Make Your Move 5

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Wizzerd

Smash Ace
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Feb 24, 2009
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BUNDT

BUNDT, THE CAKE SO EXQUISITE IT CAME TO LIFE, HAS JOINED THE BRAWL!

In Super Mario RPG: Legend of the Seven Stars, Princess Peach was captured by the madman Booster. Booster took Peach to the top of Booster Tower, his personal hotel and home. When Mario reached the top of the tower, Booster ran off with Peach to the wedding resort Marrymore, where a giant cake was cooked for the wedding. The cake was so exquisite it came to life, and was named Bundt-

Wait. Let's back up a bit, says MasterWarlord. Is Wizzerd making a moveset for a giant cake? *gives MasterWarlord a gigantic slice of cake* Yes, I am indeed. this is NOT a joke character or a joke moveset. This moveset is completely serious. Anyway, without further ado:

-::THE TWIST::-

Bundt has five candles on his head and will begin matches and stocks with three of them alight. While they are lit, Bundt takes slightly less damage and knockback. In addition, once all of the candles are lit, Bundt enters his Alight state, and gets a big boost in power! So more candles equals more power. But for every 20% Bundt takes, a candle will be extinguished, lessening the effect of the boost. If you are careless, soon Bundt will have no candles, entering the Unlit state, making his basic attacks take a big hit in power, and making him unable to use special moves except for Downwards Special.

So once you hit 100% you're screwed? Of course not! With his neutral special, Bundt can light one of his candles again. But the neutral special has a fairly long animation, and a new Bundt player will be at a loss relighting candles. A good Bundt should find a way to light each candle each time.

-::STATISTICS::-

Attacking-7/10 A good amount of power is behind many of this cake's attacks.
Defending-4/10 Dodges cover low distances and are slow.
KOing-8/10 Has a great selection of powered KO moves.
Speed-3/10 Cakes are used to just sitting in one place, and are unnacustomed to walking.
Traction-3/10 Covered in frosting and icing, Bundt will slide far after dashes.
Attack Speed-6/10 Surprisingly quick in most attacks, but some have startup and ending lag.
Priority-9/10 Cakes can hold lots of priority in a hungry dieter's mind.
Fall Speed-3/10 Being a light and fluffy cake, Bundt is rather floaty.
Size-10/10 Bundt is a very large character, being taller than Bowser and almost as wide...
Weight-2/10 ...but, again, Bundt is a light and fluffy cake.

-::ANIMATIONS::-

Symbol-A Mario RPG series star, which could represent a Star Piece, the Beanstar, a Crystal Star...
Wiimote Noise-A quick remix of the melody that played while Zess T. cooked in Paper Mario: The Thousand Year Door.
Entrance-Three undecorated layers of cake fall down, and Chef Torte decorates them until Bundt emerges.
Crowd Cheer-A bunch of little kids yell out Bundt randomly.
Basic Stance-Bundt stands as his layers wobble slightly.
Idle Stance-Bundt makes a full rotation in the space of a second.
Walk-Bundt just drifts forward.
Dash-Bundt leans forward slightly and drifts forward faster.
Crouch-The lower body sections compress themselves, but the top does not.
Rolldodge-Bundt sluggishly spins to one side.
Spotdodge-Bundt simply rolls into the background and back.
Airdodge-Bundt rolls around in midair.
Dizzy-Bundt wobbles back and forth, eyes spinning.
Asleep-Like in Super Mario RPG, where sleeping enemies just stopped moving, Bundt just is paralyzed.

-::SPECIAL MOVES::-

Neutral Special-Candlelight- Bundt does a little jig, where segments wobble and shake at a medium speed, in the space of two and a half seconds. If Bundt is attacked during the animation, then the dance stops and Bundt will need to try again. Once the dance is completed, if Bundt has any unlit candles, one is lit. If you have more than one candle that is unlit, then you're out of luck. You'll have to use the special until all candles are lit.

As said earlier, Bundt is more powerful when he has more candles lit. Ideally you'll want to have all candles lit all the time. But that won't happen. Two and a half seconds is quite a bit of time when you're being pressured by an opponent. So how can you find the time to complete the special?

Well, Bundt's sideways special, Cake Mix, can be quite helpful, as it paralyzes the opponent if it works properly. Or you could use it while a foe is recovering. Maybe if they are paralyzed from sleep or dizzyness, or they have just been hit with a Pitfall or Freezy? In the end it's all up to the creativity of the player. How are you going to use Candlelight?

Sideways Special-Cake Mix



In the Paper Mario series, you can take items to the toad chefs, Tayce T. and Zess T., and they can cook them up into better items. You can even cook two items together for even greater items! One of the most valuable items for cooking is Cake Mix. Cake Mix could be cooked with many other ingredients for powerfully-healing cakes.

For this move, a bag of Cake Mix appears on top of Bundt. He can throw it as an item now. The Cake Mix, if it doesn't hit anyone, goes as far as a Pokeball and disappears. How utterly useless.

But if it hits any foe, the foe is turned into a pastery! The pastery is unique for each character. For example, Kirby is turned into a pink puff pastery, and Wario is cooked into a rich devil's food chocolate cake. They spend an amount of seconds as a pastery equal to their damage percent divided by twenty-five. For example, If the foe has 50%, they stay as a pastery for two seconds.

As a pastery, foes cannot take damage or knockback. They can be picked up and thrown like an item, doing damage depending on the character to whoever the pastery is thrown at.

This move is mostly for spacing, If you need some more space to charge a Smash or use Candlelight, this is your move. It can also work well as a projectile depending on the character. For example, Bowser is turned into an orange pound cake that does heavy damage and knockback. But this is mostly a spacer.

Upwards Special-Toppings- A cake just isn't a cake without toppings. Master cake bakers know that their cakes are best with icing and fruit and chocolate and candy or anything. It's part of the definition for the cake!

Bundt, despite the fact that his baker Chef Torte knew this and added many toppings to it, is feeling vain. Bundt wants more! Once he uses this special, for a second, in a radius of half of Final Destination, all items are sucked toward Bundt and absorbed into it, even if someone is holding them! Bundt cannot absorb the items that he is holding, but he can if he throws them quickly away.

Then, Bundt can fly at the speed of Mario's dash! The length of time he can fly depend on how many items he absorbed. If he absorbed none, he can fly for two seconds. If he absorbed one, he flies for three, if he absorbed two, he flies for four- get it? More toppings is more recovery.

A nice trick that can effectively double Bundt's recovery is to quickly throw a Cake Mix ahead of hiself before using the move. This can be tricky, but it's a great boost.

Downwards Special-Raspberry



In Super Mario RPG, the battle wasn't over when you defeated Bundt. The top layers fell off, revealing Raspberry, the base of the cake. Raspberry had lower HP, but more attack power. Bundt was only defeated once Booster ate the cake in one bite.

With this special, the two upper layers of Bundt disappear, leaving behind only Raspberry. Full Bundt will only reappear once Raspberry loses a stock. Raspberry is much less powerful than Bundt, and many of Bundt's weaknesses like weight and speed are pronounced as Raspberry. Raspberry has only 4 attacks- a basic attack, an aerial attack, a special attack and a grab/throw. These attacks are not very powerful whatsoever and are usually slow. So why turn into Raspberry?

Raspberry is an emergency move. If a smart opponent is pressuring you so much that your candles are out and you can't replenish them, transforming into Raspberry can be your last resort. Raspberry has no candle mechanic and isn't affected by such pressure. But before you use Raspberry, be completely sure that there's nothing else you can do.


-::STANDARD ATTACKS::-

Jab Combo-Layer Slide- Bundt slides out his highest layer, his middle layer and finishes the combo by sliding his lowest layer. The first layer does 4%, the second does 3% and the third does 5% for a total of 12%. The first two layers will draw in the foe while the last will knock them away with decent knockback but no KO potential. Good range for a jab. All of the layers come out at a good speed and have nice priority, making them ideal for stopping projectiles. Unfortunately, that's really all they're good for.

Alight- When Alight, the first two hits are unchanged. For the last hit, however, Bundt sticks the fire of the candles into the foe's face, doing multiple hits and up to 8%. The hitbox is high up, and will miss crouching or shorter foes entirely. Has great range and speed, and average priority. A good damage dealer.

Unlit- Damage is unchanged, but the attack now is slower, and the layers go out a shorter distance and therefore have less range. The attack also loses priority.


Dash Attack-Lulla-Bye- In Super Mario RPG, Lulla-Bye was a magic attack used by some enemies and bosses that induced the "silence" status effect. While silenced, you could not use special attacks.

Lulla-Bye acts similar here. Bundt slows to a stop, as musical notes surround hiself, playing a melody over the course of a second and a half. It does no damage, but if any foe touches the notes, for five seconds they will be unable to use special attacks. this covers Bundt on both sides, but it doesn't go out very far. Good speed. Also, be aware that this takes a twenty-second held charge.

This is a nice move to shut down the games of special spammers, like Pit's Neutral Special, Paulenta's Arrow, or Charizard's Sideways Special, Rock Smash. It works very well if you use it before a KO move, as foes then cannot recover! Overall, this move can be powerful, but it is very situational.

Alight- Now the silencing effect lasts for ten seconds, and the charge time is fifteen seconds! Now the move is a whole lot less situational and can be used easily. One of Alight Bundt's best moves.

Unlit- Now the attack is like Jigglypuff's Sing, and just as useful. Now the notes put foes to sleep instead of silencing them. But the song is now longer, and this will often result in Bundt getting punished. Avoid this move.

-::TILT ATTACKS::-

Forwards Tilt-Noisemaker- One of those noisemakers, like you see at kids' birthday parties, appears in Bundt's mouth. Bundt then blows, making the noisemaker expand forward and making an obnoxious noise. this does 8%. It has good knockback, but not enough to KO. The hitbox is high and will miss crouching or shorter foes entirely. Has good range and a disjointed hitbox. Comes out quickly, but has ending lag. Nice priority. this move should be used as a spacer.

Alight- Now Bundt blows two noisemakers at once! The move now does 14% and an iota more knockback and priority. It is also faster on both ends, so now it can be used as a surprise attack!

Unlit- Now the attack is slower, and only does 5%. The ending lag deserves punishment. One of unlit Bundt's worst moves.

Upwards Tilt-Balloon- A not-yet-blown-up balloon appears in Bundt's mouth. For a second, the balloon blows up and Bundt can tilt the control stick to aim it. Once blown up, the balloon flies out of Bundt's mouth it the direction aimed, going a third of Final Destination as a projectile before disappearing. On contact, the balloon does 7% and knockback in the direction it was flying. The balloon can stop many attacks with his high priority and is nice for approaches. If all else fails, it can KO.

Alight- Now the balloon, instead of flying, floats above where Bundt initiated the move. On contact, the balloon does 7% and lots of knockback. In fact, this acts like a Bumper item now! Great at edgeguarding if you place it right.

Unlit- Now the balloon just flies in front of Bundt automatically, doing only 5% and still-decent knockback. It also now goes only a Battlefield platform ahead. Also, this is one of Unlit Bundt's few KO moves.

Downwards Tilt-Diamond Saw- A razor-edged snowflake appears in front of Bundt. The snowflake then flattens hiself to the ground and spins around Bundt once before disappearing, doing 7% and a bit of knockback. Covers Bundt on both sides. Very quick on both ends. Has good priority, but will not connect with many attacks since it's so low. Can poke, but is more of a spacer.

Alight- Now the snowflake is higher, and once the move is initiated, the snowflake keeps spinning around Bundt for five seconds. It now can reflect projectiles. Can only be used once per stock, or it acts as normal.

Unlit- Now the snowflake just pokes out a bit below Bundt, but no other changes. Compared to Unlit Bundt's other moves, this is a very good move.


-::SMASH ATTACKS::-

Sideways Smash-Blizzard- While charging, Bundt leans over slightly, concentrating. When the charge is released, Bundt summons a ball of ice and frost directly ahead of hiself. The ice does 12% uncharged and up to 17% charged in multiple hits. The final hit has good knockback and can KO. At the minimum charge, the ball will be the size of a Pokeball, and at the maximum charge, the size of a Party Ball. this means that a bigger charge gives bigger range. Comes out quickly, but has some ending lag. Good priority, too. At high percents, this can freeze foes.

Alight- Now the ice stays on-stage for five seconds, doing multiple hits and freezing to anyone caught in it. You can only have one ice-ball onstage at a time.

Unlit- this time Bundt throws a puny snowball. Only 7% uncharged to 15% charged, and has terrible knockback. But now, the move is much speedier, and can edgeguard.

Upwards Smash-Drain- Bundt releases a red beam of light that swings over his head. The beam only does 5% uncharged to 9% charged, and it does no knockback... but has the unique effect of healing Bundt by the amount of damage dealed! Great range, and covers both sides. Has some startup and ending lag, unfortunately. It doesn't have bad or good priority- it technically has no priority whatsoever, as attacks will go right through it (though the user will take damage with non-disjointed attacks). Very vulnerable to stale move negatation.

Alight- Now it does 9% uncharged to 14% charged for even more cheap damage-racking HP-stealing speciality!

Unlit- Now the move is slower on both ends, and only does 3% to 7%. It still can be a decent move, but you'll probably want to avoid it.

Downwards Smash-Frosting- A tube of frosting appears in front of Bundt! As you charge, the tube starts pointing further forward and straighter. When you release, the frosting is spurted onto the ground in front of you. Lol innuendo.At minimum charge, it will go a length of Kirby, and at a maximum charge, the length of a Battlefield platform. It will stay there for fifteen seconds. If anyone- foes or allies, or even Bundt himself- touches the ground where the frosting was, then they automatically trip, as if hit by a banana peel or they were screwed over by Sakurai. Does no damage.

Alight- Now the frosting has some more range, and stays there for twenty seconds!... generally, not all that different.

Unlit- A bit less range, and stays for only ten seconds. Still, not much of a nerf, and it's a useful move.

-::AERIAL ATTACKS::-

Neutral Aerial-Sand Storm Bundt concentrates for a moment, eyes shut tightly. After a second, Bundt opens his eyes. Suddenly, in an area of Bowser around Bundt, the spell Sand Storm is summoned! Copious grains of sand grind through this area for a second. If anyone is caught within the sand, they recieve up to 18% in multiple hits, doing no knockback. The grains of sand cause flinching, so it's hard to DI out of. Has a half-second of startup lag, so it can be hard to land; perhaps you could try it as someone escapes from the effects of Cake Mix. Has great priority, so he sand creates a shield around Bundt. If you touch the ground, the aerial will not be cancelled, so this could be used as some form of edgeguarding, but that is awkward and hard to use.

Alight- Does up to 24% now, and has less startup lag. It also has slightly better range.

Unlit- Now Bundt simply throws a ball of sand forward as a projectile. Does only 6% and no knockback, but this is very quick. It also has very good priority.

Forwards Aerial-Candle Fry Bundt sticks his head in front of himself. All lit candles suddenly flare up, and do multiple hits. The damage is equal to the number of lit candles times four plus the amount of unlit candles. This means it will do between 8% and 20%. This does more knockback with more lit candles, doing low to medium knockback. Does not have much range. Comes out quickly, but has landing and ending lag, and you could be punished if you miss. Good priority. I don't need Alight or Unlit descriptions since power depends on candles. Less work for me!

Backwards Aerial-Cupcake Bundt summons a small and undecorated white cupcake on his head. The cupcake then is tossed about two Kirbies in length before it begins falling straight down, disappearing after hitting the ground. You can only have one cupcake onscreen at a time. If anyone is hit by the cupcake, they take 9% damage and small knockback. Very good range. Comes out very quickly and has low ending and landing lag. Has extraordinary priority. This is an excellent move to edgeguard with.

Alight- Now Bundt throws a chocolate cupcake! Now it does 14%! It also has better range. A wonderful, wonderful, spammable edgeguarder.

Unlit- Now Bundt throws a bran muffin. How utterly disgusting. Only does 6%, but has a fairly large hitbox. Being heavier, it has worse range. Still a decent move.

Upwards Aerial-Candle Shot One of the lit candles on Bundt's head suddenly rockets out of the cake. The rocketing candle, acting as a projectile, will now do 18% and some unholy knockback to those hit by it. After the attack, another candle spurts up- but now unlit? So you have to give up a candle for this to work. Has awesome range, as it doesn't stop until the top of the screen. Very speedy on both ends. Good priority. This is a great way to KO, but you should try to use it when you're sure the opponent will be killed by it, so you have time to use Candlelight.

Alight- This does the exact same thing. It just takes you out of Alight mode, so be wise and frugal with it.

Unlit- How can Bundt do this without lit candles? This time Bundt just releases a bunch of acrid smoke in a cloud above his head. The smoke does no damage, instead doing many flinching hits. Good to get another hit in.

Downwards Aerial-Acrobatic Cake Bundt is certainly one in-shape pastery. For this attack, while falling, Bundt does two flips, one straight down and the other all the way around, then bows slightly to the screen. Each flip will do 7% and small knockback. The first hit only covers above and below Bundt, but the second will go all around him. Fairly narrow range. Quick, but takes a while to execute; use it correctly or be punished! Decent priority.

