pressing the B button again causes the Blob to jump up into the air, and then smash down onto the target. Where he lands he will splash the area with paint, and on certain stages he can actually color platforms. This attack does ten damage and high knockback. It also has high ending lag. If it hits the opponent while they are in the air, it may spike them if he hits them directly with the center of his body. This attack can only be used from about three quarters of Final Destination away, and has high lag, so is not the most reliable move. However, it can be extremely useful for recovery, due to it also being able to target ledges. If it hits an opponent, this attack takes up five paint points, so don't use it to often. If he misses he will still lose two paint points. This attack can break breakable platforms in one hit, and kill most subspace enemies in one hit as well.

Side B - Friend or Foe?
Blob looks around, and one of several different creatures appears. The most common is a Graydian or Raydian. Graydians are little gray creatures with helmets on. Touching them while you are colored, while taking away two paint points, turns them into Raydians. Raydians dance around for three seconds, doing two damage to anyone they touch. They do no knockback, and are relatively useless. The next most common creature is a normal INKT soldier. These are little black starfish like things that have helmets on. They carry little white bats around. They will run around the stage like a Weavile, but much slower. If they hit someone with their bat, the opponent will receive five damage and medium knockback. There is also a twenty percent chance that they will be inked. Being inked means that you are covered in blackish paint. But what does it do? Ink will make the opponent move slower and lose two health a second, but may have worse effects on certain characters. Wario will not be able to charge his fart. Pokemon will lose stamina more quickly. Lucario's aura will decrease in power, and Pikmin will die. Blob will leave a black trail and lose color pints extremely quickly. Thus, inking is a very bad thing. The next are INKT soldiers with guns. They can shoots ink further distances, for FLUDD like knockback, ten damage and the ink effect. Next are empty paint bots. These will run around quickly, trying to latch onto opponents. If they do, they will suck the color out of them for five second, making their attack do only half of their original damage and knockback. This does seven damage and no knockback to the one the color is sucked out of. If this is done to a Pikmin, they will become a white Pikmin, so this can be a good thing. The paint bots will then be filled with the main color of the person they sucked the color out of, for example, Mario is red, and Link is green. Next are Elite INKT soldiers. They are exactly like INKT guys but you can only KO them if you are the same color as their helmet, so Bowser can only KO green and yellow ones while Wario can only KO purple or Yellow ones. This takes into consideration the costume to player is wearing, so red and blue Wario can only KO red and blue ones. These are the only ones that can appear all the time, the next three are more powerful and can be turned off for tournaments if the people think that they are overpowered. Ink Tanks are big whitish gray tanks with INKT soldiers in them. They are about the size of Bowser. They drive around at the speed of Charizard's walk, doing the Pitfall effect and ten damage if it runs you over. Also, they will spit ink at you, for fifteen damage, high knockback and the inked effect. Jet INKT soldiers are INKT soldiers on super fast bikes that fly as fast as Sonic runs. These do high knockback and fourteen damage, and also drop three empty paint bots. They KO themselves by flying off the screen. The most powerful are Ink Turrets. These are big gray things that look like satellite dishes. They will shoot huge amounts of ink at the opponents, doing twenty damage and high knockback, along with the inked effect. However, while this is pretty much a guaranteed KO, they are very rare. De Blob can kill any of the INKT guys if he has enough color points, and can only kill elite INKT guys if he is that color. Fight the evil INKT corporation!

This has pictures and descriptions of most things here - http://wii.ign.com/dor/objects/947046/de-blob/images/de-blob-20080812034533380.html

Down B - Paint Bot
A paint bot appears next to De Blob. This attack is crucial for De Blob, as it recharges his power and can give him color. At the begging of a match Blob has no color and ten color points. If he uses this, though, a red, yellow, or blue paint bot will appear. Touching or attacking it will give you ten paint points and make you the color that the paint was. However, mixing two colors can give you other colors, so you can has red, yellow, and blue, but can mix them to make green, orange, and purple. Mixing all three will make you coffee colored, for a total of seven different colors. You can have a hundred paint points at most, and every attack takes or gives a little paint. Normally, it takes one second for the paint bot to appear, during which Blob can still walk. However, if you charge it up for three seconds, while you can't move while charging, you get a paint bot with thirty instead of ten paint points.
The thing next to Blob is a paint bot -


Up B
- Z Jump
A greenish blue pad that says Z appears underneath Blob. By pressing B again instantly afterward, you jump up to another aqua platform that says Z. Press B again to go to another, and B again to go to another. Then you enter helpless mode. If you don't press B for two seconds, you will fall and be unable to use it again. Pressing the shield button will make you fall off instantly if you have gone high enough. This has high lag, but goes as high as a half charged Rocket Barrel if used in it's entirety. This is a great recovery move, but it does no damage or knockback.

