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

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Actually, I think I'll make Konata the Lucky star character, and make Akiras and Minorus Lucky Channel the stage... or something.
 

Phaazoid

Basket
Joined
Aug 29, 2006
Messages
7,719
Location
Mr. Sakurai's wild ride
NNID
Mr.Grike
3DS FC
4854-6444-0859
I've got a second character. i did both of mine a while ago, and found out about this thread last week. then i tweaked my posts to fit this thread. thats how i did them so quickly.

on to....

Chaos



"Chaos is an immortal, ageless god-like creature (referred to as the "God of Destruction" by Eggman) that seems composed almost entirely of water (save for his brain, green glowing eyes, and, in some later forms, bones) but is also said to be concentrated Chaos Emerald energy (in Sonic X, Doctor Eggman implies that it is composed of "Chaos energy in a liquid state"), however it has been revealed that Chaos is a Chao that came into contact with the Chaos Emeralds.[1] It was trapped inside the Master Emerald for thousands of years before being released by Dr. Eggman in a bid to conquer the world. It was also the original guardian of the Chaos Emeralds, Chao, and the Master Emerald. In Sonic Adventure it absorbed the negative energy of the Chaos Emeralds to attain its final and strongest form."
http://en.wikipedia.org/wiki/Chaos_(Sonic_the_Hedgehog)

Chaos, an awesome character from the sonic series, even cooler than knuckles! I have made 2 possible move sets for him.

one makes him very unique, as he can switch between his chaos 0,1,2, and 3 throughout the battle. allow me to elaborate.



chaos zero
down special : absorb
this move is similar to counter, as if any attack hits while chaos is using this (same hitbox ratio as counter) chaos isn't damaged, and instead the damage goes into a separate meter. the animation is of him making a hole through him where he gets hit. when this meter reaches 50% or higher, when chaos next uses his down special and hold hit down he produces a chaos emerald, which he then absorbs. he has super armor during the process.
he then transforms into chaos form 1. then he needs 75% damage to get to form 2, 100% for 3, and 150% for form four. after form four this move just acts as a regular counter, no absorbation.

for each of his forms he has different properties, but all the special moves stay the same. (some properties change with them too though) the animations stay roughly the same.




my original picture is of form zero, he is about a half a head shorter than mewtwo, is about as floaty as him, and is about as fast as well. all of his a attacks are generally weaker in this form, and chaos is small and gets knocked back easily.
you don't start as this form, you start as chaos 1, but if you use you're final smash you revert to this afterwards.

A : just a right hand punch, no combo, nothing special
down tilt : chaos makes a clapping motion at the ground in front of him very quickly a few times smacking anyone there.
up tilt : chaos enlarges his hand and punches upward with it
side tilt :chaos enlarges his foot for a quick kick

Forward smash : Chaos enlarges his fist for a powerful punch
Up smash : chaos enlarges his head and jerks it upward
down smash : chaos punches downward with both hands on either side and water splashes up next to them.

dash attack :a simple head but.

standard special : splash (its super effective!)

this move is chargeable. it does no damage,but is useful. chaos starts enlarging his right hand until you stop charging, and then he shoots it in the direction he's facing.
if it contacts with an enemy, it latches on to them and makes them heavier and slower for a while. the longer you charge this, the slower it travels, and it has start up lag,
but if you hit someone with this fully charged the get stuck in a jello like bubble for about 7 seconds, completely vulnerable.
as you go higher in chaos's forms, this attack is more powerful and in form four you only have to charge this a little for this effect.

up special : tentacle whip
chaos turns his right hand into a giant tentacle and whips the air above him, controllable like shiek's chain. it is also a tether recovery. in form 0 it is about as long as the hook shot,
in form 1 it is about 1.25x longer, and it gets that much longer each form up. it also gets thicker and more powerful each form up.

side special : blob

chaos sinks into a puddle of water on the ground, and you can move it for a few seconds. he is not invunerable, and he will pop up when you press another button.
if you happen to be below someone when you hit this button, you grab onto them, attatch a lot of water to them (effects of standard special) and then kick off of them similar to captain falcons up special.
if someone stands on you while you are in blob form a little water rubs off onto them. your puddle gets bigger the higher form number you are in.
if you press side special again while in blob form instead of popping straight up you turn into a fish form and dive sideways, and if you hit no one you go back to puddle form. if you hit someone the effects are the same.

this can be used in the air, but you can't jump in this form so you'll just fall.

d air : chaos puts his hands downward and stretches them.

n air : just a normal kick
b air : chaos enlarges his hand and slaps behind him.
f air : meteor smash, chaos enlarges both his hands and makes a movement similar to DK's f air.
u air : chaos looks up and shoots a small plume of water above him.


Form 1


in this form the main difference from form zero is his arms are bulkier, he is generally heavier, all of his water attacks are a little stronger.
his standard a changes to a one two punch, then head but.

Form 2

this form is much bulkier, it is about 3/4's of the size of DK, and its punching attacks are very powerful and have huge knock back.
his standard a combo again changes, this time to just a big one two punch.
his dash attack also changes, this time he opens his mouth to an unreasonable proportion and chomps. it leaves him open.
his d air changes to him slapping the air beneath him.

Form 3

now he is a little bigger than bowser, and is very bulky, slow, and powerful.
his a combo changes yet again to him slicing in front of him with his fins
his dash attack changes to him lunging forward with his fins, (which are strong and sharp)
his down smash changes to him spinning in a circle with his fins outward, slicing in all directions.
his n air changes to him smacking his head downward, his fin slicing things around him.



final smash : Perfect Chaos



this is him emerging from a building in sonic DX. thats only his head.

"After absorbing the negative energies of all seven Chaos Emeralds, Chaos has become a god of destruction. It has become a giant kraken-like beast with a mouth extending far beyond its eyes, which for the first time have pupils that are thin and resemble those of a reptile's. At the base of its snake-like body seems to be a huge whirlpool or cyclone. It has large tentacles extending from its base. Perfect Chaos's new powers include creating small whirlpools, firing clusters of yellow and pink energy bolts, and firing a huge energy beam from its mouth. It is the final boss of Sonic Adventure, where only Super Sonic has the power to take it down. In its Perfect form, Chaos is quickly able to shoot down Eggman's massive Egg Carrier 2, an exact remake of the original Egg Carrier, that was built as a fail safe in case Chaos rebelled. One noticeable fact about Perfect Chaos is the significant resemblance between him and the Godzilla monster Biollante from the 1989 film."

pretty much, you're huge, you can't move, you take up half the stage, and you control a giant tsunami. if anyone gets caught in the tsunami think the tornadoes in hyrule castle 64 when you have 999% damage.
if anyone touches you're main mass they get sucked inside and their damage meters skyrocket. if you press the special move button a giant tentacle comes out of you and slaps downward, then pulls in toward you. if you press the a button a ray will shoot out of chaos's mouth going in a horizontal direction.
this lasts about as long as giga bowser.
once its over you revert to chaos zero, as a price for such a powerful final smash.

alternate move set

this move set has all the same standard moves as chaos 1, but you stay as him contsantly. the new down special is still called absorb, but this time chaos just slowly absorbs water making himself bigger.
this also makes his standard moves stronger, but you use up water for his special moves and a few standards (dsmash) his final smash is still the same.
you can get up to Ike's hight and arms as big as DK's, but you get heavier as well. his side special move would be bigger and stronger the more water you have charged up and would use water to hit the person.
the more you charge his standard b the more water it uses. the more water you have charged the higher his up special will reach, and it doesn't use water.
I'm not sure which move set i like better, but this one would be more likely if chaos ever made it in a smash game...




