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Make Your Move! Super Smash Boards Brawl - And the winners are...

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Rythe

This 'pokemon' is a genetic experiment, crossing several strands of DNA into a Scyther Egg. One of the million experiments Team Rocket made, only... they were once again successful. In this they created a devastating machine of death, living for only combat. It looks like a Blood-Red Scyther with flaming orbs for eyes and jagged blades, meant for tearing into for wicked damage. The creature named Rythe hacks and tears into brawl!

STATS:
This is meant to be played like Captain Falcon, Fast and Powerful, but with a ridiculously poor recovery, and little defensive options.

Power: 4 This demented creature tears away for a lot of damage. He has few techniques that do a lot of knockback however.
Speed: 5 This has the speed of Scyther, absurdly quick.
Weight: 2 This pokemon is fairly light, and easy to send flying away.
Traction: 2 This pokemon nearly hovers, and as such, has little traction, with one exception. When it plants its feet to shield and crouch, it has a traction of 4
Size: 4 This thing is rather tall, and is a fairly large target.

Rythe stands straight, with his arm-blades somewhat close to his side, but loose. His wings are constantly buzzing to the point of being a blur. Its feet just barely touch the ground. After a couple of seconds it raises both arms up and then stretches them downwards, moving up slightly before returning to normal stance.

Rythe is floaty, and kind of light, and is not an easy character to combo. The tips of it's attacks generally reach far, but do next to nothing, as most of his attacks have an area where they 'tear' doing a lot of damage. His attacks also move him about quite a bit, making him appear fluid at times, yet he also has his fair share of attacks that are sudden, and not at all fluid. The biggest problem is that you can 'attack' off an edge, and edges are where Rythe, more than any other character has trouble.

When he jumps he can go vertically as much as he goes horizontally, and even more so when running. He doesn't get a lot of height out of his second jump, but his first one can give him a fair amount of height. The second one gives him minimal height, but allows him to completely change his direction. When jumping, he goes at a 30 degree angle from the ground. His running speed is ridiculously quick, and puts him into the classic Scyther run, which is nearly parallel to the ground and flying only skimming the floor with his rapidly moving feet.

His dodge is very quick, and his spot dodge is normal length. However, his normal dodge, while quick, lacks the normal range, and has less invincibility frames. While sheilding he only stops moving his wings and plants his feet, both blades protecting him in a cross shape. This reduces his target somewhat, more than expected. It isn't perfect however.

GROUND MOVES

Standard Combo:
His standard combo is a single, mid range diagonal slash, followed by a rapid series of stabs, ending with a lunge. The slash, like all of his moves, has a sweetspot, where it does much more damage, and same knockback. If it doesn't hit the sweetspot, it does minor damage (3-5). If it hits the sweetspot, it does a fair amount of damage. (+10) The sweetspot on this attack is close range, and this is a good attack to halt other characters that charge in with little range. If he uses only this part of the combo, then it has average recovery.

Tapping A a second time will cause Rythe to go into a series of jabs in the air. These are short range, and very quick, much faster than other rapid A techniques. He only stabs forward three times before he stops, however. Each jab hits above most crouches, but does not push back the enemy at all, keeping them trapped for the rest of the hits. These will definitely hit if they were hit by the sweet spot on the first attack, if they were not, however, then they would be knocked out of this attack's range. The sweet spot only takes effect if they hit one of his arms going from beneath it, which is nearly impossible. Due to the timing required, it is only useful as an edge-guard in certain situations, against specific characters. Each stab does 2-3 damage, and the three stabs last less than a second. If he stops here recovery is very quick as well.

The final part of his A combo is a lunge. He moves forward suddenly, using one final swipe of his blade. The sweetspot is directly infront of his face, and will not hit them if they were trapped in the three stabs, unless they were unusually close to him for some reason. If that sweetspot hits, however, it does impressive knockback, upwards, and damage. It is unusually hard to hit with it though. If they get hit by another part, it is similar to getting hit by the first attack, non sweetspotted. The last movement also takes him forward by four feet, which means using this part of his standard combo for edge-guarding is highly dangerous, as it would put him over the edge. Notably, he recovers from this faster than he would on the ground. There is very little lag at all if he leaves the ground, and moderate recovery if he doesn't.

Forward tilt: This is an uppercut, with large range infront of him, a small piece of his attack going through the floor and a little range directly above him. He continues the motion all the way back down, jumping where he had just slashed, and slashing where he just was. This attack has next to no damage, unless the sweetspot connects. The only point the sweetspot can connect is dead center while it rises, which does a fair amount of damage. As it's fairly safe to assume, it knocks the enemy in the air some going up, and does next to nothing going back down on the other side. There isn't much lag after he finishes turning, and the attack stops if he gets to a ledge, where he does not fall off. He moves after the uppercut quick enough to get out of the way of most characters, but some with good range or fast-falling may hit him during it. He moves five feet forward and ends turned around from this attack.

Down tilt: He slashes the legs of his opponents. This is a fairly standard-issue attack, not moving him in any unusual way. It does average damage, and the sweetspot is close-range, opposed to his arm, which extends to just below mid range. The sweetspot does good damage. This attack is enjoyed by people unfamiliar with Rythe's playstyle, because it is similar to other attacks.

Up tilt: He looks up briefly and lets loose a short, close range flamethrower. This attack is similar to a combination of Zelda's Uair and Samus' Usmash. It is one single attack, but with the same level of power the Usmash has. It is a very quick move, and he returns to neutral stance before the fire dissipates. However, if he goes for a second too quickly, he can hit himself with the attack. The fire remains in the air for a second or so, meaning he can't jump to follow up out of it instantly. Rythe mains lament he wasn't in Melee, because if he was then wave-dashing would have made that the most abusable move in the game. However, without an easy way to get around it quickly to attack efficiently, it is merely used to stop people who spam Dairs. It does mediocre damage and knockback.

Forward Smash:
Rythe flips, and lands with a brutal cross-slash! This attack takes him five feet forward before landing, and although he moves very quickly while flipping, it is still leaves him vulnerable briefly. He doesn't land on his feet either, and instead cross-slashes into a dash-like stance. The cross slash has a sweetspot, and getting hit by it does a large portion of damage. The rest of it does moderate damage. The sweetspot does huge damage, but oddly, does not send them flying. Instead, they just collapse, falling. If they get caught in the air during this technique, they fall for a couple seconds before being able to do anything. Otherwise, this smash does decent knockback, nothing special for a smash. It is possible to continue dashing after this move, and if you go out onto air from it you act as if you had ran off the ledge. It has little recovery time afterwards at any event, making it a strong, if difficult to use move.

Down Smash: He sticks one blade into the ground, and his wings suddenly catch fire and vibrate much faster. He sticks one leg out at the same time, and his wings propel him in a circular motion, while his foot catches fire. After a quick semi-circle, tripping all those around him, he suddenly jerks up. The foot does moderate damage, no sweetspot, and is nearly flat to the ground, but doesn't pass through it. When he suddenly rises can also cause damage, although very slight, similar to Luigi's taunt in damage and knockback, although it covers his body.

Up Smash: He puts one blade into the air, and then forces it down suddenly, anyone near the range getting caught is sent straight down into his second blade, which rises less than half a second after. If they're caught in the first blade, then they get launched high in the air, taking a large amount of damage from the second one, which has a sweetspot in Rythe's hitbox, which they're forced into momentarily by the first hit. If only the second hit gets them when it comes up, it does moderate knockback and weak damage, nothing like the sweetspotted version.

Dash Attack: His dash is obviously ridiculously fast, and as such, hard to stop. His attack from it should help him though! He puts one blade into the ground, suddenly halting his dash, and lets the centrifigal force of his foot fly into a kick from underneath him, going up into the air and then putting him back a couple of feet from where he started the attack. The kick has a meteor hidden in it at a ridiculously close range. Just as it leaves the space he occupies it is a meteor smash for a brief moment, then returns to its normal strength, which is still reasonable. Once it starts going upwards it loses most of it's strength, and once it hits directly above and behind him it ceases to be an attack. It knocks back in whatever direction the kick is going, or if it's going up, no direction, just minor knockback. It has the second worst recovery time of all of his moves, although it isn't nearly as bad as his worst. It still is rather bad.

AIR MOVES

Neutral Aerial: He turns slightly, putting one arm behind him and up slightly, and one forward and down, while putting his legs flat out behind him, and then immediately spins 360 degrees clockwise, very quickly. This attack can hit a maximum of three times, if they manage to connect the very beginning of attacks. The dead center of his claws have the usual sweet-spot, and the very end of his spin can spike straight down, although it is difficult to hit with. This attack is a very abused attack at high-level play because it has good range, is very quick in coming out, and can, if sweet-spotted, do quite a bit of damage.

Up Aerial: This attack is super-fast, and difficult to notice. His wings stop moving for half a second, and then catch fire for a while. He cannot jump while doing this, falls at the exact same speed, and has very little range. It does moderate damage, and has no sweet spot. This has no range upward, so it's fairly difficult to use easily. It isn't used often due to this.

Forward Aerial: He uses a single long range vertical slash down. This attack does not do much knockback, but it has unusual range, and as such its sweetspot is also farther out. However, the real value of this move is not it's ability to attack, but to extend his ledge-grabbing range. If he can touch the ledge with this attack he ledge-grabs instantly, and it knocks people off the ledge if they currently have a hold of it. It has a one of the slower start-up times of his moves, and his slowest aerial, both coming out and in.

Back Aerial: He looks back, grinning, and his legs suddenly kick as if he was swimming, rapidly attacking in a limited area. This attack does around 5 hits, and has very little range, but it is very quick, and doesn't change his position very much. It moves him forward ever so slightly, but due to the slow recovery, makes it un-viable for any real recovery using this technique. It is weak on power as well, making it one of his weaker moves. Only every used in professional play as an edge guarding, and even then it is rare, considering most Rythe's don't leave the stage.

Down Aerial: He tilts downward slightly, and takes his arm, and goes from end to the other, in a half moon, from his legs to his head. This attack does little damage, and the sweetspot is very close to his body, making it very difficult to hit with, at least the sweetspot. However, its true purpose is to cover his bottom completely, countering people who attack him from below. Over all, it is one of his weaker, unusued moves.

SPECIAL MOVES


Neutral Special: Double Team! This confusing, and truly annoying tactic replicates Rythe, doubling the mayhem! He pauses, completely still, and then returns to his original stance. However, a second after he starts moving again, another 'Rythe' will appear, either by jumping, running or stopping, depending on what you're doing. It appears to be an exact duplicate with a level 9 CPU. However, this 'close' while trying to attack, defend, and dodge, and acts like a normal CPU, with the exception of when it takes damage or deals it, instead of doing anything, it fades away. This means that the clone cannot do damage at all. However, it makes approaching Rythe nearly impossible during it, although the clone normally goes straight for the opponent.