Blob has three final smashes, because I couldn't decide which to use.

Final Smash - Paint Wave
Blob laughs, and something big and metallic arises in the background, about twice the size of Jigglypuff's Final Smash! A big metal arch rises up, and the gigantic structure is revealed to be, a bucket. The bucket rotates in the background for two seconds, and then starts flying into the background. Just when it is about the size of Bowser, it turns around. Rotating quickly, it flies closer and closer to toward the battlefield. Then, it tips over right above the battlefield. A huge splash of multicolored paint falls from the bucket, drenching everyone in paint. It completely fills up Blob's paint point meter, heals him of fifty damage, and washes opponents away. Even if the opponent escapes, they don't look like they did before. They are not just covered in paint, they are completely covered with it, so that only the slight outline of them tells who it is. They drip paint everywhere, have horrible traction, and are goofy looking. This effect lasts for up to twenty seconds. However, it does no damage.

Final Smash - INKT Army
A bunch of empty paint bots fall from the top of the screen. They suck all of the color out of the stage, and then the Inkies come in. All of the things from the INKT corporation in the Side B come in in huge numbers and attack opponents. In the background, Comrade Black sits in the Final Boss, shooting ink at opponent for ten damage and medium knockback. This lasts for ten seconds, and then all the paint bots come back and shoot color all over the place, making the stage normal again. On stages like Pictochat, where the stage is black and white, less paint bots will appear, while on places like New Pork city more than fifty can appear.

Final Smash - Paint Tank
A paint tank appears and Blob uses his neutral B on it. Then, he turns red. Then orange, then yellow, then green. He cycles through all of the colors he can be. The only other effect of this is that all of his attacks are now forty percent stronger and his defense is increased by forty percent. Also, he moves and attacks more quickly. This lasts for twenty second, and then he stops cycling and stays a random color, and his stats return to normal.


Normal

A
- Paint Pounce
De Blob jumps forward, pushing anyone in front of him. This does low knockback and five damage. However, it has a fifty percent chance of causing the opponent to trip, and covers them in gooey paint. It has high range, but high lag as well. It takes up four color points.

Dash - Color Crash
Blob jumps up into the air, and then slams back down, splattering paint everywhere! This has very high range, and only five frames of ending lag! It also does ten damage and good knockback, making it one of De Blob's best attacks. This absolutely drenches opponents in paint. It takes up a whooping eight points.

Tilts

Ftilt
- Rainbow Roll
Blob rolls forward, about two Jigglypuff lengths. This attack obviously has high range, and covers the floor in paint, and has low lag. It does a disappointing five damage, however, and high knockback. This is a good attack if you are full of paint, because it does fourteen damage if you have more than ninety points. This attack takes up three color points. It is a very quick attack.

Utilt
- Blot Bash
Blob punches upwards with both hands, sending up a spiral of color. This attack does seven damage and medium knockback. This attack has low range, but low lag. It takes up five paint points, and can do high knockback if he has more than eighty paint points.

Dtilt
- Art Arrow
The arrow that continually follows Blob splits in half and pokes at both sides. This has medium lag, but very high range, and takes up no paint points. They circle around him a few times, doing three damage each time. On their last hit, they do medium knockback. It does not splatter the opponent with paint, due to it being not made of paint. Duh.

Smashes

De Blob's smashes each turn him a different color while charging up.

F Smash - Blue Blot
De blob turns blue and begins pulling back his arm. When the smash is released, he punches forward. Simple. Generic. BORING. But this has more than just a punch. After punching, the opponent will receive high knockback and fifteen damage. However, they will be covered in ungodly amounts of blue paint, so much that it can't help but do something to their game play. Anyone hit by it has extremely bad traction for ten seconds, and drips paint everywhere, like de Blob. This attack has low lag, and medium range. It takes up ten paint points if it hits.

U Smash - Red Rinse
De blob turns red and starts puffing up his cheeks. Then, he sends a huge spew of red paint out of his mouth. This does thirteen damage and high knockback, but has high starting lag. It takes up nine paint points if it hits and three if it misses. This, like the F smash, will cause bad traction and paint dripping for the opponent.