Taunts

1 : chaos puts both his hands out in front of him and swirls balls of water in the air above them, then puts them into his chest.

2. chaos makes a small vortex of water swirl around him for a second, then drops it.

3. Chaos drops both of his hands off of his body and sprouts two new ones.

Victory poses

1. Chaos is seen coming in in his puddle form, then jumps up and puts one hand in the air.

2. Chaos is holding a chaos emerald in his hand and it is shining.

3. Chaos enlarges both his hands and pounds on the ground a few times.

Stage : Angel Island


Angel Island, where the master emerald is kept. you would fight on the platform where the master emerald is, and there would be a series of steps to either side, leading to a cliff on one side and a dock to the other.

the dock is breakable after about 35%damage, and will re spawn after about a minute if broken.

the master emerald lets out beams of light every once in a while that heal about 1 damage per second while you stand in them. the platform you are on would overlook a dense jungle in the background.

the master emerald also is breakable, at about 50% damage it will explode like a smartbomb, and pieces of it will go flying. they have the same properties of capsules but don't drop items. you can pick them up and throw them. after about a minute a bright light shines on the pedestal where the emerald was, and suddenly it appeares, shining brightly.





music : http://www.smashbros.com/en_us/music/music19.html :p



assist trophy : a chao.


one of these little guys comes and flies around, not really doing anything. but every once in a while, he'll get in the way of the battle. if you attack it though, it will get angry and start flying around you're character, the chao is now invincible, and it's slowing you down.

Subspace Emissary plot : The ancient minister goes to the center of angel island with a subspace bomb, and is planting it right next to the master emerald. chaos, guardian of the emerald, senses danger and comes out of it to face the minister. after you fight off some primid, sonic runs in in a cutscene, and attacks chaos, not seeing the primid/minister. then more primid come out, and sonic and chaos both start attacking them, and then glance at each other in sudden realization that they're now allies. after you fight off enough primid in co-op with sonic, you see another cut scene where sonic and chaos are fighting off the last of the primid, and suddenly robotnik flies in with a personalized jet thing. in with one of those trophy guns. he fires it at chaos who opens up a whole in the middle of himself and lets the shot travel harmlessly through. then robotnik tries targeting sonic, but he's too fast a target.

Boss battle : Robotnik. he's in a small egg shaped fling machine, which shoots rockets, and has a forcefield. after he shoots rockets he tries to ram you. if he misses, he'll hit the ground, brining down his forcefield for a few seconds, when you have to attack.

After you beat him, there is a cutscene of chaos punching him out of his jet, and Chaos and sonic jump in as the bomb reaches 20 seconds, and the fly away and leave robotnik, who gets swallowed by the explosion.
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Mikelo Chrors

Mikelo Chrors... Who is this man?

All who have met Chrors Mikelo have told two stories, of the kind, odd man of nature, and the dark, cruel individual who wields the Axe. But which is the truth? Ah, but that is not your knowledge to know. The only one who holds such Knowledge either does not speak, or doesn't stop to give way to questions. So yet the question remains... who is Mikelo Chrors?

Well, the rare mains of Mikelo Chrors know who this character, or rather two characters are. While they might not know how or why this character came to be, they know how he works, and are probably frustrated by it. This character is the embodiment of two characters in one, surpassing even Zelda/Sheik, the Pokemon Trainer, Zero Suit Samus, Impmon/Beelzemon, and Ice Climbers. In fact, I dare say they are the most intergrated characters to transform, ever. Why, you may ask? Well, you will see. For now, I'll describe them.

Mikelo/Chrors are around six feet tall, wearing a sleeveless shirt and pants as well as headband in Mikelo form. Down to the more precise aspects of their appearance, Mikelo's shirt is a tie-die, and his pants are rolled up at the bottom to reveal leather sandels. His headband is checked green and brown, and he has brown-blond hair that falls back to just before his shoulders. He has blue eyes, and is slightly unshaven, with a little bit of shadow visible on his face. He's nearly always smiling warmly, and he stands casually. He's also fairly thin and light-looking. However, by far the most notable aspect of his appearance is the massive six foot tall flower he holds. Normally he holds it like a staff, it one hand. The stem also has a couple of moderately large leaves on it. The flower itself is a Sunflower.

Chrors, on the other hand, looks similar, yet different. He stands straight, ever so slightly taller than Mikelo. He's more buff than Mikelo, but not ridiculously so. His shirt is plain black, and his pants are beige-white. He wears iron-capped boots as well, which go past his ankles slightly. Mikelo's headband becomes face-paint that makes an ex across his face, meeting at the bridge of his nose. His hair is similar, but black, and due to the lack of headband, also tends to fall around his face, giving him bangs that cover his grey/black eyes. However, the most intimidating thing about Chrors is his massive Axe, which is roughly six feet in length. He holds it the same way Mikelo holds his flower, giving their neutral stance a similar appearance.

How, you ask?

STATS: Mikelo

Power: 1 Mikelo has no finishing moves. At all.
Speed: 4 Mikelo moves fairly fast for having a giant flower at this disposal, but not fast enough to outpace the 'fast' characters.
Weight: 2 Mikelo does not weigh a lot at all, and few characters have trouble blowing him away.
Traction: 2.5 Although not noticably horrible, his traction is lacking compared to the average.
Size: 4.5 This guy would be slightly taller than Marth.

STATS: Chrors
Power: 5 His Power level is over 9000! Well, no. Not really. But he is **** powerful, comparable to Ike and Ganondorf.
Speed: 2 This guy is slow. His regular movement might not be that bad, but most of his attacks have a painful start-up lag.
Weight: 4 This guys is heavy, although not ridiculously so like Bowser and Ganondorf.
Traction: 4 Once again, this guy is not easy to knock around, and his traction reflects this. His inevitable approach cannot be stopped!
Size 5 This guy may be the same size as Mikelo, but he stands straight and tall, making a larger target for himself.

Mikelo and Chrors... if you've read everything thus far, you know they're two characters who transform. But how do they do it? They're more integrated than Zelda/Sheik? Yes. Mikelo and Chrors, always fighting for dominance of their mortal forms, keeping their power in check, making them equal to the rest... and has they lose power, the more powerful one takes over, all the while the body gets killed. Effectively, every 25% of damage they take, they morph into their counterpart. So, if you hit Mikelo up to 25%, and he started the match, at 25% he would become Chrors. This makes maining one or the other utterly impossible, unless you never get hit. Note that the damage meter remains constant, just like with the Pokemon Trainer. The transformation does not have any sort of special animation or anything of that kind. They just glow a colour depending on who they're becoming, until they assume that form. Mikelo grows green/white, and Chrors glows black. It takes less than a second, but if you attack during the transformation, then it takes the properties of who you were. Mikelo's Flower turns into Chror's Axe, and vice-versa.