Side Special: Agility Slash! He jumps slightly in the air, rolling and gathering power! Then, after a second or two, he shoots forward in whatever direction he had momentum wise, stopping and slashing after ten feet (1.25 captain falcon's Side Special) or if he hits someone. This attack does moderate damage, and knocks them back based on whatever direction they were moving at the time and whatever direction the Agility Slash moved. This means that DI is unusally effective on this attack for the opponent. This makes it hard to KO with. However, it does good damage because it nearly always hits with a sweetspot, or not at all. During the air this does not change his momentum at all, nor does it change his momentum while running, meaning it is very easy to kill yourself with this move. It also means that during the start-up, Rythe will fall downwards, which will, in turn, launch him downwards, ending in a faster and crueler KO than usual. He can still jump after using it, and use Up Special, but is moving faster in the direction he was sent. This attack is rarely used by beginners due to it's volatile and difficult to use nature, but is a favourite for combo videos.

Up Special: Limited Flight! This move does not appear to change him too much, although his wings start making a louder sound. During this move, tap b repeatedly to fly upwards. It lasts for three seconds, and during this move he is completely vulnerable. It does not send him up at all without pressing b, and his momentum from however he was moving previously is still in effect, meaning if he was moving downward he would continue for a second. Also, this move makes him go slightly slower, and is hard to control and dodge. The landing lag is about the same as Ness' PK Thunder, when he was hit by it, in Melee. He can attack cancel out of flight, by tapping the A button, but after the attack he free falls. This, combined with it's low vertical gain makes it one of the weakest recoveries in the game. This attack also has the worst recovery time of all his, by a fair bit.

Down Special: Aerial Fire Spin! He crouches down, focusing his power, waiting to jump violently into the air. How much height this moves gets is entirely dependant on how long it is held. If it isn't held, it takes him less than two feet, and at max takes him slightly higher than Marth's Up Special, which takes just over four seconds to charge fully. During his rise into the air, he glows with a slight blaze, signifying things are about to get a lot hotter! During this, touching him directly causes damage and minor knockback, and he can hit with this. He goes up very quickly, much like Yoshi's Down B speed going up.

However, the show starts once he's in the air. As soon as he reaches the height of his jump, just before he stops ascending his arms and feet catch fire. He forms a cross like shape with his body, and spins downward, at the same speed he would normally fall, which isn't very fast. The true beauty of this move is that the fire makes an aura around him, and the spin reflects mid-air projectiles as well as doing damage. However, this move does have a sweetspot. Getting hit by the very base of his foot sends them into the tornado to take a lot of damage, although no knockback. Getting hit by the fringes does some damage. Rythe has a limited amount of control while using this technique, being able to move left or right while in the air a small amount, although nothing like Meta Knight's (from the Demo vids). This move stops for after a given period of time depending on how long it was charged and how long it was in the air.

Simply put, while in the air, Rythe will continue to spin indefinitely. However, there is a timed amount, and he will continue to spin on the ground for a specific amount of time. Normally this equals out to one second, if the ground landed on is the same height as the ground the attack started with. However, it will change based on the height. The maximum possible length of time is five seconds in total, counting air time.

While on the ground using fire spin Rythe cannot move, and although difficult to hurt, is not immune to being hit, if the character has an attack that has enough range to go through his arms, or just by-passes it, as most d-tilts will. If this attack is started in the air then Rythe keeps the same momentum he had, making it useless for recovery. Also, he continues spinning until he lands on the ground. This is treated as if he hadn't charged it, so it only lasts for a second when he lands. It has moderate recovery time, leaning towards slow opposed to fast. It has good start up time however.

GRABS

For an actual grab he jumps into the air, landing on people. This is extremely close range, and has a longer start up than any other grab, but moves him forward about two feet, and can grab out of the air. He lands on them with his legs, leaving his arms free to deal with the enemy. There is a sepcific point he has to hit to grab them though, otherwise it does a small, mediocre amount of damage and knockback. For a grab attack he takes a vicious swipe at their chest/jugular.

Forward Throw: He shoves two claws into the unfortunate victim, and rolls forward, putting the opponent on top, and then continues until the opponent is infront of Rythe, and Rythe is up-side down. During this time Rythe has shifted his legs so that he can kick their stomach, sending them flying. This does a decent amount of damage and knockback, and his one of his better throws. Also, he continues his movement, jumping up, which sends him forward from where he was previously, but not by very much. This attack can put him off the ledge, at which point he starts falling slightly faster than usual.

Up Throw: Much like the animation for the forward throw, he takes the same position and rolls, but kicks them straight into the air, making this attack faster. Also, he moves forward during this attack, but not much. This kick sends them into the air slightly lower than Marth's.

Back Throw: He shoves his blades into the ground next to their head, and then brings his legs up, cracking their jaw before kicking them away! This attack is visually appealing to watch, because Rythe kicks them behind him with a strong kick to the head, an unusually cruel move. It does moderate damage for a throw, decent knockback, and moves Rythe forward a couple of feet.

Down Throw: He brings both arms back, and delivers a ruthless cross slash across the neck! This does a fair amount of damage, and it takes a second to get up from. During the cross slash he jumps off the opponent and back three feet, enough room to breathe for both of them. Above average damage for a throw. If he jumps off a ledge doing this, he does not have a second jump, but does have the aerials and up special. He can use them at the height the platform was that he would have landed on otherwise.

Taunts:


1 He uses agility on the spot, appearing everywhere instantly in a very small area. During this he glows slightly.
2 He suddenly stops moving entirely, except for his eyes, which suddenly spin in every which way, mere blurs in his eyes.
3 He lands completely, stands straight, throws his head back and does a long, insane single howlish shriek, a terrifying combination of pain and rage.
4 This taunt is only useable while he moves, and can be activated by any button. He does a quick couple of barrel roles, laughing and slashing the ground, causing a horrible sound. Although it is possible to get hurt by this taunt, it only hurts if you're directly below him in a small area. If he goes into the air while doing this, he remains level until the taunt is over. This taunt is shorter than most.

Entrance: Agility! The pure speed and instinct to move and seek new battles drives that drives this pokemon sends him now to appear on the stage! This is fairly non-descript, to be honest. He merely blurs on to the stage, and then rises with a screech, ready to battle.

Alt. Costumes:
(these are flat-color changes...)

Blue-Rythe: This Rythe is a dark blue. Blue Team Costume
Green-Rythe: This Rythe is a dark green Rythe, darker than other Scythers. Normal eyes.
Albino-Rythe: This Rythe is an albino, and has all the traits of one.
Burned-Rythe: This Rythe is charred black with red eyes.

FINAL SMASH: Utter Fire Storm!

This devastating Final Smash represents the true power and nature of Rythe - Deadly, fast, and insane. He grabs the smash ball, and activates his final measure!

Rythe's form alights, every inch covered in a burning flame, to touch such hot fire does damage no matter what. This form gives him an infinite amount of double jump, and magnifies all of his attributes to ridiculous levels. His attacks come out twice as quickly and do twice as much damage, as well as less recovery, and he has super-armor during this entire attack. His entire body is a hitbox as well. Specific attacks change as well.

If he enters limited flight, then it's time limit is that of the Final Smash's. Otherwise this is unchanged. Normal Special is also changed to flamethrow, which acts as super-spicy curry, constantly releasing fire balls that make any kind of approach even more foolhardy. Down Special summons a huge tornado of fire now as well, doing three times as much damage as it used to.

Finally, all of his taunts are actual attacks now. Taunt 1 remains the same, but the range is increased to roughly the size of Battlefield, and getting hit means getting hurt somewhat. This is very fast and unpredictable to those who don't know it. Taunt 2 does nothing, and Taunt 3 causes him to radiate a massive fire, doing damage all around him. Taunt 4 now released a huge burst of speed and fire.

The downside to this final smash is that it is the equivalent of controlling Rythe at times two speed, and his attacks are not truly powerful in comparison to other smash attacks unless they sweetspot, as usual. Also, his running has become blur like, and is ridiculously fast, and many of his attacks take him farther, meaning self-destructing is made very easy with this smash. Finally, Rythe takes damage from his own fire, which does 3 percent per second. He cannot shield, dodge or grab while in this smash as well. The final smash lasts roughly 20 seconds, and at the end, Rythe stops moving entirely, and convulses on the ground for a second, while his damage meter goes up much faster. While this final smash often does guantee a KO, it nearly always leaves Rythe ridiculously easy to kill afterwards.

Item Note: This character cannot pick up certain items, do to the way he 'holds' them. This includes bom-ombs, which explode, freezies, which break, the beam sword, which... well. Think about it. However, he can pick up the guns, food, boxes, etc etc. He picks things up by 'stabbing' them.

Metagame/Stratagy: Rythe requires a sense of intelligence while being played. If you don't know exactly where his attacks will take him, then if you miss you'll probably end up getting hit, or worse, falling off. The first step to mastering Rythe is to learn each of his moves individually, and learn exactly what they are capable of. Most important is his up special, forward air, standard combo, and forward tilt, although all are important.

At higher levels, Rythe suffers from many obvious problems. His recovery is worse than Falcons, and relies on the speed of your finger to go up at all, making it painfully obvious on what you're trying to do. That, and given how hard it is to control him in the air, and you instantly have a character who's most likely going to die when he's knocked off, and at high level play this is a fact. A dividing line between Rythe uses is ones that edge-guard on the edge, or ones that jump off. Although it is generally considered safer to stay, if Rythe starts comboing off the edge, then the opponent is most likely going to die.

Rythe suffers from an odd case of needing an exact range. This means that there are obvious counter-picks, like Marth, while making him an obvious counterpick against characters that require a different spacing, but aren't as fast as Rythe. In fact, Marth Vs. Rythe is considered one of the most difficult contests to settle, but it is generally assumed Marth will win, because Rythe has a tougher time getting at close range.

Most people will pick up Rythe the first time, and won't sweet spot an attack, making them all seem useless, but cool. This means that Rythe mains are comparatively few, but they can be devastating. Finally, despite his counter-picking potential, he's not used as one by people who main other characters because learning him requires a lot of time compared to other characters.
 

Kips

Smash Ace
Joined
Dec 20, 2007
Messages
904
Location
My Mothers Basement (Don't we all?)
Well if the Viki thread didn't deserve a '!' before, it certainly does now. Things have been even further updated with a bit more description on EVERY SINGLE ATTACK. On top of that there is now more backstory, a quick analysis of how she would play and overall is more in shape then before! Anyone who hasn't posted should take a good look for comments.
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Temali, adventurer of the Icaero tribe!

Pic:


Background: This will be updated with a lot of info later.

Well, just to make something clear. Temali is a GIRL. An unusually petite one for being an Icaero. She just happens to be of a kinda strange species, which is why there is no boobies.

-----------------------------
Stats:

Size: *****
Slightly taller than Ganondorf. That is, standing in the pose on the picture. If standing straight, she gains quite a bit in length. She isn't as broad as bowser, however.

Weight: ****
She's bigger than Ganondorf, of course she's heavy.

Speed: **(*)
She has some quick attacks, but she is more of a power char relying on range for winning.

Power: ****(*)
She's member of a tribe where the weakest adult member is known to be able to rip apart metre-thick metal easily. Said member? Her.
Her magic isn't that strong, but neither is it weak.