D Smash - Coffee Crash
De Blob jumps up into the air and rotates, turning coffee colored. Then, he smashes into the ground, sending out a small wave of paint. This has high range and low lag, but takes up a huge twelve paint points! It does low knockback but nineteen damage. This also washes away opponents who were not hit by the initial splash, like FLUDD.

Aerials

Nair - Brush Blast
Blob reaches both his hands behind his back and pulls out two paint brushes. Then, he spins around really quickly, sending a multicolor spiral outwards. This attack has huge range, and high starting lag. It has multiple hits, and can actually be used for recovery, due to it keeping Blob from falling while he does this attack. Each of the five hits does three damage, for a total of fifteen damage. It has high knockback on thee last hit. It uses up five paint points, one for each spin. This also has a slight vacuum effect.

Fair
- Color Cannon
De Blob spins, and shoots forward, about the length of an uncharged Skull Bash. This has high starting lag, but very little ending lag. It has high range, but he moves so quickly that it is nearly impossible to hit with it. This can only be used once every time you are in the air. It does high knockback, can be angled to spike or have vertical knockback, and does seven damage. It takes up five paint points. As if Blob didn't have good enough recovery already.

Bair - Paint Feint
Now this is a peculiar attack. Blob does the starting animation for any of his other aerials, and then says "ticked a!" which is Raydian for "Tricked ya!" Then, as he is saying that, he turns around and slaps behind himself. This does low knockback, six damage, and can spike with the tip of his hand. It has high range and low ending lag. This attack uses three paint points.


Uair
- Artsy Antenna
The two little bumps on his head stand erect and jab upwards. This has low lag, but low range as well. It uses only one paint point. It does medium knockback, and eleven damage. This also sends up a few little blobs of paint, which don't do anything besides make the opponents cloths painty.

Dair - Spectrum Splatter
De Blob spins around in mid air, and then the arrow following him plummets down to the ground, and he follows. But the arrow is to fast for him, it hits the ground and does seven damage and low knockback, before being reflected back up a Blob, who it hits. This then propels him back into the air about half the length of PKT2. His body does ten damage and medium knockback. These both have god range. blobs body, when it is done shooting upwards, has medium lag. However, that is only one way the attack can work. You can steer while falling, so you can miss the arrow. While this is hard to do, it pays off. When he hits the ground he sends out a gigantic wave of rainbow paint, about the size of Moltres. This wave has low knockback, but twenty damage and enormous range. It has high ending lag. It is very hard to dodge the arrow due to it's speed, and it is pretty much impossible to do so low to the ground.

Grab and Throws

Grab
- Colorful Claw
De Blob grabs with his right hand. No special aerial effects, just a simple grab. It covers the proponent in paint if they are grabbed.

Pummel
- Spectrum Smack
De Blob smacks the opponent, doing two damage. It has low lag, and, uh, that's about it. Blob says "huah!" while smacking, which might be Raydian for ha, as in ha ha ha.

F Throw
- Doodle and Destroy
Blob takes his left arm, and starts doodling on the opponents face for three seconds. Then he pushes them away for low knockback and thirteen damage. DON'T YOU DARE SAY THIS IS A CLONE OF KEFKA'S PUMMEL!!! It is completely different, because it, uh, uh, is. The opponent must keep the humiliating doodle on their face for ten seconds. This takes fifteen paint points, but the insulted look on your opponents face as they see the ridicule you have inflicted upon their main is worth it. You don't get as much satisfaction over Wi Fi.

B Throw - Professor Pawnch Punch
A small brownish trapdoor pops open on the floor, and the Prof comes out. He then rams into the opponent with the bottom of his, uh, flying thing. It does medium knockback and ten damage. It has no lag, due to the Prof doing it, not Blob.


U Throw
- Biff Blast
Biff comes out of a trapdoor in the ground and punches the opponent upwards for high knockback and nine damage. Then, he jumps back into the hole. This, like the B and D throws, has no lag due to Blob being able to move even before the move is over, due to the member of Color Underground holding the opponent and not him.


D Throw
- Arty and Zip
AHH NO ALTERATION!!! Anyways, Arty and Zip come out of little trapdoors and both attack the opponent, Zip running really fast through them over and over, and Arty painting on them. This lasts four seconds, during which the opponent gets eleven damage. There is no knockback, but at the end they are absolutely covered in doodles. Blob can freely do whatever he wants while they attack.