Mikelo is very floaty in the air, and reasonably fast on ground, opposed to Chrors who is slow on the ground and slower in the air. They are clones of each other, except for some specific moves. And no, they cannot transform into each other voluntarily. I'm not going to write two separate movesets for them. Instead, I'll list the basic animation, followed by the differences between Mikelo and Chrors. Some of their moves are completely different as well, which will have notes denoting who is what.

GROUND MOVES

A,A (Ironically enough, different between the two) : Mikelo's is a quick hit by the leaves of his flower. They elongate and hit the opponent on their own, meaning Mikelo doesn't actually move for this attack. It is a weak one-two hit with decent range. Due to the fact that Mikelo doesn't actually move on his own, it's possible to see him do an idle animation during this attack. However, he can't move half way through it. He can shield cancel though, which pros find highly useful.

Chrors' A is one of his fastest attacks. It is still slower than Mikelo's A, however. In his normal stance he holds his Axe with one hand. Tapping A causes him to shoot his other hand out in a punch. This is a weak (for him) attack, with less range than Mikelo's, which is very rare. However, it is one of his rare combo moves, not that Chrors should bother trying to get combos.

Forward tilt: With a great movement, they raise their weapon of choice and send it flying down! This attack is simply them raising the hand they hold their weapon in, and then leaning forward, swinging it straight down into the ground in front of them one handed. It has very good range, although it's one of the slower attacks of both characters, not that this says much on Mikelo's part.

Mikelo's is very faster, yet slower. His animation actually holds an up-stroke with moderate range very quickly, which can hit, before heading back down in the usual animation. The first attack does next to nothing, and mainly serves a shield for the second half of the attack, which does decent damage for him. This means that it would be considered a moderately weak attack on other characters. It has very good range, and moderate end lag, but not so much that he can't chase afterwards, although it's one of his weaker combo moves.

Chrors' forward tilt, on the other hand, could constitute as a smash for some characters. It is slow, slower than Link's forward tilt by a bit. He also holds his axe at the very end, giving him a lot of range on this. Like Kirby's hammer, it only does moderate damage, unless they actually hit the head of the axe, at which point it does a ridiculous amount of damage and knockback. However, both start up and end lag are ridiculously bad, meaning it's hard to hit with unless it's planned.

Down tilt: This is a simple low stab forward, it has low range and power, nor is it very quick for either of them. All in all, this is a fairly poor attack on both characters. Neither of them have any special qualities, although Chrors' axe does go beneath the floor slightly, making it a viable edge-guard. It's hard to hit with though. Mikelo's flower tilts up slightly, meaning it doesn't. It is fast enough to be useable in combat, however. There isn't much knockback from it, but it's a good combo move for Mikelo, and a good edgeguard for Chrors.

Up tilt: They raise their weapons up in the air, holding them back a bit, and then move them forward and down, hitting the earth with them at the same time. This attack holds the same use for both characters, covering their head from above attacks. A disjointed hitbox with decent range does a good job as well.

The head of Mikelo's flower spins during the attack, meaning that it can hit multiple times quickly, a grand total of five times. This means this doesn't require alot of timing. It starts and ends very quickly as well, meaning it's a good combo-breaker.

Chrors, on the other hand, requires good timing to pull off this attack. It's got a slow start-up and the end lag is moderate, but if it hits, it does large knockback horizontal knockback. It is very fast during the actual attack, meaning timing is key. However, it is a deadly attack if it hits. It's often compared to a useable Ganondorf utilt.

Forward Smash: This is a ruthless two-handed slash downwards, With moderate range and power for the two characters, this is a staple for both of them.

Mikelo's is very quick, he brings it back in next to no time and brings it down in next to no time. He also doesn't go a lot of damage or knockback, although it is one of his stronger moves. However, it still can't KO effectively at +150%, although it will knock them off on most stages.

On the opposite hand of things, Chror's is an ultimate killing move. It has a bit of start up lag, but is one of his faster attacks. Also, it does a lot of power, killing at less than 50% uncharged. It also has moderate range. The only drawback is that it has horrible after-lag. He actually has to pull his axe out of the earth before returning to it's normal position. This means he can edge-guard with it as well, although that's unreliable. The end lag if you miss is horrendous, and easily punishable.

Down Smash: This is an attack to the behind, and then using that creates a windup to a frontal assault. Neither causes them to duck very much at all.

Mikelo's version of this is a quick hit to the area behind him with the head of the flower, then he proceeds to shove the stem of the flower forward, spinning it slightly. This has good range on both sides, and hits a lot, pushing them away. It is good for distance, but KOing with it is impossible.

Chrors' version shares only the similarity that it is hard to KO with, but that's because you're in idiot if you get hit by it. The first part of his attack he winds back his axe, which doesn't do all that much knockback compared to the rest of his attacks. This is the only part of the attack that doesn't kill though. The second he stops moving his axe backwards, the real show begins. The axe ignites into an explosion of evil, and he does a massive horizontal swing, which covers all the area his axe was, and a large area in front of him. This attack also has large range, the hitbox not limited to the axe. It does a scary amount of power, and Chrors lets out a ruthless scream of power during it. The end lag isn't awful, but it still leaves him vulnerable.

Up Smash: The send their weapon of choice straight up into the air, hitting whatever fool is unfortunate enough to get in their way!

Mikelo's version of this attack has a lot of range, and once again, does a lot of hits and is good for spacing. It's one of his slower attacks, as he actually goes up with his flower fairly slowly. The flower petals spin rapidly, so getting hit sucks them in and does damage as it goes up, the last attack popping them up slightly. Also, while his attack rises there is a wind effect that surrounds him that pushes enemies away from him. This makes it good as an all-purpose move.

Chrors' version of this attack is much less versatile than Mikelo's. He holds his axe at the ready for a second, then shoots it straight up, for good damage and knockback, but not amazingly so. In fact, it's one of his fastest attacks, and works as a good anti-air move.

Dash Attack: Unlike most of their non-specials, their dash attack is very dissimilar from each other.

Mikelo's dash is a roll forward, flailing his flower about wildly infront of him. It does very weak damage, but has a huge hitbox that surrounds him, and hits beneath the floor as well, because he flails his flower in every direction exceedingly quickly. However, this attack lacks any kind of power, much like Melee Luigi's dash.

Chrors, on the other hand, comes to a complete stop, and then uses his momentum from running to ram his head forward, doing strong damage for a dash, and average knockback. The lag after this attack is surprisingly low, and is one of his fastest attacks. It lacks range though, so it isn't easily spammable. It's also very predictable.

AIR MOVES

Neutral Aerial: Generic Sex kick! Both of these characters share a sex kick, which is surprisingly similar. It represents a move which they can both use, and it generally makes up the backbone of both of their play styles. For Mikelo it is a move with unusually good knockback, for Chrors it's an unusually quick move. However, it is different, Chrors' is more powerful, although not enough to KO, and Mikelo's has next to no landing lag.

Up Aerial: He spins in midair, floating down slightly while sending his weapon of choice straight up, avoiding attacks slightly while extending a hitbox up quite far, before spinning around to return to normal stance.

Mikelo's is extremely fast, and makes approaching above him somewhat harder, because although it does extremely weak knockback it's very fast. Its hitbox isn't ridiculously high, and they need to be somewhat close for it to hit. It also produces a slight wind effect, if they're directly in front of or behind him, they're sent away from his general direction. This is not enough to push them back at all if they're actively trying to head in your direction though.