Range: ****(*)
With her being so large, she of course excels in this area.

Fall Speed: ***
For someone so heavy, she falls very slow. Could it be she lightens her fall with her magic?

Traction: ****+no sliding on ice

Jumps: Pretty good, but not extraordinary.

--------------------------------------------
Moveset:

Standard Combo (A, A):
Temali swipes from the side first with her knife/hook arm, then with her regular arm. First move does 4% damage, and does very little knockback, but second move does about 8%, and has good knockback... for being a weak attack. :p

Dash Attack:
Pounces forward and stabs with the long claw on her left hand. very similar to a fencers lunge. Strong for a dash, but a bit awkward.

Tilt Attacks:

(Up) A little electrical field covers her metal arm as she quickly pulls it upward. hits a number of times and launches upward. Speedy but weak.

(Forward) She punches forward with the claw on her normal hand, and it fly sparkles around it. Quite powerful for a strong attack, but perhaps a little slow. Electrical effect. You can see her using the metal arm to conjure the electricy.

(Down) Slams her metal arm into the ground, causing a electrical shockwave. Quick and hits all around, but weak.

Smash Attacks:

(Up) Creates blast above head. Good knockback and damage, and range. A bit slow at startup.

(Forward) Uppercut with the claw on the normal hand. Pretty strong, as well as quick.

(Down) handstands then quickly falls forward onto enemy. much faster than it sounds, but not that quick. Great power though.

Aerial Attacks:

(Neutral) Brandishes the claws on her left arm (not the hand), as she does a somersault. Pretty good all around move, decent speed and all.

(Up) Twists her metal arm a little above her head, creating a thin twister that reaches QUITE a bit above her head. It always pushes the enemy a set distance in an upward diagonal direction, which one however, is random. Does pretty good damage for a pushing move.

(Forward) Sweeps with her regular arm in front with visible force. Strong, and quick to start and execute, but horrible afterlag, espescially if you hit the stage.
L-cancel is a MUST.

(Down)
Pulls her long legs towards her body, then kicks downward extending them completely. Very much alike Ganondorfs and C.Falcon dair, although this sends them at a forward diagonal down, as the kick is performed in a forward motion (think luigis dair). Strength is comparable to Ganondorfs, as is speed.

(Back) Extends one of her legs and does an airborne roundhouse. Make her turn around. Not that strong, but quick.

Special Attacks:

(Neutral): Raging Flame
Shoots a flame that moves the same way as Marios final smash's fireballs. Chargeable, but knockback doesn't increase at all. Instead it just gets bigger, and does A LOT MORE damage. Capable of 45% damage in one hit at most.


(Up): Cyclone
In air: A small cyclone forms around Temalis legs. She is propelled upward if she's in the air, and, the cyclone envelops her, acting somehat like a defense. Weak in knockback but combos into itself. On land: Pretty much the same, but the cyclone isn't as weak, and even though it can multihit, it still has quite some power in knockback.

(Forward): Frost Drill
Rushes forward, and if she gets close enough, attacks an enemy. Otherwise she falls down. Kinda like Raptor Boost... but instead of a single lifting punch, a series of small ice spells hit(do not freeze) slightly in front of Temali's metal arm.

(Down): Quake Burst
The metal hand glows as she punches(slow punch) the ground with it. the impact on the ground causes a rather big shockwave, which "ground" the enemies it hits (if they are in mid-air, it sends them straight upwards, ironically), as well as it deflects projectiles. If you somehow manage to get hit by the actual punch when it hits the ground, you can expect warlock punch power, but this is hard as the hitbox are minimal in size. If used in the air, it becomes a fast-diving (quicker descent than fast-falling) punch that spikes, until the actual groundhit. If done above an abyss, kiss your sorry *** farewell, cuz this move acts like yoshi and bowsers, meaning no end until... FOOM!

Throws:

(Grab) She shoots out her long claw. it is attached to a tendon in her arm. A very quick grapple move, for being long range. Can be used for tether recovery. Damage is done by playfully scratching the enemy with her arm claws. 4%.

(Up) She chomps on the enemy with her sharp teeth. Sends the enemy flying upwards. Powerful knockback and damage.

(Forward) Throws enemy forward-upward, then zaps with a bolt. Damage is nice, but the zap destroys the knockback.

(Back) Hugs the enemy (XD), then simply throws them softly backwards. Good damage, pathetic knockback.

(Down) Pats enemy on the back in a friendly way. Enemy hits the ground and bounces off from the impact.

Final Smash: Still thinking...

Taunts:

1. Creates a brilliant orb of light, floating in front of her. She looks at it in a dreamy way.

2. Roars. Think lion, but quite a bit more intimidating.

3. Strokes her "hair" with her real hand.

Victory pose:

1. Does a series of quick slashes in front, then smiles at the camera, showing off fangs.

2. Roars a number of times. then looks to the side in a (PHAILED) nonchalant manner, embarrased that the other chars are clapping for her.

3. creates two great balls of fire that flies around her rapidly, and then they explode with a fire work effect.
----------
Stage: TBA

Music: TBA

Items:

Blade of Kumblans.

AT- Kumblans

Boss:

Shariez

Kimaarsin
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Firstly, thanks for all the kind words regarding the first post. It was worth it, it seems. ^^

Oh, I've always been here, lurking, skimming some of the submissions. I've also got another idea, but thought I should talk to you before mentioning it; Pokeballs? Making Pokemon for the Pokeballs is like making Assist Trophies, except someone, one day, might want to use that Pokemon as a character. However, I've got some ideas for some, and wanted to know if it was worth doing or not. Also, bizarre idea here, but ATs have no rules what-so-ever, it's just assumed that they're from the series you use... so here's an AT that no one saw coming.

AT: Link! Yes, Link from Legend of Zelda! Well, when I first saw this thread, one of my earlier ideas was to make Link 2! Or more like Link 4, because WW Link and Masked Link are seriously considered. But really, Link has a lot of incarnations! A lot of him is never represented in the Smash Bros series, so I was going to make another Link! In the end I decided I would work on other characters in the case he couldn't be accepted, but now his assist trophy makes a vengeance! In a couple forms!

Link 1 (4): Link jumps to the side of the screen, hovering there for a minute with a cape (Roc's Cape) and swings his sword, sword beams (Most 2-D Zelda's) fly out of it at all angles! Lasts for 10 seconds. These do little damage and knockback, but there are a lot of them. They stop at walls though, so they're less effective/not useful at all on some stages.

Link 2 (5): Link and Bowbow! Link is dragged across the screen by BowBow, from Link's Awakening! He doesn't ever manage to stop him unless BowBow goes off the edge, at which point Link pulls him back up! Lasts for 10 seconds. Bowbow does ridiculous damage, and Link acts similar to a weaker Marill. They aren't that fast though.

Link 3 (6): Cane of Somaria! Link pulls out a cane and waves it, creating a giant block directly infront of where ever he was released. It floats as well, causing possible madness, and edge-guarding/easy recovery! After 30 seconds of this block existing, it glows for half a second, then each of its faces let out a blast of golden energy, which dissipates the block. The golden energy reaches all the way across the level, unhindered by walls or floors, and does 20+ damage, and little knockback.
...now I definitely didn't see that coming. Sweet stuff.

wait, I'm a little confused. How does the voting work? When Brawl is released in Japan, we will see the number of characters, and that will set the number of slots on our roster? Then we vote?

Also, I think the thread title should be changed to something like, "The Fantasy Brawl Roster" or "The Infinite Sakurai Theorem" but definately not "Make Your Move." Then again it is, your thread Fawriel, and you don't have to listen to me. (or whatever word would replace listen since that would denote speaking, and this is text)
You got it. As soon as we know how many characters are in the real roster, we have the amount we can put in our fictional one, since I'll use the real one as a template. And then, voting begins.

And... yeah, "Make Your Move!" wasn't the best pun I've come up with. Should have called it Super Smash Boards Brawl from the very beginning ( curse you for being so late, Flying Dutchman! )... but I guess the name stuck now, hasn't it?



Hitler joins the fray!

B: Luger
Fires a shot from a Luger pistol.

> B: Swastika Boomerang
Throws a Swastika like a boomerang.

^B: Panzerfaust anti-tank weapon
pulls one out and shoots down, blasting him upward.

VB: HIEL!!!
Yells it. stuns the enemy.

Final Smash: Gas Chamber
Hitler whips out a gas mask. The arena then fills with toxic fumes which cloud the view and hurt your enemies.
Bad Commander. Bad.

You even misspelled Heil! A thousand push-ups, right here, dammit!

[The Pink Panther]
K'oss by Wavebossa
An OC by the mugen editor and artist, he is a modified version of K' in appearance, but his attacks and applications are all unique. This character was made and designed in an attempt to bring Smash Style elements to hard-lined world of 2d fighters. You MUST play him to understand
I feel like I'm missing something here. What is that last paragraph about?

Fawriel, amazing job with that first post. I'll probably say this on MSN but it deserves a double notice.

I might actually make a new moveset, though I have no idea for what character...
First, thanks.
Second, I could give you an idea or two... :p

Thanks GreatClayMonkey, but you should have seen some of the ideas I had for him as an actual character... ah well.
Hmmm... too bad that that doesn't really work... I mean, you couldn't submit him to the contest at least. You could make the moveset for the sake of making the moveset and showing it off to people and linking to it in threads about all sorts of Links, I guess. :p

Hot.
You're going for gold, aren't you?

So, will this kid go under "badass" or "dark"... hmmmm.

Well if the Viki thread didn't deserve a '!' before, it certainly does now. Things have been even further updated with a bit more description on EVERY SINGLE ATTACK. On top of that there is now more backstory, a quick analysis of how she would play and overall is more in shape then before! Anyone who hasn't posted should take a good look for comments.
Aha! I shall compare it to some other submissions to find out about its exceptionalness... soon.
That's on my to-do list for tomorrow. I'll have to thoroughly check out some of The Nerd's, MetaLord's and RWB's submissions as well.
But considering how unique you made her and how well you structured the post, your chances are good. ^^

Erm, you should copy the edits into your post in this thread as well, though.
Though I guess I could link to your thread as well...

She will indeed be a great addition to the Cute category!

In all seriousness, awesome. But you know that. :p




So, yeah. Since there are still a bunch of incomplete submissions and there's more stuff to do, I'll put that off till tomorrow.
To do list:
Make better avatars for some characters to make the list less ugly.
Enter the new submissions. ( Also, decide whether to accept Hitler. Also: Velma. Forgot to add her, it seems. )
Make sexy pictures for the four main categories.
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
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Rythe now has A combos and tilts! This guy is going to take a long time to make, so I'm going to take a break to make some pokeballs...

Gengar: Gengar appears from the ball, grinning, and starts glowing dark, his eyes going red. The stage suddenly becomes enveloped in red fog. The platforms and characters become black silhouettes, as well as the characters, and the percent bar for the characters disappear briefly! During this the characters seem to act as if they have 0 damage done to them the entire time! And when the red mist fades, the damage meters, they've been... switched?! Yes, everyone on the field swaps health! This could turn the tide of the battle, or ruin the chances of the underdog.

