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Make Your Move 4

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Alfa

Smash Apprentice
Joined
Jan 5, 2009
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Location
Victoria, Australia
Far Cry 2 MYM Moveset

Paul Ferenc


Origin: Far Cry 2 is a shooting game based in Africa, where 2 groups, the APR and the UFLL are at war. You play as a mercenary sent to kill a man named “The Jackal,” an arms dealer who armed the 2 sides. Paul Ferenc is one of the characters you can pick to start off as in the game Far Cry 2. If you do not pick him as your starting character, then he will appear later in the game as one of your buddies.

Stats:
Height: 7.5/10, Between Link and Ganondorf.
Weight: 7/10, All that gear must weigh him down a bit.
Walking Speed: 3.5/10, below average, probably due to the gear.
Running Speed: 4.5/10, Average speed, probably because of all the gear.
Dashing Speed: 7.5/10, Pretty fast, like sprinting in Far Cry 2.
First Jump: 3/10, Like in all first person shooters, jumping is bad.
Second Jump: 3/10, FPS Jumping = bad.
Recovery: Averages out to about 4/10, needs a bit of setting up, predictable, but covers huge distances.
Traction: 5/10, Average.
Projectiles: 10/10, Loads of projectiles.
Range: 8/10, Some projectile attacks don’t have the best range, and his attacks without a firearm aren’t very ranged.
Falling speed: 6/10 Above average, probably the gear.
Fast Falling speed: 8/10, The gear, yet again.
Crouch: 5/10, Half’s Paul’s height.
Crawl: 3.5/10, The same as Paul’s walking speed.
Damage Racking ability: 7.5/10, He does a lot of shooting.
Killing ability: 3/10, Killing moves are very predictable.
Swimming time: 3/10, The gear *sigh*.


Pros and Cons:

Pros:
Large Range
Upgradeable Firearms
More moves than the average character
Recovery covers huge distances
Ability to aim allows you to cover all angles

Cons:
Limited ammo
Hard to get extra ammo and upgrades due to speed
Reduced mobility when using the Firearms
Large disadvantage against characters with a reflector
Lack of options when the opponent is very close
Killing moves are very predictable
Recovery is very predictable and punishable


Special Mechanics:

Movement with Paul is a bit different to the other characters in Brawl because of his crouching. Unlike other characters Paul’s crouch is activated and deactivated by tapping down, when crouching Paul has access to a few more moves, but can only crawl at his walking speed.

Grabs can only be performed with Paul when he is unarmed, because pressing the grab button with any firearm or weapon causes him to put it away.

Most of Paul’s moves used feature some sort of firearm or weapon. Firearms have several unique qualities that make playing Paul a very different experience when compared to most characters. For all of Paul’s moves there is a certain amount of lag when you take out and put away a firearm or weapon. Most of Paul’s firearms have ammo, which means that you have to reload after a certain amount of shots, there is a limit to the amount of ammo you can have at one time, and you start the game with full ammo. You can only walk when you have a Firearm equipped. When shooting an opponent, the knockback typed assumes you are facing your opponent, standing on the ground, please remember that if you were aiming down and shooting an opponent with a firearm that gives horizontal knockback, they would not be sent horizontal, but down.

Firearms can jam in Brawl just like in Far Cry 2. When a firearm is rusty, it may jam. If a firearm is jammed, you must wait for 5 seconds for it to unjam or you can reload to unjam it. You cannot shoot, shield, or switch during this time, but you can still use B moves and move around. Firearms become rusty after damage dealt with the firearm and whilst holding the firearm total 35% or more. Each shot has a 15% chance of jamming a rusty firearm, except for the flamethrower, which has a 15% chance of jamming per 30 frames of being fired, and the MAC-10 has a 5% chance of jamming per shot.
There are is a way that you can strengthen your firearms when brawling an opponent, and that is with Bandoliers, Operation manuals, and Maintenance Manuals. Getting a Maintenance manual for a weapon increases the damage that has to be taken/dealt to 50%, Operation manuals increase damage, and Bandoliers increase the maximum ammo that can be stored. These items are summoned with the Down B. These upgrades last for the entire match.

The standard controls for when you have a firearm equipped are A to fire it, control stick to walk (you can’t dash) shield to stop moving and instead tilt the control stick to aim change the angle you are firing at (you cannot roll with a gun), and use a grab to put your firearm or weapon away, with the appropriate lag for this. You can still jump and double jump with a firearm. B moves can still be used with any firearm or weapon and picking up an item will prevent you from using the moves that the item uses (so beam swords would prevent the use of A, F-tilt, F-smash, crouch A, and crouch F-tilt).

Another unique trait of Paul is fire. In Far Cry 2, fire is an important part; it serves as a distraction for enemies, a way of killing enemies, and a way of getting rid of any plants in your way. Fire can be started by using the flame thrower, rocket launcher, or Molotov cocktails. When someone is on fire they take 1% every 20 frames.

The standard time someone is on fire is 10 seconds, however, every frame you are moving takes two frames per frame from the fire, every frame you are running takes three frames per frame, every frame you are attacking or sidestep dodging takes 4 frames per frame, and every roll takes 5 frames per frame. Also, each characters roll is changed to them rolling across the ground in an attempt to get rid of the flames (stop, drop, and roll), and each character’s run has them wave their hand’s above their head in a panic.

Also note that flames can spread by touching something that is flammable, and that things such as pikmin, waddle doo’s, and waddle dee’s will catch on fire when thrown if the throwee is on fire, and that any pikmin returning to Olimar if he’s on fire will catch on fire unless they are red (this means that fire can pass from pikmin to Olimar and back again when thrown), however since pikmin have their 1% armour, they basically just store the flame for 10 seconds. Items and breakable stage parts are not flammable.


The Firearms and Weapons:

Machete:


MAC-10:


RPG-7 Rocket Launcher:


M79 Grenade Launcher:


Dragunov SVD:


Flare gun:


Land mine:


Homeland 37:


Flamethrower:


Desert Eagle:


Silenced Makarov:


Moves:

Standards:

Input: A (Jab)
Description: Paul brings out a machete and delivers 2 quick slices with it. First slice from the top left, diagonally down, second from the top right, diagonally down. Very little start lag, low end lag.
Damage/Knockback: 3%, 5%. First hit has flinching knockback that combo’s into second. Second has very low knockback at 10°.
Ammo/Reload time: None
Switching: Very little lag.

Input: Dash, A
Description: Paul does a running shoulder charge into the enemy, sliding a stage builder block forward while doing so. This move is pretty useless at first glance, but has the unique property of and knocking the opponent flat on their back if they don’t tech, it’s the perfect setup for a down throw techchase. Quick move very little startup lag, low end lag. This move removes your machete with no lag if you were using it.
Damage/Knockback: 6% damage and set low forwards knockback. Always knocks enemy on back if they don’t tech it.
Ammo/Reload time: None
Switching: None


Input: Forward + A (F-tilt)
Description: Paul brings out a MAC-10, which fires 30 bullets in 1.5 seconds. Bullet’s go half of FD. By max range the bullets will be somewhere in a space the height of Paul. Bullets fly as fast as fox’s blaster shots. Very little start up lag, low end lag.
Damage/Knockback: Flinching knockback, 1% per every 3 bullets that hit. Operation manual brings it to 2% per every 5 bullets that hit.
Ammo/Reload time: 30 bullets loaded, 90 bullets stored. 1.5 second reload time. Bandolier increases max spare ammo by 60.
Switching: Low lag.


Input: Up + A (Up-tilt)
Description: Paul sweeps his machete over his head 180° starting from the middle of his body. Low start up and end lag.
Damage/Knockback: 9%. Average knockback. Knockback angle determined by when the opponent was hit.
Ammo/Reload time: None
Switching: Very little lag.


Input: Crouch, then A (Crouching Jab)
Description: Paul stabs forward with the machete. Very little start up and end lag.
Damage/Knockback: 4% low 30° knockback.
Ammo/Reload time: None
Switching: Very little lag.


Input: Crouch, then Forward + A (Crouching Forward Tilt)
Description: Paul pulls out an RPG-7 Rocket Launcher. Rocket launcher shots fly as fast as falco’s blaster shots. Characters within one stage builder block of contact point will be hit. Characters within one battlefield platform will be set on fire. Low-medium start up lag, medium end lag. Rockets travel the length of Final Destination, before it starts travelling 80° downwards. Low startup and end lag. You cannot move with this Firearm equipped.
Damage/Knockback: 15%. High 30° knockback. Operation manual increases damage to 19%
Ammo/Reload time: 1 shot, 2 stored. 3.5 second reload time. Bandolier increases max spare rockets by 2
Switching: High lag.


Input: Crouch, then Up + A (Crouching Up Tilt)
Description: Paul quickly swings his machete from directly above his head (90°) to right in front of him (0°). Very little start up lag, low-medium end lag.
Damage/Knockback: 7%. 0° knockback on grounded characters. Opponents get launched straight from where the blade hits them in the air (so if the blade was at 0° the enemy would be launched straight down, whereas if the blade was at 90° they would get launched straight forward).
Ammo/Reload time: None.
Switching: Very little lag.


Input: Crouch, then Down + A (Down tilt/Crouching Down Tilt)
Description: Paul pulls out a M79 Grenade Launcher. Grenades fly straight and explode on contact with opponents and the stage. Opponents within one stage builder block of the Grenades contact point will be hit. Grenades fly as fast as fox’s blaster shots. Low start up and end lag per shot. Grenades aren’t gravity affected and have infinite range. You cannot move with this Firearm equipped
Damage/Knockback: 11%. High diagonal knockback. Operation manual increases damage to 15%
Ammo/Reload time: 1 Grenade loaded, 2 stored. 2 second reload time. Bandolier increases max spare grenades by 2
Switching: Low-medium lag.


Input: Forward + A (Forward Smash)
Description: Paul brings out a Dragunov SVD, looks through the scope, and fires it. Low start up and eng lag. You cannot move while charging, although you can angle the gun. Shots have infinite range. It takes 1 shot 4 frames to travel the distance of Final Destination.
Damage/Knockback: 4%-5%. Knocks a grounded opponent down on their back with 40 hitstun frames. Cancels all of a opponent upwards and forwards momentum and gives them 40 hitstun frames with each shot. Operation manual increases damage to 5%-6%
Ammo/Reload time: 10 shots, 20 stored. 10 shots per 5 seconds. Bandolier increases max spare ammo to 40
Switching: Medium lag.