Chrors' version is ridiculously slow, to the point of being nearly unusual. However, he swings his axe ridiculously hard, straight into the air. This is absurdly powerful, and hits straight up. If the opponent gets hit then much like Zelda's Fair/Bair and Ganondorf's Dair, the game seems to freeze for a second, and then they're sent up at ridiculous levels of power. This can kill off the top easy at any height at around 50%. It makes approaching him from above dangerous, but due to the attacks speed it isn't impossible. The worst bit is that the landing lag from this attack is absolutely awful, and amongst some of the worst landing lag known in any Smash bros.

Forward Aerial: They swing their weapon in front of them, covering a good deal of area, both above them and below them as well as in front of them.

Mikelo's version of this starts quick, but is a fairly long attacks. He starts at the top, and his flower head spins rapidly, hitting people it touches, as he swings his weapon down, covering a full range of area in front of him. It hits multiple times, and can do a fair bit of damage, but absolutely no knockback. It is possible to DI out of, and during it Mikelo seems to fall slower, making it an effective WOP. It ends quickly as well.

Chrors' version is completely different, acting primarily as a meteor. It has equal range, but bizarre timing. It looks similar to Ganondorf's U-tilt, but faster. He holds his axe up, and waits for a second, before swinging it down ridiculously fast, to a certain point, than flipping, finishing with a quick spin kick to act as an anti-punishing attack. It does strong damage and if it hits while he's sending his axe down, it acts as a meteor downwards. Overall, it works best as a semi-defensive measure. Finally, the axe's charge time can be held an extra second by holding the A button.

Back Aerial: They arc back slightly, swinging behind them over their heads with their weapon, going down then back up the same way. Notably, it hits above him as well, and in an arc.

Mikelo's version of this attack hits once going down, and then the flower spins, propelling him back to his normal position. This doesn't create any kind of effect, but it does multiple hits if used properly. It is incredibly fast, and works well to cover nearly all of his top and back half. However, it is incredibly weak and lacks his usual range on his attacks.

Chror's version is garbage. It is slow, lacks range, and although it does cover a fair amount of him, it's either a time it perfectly or nothing, and it does little knockback. It seems like the kind of move that would have a sweetspot to make it worth having, but it doesn't, and is truly a useless move.

Down Aerial:

SPECIAL MOVES

Neutral Special:
Side Special:
Up Special:
Down Special:

GRABS

Forward Throw:
Up Throw:
Back Throw:
Down Throw:

Taunts:

1
2
3

Entrance:

Alt. Costumes:

FINAL SMASH:

Item:

UNFINISHED
 

Tyrannotaur

Smash Ace
Joined
May 14, 2006
Messages
514
Location
Viridian City
NNID
Tyrannotaur
3DS FC
1075-0952-5696
Tyranitar-


The Evolved form of Pupitar, Tyranitar first appeared in Pokémon Gold and Silver. He is a strong competitor in the Metagame. He has a dual weakness to Fighting attacks but other than that he is pretty resistant. His special defense is boosted by his ability Sand Stream, which causes a sandstorm to occur after he is released and continue for the rest of the battle, or until another weather effect is introduced.

http://bulbapedia.bulbagarden.net/wiki/Tyranitar_(Pokémon)


Attacks-
A- slash
AAA- Three slashes then a bite
A Side- Tackle
A Down- Tail Sweep
A Up- Upwards Slash

Smash Attacks-
Side A Smash- Crunch (Tyranitar Bite the foe hard)
Down Smash- Mud Slap (Tyranitar slams the ground causing mud to fly upwards around him)
Up Smash- Headbutt (Tyranitar Headbutts straight up)

Special Moves-
B- Hyper Beam (A Chargeable, but not storeable beam shot forwards)
Side B- Dragon Claw (Tyranitar's Claw glows blue and he strikes hard)
Down B- Earthquake (Tyranitar Jumps up and slams the ground, causing shock waves) (Think DK's Ground Pound, but stronger)
Up B- Stone Edge (Tyranitar causes stones to fly upwards, taking him with them)

Aerial Moves-
Down Air- Tail whack
Side Air- Mid-air Bite
Up Air- Over head tail whack

Taunts-
Up Taunt- Tyranitar lets out a fierce roar
Left Taunt- Tyranitar stomps the ground and growls
Right Taunt- Tyranitar slashes forward twice, does 2% if it hits

Grabs-
Grab-Tyranitar grabs with his claws
A- Bite
Side Throw-Slams the foe into the ground
Up Throw- Chucks the foe upwards then hits them with his tail
Down Throw- Throws the foe to the ground then stomps on them

Final Smash- Sandstorm
Tyranitar gets the smash ball. He begins to glow a orangish color. He lets loose a loud roar, then summons a sandstorm. The sand whips across the whole stage then makes a sort of cyclone around Tyranitar. Think Suicune's attack in Melee. The Cyclone deals around 45% if you are caught in it, but it doesn't kill.

Alternate colors- Shiny (Light Brown with Purple), Reverse Shiny (Purple with Light Brown, Dark (Black with Red), Metallic (Silver with Gold)

Wow that was alot easier than Jack Bauer..which I was gonna do.
Hope everyone likes it.
 

Kips

Smash Ace
Joined
Dec 20, 2007
Messages
904
Location
My Mothers Basement (Don't we all?)
Viki has once more received the favor of another update!
Added:
Item- Blinking Mirror.
Teleport Cancel
Teleport Cancel Slide
Teleport Cancel B
Updated Moves once more.
Go and comment! 700+ views but less then 50, it's enough to make me cry.
 

Kips

Smash Ace
Joined
Dec 20, 2007
Messages
904
Location
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Holy triple post batman. I definitely like Chaos and the water theme is both unique and awesome. I was wondering, can Chaos mold itself into weaponry? Oh, I don't know, like form a blade or mace head on its arm?
 

Phaazoid

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i guess it technically could, but since it's water the only thing that's going to hurt more is a more massive hand that a shaped one (a water spike doesn't particularly sting)
 

RWB

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I'm almost finished witk Konata. Also, I'm changing Temali for a character that actually has a reason to fight... Although the moveset she has will be very similar. The replacement character is name Rynngeqa.
 

RWB

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Izumi Konata!



Background:
Konata is an 18-year old japanese schoolgirl . She is a major anime otaku and gamer(bested only by her teacher in gaming, ever), and also a lover of... adult computer games. She lives with her dad who is a gamer and a lolicon. She is pretty ignorant of whatever school tries to teach her, and sometimes she might look like a complete idiot, but she is sly, so don't let your guard down. Konata hasn't grown in the least since grade school, but is very athletic and strong(seeing as she took Guile of Street Fighter II fame out with just some jabs and a Hurricane kick... )
------------------------------------------------------------------------------------------------------
About the Moveset-Motivation:
Konata is a major gaming fan(particularly when it comes to fighting games), and anime Otaku. Her moveset is derived from these two things mainly, as these are the things that make Konata Konata.
------------------------------------------------------------------------------------------------------
Stats:

Size: **
She's as big as a thin grade schooler. Not big, that means.