Furret: Wait... this is a pokemon that's playable! Yeah, well... there is more than one of them in existance, so... who cares? If Normal Furret is being used, this one uses an alt. colour. Otherwise it looks normal. It digs under the ground! It can stay there for a very long time, so who knows when it'll pop up? When it does, it nails the foe with a headbutt! They aren't above attacking each other either, so PC Furrets, watch out!

Beldum: This pokemon floats upwards, waiting... waiting! The first character to walk, jump, run under it, etc. etc. will get crushed by its massive double-edge. It knocks the poor thing out though, making it useable as a weapon afterwards!

Rotom: This pokemon floats around as well, running after the closest PC! It can be put on other characters, so how far are you willing to go to avoid this thing? And when it hits you, the shock of it's power does massive damage! ... and next to no knockback. Funny how that works. Still, does ridiculous damage to who it hits.
 

PrettyGoodYear

Smash Lord
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Messages
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Panama, Panama, Central America...
Updated Tori. Changed her Up B and her Final Smash (video included). I also read through the new first post and well, kudos Fawriel. It also gave me an idea for a moveset, it concerns Tori, but it's complicated. I'll have to work on it and maybe I'll put it up in a few days. I hope I pull it off.
 

Kips

Smash Ace
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Messages
904
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My Mothers Basement (Don't we all?)
Link to my thread >.>. I wouldn't mind the free publicity+ I don't want my thread to die. So far I've had a few good posters but I would not mind her getting a bit more fans. On top of that I edit it so many times and still plan to that it would be better to reroute to my thread anyways. The more fans we attract the better. <3Viki.
 

killbeast301

Smash Lord
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Messages
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as far away from you as possible
You got it. As soon as we know how many characters are in the real roster, we have the amount we can put in our fictional one, since I'll use the real one as a template. And then, voting begins.

And... yeah, "Make Your Move!" wasn't the best pun I've come up with. Should have called it Super Smash Boards Brawl from the very beginning ( curse you for being so late, Flying Dutchman! )... but I guess the name stuck now, hasn't it?

So, yeah. Since there are still a bunch of incomplete submissions and there's more stuff to do, I'll put that off till tomorrow.
To do list:
Make better avatars for some characters to make the list less ugly.
Enter the new submissions. ( Also, decide whether to accept Hitler. )
Make sexy pictures for the four main categories.
1) Alright thanks.
2) Aawww, *sad puppy dog eyes*
3) a. less ugly = good
b. If it were me, I would put him in with some sort of disclaimer.
c. sexay;)
 

MetaLord

Smash Cadet
Joined
Oct 13, 2007
Messages
49
Location
According to relativity, I'm where ever I want to
Just how long have I been gone! The first post is insanely awesome, there are tons of new original characters, and the movesets simply get better. Gah, I should have worked on my original character while I was out. Although, exams are nothing to laugh at.

Hopefully my characters can withstand the onslaught until my ultimate creation.

And of course the utmost kudos to Fawriel for his work and dedication to this thread.
 

Copperpot

Smash Ace
Joined
Jun 8, 2007
Messages
514
Location
In your cereal, stealin' your prizes!
Same here, Meta. With the recent influx of new characters and designs, I don't know if Aves will be able to stand the 'test of time'. Besides, I don't even know what I could add to him without writing out his entire story. :laugh:

I guess we'll just have to see, eh?
 

Fawriel

Smash Master
Joined
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Messages
4,245
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oblivion~
Rawr! New to do list:

Update secondaries.
Make those pretty pictures.

A few characters gained exclamation marks after some reconsideration.
Also, I did replace some avatars with prettier ones, but it'll take some massive beauty to save us now that Hitler's face graces the first post. *snaps finger*

Now let's hope I didn't forget anything. o_0

Oh, by the way, I'm not sure, but you might have to press Refresh to see the updated images...?
EDIT: Scratch that, you obviously have to refresh. At least I did.

Rythe now has A combos and tilts! This guy is going to take a long time to make, so I'm going to take a break to make some pokeballs...

Gengar: Gengar appears from the ball, grinning, and starts glowing dark, his eyes going red. The stage suddenly becomes enveloped in red fog. The platforms and characters become black silhouettes, as well as the characters, and the percent bar for the characters disappear briefly! During this the characters seem to act as if they have 0 damage done to them the entire time! And when the red mist fades, the damage meters, they've been... switched?! Yes, everyone on the field swaps health! This could turn the tide of the battle, or ruin the chances of the underdog.

Furret: Wait... this is a pokemon that's playable! Yeah, well... there is more than one of them in existance, so... who cares? If Normal Furret is being used, this one uses an alt. colour. Otherwise it looks normal. It digs under the ground! It can stay there for a very long time, so who knows when it'll pop up? When it does, it nails the foe with a headbutt! They aren't above attacking each other either, so PC Furrets, watch out!

Beldum: This pokemon floats upwards, waiting... waiting! The first character to walk, jump, run under it, etc. etc. will get crushed by its massive double-edge. It knocks the poor thing out though, making it useable as a weapon afterwards!

Rotom: This pokemon floats around as well, running after the closest PC! It can be put on other characters, so how far are you willing to go to avoid this thing? And when it hits you, the shock of it's power does massive damage! ... and next to no knockback. Funny how that works. Still, does ridiculous damage to who it hits.
If this was Japan, I'd say "You are wow", but since it probably isn't, I will have to bother with proper sentence structure: You are awesome.
I went ahead and gave you the perfect score already, if you don't mind... you know, considering the fact that your moveset is already larger than most despite being only a few moves long so far.
I improvised on an image of Rythe by editing a TGC picture. I think it's pretty good... but I saved a backup in a format that allows me to easily change things if there's anything that needs to be changed.

Updated Tori. Changed her Up B and her Final Smash (video included). I also read through the new first post and well, kudos Fawriel. It also gave me an idea for a moveset, it concerns Tori, but it's complicated. I'll have to work on it and maybe I'll put it up in a few days. I hope I pull it off.
Awesome. I already like your moveset a lot, so something new and original would definitely yield her enough notability for an exclamation mark.

Link to my thread >.>. I wouldn't mind the free publicity+ I don't want my thread to die. So far I've had a few good posters but I would not mind her getting a bit more fans. On top of that I edit it so many times and still plan to that it would be better to reroute to my thread anyways. The more fans we attract the better. <3Viki.
You really put a lot of effort into it, eh?
Not only that, but it's also fun to read, especially the part about her strength.
You got the trophy. :p

Give me one day and I can transform that Hitler into a... sexier looking Hitler. Right now it's late and I have things to do tommorow but when I get home I'll work on it.
Trust me, there are... better ways to spend your time.

I'd like to submit this guy, Fawriel. I plan to expound upon his moveset a bit at a later date.

Fusajiro Yamauchi

http://smashboards.com/showthread.php?t=135752

=) Although, I still firmly stand by my idea that he should be in the real game. =p
You is crazy, sir.
Very interesting idea with the cards, though.

Just how long have I been gone! The first post is insanely awesome, there are tons of new original characters, and the movesets simply get better. Gah, I should have worked on my original character while I was out. Although, exams are nothing to laugh at.

Hopefully my characters can withstand the onslaught until my ultimate creation.

And of course the utmost kudos to Fawriel for his work and dedication to this thread.
1. I've been wondering where you were!
2. Dun-dun-duuuuuuuuuun.
3. Hur hur hur. ^^

Same here, Meta. With the recent influx of new characters and designs, I don't know if Aves will be able to stand the 'test of time'. Besides, I don't even know what I could add to him without writing out his entire story. :laugh:

I guess we'll just have to see, eh?
How about a picture, eh? *nudge nudge*
Though considering that the deadline is soon, Aves is gonna be voted in anyway and I'll draw all the winners myself for consistent style (
unless someone really doesn't want that o_0;
), you might as well just send me a detailed description. :p


PS: Who else loves how the thread title sounds like the Japanese title of a shounen anime now?
"Make your Move!!!!
Super Smash Boards Brawl update Jan 10th.
Refresh to see??!!!"
 

Kips

Smash Ace
Joined
Dec 20, 2007
Messages
904
Location
My Mothers Basement (Don't we all?)
Working on gathering information for backstory. Shamefully enough I only know her history for 1, 2,3 and 5. I'm drawing a blank on 4. I will claim that Exclamation Point and the Trophy! I WILL! :laugh:
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Wow. Fawriel, that picture of Rythe is utterly perfect. Thank you! Now I just have to live with the pressure of living up to the exclamation mark. Also, Yoda got one too... which is pretty awesome. Aerials are up as well, and I think I'm starting to go too much into the Metagame of Rythe, which I've thought out quite a lot. I might make another part for that.
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
That reminds me.
Your movesets are of such a high quality because you spend more time than anyone else here explaining everything in great detail. That's awesome.
The only problem is, it leads to the feared "tl;dr".
Now, you shouldn't just stop being detailed, but it would be good to try working on making your post easier to read. Give it more varied formating, use paragraphs, colors, add in a witty line here or there, give attacks names, just anything that makes it seem like less of a wall of text to lazy people like me and the majority of the human race.

Maybe it would be a good idea to first summarize a move with a phrase that evokes a certain emotion. Emotions immediately evoke images in our minds... and that's the reason why many of MetaLord's submissions are so well-respected. It's just plain enjoyable imagining Beethoven with all his passion and determination running around the battlefield pummeling his confused enemies.

In fact, I should take that advice to heart myself. *scowls*
 

killbeast301

Smash Lord
Joined
Apr 13, 2006
Messages
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as far away from you as possible
Gah! awesome thread on the second page?!
1/2 bump, 1/2 me telling you that I will put a little more info on my character submission of Edward Elric soon. (either this weekend, or later tonight.) And I'll probably create an Alfonse assist trophy.
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Alright, I tried to give his specials attack names, but upon actually looking at my post, it is a text wall... I should probably do something about that. Well, I'll look through to see what other people have done. Anyways, I'll try to put more emotion into it, although no promises on that. Also, specials are in! Those... those took a long time to type.

Ah well. I've also recently had an influx of ideas, so beware! After him I have two more characters to add, although I haven't even started on either of them, and have no idea how one will work... but I'll make it work.
 

Kips

Smash Ace
Joined
Dec 20, 2007
Messages
904
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My Mothers Basement (Don't we all?)
YES! THE EXCLAMATION POINT IS MINE! I think I died a little from happiness but then a better, stronger and more creative part was born. I'm definitely adding a new player to the historic field by the name of... YOUR HISTORY TEACHER. That's right, you thought you were going to play games without his tutelage? Think again.
 

killbeast301

Smash Lord
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Messages
1,889
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as far away from you as possible
No, not the history teacher! Actually my history teachers have been pretty good at making the class more interesting. That's not to say the class was fun though, it's still school (duh).

I'm gonna go work on my submission post.
 

Darkfur

Abbey Recorder
Joined
Nov 22, 2001
Messages
1,866
Location
sneaking low to the ground, ready to pounce
I have a quick question Faw. What's keeping Mal and Eric from "!" Status? I'd like to repair that right away. =p

I'm going to be adding an AT to Eric's profile either tonight or tomorrow.