Input: Up + A (Up Smash)
Description: Paul pulls out a Flare Gun, which is automatically aimed 80° upwards. Charging this increases damage. You can move while charging. When an enemy is within one stage builder block of a shot, it goes off, hitting anyone within a stage builder block’s distance from the shot, and lighting on fire anyone within a battlefield platform’s distance. Little start up and end lag.
Damage/Knockback: 7%-10%. Medium upwards knockback. Operation manual increases damage to 10%-13%
Ammo/Reload time: 1 shot, 9 stored. Bandolier increases max spare ammo by 5.
Switching: Low-medium lag.


Input: Down + A (Down Smash)
Description: Paul places a land mine on the ground. This can be changed to increase the size of the “Windbox.” When charging, it shows Paul fiddling with the mine. To blow up the land mine, you need to down smash again. Lag is equivalent to Snake’s Down B.
Damage/Knockback: 12%.High knockback upwards. Attack range is half a battlefield platform on each side, and 1 battlefield platform upwards. Full charge also has a “Windbox” that extends for an extra 1.5 battlefield platforms.
Ammo/Reload time: 1 mine ready, 2 stored. No reload time. Bandolier increases max spare ammo by 2.
Switching: Low lag.


Aerials:

Input: (Whilst in air) A (Neutral Aerial, Nair)
Description: Paul pulls out a Homeland 37 shot gun from his waist by the back of the gun, then swings it from above his head to just behind his feet (200°). The move has low startup and end lag. Paul then uses the shotgun, unless you hold grab during the end of this move, which makes you put it away. Shooting the shotgun has very little start lag, and medium end lag. Shots have a max range of 1 battlefield platform. Shots reach their max range in 2 frames.
Damage/Knockback: Attack does 7% and medium knockback.
Shotgun fires 10 shots fired from 1 shell, each shot does 1%, shots spread out within Paul’s height by max range. Medium horizontal knockback regardless of the amount of shots that hit. Operation manual adds 3 shots.
Ammo/Reload time: None.
Shotgun has 6 shells, 12 stored. Very little lag to reload 1 shot, lag multiplied by the amount of shells needed to be reloaded. Bandolier increases max stored ammo by 6.
Switching: Low lag.


Input: (Whilst in air) Forward + A (Forward Aerial, Fair)
Description: Paul quickly holds his machete with 2 hands and slashes forward from diagonally upwards to diagonally downwards (90°).
Damage/Knockback: 9% Low-medium knockback.
Ammo/Reload time: None
Switching: Very little lag.


Input: (Whilst in air) Back + A (Backward Aerial, Bair)
Description: Paul quickly turns around and performs the Fair with one hand. A bit slower than the Fair.
Damage/Knockback: 6% Low knockback
Ammo/Reload time: None
Switching: Very little lag


Input: (Whilst in air) Up + A (Up Aerial, Uair)

Description: Paul brings out a Flamethrower (this has a medium amount of lag) and fires it above his head, starting from diagonally behind him to diagonally in front of him (90°). Flamethrower’s range is 2/3’s of a battlefield platform. You cannot walk or jump while firing the Flamethrower. It takes 10 frames for the flamethrower to reach it’s max range.
Damage/Knockback: Sets opponent on fire, constantly renewing the fire. Makes opponent continually flinch.
Ammo/Reload time: None
Switching: Medium-high lag


Input: (Whilst in air) Down + A (Down Aerial, Dair)
Description: Paul quickly swipes underneath himself 3 times with his machete.
Damage/Knockback: 8% damage. Medium diagonal forwards or backwards, depending on where they are hit.
Ammo/Reload time: None.
Switching: Very little.


Grabs/Throws:

Input: Shield + A, or Z. (Grab)
Description: Paul reaches forwards a good distance, attempting to grab an enemy. Average grab range, a bit quicker than the average grab.
Damage/Knockback: None
Ammo/Reload time: None
Switching: None


Input: Grab, then A (Pummel)
Description: Paul delivers a punch to the gut. Pretty quick.
Damage/Knockback: 2% damage, no knockback.
Ammo/Reload time: None
Switching: None


Input: Grab, then Forward (Forward throw)
Description: Paul quickly throws the enemy forward, then pulls out a Desert Eagle (Pistol) and shoots them once straight afterwards. The Desert Eagle’s range is as long as the Battlefield main platform, and the shots travel this distance in 4 frames. After this you keep the Desert Eagle.
Damage/Knockback: 3% for throw, 4% for shot, both give horizontal knockback,
Ammo/Reload time: 8 shots
Switching: Low lag


Input: Grab, then Back (Back Throw)
Description: Paul quickly throws the enemy backwards, then pulls out a Desert Eagle (Pistol) and shoots them once straight afterwards. The Desert Eagle’s range is as long as the Battlefield main platform, and the shots travel this distance in 4 frames. After this you keep the Desert Eagle
Damage/Knockback: 3% for throw, 4% for shot, both give horizontal knockback,
Ammo/Reload time: 8 shots
Switching: Low lag


Input: Grab, then Up (Up Throw)
Description: Paul throws the enemy upwards a short distance, approximately the distance of a battlefield platform, then quickly brings out a Flamethrower, angled above him. Both you and the opponent gain full control over your characters at the same time. Whether or not you choose to use the flamethrower is up to you. The Flamethrower’s range is 2/3’s of a battlefield platform. You cannot walk or jump while firing the Flamethrower.
Damage/Knockback: Throw does 1%, Flamethrower delivers flinching knockback and sets the opponent on fire, constantly renewing the fire.
Ammo/Reload time: None
Switching: Medium-high lag.


Input: Grab, then Down (Down Throw)
Description: Paul throws the opponent to the ground, puts a foot on them so they can’t move, then pulls out a Silenced Makarov (Pistol) and delivers 2 shots to the enemies head (face on characters without a head e.g. Kirby, Metaknight). After this Paul removes his foot and the enemy is left on their back as Paul holds his Silenced Makarov. Holding Grab has Paul put away the Silenced Makarov before lifting his foot off, leaving him unarmed. Paul will only shoot once if he has one shot, and will skip the gun part of this throw if he has no ammo. The Silenced Makarov’s range is as long as the Battlefield main platform, and the shots travel this distance in 4 frames.
Damage/Knockback: 2% for throw, 3% per each shot from the Makarov.
Ammo/Reload time: 8 shots, 16 stored.
Switching: Low lag.


Specials:

Input: B
Description: Paul reads his Journal and a menu appears above Paul’s head. The menu is brown with orange writing. At the top it has Syrettes, with your current amount next to them, Grenades, with your current amount next to them, Molotov Cocktails, with your current amount next to them, and each weapon with its current ammo and ammo remaining shown.
From this menu you can use a Syrette by selecting it and pressing A, this makes Paul pull out the Syrette and inject himself with it, taking 60 frames and healing 7% (you start with 3 Syrettes, health packs give you more). You can also select either Grenades or Molotov Cocktails (Grenades are default) which lets you use them in the “Forward + B.” You can also select any gun from here, which makes you take it out, reload it, and stick it back. B closes the menu. Whilst the menu is open, you have super armour against all attacks that do 3% damage and less. You can hold a maximum of 5 syrettes.
Damage/Knockback: None
Ammo/Reload time: None
Switching: 10 frames to take out and put away.


Input: Forward + B
Description: Paul pulls out either a Grenade or Molotov Cocktail (depending on which is selected, Grenades are default) and throws it when you release B. If you hold down B you can change your throwing angle. Grenades explode 3 seconds after being thrown, and Molotov Cocktails will shatter on contact with an opponent, yourself, or the stage. If a Molotov Cocktail hits someone (or a pikmin, or a waddle doo/dee) they catch on fire, if it hits the stage, the part of the stage it hit will have a flame on top, about the size of Kirby, for 2 seconds, anyone who touches this will catch on fire.
Damage/Knockback: Grenades do 7% and medium knockback to anyone within a stage builder block of the explosion, anyone within a battlefield platform gets pushed back by wind to the edge of the “Windbox.” Knockback angle depends on where you where hit.
Ammo/Reload time: You start off with 5 Grenades and 5 Molotov Cocktails. No reloading required. Bandolier increases max spare ammo by 3.
Switching: No switching required, can be thrown whilst you have a firearm equipped.


Input: Up + B
Description: Paul places a small white box with a blue cross on the top on the ground (A save point in Far Cry 2). When Up + B is used again, you teleport to the box and it disappears. It is about the size of a pikmin lying down. If used in the air it floats there. It can be picked up off the ground by anyone, but they have to struggle to pull it off the ground for 1 second first. It can be caught in the air with no lag. When thrown it will disappear when it hits a solid surface, and deals 3% and flinching knockback when it hits a character. Paul does not go into helpless after this move. Up + B can only be used once before you touch the ground. It is possible to pick up your own Save Point off the ground and when knocked off, throw it like any normal item, then teleport to it while it flies through the air.
Damage/Knockback: None
Ammo/Reload time: None
Switching: Does not require switching


Input: Down + B
Description: Paul reads his journal for 40 frames. This action is not an attack, but causes 2 items to spawn on stage. All items are about the size of a pikmin lying down. All the items will disappear after 1 use.

First Item:

An ammo box. This gives ammo to all weapons equivalent to the amount of ammo the weapon stores when full (for example the MAC-10 would get 30 bullets). There is a 50% chance of getting this as the first Item. There is a maximum of 3 of these on stage at once. Will not appear when you have full ammo for all firearms. The ammo box is not used for Rocket Launcher ammo, or Grenade launcher ammo.

An explosives box. This gives you a Grenade, a Rocket for the Rocket Launcher, and a Grenade for the Grenade Launcher. 25% chance of getting this. Maximum of 3 on stage at once. Will not appear if you have full Grenades, Rocket Launcher rockets and Grenade Launcher Grenades.

A kerosene bottle. This gives you a Molotov Cocktail. 25% chance of getting this. Maximum of 3 on stage at once. Will not appear when you have full Molotov Cocktails.

Second Item:

A health pack, this appears as a small white box, a red cross on top. If you get this you will receive a Syrette, if the opponent gets this they will heal 5%.

A bandolier, this appears as a belt with a picture of the weapon it is for floating over the top inside a speech bubble. This allows the weapon you got it for to hold extra ammo, equivalent to the amount it stores when full. (Note: this doesn’t mean the MAC-10 could hold 60 shots before reloaded, but an extra 30 shots with which to reload)

An operations manual: This appears as a blue book. This increase the damage each firearm shot does, see each firearm for this info.