Weight: *(*)
Konata is thin, and small. very much so.

Speed: ****
Running Speed is almost equal to Fox, afterall, the girls an athlete... kinda. Her startup is very small, but she tend to have some afterlag.

Power: ****(*)
Being able to easily beat down a guy several times her size(I'm looking at you, Guile!) speaks for itself.

Range: *(*)
This is where Konata really falls short. However, many of her moves are energetic and makes her move, helping a little.

Fall Speed: *(*)
Konata is really floaty. I don't really know why, could it be she has lofty thoughts? (okay, that was lame...)

Traction: ****
This isn't an issue with Konata. She has shown the ability to stop instantly even at high speeds.

Jumps: ****
Konata jumps very good, seriously.
------------------------------------------------------------------------------------------------------
Moveset:

Standard Combo (A, A, A ): SFII Jab!
Constant punches with her right hand. As she is a major fighting game fan, you as a fellow fan should recognize this, it's Ryu from Street Fighter II's jab!

Dash Attack: Chidori!
Rushing forward at high speed, her hand quickly envelops in lightning and she thrusts it forward, causing decent damage, and good upward diagonal knockback. Fast in execution,a bit long afterlag.

Tilt Attacks:

(Up) Brigade Captain Kick!
Very similar to the kind of kicks Haruhi would use(As Konata is a major fan of her), this is a kick that aims for the opponents chin with quite some power behind it. Hits the enemy straight upward, kinda like a failed football kick. :p

(Forward): Cheerleader poke!
Jumps backwards sligtly and performs a poke with both hand(holding them like a pistol), making for a very funny-looking attack. Well,that's what you would expect from a cheerleading move. This might be hard to use effectively as it is a retreating attack(although skilled users could propably use this as a dodge). The poke itself is weak, but throws the enemy upwards, setting up for a combo.

(Down): Whirling Fist Attack!
Konata does Links Whirling blade attack from A Link to the Past, but without a blade. This is a very quick spinning move with a single pretty powerful strike attack. Konata crouches while doing this move, and only spins one time, unlike Link. Afterlag is so-so. Not a combo move, more of a spacing tool.

Smash Attacks:

(Up) Rasengan!
Konata strikes upward, with a power ball in her hand. It has several weak hits that might combo into themselves, but then the ball explodes, causing major damage. This attack does great damage and has MAJOR knockback, but has a bit slow startup, and a bit of afterlag. A pretty reliable killer attack, but if your accuracy is off, DI can get the enemy out of the way before the explosion.

(Forward): Boot to the head!
While this is more of an internet meme than anything else, Konata has been shown to visit youtube(although she propably just watches Haruhi...), and this is the result! the infamous/beloved boot to the head! Konata uses an old boot to clobber the enemy. It has mediocre knockback, but above average damage. It's very fast for it's power, though.

(Down) Honey-chan Punisher!
Konata performs an exceedingly fast low kick, knocking enemies of balance.
This Smash has weak knockback and rather low damage, but sets up for combos perfectly, as it mostly just sets enemies up, and has next to none afterlag. Even the charged version is pretty weak.

video link

Aerial Attacks:

(Neutral) Super unique neutral aerial attack... NOT! ...or yes?
Basic Nair. ...With a twist! She spins in a complete vertical circle in the nair position. Enemy is sent in whatever angle they are when they get hit(if below, they get sent downwards). Attack is as fast to launch as a normal fair, but the attack is stronger, but has longer land lag.

(Up) End tune!
Konata does a quick spin and pokes in the air slightly to the side(identical to the final move in the Hare Hare Yukai dance, but faster). The attack send you flying straight upwards. Knockback is good, and so is damage. Afterlag is pretty short, but the slow startup makes it a slowish move.

Video link

(Forward) Hurricane Kick!
Straight out of Streetfighter, the Hurricane kick. Konata does a spinning kick in midair with three spins. first two hits draw in and do damage, while the third send the enmy a small distance. Damage done by each spin is decent, so damagewise, it's a very good move. This attack also moves Konata horizontally without losing any height, but there is a small lag period after the attack that forces you to fall a bit. This aerial can be used for recovery.

video link

(Down) Psycho Missile Dive!
Konata performs M.Bison's psycho missile attack downwards, and whilr she dont fly all that far downwards, the rush in that direction is very fast. This attack has a lot of land lag if you hit the stage. It's a spike, but due to it's diving nature, it mght be hard to use for that purpose. If it doesn't spike, it has pretty normal damage for a strong dair, and reasonable knockback.

(Back) Brigade Captain Fatal Kick!
Taking after her favorite anime character, she does a flying dualfooted kick. This kick actually propels her backwards(but she falls downward while doing it), and can be used as a minor recovery tool. The attack in itself is very strong for a bair, but has a lot of afterlag.

video link

Special Attacks:

(Neutral):Hadouken->Kamehameha
Much like how she was able to do the Hurricane Kick in the anime, in the lucky star video game she could also make use of the Hadoken and Shoryuken.
Much like the original, this is a somewhat slowtravelling, but powerful projectile. Charging it increases the pace of the fireball drastically.
Attack power also increases. At full power, it becomes a kamehameha, which has awesome killing power. Sadly, this move cannot "keep the charge", and for it to actually reach kamehameha state takes a while.

Video link

(Up) Shoryuken!
Hits the enemy upwards, Hard. She rises really high into the air from using this, but it's a rather predictable recovery.
The attack itself is powerful for an uncharged up-B, but not ridiculously so.

Video Link

(Forward) Tama-chan Kick
Konata does a flying kick to the side that makes her fly a small distance in that direction, and after that, she performs a number of flips in midair. you can control these flips so that you rise or fall to the ground.
The kick has pretty good knockback and damage.

Video Link

(Down) Sharingan
It's a little funny that Konata has this when the Sasuke submitted doesn't. Oh well.
Konata puts one finger under her eye.
This is a parry move. Konata will counter close combat attacks and sidestep(successfully) projectiles, much like Marth (counter damage is slightly higher, but knockback is about the same). The duration of the sharingan is slightly shorter than Marths counter.

Based Sasuke's use of the Sharingan here...
Video Link to come. :p

Throws:

(Grab)
Jumps forward slightly, doing what seems to be a hug,
She also holds you in this way.
Damages you by squeezing.

(Up) Spinning Pile driver
Anyone who has seen Zangief do this knows what a painful fate this is. Turning the enemy upside down, Konata jumps into the air, spins rapidly, and then chrashes the enemy's head on the floor.
This throw has great damage for a throw, and also great upward knockback. Fail at comboability though, with its high afterlag.

(Forward) No Name(;_; )
Konata swings the enemy round and round, and then throws them forward. This is a throw that you would expect from a wrestler such as King from Tekken...
Pretty good knockback(not as good as Marios back throw though), trajectory is very low, think knee-ish. Damage isn't that hot.

(Back) No Name(;_; )
Pretty basic, Konata throws the enemy over her shoulder, Judo style. Decent power all around.

(Down) No Name(;_; )
Konata throws the enemy backwards, wrestler style. Pretty strong and damaging, but has quite a bit of afterlag.
------------------------------------------------------------------------------------------------------
Final Smash: Crazy Lucky Star!
The entire Cast(of recurring characters) from Lucky Star enters. All of them are also available as Assist trophies, but this final smash incorporates all the trophies at once!