EDIT: Assist added to Erik's profile.


Assist Trophy: Joseph Buquet.

Joseph Buquet, the unfortunate chief stagehand of the Opera inhabited by the phantom, falls from the top of the stage. He is hung by Erik's noose. He dangles there morbidly for a few moments. If struck he will fly in the direction struck and up for a ways, then swing back in the other direction. The knock-back and damage done by Joseph hitting you depends on how fast he's swinging. He stays only long enough to swing back and forth once, or if noone hits him, 10 seconds.
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Conan Edogawa

Background:

http://en.wikipedia.org/wiki/Conan_Edogawa
-----------------------------
Stats:

Size:*(*)
He's a short 7-year old. With anime-child
proportions(Big head XD). Wooo.

Weight: **
7 year old, he's not a captain Falcon in weight
really. :p

Speed: ***
He is decent here, not to fast, not to slow. Attacks
are medium speed, as is his run.

Power: *****
While he isn't very strong on his his own, his shoes has a mechanism that makes him able to break a tree in half... by shooting a soccer ball at it. So everything involving his feet is very powerful. Other attacks, not nearly as much.

Range: *
With the body of a short 7 year old, his range is pathetic.

Fall Speed: ***
He falls at a pretty normal pace.

Traction: ****
using sportshoes, he has pretty good grip.

Jumps: ***
He's a fit 7-year old.

--------------------------------------------
Moveset:

Standard Combo (A, A):

One-two combo. After all, what teenager doesn't know good old one-two?
Very basic. Also terribly weak, with 2% damage done per hit(before it weakens from overuse...) and nearly nonexistent knockback.

Dash Attack:
As the soccer player he is, Conan throws himself into a sliding tackle with remarkable vigor! He slides very far, does really good damage for a dash, and also has quite a bit of upward-diagonal knockback.

Tilt Attacks:

While certainly a strange bunch, these are pretty
situational or just setup moves, and in general not
very reliable killers.

(Up) "I see!"/"Naruhodou!"
Conan suddenly realises something, he is perceptive like Holmes!
He stand still and a small streak of light passes behind his head. While the hitbox is insanely small... the knockback is pretty **** great, propably better than the Up-smash by far. Be warned, this attack might have power similar to Ganondorfs u-tilt as well as being very fast(almost like rest), but the small hitbox makes this almost as hard to hit with as rest... but you cannot jump with this, and the afterlag is pretty ugly(as he stands still and smirks for a while).

(Forward) "You're guilty!"
Now having figured it all out, Conan is ready to point out the culprit! Conan accusingly points his finger forward (pretty similar to Phoenix Wrights objection pose, for those who know what that is.). This is pretty regular in execution speed, but has very little afterlag. It has upward knockback similar to marios uppercut, setting up for combos. Damage is kinda lacking.

(Down) "Now what was that?!"
A clue?! Conan is onto something!
Leaning down to investigate, Conan hits enemies with his head. Not very powerful, but bounces enemies into the ground and up, setting up for combos. Damage is kinda lacking. This attack is a meteor if used on an airborne enemy.

Smash Attacks:
These are quite powerful, but also not that easy to get in due to Conans short range.

(Up) "Not just your average soccer fan"
With skill at professional level, This "7 year old" likes to show off his skill! Conan does a bicycle kick. Major knockback backwards and damage. Execution is a little slow.

(Forward) "You're my ball"
Kicks as if there was a soccer ball, pure and simple. As with the u-smash, Very powerful, but slow start.

(Down) "Classic Chin kick"
You've all seen it in the movies, little child kicks adult, adult winces. This is faster than the other smashes, but also much weaker(still strong).

Aerial Attacks:

Among the aerials are Conan's main killers. Here he has a couple of high powered attacks with decently short startup. They generally suffer from an extended afterlag in the air. L-Cancel is highly recommended.

(Neutral)

Spins like Ness(Meh, generic...). Pretty weak, but speedy with low afterlag.

(Up) "Heading"
Does a typical upward heading from soccer. Power is low, but startup is short, and afterlag is low.

(Forward)
Does a kick identical to the one in the movie at the B special, but the enemy is the object he kicks. See the movie at the B special. Propably Conans main killing attack, this move has fast startup and great knockback and damage. (still suffers from range problems...). Lags alot after landing.

(Down)
Stomps down. Speed is decent. Strong meteor with a lot of damage. Decent killing move. Good amount of lag after landing.

(Back)
A turning Kick. Aside from turning Conan around, it is almost identical to the Fair, but a bit slower to start.

Special Attacks:

(Neutral): Soccer Socking
Conan kicks away a soccer ball as a projectile. It will always cover the same distance, but the speed and power will increase from charging. at it's strongest it will have power a bit higher than samus charge shot.

For an example of this move, here's a vid: at 3:33
http://www.myvideo.de/watch/1808997

(Up) Balloon Ball
Remember tingle on Termina bay? With the balloon? Well.... Conan has an almost identical move! His belt can make soccer balls(I'll check the manga for a better explanation^^;) which can be expanded. Conan is shot in the air like tingle, but at the height of the attack, the balloon detaches.If you get hit by Conan or his balloon on the way up, you suffer a minor amount of damage, and a meteor(!).

(Forward) Skateboard
Conan jump onto his skateboard, before it rockets away. Like Wario's bike, you only have one, but at any time during the attack you can cancel(press B). A cancel mean you can't use it again in midair until you land, so you cant just cancel-use-cancel-use.
This attack has good knockback and damage! Also, this is a great vertical recovery move.

Here's a vid: 5:30...

http://www.myvideo.de/watch/1808875
The move will not have that long a startup.

(Down) Clock shot
Shoots a dart. Short range, but puts enemy to sleep(if enemy is at ground) for a short moment(enough to make use of). If it hits an airborne... It acts like Sheiks needle, but without the projectile stopping ability.

Throws:

(Grab)
Grabs enemy with his hand. does damage through headbutting.

(Up)
Throws the enemy above him, ready to be comboed.

(Forward)
Pushes the enemy away stumbling. (be sure to attack!) Extremely weak.

(Back)
Kicks the enemy backwards. Very strong.

(Down)
Throws enemy into the ground.

Final Smash: Shinichi!
This Finalsmash doesn't really look that dangerous... but it is devastating.
Conan turns back into Shinichi(His real self, the character in the background of the pic), who starts shooting soccer balls at rapid speed. These are all pretty close in power to a fully charged Soccer Socking, and as Shinichi literally bombards the entire stage with them, that is just plain mean. While this is going on, you can also make shinichi move around.
Unlike what it seems at first, a pretty **** powerful FS!

Taunts:
1. Flashes a big smile.
2. Smirks and readjusts his glasses
3. Smirks and gives a thumb down.

Victory pose:
1. Juggles a football with his feet.
2. Smirks and gives a thumb up.
3. Shouts "There's only one truth!"

Stage: Couldn't find any good one...
Music: Couldn't find any fitting...

Boss: Gin/Melkior and Vodka/Kaspar, Vermouth

-------------------------------------------------------
Unlockable Alternate costumes(Obs! changes character specifics):
Ai Haibara/Anita Hailey
Heiji Hattori/Harley Hartwell
-------------------------------------------------------


Anita/Ai:
---


Difference:
Her stats are different, as well as some of her moves. The moves that haven't changed are much weaker(if made with feet, other attacks are equally strong but faster), but executed much faster, making her an intense combo character that wants to build up damage. Conan has much more KO-potential, but it's a toss up to say who's best.

Stats:

Size:*(*)
she's a short 8-year old. With anime-child proportions.

Weight: *(*)
8 year old girl, true lightweight.

Speed: *****
This is were she excels.

Power: **
She isn't really that strong, but she has some attacks that can put you in a world of hurt.

Range: *
With the body of a short 8 year old, her range is pathetic.

Fall Speed: ***
she falls at a pretty normal pace.

Traction: ***
Pretty average.

Jumps: ***
she's a fit 8-year old.

Changed from Conans moveset:

F-tilt:
Uses the hilt of her gun to clobber the enemy. Decent strength, very quick. Basically same animation and hitbox.

D-Tilt:
Not a meteor anymore. Only change.

U tilt:
Smacks enemies with the back of her hand. Fast combo-starter, but weak.

D-Smash:
Whacks the enemy as hard as she can with the hilt of her gun. Really strong, compared to the other smashes who are pretty average at best. Speed is pretty good, too.

D-air:
Does a drilling kick attack. While very weak in damage, it holds the enemy, and with it's low land lag it's a very good attack.

Special- Neutral: Gunner
This former Black Organization member draws a gun which she handles with great efficiency. A projectile with major power for a nonchargeable. Some light characters can get KOed at about 90% with this. Pretty quick, and does a fair deal of damage.

Special- Up: Chemical blast
Anita/Ai mixes some explosive chemicals. If she is airborne, she drops it quickly(unless you charge), and it explodes, propelling Anita/Ai a great deal upwards(and to the side if you push the control stick). Charging doesn't improve the recovery. This explosion sends the enemy flying in the direction they came from when they hit, so if they are under the blow, they are sent flying downwards. This attack doesn't have much power if you don't charge.
If you are on the ground, you instead throw it. A short range exploding projectile, but if charged, it exceeds the power of Samus Charge shot, at the least. Due to this attack, she does at least match Conans recovery ability (if she doesn't beat it!), as she shares the skateboard move.

Final Smash: Shiho!
Pretty similar to "Shinichi!"...But not quite the same. Anita/Ai turns into her true self, Shiho Miyano, and starts throwing exploding chemicals at almost their full power around. Just like Shinichi, she can move around, and although her reach is
shorter, she is capable of just as much mayhem.

Taunts:

1: Flashes a smile.

2: Yawns.

3: Starts reading a fashion magazine. Doesn't stop until you press the taunt button again. ...or until she's read it through. Not likely, as that takes about a minute. And sure, she also stops if she is hit(XD).



Victory poses: TBA
----------------------------------------------------
------
Heiji
-------




Difference:
Heiji kind of lacks the power of Conans kicks(If an attack of Conans like this isn't mentioned below, it's just decreased in strength and has better range), but makes up for that by having MUCH superior range(He uses a shinai), as well as stronger attacks that doesn't use his legs(If an attack of Conans like this isn't mentioned below, it's just enhanced in strength and range). Heiji is a decently fast(although slower than Conan) strong character with long range. Heiji is rather good all around, but lacks in recovery, pretty badly.

Stats:

Size:***(*)
He's a pretty normal 17-year old. With anime proportions, of course.

Weight: ***(*)
17 year old guy, fit...

Speed: **(*)
He might not be uber-quick, but he doesn't need to. Move execution speed is average to slow, and running is a little bit faster than average.

Power: ****
Strikes with pretty good strength, as he has trained pretty much.

Range: ****(*)
He's not short, and he wields a shinai for some attacks.

Fall Speed: ***
He falls at a pretty normal pace.

Traction: ****
Like conan, he wears sport shoes.