Alight- Now Bundt does a third flip after the first two! The last one does 8%. In addition, the flips are much faster, and the attack takes a bit less than a second to perform.

Unlit- Bundt isn't so in-shape anymore. Now the attack is a whole lot laggier. There's startup and ending lag, and the flips take two full seconds to perform! Not a great move. At all.

-::GRABS AND THROWS::-

Grab-Sticky Layer Bundt just sticks out one of his layers, as the sticky frosting draws foes in. Good range, and fairly speedy too.

Alight- Now it just goes out further and is a bit faster. Yeah.

Unlit- It's... um... slower and has worse range... deal?

Pummel-Candy Cane See that candy cane on Bundt? He uses it to whack foes as a bludgeoning tool. Does 3%, but is very slow.

Alight- Now it only does 2%, but it is much, much faster, and can be spammed easily.

Unlit- While it does 4% now, you should avoid it. It's veeery slow and gives your opponent plenty of time to escape and PUNISH.

Forwards Throw-Paradoxical Chef Bundt throws a classic chef's hat onto his head. That's absolutely paradoxical! Bundt was cooked himself! Bundt then throws the enemy into an oven, which does multiple hits for 12%. No knockback, though, so this is a damage dealer. The animation can also take some time, so be careful.

Alight- Now Bundt throws the foe into a brick pizza oven! Same damage and knockback, but after the throw, a pizza will appear that can heal Bundt by 3%! Your opponent can get it too, so eat your pizza quickly.

Unlit- Now Bundt just throws around the foe in a frying pan. Only 6%, but quick; Unlit Bundt should be using this a lot.

Backwards Throw-Jello Bundt shakes a packet of powder and a jug of water onto the foe. The foe is soon encased in a prison of jello! While in the jello, foes cannot move for two seconds. They will take half damage but no knockback. Use the opportunity to punish them!

Alight- Now the foe is encased in the jello for THREE seconds! Imagine all of the new damaging possibilities!

Unlit- Pretty simple. It just lasts for a second and a half now. Still moderately useful, though.

Upwards Throw-Poke, poke! The Koopa chef's apprentice runs up and pokes the foe twice, speaking the words "Poke, poke!" This does only two hits of 2%, but it's quick, and it's great for annoying your opponent.

Alight- Now it does two hits of 3%, but this is really just a quick annoyance, so no matter.

Unlit- Now only two hits of 1%, but this doesn't matter with such a tauntlike throw.

Downwards Throw-Cheesecake Bundt pulls out a large cheesecake and smashes it into the face of the foe. Mmm! This does no damage. Instead, for one second, the walking speed and attack speed of the foe is drastically reduced for five seconds. Note that they take far less knockback as well.

Alight- Now the effect lasts for seven seconds and is slightly stronger.

Unlit- Bundt is apparently rather forgetful, as he smashes a still-frozen cheesecake into the foe. Does 7%, but obviously no special slowing effect.

-::SITUATIONAL ATTACKS::-

Ledge Attack (Under 100%)-Candle Smash Bundt climbs up somehow without arms, and smashes his head in front of himself. This does 2% for every lit candle, and 1% for every unlit candle. Like the Forwards Air, this needs no description for Alight and Unlit.

Ledge Attack (Over 100%)-Faceplant Bundt climbs up slowly. Once he reaches the ledge, he does a faceplant. The faceplant does 9%. Does not change with candles.

Rising Attack-Hop Bundt merely hops up from his fallen position, doing 7% and no knockback. Has a hitbox of Bundt's entire body, which gives it good range. Does not change with candles.

-::FINAL SMASH- SUGAR RUSH::-

Bundt is a fairly tasty fellow. Characters often will try to consume him. Bundt does not like this. A wise person once said, "Be careful what you wish for. You might get it." Bundt knows this, as candies and sweets fall from the sky for his Final Smash!

Bundt concentrates deeply and releases his energy in powerful sweets! Once Bundt finishes the starting animation, he can take damage and knockback and move around. For ten seconds, cookies, candies and cakes will rain from the sky, damaging foes. Bundt is immune to this. Cookies will do 7% and good knockback to those hit by them. Candies do no knockback, but do 20%. Cakes appear rarely but deal 25% and great knockback.

-::MOVES AS RASPBERRY::-

Ground Move-Charge Raspberry just pathetically hops forward, doing 4% and no knockback. Has decent range and speed, but awful priority. Mostly useful to clear out some space.

Special Move-Icing Raspberry just squirts some icing as a projectile. This can be continued infinitely, but like Bowser's Neutral B, Fire Breath, it will lose range. This does multiple hits and decent damage, but no knockback. Range is about equal to Fire Breath, but as said earlier, it loses range. Comes out quickly, but has ending lag. Decent priority for a projectile.

Aerial Move-Spin Raspberry just spins around in midair. This does multiple hits for up to 12%, but no knockback.

-::PLAYSTYLE::-

Bundt is certainly not a beginner's character. Bundt lacks large power behind attacks like Snake or Ike, and he cannot play excellent projectile games like Pit or Olimar. Despite being a large character, he is lightweight and has somewhat quick attacks. Playing as Bundt is truly a thinking man's game.

The most important thing to remember with Bundt is spacing. Bundt lacks powerful close range attacks, and the high risk of damage close up makes Bundt weaker from candles going out. In fact, Bundt does not respond well to pressure in general.

This means a Bundt player should play conservatively. Bundt should stay away from where characters are strong, and should play at the worst range of opponents. Bundt has plenty of good spacing tools to accomplish this, like Forwards Tilt and Downwards Tilt. Players should also throw in Dash Attack against special move spammers. Once in this range, Bundt can use powerful ranged attacks like Upwards Tilt and Forwards Smash, set traps with his Downwards Smash, and most importantly, light candles.

Once Bundt is in his alight state, he can play more riskily, getting closer to opponents and spamming the more powerful buffed moves. But that doesn't mean that Bundt should be completely careless! Players should still get opponents at comfortable distances, or risk becoming unlit. Becoming Unlit would be a terrible way to die, so be careful.

But what if the spacing fails? Some characters, like Olimar and King Dedede, can keep the pressure on from further ranges too, and can effectively ruin Bundt's tactics. Against this sort of character, spacing could become useless. Well, without spacing, Bundt can still have some tricks up his sleeve. Perhaps throw some Cake Mixes from the Sideways Special. But you typically will have to become even more conservative than usual in these matchups, not risking to use Bundt's powerful attacks.

If even that fails and Bundt becomes unlit, his options are drastically reduced. Unlit Bundt cannot use specials, and some of his best moves like Forwards Smash and Upwards Air become useless. That's not to say that Unlit Bundt is totally useless. He still has Downwards Tilt and Downwards Smash. But often, Unlit Bundt will have no choice but stretch out his stock with Raspberry, which just screws over his attacking.

So Bundt is a difficult character to master but a powerful one when used correctly. Make a wish- but don't blow out the candles!

-::TAUNTS::-

Forwards Taunt-Candy Cane The candy cane on Bundt starts doing a little wave, and Bundt does a little dance with it.

Upwards Taunt-Bow Bundt does two quick bows to the screen.

Downwards Taunt-Spin Bundt's top and bottom layers spin one full rotation in one direction, while the middle layer spins the opposite direction.

-::VICTORY POSES::-

Victory Pose #1-Fireworks Bundt looks up to the top of the screen, as fireworks dot the skies.

Victory Pose #2-Rapid Spin Bundt essentially does his Downwards Taunt infinitely, as his layers spin around and around and around...

Victory Pose #3-Grand Bow Bundt gestures to his left, then his right melodramatically, then does a grand and flamboyant bow.

Loss Pose-Boss Defeated Like when a boss was defeated in Super Mario RPG, Bundt explodes into stars, as coins bounce out from him.

-::ALTERNATE COSTUMES::-
Normal Bundt.
Bundt with a pink body and red icing.
Bundt with a light blue body and navy blue icing.
Bundt with a yellow body and orange icing.
Bundt with a light green body and dark green icing.
Bundt in grayscale.

-::KIRBY HAT::-

Kirby wears what looks like a layer of cake on his head. He can now use Bundt's Sideways Special, Cake Mix, to turn foes into pasteries. Unlike Bundt, however, Kirby can swallow the pasteries, restoring the enemy and restoring 2%. What? Kirby loves his cake!

-::SOLID SNAKE CODEC CONVERSATION ::-

SNAKE|Guys! You shouldn't have!
COLONEL Hmm?
SNAKE|Oh, so it's a surprise party?
COLONEL| Snake, what are you talking about? Don't you want to know how to fight this enemy?
SNAKE|What are you doing, calling my birthday cake an enemy?
COLONEL|Snake, that's Bundt, a living cake you need to fight.
SNAKE|So you mean to say you forgot my birthday?
COLONELErr... umm...
SNAKE|Arg, never mind...
-END TRANSMISSION-

-::ITEM- ABLE JUICE::-



Able Juice appears as a blue soda, as seen above. Anyone can take the Able Juice as they would with food items. Once anyone consumes it, for the rest of the stock, they cannot be affected with status effects. That is, they cannot be dizzified, put to sleep, tripped, driven into the ground or frozen. This effect ends once the character is KOd.

-::ASSIST TROPHY- THE CHUCKOLATOR ::-



Bundt isn't the only edible item Mario has fought. In Mario and Luigi: Superstar Saga, the Mario Brothers fought the Chuckolator, the living spirit of Chuckola Cola. Once summoned, the Chuckolator will slash down its sword, making a projectile of purple goo that slides around the platform it is on at the speed of Mario's dash, similar to a Sparky item, like this. This does 15% and no knockback, and makes a flower on the head of whoever hits it. It will keep moving once it hits someone. The Chuckolater wil do this five times, and may jump to a different platform to make more projectiles. After shooting five of these, the Chuckolator fires a bubble out of a straw that homes in one of the summoner's enemies for a distance of Ness's PK Thunder and at the speed of Zero Suit Samus's dash. The bubble does 21% but no knockback. After this, the Chuckolator disappears.

-::ROLE IN SSE::-

Before the level The Ruined Zoo, where Wario turns Ness into a trophy and takes him away, Wario is shown gorging himself on sweets and candies in a resort kitchen. The resort is the wdding chapel Marrymore, where Bundt was first cooked. Wario is pleased that he was able to get the trophy of Peach/Zelda, and feels he should get a reward.

Suddenly, Master Hand appears in the kitchen, and beckons Wario to follow him. Wario, picking his nose, follows Master Hand to the main chapel. Master Hand shows Wario a gigantic cake in the chapel, making Wario's heart stop. Master Hand begins gesturing to Wario, explaining he can have it after obtaining a trophy of Ness or Lucas. Wario agrees, staring at the cake.

Wario obtains Ness's trophy and fights Pokemon Trainer and Lucas as in the real Subspace Emissary, but this time, Wario runs away from the fight before officially losing, anxious for his cake. He then drives off on his trophy ransporter to Marrymore.

Once Wario reaches Marrymore, the cake suddenly comes alive! BUNDT's name is displayed onscreen. Wario, not noticing, walks up to Bundt hungrily. But before Bundt can be consumed, he smacks the candy cane on his side on Wario's head. Wario rises up angrily, causing a two-stock match between Wario and Bundt. You can choose either character. Whether you win or lose, after the battle ends, Wario and Bundt are shown in a vicious fight. Then Chef Torte, angered by all of the hullabaloo, walks in. Angered, Chef Torte starts dancing, causing various large treats to fall from the sky. Wario and Bundt then fight a boss battle against Chef Torte.

After the battle, Wario and Bundt have respect for each other, and they crack knuckles (Bundt does it with his candy cane.) Wario and Bundt walk into the kitchen, presumably to gorge themselves, but Master Hand sees them. Realizing how useless Wario is, Master Hand summons the Ancient Minister to set off a Subspace Bomb. Bundt and Wario are caught in the blast, and are not seen until the Subspace level.

In the part where King Dedede, Ness and Luigi confront Wario, Bundt is with Wario. Wario and Bundt join them to fight Tabuu.

-::BOSS BATTLE- CHEF TORTE::-



Chef Torte will move across the screen before using attacks, similar to Duon or Master Hand. He is a small target. Chef Torte is fought on a large, walk-off stage inside of Marrymore.

Flail-Chef Torte runs forward while flailing his arms. If he makes contact with anyone, he runs forward with them as he flails his arms, doing multiple hits. Once the attack ends, your character will take knockback based on how long they were caught with him. This is easy to dodge and doesn't have great range, but it is almost impossible to escape when caught in it, and it rips through shields.

Frying Pan-Chef Torte pulls out a frying pan, and starts flinging fried eggs and strips of bacon out of it. The breakfast foods will travel in an arced path over a length of Final Destination. Eggs will do decent damage and no knockback; bacon will do excellent damage and knockback. This is difficult to dodge and builds up lots of damage.

Donut-Chef Torte pulls out a massive sprinkled donut and rolls it forward. The donut is slightly larger then Bowser. It will roll forward until the end of the screen. On contact, it does good damage and big knockback that is almost guaranteed to KO, but this is very easy to dodge.

Candy(75% Health)-Chef Torte runs around erratically, generally focused on the character. Wherever he runs, small candies will fall from above him, doing good damage and surprising knockback. This is fairly difficult to dodge since the candies fall rather randomly and quickly.

Layer Cake(75% Health) -Chef Torte causes three layers of cake to fall on top of your character. The layers do decent damage and huge knockback. This is a dangerous attack, but it can be dodged fairly easily by dashing.

Croissant(50% Health)-Chef Torte pulls a massive croissant out of his apron, and does three strikes with it that cover a third of Final Destination. The first two strikes do good damage and no knockback; the third does great damage and knockback. Quick, and difficult to dodge.

Knife Block (25% Health)-Torte's most feared attack. Once he uses it, a knife block appears over his head. The knife block then spins around, spitting knives that do obscene damage and knockback. Difficult to dodge. This is almost a garunteed KO. Hope that Chef Torte doesn't decide to ues this move.

The cake! It's MOVING!
 
Joined
Nov 26, 2005
Messages
1,810
ZANT



Notes

While Zant is standing in a patch of Twilight, it constantly spreads. Very, very slowly, but it's just barely visible; it creeps it way forth on every side, eventually covering the whole stage. This would be all very well and good, but Zant can't camp in this state, because as soon as he enters, he draws twin swords and gains an entirely new, aggressive-minded moveset, full of strange, berserk attacks and insane cackling. He's almost like a completely different person...

A canny foe won't just charge right in and try to fight you head-on, but that's okay, because you have ways to draw them in.

This moveset is deliberately simplistic; Zant has enough levels to his gameplay already. For more on his overall playstyle, refer to the main moveset.


Stats



!! Range ||| 7 ||| You have scimitars but not projectiles.
!! Power ||| 7 ||| Zant packs more of a punch, but only on a select few attacks.
!! Jump ||| 8 ||| With increased acrobatics, Zant hops across the stage like a speed demon.
!! Attack Speed ||| 8 ||| Very speedy, his attacks are.

These are the only three changed stats. For the most part, they're an improvement. Seems like such a trifling change, but as you'll see when we get into the moves themselves, this is an entirely separate character.





Neutral Special ~ Orb of Re - KABOOM

Zant holds both swords slightly in front of him, crossed and ready. A single red orb begins to form where they meet. This is chargeable but not storable. After just over one second, Zant separates his sword spontaneously, causing the orb to burst in a small red explosion - charge determines radius (from tiny to half a Smart Bomb) and damage (from 5% to 15%) and also knockback (from minimal to KOing at 120%).

This is a very decent KO option. Easy to see coming, yeah, but it's somewhat camouflaged when you're completely covered in Twilight.

Side Special ~ Spreading Dark​

Zant extends one blade, wreathed in Twilight, as far as it can go. If this leaves your little zone of Twilight, it shivers once, radiating a pulse of Twilight. If it's fully in the light - that is, Zant's standing on the edge of his patch - it creates a quantity about equivalent to a SBB. Very handy, this, even though it has no offensive use; best used if you can hardly fit in the cloud you've created.

Up Special ~ Dark Whirligig​

Zant spins around twice, his scimitars splayed to either side; this helicopter motion propells him upward a short distance. Contact with the swords deals multiple hits to a potential total of 14%. In case you didn't notice, this is essentially Toon Link's recovery; however, it's more useful for horizontal motion than vertical.

Used on the ground, this has a powerful suction effect, making it at least a bit more interesting; it has the power to pull foes into your little domain.

Down Special ~ For Ye the Bells Toll​

Zant screeches and bends over backwards, spinning both swords. For the next second, the spread of the Twilight he's engulfed in is doubled in speed. This is not truly laggy, but has a somewhat distinctive animation, and if it's interrupted, the whole effect is cancelled. Another highly simplistic move that is regardless going to be very important - mostly when the foe is cowering in one of the few remaining patches of light, so its use is very different from that of Side Special.