So here they are!

ATs from Lucky star!

Kagami, Tsukasa and Miyuki!:
This AT makes these three characters appear, and offer homemade sweets. These work the same as food, and you pick them right off the plate! ...Except for Miyuki who falls over(Does 2% damage if she falls on you), and the cookies that fall on you does 1% on impact, but can be eaten while on the ground. However, among the cookies are those that Kagami made, and those do 10% damage and causes "shield-broken status"(Yes, I exaggerated her suckage at baking). These Cookies also have major knockback if they are among the ones Miyuki drops.
Note: This AT damages AT user as well as the others.

Patricia, Hiyoru, Yutaka and Minami!
This AT makes these four appear. Patricia runs around all hyper flailing with her arms, and does decent damage if she runs into you. She does not actively try t hurt you.
Yutaka runs around and follows closest character (except AT user). She does not do anything else.
However, Minami will do you in if you hurt Yutaka(Even if you are the user), with a single dodgeball throw(Equally powerful with Roys Flare blade at full charge, but Minami fires it instantly, and it can't miss, nor be blocked or reflected). If you don't hurt Yutaka, she just stands there... and occasionally does some hand movement in front of her(those who watched the series know what she's doing).
Hiyoru is a Doujin artist. she stands and sketches, and is harmless. However, she might just have a complete breakdown(causes an explosion with a lot of Knockback) at any moment(Hits user too.).

Akira and Minoru
TBA

Misao and Ayano:
Ayano offers cookies to the AT user, but if anyone else steals one, she hits them with a powerful punch. Misao runs around at high speeds doing bogus martial arts, doing little damage and knockback, but she does attack at an alarmingly fast rate.

Soujiro, Kuroi and Yui:
The main adult chars of Lucky Star, these three join the battle!
Soujiro is Konatas dad. He runs around with a Camera, taking pictures(if there are any cute young girls(ATs count, hence the Final smash makes him very effective!) on screen, otherwise he leaves, doing nothing at all), he rockets around with a camera, taking pictures (of said girls). If he rams into anyone during his pursuit, he send them flying with major knockback and damage.
Kuroi is Konatas teacher. She walks around at a leisurely pace, but if anyone is close enough for her to punch, she punches them(AT user too), dealing mad Knockback. She is very easy to avoid getting close to... so don't get there! O_o
Yui is Konatas older cousin and a cop. She is drunk and stumbles around while shooting with her gun. Attack rate is quick, damage decent, but knockback are weak.

Now... get ready for the zaniest part of Konatas FS, as well as Lucky stars most insane assist trophy. (I'm actually considering dropping this part from her FS, and make this guy a full character.)
This is what actually makes her FS so dangerous.

Anime Tenchou, Anizawa Meito! -

Straight out of the OAV Captain Animate/Anime Tenchou, Anizawa Meito! Making several appearances in the Lucky Star anime, this overly zealous anime store manager is all but normal! He rushes around the stage at crazy speed(Sonic, here's your equal >_>), jumps around just as fast, and can deliver those attacks:

Tornado! - Meito spins so fast he turns into a whirlwind. He draws characters in, does damage, the releases at the end of the spin with major knockback.
Fierce Spirit! - Meito catches on fire, and merely getting touched by him sends you flying and damages you quite a bit.
Power Rush! - Meito turns into a shape made out of light and moves twice as fast as he already did, now having major knockback on touch!
Punisher! - Meito does a powerful punch, which(if it connects) bursts with lightning, does crazy amount of damage, holds the enemy in place for a while, and then the enemy is sent flying(most likely to die).
Explosion! - A great explosion with Bob-omb esque power erupts around Meito.
More to be added.

Meito does not actively try to attack anyone, he just rushes around attacking, but due to him attackinging at such a speed, having no lag between the movements... It's almost impossible for him to not hit you at some time. Also, his order of using attacks is completely random. He is ALWAYS attacking(as when he runs around, the Fierce spirit is activated).
Here are some vids with this Nutcase!

http://www.youtube.com/watch?v=LisJ94LNJ_c
http://www.youtube.com/watch?v=MwTJBX1XV38
http://www.youtube.com/watch?v=IFxnDh58my0
http://www.youtube.com/watch?v=aoHD8WiIDWc

Meito does not hit the AT user.

------------------------------------------------------------------------------------------------------
Taunts:

1. Does the "peace" sign with both hands. Simple yet effective, neh?
2.
3.

Victory pose:

1.
2.
3.

Stage:
Lucky Channel Studio, Anime Store.

Music:
Sailor Fuku
Cape of Thirty years
Koi the Legend of Minoru
Anime Tenchou Opening

Items:
Boss:



NOTE: Yes, some things still needs to be added.
 

Fawriel

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Triple post, actually! Very good moveset, though! Konata works surprisingly well... now here's another anime character who'd actually fit into Brawl like a charm.
If she makes it in, her role in our version of SSE could be considerable...

Also, Nerd. I see you managed to come up with a unique way to incorporate your character. ^^
It'll be interesting to see what else the sunflower man will do in battle.


And I must apologize for letting this thread die for a while... I have an important exam this monday. I will definitely not fail it, however I still had to make time for studying the past days, and tomorrow, too. And with the SWF being so slow, I can see why few people have been in the mood for creativity... I think I'll give all of us some generous extra time after the revelation of the complete roster ( GOTTA BE MORE THAN 35 CHARACTERS FFS! ).
 

killbeast301

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OK, I have good news, and bad news.
I have now seen every episode of FMA and the movie.
The good part is I think I can rework Ed's moveset a little, so that it fits him a little better.
The bad part is now that I realize the ending sucks, I am less motivated to update the moveset.

I'll try to do it anyway.
BTW, Fawriel, you said you liked the Manga, do you know where I could see it?
 

Fawriel

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You know, one reason I linked you to that "Knee" page was to hint at the URL of the fanslation site. ;o
So here goes the obvious route: http://www.onemanga.com/Full_Metal_Alchemist/

Now, I have good and bad news.
The good news is that the ending of the manga doesn't suck.

... the bad news is that it's still ongoing? ^^;
 

killbeast301

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You know, one reason I linked you to that "Knee" page was to hint at the URL of the fanslation site. ;o
So here goes the obvious route: http://www.onemanga.com/Full_Metal_Alchemist/
yeah, I'm not good at picking up "hints" like that, you have to be more direct with me.:lick:

Now, I have good and bad news.
The good news is that the ending of the manga doesn't suck.

... the bad news is that it's still ongoing? ^^;
So, you're saying they might make an ending, that still sucks?
I'll go check it out now

edit: Every bit of the manga series is there? I don't want to miss anything.
 

Fawriel

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There are no holes in it at least. The series isn't finished, but what's there is there.

... also, we are kinda getting off-topic. Erm. I declare this to be assistance in the acquisition of creative material!
 

The Nerd

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Thanks Fawriel, although making moves for this guy is draining, because it's making two moves that have to balance each other out somehow, and be somewhat interesting and unique. After this guy, I think I'll do a simpler character...
 

Fawriel

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Well, if working on that guy gives you a writer's block, just set him aside for a while and start working on something different ( or take a break altogether ). I know from experience that creativity will get drained quickly when you have to dwell on something you don't enjoy.
 