A maintenance manual: This appears as a green book. This increases the damage a firearm can take/deal before being able to jam.

If you already have the operations manual, maintenance manual, or bandolier for the weapon, it will not appear. When any of these three items are thrown by an enemy, it does 3% and flinching knockback to whomever it hits, and disappears when it hits the ground.

Damage/Knockback: None
Ammo/Reload time: None
Switching: 10 frames to take out and put away Journal.


Situational moves:

Input: Hang on ledge under 100%, A (Ledge attack)
Description: Paul slashes forward with his machete, then quickly climbs onto the ledge. If the machete was not equipped prior to this attack, there will be no need for switching, and the machete will be equipped afterwards.
Damage/Knockback: 6%. Low horizontal knockback
Ammo/Reload time: None
Switching: None


Input: Hang on ledge over 100%, A (Ledge Attack)
Description: Paul stabs the machete into the ground, then uses it to pull himself up. If the machete was not equipped prior to this attack, there will be no need for switching, and the machete will be equipped afterwards.
Damage/Knockback: 7%. Set upwards knockback, knocks opponent up 3 battlefield platforms.
Ammo/Reload time: None
Switching: None


Input: Fall on back, then A (Getup attack)
Description: Paul stabs the machete into the ground behind him, then uses it to flip himself backwards onto his feet. If the machete was not equipped prior to this attack, there will be no need for switching, and the machete will be equipped afterwards.
Damage/Knockback: 6% and medium upwards knockback for stab, 3% and low horizontal knockback for flip.
Ammo/Reload time: None
Switching: None


Input: Fall on front, then A (Getup attack)
Description: Paul swings the machete around his body as he gets up starting from the front and going around in a circle. If the machete was not equipped prior to this attack, there will be no need for switching, and the machete will be equipped afterwards.
Damage/Knockback: 7%. Low knockback.
Ammo/Reload time: None
Switching: None


Final Smash: Best Buddy

Your character fires a flare gun shot straight above them, and summons their best buddy. During this animation you are invincible. When your buddy is summoned, he is a level 7 CPU Paul with a different skin who is on the same team as you. This final smash lasts until your buddy is KO’d. If you receive a smash ball during this time and use your final smash again, your buddy is fully healed and receives full ammo. You and your buddy not be able to hit each other, although you can still light each other on fire.

Kirby Hat:

After inhaling Paul Kirby receives Paul’s hair style, and by pressing B Kirby pulls out the firearm that Paul was using when he was inhaled, if he wasn’t using a firearm then Kirby gets one at random. The firearm is used by Kirby in the same way Paul uses his firearms, and has full ammo to begin with. If Kirby inhales an Operations Manual, Maintenance Manual, or Bandolier for a weapon, he gets Paul’s hair style and that weapon with the bonus for the weapon depending on what he inhaled. When Kirby has a weapon and picks up an ammo box, Manual or Bandolier for that weapon, he uses it in the same way as Paul would.

Taunts:


Up taunt: Paul inspects his current weapon or firearm, if he doesn’t have one, he will pull out his machete and inspect it, before putting it away.

Side taunt: Paul makes a gun with his fingers, points it forward, and pretends to shoot.

Down taunt: Says “Ever notice how you come across somebody once in a while you shouldn’t have ****** with? That’s me.” (Cookie for whoever gets reference XD)

Winning/Losing:

Winning 1: Paul pulls out a MAC-10 and fires it above his head, then reloads it. He repeats this endlessly.

Winning 2: Paul pulls out a Desert Eagle and spins it on his finger endlessly.

Winning 3: Paul pulls the detonator for the landmine and presses it, causing an explosion in the background. fter this he stands there smiling, with the detonator still in his hand, but with no opponents behind him.

Losing: Paul claps his hands. Nothing special here.

Victory theme:http://au.youtube.com/watch?v=76SXvnotm2s 2:30 - 3:03

Alternate Costumes: For all of Paul’s alternate costumes, he will appear as one of the other characters you can pick instead of Paul in Far Cry 2.

Andre Hyppolite:


Warren Clyde:


Josip Idromeno:


Xianyong Bai:


Michelle:


Nasreen:


Qaurbani Singh:


Hakim Echebbi:


Marty Alencar:


Frank Bilders:


Teams: When in teams with Paul Ferenc, his name will appear above his head in either green, red or blue, just like in online play (except the blue). If you choose an alternate costume, or have a player tag, that is what the name will appear as.

MetaMindgameSpamming with Paul:
Although I may not be the best MMGSer, I still have a few ideas on how to MMGS with Paul.

1. Only use weapons that set the opponent on fire, whilst yelling things like “How about a little fire, Scarecrow?” “Am I making you feel hot” and “Fire cleanse it all. Fire cleanse it all!” (Start laughing A LOT after the last one, and try to act crazy).

2. Only use explosives and whenever there is an explosion say things like ”KABLAMO” and “Where’s the kaboom?” in a Marvin the Martian voice.

3. Use up all your ammo and never reload, as empty jumps and Nolimar are scary, this will be even scarier because of the very ranged and useful moves you AREN’T using. You can also say things like “Staby staby” when you attack with the machete.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I dunno if I should be happy or frustrated that you're back if you make comments like that one, smashbot...

@Far Cry 2:
At a skim, that moveset looks great - especially for a newcomer!

However, a few suggestions:
Maybe you should make the sections a bit more separated and mark when a new move starts, like with Bolding, Italics, maybe a different color and whatnot.
That would make the 'set a whole lot easier to read than this orange wall of text - by the way, white text for normal descriptions is perfectly fine imo.

I know praising yourself stinks, but maybe take a look at Aeon, you maybe can get some inspiration for your organization.

Lastly - just a minor detail from myself... are you sure you want to use handguns in your moveset? I mean, of course, it's not gonna be in Smash, but I think most of us try to not use them gunzez for their moveset. Even Guntz, who is basically a character who only uses firearms, is not shooting bullets, just the flames. =O
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
ANYWAY:

From the man who brought you Meme Man...
tl;dr

Far Cry 2 MYM Moveset

Paul Ferenc
Spade is right, for a newcomer, the amount of detail in this moveset is amazing! You seem to really know a lot about Far Cry (I don't, but you did a good job of giving me the basics) and incorporating a lot of elements from the game into your moveset.

I think it's...slightly too much, though. The "special mechanic" of holding firearms, while very detailed and relevant to the character, seems a little too complicated and/or random just by reading it. So Paul keeps the last weapon he pulled out on him until he uses another move that uses a different firearm, right? The other moves in the set, however, are spot on.

Also like Spade said, bolding the attack input commands and perhaps the different categories of attacks will make the moveset easier to read. Some different colors would help people too, since a wall of orange text might not look too interesting (though your moveset is very interesting). Also, I think moving the pictures of the guns to right after their respective descriptions in Paul's moves would be a lot better, but that's just me.

Overall, I think you translated the shooting mechanic into Smash well, but making it a bit simpler probably wouldn't hurt. Great moveset, though, especially for a newcomer!
 
D

Deleted member

Guest
God damn @ Koala / N. Gin and the Kirby character... very good, very good, but SO LONG, I skimmed them. Will read later [unless this is a ruse].
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
God damn @ Koala / N. Gin and the Kirby character... very good, very good, but SO LONG, I skimmed them. Will read later [unless this is a ruse].
Koala and N. Gin are Tiny and Cortex.

Poppy Sr. - I dunno if he is real or if he's Poppy Jr. =P
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
tl;dr

ANYWAY:

From the man who brought you Meme Man...

RESERVES:



MOOT, THE GOD OF 4CHAN! He will have a similar attack set to Meme Man, except drawn from the bowels of /b/.
*points to my Anonymous button*

@Warlord: I see what you did there.'

@Far Cry 2: Very good, at a skim.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
okay, im torn on which pokemon to do for MYM5. i'll list the three and their mechanics and you guys will vote. there is a 75% chance i will do the winner, which is good because i'm mainly clueless right now. also i might do the runner up as well. here we go:

octillery: a special grabbing mechanic featuring three different tenticles with seven throw inputs each, giving him a unique playstyle revolving around 21 completely different throws.

vespiquen: summons bees with one attack and other attacks can be used to command them in a way similar to warlord from the sandbags moveset but deeper, and only to the bees.

dusknoir: can do weird things involving the realm of souls he carries in his stomach area (that's what's inside the markings).

i myself am voting for octillery, as his could fit more of kibble's SPECIAL than the others.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Warlord, you fiend!

You've posted so many of those, and I bet a bunch of people who don't follow MYM as ardently actually believe they're new. I'm placing a bet right now that we get some votes in for Cervantes, N. Gin, or whoever else you've posted so far. Calling it right now. Remember this.

wyvern: I love Pokemon movesets! I love all three ideas!

...But on a more serious note, I'm not sure which to vote for. The Octillery mechanic feels a bit random to me, I don't remember him having any kind of throwing prowess or anything of the sort. Vespiquen (my favourite 4th Gen) has a cool one, but it's a bit obvious, and a bit similar to Pikmin. Dusknoir is vague, but I think he'd have the most potential for creativity. And he's a GHOST!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I don't know either one of those 3. Besides, you shouldn't force special mechanics into everything. Just saying.

From those characters I'll do only 2 will have "special mechanics", and those will be team mechanics similar to the Ice Climbers'. Everyone else I do probably won't have a special mechanic.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
I don't know either one of those 3. Besides, you shouldn't force special mechanics into everything. Just saying.

From those characters I'll do only 2 will have "special mechanics", and those will be team mechanics similar to the Ice Climbers'. Everyone else I do probably won't have a special mechanic.
true, but they would be bland without them because octillery (who i think i'm just gonna do anyway) and vespiquen are relatively unimportant pokemon who may have special attacks (octazooka and the order trio) but not much else. dusknoir's excuse is that idont know it too well and tacked it on to see if anyone would vote for it :bee:.