Jab $*&$#% Slice, Stab, SHANK​

Three-hit jab. First hit - Zant spins one scimitar around, shifting his hold on it into a stabbing position. This gesture alone pulls foes in but has low range; it deals 2%. Second - a backhanded upwards cut from the second scimitar, knocking the foe ever so slightly upwards. Very fluid motion, and this second hit deals 3%. Third hit - two-handed jab forward, reminiscent of Pit's FTilt but with both swords held normally. This one deals 5% and has low knockback on a low forward plane.

This combo looks fairly cool and sets you up well for a Dash Attack.

Dash Attack ~ Kamikaze Sweep​

Zant's dash is frenzied. His dash attack has him leap entirely off the ground, his forward momentum only increasing, and extend a single scimitar below him, slicing at any foes he might happen to jump over. The jump covers just over a platform and can take him right off the stage. If he hits someone, they're dealt 7% and are knocked slightly upwards; Zant's forward momentum stops entirely, but he can go right into a second jump. This attack is very quick to start up but has nasty wind-down if you flunk it. You need a good set-up.



  1. Forward Tilt
  2. Up Tilt
  3. Down Tilt



Forward Tilt ~ Intersweep​

In a quick motion, Zant extends one sword, holding it backhand like a knife, then pulls it toward him, sweeping in foes who happen to be directly in front of him. The knockback on this is slight and places the foe directly behind Zant. There's also a shrill cackling sound effect on this attack. Great set-up for some Aerials.(((8%)))

Up Tilt ~ Descent into Depths​

Zant leaps up about his own height off the ground quickly, then spins both swords in his hands rapidly, like a two-handed Pit NAir. These deal many small multiple hits and more importantly drag foes into the center of them. The hitbox is short, because Zant begins to fall again as soon as he reaches the apex of his jump - either way, though, this is the only true way to pull foes who are camping on a platform above into your darkness.

Down Tilt ~ Breakdance​

Zant drops to the ground and spins around spastically. This attack has some incredibly random disjointed hitboxes with the swords and with Zant's body, very unpredictable - at max, it can deal around 16%, but that requires both timing and luck. In general, this is almost useless, but you can slightly control Zant's horizontal movement as he goes and this attack lasts for as long as you tap A.





Forward Smash ~ Goin' on Parade​

Zant spins one blade vertically through the air, extending it slightly forward... then he extends the other and does it again, taking a step forward! This ever-approaching windmill of death can contain from three to eight slashes, depending on charge time, and is rather laggy by Zant's standards. Each slice deals 6% and has decent knockback, but holds the foe in place during its hitbox so the next swing should connect before the foe flies off. This, of course, means that the final slice can be the KO move... but it's not too hard to break out of this, at least for small characters. Indeed, you can simply crouch to go right under it.

This is not a combo move, this is a KO option. Just be sure that there's a nice long stretch of Twilight in front of you before you use it, because it'll be interrupted and Zant will suffer heavy wind-down if he ventures into the light while using it. This is one of his signature attacks.

[color="#magenta"]
Up Smash ~ Goin' on Parade SIDEWAYS​

This attack is identical to the Forward Smash, except Zant takes steps on some sort of invisible wall, going straight up. Strange animation, and Zant crows every time he takes a step. The charge animation is identical, as are all the properties, so there's some mindgame potential. Use this if you've got a lot of Twilight on a vertical plane and not so much horizontally speaking.

Down Smash ~ Zant flips upside down, floating, and then makes a jab with both scimitars straight down. Very strange animation. This deals 12-18% and has decent KO potential if you sweetspot on the outer edge of either blade. Because Zant moves his hurtbox entirely, this can function as strange sort of counter-dodge; it's not too laggy and can be used to end a combo with grace and tact.​

Zant flips upside down, floating, and then makes a jab with both scimitars straight down. Very strange animation. This deals 12-18% and has decent KO potential if you sweetspot on the outer edge of either blade. Because Zant moves his hurtbox entirely, this can function as strange sort of counter-dodge; it's not too laggy and can be used to end a combo with grace and tact.
[/color]




Neutral Aerial ~ T-Stance​

Zant stops all aerial momentum and extends both arms, scimitars at the ready. Touching either of them for the half a second he hangs there deals 7% and knockback dependant on the angle he was hit at. This can be combo'd into out of a Dash Attack and will be very useful when you've been buffetted off-stage, although it has a spot of start-up lag.

Forward Aerial ~ Backwards Extension​

Zant flips onto his back in midair, then extends his body completely, reaching out with both scimitars. This is fairly lagless, but has a short hitbox; it also results in Zant turning around in midair, an important tool for any aerial combo character.

If his swords make contact, he'll immediately pull them in towards him, pulling the foe with them and dealing 6%. This deals angled downward knockback, so it can potentially be used to punish poor gimps. It can also be used to pull foes into the Twilight Realm, or followed up with a Down Aerial.​

Back Aerial ~ Twilit Tipper​

Zant does a casual backwards swipe with his sword, angled up. This has minimal upwards knockback that really sets you up for whatever you want to go into next, especially if you do it short-hopped. Damage output is 7% and lag is very low, but so is range.

Up Aerial ~ Shish Kabob​

Zant spreads his arms, a scimitar in each, then brings them clashing together just above him, preferably skewering the foe from either side. If he lands this surprisingly laggy aerial, the foe will be caught in a quasi-grab; Zant will cackle madly, let go of his swords, and climb up to just above them, adding his weight to theirs in a suicide stall-then-fall. Of course, they'll be first to fall. The skewering deals 11%, and if the foe is still trapped (they can struggle out, with difficulty) when they hit the ground, they're very briefly buried in the ground. Perfect set-up for another combo, no?

Down Aerial ~ Skew-then-Chew​

Zant jabs out with one blade directly beneath him, skewering foes, then brushes them off with the second blade. This is almost lagless and has two important properties: one, it entirely stops the foe's momentum with the first hit and tosses them with downwards knockback on the second; two, if used just barely off of the ground, it's impossible to tech and therefore easy to follow up. Damage output is 6% on the first hit and 3% on the second, and if the first connects, the second invariably will.





Grab ~ Impaler Hex​

Without any discernible animation and almost no lag, this hex makes the next scimitar-based attack Zant uses has a sticky property to it, impaling foes on the first hit and immediately sending him into a grab animation. Pummel involves Zant cutting them brutally with his other scimitar, dealing 4% - this is a laggy pummel, though, as he cackles and exults in his victory.

Forward Throw ~ Stall-then-Draw​

Zant heaves the scimitar - with the foe still attached - up off of the ground, then slams it down in front of him, effectively trapping the foe in an immobile position. This deals 12%. He then stands there whooping and celebrating his victory, giving this brutal end lag that doesn't wear off until the foe struggles out, pushes the sword out of them, and gets up. The scimitar immediately comes back to Zant, and he takes a small hop back. This is really nothing but a way to stall for time, although it's interesting in FFA or teams; the trapped foe and Zant
both have super armor​
for the attack's duration.

Back Throw ~ Shovel Hammer​

Zant buffets the foe with the flat of his free sword, then heaves them and throws them slightly back. Generic, deals 6%, and sets you up for a number of your aerials. Very simple, perfunctory throw. Zant buffets the foe with the flat of his free sword, then heaves them and throws them slightly back. Generic, deals 6%, and sets you up for a number of your aerials. Very simple, perfunctory throw. Zant buffets the foe with the flat of his free sword, then heaves them and throws them slightly back. Generic, deals 6%, and sets you up for a number of your aerials. Very simple, perfunctory throw. Zant buffets the foe with the flat of his free sword, then heaves them and throws them slightly back. Generic, deals 6%, and sets you up for a number of your aerials. Very simple, perfunctory throw. Zant buffets the foe with the flat of his free sword, then heaves them and throws them slightly back. Generic, deals 6%, and sets you up for a number of your aerials. Very simple, perfunctory throw.

Complex attack. Needs lots of explanation, as you see.

Up Throw ~ Reverse Seismic​

Zant pulls the foe off his sword, then leaps up into the air, holding on to them. When he reaches about a Ganon and a half off the ground, he lets go of the foe, sending them into free fall. This, of course, is an ideal opportunity to pull some aerial shenanigans, or even to fast fall and go from there - but be wary, because if you leave your Twilight while using this throw, it's you who will go into free fall.

Down Throw ~ Javelin Attack​

Gripping his scimitar like a javelin, Zant throws it along with the foe on a forward arc, crossing just over a platform. if it goes over the edge of the stage, it'll cancel as soon as it passes the vertical level they were tossed at, so good luck using this as a cheap KO - more importantly, if they do hit solid ground, they'll be impaled against the ground and have to struggle out, just like FThrow. In this variant, however, if they land outside of Twilight, the sword will bleed it, creating a zone that varies in size depending on how long the foe remains pinned. As soon as they struggle out, the sword flies back to Zant, and he can't use any attacks in the meanwhile.

This is especially handy for spreading Twilight through the foe; you can simply flit from your current zone to the next, barely spending any time in the light. It's got some interesting applications in team battles, too.


Zant has no Down Throw. It's not a bug, it's a feature.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Man... I haven't posted here in a long time. So... here we go, commenting on Bass and Treble.

First off, the switching mechanic. Being able to leave your partner behind in order to set up a potential trap sounds like a great idea, I love it.

On to the standards... I'd say the Bass Buster could use a buff, but that's just me. Maybe being able to shoot faster... although, the aimability function is nice. The Tilts show incredible creativity, something I think I'll be repeating throughout the rest of this post.

The usage of sprites for the Smashes was well-done. I'll admit, the DSmash would be difficult to read, otherwise.

The Nair... lets see. 0.7 seconds, dealing 2% each .1 second... with two streams... that's 28% as a max. Please, PLEASE tone this down. The customizable hitbox of the UAir is awesome.

As for the specials... I'd like to know how quickly Treble makes his merry way to the location specified by Treble Command. While we're at it, you may want to check that move for grammar. You're missing a few periods... The Missile Frisbee was a fun move to read, and coupled with the ability to detonate it for an additional effect makes it quite unique. The USpecial, while not as original as the other moves, is (assumedly) ripped from the game, which makes that quite forgivable indeed. And the DSpec... I remember that from a video I watched once, and I love seeing it in here. Props to you!

The Grab could use a bit more detail, in my opinion. It's visualizable, but... you know.

I have little to say regarding the situationals, other than the Piercing Howl being a pretty darn cool move.

*is horrible with Final Smashes so doesn't comment*

The Playstyle really helped me visualize the character better. It was well-written, and a great way to finish off the set.

All in all... great job! I wish that I could give you better critique, but it seems that I'm just not cut out for that. Hopefully, this in addition to Kibble's review will be sufficient.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,274
Location
Hippo Island
Man... I haven't posted here in a long time. So... here we go, commenting on Bass and Treble.

First off, the switching mechanic. Being able to leave your partner behind in order to set up a potential trap sounds like a great idea, I love it.

On to the standards... I'd say the Bass Buster could use a buff, but that's just me. Maybe being able to shoot faster... although, the aimability function is nice. The Tilts show incredible creativity, something I think I'll be repeating throughout the rest of this post.

The usage of sprites for the Smashes was well-done. I'll admit, the DSmash would be difficult to read, otherwise.

The Nair... lets see. 0.7 seconds, dealing 2% each .1 second... with two streams... that's 28% as a max. Please, PLEASE tone this down. The customizable hitbox of the UAir is awesome.

As for the specials... I'd like to know how quickly Treble makes his merry way to the location specified by Treble Command. While we're at it, you may want to check that move for grammar. You're missing a few periods... The Missile Frisbee was a fun move to read, and coupled with the ability to detonate it for an additional effect makes it quite unique. The USpecial, while not as original as the other moves, is (assumedly) ripped from the game, which makes that quite forgivable indeed. And the DSpec... I remember that from a video I watched once, and I love seeing it in here. Props to you!

The Grab could use a bit more detail, in my opinion. It's visualizable, but... you know.

I have little to say regarding the situationals, other than the Piercing Howl being a pretty darn cool move.

*is horrible with Final Smashes so doesn't comment*

The Playstyle really helped me visualize the character better. It was well-written, and a great way to finish off the set.

All in all... great job! I wish that I could give you better critique, but it seems that I'm just not cut out for that. Hopefully, this in addition to Kibble's review will be sufficient.
I'm happy to see everyone loves the mechanic. I had started this move set at the same time that the special mechanic debate happened in MYM4, so I had always kinda worried about it. I'm relieved to hear it's as good as I originially thought.

Bass Buster is essentially like Fox's blaster in dama/knockback, but this one can be aimed, so I had to make it shoot a little slower.

More love for the sprites. Yayness.

I can understand the concern for Nair, but it would be nearly impossible to connect with all the hits, considering that the enemy could DI upwards while Bass or Treble is fallng downwards. And if you try to position the two streams close to each other, you'll probably end up making them cancel out each other into the non-damaging water.

For Treble command, it would just be his regular movement speed *goes to fix grammar*. The USpecial is actuall not directly ripped from the games, but based off of Rush Coil, lol. Glat to see more love for S-Adaptor:bee:

The grab already has a lot of detail XD. But I'll see what i can do.

Thanks for the comments. ^_^
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
GAhh awesome sets people and I hated the Chuckolater with a vengence. 4 weeks of my life i'll never get back again!!! Seriously though at a glance Pretty spiffy. I like that Spiffy. I call it!
 

drag0nscythe

Smash Champion
Joined
Sep 2, 2007
Messages
2,070
Goemon



~~~History:~~~
Goemon is the main character from the Ganbare Goemon Series(or Mystical Ninja in the USA.) He is most famous for his Legend of Mystical Ninja N64 game, where it gave zelda like gameplay and quirky humor. Goemon is probably one of the best options for being in Smash bros because his look, skills, feel and even some of his games match the tone and speed of Smash perfectly.

~~~Stats and Misc.~~~

Strengths
Goemon is strong and powerful.
With his power up technique, skilled players can do more damage and get more KO's.
Goemon is considered a heavier fighter and is harder to send flying.

Weakness
Goemon has medium speed.
His power up move gives twice the damage and causes twice the knockback on him.

Alternate costumes / Model swap / Mesh swap / Etc.
None

Select image
The one shown in the beginning is the select image and the head part is the image put under the damage counter during battle.

Colors
Normal Goemon – Red Team
Goemon in Yellow – Yellow Team
Goemon in Green – Green Team
Goemon in Blue – Blue Team
Goemon in White
Goemon in Black


Alternate Colors
None

Character's Size compared to other characters
Goemon is kind of short for being who he is. He is about the same size as Mario, but maybe a little shorter.

~~~Basic Animations~~~

Entrance animation:
A door appears from a tea Shop and Goemon runs out the door slamming it behind him. He will then spin his pipe and enter his idle animation.

Idle animation:
Goemon will breath heavily raising his arms and shoulders high and then lowering. His arms will also bob left and right slightly. On a side note, Goemon's pipe is always hidden until he uses it. It is a good trick to fool people into not knowing what his actual reach is until he attacks.


Getting bored Idle animation
When he gets bored waiting, he will begin tapping his foot in anger. He will have a very angry look on his face, will turn his head left and right and will lower it occasionally.


Tiptoe animation:
Goemon will walk very slowly like he is stepping on glass.


Walking animation:
He will walk normally, throwing his arms forward and back.


jogging animation
Goemon runs moving his arms mainly in front of her body.


Running animation:
He runs while flaying his arms backwards and forward. He also turns his body as he runs.


Ducking animation:
He will knell down, put his hands on the ground, move his legs back making it look like he is doing sit-ups and then lay down on the ground.

Sustained ducking animation:
He will lay there, but have his head bob left and right.


Crawl animation:
He crawls like a caterpillar crawling on the ground. He raises his rear as he moves forward.


Dodge
Goemon will fall backwards into the background. He will hit his bum on the ground, which will cause him to jump up quickly. He will then push himself back onto the play field.

Air Dodge
Goemon will Perform a backflip into the background. During the somersault, when his back is towards the players is when he is dodging. This spin is very quick.

Roll Turn
He will lunge forward, hit the ground with his shoulder and roll. During the roll, he will tilt to the side, causing him to turn right-side-up while facing the opposite direction. He will then push himself off the ground and stand up.

Roll Forward
He will lunge forward, hit the ground with his shoulder and roll.

Roll Backward
He will fall backwards, hit the ground with the bottom of his spin and roll. When he his back is facing upwards again, he will push himself off the ground forcing him into the air. He will then fly backwards a little, hit the ground and slide to a stop.

Jumping animation:
He will jump into the air with his arms above his head.

Double Jump animation:
He will perform a spin, grabbing his legs as he does the somersault.


Falling animation:
He falls just like he jumps. When he hits the ground, it is with great force that wind will fly out from under him. He will then be knelling and when he forces himself to stand up by using his leg strength.


Standing on Ledge forward:
He will stand there knelling on one foot swinging his arms trying to get steady. He will bob forward and back as he tries to stay in postion.


Standing on Ledge backward:
He will stand, almost falling back swinging his arms to keep himself from falling backwards. He will have a very panicked face.


Ledge Cling - Pull self up off Ledge - No attack:
He will hold on like he is doing pull ups. He will also pull himself up off the ledge like he is doing pull ups.


Tripping:
As he is walking, he will lose his balance, enter his “Standing on Ledge forward” animation and then fall over, performing a flip while he flys to the ground. Once there, he lays there, not moving.

Foot Stool animation:
He will have one arm raised in the air and his foot will land on the person. He will then push off their head and raise his other arm and leg while lowering the ones on the side that push down on the opponents head.

Being weak Hit animation:
He will stutter back, but nothing to drastic. His arms will fly into the air as this happens, with his pipe extending in a 45 degree like angle.

Being strong Hit animation:
He will rear back in pain and actually take a few steps back. This make him difficult to combo.


Being sent flying:
When he is sent flying, it looks like he is laying on his stomach. He is yelling out with a frightened look on his face as he spins in a 360 on the horizontal axis.

Star animation:
He will just spin in a circle like everyone else does.

Hitting the screen animation:
You get to see his pained expression he is using in the “Being sent flying” animation. To get a good idea of this, look at the fake update. In the four pictures showing him in action, you can see this expression and a rough idea of how it will look.

Shield Animation:
Goemon will put his pipe in front of his body and grab the other end of it. He will hold it in place in front of him and the typical smash shield will appear around him.

Broken Shield Animation / death animation:
He will stand in place and his upper body will spin around his center focal axis. He will then fall back and hit the ground.


Dazed:
Goemon will just lean over really tired and winded.