Jumps: ****
He's a fit 17-year old.

Changed from Conans moveset:

A,A:
Now two attacks with his shinai. Minor boost in damage, but knockback is much better.

D-Smash:
Sweeps low with his Shinai. Power isn't impressive. A rather quick attack.

U-Smash:
Thrusts his shinai straight upward. Fast and strong.

F-Smash:
Thrusts wih his shinai in front. Decent speed, good power. Great range.

B: Wheel blade
A 360 swing with the Shinai. Decent strength, chargeable(comparable to Shieldbreaker but a little weaker).

Side-B: Flurry
A rapid series of strikes. Deals good damage, but is more like a ground drill attack than anything else.

Up-B:
Performs an upward blade rush(Jumps upward while slashing). Heiji's only recovery move, and it does not cover much distance. The attack itself is pretty strong.

Down-B: Parry
Counters an enemy, but doesn't do any damage.


Final Smash: Kendo Kraze!

Harley/Heiji equips a Kendo outfit.
In this state, Harley has Super Armor. He is also a bit quicker, and all his blows are much stronger. He also has a new side-B: Iai. This lightning-quick slash is powerful, and likely the best attack you have at the moment. It works kinda like like Fox and falcos Side-Bs, but with no startup lag(!), and hardly any afterlag, and it can be used repeatedly in the air.

His Taunts and Victory poses are the same as Conans.

----------------------------------
Boss: Vermouth

Vermouth is a member of the black organisation, a high-ranking member at that. She was trained by a magician in the art of disguising, and is capable of disguising as just about anyone. Add the fact that she is really intelligent, and you have a fearsome foe...
Her real identity is Sharon Vineyard, a supposedly dead movie actress.

100HP(Easy)
250HP(Normal)
200HP(Hard)
250HP(Very Hard)
300HP(Intense)

Moveset:

Perfect Disguise.
This makes Vermouth take the form of another boss or playable character for a while.

Quick disguise.
Takes the form of a playable char for the duration of a single attack.

Cloak-and-Dagger:
Vermouth becomes invisible and returns to see-able state not before she has stabbed with her knife(powerful knockback and damage). This can allow her to be invisible almost the entire match, since the only thing that turns her back is the knife.

Fade away:
She kind of fades into the background and reappear at another spot. This is a counter, like marths down B. It is also used when she is about to fall of the stage or get KOed to recover instantly.

Sleeping Gas:
Vermouth can shoot out sleeping gas. Watch out, don't touch ground while your in the gas.

Gunshot:
Nearly identical to Ai's attack, but faster to shoot.

Let there be light!:
Vermouth throws a flaming match into the air(you can see it clearly). Turns out the entire stage part she throws it at has been preparated, and is set ablaze. Make sure to avoid this attack(Powerful in damage, can multihit you if you have low damage).

Biker:
She rides a bike for speedy rushes and escapes. While riding this, she can still use the Gunshot attack.

Vermouth does not have an own moveset more than this.
----------------------------------------------------------------

Boss: Gin and Vodka

Gin is a member of the Black Organization, a high-ranking one at that. His real name is unknown (although it is suspected to be Jin Kurosawa). He often leads operations and is a very intimidating and intelligent man.
He knows "Sherry" since earlier, and wants her dead (preferably by his hand... or gun). He usually carries either a very cold, bitter look, or a demented smile. Gin is very tall and pretty built, towering above even his pretty big friend, Vodka.

Vodka is Gins sub-ordinate, and generally just do the less intellectually challenging work. He is seemingly pretty afraid of Gin. His real name is unknown (although it is suspected to be Saburo Uosuka).

These two act as individual characters, but have some tag team attacks.

Vodka:
100HP(Easy)
100HP(Normal)
150HP(Hard)
200HP(Very Hard)
200HP(Intense)

Gin:
150HP(Easy)
200HP(Normal)
300HP(Hard)
300HP(Very Hard)
400HP(Intense)

Note: If Gin is defeated, you win. Vodka flees if that happens.

Execution:
If Vodka grabs you this attack is activated. Then Gin shoots you at pointblank. Major killing power.

Fade away:
Like Vermouth, Gin can use this ability.
Vodka can only use the recovery part.

Fade away - Snipe:
Gin uses this now and then. instead of reappering on another spot, he hides in the background and takes out a sniper rifle. He then shoots a random number of shots between 3 and five. These shots are very powerful. Vodka act as a distraction, but it is hard to avoid these shots anyway. Shielding and edgehanging(watch out, Vodka might hit you) are recommended. When Vodka has been taken down, this attack is no longer used.

Counter:
Vodka on the other hand, has a more regular counter attack(but it cannot block projectiles).

Gunshot:
Gin uses a Beretta and fires pretty fast consecutively, his shots lack in knockback, but not damage.
Vodka has a lot longer startup and and afterlag, but in return, he has high power and damage on this attack.

Gins moveset except for what has been written above is pretty similar to captain Falcons, although Gin is a bit faster(equal running speed), and has no REAL B attacks. Gin is also more hardhitting than C.F, but hasn't got C.Fs feared knee. Instead he strikes enemies with an iron bar. Also, Gin hasn't any flames in his attacks.

Vodkas moveset is pretty similar to Donkey Kongs, with some Bowser thrown in. Vodkas running speed is rather good, but his attacking isn't so hot in speed.
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Conan... Edogawa.

RWB, this is pure, utter genius.

EDIT: Rythe has Throws/Grabs, and an Item Note.
 

omega_ridley_X

Smash Apprentice
Joined
Nov 16, 2007
Messages
134
Location
The fiery pits of Norfair, home of RIDLEY!!!
Just how long have I been gone! The first post is insanely awesome, there are tons of new original characters, and the movesets simply get better. Gah, I should have worked on my original character while I was out. Although, exams are nothing to laugh at.

Hopefully my characters can withstand the onslaught until my ultimate creation.

And of course the utmost kudos to Fawriel for his work and dedication to this thread.
Yeah, i haven't been around for quite some time either.
Also, i laugh at exams and kick them while their down. Or just never study for them. either one works.
and i can't wait to see your "ulitimate creation". It'll murder the competition in my opinion.
 

Kips

Smash Ace
Joined
Dec 20, 2007
Messages
904
Location
My Mothers Basement (Don't we all?)
Ah what has started out as a small fun side project has grown so much for me- The Viki Threads original post is now HUGE. Analysis's included. I only wish I could have reserved the next two posts for metagame character analysis and certain...other features.
 

WarxePB

Smash Ace
Joined
Jul 20, 2007
Messages
513
Location
Winnipeg
The sole fact that this thread exists is enough to get me excited. I've been thinking of Smash movesets for several of my original characters for a long time, and this thread seems perfect to post them.

But I would rather focus on one character, so I'll go with my namesake:


WARXE



Due to my lack of an ability to draw, all I have is the sprite. Hopefully it gives an idea of what he looks like.

BASIC STATS (out of 5)

Height: *** - Warxe has about the same proportions as Link, though slightly shorter.
Weight: *** - Warxe is a bit heavy, as he doesn't do much in the way of physical activity. He also has an above average falling speed.
Jumps: ** - As per above, he can't jump that high. His first and second jumps are about the same as Marth's, and his recovery move isn't all that great considering how bad his jumps are.
Running Speed: ** - He doesn't run - he skates! Due to abilities explained later, he creates a constant patch of ice beneath his feet, and skates to get around. Unfortunately, he's not a very fast skater.
His skating does have a unique property, though. If Warxe and another character run by each other, the other character has a chance to slip and trip. The faster a character is running, the higher the chance of slipping is. This goes for all of his ice-based moves.
Attack Speed: **** - Despite his non-athletic build, Warxe can wield his Roto-Shield (that circular thing he's holding in the sprite) with surprising speed, and he has a few other abilities that are fast to execute. He tends to have a lot of post-lag, though.
Power/Killing Potential: ** - Other than his neutral B and Dsmash, Warxe doesn't have much in the way of killing moves.
Combo Potential: **** - Instead, he focuses on racking up damage quickly with his many varied attacks.
Range: **** - His arms are slightly longer than a normal human, and his Roto-Shield gives him added range and priority in close combat. He also has several attacks that can strike from a distance.


CHARACTER BACKGROUND

Warxe is a resident of the Iseo System, a solar system notable for its high concentrations of the titular Iseo (pronounced Ich-Ay-Oh) - a type of energy representing chaos and randomness. Due to the influence of Iseo (and a little help from some divine beings), many of the planets and satellites of the system are full of rich and diverse life-forms. Warxe lives on Shoruth, a planet known for its long history and unique technologies.

Warxe was born in the city of Gregorian, a once-prosperous mining city that had been hit hard by the closure of the iron mines a few years back. Because of this, nearly half of the city lived below the poverty line, and most did whatever they could to make a few bucks.
Warxe's father, one such miner, was well-known around the city for tinkering with old machines. To keep his family afloat, he opened up the Tourauds Repair Shop, and make a few bucks by repairing and building useful devices. Warxe, who was gifted with incredible dexterity and above-average intelligence, quickly took to his father's profession - even at a young age, he would disassemble and repair the devices his father left around the house. Reluctantly, his father let him help out in the shop.
Around this time, technology was becoming a big thing - a war in the past had put a halt to most advanced tech, but the people of Shoruth were ready to start creating machines again. Unfortunately, most of the factories from the previous age had been dismantled or had fallen into disrepair, thus creating a huge demand for skilled mechanics. The Tourauds family, already well-known for their skills, received a huge boom in business - and because of Warxe, they were able to stay on top of everything. They made quite the killing from their little shop; they bought a house in the middle-class area, and sent Warxe to get the schooling he needed. They also adopted the Ionos siblings, a group of 7 children who had been abandoned on the streets; one of these children, a girl named Roya, quickly became Warxe's love interest.
While working at the shop, Warxe accidentally triggered a small explosive that he had been working on - the explosion didn't severely injure him, but some of the shrapnel flew into his eyes, completely blinding his left eye and damaging his right. After recovering from his injury, he was approached by a representative of the Fors Labs (a prestigious company that focused on making technology); The Labs were testing out mechanical body replacements, including eyes. Though the operation was risky, they would install one of these eyes into Warxe, without cost. Of course, Warxe accepted, and was outfitted with a new bionic eye (the large blue patch you can see on his sprite). After recovering from that, he finished his schooling, and entered college with the hope to become a teacher.

After a day of teaching, Warxe was walking back to his house when he saw something unexpected - a strange object falling into the nearby mountains. Though curious about it, he didn't immediately go to check it out - instead, he was dragged along by a few other people. While exploring the caves, they came across the object - in reality, it was an extraterrestrial being called Nectis. The encounter with Nectis left Warxe's sister, A'vea, severely injured - she was rushed to the hospital, but died of her injuries. The rest of the group - Warxe, Roya and A'vea's former husband Rasshou, banded together and formed Ryala's Right - a group dedicated to stopping Nectis.
The party traveled across the continent of Oasthia, gaining many powerful allies and spreading awareness of the extraterrestrial threat. Eventually, they found a weapon capable of destroying Nectis - but even when they attacked Nectis with the weapon, they were still unable to destroy it, and it retaliated by completely destroying the city of Gregorian below. Heartbroken, Warxe left Ryala's Right, and traveled on his own for a year.