@k rool, vespiquen is a bit obvious, so i wont do her (also that allows you to do her. DO IT! you did two random pokemon this time, lets do two more in MYM5!) and dusknoir is more of a test to see who would vote for him, so im not doing him, sorry. i'll do octillery because he did have wrap, constrict, and the suction cup (i beleive it was that.) ability. will pokemon be the kirby of MYM5? or was that MYM3?
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
okay, im torn on which pokemon to do for MYM5. i'll list the three and their mechanics and you guys will vote. there is a 75% chance i will do the winner, which is good because i'm mainly clueless right now. also i might do the runner up as well. here we go:

octillery: a special grabbing mechanic featuring three different tenticles with seven throw inputs each, giving him a unique playstyle revolving around 21 completely different throws.

vespiquen: summons bees with one attack and other attacks can be used to command them in a way similar to warlord from the sandbags moveset but deeper, and only to the bees.

dusknoir: can do weird things involving the realm of souls he carries in his stomach area (that's what's inside the markings).

i myself am voting for octillery, as his could fit more of kibble's SPECIAL than the others.
Ehh...depends on what you mean by "special mechanic". Octillery's sounds bleh. Dusknoir sounds like he has potential, maybe, but doesn't need some full-fledged complicated mechanic. I guess I'd vote for Vespiquen, since she's one of my favorite 4th gen. Pokemon.

*contemplates doing Vespiquen if you won't*
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
*contemplates doing Vespiquen if you won't*

eh, sure. but wait, she's also k rool's favorite 4th gen. pokemon! is a joint set in order :p?

EDIT: at this rate i'll never make it to SMBZ mecha sonic. my work-on-multiple-sets-at-once plan wont work due to the fact i have a 4-in-1 set. i guess those four can wait until i do a few more smash announcer attacks and a couple for octillery after i write the mechanic. dont worry guys, none of the kirby enemies or the smash annoucer will have mechanics. mecha will have a chaos emerald mechanic though.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Lastly - just a minor detail from myself... are you sure you want to use handguns in your moveset? I mean, of course, it's not gonna be in Smash, but I think most of us try to not use them gunzez for their moveset. Even Guntz, who is basically a character who only uses firearms, is not shooting bullets, just the flames. =O
Hides Sgt. Cortez from Spadefox.
:bee:

Edit= But Warlord, I've been planning on making Koala Kong and a doctor (albeit Brio) since the 25th of January.
:p

I know it said it won't be them, but that was just mindgames.
:laugh:


I'm tired of editing this now lol. Anyway, can someone explain this?:
http://www.smashboards.com/showpost.php?p=6536707&postcount=11090
 

cena_wolf

Smash Journeyman
Joined
Jul 30, 2005
Messages
271
Location
NintendoLand Castle, NintendoLand

((Please ignore the difference between their final moveset and the above, I haven't changed it yet.))

The bear-and-bird duo have arrived to fight! Here's a brief history of the duo (spoiler alert for B-K: Nuts & Bolts):

History
Banjo and Kazooie reside in the Spiral Mountain area on the Isle o' Hags. The pair have gone on many adventures over the years, almost all of them having to do with the evil witch Gruntilda and her schemes to either restore her own life (having become less than human) or become beautiful.

The rescue of Tootie (Banjo-Kazooie)
One one faithful day, Banjo and Kazooie sleep. Banjo's sister, Tootie, walks in, asking to go on an adventure; she is shooed in favor for more sleep. Tootie then walks out to see her friend, Bottles the Mole.

Meanwhile, at her lair, Gruntilda Winkybunion and her assistant Klungo finalize a plan to take Grunty's body and restore it to a sexy form. All the components for the plan (the machine to do it, the bumbling assistant, and the need to be sexy) are in place, except for one...the beauty to transfer the beauty from. There is a perfect candidate, though. Tootie. So, off on her broom does Grunty go to kidnap her.

Afterwards, when Banjo and Kazooie awaken, Bottles informs them of the incident, and then teaches them a set of moves that gets them started on their journey. Once the team is prepped, they set off for Grunty's Lair, a series of interconnected worlds within a large castle-like cavern. Throughout the their adventures in Grunty's Lair, the pair collect Musical Notes and Jigsaw Pieces to advance through the wonderous worlds of the lair, from the scenic (and shark-infested) waters of Treasure Trove Cove, to the snowy landscapes of Freezeezy Peak, to the time-broken forest of Click Clock Wood.

Along they way, they are assisted by a colorful cast of characters: Bottles teaches them new techniques for more rigurous terains, Brentilda, Grunty's sister, gives seemingly useless advice and background info on her harded sister, Mumbo Jumbo, Gruntilda's teacher, helps the pair by providing magical transformations, and the Jinjos, a group of colorful creatures, help out the pair if enough of them are found. Once they collect enough things to advance to Gruntilda's final challenge, they participate in a quizshow, Grunty's Furnace Fun, to win the freedom of Tootie. Though there is much to celebrate, Tootie suggests that Gurntilda must be finished once and for all.

The pair return to the lair, and confront her at the top of her tower. The battle is hard, but with a little help from Bottles and the Jinjos (and their God, the Jinjonator), they manage to vanquish the witch, launching her off the top of the tower. Gruntilda lands in a large hole, and is trapped by a boulder. Banjo and the gang celebrate while Gruntilda starts plotting her revenge (in "Banjo-Tooie").

The One With the Time-Traveling (Banjo-Kazooie: Grunty's Revenge)
Time passes, and the duo lives on. However, Gruntilda had managed to survive two months under a boulder. Her assistant Klungo, seeing the futility in hefting the boulder off his misssssstressssss, decides to take a different course of action - he builds a Grunty-Shaped robot, the Mecha Grunty, to house the witch's spirit while her new plot is in action.

It's a relatively simple plan: go back in time and stop the bear-and-bird duo from ever meeting. This would erase her previous defeat and put things right for the witch. She attempts to do so, but through the combined efforts of both a young and older Mumbo-Jumbo, Bozzeye (a relative of Bottles), and the pair from the future, Grunty is thwarted. Soon afterwards, Grunty calls for help, specifically from her own kin.

The One With The Sisters (Banjo-Tooie)
Several years later, Banjo, Kazooie, Bottles, and Mumbo are playing a friendly game of cards. Meanwhile, the other 2 Winkybunion Sisters, Mingella and Blobbelda, arrive in the Drill Mecha Hag 1. They free their sister, and Bottles is killed in the impeding assault. Afterwards, Banjo and Kazooie leave on yet another adventure to stop the evil witch. This adventure is a lot tougher, though, but they have friends like Bottle's brother Jamjars, Chuffy the train, Humba Wumba the shaman, and Master Jiggywiggy to help them along with their quest to reach the witch, who intends to use the Big-o-Blaster (B.O.B.) to take energy from the surrounding Isle o' Hags and create a new body for herself.

Once Banjo and Kazooie arive at the Winkybunion stronghold, Cauldron Keep, they attempt to stop Grunty, who has devised yet another quizshow (The Tower of Tragedy) to distract the duo. They win that one, too, and fight Grunty (who uses the Hag 1 to fight back. Once the 2 defeat Grunty, all that is left is her head (a skull), which is kicked around as the gang celebrates. Grunty, once again, swears her revenge in a later game (calling it "Banjo-Threeie").

For the Deed to Spiral Mountain (Banjo-Kazooie: Nuts & Bolts)
Seeing as the witch had thoroughly been defeated, Banjo and Kazooie retire from the adventuring life for 8 years, taking up a life of video-game playing and pizza eating that takes their weight up several uncomformtable notches, in the process forgetting all of their moves from the previous 3 games (one could argue that Banjo had forgotten how to drive a kart). Grunty, however, has been confined to a pile of rocks in her body-less form. Once she escapes, she again tries to confront the duo, who has become so chunky it's difficult to move.

Once they try to get it on, an unknown outside makes an appearance, pausing the action so carelessly he could have been playing a video game. The outsider introduces himself as the Lord of Games, the creater of all videogames, ever. He says that there are more diplomatic ways of competing (this time for the deed to Spiral Mountain), and sets up a challenge for the arguing parties. With that, he transports them all to Showdown Town, the new central hub for their competitions. This time, Banjo will walk around worlds, completing new tasks along the way. If he succeeds, the deed is his; likewise, if he is to fail, then Grunty wins the deed.

Things are a little different this time around; the LOG refuses to restore the bear/bird duo's moves (opting to restore their physiqes instead), but tells them that Mumbo Jumbo has opened a new business in Showdown Town, Mumbo's Motors, to aid the duo by creating all sorts of vehicles to complete their tasks. Humba Wumba sells the duo blueprints for pre-made vehicles, Bottles helps the duo by showing challenges, and the Jinjos (and their evil rival clan, the Minjos) make appearances.

Grunty (in her new mechanical body) impedes the two as much as she can. She has the Showdown Town Police Department (STPD) at her disposal, an army of Gruntybots to do her bidding, and a new feline assistant, Piddles, as her old assistant decided to give up his hencheman lifestyle in favor of making "ssstupid gamesss" like "Hero Klungo Sssavesss Teh World".

Eventually, after collecting tons of useless objects, the duo square off against their favorite witch in a vehicle triathalon on Spiral Mountain, which the duo win. The duo win the deed, get their old moves back, get a new Banjo-Shaped vehicle, and Grunty is sent to work at the LOG's game factory, where she swears revenge (yet again, again) and vows to make her own game to terrorize the world with one day.

Character Stats/Info
All statistics on a 5 point scale, with 5 being the best/highest.
For Banjo only:
Overall Strength: 4
Physical Strenght: 4
Projectile/Special Strength: n/a
Initial Jump: 3
Air Jump: 3
Overal Recovery: 3
Glide: n/a
Traction: 3
Weight: 4
Fall Speed: 4
Walk Speed: 3
Run Speed: 3
Roll Speed: 3
Dodge Speed: 3
Ledge Recovery: 3
100+% Ledge Recovery: 2

Yes/Nos
Glide: No
2+ Jumps: No (2 standard, 1 special)
Wall Cling: Yes (infinite)
Wall Jump: Yes
Crawl: Yes


For Kazooie Only:
Overall Strength: 3
Physical Strenght: 2
Projectile/Special Strength: 4
Initial Jump: 5
Air Jump: 3
Overal Recovery: 4
Glide: 5
Traction: 5
Weight: 2
Fall Speed: 2
Walk Speed: 5
Run Speed: 5
Roll Speed: 5
Dodge Speed: 3
Ledge Recovery: 4
100+% Ledge Recovery: 3

Yes/Nos
Glide: Yes
2+ Jumps: Yes (4 standard, 1 special)
Wall Cling: No
Wall Jump: No
Crawl: No


For BanjoKazooie only:
Overall Strength: 4
Physical Strenght: 4
Projectile/Special Strength: 3
Initial Jump: 3
Air Jump: 4
Overal Recovery: 5
Glide: 4
Traction: 3
Weight: 4
Fall Speed: 4
Walk Speed: 3
Run Speed: 3
Roll Speed: 3
Dodge Speed: 3
Ledge Recovery: 3
100+% Ledge Recovery: 4

Yes/Nos
Glide: Yes
2+ Jumps: Yes (3 standard, 1 special)
Wall Cling: Yes
Wall Jump: Yes
Crawl: No

Advantages/Disadvantages​
Banjo
Advantages: Because Banjo is an average-sized bear, he has some power behind him. His overall land speed is a bit above the average bear, he runs decently. Fallspeed and jumps allow him to fall out of the way of some fast attacks, and he has great overal resiliance, and an excellent horizontal recovery in the form of his Latch Pack special move.