~~~Attack animations – A Button~~~

Normal A
Goemon will pull his pipe out of nowhere and swing it in front of him in a clubbing like motion.
- Knockback – This move has low knockback capabilities.
- Lag – This move has medium speed.
- Damage – 3%-4%
- Priority – This move has medium priority..


Combo A
He will then swing the pipe in a horizontal fashion from the arm not holding the pipe and away from the arm. The final hit is another clubbing like blow.
- Knockback – The second hit has low knockback while the third hit has a high knockback percentage.
- Lag – The rest of the hits are somewhat slow.
- Damage - 4%-5% for second hit, 6%-8% for third hit.
- Priority – These moves have medium priority. The final attack has high priority.

Two hits:


Three hits:


Running A
Goemon will lean over pulling out his pipe as he moves. He will get his hands close to the ground and stick the pipe into the earth. He will then drag the pipe slowly across the ground causing dirt or sparks to fly into the air. He will drag the pipe for a short while and then force it into the air. While the pipe is coming up, it he will jump with it into the air. This move should have an upper cut like feel to it.
- Knockback – Low Knockback
- Lag – Really no Lag
- Damage – 3%-5%
- Priority – This move has low priority. He can be knocked out of the attack eaisly.

Tilt Forward A
Goemon will spread his legs slightly and knell his upper torso over slightly. He will put his right hand near his left side and pull out his pipe. He will then swat the pipe in front of him. It will come from the lower left corner of his body and appear to be like a samurai attack. The pipe will come out with great force, but look like he did a casual swing with his pipe.
- Knockback – Medium Knockback
- Lag – This move has medium speed.
- Damage – 3%-5%
- Priority – This move has low priority.

Tilt Up A
Goemon will pull out his pipe and start swinging it above his head. It should look like he is trying to swat flies. While his pipe is above his head, he will have his body leaning slightly and his other arm moving in front of his body in a similar fashion to the hand holding the pipe. He will also have the angry face while he is doing it.
- Knockback - Low Knockback
- Lag – This move has medium speed.
- Damage - 3%-5%
- Priority - This move has low priority.

Tilt Down A
Goemon will just lower his pipe and raise it up into the air for the attack. It will start off low beside his body, move forward in a semi-circle and end above his head. It is a useful move even though it is a down move because it has a large range. (being the front semi-circle of his hitboxes.)
- Knockback -Low Knockback
- Lag - This move has medium speed.
- Damage - 3%-5%
- Priority - This move has medium to low priority.

Smash Forward A
Goemon will perform the sparta kick on the person in front of him.
- Knockback – High knockback.
- Lag – This move is king of slow.
- Damage – 6%-8%
- Priority – This move has medium priority.

Smash Up A
Goemon will pull out his pipe and enter the charging position where he has one leg off the ground and his back is arched behind him. His upper body will almost be facing up into the air as he charges his pipe up. When the attack reaches full strength, he wil release a basing like attack directly above his head. Think of his normal attack, but only going up.
- Knockback – This move has medium knockback.
- Lag - This move is king of slow.
- Damage - 6%-8%
- Priority – This move has priority like Links Sword does.


Smash Down A
Goemon will knell over like he is about to fart. His pipe will be out while he stands there and at his side. After the charge period, Goemon will lean back, raising his arm over his head and swing the pipe at the ground. The swing is at a diagonal and will only hit in one direction.
- Knockback – This move has high knockback.
- Lag - This move is king of slow.
- Damage - 6%-8%
- Priority – This move has medium priority.

Duck A
Goemon will pull out his pipe and swing it in front of him with no problems at all.
- Knockback – This move has medium to low knockback.
- Lag – This move is quite fast.
- Damage – 4%-5%
- Priority - This move has medium priority.


Air Neutral A
Goemon will perform a 360 somersault. He will have a freaked out face while he does it. All his limbs will be part of the attack, but because he has his pipe out, that limb will have a slightly larger distance.
- Knockback – This move has medium to low knockback.
- Lag – This move is quite fast.
- Damage – 4%-5%
- Priority - This move has medium priority.

Air Forward A
Goemon will take out his pipe and perform a giant swing bludgeoning attack with it. It will start behind him as he attacks, and it will fly forward.
- Knockback – This move has high knockback and almost spike capabilities.
- Lag – This move is rather slow.
- Damage - 6%-8%
- Priority - This move has medium priority.


Air Down A
Goemon will point his pipe straight down towards the ground. As he falls, he will keep it there. He is in a position where his shoulders are in line with the pipe, his body is turned to the side, his knees are slightly curved and his arm not holding the pipe is at a 45 degree angle moving away from his body in the opposite direction of the attack.
- Knockback – This move has high knockback.
- Lag - This move is king of slow.
- Damage - 6%-8%
- Priority - This move has priority like Links Sword does.

Air Back A
Goemon will crunch his body into a ball for a split second. He will look like he is doing a canonball with his back goign straight into the air. He will then thrust his feet backwards in an extended back kick like animation. He will not pull out his pipe for this attack.
- Knockback – This move has high knockback..
- Lag – This move is rather slow.
- Damage - 6%-8%
- Priority - This move has medium priority.

Air Up A
Goemon will thrust his pipe in the air similar to his up smash attack. This will be done in the air though.
- Knockback – This move has medium knockback.
- Lag - This move is king of slow.
- Damage - 6%-8%
- Priority – This move has priority like Links Sword does.

Ledge Attack
Goemon will pull himself up, lower his body in a knelling like animation. He will lower his arms, spread his right leg aside and back. In this postion, he will then perform the typical throwing the table like animation. The table will have the end he throws fly up into the air and then fall back. The table will bounce on both ends before setteling down again and disappearing. A mat will appear just so he can do it also.
- Knockback – This move has great knockback.
- Lag – This move has medium to high speed.
- Damage – 10%-12%
- Priority – This move has high priority.

~~~Attack animations – B Button / FS~~~
Goemon's B moves are special because he can not only perform them while standing and jumping, but he can also perform them while lying down.

Neutral B
Medal of Flames: This move is from Mystical Ninja and Goemons Great Adventure on the N64. He learns the move by donating five Ryu to the temple on top of the hill. This move is pretty much him throwing the currency in the games, and when he gets the ability to charge it, it is him throwing the currency in the games on fire.

Goemon will throw a coin out in front of him. This attack can be charged up by holding down B for a short time. When this move is charged, Goemon will throw a further flying, stronger coin on fire. This move will knock an opponent back slightly and if done right, the flame coin will get in a few more hits before disappearing. This move will always have a forward trajectory, even when he is lying down.
- Knockback – Normal: Weak knockback. - Charged: High knockback
- Lag – This move is fast, with charging being quite fast also.
- Damage – Normal: 5% - Charged: 10% (and can be stacked)
- Priority – This move has medium to high priority for when it is Normal and High priority for when it is charged.



Forward B
Mini-Impact: Mini-impact is primarily derived from the TV anime series. The show followed the basic format of "Goemon sees a problem, he deals with problem, problem summons a giant monster, he summons impact by throwing Mini-impact and blowing on his conch shell (which makes Mini grow huge), they win." I just adapted it to a B move.

Goemon will pull out Mini-impact and toss him at his enemies. The trajectory is usually almost forward with it falling slightly over a certain distance (Think a downward exponential curve for its trajectory pattern.) While Goemon is laying down, the trajectory is the same. When Mini hits the ground, he will stand there for a short time and then throw a smoke bomb to disappear. He does this almost immediately as soon as he hits the ground. While out, Goemon cannot throw him again until Mini disappears. While mini is standing on the ground before he disappears, nothing will happen, so no one has to worry about avoiding him. If Mini hits a person in front of him, he will latch onto them and that player will not be able to move for about two seconds. Mini can also be blocked and knocked back toward Goemon, grabbing and stalling him instead of the enemies.
- Knockback – This move has no Knockback
- Lag – This move is relatively fast.
- Damage – 0%
- Priority – This move has high priority. If Mini gets close, he will grab.

Down B
Magic: Sudden Impact: This move was learned from the guy that stole Goemons house in the legend of the Mystical Ninja on the N64. It is a super strength move where Goemon can move giant steel blocks that block the path to the mountains.

Goemon will charge up in a super sayian like fashion and increase his strength and knockback skills by sacrificing his defense and his weight. In Sudden Impact mode, Goemon is stronger and has better knockback, but he has low defense and takes twice the normal damage as well as being able to be killed at lower percentages easier. This move lasts for about 20 seconds at a time.
- Knockback – No Knockback
- Lag – This move is slow to charge up.
- Damage – 0% damage
- Priority – This move is not an attack move. It does take a little bit of damage to knock him out of the attack though.


Up B
Dive Punch: This move is based on a move from one of his Playstation games, but it is only losely based on it.

Goemon will lunge into the air, spinning his pipe rapidly. It should look like a propellor flying into the air. The motion will give him a decent amount of lift. At the apex of his jump, he will turn the pipe in front of him and launch in that direction for a short burst. So he goes up and over.
- Knockback – This move has high knockback.
- Lag – This move has medium speed.
- Damage - 10%-15%
- Priority – This move has medium priority.

Final Smash
Impact: Impact is a giant Goemon robot who showed up in the SNES games first. (I think it was the second one first.) He was built by the Wise man (The one I have as an AT) for Goemon to use. In the N64 game, Impact is a film star who has gone to the USA to star in his own movie. When ever Goemon needs him to beat up on a giant robot, all he has to do is pull out his conch shell and blow on it to summon him. Impact will then show up, beam Goemon into his head and the begin his run to the boss fight. Every time they run to the boss, Impact destroys many towns and homes on the way. In fact, destroying them gives you Coins to launch at your enemy. In the anime, Impact has a mini form. Known as Mini, he stays in Goemons shirt and is only brought out to finish off the episode.

Goemon will throw mini, pull out the conch and summon Impact. Goemon will be beamed up into Impacts mouth, will go to the head and the player will get a hub screen appearing. Now the player can control Impact for a short while, about as long as snake can fire his gun. The cross hair shows where the attacks will hit and can be moved with the analogue stick (just like snake). There is a health gauge in the hub, that tells the player how much time the FS has left. Other controls are as follows for Impact. To move the cross hair, use the analogue stick and to perform his special attacks, use the D-pad taunt buttons.
Controls:
A – Punch with Left arm
B – Punch with Right arm
R – Send out Launch Pipe.
Z – Fire a coin

Combos:
A A B – Punch, Punch, Kick
Up, Down, Up -B – Super mega punch combo (Punch screen fast a lot of times.)
Up, Left, Down, Right, Up, Left, Down, Right Z – Perform the Energy Beam super. This move is very powerful, but has limited range. If this move is performed, the FS will end immediately.

- Knockback – Each attack has medium to high knockback with the Energy beam attack having perfect knockback.
- Lag – The moves are rather slow and can be avoided or dodged
- Damage – ranges from 5% for coins and 100% for the energy beam.
- Priority – Medium priority for most moves. High priority for the energy beam.

~~~Attack animations – Grabs~~~

Grab Animation – Wall grab
Goemon will launch out his chain pipe at anyone who is in front of him.



Running Grab animation
His running grab is similar to his normal grab, he just does not stop running unless he catches someone.

Running Grab Missing animation
The pipe will hit the ground and lay there. Because Goemon can still run even though he tried to grab, the pipe will just retract as he moves.

Pivot Grab
He turns very quickly and uses his chain pipe like his normal grab animation.

Hold Animation
He holds the person with both hands up in the air. It looks like he is holding the collar of someones shirt and is holding them up in the air.

Attack Animation
Goemon will lift them off the ground and shake them violently.
- Lag – This move is slow, giving only the chance for about two times to perform it.
- Damage - 5%-8%

Throw Forward
Goemon will hit them forward, pull out his pipe, toss it into their heads as he does a spin. He will life his hand in the air as he ducks and will grab the pipe as it flies back into his hand. This attack will send them flying in a strictly horizontal trajectory.
- Damage - 7%-9%

Throw Up
Goemon will easily just toss them into the air.
- Damage - 5%-7%

Throw Backward
He will lower one hand and turn so his back is to the opponent. He will then pull them over his shoulder and slam them into the ground, causing them to fly off into the air.
- Damage - 5%-7%

Throw Down
Goemon will push them back, pull out his pipe and smash them into the ground with it. He will then perform a back flip kick to send them into the air.
- Damage - 8%-10%

~~~Taunts / Win poses~~~

Up Taunt
Goemon will pull out the conch shell in his coat and show it off. He will swing it around, lift it over his head and then act like he is going to summon Impact. Afterwards, He puts it back in his coat.

Right Taunt
Goemon will stand on one leg, pull out his pipe and start spinning it in a circle. He will then lose his balance a little, freak out and put his pipe away.


Down Taunt
Goemon will put his foot back, extend his arms with one going forward with palm going up. He will then turn his head in a circle and sneer.


Left Taunt
He turns around really quickly to see what is there. He rubs his butt acting like someone had stung him in the rear. He will then brandish his fist, turn back around and enter the idle stance again

Win pose 1
Goemon will jump down, pull out the conch and summon impact. He will then fly away in the beam of light that appears.

Win pose 2
Goemon will be laying there looking at the screen and smiling. He will also be spinning his pipe in a circle.

Win pose 3
Goemon will sit down and pull out rice cakes. He will then offer it to the losers. Seeing no takers, Goemon will then begin to eat his lunch.

Lose
Goemon will just be leaning over as in his dazed like state.

~~~Other Extras~~~

Visual representation of B moves / FS


Life Icon
It is Goemon's Head.


World Icon
Goemon's Pipe is the world icon.


Stage
Goemon is privileged to have two stages in Brawl. Both are listed in picture form here. The description should be within the update.



Assist Trophy.


Music


Trophies
Goemon
FS – Impact
Yae
Ebisumaru
Sasuke
Wise Man
Oedo Dragon
Peach Mountain Stage
Dancin and Lilly
Omitsu
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Wow Goemon had alot of images. That lags my computer ALOT anyway nice Dojo updates and nice use of his potential. Looks good but under detailed on some moves. Course you have images so it don't matter too much...
 
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
@Bass and Treble: Awesome set H_R, really amazed by how that one turned out =)

@Bundt: Bundt makes me happy considering SMRPG is my favorite game of all time, looks pretty good too, I'll have to read it over later.

@Goeman: Visually that set is amazing, I'll have to give it a more indepth read over later though.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
NEWCOMER APPROACHING. . .

RETREIVING LIST OF POSSIBLE NEWCOMERS. . .

RETREIVAL SUCCESSFUL. PLEASE SELECT NEWCOMER:

> KING K. ROOL
> MEGA MAN
> RIDLEY
> KRYSTAL
> GENO
> ANIMAL CROSSER
> BOWSER JR.
> OTHER

PLEASE ENTER NEWCOMER NAME BELOW

> BALLOON FIGHTER

SCANNING DATABASE. . .

‘’BALLOON FIGHTER’’ FOUND.

RETREIVING CHARACTER DETAILS. . .

GENERATING MOVESET. . .






BALLOON FIGHTER


Balloon Fighter is the nameless…well, balloon fighter from the game Balloon Fight. The object of the game is to hit the opposition from above, defeating them. If your fighter is hit from above, one of his balloons will be popped, and once they’re both popped, he’ll go careening down into the ocean below. The game features two things with which you’re all familiar. First is the Flipper, an item seen in Melee. Second is the big fish that pops up and eats/hits characters on the Summit (yep, Ice Climbers’ stage borrows a little Balloon Fight action). Anyway, that’s about all there is! On to the moveset!