Extras


Taunt 1 - Thumbs Up
Blob gives a thumbs up

Taunt 2 - Color Underground
A Color Underground symbol appears above his head for a second.

Taunt 3
- Paint Bot
A paint bot appears. Then, Blob jumps on it. This serves the same purpose as Down B, except they only give two paint points and it has much less lag.

Victory 1
- Color Underground
All of the members of Color Underground are standing around de Blob, cheering

Victory 2
- Paint
Blob jumps from opponent to opponent, coloring them. The opponents will be colored whatever color he was at the end of the match, or if he was inked or colorless, a random color that he becomes in the victory screen.

Victory 3 - Inky Bash
De Blob starts smashing Inkies, who keep on pouring in, trying to ink him, but never succeeding.

Loss
- Blob has the look on his face like when he runs out of time for a challenge.

Victory Theme
- A sped up version of 00:17 to 00:33 of this : http://www.youtube.com/watch?v=C-pylTtTqeQ&feature=related

Snake Codec

Snake - Hey, who's that blob thing over there?
Otacon - That's De Blob, the colorful savior of the Raydians! He will try to color you, so be careful.
Snake - Color me? How is that dangerous?
Otacon - Don't underestimate his painting abilities, Snake. He's part of a criminal group called Color Underground.
Snake - What, is color illegal or something?
Otacon - Yes, where he came from. When the Inkies invaded Chroma City they sucked all the color out of the world!
Snake - ...

Notable Matchups

Very Good
Olimer

Good
Wario
Lucario

Bad

Luigi
Bowser
IC's

Very Bad
Mario
Pokemon Trainer

Stage
- Chroma City

This starts out as a boring, bland stage that looks a lot like Onnet, with walk off sides and buildings. However, it is completely white. However, if you touch a part, like one of the trees, buildings, or residents, it will become the color you are. Not complicated to figure out what characters do what color, look at the character and decide the primary color in that guy. Bowser will paint green, Kirby will paint pink GaW will paint black, etc. This does take into account the color of the alternate costumes, so white Marth will paint white, not blue.


Kirby Hat
- Kirby gets Blobs antenna. He can use Paint Splat. The paint is pink, or whatever color alternate costume he is.

Wii-Mote Sound - "Huah!"


 

~Cruxis~

Smash Ace
Joined
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Messages
768
Location
In a timeless world
Focus Punch brought happy tears to my eyes. In fact, all his moves appear to fit Breloom to a T
Plus it was refreshing to not see any percentages or over the top details. It actually makes the moveset easier to read


Edit: OH no! Now I have to compete with that awsome Rock&Roll moveset too?! By the time I actually upload Megaman9:Megaman, people will be so sick of the blue bomber...
Oh my apologies. Rock and Roll just came out of nowhere for me. Thank you, though.


Actually, MM9 is a new asset to the series, so we couldnt possibly be bored. Besides, Rock is not as cool as the original MM. :laugh:
 

Weldar

Smash Cadet
Joined
Oct 19, 2007
Messages
59
Okay, I'd like to clean up Salsa to make him a bit more readable but honestly to me a white wall of text looks fine so I don't really know what to do. Anyone care to give me some advice?
 

~Cruxis~

Smash Ace
Joined
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Messages
768
Location
In a timeless world
Okay, I'd like to clean up Salsa to make him a bit more readable but honestly to me a white wall of text looks fine so I don't really know what to do. Anyone care to give me some advice?
Well, the problem is that most people rely on just text, which makes it difficult to try to make it readable with a decent color and some proper spacing. For instance, my Rock and Roll moveset. Notice how I don't have text upon text. What you do is vary your organization. If not, it will look more like a research paper. And also include images. Most likely, people will not take the time to read a moveset if there is no eye candy in it. It all comes down to attracting the reviewers. A gargantuous wall of text frightens most of us here.
 

Mario & Sonic Guy

Old rivalries live on!
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@May: Try to change up the specials for them. Also, think of a more creative final smash...
It'll be awhile before I get all three Pokemon done. I will tell you right now that it will be easy to make the Pokemon have different specials since they do have features that not even Squirtle, Ivysaur, and Charizard can compete with.

For a few instances, Mudkip knows some Ground moves. Grovyle stands on two feet, which gives it some arm-based attacks. And Blaziken has Fighting-type attacks, but lacks the ability to fly.

Regarding the Final Smash, I couldn't think of a better idea for May's Final Smash. In Brawl, two characters can have the same Final Smash, but their effects would be slightly different in certain aspects.
 