During this year, a terrorist organization by the name of R-FORM became prominent in the news. The leader of R-FORM, named Mothnon, was displeased with the fact that Manipulation, a natural ability of the Shorae, was used to "rate" Shorae (a Shorae's ability to Manipulate was often used as a qualifier for getting jobs). She had tried to diplomatically change this, but no one had listened to her - so she founded R-FORM to do it by force.
During his year of traveling, Warxe encountered the agents of R-FORM many times, though he did not know it. However, once learning of their goals, he rejoined Ryala's Right, and the group shifted their focus from Nectis to R-FORM.
During an infiltration mission into R-FORM's base, the group was captured and imprisoned. Warxe sacrificed himself to let the rest of the group go, but his death was short-lived - he was reborn as an Iseoan, a being who blurred the lines between mortal and divine. In this state, he was able to single-handedly disband R-FORM, and, with the help of his friends, seal away Nectis for good.

After these events, he went back to college and finished his training as a teacher. He taught for nearly 100 years, until retiring to "ascend" with the other Iseoans.



WEAPONS AND ABILITIES

Roto-Shield - See that circular thing with spikes that he's holding in the sprite? That's his Roto-Shield.
The Roto-Shield is a custom-made weapon that has a number of useful abilities. Primarily, it's designed to provide both offensive and defensive options, but it also has a number of other abilities (not all of which are used in-game).
In-game, the Roto-Shield has a hitbox much like Link's shield - during Warxe's idle and crouching stances, he can deflect any type of projectile as long as it hits his shield. Warxe walks and runs with his shield behind him, where it can still deflect projectiles.
The Roto-Shield is used in many of his attacks, where the "Roto" part comes in to play; as the name suggests, it can rotate at high speeds. Several of Warxe's attacks involve rotating the shield to deal combo damage.

Dexterity - Though not used in-game, Warxe is a skilled mechanic; his custom-made Roto-Shield is a testament to that. This stems from his incredible dexterity, which borders on superhuman.

Manipulation - Warxe comes from a planet that is bathed in Iseo - a type of energy that causes chaotic changes in matter. This energy has caused his race, originally Human colonists, to mutate into a sub-species of Human called Shorae.
The Shorae possess an ability called "Manipulation". Their cells can absorb, store, convert and release any type of energy, whether it be natural (heat, electricity, kinetic) or elemental (fire, water, earth, wind). To the untrained eye, these abilities seem like "magic", but with a natural source.
Warxe's abilities revolve around absorbing heat, but he doesn't use heat-based attacks - rather, he flash-freezes small areas, turning water vapor into ice crystals. Thus, he uses ice in a lot of his attacks.

Warxe's character background is rather lengthy, so I won't bother posting it. Unless someone really wants to read it.


Now, on to the moveset!


Standard Attacks:


A: Jab - A simple jab with his left hand. 2% damage

A, A: Jab, Kick - A jab followed up by a kick with his left foot. 2%, 4%

A, A, A: Jab, Kick, Punch Shield - A jab, followed by a kick, followed by a punch with his right hand (the one holding the Roto-Shield). 2%, 4%, 5%.

A, A held or rapidly pressed: Jab, Spin Shield - A jab followed by a punch with his right hand. However, he holds his right hand in position and starts spinning his Roto-Shield. The Roto-Shield does 2% per strike, up to a max of 6% a second (if they're against a wall or something).

Ftilt: Slash Shield - A vertical bottom-to-top slash with his Roto-Shield. 7%, has some post-lag.

Dash attack: Sled Kick - Warxe does a sliding kick. He slides a decent distance (a bit less than Capt. Falcon's Raptor Boost), but decreases in power as he moves along. Starts at 11%, ends at 4%. The attack also leaves an icy trail behind which other characters can slip on; the ice melts after 1 second.

Fsmash: Icicle Sandwich Shield - Warxe creates a circular piece of ice in his left hand, and smashes it and his Roto-Shield together in front of him (think of clapping two cymbals together). 23% damage, but low knockback.

Dtilt: Slippery Sections Ahead - Warxe points at the ground and creates a patch of ice in front of him (about the length of Bowser). If a character is struck by the forming ice, it deals 8% damage; otherwise, they just slip on it. Ice melts after 1 second, during which Warxe is immobile.

Dsmash: Wall o' Ice - Warxe hops and stomps on the ground, which creates two ice pillars (one on either side of him). If a player is hit by the stomp, it deals 2% damage with some hitstun. If a player is hit by the icicles, they take 25% damage and are launched upwards; as mentioned, this is one of Warxe's killing attacks. The icicles can't be walked through, but they can be destroyed by any attack (even Fox's lasers), or they melt after 1.5 seconds.

Utilt: Sissy Punch - Warxe simply punches the air. 5% damage, little knockback and some post-lag, but has super armor during the attack.

Usmash: Spinning Arc Shield - Warxe thrusts his Roto-Shield forward (10% damage, sends them horizontally), then swings it upwards 90 degrees (8% damage, sends them vertically) and spins it for a bit (10 hits X 2% damage).
If the attack is charged, he spins his shield in front of him for a bit (up to 4 hits X 2% damage).


Aerial Attacks

Nair: Midair Tornado Shield - Warxe spins around horizontally a few times with his Roto-Shield. Up to 3 hits X 6% damage

Fair: Aerial Slash Shield - Warxe swings his Roto-Shield vertically, top to bottom. If struck with the very bottom of the shield, it acts as a Meteor Attack. 14% damage

Dair: Ice Stomp Drop - Warxe creates an icicle underneath him, and stomps it downwards. Both the stomp and the icicle have decent downward knockback, though they're not quite spikes. Stomp deals 3%, icicle deals 8%. The icicle melts after striking someone or 1 second.

Bair: Back Kick - A basic backwards sex kick. Starts at 12% damage.

Uair: Aerial Defense - Warxe creates an icicle above him. It has very high priority, and cancels almost any attack directly above him. Warxe is immobile for 1.5 seconds after its use (can't even move through the air), and the icicle melts after 1 second. 8% damage.


Special Attacks

Neutral B: Gigashock Charge - Warxe assumes a defensive stance and begins charging energy. When released, an explosion of white energy surrounds Warxe, dealing massive damage to anyone in range.
This attack is chargeable, but not storable - similar to Marth or Roy's neutral B attacks. It has a base charge time of 1 second, base damage of 15% (with decent knockback), and a base diameter of around King Dedede's size. The trick is, there's no limit to the charge - it can be charged indefinitely. For the first 5 seconds, damage increases by 1% per .5 seconds, and the range and knockback steadily increase. After 5 seconds, the range caps at about the size of Giga Bowser, the attack power increases by 1% per second, and the knockback remains the same. After 10 seconds of charging, Warxe deals 1% damage to himself every second. This continues until the attack is released.
After charging for 3 seconds, Warxe gains a white aura that absorbs and nullifies energy-based attacks (Fox's lasers, Mario's Fsmash, Star Rod stars, etc). If Warxe is struck with a physical attack after 3 seconds, he keeps this aura for about 1 second.

Side B: Boomerang Ricochet Shield - Warxe leans back, spins his shield a few times, then throws it forward. The shield travels about the distance of Link's boomerang, then returns to Warxe. Getting hit by the shield deals 10% damage.
Where it gets fun, though, is the Ricochet part. Another player can strike the shield to send it back at Warxe; the speed and angle which the shield is knocked back depends on the knockback and the type of attack (ex. a Utilt sends the shield in an upward arc). Warxe cannot perform any of his normal moves without his shield; instead, his A attack is replaced with a punch (deals 5% damage) to knock the shield back.
Whoever gets struck by the shield takes 10% damage plus the damage and knockback of the last attack to hit it (ie. if a move that deals 30% damage strikes the shield, the next person to get hit with it takes 40% damage). If Warxe gets hit by the shield, he still takes the damage and knockback, but regains his shield and normal moveset.

Down B: Icemani - Warxe points at the ground and pauses for about 3/4 of a second. His arms become encased in ice, during which some of his attacks are altered.
-His basic jab becomes a much slower but stronger attack. It takes 1.5 seconds to charge up, but anyone hit by the punch takes 15% damage and is instantly frozen (regardless of damage).
-Using his Dsmash has him hold his arms out, then firing the ice pillars sideways. Deals the same damage, but with near-horizontal knockback.
-His Nair encases him in an ice crystal (similar to Zelda's neutral B). Anyone that touches Warxe in this state takes 2% damage per 1/4 a second without flinching (similar to the Ice Climbers' FS, but on a much smaller scale). Warxe is immobile for 2 seconds, and has some serious lag if he hits the ground while still frozen.
-Using his Down B again activates Ice Ripple, which creates a wave of icicles along the ground in the direction Warxe is facing. The icicles each deal 5% damage without a lot of knockback (thus it's possible to get hit by the same icicle multiple times), and the wave extends to about the size of the floating platform on Smashville. The icicles melt after 2 seconds.
-Attacks where he uses his Roto-Shield gain an ice-elemental property that deals no extra damage, but may freeze enemies (if their damage is high enough). The exception is his side B, which doesn't gain any added effects.
-His ice-based attacks gain an extra 2% damage.
-His Utilt and grabs have no added effects.

His jab, Dsmash and down B will automatically cancel the Icemani effect; otherwise, the effect wears off after 2 seconds.


Up B: Ice Platform - This attack differs between ground and air.
On the ground, Warxe creates a platform of ice underneath his feet. Pressing Left or Right sends him sliding in that direction until he hits something or jumps off. Hitting enemies while riding the ice deals 13% damage, but knocks Warxe off. Damaging the ice platform also knocks Warxe off.
In the air, Warxe quickly creates an ice platform underneath his feet. Warxe afterwards regains his first and second jumps, but is unable to use the move again until his feet hit solid ground. Getting hit by the falling platform deals 10% damage and acts as a Meteor Attack if in the air.


Final Smash: Cryogenesis - Warxe faces the screen, charges energy in his hands, then slams the ground with a lot of force. Three massive icicles pop out of the ground, each of which forms into an ice golem about the size of Bowser.
The trident-wielding golems run around attacking other players. Each golem can take about 50% damage before being destroyed, or they melt after 30 seconds. They have 3 different attacks - frost breath that temporarily freezes a player, an arcing slash that deals 10% damage, and a powerful thrust that deals 20% damage.
Warxe is fully mobile during this time, but his attacks can also damage the golems.


Grab Moves

Grab: Warxe just reaches out and grabs them.

Grab attack: Slap - Warxe slaps his foe with his Roto-Shield. 3%

Fthrow: Bashing Shield - Warxe bashes his foe with his Roto-Shield. 6% damage

Dthrow: Ice Spear - Warxe creates a long, thin icicle, throws his foe on the ground, and stabs them. 11% damage, and a couple of invincibility frames for the foe to prevent chainthrowing.