Notes

Balloon Fighter has a serious need for those balloons floating above him. He needs them to perform mid-air jumps as well as many of his attacks. A lot of the attacks that use them will also destroy or get rid of them, but don’t fret; there’s a way to get them back. Balloon Fighter can use his Down Special to blow up new balloons. You’ll start the match with two balloons, but you can have up to five tied to you at a time. Your jumps will be slightly higher with more balloons, and you will also fall slightly slower, but the main purpose of extra balloons is their expense when it comes to some attacks. If enemies footstool jump off the balloons, they will be popped, and hitting them repeatedly can also pop them sometimes.



Statistics

Size: Mid-Small
Weight: Mid-Light
Power: Mid-Weak
Jumps: 5
Jump (1): Low
Jump (2-5): Mid-High
Speed (Walk): Slow
Speed (Run): Mid
Traction: Mid
Speed (Attack): Mid-Fast
Speed (Falling): Slow
Range: Mid-Short
Crouch: High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No



Special Attacks

> Neutral Special (Balloon Burst)
Balloon Fighter’s balloons begin to swell, growing about the size of King Dedede and then bursting. If you have no balloons, you can’t use this attack. The more balloons you have, the more they’ll spread out as they swell up, widening the hitbox of this attack. The balloons swell for about a second before popping, and deal 10% damage with good knockback when they do. There’s a moderate amount of ending lag afterward. This attack works wonders for throwing off an opponent who insists on staying up close and personal, but it will cost you every balloon you currently have.
[ 10% ]

> Side Special (Deflation Boost)
Balloon Fighter pulls down one of his balloons, pointing it behind him and untying it, releasing the air. The air pushes behind him, shoving opponents behind somewhat like Squirtle’s Water Gun, and also propels Balloon Fighter forward about one-quarter the length of Final Destination. There is relatively little lag on the front or back end of this move, and it moves you a rather good distance horizontally, so it can be used for recovery, but keep in mind that it’ll cost you one balloon every time you use this move, and you can’t use it after you’re out.
[ 0% ]

> Up Special (Flipper)
A flipper appears at Balloon Fighter’s feet, popping him up into the sky about three-quarters the distance Sonic goes up with his Spring Jump. He won’t lose any attacks for doing this, still having access to all of them, but the Flipper remains for about 5 seconds, acting just like the item from Melee, and each Balloon Fighter can only have one Flipper in the field of battle at a time. There is minimal lag on either end of this move. This move can be used whether you have balloons or not.
[ 0% ]

> Down Special (Balloon Blow)
Balloon Fighter blows up a balloon and ties it to his back. He pulls out a pump, not unlike your standard issue bicycle pump, quickly fills the balloon, and ties it on. All in all, this move takes about a second to perform. It’s a little more awkward to pump a balloon in the air, so while Balloon Fighter can do it, it will take him roughly twice as long. If you press the button again before he puts the pump away, you can get another balloon in roughly a quarter-second (half-second if you’re in the air), helping you get more balloons faster if you have the time and space to. This attack will fail if you already have five balloons.
[ 0% ]


Standard Attacks

> Standard Combo (Finish)
Balloon Fighter performs a somewhat slow, deliberate kick. It doesn’t reach far, and isn’t fast. To top it off, it only deals 1% damage, with flinching knockback. All things considered, it’s not unlike Luigi’s damaging Taunt, though with a bit bigger of a hitbox. But wait! In Balloon Fight, all you had to do was run into a grounded enemy to knock them out. This move works something like that. If your opponent is lying on the ground, the damage on this move jumps up to 15%, and the knockback goes decently higher as well. This is still a difficult move to incorporate, but may prove useful in the hands of some players.
[ 1% or 15% ]

> Forward Tilt (Rush)
Balloon Fighter scurries forward a short distance, pumping his feet wildly. He runs at a normal run speed, for about the distance of one-fourth Final Destination’s length. There is little startup lag, but a fair amount of ending lag. He’s got surprisingly high priority while he runs, though, and will deal 5% damage and weak backward knockback to anyone he hits while running.
[ 5% ]

> Up Tilt (Needle Prick)
Balloon Fighter hops up, and pokes one of his balloons with a needle! This is a quick and somewhat powerful move, but it’ll cost you a balloon. Also the balloon popped is chosen randomly, so you may not always be able to judge the hit on your opponent. Still, with minimal lag on either end, you should find this move useful. The popping balloon deals 10% damage within a short distance of itself, as well as decent diagonal knockback. Without a balloon, the needle can still poke enemies, but its hitbox is extremely small, and it’s not any more powerful.
[ 10% ]

> Down Tilt (Bouncy Balloons)
Balloon Fighter pulls down all his balloons, covering himself with them. There is moderate startup lag, but you can hold this for as long as you want, until you release the button. The balloons will reflect all projectiles shot at Balloon Fighter, but are very weak to physical attacks. Every physical attack that strikes Balloon Fighter like this won’t damage him, but will pop a single balloon, regardless of its power. That means that multi-hit attacks like Olimar’s Up Tilt or simple, quick moves like Ness’ Down Tilt will take out all of those balloons pretty quickly. Upon releasing this move, Balloon Fighter will release the balloons back into the air above him, with moderate ending lag. This can’t be done without balloons.
[ 0% ]

> Dash Attack (Takeoff)
Balloon Fighter quickly hops into the air while running, getting himself off the ground while covering some pretty good horizontal distance. He gets a short distance off the ground and jumps forward about one-third the length of Final Destination, traveling slightly faster than his run. If he’s got balloons, this will finish with him in the air. If he doesn’t, he’ll crash back down to the ground after jumping, giving the move considerable ending lag. Either way, Balloon Fighter deals 8% damage and okay knockback to anyone he hits while jumping, though his priority isn’t something to boast about. Balloon Fighter can go past the ledge with this Dash Attack, and if he has no balloons, this may actually be a better option, as he’ll fall to where the ground would be, but won’t hit, becoming controllable again immediately without the crash and ending lag.
[ 8% ]


Smash Attacks

> Forward Smash (Blowback)
This works not unlike Balloon Fighter’s Side Special, only its primary purpose is not to push Balloon Fighter forward, but to blow enemies away. Balloon Fighter pulls a balloon down while he braces himself as best he can. Untying the balloon, he releases its air forward, where you can control the stream of air like Mario’s. F.L.U.D.D.. This will push Balloon Fighter backward a little, but thanks to him bracing his feet on the ground, he won’t be pushed back too far. Charging this Smash Attack will have the same effect as Mario charging his F.L.U.D.D., allowing Balloon Fighter to shoot a longer, more powerful stream of air. The air is harder to see than water, which can be a disadvantage or an advantage, depending on how well you can judge it without seeing it. This move can’t be used without at least one balloon.
[ 0% ]

> Up Smash (Release)
Balloon Fighter will untie his trusty balloons and let them float up into the sky. Charging will affect how many balloons he releases, though obviously you can’t exceed the number you have. The released balloons float upward at slightly different angles, being somewhat unpredictable. Anyone who touches one will pop it, and the balloon deals 15% damage with okay diagonal knockback. They do, however, travel somewhat slowly, roughly the speed Jigglypuff falls at. Still, if you’re willing and able to release a lot of balloons, this can create a wall of projectiles that’s difficult for an overhead opponent to avoid.
[ 15% ]

> Down Smash (Balloon Drop)
Balloon Fighter blows up a balloon, but without his pump! This one’s not full of helium! Once the button is released, he’ll tie off and drop the balloon, and it will rest on the ground. It can be hit with projectile to bounce it around, but physical contact with any player (including Balloon Fighter) will pop the balloon, dealing 10 – 20% damage and decent diagonal knockback. Balloon Fighter has a short amount of time right after he drops the balloon where it won’t damage him, such that he can get away. Balloon Fighter can have up to three of these balloons on the stage at a time. There is moderate startup and ending lag on this move. This can be used with or without balloons, and the effect is the same either way.
[ 10 – 20% ]


Aerial Attacks

> Neutral Aerial (Flutter)
Balloon Fighter flaps his arms, making him fall more slowly for a short time. This does no damage, but greatly helps you control your air game and also serves recovery purposes. This also executes very quickly, so you can use it in rapid succession without giving too much thought to being punished. This move can be used without balloons, but it’s practically useless, barely slowing Balloon Fighter’s fall at all.
[ 0% ]

> Forward Aerial (Glide)
Balloon Fighter can’t glide through Jumping like other gliding characters, but this move functions as a sort of pseudo-glide for him. He’ll pause briefly and enter a gliding animation with his arms spread out and his legs straight behind him. He’ll then glide forward like other characters who glide, and can be controlled similarly as well, moving about as fast as Pit during his glide. After about half a second of gliding, Balloon Fighter will kick his feet forward, attacking and ending the glide automatically. Timing is critical on this move, as you can’t attack early or end the glide early in any way. The kick is pretty short-ranged, but is quick and deals 10% damage. Startup lag is comparable to the time for any character to start gliding, and ending lag is short. This attack can’t be used without a balloon.
[ 10% ]

> Backward Aerial (Tornado Twirl)
Balloon Fighter spins around, attempting to just turn around, but ends up whirling around a few times. He deals multi-hit damage as he does this, and ends the move turned around successfully, although a bit dizzy. Startup lag is minimal, but due to his dizziness, the ending lag is somewhat long. The multi-hit damage has a hitbox over both his body and any balloons he has, and he spins for about a second, the damage total potentially reaching about 12%. This can be used without balloons, though it probably won’t finish, since you’ll struggle to get very high into the air.
[ Up to 12% ]

> Up Aerial (Flip Over)
Balloon Fighter swings forward by his balloon strings, up on top of his balloons. While he’s swinging, he’ll deal 8% damage to anyone he hits, as well as decent diagonal knockback. After he flips up onto his balloons, he’ll lay on top of them, protecting them for about a second before dropping down through them again. While Balloon Fighter is on top of his balloons, they can’t be popped, and he will take all damage given to them instead. This can be useful as an attack forward or upward, and also as a method of protecting your balloons, in particular from footstool pops. This can’t be used without balloons, obviously.
[ 8% ]

> Down Aerial (Drop Pop)
Balloon Fighter drops rapidly for about the height of one Stage Builder block, then resumes a normal falling speed. If he hits anyone as he drops, he’ll deal them 5% damage as he automatically footstool jump off their head. If he doesn’t, though, you’re just dropping yourself downward, which can be a good or a bad thing. There is moderate lag both before and after the drop, so it should be timed for a hit to avoid being punished. This can be an extremely good gimping technique if used right, and doesn’t require a balloon to perform, though using it without one can be an extremely risky endeavor.
[ 5% ]



Grab and Throws

> Grab (Normal)
Balloon Fighter reaches forward with both hands in an attempt to grab his opponent. His range is short, but he’s quick about the grab, having little lag on either end.

> Pummel (Balloon Bash)
Balloon Fighter yanks a balloon string, causing a balloon to shoot down and bounce off his victim’s head. This is a slow Pummel, and only deals 2% damage, so it’s not a standout option for Balloon Fighter to Pummel. He also can’t Pummel without a balloon.
[ 2% ]

> Forward Throw (Punt)
Balloon Fighter swings a leg backward, then punts his victim forward. This Throw executes at a moderate speed, and deals 6% damage. This is a decent option if you have no balloons and don’t want to go anywhere, but is otherwise a rather useless Throw.
[ 6% ]

> Backward Throw (Push Off)
Balloon Fighter jumps onto his victim’s head, then shoves off of them forward, essentially performing his Dash Attack. In fact, he’ll even hit other opponents like his Dash Attack, all properties being similar from the push-off. The victim he pushes off will take 5% damage and be shoved straight into the ground. This is kind of a slow Throw, but useful for getting away from your opponent and/or hitting others.
[ 5% ]

> Up Throw (Up and Away)
Balloon Fighter grips his opponent with one hand, then begins flapping the other furiously to propel the both of them into the air. You can use the control stick to weakly control left and right movement for a second as he flutters slowly upward. After a second has passed, Balloon Fighter will toss his opponent downward, though only with weak knockback, dealing 6% damage on top of it. This is good if you want to get into the air via a Throw, and have balloons, as this Throw won’t work without them.
[ 6% ]

> Down Throw (Sacrificial Pop)
Balloon Fighter pulls all his balloons down and stomps on them, right in his victim’s face. Each balloon deals 3% damage, so the total can reach 15% damage for this Throw! Knockback is good, too, more so with more balloons involved. This Throw is moderately fast as well, but obviously, will cost you all of your balloons. Use it wisely!
[ 3 – 15% ]


Final Smash

> Final Smash (Balloon Trip)
Balloon Fighter snaps his fingers, and all the other players are suddenly transported to a BALLOON TRIP (awesome music included). The screen scrolls to the left while all players, who now have a balloon tied to their back, attempt to avoid floating lightning sparks or falling in the water at the bottom. Players do this by moving left and right, as well as tapping any button to flap their arms, lifting them a short distance upward. The area is moderately hard, somewhere in the middle of the course shown in the video, though it’s randomized to be different every time. This lasts for about 15 seconds. Any time a player touches a spark, they’ll be dealt 15% damage. If they fall in the water, they’ll take 20% damage as the big fish eats them and spits them back into the sky. After the time has expired, all players return to the field of battle with their newfound damage added to their meters. This Final Smash deals no knockback. This may not be too hard for a single opponent to maneuver through the sparks, but since players will bounce off of each other, multiple players fighting through this is bound to score some good damage.
[ 15% or 20% Per Hit ]





VITAL MOVESET GENERATION COMPLETE. GATHERING ADDITIONAL INFORMATION. . .





Playstyle Summary

Balloon Fighter is a tricky character, as the make or break of his game is correct use of those balloons. Blow them up every spare moment you have, as you’ll be wanting as many as you can get. His Dash Attack and F-Tilt are good approach techniques, as can be the F-Air if you judge it right. Once you’re in close, attacks like the B-Air are great for racking up damage. If you’re stuck on the defensive, you can use attacks like your U-Air and D-Tilt to protect yourself or your balloons. Generally, you should protect your balloons unless you’re at critical damage, since they’re so vital to your game.

If you can force your opponent over the edge (F-Throw and F-Smash are possibilities), the D-Air can be an excellent gimping technique. Opponents above Balloon Fighter should be defended against via the U-Air, or you can launch a couple balloons at them with your U-Smash. The D-Smash should be used frequently, especially if you have five balloons already, and you can use your F-Smash to push the balloons toward your opponent for a hit.

When it comes to solid finishers, Balloon Fighter has a couple. The D-Throw is his safest one, guaranteed to hit if you score the grab, but is also weaker than his other big one, which is the Neutral Special. While harder to hit with, the Neutral Special is a great KO move if you can connect with it. If you’re confident in your abilities, that’s the way to go.

Recovery comes easy for Balloon Fighter, especially horizontal recovery. His N-Air and Side Special combined help him cover horizontal distance easily, and the F-Air gives you an attacking option among those. His Up Special also serves as a pretty good vertical recovery, and don’t forget that you can still follow it with any other moves, in particular those horizontal recovery moves.

All in all, Balloon Fighter has a fairly standard playstyle technique. Approach before damaging, damage before KOing. Play defensively as necessary, and recover when you get hit off. His quirks to be conquered lie more in the individual moves, and which is which among what needs to be done. Oh, and don’t forget balloons. Gotta have balloons.



Taunts + Victory Poses

> Up Taunt (False Takeoff)
Balloon Fighter flaps furiously, as if about to take off, but remains firmly on the ground. Mindgames, maybe?

> Side Taunt (Self-Inflation)
Balloon Fighter pulls out his pump, appearing curious. He sticks the end in his mouth and begins to pump, his head beginning to swell. After a brief period, he decides it’s a bad idea, pulling the end out and putting the pump away as his head returns to normal size.

> Down Taunt (Animal Balloon)
Balloon Fighter pulls out and blows up a long balloon, quickly twisting it into a random animal shape before putting it away.

> Up Victory Pose (Up and Gone)
Balloon Fighter has five balloons tied to his back, but looks at them, a curious gleam in his eye. He blows up another, and then another, tying them to his back. As he ties an eighth balloon to his back, he begins rising into the air, dropping his pump on the ground. He waves his arms wildly, trying to get back down, but the balloons carry him up and off the screen, his pump still lying on the ground.

> Side Victory Pose (Party Balloons)
Balloon Fighter can be seen swimming among a flood of balloons, scattered across the ground. As a little bonus, any animal balloons you blew up using your Down Taunt during the match will appear among the balloons! How cool!

> Down Victory Pose (Perfect Landing)
A target appears drawn on the ground, as Balloon Fighter floats down from above, landing perfectly in the center. He holds his hands up, accepting your applause at his expertise.

> Loss Pose (Failure to Launch)
In the background, Balloon Fighter pumps up a balloon, tying it to his back. As he attempt to take off, the balloon pops, and he falls to the ground, landing square on his face. Poor guy.


> Victory Theme (Game Over)
The game over music from Balloon Fight appears in a spruced up way as Balloon Fighter's victory music. The original can be found at the end of this video. Guess it's Game Over for the other players.