Disadvantages: He can't jump as well as some others can, though, and he's pretty slow when it comes down to it. Because he no longer has Kazooie to help him out, he has a slightly poor vertical recovery (apart from his Jump Pack special move) thanks to his bluky and slightly heavy build.

Kazooie
Advantages: Kazooie's focus is speed and altitude, so it's no wonder that she's the speedier of the 2. Thanks to her extra jumps, glide, her excellent Leg Spring special move, and fast aerials, she should rarely be on the ground attacking, but she can also hold her own on the ground. For the same reasons is her recovery a force to be reckoned with.

Disadvantages: Ol' Chicken Legs has one major weakness: she's light as a feather (the pun was intended, and I don't care...), so she launches more easily than her honey-loving partner. Another weakness is that of her attacks; while some have crazy power (like her Egg Shot special move if a Grenade Egg is launched), a lot of her moves aren't as powerful as she would hope.

Banjo-Kazooie
Advantages: A union of forces is simply the sum of its parts, right? This is the case when the duo comes together. The great recovery and fast attacks of Kazooie and the power and resilence of Banjo are both shown in full force, creating a duo that could trump even the sneakiest of witches (and they have, thanks very much).

Disadvantages: A union of forces is simply the sum of its parts, right? Unfortunately, this is not the case for the duo. It seems that most of Banjo's disadvantages, apart from recovery, are present, but not as much as before. This really is the most balanced of the 3 forms.

Moveset
All directional input asume a player facing right (default 1P position). All ATTACK DATA measured on a 5 point scale, with 5 being the highest in the case of most statistics (for lag, 5 is the least possible lag). "Desperation" refers to when a character is above 100% damage.
Legend
Banjo Move/Input/Description
Kazooie Move/Input/Description
Banjo-Kazooie Move/Input/Description
Any Character Move/Input/Description​


Entrance Animation: Whichever character starts, the two come together. A portrait of golden Jigsaw Pieces appears, then breaks, revealing the duo dancing and getting ready for action. If starting as the duo, the animation ends there. If Banjo, Kazooie exits his backpack and makes for the stage BG (where PKMN Trainer would be) as he thumbs-up and says "Yuh-huh!". If Kazzoie, she jumps out of his backpack as he makes for the stage BG, and ruffles her feathers and sqwaks, prepared for battle.

Standard Moves
While Standing A, A, A - Bear Claw
ATTACK DATA
Damage: 3%, 3%, 3%
Knockback: 1, 1, 2
Initial Lag: 4
Ending Lag: 2
Range: 2, 2, 2

Banjo punches one with his right paw while he steps forward, punches with his left while stepping forward, and punches right again.


While Standing A, A - Wing Attack Combo
ATTACK DATA
Damage: 4%, 4%
Knockback: 2, 2
Initial Lag: 5
Ending Lag: 3
Range: 3, 3

Kazooie swings her right wing forward, whacking the opponent, while she steps foward and whacks again, this time with her left wing.


While Standing A, A, A - Breegull Bash Combo
ATTACK DATA
Damage: 3%, 4%, 7%
Knockback: 1, 2, 5
Initial Lag: 3
Ending Lag: 2
Range: 1, 2, 3

Banjo punches once, then steps forward and kicks. Not wanting to leave Kazooie out of the action, while he's kicking, he reaches behind him, grabs her by the neck, then swings her forward, slamming her on the enemy. He then puts her back. Don't worry; she doesn't mind.


While Dashing A - Forward Roll
ATTACK DATA
Damage: 5%, 3% during roll
Knockback: 3, 2 during roll
Initial Lag: 3
Ending Lag: 2
Range: 5

Banjo tucks himself into a ball and rolls forward. The initial hit is the second he rolls, and the roll itself is a different, damaging move.


While Dashing A - Spinning Wing Whack
ATTACK DATA
Damage: 6%
Knockback: 3
Initial Lag: 4
Ending Lag: 2
Range: 3

Kazooie runs forward, spinning on one foot as she spins around with her wings out, slashing everyone around her.


While Dashing A - Forward Roll
ATTACK DATA
Damage: 6%, 4% during roll
Knockback: 4, 2 during roll
Initial Lag: 4
Ending Lag: 3
Range: 5, 5 during roll

Banjo dives forward (the initial impact), then in mid air, curls up with Kazooie wrapping her wings around the bear. After he lands, he rolls a fair distance.


While Standing > A - Honey Kick
ATTACK DATA
Damage: 8%
Knockback: 3
Initial Lag: 3
Ending Lag: 4
Range: 3

Banjo executes a basic spinning foward kick.


While Standing > A - Breegull Cutter
ATTACK DATA
Damage: 6%
Knockback: 4
Initial Lag: 4
Ending Lag: 3
Range: 4

Kazooie extends her wing upward so that she can slash downward.


While Standing > A - Bear/Bird Union
ATTACK DATA
Damage: 5%, 8% (at the same time)
Knockback: 3, 4
Initial Lag: 4
Ending Lag: 3
Range: 4, 3

Banjo kicks foward (much like Ganondorf's Brawl WS > A) while Kazooie swings a wing foward, covering the kick. Both hits are individual of each other and have their own hitboxes and damage (the above data refers to Kazooie's attack first, then Banjo's).


While Standing ^ A - Bear Swipe
ATTACK DATA
Damage: 6%, 6%
Knockback: 3, 3
Initial Lag: 4
Ending Lag: 4
Range: 2, 2

Banjo swipes upwards twice in rapid succession.


While Standing ^ A - Beak Tower
ATTACK DATA
Damage: 7%
Knockback: 4
Initial Lag: 4
Ending Lag: 4
Range: 3

Kazooie shoots her head upward.


While Standing ^ A - Scissor Wing
ATTACK DATA
Damage: 7%
Knockback: 4
Initial Lag: 4
Ending Lag: 3
Range: 5

Banjo moves before Kazooie slashes her wings in a scissor motion.


While Standing v A/ While Crouching A - Sweep Swipe
ATTACK DATA
Damage: 8%, 6%
Knockback: 4, 4
Initial Lag: 2
Ending Lag: 3
Range: 3, 3

Banjo swipes twice, low to the ground. Second hit is a Meteor Smash.


While Standing v A/ While Crouching A - Using Your Head
ATTACK DATA
Damage: 7% (10% at beak)
Knockback: 4 (5 at beak)
Initial Lag: 3
Ending Lag: 4
Range: 4

Kazooie swipes her head in a sweeping motion, much like a sword slash. Beak causes extra damage.


While Standing v A/ While Crouching A - Wing Umbrella Kick
ATTACK DATA
Damage: 8%
Knockback: 4
Initial Lag: 3
Ending Lag: 2
Range: 3

As Banjo sweepkicks (like Snake's WS v A/WC A), Kazooie covers his body with a wing. Limited reflective properties versus projectiles.


Smash Attack
While Standing Smash > A - Pack Whack
ATTACK DATA
Damage: 17-24%
Knockback: 5
Initial Lag: 2
Ending Lag: 3
Range: 4

Charge State: Banjo grabs his backpack straps, pulls his backpack slowly off, then prepares to swing by tensing up.

Banjo swings his packpack in a wide arc.


While Standing Smash > A - Turbo Talon Trot
ATTACK DATA
Damage: 13-19% (multi impact)
Knockback: 3 (initial impact, 1 to every other hit)
Initial Lag: 5
Ending Lag: 5
Range: 4

Charge State: Kazooie slips on her Turbo Trainers as she trots in place.

Kazooie bends her neck forward slightly and rushes forward.


While Standing Smash > A - Beak Barge
ATTACK DATA
Damage: 17-26%
Knockback: 5
Initial Lag: 2
Ending Lag: 3
Range: 4

Charge State: Banjo trots in place as he preps his shoulder, and Kazooie sticks her head out and tenses her head up and speards her wings slightly.

Banjo tackles forward while Kazooie sticks her head out, stick as a board, that damages hard.


While Standing Smash ^ A - Failed Flip Jump
ATTACK DATA
Damage: 15-21%
Knockback: 4
Initial Lag: 3
Ending Lag: 2
Range: 4

Charge State: Banjo bends down and tenses up, one sholder down and one shoulder up.

Banjo jumps upward in a failed attempt to jump upward hard. Banjo himself is the hitbox.


While Standing Smash ^ A - Breegull Slash
ATTACK DATA
Damage: 14-20%
Knockback: 4
Initial Lag: 4
Ending Lag: 3
Range: 3

Charge State: Kazooie bends down, tensing up.

Kazooie flips backwards, kicking as she does. Her claw has the highest damage.


While Standing Smash ^ A - Honyuken
ATTACK DATA
Damage: 16-23%
Knockback: 4
Initial Lag: 3
Ending Lag: 2
Range: 2

Charge State: Banjo bends down and tenses up, preparing a fist for an uppercut, while Kazooie places her wing on Banjo's arm.

Banjo jumps upward, uppercutting as he does so, while Kazooie slashes upward with the correspoinding wing.


While Standing Smash v A - Slam Pack
ATTACK DATA
Damage: 18-27%
Knockback: 5
Initial Lag: 2
Ending Lag: 3
Range: 3

Charge State: Banjo jumps into his backpack, pulling up the straps while he tenses up.

Banjo jumps upward slightly, then slams down hard on the ground.


While Standing Smash v A - Wind Beneath Wings
ATTACK DATA
Damage: 14-20%
Knockback: 2 (5 for wind)
Initial Lag: 5
Ending Lag: 3
Range: 5

Charge State: Kazooie raises her wings upward while facing outward.

Kazooie flaps her wings down hard. This creates a small wind that deals no damage but great knockback.