MFZ95

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Stone Cold Steve Austin For Brawl!



The Texas rattle snake appears in Brawl and he comes with a KICK *** moveset!

He can use his signature finger taunt which puts alot of insult to the opponent,his down smash is an elbow drop,front smash is basicly a power punch his Final Smash is?

he grabs a player and OH MY GOD STONE COLD STUNNER!STONE COLD STUNNER!


Total Ownage! TAKE THAT IKE'S FINAL SMASH!
 

RWB

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Thanks for the kind words, Fawriel. She still have some things I need to work on, though. :)
 

Kips

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Oh jeez, now I'm worried. I want to sweep the Cute category but I'm not sure if I can add anything else to my entry. Considering I want to avoid the dreaded TL;DR, I really don't know if I have the space because of the minutia of detail I went into.
 

Fawriel

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Oh jeez, now I'm worried. I want to sweep the Cute category but I'm not sure if I can add anything else to my entry. Considering I want to avoid the dreaded TL;DR, I really don't know if I have the space because of the minutia of detail I went into.
Viki's post already has more content than all the other entries in the Cute category combined... *scowls*
The only thing I figure you could add would be media, like theme songs, or even better, video cutscenes featuring Viki.
And maybe you could work on the formating a bit. You can easily tweak a tl;dr wall of text into something that looks like a series of smaller pieces of text by visually separating them with more than one free line, and by giving captions a larger and more noticeable font than the rest of the text.
 

killbeast301

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Wow, just saw this, thought it had died, how close are we to being Flashed?
When bawl comes out in Jpn, we will see how many characters are in the game. Then we vote on the ones we like, with a couple weeks voting period. Fawriel will tally up the votes and make a list of who gets in, with the number limit being the number that is in the real game. Then the guy who's doing the flash will do the flash.

I think that's what it is.

P.S. Thank you Fawriel for linking me to that site. I am now much more motivated to make a really good moveset. though right now I don't have time to do a major overhaul. I should be able to get a good one soon though.

[EDIT]I checked the first post, and saw that you are the flash man, so you can start programming in a few weeks, I guess.

PS. I don't know much about programing, but would it be possible for you to make a flash game?[/EDIT]
 

Fawriel

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Well, everyone! The character boards were closed, but I could get Youko to move the thread here! I hope everyone will find it easily enough again...

So. The roster number is official.
35.
To think I actually thought we could have more than 42. *rubs chin*

Well, well.

Since the boards are so sluggish lately and probably won't stop for a while, and since many people will probably be in rather low spirits, I'll give us a nice deadline extension. Let's say... next Wednesday. As soon as that day's update is up, hold the presses. Roger?
Unless... unless Smash Boards still don't recover by then. These are no working conditions I say! *shakes fist*

I'm still not sure whether we should vote by giving simple ratings on a three point scale, or just by voting for a certain number of characters... picking 35 favourites from such a large list would be quite hard, I assume... So I'm kinda in favour of voting.
Opinions?

Now, I'll try to get my act together and update the first post again, but first, I need to go to work before it gets dark. ^^;

I just updated Malandros's profile Faw. Tell me what you think. ^_^

I hope I can finally earn a !.

I also added Stats to Erik's profile. Still shooting for the !.

I hope to hear your opinions on these additions.
Well... hmm.
I'll try looking into Malandros. He has a rich history and it's good to read how a character moves... you really have a good style. You should apply that style to the moves as well, though. Describing motions isn't all that fun, I admit, but... yeah.
I might give him the !, but please try putting some work into making the moves as pretty as the rest is.

The Phantom, Erik... well, I dunno, he doesn't seem very outstanding to me, mostly because of the short descriptions of the moves yet again...

Wow, just saw this, thought it had died, how close are we to being Flashed?
Someone's flashing? Where? WHERE?

Jokes aside, it'll still be a while. So, you're really going to do it? That would be sweet...

... but making a whole game seems like a little much, doesn't it? XD

When bawl comes out in Jpn, we will see how many characters are in the game. Then we vote on the ones we like, with a couple weeks voting period. Fawriel will tally up the votes and make a list of who gets in, with the number limit being the number that is in the real game. Then the guy who's doing the flash will do the flash.

I think that's what it is.

P.S. Thank you Fawriel for linking me to that site. I am now much more motivated to make a really good moveset. though right now I don't have time to do a major overhaul. I should be able to get a good one soon though.

[EDIT]I checked the first post, and saw that you are the flash man, so you can start programming in a few weeks, I guess.

PS. I don't know much about programing, but would it be possible for you to make a flash game?[/EDIT]
You got that right indeed. As I said, the voting period starts in a week unless there's still trouble until then.

And I'm looking forward to see the fruits of your inspiration. ^^
 

Kips

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I'm sorry, I'm still confused on how this voting will work. On a side note- 35! Darn, I was hoping for more! Well, since I can't add more without getting tl;dr, I guess I'll just wait and pray.

Note: Smashboards works very quickly right now.
 

Fawriel

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Update!

Well, I haven't really decided on a way of voting yet...
Here's a breakdown of the steps:

Deadline:
About a week should be enough, unless something comes up. If all goes well, the deadline will be the Dojo update of next Wednesday.

Voting period:
There'll be a voting period of, say, two weeks.
All submissions that garnered 3 stars by then will be compiled into a list of submissions you can vote for. Within this period of time, all of these submissions and all votes can still be changed, so there could actually be some lively campaigning going on!
Once the voting period is over, I'll collect all votes and see who won. Then, work begins.
( ... also, when the deadline's there, I'll finally get my *** in gear and start updating the secondary characters. )


The method of voting?
Well, there's two possibilities.

I. Everyone gets to pick his or her 35 favourite submissions. Simple but effective.
II. Everyone can rate as many of the available characters as they like on a small scale, ranging roughly from "like" over "like a lot" to "love". Would make it easier to go through the list without having to be careful to stay within 35 votes, makes the whole thing more accurate in the end with voting averages, and encourages feedback, which authors are known to be rather fond of. Of course, this also puts a bit of a strain on the voters.

Still not sure which way I prefer.
 

Phaazoid

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dang, there are 80 different 3 star submissions...

come on guys, vote for bass and chaos!

i'll edit chaos's/bass's posts now to include subspace emmisary details, imma shooting for the ! on at least chaos. (why doesn't he have one yet :()
 

Fawriel

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Ah, yes. Chaos was actually strongly considered for a !. There were a bunch of other strong competitors for one, too... especially Konata. Mario, too... And of course Mikelo Chrors, but he's not quite done yet.
 