Basic Extras

> Symbol (The Balloon)
A single balloon, with a winding string connected to it, symbolizes the Balloon Fight universe.


> Wii Remote Sound (Pop!)
The sound of two balloons popping follows Balloon Fighter’s selection on the Character Select Screen.


> Entrance (Two Balloons)
Balloon fighter appears on the ground, quickly blowing up two balloons and tying them to himself.


> Kirby Hat (Helmet)
Kirby gets Balloon Fighters helmet, as well as the Balloon Burst ability, which functions with Kirby acting as a single balloon, swelling up and then bursting. All other properties are the same.


Alternate Colors





Stage


This stage looks just like it does above, and is about the size of the Mario Bros. stage. The grassy areas are platforms you can walk on (none are pass-through platforms), and you can swim in the water in the middle. At first, this may seem a fairly straightforward stage, but it’s hardly without its quirks.

The Big Fish – Just like on the Summit stage, resting in the water is dangerous, and for the same reason. The same big fish comes leaping out, attempting to eat players who reside nearby. He can also smack players with his body and tail as he flips over to dive back under.

Pterodactyls – Pterodactyl enemies like the ones shown above will sometimes fly in from off the screen. They’ll fly around at moderate speeds, sometimes targeting a certain player. If they connect with anyone, they’ll deal 10% damage and weak knockback. To defeat them, you’ll have to hit the single balloon that’s carrying them, at which point they’ll tumble straight down. Once they hit the ground, they’ll start blowing a balloon up again. It takes them five seconds to do this, and if you hit them before they blow it up, they’ll be KOed, vanishing in a puff of smoke. If they get the balloon blown up, you’re back to square one.

Lightning Clouds – More infrequently than the pterodactyls, gray clouds will float in from off-screen, stopping somewhere on the stage. They won’t do anything to players on their own, but as they stop, they’ll begin to sizzle with electric energy. After a second or two, they’ll shoot out a ball of lightning that travels through platforms and players, dealing 20% damage and stunning them. It travels about as fast as Luigi’s Fireball. After launching one spark ball, the lightning cloud will float off the opposite edge of the screen.

Walk-Around Edges – The left and right edges of this stage are tricky. If you’re taking action of your own accord (such as running) when you contact the edge of the stage, you’ll simple wrap around to the other side. However, if a hit knocks you beyond the boundary, you’ll be KOed just like normal. If you’re in any sort of tumbling animation after a hit when you contact the edge, you’ll be KOed. Walking, running, jumping, dodging, etc. past the edge, however, will not KO you. The top of the screen is still a normal blast zone.



Solid Snake Codec Conversation

Snake: Mei Ling, who is this guy?
Mei Ling: That’s the Balloon Fighter, Snake. See those balloons tied to his back? He’s actually a very skilled pilot with those.
Snake: You’re kidding, right? Even if I could believe that this guy’s a great pilot with those balloons, there’s no way he can fight with them. They’re just balloons! Does he carry any sort of weaponry while he flies?
Mei Ling: No, Snake. Those balloons are all he’s got.
Snake: Hmm… This should be easy, then.
Mei Ling: Be careful, Snake. You never know what tricks he’s got with those balloons, weak as they may seem.



MOVESET GENERATION COMPLETE. . .

SHUTTING DOWN. . .
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
SirKibble, you just gave a moveset to a character that I thought has no moveset potential whatsoever. Great, great job. Also, thanks for making it interesting and concise enough that I could read it all at once.

Anyway, my next moveset should be Makar, from The Legend of Zelda: The Wind Waker. I may also do Medli eventually.
 

Kris121

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Omigosh... That was Epic. I love the intro to Baloon fighter Kibble. I love the way that you incorporated all the things available to you with this set. I love the Balloon trip final smash. I guess this is bias from my childhood with Balloon fighter. This set is EPIC!!! Super VOTED and WHAT NOT and GAH I <3 Kibble for this set. Hurry up and make animal crosser. LOL :p
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
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the library, in the fantasy section
Alright, I'm here for my monthly post... probably not even that often...

I haven't really gotten to comment much on the movesets up until now, partly because anything I would add has already been said, partly because I don't seem to have the time to really read them too closely as of late, but what I have seen has been really great. My congratulations and encouragement to everyone so far, hopefully in a month or so my schedule will suddenly become completely empty and I'll be able to participate more around here. In particular, I am impressed by the ability of people to make quality movesets out of characters that seems to have very little to work with, such as Balloon Fighter, Shellder, and Bundt.

In other news, my Ikkaku moveset is, I believe, finally ready to be posted, after WAAYYYYY too long working on it (seriously, other people have posted like ten sets in the time it took me to do this one.) I'll probably get it up sometime tomorrow, once the excellent sets above have had a little more time in the spotlight, and once I've gotten to sleep for a bit.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
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Hippo Island
Baloon Fighter was a good move set. I liked how you were able to make so many simple but clever moves just from him infalting and popping baloons in various ways. And the Final Smash was awesome.

Baloon Fighters > Ice Climbers :bee:
 

drag0nscythe

Smash Champion
Joined
Sep 2, 2007
Messages
2,070
Balloon fighter is really nice. I like the color pallet and I though his B moves worked well. They are just how I saw them, with him constantly blowing up new balloons.

Good job.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
SirKibble, you just gave a moveset to a character that I thought has no moveset potential whatsoever. Great, great job. Also, thanks for making it interesting and concise enough that I could read it all at once.
Thanks! I'm all about trying to keep things to-the-point and reader-friendly. Glad you liked it! :)

Anyway, my next moveset should be Makar, from The Legend of Zelda: The Wind Waker. I may also do Medli eventually.
Oh, man. That'll be fun. Not gonna lie, I've been playing those Wind Waker temples over the past couple days, and I got the urge for a moveset for Medli/Makar as well. Glad to know someone's gonna do one.

Omigosh... That was Epic. I love the intro to Baloon fighter Kibble. I love the way that you incorporated all the things available to you with this set. I love the Balloon trip final smash. I guess this is bias from my childhood with Balloon fighter. This set is EPIC!!! Super VOTED and WHAT NOT and GAH I <3 Kibble for this set. Hurry up and make animal crosser. LOL :p
Fixed and thanks. ;)

Anyway, really glad you liked it. I've thought about Animal Crosser, actually. Possibly. Maybe. I dunno. :psycho:

Baloon Fighter was a good move set. I liked how you were able to make so many simple but clever moves just from him infalting and popping baloons in various ways. And the Final Smash was awesome.
Thank you much, HR! :bee:

Baloon Fighters > Ice Climbers :bee:
As an ICs user, that's a pretty bittersweet statement. :p

Listen to this man. He knows. :chuckle:

Balloon Fighter was certainly epic, Dawg Food.
Thank ye, Baron. :)

Balloon fighter is really nice. I like the color pallet and I though his B moves worked well. They are just how I saw them, with him constantly blowing up new balloons.

Good job.
Thanks, Dragon (Can I call you that?). Glad you enjoyed it. :)

Excellent Balloon Fighter moveset. Extra points for the layout.
Hehe, thanks, Gidgit. Nice to see some love for the layout. :laugh:


:bee:
 
Joined
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Woot, Retro characters. Wow, so these past 3 movesets have mechanics that have been done right. The balloon mechanic, for, well, Balloon Fighter, is how what I would've loved to seen portrayed and used in the smash series, as it's too true to character. What is expected of Kibble was expected, good job Sir Dedede loyal minion.

~~ Words from a guy that people go "DFM? Who?"
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
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Jimnymebob
Balloon FIghter is really good Kibble.
It has a special mechanic that is simple, and works, and it doesn't come before playing the actual game (meaning you don't have to focus solely on the special mechanic whilst fighting).
The moves are all interesting, and the use of popping and deflating/ inflating balloons.

Good job Kibble, the set is great and it proves to the newcomers that you don't need to go into massive amounts of detail for each attack (such as showing the amount of times the character blinks, and their breathing patterns :laugh:) to make a moveset that is quality.
 

MasterWarlord

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Aug 24, 2008
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Crocodilopolis/White King’s Paradise
I had extensive minature reviews of Bass & Treble and Mia typed up. . .Hit quick reply. . .The window crashed. Yeah. Fun. So now you don't get to have as extensive as critique. Blah.

Sorry to not comment on Balloon Fighter, Kibble. Still on my to read list. . .Along with Bundt. . .and Klarran. . .And Scar. . .And more which will be posted by the time I'm done reading any of them. . .

BASS AND TREBLE

But I -did-, however, manage to just read Bass & Treble. A fine moveset indeed. Despite my blatant anti Megaman bias due to having played a grand total of zero Megaman games ever, this moveset wasn’t nearly as affected by it, as this moveset showed some more actual. . .Personality which most Megaman movesets lack. The man and dog bond is strong in the moveset and helps to make the characters feel less bland.

On the actual moveset itself, it’s amazing. You really have your way of making the most basic of button inputs interesting, don’t you, HR? I was drawn in after reading merely the tilts/standards. . .Considering my favorite move in the entire set is the dashing attack. The moveset starts strong and keeps up the quality throughout, and the moveset just stays so incredibly inviting with the pictures and the short but descriptive move descriptions. Amazing job.

I didn’t think you’d be able to make such a well flowing playstyle with a tag team character and so many insanely unique moves. . .Playstyles, tag team characters and me have never gotten along. Cortex and Tiny, Klump and Krusha, Captain Vul and Sailor Dee. . .Blah. You manage to make it actually work though, as the desynching is done in a much more uniform fashion in this moveset and the playstyle revolves around constantly desynching and resynching man and beast.

When I read the down special, I completely and utterly hated it at first. Only two moves for an alternate form? I detest restricting a player’s moveset at any time so much, which is why in my final smash transformations with entirely unique movesets I’ve always given them “mini movesets” with tilts, neutral A, and specials. I also felt this move felt completely out of place in the moveset, but upon reading the well done playstyle section I saw how well implemented it really was. Turning into this form late game to buff your horrendous recovery helps this move to feel more at home in the moveset. I won’t be comfortable with it until another move or two added to it, though. . .

You balanced out Bass and Treble impressively well for the most part despite them not excelling in either speed or power, the most common advantages for a character to have. Very well done. . .Except one thing that just nukes them to all hell. Their recovery. So let’s see. . .If Bass or Treble are alone when knocked off stage, they die plain and simple. If they’re together, Treble still always dies, and Bass only goes a mediocre distance. Luigi’s up B is a horrendous recovery, if you didn’t notice. Considering the recovery kills Treble and thus can only be used once, I’d recommend buffing the distance Bass goes up to be insane, like, AT LEAST as much as Sonic’s up B. With this change, Bass and Treble’s recovery would still suck overall, but right now. . .If either one is off the stage, ever, under any circumstances, they’re dead.

The Final Smash also having only two moves irks me. Don’t put your standards down to Sakurai’s! Final Smashes have far more potential then given credit for. And how do you use your side taunt online messages with no side taunts?

. . .Okay. Criticism is out of the way. Sorry to do that, but seeing I’m not the one reviewing this thing I wanted to voice my concerns on the moveset. It hurt me to criticize this moveset, but that’s really all I’ve got. This is without a doubt one of my absolute favorites posted so far, alongside Arthas, Waluigi, and Shellder. It is indeed better then Black Doom, or that overrated chef for that matter.

Oh, and you already know how happy you made me by referencing Dimentio in the dtilt. :p

It pains me that this moveset can’t be counted due to lacking four throws. :p

MIA

I know this is HORRIBLY late, but Mia is one of the few movesets I’ve read in the storm of movesets posted recently, so here’s another miniature review for ya.

No shortage of unique moves here, without a doubt. The up special and throws (Throws can make or break a moveset for a D3 main) are my favorite moves in the set without a doubt, and it’s hard to find a move in here that’s outright boring. I do feel it a bit awkward, though, that the elaborate mechanic you came up with is primarily used for the final smash, making it an afterthought with items turned off. I’d consider trying to further implement it into the main moveset somehow. That said, it’s implementation into the final smash is brilliant and well done, although it’s a shame the main move for the mechanic is the neutral B, since they means you can’t change the amount you have set/on standby once you have the smash ball.

My main concern here is a lack of detail. Not a single mention of priority is in the set, and few moves list both starting and ending lag. If nothing else, this does make the moveset easier to read through, and using Shellder’s organization where you bold the percentages certainly helps. I also find Mia slightly on the overpowered side with her having a good amount of moves with “good” knockback or higher, and the percentages of the throws sound a tad bit too high for comfort (Which is a shame, considering the throws are among the most original moves in the set), much less allowing the dthrow to set up for an easy kill. The overpowered effects of some of the various forms of the neutral special are excused due to the randomness and the mechanic limiting use of it.

Overall, one of the better sets out there, but my personal stances keep it from being one of my favorites, and the playstyle quite simply doesn’t flow as well as some of the top contenders. It’s doubtful though that my concerns on detail will both many other people, though, so this moveset should fare fine as the contest goes in. A fine job.
 

BKupa666

Barnacled Boss
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I <3 Balloon Fighter. Once again, Kibble, you take Sakurai's excuses for why a character wouldn't work and blow it up in his pale Japanese face. Excellent work.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Whenever I see "Balloon Fighter," for a second I think it says Baloo.

But it was pretty good. Maybe not as great as the Helpers, but good.

Bundt was great. I liked the Side Special, but you have to say what each pastry looks like. :p

At the one with lots of pictures that I forget the name off, all right. But less pics, please!

And a moveset announcement: Since Darkrai is also being done by flyinfilipeno, I have cut him form my roster.
 

Twilight-Emblem

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Joined
Nov 28, 2008
Messages
114
Location
Alabama
I also have a moveset announcement: I am dropping Crash Test Dummy from my roster and replacing him with the Mystic Knights (Ozzie, Slash, and Flea) from Chrono Trigger.

@Bass and Treble: The Neutral B and Final Smash are a bit bland, and the Up B is used in every Megaman and Rush set to date, so meh, but the set in general is good and the characters themselves are cool. Only one real problem with the actual moves: Why would anyone not just stay in S-Adaptor mode if it's better than the regular mode? Sure there are a few paltry disadvantages, but overall it's only about as big a trade-off as being slower with Zelda than Sheik in Brawl.

@Goemon: First impression: Pictures!:bee:. Second impression: Argh, my browser froze!:urg:. Overall impression due to not being able to read it all yet: Why is he holding a cracker of some sort in the title pic?

@Balloon Fighter: First, I love that only one of his specials do damage, and his Final Smash is epic beyond belief. Only one thing, is he immobile without balloons? You probably mentioned it somewhere but...

@Three Stooges: I love how you captured so many of their trademark gags in the set and their Final Smash ending is perfect. Personally, I don't think the Black and White color schemes are a problem. I just can't figure out though, how far away do Larry and Curly get when Moe is running, Jumping, etc?

@Scar and Hyenas: Ahh, I've been looking forward to this. First off, the first Victory Pose is win. Second, you did a good job doing justice to a character with such a unique body structure. Only problem: Alt Costumes Do not Give Alt Stats/Attacks. This is NEVER a good idea. It only serves to be confusing.

Also, Nintendo is remaking Klonoa for the Wii.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Woot, Retro characters. Wow, so these past 3 movesets have mechanics that have been done right. The balloon mechanic, for, well, Balloon Fighter, is how what I would've loved to seen portrayed and used in the smash series, as it's too true to character. What is expected of Kibble was expected, good job Sir Dedede loyal minion.

~~ Words from a guy that people go "DFM? Who?"
Thanks, DFM(? Who?)! :p

Balloon FIghter is really good Kibble.
It has a special mechanic that is simple, and works, and it doesn't come before playing the actual game (meaning you don't have to focus solely on the special mechanic whilst fighting).
The moves are all interesting, and the use of popping and deflating/ inflating balloons.

Good job Kibble, the set is great and it proves to the newcomers that you don't need to go into massive amounts of detail for each attack (such as showing the amount of times the character blinks, and their breathing patterns :laugh:) to make a moveset that is quality.
What?! You mean I forgot to include his various breathing patterns?! Aw, man. . . *Goes back to add*

Lol, but seriously, thank ye much.

I <3 Balloon Fighter. Once again, Kibble, you take Sakurai's excuses for why a character wouldn't work and blow it up in his pale Japanese face. Excellent work.
:grin:

Balloon Fighter for SSB4!

Whenever I see "Balloon Fighter," for a second I think it says Baloo.

But it was pretty good. Maybe not as great as the Helpers, but good.
Thanks, Balloon Fighter!