While Standing Smash v A - Egg Lay
ATTACK DATA
Damage: 14-20% (if standard egg), 16-22% (if fire/ice egg), 18-25% (if grenade egg)
Knockback: 2 (if regular egg), 3 (if fire/ice egg), 5 (if grenade egg)
Initial Lag: 3, 2 if grenade eg
Ending Lag: 3
Range: 4

Charge State: Banjo tenses up, while Kazooie sticks her head out of the backpack from the bottom.

Kazooie shoots an egg downwards. The egg is random - regular eggs, fire eggs, ice eggs, and Grenade eggs are the possible types.


Aerial Attacks
While in Air A - Midair Roll
ATTACK DATA
Damage: 13%
Knockback: 3
Initial Lag: 3
Ending Lag: 3
Range: 3

Banjo curls up and rolls in mid-air.


While in Air A - Wing Whack
ATTACK DATA
Damage: 12%
Knockback: 4
Initial Lag: 3
Ending Lag: 2
Range: 4

Kazooie spins around, spreading her wings to slash at the opponent.


While in Air A - Midair Roll
ATTACK DATA
Damage: 16%
Knockback: 4
Initial Lag: 3
Ending Lag: 3
Range: 3

Banjo curls up into a ball and rolls in midair, with Kazooie wrapping her wings around him for added damage.


While in Air > A - Honey Heel
ATTACK DATA
Damage: 16%
Knockback: 5 (Meteor Smash)
Initial Lag: 1
Ending Lag: 4
Range: 3

Banjo frontflips, keeping his leg close to his body, then kicks downward. Impact with the heel causes a Meteor Smash.


While in Air > A - Breegull Drill
ATTACK DATA
Damage: 4%, 4%, 4%, 4%, 5%
Knockback: 1, 1, 1, 1, 4
Initial Lag: 5
Ending Lag: 3
Range: 3

Kazooie spins vertically while positioned horizontally, causing several drill-like impacts.


While in Air > A - Rat-a-tat Tap
ATTACK DATA
Damage: 6%, 6%, 7%
Knockback: 2, 2, 4
Initial Lag: 4
Ending Lag: 3
Range: 4

Banjo curls up, bends his head down and lets Kazooie peck forward 3 times.


While in Air < A - Jiggy Kick
ATTACK DATA
Damage: 14%
Knockback: 4
Initial Lag: 3
Ending Lag: 3
Range: 3

Banjo dropkicks backward.


While in Air < A - Spring Step Shoes
ATTACK DATA
Damage: 5%
Knockback: 4
Initial Lag: 2
Ending Lag: 2
Range: 3

Kazooie slips on her Spring Step Shoes and dropkicks. If she contacts, she causes large knockback depending on their percentage and Kazooie is bounced in the opposite direction. The same happens for Kazooie if she hits a wall.


While in Air < A - Bear-Bird Cocktail
ATTACK DATA
Damage: 6, 4, 8%
Knockback: 3, 2, 4
Initial Lag: 4
Ending Lag: 2
Range: 3

Banjo backhands backwards, Kazooie swings her wing backwards, and Banjo kicks hard backward.


While in Air ^ A - Roysten Swim
ATTACK DATA
Damage: 3%, 3%, 3%, 3%, 4%
Knockback: 1, 1, 1, 1, 3
Initial Lag: 3
Ending Lag: 3
Range: 3

Banjo swipes upward 5 times, as if he were trying to swim upwards.


While in Air ^ A - Stilt Flip
ATTACK DATA
Damage: 14%
Knockback: 3
Initial Lag: 5
Ending Lag: 4
Range: 5

Kazooie slips on her Wading Boots and backflip kicks backward. Her legs extend as a result of the Wading Boots, which is why the range is extended.


While in Air ^ A - Flap Flip Slash
ATTACK DATA
Damage: 17%
Knockback: 4
Initial Lag: 2
Ending Lag: 4
Range: 3

Banjo backflips and kicks while Kazooie wraps her wings around his body for extra slashing power.


While in Air v A - Honey Down Kick
ATTACK DATA
Damage: 15%
Knockback: 4
Initial Lag: 2
Ending Lag: 3
Range: 3

Banjo kicks downward in a similar manner to Luigi’s WiA v A.


While in Air v A - Bill Drill
ATTACK DATA
Damage: 2%, 2%, 2%, 2%, 2%, 2%, 2%, 4%
Knockback: 1, 1, 1, 1, 1, 1, 1, 3
Initial Lag: 3
Ending Lag: 2
Range: 4

Kazooie puts herself in a diving position and spins in a drill-like fashion, creating multiple impacts.


While in Air v A - Beak Buster
ATTACK DATA
Damage: 16% (10% afterwards, up to 2 additional hits)
Knockback: 5 (3 afterwards, up to 2 additional hits)
Initial Lag: 2
Ending Lag: 2
Range: 5

Banjo curls up in a ball with his head towards the ground, Kazooie sticks her head out, and the two fall downward fast. Stall-then-fall. Secondary impact only occurs if first hit impacts. First hit is a Bounce Impact attack.


Prone Attacks
While Down (Face Up) A - Nip Up
ATTACK DATA
Damage: 9%
Knockback: 3
Initial Lag: 2
Ending Lag: 3
Range: 3

Banjo nips up, kicking forward while he does so.


While Down (Face Up) A - Breegul Sweep
ATTACK DATA
Damage: 8%, 8%
Knockback: 2, 2
Initial Lag: 3
Ending Lag: 3
Range: 4

Kazooie spins around, getting up.


While Down (Face Up) A - Honey Punch
ATTACK DATA
Damage: 8%, 8%
Knockback: 3, 3
Initial Lag: 3
Ending Lag: 3
Range: 4

Banjo gets up and punches twice, once left, once right.


While Down (Face Down) A - Flip Up
ATTACK DATA
Damage: 9%
Knockback: 3
Initial Lag: 2
Ending Lag: 3
Range: 3

Banjo frontflips up, kicking in an arc as he does.


While Down (Face Down) A - Breegul Sweep
ATTACK DATA
Damage: 8%, 8%
Knockback: 2, 2
Initial Lag: 3
Ending Lag: 3
Range: 4

Kazooie spins around, getting up.


While Down (Face Down) A - Honey Punch
ATTACK DATA
Damage: 8%, 8%
Knockback: 3, 3
Initial Lag: 3
Ending Lag: 3
Range: 4

Banjo gets up and punches twice, once left, once right.


While Hanging A - Ledge Kick
ATTACK DATA
Damage: 11%
Knockback: 3
Initial Lag: 3
Ending Lag: 3
Range: 3

Banjo swings himself up, kicking as he does so.


While Hanging A - Peck Comeback
ATTACK DATA
Damage: 8%, 8%
Knockback: 3, 3
Initial Lag: 2
Ending Lag: 3
Range: 4

Kazooie pecks twice as she gets back up.


While Hanging A - Wing Whack Attack
ATTACK DATA
Damage: 10%
Knockback: 3
Initial Lag: 3
Ending Lag: 3
Range: 3
Banjo punches while Kazooie swings her arm.


Desperation While Hanging A - Honey Punch
ATTACK DATA
Damage: 10%
Knockback: 3
Initial Lag: 2
Ending Lag: 3
Range: 3

Banjo struggles to get back up, but punches afterwards.


Desperation While Hanging A - Breegul Slash
ATTACK DATA
Damage: 6%, 4%
Knockback: 3, 3
Initial Lag: 2
Ending Lag: 3
Range: 3

Kazooie struggles to get back up, but slashes with her wings afterwards.


Desperation While Hanging A - Bear/Bird Attack
ATTACK DATA
Damage: 12%
Knockback: 4
Initial Lag: 1
Ending Lag: 3
Range: 4

Banjo struggles to get back up, but attacks alongside Kazooie afterwards.


Throw Attacks
While Standing A+G (Z) - Grab
ATTACK DATA
Damage: n/a
Knockback: n/a
Initial Lag: n/a
Ending Lag: n/a
Range: n/a

The character grabs the opponent. Banjo will simply grab his opponent with his left paw. The same goes for the duo. Kazooie, however, grabs the opponent with one of her feet, while wearing her Claw Clamber Boots. Enter Grab State.

During Grab State A - Bear Whack
ATTACK DATA
Damage: 1%
Knockback: n/a
Initial Lag: n/a
Ending Lag: n/a
Range: n/a

Banjo whacks the opponent with his right paw. Maintain Grab State.


During Grab State A - Bird Kickslash
ATTACK DATA
Damage: 1%
Knockback: n/a
Initial Lag: n/a
Ending Lag: n/a
Range: n/a

Kazooie kicks the opponent with the other foot. Maintain Grab State


During Grab State A - Pack Peck
ATTACK DATA
Damage: 2%
Knockback: n/a
Initial Lag: n/a
Ending Lag: n/a
Range: n/a

Kazooie pecks at the opponent. Maintain Grab State


During Grab State > - Honey Punt
ATTACK DATA
Damage: 12%
Knockback: 3
Initial Lag: n/a
Ending Lag: 2
Range: n/a

Banjo pushes the opponent down, then punt kicks them.


During Grab State > - Breegul Throw
ATTACK DATA
Damage: 10%
Knockback: 4
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Kazooie flips, while maintaining her grip on the opponent, and when she reaches the apex of her flip, she kicks and throws the opponent forward.


During Grab State > - Bear Bird Spike
ATTACK DATA
Damage: 12%
Knockback: 4
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Banjo kicks the opponent upward, then Kazooie whacks them with one of her wings, similar to a volleyball spike.


During Grab State < - Bear Overhead Throw
ATTACK DATA
Damage: 12%
Knockback: 4
Initial Lag: n/a
Ending Lag: 4
Range: n/a

Banjo throws the opponent behind him.


During Grab State < - Bird Spinning Kick
ATTACK DATA
Damage: 2%, 2%, 8%
Knockback: 4
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Kazooie spins the opponent behind her, lets go, then kicks her opponent 3 times in a spinning wheelkick fashion.


During Grab State < - Grenade Throw
ATTACK DATA
Damage: 14%
Knockback: 5
Initial Lag: n/a
Ending Lag: 4
Range: n/a

Banjo throws the opponent backward, then Kazooie shoots a Grenade Egg at them.


During Grab State ^ - Taxi Pack
ATTACK DATA
Damage: 12%
Knockback: 3
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Banjo scoops the opponent up with his backpack and swings them upward.


During Grab State ^ - Peck Throw
ATTACK DATA
Damage: 3%, 3%, 7%
Knockback: 3
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Kazooie throws the opponent up, lets them go, then pecks them 3 times.