Jimnymebob

Smash Champion
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Jimnymebob
Why don't you incorporate ground and fighting into your Final Smash? This could make it more unique. That could also save it from being an energy beam, as these types are commonly suited for close range.
 

Weldar

Smash Cadet
Joined
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Messages
59
Well, the problem is that most people rely on just text, which makes it difficult to try to make it readable with a decent color and some proper spacing. For instance, my Rock and Roll moveset. Notice how I don't have text upon text. What you do is vary your organization. If not, it will look more like a research paper. And also include images. Most likely, people will not take the time to read a moveset if there is no eye candy in it. It all comes down to attracting the reviewers. A gargantuous wall of text frightens most of us here.
The problem is pictures of Salsa are very few, and most of them are just a small sprite, and the Mother series don't use battle sprites. I'll see what I can do though
 

Chief Mendez

Smash Master
Joined
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Messages
3,161
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Somewhere
A Google search for "salsa and fassad" gave me this odd 3D picture of them, presumably from the scrapped N64 Mother 3.

Also starmen.net has all the sprites in .png form, so if you just put this and this in a .gif file and host it online, you'll have a much better (and much clearer) picture.
 

BKupa666

Barnacled Boss
Moderator
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Well, I don't know when I'm going to do this, but...

Remember these guys?



Eddie



Reggie



Jeffrey



Well, the Beast Trio is...no more.

They have some new recruits. They are now the Beasts.

Joining them in their quest to be harder, better, faster, and stronger are...



Ling-Hoi, the mysterious treasure-loving angry tiger who loves to pounce

and



Enrique, the elusive five-star Mexican little admiral yeti, with a passion for snowcones and breakdancing



Look for them in a MYM near you...
 

Mario & Sonic Guy

Old rivalries live on!
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Why don't you incorporate ground and fighting into your Final Smash? This could make it more unique. That could also save it from being an energy beam, as these types are commonly suited for close range.
I guess I can adjust the Final Smash to be more of a direct assault than an energy attack (though it would still be called Triple Finish). I'll try to work on the Final Smash a bit as I work with the Pokemon movesets.
 

Weldar

Smash Cadet
Joined
Oct 19, 2007
Messages
59
If you're doing Salsa, you better have the Funky Monkey Dance in there somewhere. :bee:

It's one of his victory poses, with music the music and all :bee:


A Google search for "salsa and fassad" gave me this odd 3D picture of them, presumably from the scrapped N64 Mother 3.

Also starmen.net has all the sprites in .png form, so if you just put this and this in a .gif file and host it online, you'll have a much better (and much clearer) picture.
I saw the 3D picture, now that burns my eyes. Looking at all the scrapped N64 pictures actually make me glad it's on gameboy

Thanks for the links though those should help. Also mind if I use that pciture Cruxis
 

Chief Mendez

Smash Master
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Messages
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Somewhere
@BKupa: I hope you're not planning on making another of those 5-characters-in-one movesets. Those things are always hell with balance...

@Weldar: I was bored.

 

~Cruxis~

Smash Ace
Joined
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Messages
768
Location
In a timeless world
It's one of his victory poses, with music the music and all :bee:




I saw the 3D picture, now that burns my eyes. Looking at all the scrapped N64 pictures actually make me glad it's on gameboy

Thanks for the links though those should help. Also mind if I use that pciture Cruxis
No mind at all. I wish I can help more, but you are correct about the limitation in images.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
The Ghost Gang is pretty much complete, with movesets for Blinky, Pinky, Inky and Clyde on page 27.
The Ghost Gang Joins the Brawl!

















~~~~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.

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:
8/10: Kumatora runs very quickly to make up for her bad walking speed.

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 bit 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.

PK Ground is a very situational attack, backfiring if you use it at the wrong time. If you manage to pitfall someone with PK Fire, her Dair, and they are at high percentage, you should by all means use this. Also do it if someone is under Hypnosis, because under this attacks effects, they are sleeping. This takes up fifteen PP.

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 sixty 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 does not have that bad of a downfall. It has low lag, and high range. It just does no damage, or knockback. However, that is easily remedied by PK Ground. This takes up only five PP.

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 two 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.

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 ave slower for a little while. It takes up ten points, but due to low lag, it is one of Kuma's best killers. It also has high range. It uses up eight PP.

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 medium high lag, but high 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 low lag. This takes up six PP points. It can cause the pitfall effect if you spike someone who is already standing on the ground.

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














 
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