I also have a moveset announcement: I am dropping Crash Test Dummy from my roster and replacing him with the Mystic Knights (Ozzie, Slash, and Flea) from Chrono Trigger.
This makes me a happy CT fanboy. :bee:

@Balloon Fighter: First, I love that only one of his specials do damage, and his Final Smash is epic beyond belief. Only one thing, is he immobile without balloons? You probably mentioned it somewhere but...
He's not immobile, he just can't use attacks that require them and can't perform mid-air jumps. Pretty sure I said that near the beginning when I described his balloon mechanic. . . *Goes back to check just in case*
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,274
Location
Hippo Island
BASS AND TREBLE

But I -did-, however, manage to just Bass & Treble. A fine moveset indeed. Despite my blatant anti Megaman bias due to having played a grand total of zero Megaman games ever, this moveset wasn’t nearly as affected by it, as this moveset showed some more actual. . .Personality which most Megaman movesets lack. The man and dog bond is strong in the moveset and helps to make the characters feel less bland.

On the actual moveset itself, it’s amazing. You really have your way of making the most basic of button inputs interesting, don’t you, HR? I was drawn in after reading merely the tilts/standards. . .Considering my favorite move in the entire set is the dashing attack. The moveset starts strong and keeps up the quality throughout, and the moveset just stays so incredibly inviting with the pictures and the short but descriptive move descriptions. Amazing job.

I didn’t think you’d be able to make such a well flowing playstyle with a tag team character and so many insanely unique moves. . .Playstyles, tag team characters and me have never gotten along. Cortex and Tiny, Klump and Krusha, Captain Vul and Sailor Dee. . .Blah. You manage to make it actually work though, as the desynching is done in a much more uniform fashion in this moveset and the playstyle revolves around constantly desynching and resynching man and beast.

When I read the down special, I completely and utterly hated it at first. Only two moves for an alternate form? I detest restricting a player’s moveset at any time so much, which is why in my final smash transformations with entirely unique movesets I’ve always given them “mini movesets” with tilts, neutral A, and specials. I also felt this move felt completely out of place in the moveset, but upon reading the well done playstyle section I saw how well implemented it really was. Turning into this form late game to buff your horrendous recovery helps this move to feel more at home in the moveset. I won’t be comfortable with it until another move or two added to it, though. . .

You balanced out Bass and Treble impressively well for the most part despite them not excelling in either speed or power, the most common advantages for a character to have. Very well done. . .Except one thing that just nukes them to all hell. Their recovery. So let’s see. . .If Bass or Treble are alone when knocked off stage, they die plain and simple. If they’re together, Treble still always dies, and Bass only goes a mediocre distance. Luigi’s up B is a horrendous recovery, if you didn’t notice. Considering the recovery kills Treble and thus can only be used once, I’d recommend buffing the distance Bass goes up to be insane, like, AT LEAST as much as Sonic’s up B. With this change, Bass and Treble’s recovery would still suck overall, but right now. . .If either one is off the stage, ever, under any circumstances, they’re dead.

The Final Smash also having only two moves irks me. Don’t put your standards down to Sakurai’s! Final Smashes have far more potential then given credit for. And how do you use your side taunt online messages with no side taunts?

. . .Okay. Criticism is out of the way. Sorry to do that, but seeing I’m not the one reviewing this thing I wanted to voice my concerns on the moveset. It hurt me to criticize this moveset, but that’s really all I’ve got. This is without a doubt one of my absolute favorites posted so far, alongside Arthas, Waluigi, and Shellder. It is indeed better then Black Doom, or that overrated chef for that matter.

Oh, and you already know how happy you made me by referencing Dimentio in the dtilt. :p

It pains me that this moveset can’t be counted due to lacking four throws. :p
Yay! Glad I was able to make even YOU realize that Bass and Treble > Black Doom.:bee:

As for the complaints...I don't see why "mini-alt-form" moves need to have so many attacks. It's not a freaking double move-set. The final smash I can understand to an extent, but the down special is just that - a single Special Move. Not an alternate playable character >_>

The recovery I'll buff, no problem, but I would like to say that Bass can already attack while being bounced upwards with no freefall, and that their recovery is supposed to stink.

@Bass and Treble: The Neutral B and Final Smash are a bit bland, and the Up B is used in every Megaman and Rush set to date, so meh, but the set in general is good and the characters themselves are cool. Only one real problem with the actual moves: Why would anyone not just stay in S-Adaptor mode if it's better than the regular mode? Sure there are a few paltry disadvantages, but overall it's only about as big a trade-off as being slower with Zelda than Sheik in Brawl.
What does everybody have against the final smash? Sorry everyone that I wanted to make a final smash that fit into the playstyle (having different bonuses if Treble was alive or not) and was from the games.:(

The neutral special is a key move in their playstlye. There's no way these guys would be as usable without a way to quickly reposistion Treble to specific locations. It's pretty much meant as a "substitute" to using 2 controllers. =P

The Up Special has been in Megaman and Rush sets, but I thought it would be ironic to see the villians use it for once.

S-Adaptor has only 2 attacks that can't be spammed, so you're really predicatble. Try playing as Snake and use nothing but his netural and side specials, that's pretty much what this is equivalent too.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Bundt was great. I liked the Side Special, but you have to say what each pastry looks like. :p
Thanks! I may edit that in as a bonus.

Oh, man. That'll be fun. Not gonna lie, I've been playing those Wind Waker temples over the past couple days, and I got the urge for a moveset for Medli/Makar as well. Glad to know someone's gonna do one.
I'm glad I'm not the only one who likes Wind Waker, as it's evidently rather popular to make fun of it.
 
Joined
Nov 26, 2005
Messages
1,810
I read a few of the movesets I've missed, in no particular order...

Envy: Aside from that dang green color scheme, I loved it, actually. Yeah, it's kinda disjointed with the constant transforming, that'd probably have a sort of visual disconnect or what-have-you, but it's always interesting and unique, reminds me of Ditto. The bias towards your mains goes beyond just hints and becomes full-fledged mania, with Down Special specifically making Envy into one of them. I enjoy those attacks that are somewhat more simple, more hand-to-hand, because they make it easier to focus on the very special Specials, while the ones that see him transforming kinda sour me. Anyway, it's a hell of a moveset, just as I expected from thou.

Sil'fer: Fantastic organization here. Quite a few interesting concepts, too. I'm glad to finally see a moveset from you, Shake, and it doesn't disappoint. Although I don't particularly like the centered text... I know that aligning it at the right would ruin the effect, but it feels kinda unnatural to be always reading from the middle of the page.

Bass & Treble: Quite simply, one of the greatest duo movesets I've ever read. Maybe even best, period. Great, simple mechanic, the individual attacks remain creative without getting too outrageous, and the playstyle section is your best yet, one of the best, period. I would quite agree that this surpasses both Black Doom and my own (overrated BY WARLORD) Kawasaki.

Bundt: I really, really enjoyed this one, Wiz. Tons of fun, seriously. Although I would've liked to see more cake-based attacks and less things-he-magically-conjures-based attacks, that's really the only complaint I can level here, it's a great little set. Made me hungry. One thing I'd love to see is a better organization, with some sugary pinks, pale yellows, and just plain ol' whites. And some bigger fonts on the attack names and headers. Less dark greens, that doesn't really fit here. Anyway, as I was saying, great playstyle with a rather fun mechanic, and one of the more underrated sets yet, probably because it was posted directly after Bass & Treble. Oh yes, and the Final Smash could be better. You know that when I say that, you've got a problem, because I'm usually weak with Final Smashes.

Mia, Klarann, and others to come... well, not shortly, but not TOO long-ly either.

The King of Darkness has no need to hasten...

ZANT



Zant, the King of Darkness himself. Showcased as a villain in Twilight Princess, this sinister Twili, constantly hidden behind that stone chameleon mask, staged a coup, taking over both his own Twilight Realm and then trying to extend his sway even beyond. He gives off the menacing air of a calm and tactical mastermind as he spreads Twilight like a plague.

It's only later, when you bring the fight to him in his dark seat, that he reveals his true nature; a madman. It seems that being passed over as a candidate for King of the Twili drove him to the brink of insanity, and although he contains it (with difficulty) with the help of Ganon's magic, when under pressure, it erupts out of him in a torrent of gibbering madness. And here is a video of his boss battle.

Zant brings his schizophrenia with him into Brawl. By default, he's calm, collected, focusing around a variety of long-range hexes and dark magic. He has a number of attacks that manipulate the stage and the foe and is the quintessential spacing character. Many of his attacks, however, have the byproduct of creating Twilight, that strange matter that turns regular people into translucent ghosts. While inside a patch of Twilight, Zant's moveset changes dramatically as he becomes that crazed scimitar-swinging lunatic. This side moveset is simplistic, not at all a major attraction here, and will be linked in at the end.

The properties of Twilight? It's cohesive, like water; two patches near each other will spread until they join together into a single mass. Foes completely engulfed by it appear yellowish and ghostly and have their knockback sliced by 1/3. This in addition to Zant's moveset shift results in a monumental advantage for you if you can create enough of it. However, all Twilight vanishes into thin air when Zant is KOed.



Range ||| 9 ||| His greatest boon; Zant has little need to approach.
Size ||| 8 ||| Zant towers over much of the cast, silent and still.
Weight ||| 7 ||| A heavyweight at heart, his helm adds to his bulk.
Power ||| 6 ||| Mystical, perhaps, but not almighty.
Jump ||| 6 ||| He displays an athleticism one would not expect from a tyrant.
Attack Speed ||| 4 ||| Summoning dark forces takes time.
Fall Speed ||| 3 ||| Carried on dark winds, Zant drifts.
Run ||| 3 ||| There is no need for haste until Twilight covers the land.

Zant's strengths are many - he can fight from afar with little difficulty, pelting the foe with irritating attacks and twisting the landscape to best protect him - and he is difficult to KO, with bulk, recovery, and long air time on his side. But just as tremendous are his flaws; if he tries to engage in regular combat, he's got little chance, as he leans toward the slow side and has difficulty stopping a good approach.





Neutral Special ~~~ Orb of Red Twilight

Zant cups his hands before him, one on top and the other below. Motes of energy materialize and coalesce to form an orb in his hands. This is chargeable and storable rather like DK's Giant Punch, but takes less than a second to charge altogether and cannot be used half-charged. Pressing B a second time launches this orb forward; note, however, that it is extremely controllable, almost too much so. It's half as big as Kirby, fast as an arrow, almost as hard to control as Super Sonic, and cannot move backwards. If it makes contact with a solid surface, it ricochets off of it with doubled speed and damage output.

Upon contact with a foe, the orb deals 9% and slight knockback that always knocks the foe to the ground (unless they tech). However, high-priority attacks - disjointed ones, mostly - can interrupt it and make it burst into a cloud of sparkles, if timed properly. Its extreme speed makes it difficult to read in this way, but this makes it unspammable on its own.

Side Special ~~~ Disintegrate

Zant raises an arm or lowers it, depending on whether you hold Up or Down. If Up, this attack only has an effect if the foe is a platform ahead of you. Zant clenches his fist and the foe dissolves into a storm of colourful particles spontaneously. They cannot be hit by regular attacks, but have only the faintest control over the movement of their little cloud. They remain in this state for two seconds before reforming. This is easy to see coming and can be dodged, although not shielded.

If you choose Down, Zant points at the ground before him, and it's a SBB-size chunk of it that dissolves into iotas. This means that a chunk of the stage is now effectively missing (although the motes still hover in place, in the foreground or background), creating a new hole into which you can throw the foe. The missing piece of the stage reforms after five seconds, pushing out anyone who might be overlapping it at the time. This variant is laggier, taking almost a second to complete.

Up Special ~~~ Twilit Wormhole

Zant raises both arms skyward, and a dark portal of sorts appears in the sky above him, by default a Ganondorf above the next highest thing on the stage. This simply hangs there for fifteen seconds before dissipating. You can create up to of these at a time, and, indeed, you need to if you intend to use it to recover. Using this a third time - while you already have two - while Zant is roughly underneath one of them will causes him to disappear into it and reappear outside of the other, effectively warping between the two. This is not entirely lagless, but can be used to your heart's content until the time limit on one of them runs out. Creating them is quite laggy. This recovery requires forethought and for you to set one up off the edge of the stage.

If a wormhole is directly above you (and another is elsewhere on the stage) when you Disintegrate a foe or a fragment of the stage, they will be sucked into it and issue out of the other. If it's a piece of the stage you teleport this way, it'll instantly sink to its original altitude - or as close as it can get to it - and reform, solidifying. In this way you can remake the stage to better fit your designs. Move a drop-through platform to the side of the stage so you can use it for recovery. Move a piece of a wall to a more opportune spot, where you can use it to ricochet your Neutral Specials. Or simply stack up a few pieces of the main platform to make it harder for foes to approach you on the ground. The opportunities are truly limitless.

If it's a foe who is sucked into the wormhole, they'll come out of the other and reform after they reach their initial altitude. Best used if you've set one up off the edge of the map, although be aware you may have to edgeguard to prevent them from simply recovering.

Down Special ~~~ Dimensional Tear

Zant brings one sleeved arm in a diagonal slash through the air in front of him. This is a small fast hitbox that deals 7% and has fairly weak knockback. It also traces a thin, dark line through the air itself. This is a rip between the Twilight Realm and the Smash universe, and if left unchecked, it swells quickly, bleeding Twilight. A small line will become a Zant-sized chunk of Twilight within three seconds, but will grow no further than that.

The only way to prevent this is by attacking Zant in the wind-down, when he pulls his arm back slightly and chuckles. If you do not, he'll have a foolproof patch of Twilight in which to employ his other moveset, and from which to make it spread.





Jab ~~~ Blood Darts

Zant raises and clenches a fist. The tail end of a single dart sprouts from between two of his fingers. Tapping A a second time creates a second dart next to the first; this can be done up to four times. If you fail to press it a second (or third or fourth) time within half a second, Zant will whip his arm across the air, tossing the dart forward at a blazing speed. Each dart deals 3% and has no knockback, but will stick in the foe and smoke for a second after contact, radiating Twilight. Each dart will issue a small amount of Twilight, about equivalent to a Kirby, before vanishing. This attack is laggier than most jabs, but not easy to dodge.

Dash Attack ~~~ Twili Shenanigans

Zant's dash is just a slightly hastened stroll. His dash attack causes him to spontaneously vanish and reappear, crackling with electricity, exactly one platform ahead, still walking. Contact with him at the instant he reappears deals 8% and repulsing knockback. This can be chained together in quick succession to cross a stage more quickly or employed to dodge an approach by seemingly meeting it head-on.

If you tilt backward at the precise second you input this attack, Zant will instead teleport one platform back and continue walking. Since this attack has almost no discernible animation, it's an excellent mindgame. Just be aware that in the wind-down between usages, you're extremely vulnerable to higher-priority attacks.





Forward Tilt ~~~ Claw of Darkness

Zant raises a sleeved arm. With minute lag, a shrivelled claw of black Twilight issues forth, soaring forward at a low speed. Upon contact with a foe, it clamps on, holding the foe in a grab from which they must struggle out. This is an ideal set-up for any laggier option and a great way to stop an approach.

Disintegrating the foe while the claw is gripping them disintegrates it along with them into a small cloud of Twilight, about a Mario across in any direction. Advantageous.

Up Tilt ~~~ Ghost Head

A translucent copy of Zant's helmet, two Ganondorfs high, suddenly appears overlapping the real thing. It comes into creation with a whoosh sound effect and hovers for almost a second before fading away. During this time, it's a large disjointed hitbox that deals multiple small hits and holds the foe in place - if they all connect, you're looking at 14%. Easy to use and effective, but the start-up is distinctive and there is wind-down.

All Twilight within two platforms will trickle toward this monument for as long as it drifts there. This is your primary method of gathering wayward patches of Twilight into a chunk large enough to fight from.

Down Tilt ~~~ Engulf

Zant brings both arms down abruptly, and a thin, almost invisible web of spidery thunderbolts issues from the ground around him and meets at the tip of his head. This is quick to come out and results in three hits of 3% each but only flinch knockback. This web will also outprioritize all projectiles, nullifying them instantly - however, it can be beaten out by any powerful close-range attack.

Directly after this comes a period of wind-down lag in which the invisible lines thicken and form a solid cage of Twilight; these spread and join until Zant is completely covered, and then some. This takes almost one second, but will happen even if Zant is hit out of the attack or the wind-down.





Forward Smash ~~~ Rapidfire Volley

Zant charges by extending both arms and glowing red - this is a laggy Smash, but well worth it. When released without any charge, he launches forth a single red Twilight orb, travelling on a straight plane at a reduced speed compared to those from his Neutral Special. Upon contact, this one deals a more impressive 14% and has slight knockback. However, if the foe hits it with any decent-priority attack just before it hits them, they'll hit it back towards Zant at a slightly increased speed and dealing 2% more. Zant can hit it back in turn to add another 2% and increase the speed still more. So on and on it goes until one player dodges or is hit. This can be difficult for Zant, what with his limited close-range options, but by hitting the orb out of the air with a projectile, he can make it almost impossible for any character to counter quickly enough.

Charging increases the number of orbs shot up to a potential total of five. These are all spaced slightly apart and can all be hit back, although it'd take an attack with a very long hitbox to hit all five back at you effectively - say, Game and Watch's Forward Tilt. Each orb increased divides the damage evenly, so that with five they each deal 2-3% for a total of 14%, but likewise each increases by 2% independantly each time it is hit the other way, so this can add up very quickly.