During Grab State ^ - Bird Sword Slash
ATTACK DATA
Damage: 13%
Knockback: 4
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Banjo tosses the opponent up, then grabs Kazooie by the legs and slashes her in an arc upwards, slashing the opponent.


During Grab State v - Smack Pack
ATTACK DATA
Damage: 13%
Knockback: 2
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Banjo pushes the opponent down and then jumps into his backpack and slams himself onto the opponent.


During Grab State v - Talon Trot
ATTACK DATA
Damage: 3%, 3%, 3%, 3%, 3%
Knockback: 3
Initial Lag: n/a
Ending Lag: 3
Range: n/a

Kazooie throws the opponent down and runs in place on top of them.


During Grab State v - Close-range Beak Buster
ATTACK DATA
Damage: 16
Knockback: 3
Initial Lag: n/a
Ending Lag: 2
Range: n/a

Banjo throws the opponent down and then performs a Beak Buster on the opponent. See above for Beak Buster description.


Special Attacks
While Standing/While In Air v B - Split Up
ATTACK DATA
Damage: n/a
Knockback: n/a
Initial Lag: n/a
Ending Lag: n/a
Range: n/a

This is the transition move for changing between Banjo, Kazooie, and the duo. When activated, the current configuration will disappear in a blue/gold/red cloud of sparks (and will fall slower if While in Air), while in the background the configuration will change and return in the same cloud. Tapping the button once will change the configuration to the next configuration, while 2 taps will result in changing the configuration after that one. The order is Banjo, Kazooie, then Banjo-Kazooie. Much like Zelda's WS/WIA v B or Pokemon Trainer's WS/WIA v B, the character gains immunity for the time that they are transforming.

While Standing/While In Air B - Shack Pack
ATTACK DATA
Damage: n/a
Knockback: Depends on the attack (minimum 2)
Initial Lag: 3
Ending Lag: 3
Range: 2

Banjo jumps into his backpack, and stays while you hold down B. While inside the backpack, if Banjo is above 50%, he will gain 1% damage every second. While inside the backpack, if Banjo will jump out of his backpack and cause a wave of energy to pulse out, which causes knockback for the attacking opponent equal to the knockback that Banjo would have taken. If maintained While In Air, Banjo's horizontal movement will decrease and Directional Influence is disabled.


While Standing/While In Air B - Egg Shot
ATTACK DATA
Damage: Regular Egg: 7%, Fire Eggs: 10%, Ice Eggs: 10%, Grenade Eggs: 17%, Clockwork Kazooie Eggs: 17%
Knockback: Regular Egg: 2, Fire/Ice Eggs: 3, Grenade Eggs: 4, Clockwork Kazooie Eggs: 4
Initial Lag: 3
Ending Lag: 3
Range: Regular/Fire/Ice: 5, Grenade: 4, Clockwork Kazooie: Varies (5 Maximum)

Kazooie shoots an egg forward. The order in which the eggs are shot is determined randomly before the match begins, but it remains the same during the duration of the match (for example, the order in one match might be Ice, Clockwork Kazooie, Regular, Grenade, Fire, while in another match it might be Grenade, Fire, Ice, Clockwork Kazzoie, Regular). All eggs fly directly forward, except Clockwork Kazooie Eggs. If Kazooie launches a Clockwork Kazooie Egg, it will fall almost immediately, and when it lands on the ground, a tiny mechanical version of Kazooie will walk out of the cracked egg and it walks forward indefinately until it reaches an edge, where it turns around until it hits someone with knockback equal to a Grenade Egg.


While Standing/While In Air B - Egg Shot
ATTACK DATA
Damage: Regular Egg: 7%, Fire Eggs: 10%, Ice Eggs: 10%, Grenade Eggs: 17%, Clockwork Kazooie Eggs: 17%
Knockback: Regular Egg: 2, Fire/Ice Eggs: 3, Grenade Eggs: 4, Clockwork Kazooie Eggs: 4
Initial Lag: 3
Ending Lag: 3
Range: Regular/Fire/Ice: 5, Grenade: 4, Clockwork Kazooie: Varies (5 Maximum)

Kazooie shoots an egg forward. The order in which the eggs are shot is determined randomly before the match begins, but it remains the same during the duration of the match (for example, the order in one match might be Ice, Clockwork Kazooie, Regular, Grenade, Fire, while in another match it might be Grenade, Fire, Ice, Clockwork Kazzoie, Regular). All eggs fly directly forward, except Clockwork Kazooie Eggs. If Kazooie launches a Clockwork Kazooie Egg, it will fall almost immediately, and when it lands on the ground, a tiny mechanical version of Kazooie will walk out of the cracked egg and it walks forward indefinately until it reaches an edge, where it turns around until it hits someone with knockback equal to a Grenade Egg. The only change that occurs between Kazooie's version and this version is that Kazooie can now angle her shot diagonaly-upwards or diagonaly-downwards.


While Standing/While In Air > B - Latch Pack
ATTACK DATA
Damage: 8% if hit by the straps, 14% if attack throw hits
Knockback: 2 if hit by the straps, 4 if attack throw hits
Initial Lag: 2
Ending Lag: 1
Range: 5

Banjo swings his his backpack forward. If the opponent contacts with the pack part of the backpack, they are sucked in, pulled back to Banjo, who punts them out of the pack. Teather Recover properties versus ledges.


While Standing/While In Air > B - Talon Torpedo
ATTACK DATA
Damage: 5-12%
Knockback: 2-5
Initial Lag: 4-1
Ending Lag: 2
Range: 3-5

Kazooie tightens herself up and launches herself forward, hitting with her beak. Possible to hold. Hold increases range, damage, knockback, and lag. Enter Helpless State afterwards.


While Standing/While In Air > B - Beak Bomb
ATTACK DATA
Damage: 17%
Knockback: 4
Initial Lag: 2
Ending Lag: 3
Range: 5

Banjo curls up while Kazooie screeches. When he stops, he shoots forward at high speed. If he hits the ground/wall, he'll bounce back and take decent knockback and about 5% damage. Possible to curve upward or downward slightly during movement. Movement lasts for 3 seconds if there is no impact.


While Standing/While In Air ^ B - Jump Pack
ATTACK DATA
Damage: 9% if hit by Banjo, 3% if hit by backpack
Knockback: 2 if hit by Banjo, 1 if hit by backpack
Initial Lag: 5
Ending Lag: 2
Range: 5

Banjo jumps into his backpack and jumps straight out of it with increased altitude. The backpack drops with the force of the jump. The backpack is pulled back at the apex of the jump. Enter Helpless State afterwards.


While Standing/While In Air ^ B - Shock Spring Jump
ATTACK DATA
Damage: n/a
Knockback: n/a
Initial Lag: 5-3
Ending Lag: 3
Range: 3-5

Kazooie curls up a bit, and then springs upward in a jump. Possible to hold. Holding increases jump distance and lag.


While Standing/While In Air ^ B - Flap Flip Jump
ATTACK DATA
Damage: 15%
Knockback: 4
Initial Lag: 2
Ending Lag: 3
Range: 4

Banjo backflips, jumping upwards, while Kazooie slashes the opponent. Enter Glide State afterwards.


FINAL SMASH
<Nuts & Bolts>
If the pair isn't together, they unite instantly and appear next to other. As the pair pose, they disappear in the same cloud they disappear in when they Split Up. The screen zooms out as Banjo and Kazooie reappear...driving a car-like vehicle. Well, they're flying across the screen. When they land, they drive across the stage, falling off whatever platforms they may encounter, then fall off the stage...then they appear again. On the other side of the screen. In a different vechicle. Same deal, only this one's a helicopter that moves forward constantly and can rise (activated by pressing the Jump button repeatedly). Once it moves off screen, they reappear again. Only, again, it's another vehicle. In the far background, the two reappear in a bi-plane-like vehicle, going through the stage and the foreground (much like one of Master Hand's attacks), crashing into whoever is unfortunate to be in its way. Then, with all the finality of the end of a Final Smash, the plane comes back in from the forground and has its parts explode all over the stage, and the original configuration returns to the field.

Properties:
Part 1 - The Car: This attack does regular damage and somewhat moderate knockback. Pressing A causes the vehicle to speed up (and increase damage and knocback slightly). Pressing B causes the vehicle to shoot missiles in a random direction that causes higher-than-average damage and knockback.

Part 2 - The Hind Helicopter: Same base damage/knocback. Same effects caused by button presses. Pressing the Jump button repeatedly increases height.

Part 3 - The Plane: High Damage and Knockback from the single impact. No button effects.

Part 4 - The Explosion: Every piece that explodes from the center deals 1% damage and deals moderate knockback. While it may seem harmful, imagine several little Fox's shining you flying at you. Yeah. Don't like it, huh? Deal.

<Other Information>

Taunts
Banjo
  • Up Taunt - Banjo poses for the crowd and thumbs up as he says "Yuh-huh!"
  • Side Taunt - Banjo jumps into his backpack and takes a quick snooze.
  • Down Taunt - Banjo dumps the contents of his backpack, examines it, and scoops it up again.
Kazooie
  • Up Taunt - Kazooie lays an egg and hatches it...and there's nothing. She sighs
  • Side Taunt - Kazooie trots in place a lot and squaks.
  • Down Taunt - Kazooie flaps up and does a backflip before landing.
Banjo-Kazooie
  • Up Taunt - Banjo plays around with a Jiggy and gives it to Kazooie, who swallows it.
  • Side Taunt - The pair plays their eponymous instruments before posing.
  • Down Taunt - The two dance around before bowing twice.

Victory Animations
Music: Get Jiggy! (3:08 in)
Banjo:
  1. Banjo dances around before bowing 2 times.
  2. Banjo plays the banjo a little bit before posing.
  3. Banjo roots through his backpack and finds a Jiggy.
Kazooie:
  1. Kazooie jumps and squaks happily.
  2. Kazooie glides through and then spins in midair then falls and poses happily.
  3. Kazooie stands there while squaking inquizitively as 3 Clockwork Kazooies walk around her in a circle.
Banjo-Kazooie:
  1. Banjo dances around before bowing 2 times while Kazooie flaps in the same manner.
  2. Kazooie runs in with Banjo on her back; when she reaches the middle of the animation, she drops him and keeps running, then she comes back to check on Banjo, who is dazed.
  3. Banjo plays around with a Jiggy before handing it off to Kazooie, who gobbles it up.
Costumes

Original Costume/Red Team Costume

Blue Team Costume/Green Team Costume

Special Costume 1/Special Costume 2 (Dragon Kazooie)

Stages
Isle o' Hags
Another one of Cena's famous transitional stages. I know, it's a bit cliche by now, but that's ok. This time, it's the home of the bear and bird, the Isle o' Hags.