Bthrow: Hurry - Warxe creates a sheet of ice on the ground behind him (slightly shorter than his Dtilt), then throws his foe like a curling rock. 3% damage, and the foe is unable to move for 1 second.

Uthrow: Cold Heart - Warxe throws his foe in the air a short distance, then freezes them in a heart-shaped piece of ice. The freezing deals 6% damage, and leaves them suspended in midair for 1.5 seconds (or until someone breaks it). Warxe is unable to move for 1.5 seconds afterwards.

Taunts/Victories

Down Taunt: Warxe bows his head and creates a small piece of ice in his hand. The ice melts and he returns to his idle stance.

Side Taunt: He sits down and says "How boring."

Up Taunt: Warxe spins his Roto-Shield around a bit and sighs.


Victory 1: Same as Up Taunt.

Victory 2: He says "Better luck next time" in a sarcastic tone while crossing his arms.

Victory 3: He leans on a wall of ice and says "Hmm... Toasty."


Costumes

Main Costume: Blue hair, blue coat with gold trim, gray clothes, brown boots (Blue team)
Costume 1: Green hair, dark green coat with yellow trim, brown clothes, dark red boots (Green team)
Costume 2: Pink hair, red coat with purple trim, white clothes, gray boots (Red team)
Costume 3: Brown hair, tan coat with white trim, lighter gray clothes, dark brown boots
Costume 4: Light blue hair, white coat with gold trim, white clothes, silver boots
Costume 5: Blond hair, black coat with red trim, dark blue clothes, purple boots

Subspace Emissary

Warxe appears in the Ice stage (the one with the Ice Climbers and Meta Knight), but he's frozen in a block of ice (as a trophy) in an out-of-the-way place. To unlock him, three conditions must be satisfied:

-The final boss must have been beaten (assuming you can continue playing after the final boss is beaten; if not, then near the end of the game)
-The active player must be Bowser. You have to use his Fire Breath to melt the ice (takes about 10 seconds). Other Fire attacks can melt it, but won't unlock Warxe.
-Warxe will then challenge Bowser to a duel; you have to win the duel to unlock Warxe.

Warxe, a dimensional traveler, had landed in "This world" after sensing the massive energy fluctuations caused by the Subspace Bombs. He wanted to know what was happening, and how he could help; unluckily for him, the first person he met was Bowser, who was still in the employ of the Subspace Army. Bowser used his trophy gun to convert Warxe into a trophy, but because Warxe is not native to this world, Bowser was unable to collect it. So he just left it in the icy area.
But now Bowser is on the good side, and he explains that it was all a misunderstanding. Warxe accepts the apology, and joins the party.
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
rwb your my hero but I dont think ai is much of a fighter but that conan one was perfect
Just wanted to incorporate her as a fighter in some way(she's my fav...), so I used an idea I thought of earlier(with Heiji).

And if she weren't the size of a 8-year old, I bet she would be a better fighter than Conan/Shinichi.
If only because I think the Black Organization gives all their members at least a crash course in hand-to-hand.


BTW, Warxe, If that moveset just took two hours... You either must have had it all in your head beforehand...

Although you could be a master of improvising.
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
If any of the characters I've submitted so far was in Brawl, I would die laughing.

Anyways, Rythe now has his Entrance (Meh), Alt-Costumes (Colours, no difference in actual model) and FINAL SMASH! So, he's nearly done. I'm going to write up a stratagy guide to playing as him, because he's a fairly complex character. However, I'm going to return to that later, because a couple of other things have come to my attention...

Well, first of all, Odysseus has a stage now. Shocker? Meh, not really. I'm also about to start another couple of ideas, which could prove to be interesting, to say the least. Well, I'll give you a hint of what's to come from me shortly with this assist trophy.

Assist Trophy Devimon! This Digimon is the incarnation of evil, or at least appears to be so from the Digidestined's time on File Island. His black gears are a menace to all those who enjoy piece there! This assist trophy follows the same suit! He summons several black gears to home in on all the enemies of his summoner! These do minor damage and knockback, but there are a lot of them.
 

courte

Smash Lord
Joined
Oct 1, 2007
Messages
1,679
Location
NY
Reserved for Red Arremer/Red Reamer/FireBrand...

the Demon comes for you...
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
****. The youtube vids I used for showing the moves got removed...

EDIT: Changed them to vids from www.myvideo.de (german site!)
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Alright, I tried to give his specials attack names, but upon actually looking at my post, it is a text wall... I should probably do something about that. Well, I'll look through to see what other people have done. Anyways, I'll try to put more emotion into it, although no promises on that. Also, specials are in! Those... those took a long time to type.

Ah well. I've also recently had an influx of ideas, so beware! After him I have two more characters to add, although I haven't even started on either of them, and have no idea how one will work... but I'll make it work.
I don't know where to start describing how awesome Rythe is. I love the way you talked about him like he was already a playable character, too. Very nice touch. And I see you tried bringing some emotions into play... I see I wasn't mistaken about categorizing him as Dark. :p

Well. I'm seriously looking forward to what else you have to show us.

YES! THE EXCLAMATION POINT IS MINE! I think I died a little from happiness but then a better, stronger and more creative part was born. I'm definitely adding a new player to the historic field by the name of... YOUR HISTORY TEACHER. That's right, you thought you were going to play games without his tutelage? Think again.
Haha, well, you definitely deserved it!

But... my history teacher?
Hmmm.
You'll need to give him a beaming entrance. And a mauve shirt.

I have a quick question Faw. What's keeping Mal and Eric from "!" Status? I'd like to repair that right away. =p

I'm going to be adding an AT to Eric's profile either tonight or tomorrow.

EDIT: Assist added to Erik's profile.


Assist Trophy: Joseph Buquet.

Joseph Buquet, the unfortunate chief stagehand of the Opera inhabited by the phantom, falls from the top of the stage. He is hung by Erik's noose. He dangles there morbidly for a few moments. If struck he will fly in the direction struck and up for a ways, then swing back in the other direction. The knock-back and damage done by Joseph hitting you depends on how fast he's swinging. He stays only long enough to swing back and forth once, or if noone hits him, 10 seconds.
... dude. That's grotesque. o_o

And, well... I guess it must be surprising to see your two submissions there without an exclamation mark after they were ranked so high previously... I just got the feeling that I overrated them the first time. The bar has risen considerably since the early days of the thread... You have a good style, but the two movesets are simply not extensive enough to be considered outstanding... though I admit I was kind of too lenient when I gave Elza one... *scratches head*

I'd first put my energy into expanding on Malandros. He already has two movesets and is by default more precious since he's your own creation and you provided a great backstory. There's not a lot keeping him from outstanding quality, just some closer descriptions of his movement and some gimmicks, maybe.

[Conan Edogawa and his league of extraordinary gentlemen]
I probably said it before, and I'll say it again, whew.

The moveset's awkward, but... it works? It works!

Yeah, i haven't been around for quite some time either.
Also, i laugh at exams and kick them while their down. Or just never study for them. either one works.
5 bucks if you help me beat up the upcoming university exam for a course that I basically never studied for at all.

... I might be rather inactive in this thread for a while thanks to that.
But I'll still try to submit all the characters I still have on my mind before the deadline. Can't let you keep hogging all the fun!
Prepare yourself for another one of my creations soon!

Sweet! I was a little skeptical at first, but you managed to incorporate some really **** unique stuff in there! If you really came up with all of that in two hours, you have my fullest respect.

When I wrote the Viki thread I had no idea what I was doing- I just did it off the bat. But anyways, I have a question. How much would we freak out if one of our characters made it in?
If Furret made it in, I would squeal loud enough to wake up the dead. Then post in the Furret thread. Then take a day off from the net to dance and escape the incredulous reactions from people who hate the idea and think it would take the spot of more deserving characters.

If Fawriel made it in, I would tell myself to wake up, wake up, then curse myself for telling myself to wake up.

Well, first of all, Odysseus has a stage now. Shocker? Meh, not really. I'm also about to start another couple of ideas, which could prove to be interesting, to say the least. Well, I'll give you a hint of what's to come from me shortly with this assist trophy.

Assist Trophy Devimon! This Digimon is the incarnation of evil, or at least appears to be so from the Digidestined's time on File Island. His black gears are a menace to all those who enjoy piece there! This assist trophy follows the same suit! He summons several black gears to home in on all the enemies of his summoner! These do minor damage and knockback, but there are a lot of them.
Good job coming up with a stage that does not have walk-off edges. :p

Also, Devimon. Digimon. First season. Awesome.
I would love to post a Digimon character here, but while the first season is very dear to me, I never really got attached to one of the Digimon...
If a Digimon character was submitted and voted for, we could make Devimon a boss instead...

If mine was in Brawl I would die laughing too. Then I'd say- Wait, that means Suikoden 6 is coming out! SUIKODEN 6 IS COMING OUT! I'd have to come back to life just to wait to play it.
I suppose I'd be what brought you back to life, because my reaction to Viki with your moveset would be quite similar to my reaction to Furret. :p

Reserved for Red Arremer/Red Reamer/FireBrand...

the Demon comes for you...
*gasp*

...you know, reserving posts doesn't really make a lot of sense. If you want to spend more time on a post or don't feel ready for it at the time, you can write it piece for piece into a text file and copy it here...
 

killbeast301

Smash Lord
Joined
Apr 13, 2006
Messages
1,889
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as far away from you as possible
Fullmetal Alchemist

OK, this will probably be the last update on Elric. I expanded the backstory, gave him a taunt, and a stage.

I do have a request though. If someone could photoshop the first picture under appearance to show all the alt. colors (except black), I will put that in and give you credit. Also I'd like a picture of the basement of Lab 5 to put under the stage. I couldn't find one, but if someone has a good one, I'd like to use it. I will give credit for both pictures.

P.S. Is there something specific I can do to get a "!" Faw?
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Fullmetal Alchemist

OK, this will probably be the last update on Elric. I expanded the backstory, gave him a taunt, and a stage.

I do have a request though. If someone could photoshop the first picture under appearance to show all the alt. colors (except black), I will put that in and give you credit. Also I'd like a picture of the basement of Lab 5 to put under the stage. I couldn't find one, but if someone has a good one, I'd like to use it. I will give credit for both pictures.

P.S. Is there something specific I can do to get a "!" Faw?
Hmm, I'd do that for you, but I should leave soon so I can get up early for university...... >_>

There's nothing specific anyone can do for a "!" except to... convince me. Seriously, if you think you deserve one, tell me why.

Honestly, your moveset is great! But since the "!" stands for "exceptional", it kinda has to be... exceptional! The sign is primarily for drawing the attention of passers-by who want to read great movesets, so said movesets should have lots of content that is interesting to read, basically.
There are tons of things that can possibly be improved.
The descriptiveness, the creativity, the uniqueness...
Pictures can be added, the layout can be improved, gimmicks can be added...
So many possibilities, so little time.

Everyone who wants the glorious "!", just think about all the great things you could squeeze out of your idea and squeeze hard. And if you think you squeezed hard enough, tell me about it and I'll see if I like the juice of the grapes of your squeezy effort.
I think that metaphor kinda went out of control a little.
 
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