Zant has several options for returning them all, not the least of which is Down Tilt or a fully prepared Jab from a safer distance.

Up Smash ~~~ Acrobatics Maelstrom

Zant leaps up when you release, a height of anywhere from one platform to two depending on the charge time. When he reaches the apex of his leap, he swings an arm wildly beneath him, tossing a single red orb directly down - this deals 11% and slight downwards knockback on contact, as well as creating a small patch of Twilight as it vanishes. This smash is generally fairly quick, but has a long duration.

If this attack is used when you're beneath a wormhole and you have another elsewhere on the screen, Zant disappears into it for half a second. During this time, that single red orb is tossed out of the other portal - then Zant comes back out of the first portal.

This makes for an additional use to your wormholes and also, if you place them carefully, a potential gimp KO as you drop an orb on them while they're recovering from a portal placed there for your own recovery purposes.

Down Smash ~~~ Fragment Barrier

Zant waves a hand vaguely in front of him, causing a very small piece of the stage - a bit bigger than a Pokeball - to detach itself from the stage right in front of him and float up to eye level suddenly. Contact with it along the way causes 8% and middling upwards knockback. This leaves a small hole in the stage that simply makes it difficult to run across it without falling in, and a small, tilted miniature barrier in the air. This floating chunk drops back down after ten seconds; until then, Zant and Zant alone can stand on it, balancing precariously.

This can be mainly used as a comfortable perch from where you can toss projectiles down from on high, as another way to make the stage difficult to traverse comfortably, or as a ricochet point for Neutral Special orbs. It's also a decent way to toss back a Forward Smash that's being reflected toward you.





Neutral Aerial ~~~ Gravity Swirl

Zant spreads his arms wide and stops all his aerial momentum instantly, for just under a second. This has some start-up lag but is generally a great way of preventing yourself from being KO'd and of placing yourself in an opportune position to recover with a portal. This also causes all loose items within a platform in any direction to surround Zant and spin wildly, creating an impenetrable barrier of varying firepower.

The best use of this is to move around floating bits of ground ripped off by your Down Smash; using them in conjunction with this results in a rare repulsory tactic for Zant, dealing 15% and comparatively heavy knockback on contact. This can also be used to make dissolved foes swirl around you and move them to rematerialize wherever you want them to.

Forward Aerial ~~~ Thrall of Night

Zant thrusts an arm forward and a line of black energy snakes its way forth, tracing a line the length of a platform in the air in front of him. This is somewhat laggy and deals no damage or knockback.

The darkness quickly spreads, highly gravity-effected; it drops toward the ground in a curtain. However, for one second before it solidifies, this sheet can be attacked directly; any attacks tear through it like butter. After that one second is up, whatever's formed hardens - or vaporizes, if you want - into Twilight. If you use this without a foe around to mess with it, this is a foolproof way to make a large zone of Twilight. I would especially recommend using it in conjunction with a pair of wormholes to really mess with the foe's ability to stop you. You'll cover the world in darkness in no time.

Back Aerial ~~~ Twinport

Zant pulls a sudden backhand, whirling in midair to buffet foes behind him. If he makes contact, the foe will apparently vanish behind him - then he'll vanish in a puff of smoke, and rematerialize about a platform backward. At the same moment, the foe rematerializes a platform forward. Effectively, you've switched positions. Neither of you are in freefall and you're facing one another.

From here, you can toss a Neutral Special or, to mix things up, attempt a Side Special Disintegrate - see also his Forward Air while in Twilight. This simplistic attack is very much vital for manuevering yourself and your foe between patches of Twilight, depending on where you want them and yourself to be.

Up Aerial ~~~ Twilit Thundercrack

Zant raises a single arm into the air. With noticable lag, a thin red thunderbolt crashes from the heavens and into his hand - its hitbox is very small, because he quickly clenches it, his hand glowing red. The thunderbolt deals several small hits of 2% and drags the foe down with it as it goes, toward Zant.

Using this attack a second time causes Zant to raises his arm again and release that pent-up red energy in the form of a giant sphere of Twilight. About a Bowser across in either direction, it's somewhat slow to come out; it does, however, cause highly lowered gravity for the first two seconds after its formation, so you can chain the two hits together against a slowfaller and then hit them with an Up Tilt or what-have-you.

Down Aerial ~~~ Juggler

Zant extends both palms to either side, facing upwards; three Twilight orbs form spontaneously and he begins juggling them. How very odd. You can tap A to increase their upwards trajectory or B to make him lower his arms and juggle them by his feet. You can also tilt the control stick to affect how far out to either direction he tosses them - unless they hit someone, they'll always come back to him as if influenced by magnetism. Contact with any one of them deals 6% and sends you into freefall, likely to be hit by the next. This attack is cancelled by pressing Z, whereupon Zant causes all three to burst into a cloud of Twilight. This attack continues if Zant lands on the ground.

This has the additional effect of drawing all other orb attacks toward Zant; he'll simply add them into the cycle. This is most useful to attract a deflected Forward Smash. Every additional orb you're juggling is added to the amount of Twilight generated at the end, so this is most helpful - just note that it's laggy on either end and has a long duration at the best of times.





Grab ~~~ Throttle

Zant reaches forward with an uncanny speed, gripping foes by the neck and heaving them off the ground. His pummel has him squeezing them by the neck; each squeeze causes them to briefly turn into a cloud of particles, then resolidify, still in Zant's grasp. This deals 3% and is a fun visual effect.

Forward Throw ~~~ Door to the Netherworld

Zant raises his other arm and a wormhole, just like those of his Up Special, forms directly behind the captured foe. He then simply shoves them into it. If you have no other wormholes anywhere on the stage, they'll be fired back out from it, resulting in ultimately backwards knockback and 8%. If you have one other wormhole, they'll drop out of it. If you have two other wormholes, you select which one they fall out of by tilting the control stick. These two variants deal no damage.

Back Throw ~~~ Encapsulate

A small, platform-length area of the stage behind Zant turns into a cloud of particles and rises slightly off of the surface of the ground. Zant chuckles vaguely, then turns around and slams the foe into the hole he's created - on thin stages, there will still be a very thin, almost invisible line of stage left to keep them from falling to their dooms. Next Zant lowers an arm and the particles of the stage reform in their place, sealing the foe away.

The foe can struggle out, to be sure - the stage will briefly moleculize again and they'll be able to jump out, if they tap enough - but in the meanwhile, you're free to spread Twilight or manipulate more of the stage. You can also use Side B on the stretch of stage where they're buried to turn not just the stage but also the trapped foe into a cloud of particles; if you have a wormhole, they'll both be transported at the same time and they'll still be trapped when the particles reform elsewhere. Two teleports for the price of one.

Up Throw ~~~ Zant-Head Branding

Zant points a glowing finger at the foe's head and a helmet identical to the one he wears materializes on their head, its shape and size depending entirely on the character; he then simply throws them away on a diagonal-upward angle, dealing 6%. The helmet has no apparent effect aside from making the character 1.2x heavier and less floaty for five seconds before it vanishes. This is ideal for throwing them into an area of Twilight and ripping into them more easily with a combo from your scimitar moveset.

Of course, the more significant effect is that all Twilight on the stage will slowly trickle toward the foe for as long as they're wearing the helm, rather like it does in Up Tilt for you. Best used to box them in and surround them, then lay in.

Down Throw ~~~ Malignancy

Zant clenches his fist around the foe's throat, dealing 13% - he then drops them with a red darkness effect, dealing decent downwards knockback. This simplistic throw is very, very significant. Use it while standing in front of a hole in the stage created by your Side Special and you're likely to pull off a gimp KO. Use it while standing on a tiny platform created by your Down Smash and you may do the same, if it's properly situated. A very relevant throw and one of few ways you can KO without entering a zone of Twilight.


Zant's secondary moveset, enabled when he is fully covered by Twilight.






Playing Zant is not an easy thing. He's a complex character, layered and diverse, with some glaring weaknesses; shoring them up takes tactical thinking. You have to organize and regulate your Twilight and where it is, where the opponent is, chunks of stage that you rearrange - and you need a reason for it, other than just because it's fun - your Twilight orbs and how to reflect them and what to bounce them off of, your wormholes, which you should always have two of at once. That's just the main moveset, now - when you take into account combat in the thrall of Twilight, things become even more complicated, as you need to combo and KO without ever knocking the foe out. You need to control how it spreads.

In short, you're tasked with taking over a strange world and remaking it completely. Not an easy thing at the best of times, but let's start at the beginning.

Wormholes are the first thing you need. You need them for recovery, lest you get knocked out just when you're starting to get a foothold. More importantly, you need them so you can move around the stage more freely and thus have more breathing room to create Twilight. Never underestimate the potency of piling up chunks of the stage; suddenly the foe has no way to approach you but from above, and you have several options to protect from there.

When it comes to creating Twilight, the most useful attack in your arsenal is Forward Aerial. Get as high up into the air as you can and let that sheet come trickling down; here, again, it comes down to remaking the stage to better serve you. On a flat stage like FD, take off a few pieces and stack them one on top of the other (by keeping your wormholes where they are, of course), then jump off of it to your maximum height before dropping Twilight.

You can't just play a defensive game, of course, a game of evasion and flight; Zant also needs to pester the foe with projectiles. Neutral Special is the most important of the lot, a rather powerful projectile that will home in on them time and time again. For maximum impact you'll need to bounce it a few times, and here again it comes to how well you've manipulated the stage; between Side Special and Down Smash, it's quite possible to make a sort of hall of mirrors, bouncing the Orb multiple times before it hits them. Maybe it can even KO them.

Once you've got a significant amount of Twilight on the stage, you have to group it into a single larger mass. Here you need to use Up Tilt, or enter it yourself and use a Special. Slowly but surely you'll collect it into an area large enough to fight inside, and it'll only continue to spread. Once the bulk of the stage is covered, it's time to go on the hunt. Zant becomes a whole different creature, a madcap combo character who specializes at holding the foe in place with multiple hits. Since his scimitar attacks have typically good range, it's quite easy to pull the foe in if they're teetering just out of range. Once they've entered, they're going to have a difficult time pulling off any KOs of their own, although you should always be wary; your Twilight recovery is, on the whole, abysmal. You wouldn't want to be overthrown in your own domain.

In general, you have to think spacing. Constantly. If the pressure's getting to you, try any one of your Tilts, simple attacks that can hold the foe or simply repulse them while you have time to put up some stage obstacles or prepare a few good projectiles. Never forget that preventing your foe from effectively dashing at you is an excellent way to limit their approaches; take out little fragments of the stage just because you can. If all else is failing, Disintegrate the foe. If you have a pair of Wormholes, all the better, because it'll buy time. You have no prerogative while fighting outside of Twilight, except to unnerve the foe with your inexorable approach. So many of your attacks are similar in animation. Zant himself is almost immobile, but for the movements of his arms.

You're a tyrant out of his element. Only by spreading the grim dark can your plan bear fruit; you have intimidation on your side, and countless dark powers, but it's not enough. Bring them into your own land and show them what true fear is.





Against The Count ~~~ 37/63

The Count has an immediate and glaring boon in this battle of the villains: he's in effect two characters in one. As soon as Zant manages to pull one into Twilight with him, the other can simply rush in and knock him out, helping his friend. The main thing counterbalancing this is that Zant can keep them both well at bay early on and then go for a combo once he has some Twilight going; in addition, his abysmal recovery is almost a non-factor as a minus, since knockback is not something The Count is concerned about.

Simply tossing projectiles is no answer, however. A savvy Count will elevate himself and let his slime base sponge most of Zant's projectiles, which travel on a straight plane, while Zondark lays in and brings some pressure with him. All the "King of Darkness" can do is try to keep The Count too far to land a good grab, but this isn't especially easy, what with his low speed. And worst of all, once you finally bring them into Twilight? Their knockback is cut and they don't care a whit. You'll just be bringing yourself into close combat against someone who always wants to get very, very close.

Your best chance is to set up two wormholes and Disintegrate your foes sporadically, disabling The Count from using them both effectively and moving them around the stage while the other is trying to mount an offense... but this is a sketchy notion at best.

Against Mario Remix ~~~ 60/40

A basic, simple combo character? Easy pickings. Mario knows how to space, of course, but Zant can almost by necessity do it better. Simply move around the stage a bit, make it hard for him to approach, and let your Twilight take root. Jab at him once in a while with projectiles, but beware the Cape; don't make things easy for him. Mix it up and attack from a variety of angles, and remember that your priority is defense. It's only once you have a significant amount of Twilight that you should entice him to get close, and then it's just a matter of who can combo more effectively. Mario is a smaller target, and his knockback is cut in half, making it easier for him to chain together hits, but you still have the option of moving just outside of a patch of Twilight and tossing a few disjointed hitboxes his way.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Bundt: I really, really enjoyed this one, Wiz. Tons of fun, seriously. Although I would've liked to see more cake-based attacks and less things-he-magically-conjures-based attacks, that's really the only complaint I can level here, it's a great little set. Made me hungry. One thing I'd love to see is a better organization, with some sugary pinks, pale yellows, and just plain ol' whites. And some bigger fonts on the attack names and headers. Less dark greens, that doesn't really fit here. Anyway, as I was saying, great playstyle with a rather fun mechanic, and one of the more underrated sets yet, probably because it was posted directly after Bass & Treble. Oh yes, and the Final Smash could be better. You know that when I say that, you've got a problem, because I'm usually weak with Final Smashes.
Glad you liked it! The things-he-magically-conjures-based attacks are based on attacks Bundt used in Super Mario RPG, but I see why it would be better to use more cake-based attacks. And I agree on the organization... I'm not very good at organization. Yeah, the Final Smash could have been better, but I had a hard time thinking of one. Well, thank you!
 

iSpiN

Smash Journeyman
Joined
Feb 10, 2009
Messages
357
Location
Nashville TN, US
Well I'm sorry I didn't show you my final product before I came here. And they are not random ideas, they are actually thought out ideas trying to base off other Sonic games. No reason to bash me for actually trying to become apart of this.
 
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Well, quite a few cool new movesets popped up, and I read the last few. Here's what I think!

Bass and Treble: Very cool moveset. There's nothing like a (robot) man and his dog. I thought the Standard Combo was a little awkward with regards to button input, but overall, it's a cool set with some cool moves in there. I love the interactions between Bass and treble too. Great job! :bee:

Bundt: I would love to play as a cake. (No lie.) The moveset itself is very fun, with some wacky moves everywhere. I've never played SMRPG, so I don't know if a lot of these moves are actually from the game or what. They seem to be pretty creative and well implemented. I like the Forward Tilt, for some reason and the Final Smash jsut makes me hungry (it's great). The codec is also funny. The mechanic is interesting, and doesn't seem too distracting. However....

- a Dash attack that needs a 20-second charge? Really?
- the Dtilt when Alight can only be used once per stock? What?
- many of the throws seem like they'd lead to chaingrabbing
- I'd move Raspberry's attacks to right after his move description.

Also, most of the attacks could still use a bit more detail, as they're not 100% clear. Still, it was a fun-to-read moveset and very good. Try some bolding for attack names and percentags too. :bee:

Goemon: I've heard of this guy, and he seems all Japanese-like and interesting. Your main goal seems to be showing us exactly how characters can translate into Smash Bros. You did a very good thing by showing us all of those animations to get a feel for how Goemon looks, moves, and acts. However, it's a little much, and distracts from the rest of the moveset, especially since it gets into tedious detail and it's at the very beginning. I'd find a way to compress the animation section, though they are very appreciated.

Speaking of the rest of the moveset...the A moves themselves are rather uninspired, imho. I think you can put a little more creative effort into this. There are some issues with the Special Moves:

- How exactly do you charge neutral B? Is it automatic, do you hold the button....?
- Forward B: What is "Mini-Impact?" You leave us hanging there; some people might not know what exactly that is.
- How long does the Down B transformation last/is it reversible?
- Is there a change in trajectory for the Neutral/Side B if you use them while lying down?
- For the Final Smash: What is "Impact?" Again, you're leaving out crucial details for people who might not be familiar with the series. In addition, how is one supposed to know how to input the multi-button attacks?
- Also, why are the Throws separated from the rest of the actual moves?

Yeah, it's a long list, but those are some important issues. Though on the bright side, the moveset is very visually impressive. You seem to have a very good idea of how Goemon would work in Smash Bros., and you do a good job with the Dojo updates and the stages and other things. The franchise really does look like it'd be an interesting addition to Smash. (Although it's spelled "pilot", not "piolet") Great job though, and put a little more creative effort into your attacks! :bee:

Balloon Fighter: Also a very cool moveset. You once again do a great job of harnessing all the potential possible in a character, and what results is this cool little fella. The only things that nag at me are those quirky tilts that do no damage that you're a big fan of (:bee:) and the fact that I'm not exactly sure exactly how many midair jumps Baloon fighter has. Does it depend on the number of balloons? Other than that, it's really great, and I just love the Final Smash and stage. (I feel like he needs victory music, though.) Great job! :bee:


Phew, that's that.
 
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