This is a flying transition stage, much like Delfino Plaza in Brawl. Only this one flies around an entire island. The base platform is a flat, decrepit looking platform with no upper platforms, so it's a bit reminiscent of Final Destination or Port Town Aero Drive. When it is flying, it flies around the island at a high speed and magically fly through walls, mountains, and areas, but this has no effect on gameplay. The platform makes several stops in random order. Occasionally, the damage meters will disappear and be replaced by a text box with Gruntilda’s face, who will spout some absurd rhyme about the combatants, the battle, the game in general, or herself.

Spiral Mountain - The platform will fall through the eponymous mountain, which has 2 rising/falling platforms on either side of the mountain. No surprises here, apart from the small-ish platform that is Spiral Mountain.

Treasure Trove Cove - This place is no day-at-the-beach! *rimshot* The platform glides across the waters under the central structure before making a left and circling around the island. Because its so close to the water, don't be surprised if Snacker the shark jumps from the background through the stage and takes a bite out of players.

Freezeezy Peak - Such a fun stage! The platform lands on the snowman's scarf, just in front of the face, so that the log-smile above can be considered a platform. The ground is slippery, so watch out!

Isle o' Hags - Clifftop - The platform flies slowly on the Clifftop area. There's a 20% chance that the Chuffy's train will come crashing in as you near the train tracks.

Mayahem Temple - The platform lands on a platform in front of a tiki statue that shoots darts once in a while.

Witchyworld - The platform lands on top of the Big Top in the middle of the world. Once in a while, the flying saucer from this level will fly across the screen and shoot golden eggs every which way.

Music
Isle o' Hags
Spiral Mountain
Treasure Trove Cove
Freezeezy Peak
Click Clock Wood Medley
Jinjo Village
Mayahem Temple
Witchyworld
Spiral Mountain - Decimation
BanjoLand

Grunty’s Furnace Fun
Based off the super special awesome final quiz show from Banjo-Kazooie, this stage is a stone platform, Battlefield-esque in appearance, with 2 floating platforms above it that circle an invisible center point, with the background being the Grunty’s Furnace Fun Stage with Grunty hosting at her podium and the prizes (including Tootie) on a pedestal. There’s one fun feature of this stage - every once in a while, a colored square will appear on the stage. Stepping on it will activate a trivia challenge – the immediate background of the stage will turn black (though see-through), and Grunty will ask the character who landed on the square a trivia question based off their universe (in rhyme, of course); the color of the square will determine the question’s category. 4 possible answers will show up on screen represented by for colored balls - the player (and only the player) that hit the square first must break their answer's corresponding ball to answer it within 10 seconds, and will fail the question if they do not answer. Here are the categories...

Blue – General Knowledge (The game/franchise’s history, story events, etc.)
Green – Music (A small sample of music will play, then the player determines where it comes from/which stage it plays on)
Purple – Characters (A character from the character’s series will be show, and you will have to name them/say which game they debuted in/which game they weren’t in, etc.)
Yellow – Challenge (Complete a task such as jump 5 times in 7 seconds, KO an opponent, taunt 6 times, etc.)
Orange – Screenshots (A screenshot from the character’s franchise is show, and you have to guess the place)

Winning one of these challenges rewards you with a 15% life gain. Losing yields a 7% life loss.

Music
Grunty’s Furnace Fun
Bubblegloop Swamp
Mad Monster Mansion
Vs. Wizpig (Diddy Kong Racing)
Vs. Gruntilda (Banjo-Kazooie)
Banjo-Kazooie Power-Up Medley
Treasure Caves (Diddy Kong Racing)
Darkmoon Caverns (Diddy Kong Racing)

<Codec Conversations>
Banjo-Kazooie – Snake and Roy Campbell
Snake: Colonel, there’s a bear with trunks standing here. And it looks like he has a bird stuffed in his backpack.
Campbell: The bear is named Banjo, and his bird companion is Kazooie.
Snake: It’s ironic that these animals don’t have intimidating names, yet military units like FOXHOUND have animal names and are formidable opponents.
Campbell: Don’t let that fool you. Though they may not have terror-inducing names, they make up for it with techniques that rival Sniper Wolf, Vulcan Raven, and even Liquid. Their biggest advantage is their ability to Split Up and fight on their own. They’ve honed their arsenal of techniques over years of fighting the witch Gruntilda, so watch out.
Snake: I’ll be sure to. What’s in a name, anyway?
Campbell: That’s the spirit, Snake.

Banjo – Snake and Otacon
Snake: Otacon! That bear and bird Split Up!
Otacon: Yeah, and it looks like you’ll be fighting Banjo one-on-one.
Snake: Aren’t honey-bears supposed to be peaceful?
Otacon: Normaly, yes, and Banjo is moreso. He’s really laid back. He’d rather chill out and play his banjo than fight, but he packs a mean punch when he has to. He seems to favor that backpack of his, so watch out.
Snake: Fighting with your equipment holder. The battlefield is as diverse as always.
Otacon: You of all people should know that, Snake.

Kazooie – Snake and Mei Ling
Mei Ling: Snake, you must know the old adage “United we stand, divided we fall.”
Snake: Of course. On the battlefield, help is always welcome.
Mei Ling: Kazooie was a loner for most of her life. It wasn’t until Banjo saved her from a baddie one day that she started to see the value in others. Even so, she does get a thrill out of fighting alone, and takes it very seriously.
Snake: But she’ll still fight with Banjo until the end.
Mei Ling: Right. Though they may be divided, their minds and hearts are one. That’s what gives her the will to fight on.
Snake: To fight for someone else…that’s a beautiful thing.
Mei Ling: I never figured you for the sentimental type, Snake.
Snake: I wonder how a breegull would taste.
Mei Ling: *sigh* I stand corrected.

<Operation: Snake Eater Codec Conversations>
Because I love me some Metal Gear Solid 3.

Banjo-Kazooie – Big Boss and Major Zero
BB: Major, I’ve encountered some sort of bear. It’s strange, it’s wearing shorts and has a backpack with a red bird in it.
Zero: Our intelligence says that its name is Banjo. He hails from Spiral Mountain. The bird is called Kazooie.
BB: What’s a bird doing in a bear’s backpack, anyway?
Zero: They seem to be close friends. It makes sense, too, as they happen to be experts at fighting. I doubt even CQC will be able to hold them down for long.
BB: Hard to wrestle a bear with CQC, after all.
Zero: Intel also suggests that they Split Up for more tactical approaches. Be very cautious, Snake.
BB: Understood.

Banjo –Big Boss and EVA
EVA: Snake, that bear is named Banjo. He knows his way around a fight.
BB: I figured that he would.
EVA: Even so, maybe if you approach him peacefully, he’ll be less prone to smack you around with that backpack.
BB: He actually uses he backpack? Are you kidding me?
EVA: Afraid not. Years of fighting against that ugly wart Gruntilda have taught him that when the going gets tough, use whatever asset you can.
BB: That’s something you should know about, EVA.
EVA: *chuckling* I suppose I do, don’t I? It’s worked on you, I see.
BB: What’s that supposed to mean?
EVA: I’ll leave that to you.

Kazooie – Big Boss and Para-Medic
BB: Para-Medic, I’ve spotted that Kazoo bird.
PM: You must be talking about Kazooie. Kazooie is a Red-crested Breegull, a rare bird exclusive to the Isle o’Hags. They have feathers that can become razor-sharp at will, so watch out for her winged attacks.
BB: …so?
PM: What?
BB: So how do they taste?
PM: Snake! Do you ever not think about that? You can’t eat your opponent! That would be entirely unethical.
BB: But supposing I had to…
PM: *exasperated sigh* The guide says they taste like chicken, ok?
BB: That’s all the intel I need.

AND NOW I’M FINISHED. FEEL FREE TO CRITISIZE IN ANY WAY POSSIBLE, I MIGHT NEED HELP. LINKS FOR REFERENCE COMING SOON.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I've noticed your moveset before, cena, unlike some of my colleagues. You didn't have to repost it.

/niceguy

Anyway, here's a preview for AGK.

Side Tilt - Out of my Way - An desk with a computer on it appears in front of Angry German Kid. If you're using this to the right, then AGK faces away from the screen and is sit at the desk with his back to you, playing on the computer. If you use this move to the left, then AGK will sit at his desk facing you, with you looking at the back of the desk and the computer monitor. AGK's desk is pretty cluttered, so he pushes the miscellaneous junk off of his desk, and shouts, "Out of my way!" He will then throw everything off of his desk in the direction that you tilted this attack to. The clutter will fly off and curve down in a small stream, exactly like Mario's F.L.U.D.D., but it travels exactly half the distance a fully charged F.L.U.D.D. would. There is definitely some starting lag, taking a second to throw the stuff of the desk, but very minimal ending lag. The clutter does from 1-7% damage randomly. The junk does a little knockback, but not much. With a ?????, this attack can ?????
 
D

Deleted member

Guest
lol @ N. Gin. But now for the real reason for posting:

I have decided to cancel further writing of my Story Mode, The Fallen: The Return to Gamelon. I apoligize to anybody who was looking foward to future chapters, but the job has gotten a bit overwhelming.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
Guys, get excited...I'm actually gonna finish Mia! As in, I've actually done some of her attacks--as opposed to Estelle/LRRH/Eric wehre I just stared at the document for about twenty minutes.

And here's the best part...she's gonna have 7 FINAL SMASHES!!!

It will be awesome, I assure you.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Of course it is...well, it's part of her SPECIAL mechanic. You can control which Final Smash you use--it is very simple, I assure you. A free cookie goes to whoever can guess what the special system is. :p

Hint: It's very, very obvious.
Is it Very Very Obvious? Yay, I win!! :laugh:

Anyway. Uhm. Yeah. I love this place, whenever I log in this place makes me laugh regardless of the kind of day I'm having. :laugh:
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
Of course it is...well, it's part of her SPECIAL mechanic. You can control which Final Smash you use--it is very simple, I assure you. A free cookie goes to whoever can guess what the special system is. :p

Hint: It's very, very obvious.
I'm going to say it's the the costume color....
 
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