Copperpot

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Well, it’s been a while since I posted a character (Aves), but I thought I’d take a second crack at it and throw another one of my creations into the mix:

CROMAG



Profile:

- Cromag is a beast of a creature. He stands nearly ten feet tall and weighs over nine hundred pounds. If he were a character in Brawl, he would easily dwarf anyone else on the roster (save for large transformations like Giga Bowser). Needless to say, he'll be sized down a bit for balancing reasons (a bit larger than Bowser and DK). His arms are a bit long in proportion to his height, and they are thicker than most tree trunks. His skin and organs feature irregularities that cause an extremely potent magnetic field to surround him at all times. Basically, he either always has metal objects drawn toward him, or they are always being pushed away. He can reverse the polarity of his magnetism to great effect.
- He wears a thin, latex-like “skin” that counteracts his magnetic abilities, but he leaves his arms (from shoulder to wrist) and the centers of his palms exposed in order to continue to utilize his abilities effectively. Because of this, the majority of his power is funneled through his arms and, consequently, magnifies its effects ten-fold in that area. If he were to walk by a building, he would unintentionally rip the metal frame right out of it, and his obscene strength permits him to have large hulks of metal attached to him at any time with little trouble of moving or fighting.
- Cromag possesses a vicious personality, because of which he shows no remorse or mercy for his enemies (or anyone, for that matter). This is apparent in not only his attacks, but in every aspect of his being. His standing in your presence alone is enough to make your hair raise and send chills down your spine. He acts fairly barbaric, drooling and snarling as if it he were a wolf with a steak dangling before his nose.

- Because of his size, Cromag can be quite slow to move. His run speed is nothing remarkable; however, due to his strength, he has fairly decent jumping potential. His weaker swings come out fast and cause a surprising amount of damage. His smash attacks have a lot of start-up lag, but any opponent he connects with will look like they were just ejected from a juicer. His dominant power on the ground, however, is offset by his terrible air game. Get his feet off the ground, and he has lost nearly all of his killing potential.
- Cromag has a passive ability that constantly draws metal objects on the stage toward him. The closer he is to the object, the more his power influences it. Items and destroyed stage elements that come into contact with him compress into a junk-like armor that slowly encases his arms. As he gains more and more metal, he moves slower, but his attacks become increasingly more powerful (especially his specials and smash attacks, in which some of them rely on this metal in order to function). It takes approximately 10 seconds for his arms to become completely encased (assuming there is enough material around to do so), and he does possess certain abilities that can speed up (or slow down) this process. Cromag can also use his ability to affect the iron levels in other characters’ blood / bodily fluids, resulting in a slow but steady influence over their movement (similar but weaker than the ‘tree’ in Kirby’s stages).

- His story is one of both complexity and mystery. A long story short, he is the reincarnation of a notorious super villain born ages ago. Every generation, his spirit returns to the earthen realm and possesses a body. This new body becomes unrelentingly bent to his will, subject to his every thought and desire.
- Cromag's desire? To live as he sees fit. The destruction and despare that he causes is merely a biproduct of his decision to do, in a sense, whatever he wants at any given time, and no one stands in the way of him getting what he wishes. He cares little for the weak and even less for the strong, viewing their attempts at resisting his will as pointless and annoying. Strictly as an example, he would crush a child's hand if they were holding his favorite lolli-pop flavor. Then he would take it without a second thought. This reputation has landed him the title "Cromag the Selfish" due to his one-track mind that is set on pleasing himself.

Standard Moveset:

- Standard 'A' Combo (A, A): Cromag performs a wide right hook, followed by a wide left hook. Shorter characters can crouch under his swings. This attack does little damage per hit and causes little hitstun and knockback.

- Up Tilt: Cromag swats a hand above his head (similar to Bowser). This attack causes moderate damage and vertical knockback.

- Forward Tilt: Cromag lets out a beastly roar in front of him, sending gallons of spit and saliva flying outward. The spit can hit multiple times at 3% damage per hit and can hit up to a maximum of six times. This ability also possesses very little ending lag, making it an ideal move for starting up combos or setting up kills. Cromag himself does no damage during this move, but he also does not suffer knockback from incoming attacks.

NOTE: Cromag will stop drooling after this move is completed. The player must submit to Cromag's barbaric, animalistic ways (meaning, the player must perform another 5-10 attacks) before the move will produce the same effect. If the move is performed again before he begins drooling, Cromag will roar (preventing knockback), but the damage-dealing spit will not be present. Executing this move in succession does not 'recharge' the drool, but instead makes it more difficult to get it started again.

- Down Tilt: Cromag swipes one of his arms along the ground (similar to DK, only much more forceful). This attack suffers from significant start-up lag, but it also causes a significant amount of horizontal knockback.

- Up Smash: Cromag leans far back and then unleashes a brutal headbutt attack. This move covers a near 180 degree arc of motion, and it will hit enemies both behind and in front of him. Opponents struck by this attack will suffer from massive knockback in a direction directly away from Cromag, meaning enemies hit behind him will be sent flying backward, whereas enemies hit directly above him will be sent flying straight up, etc. This move also comes with a large amount of damage and a side of breaks and bruises.

NOTE: This is his only smash attack that is not affected by the metal on his arms.

- Forward Smash: Cromag unleashes a punch straight out in front of him (imagine a Falcon Punch or Warlock Punch without the magical effects). He also lunges a fair distance, making this the longest-range move in his arsenal. The punch is very quick but suffers from a lot of start-up and ending lag. Enemies struck by this attack will fly near-perfectly horizontal, and very, very far.

NOTE: If Cromag's arms are completely covered in metal (resulting in a blue glow around them), he will fire it off of his punching arm as he swings. This will result in a much more explosive attack that covers a larger area and does more damage.

- Down Smash: Cromag holds one fist in the other and hammers them into the ground, causing a small shockwave to spread from under his feet. This attack causes high damage and strong vertical knockback.

NOTE: If Cromag's arms are completely covered in metal, he will strike the ground three times in rapid succession, making this attack much more damaging and harder to avoid. Each hit causes a larger shockwave than the one previous. With the final strike, Cromag breaks all of the metal off of his arms.

- Aerial Neutral: Cromag stretches his arms out from his body and spins like a top. Hits up to three times for medium damage.

- Aerial Up: Cromag turns up-side-down and drill kicks upward (think Mario or Fox's down aerial, only upwards). Hits up to five times for minor damage.

- Aerial Forward: Cromag performs a drop-kick. This attack is great for short-hopping, as it has very little start-up and ending lag. Decent range, but sub-par damage and knockback.

- Aerial Backward: Cromag turns around and backhands behind him. This is his one of his stronger aerial attacks, but it is also substantially slow with poor range.

- Aerial Down: Along the lines of Link, this is his most powerful (situational) aerial attack. Essentially, he balls up and 'cannonballs' toward the stage. Think of a Bowser Bomb with a bit more horizontal mobility. Where this attack gets its power from is completely dependant on the amount of metal attached to him. As he gains more, the attack deals more damage and knockback, ranging from a simple 'slap' attack to a fairly devasting blow (a la Link's down aerial or a Bowser Bomb). Cromag goes into a fast-fall during this attack.

NOTE: This attack has a fairly severe drawback. If he connects with an opponent, he does a simple bounce (like Link, only Cromag can hit just once with this attack); however, if he fails to strike anyone, he will become lodged into the stage upon hitting the ground (as if he were hit by DK's headbutt attack). This 'stuck' effect lasts longer as he accumulates more metal (up to 3 seconds), and he will be released from this if he is struck with any attack.

Special Moveset:

- Standard 'B' (Super Magnet): Cromag focuses, increasing the effects of his magnetic powers for as long as the button is held. Objects and characters will be drawn to him or pushed away at a highly accelerated rate.

NOTE: If (or once) Cromag's arms are completely covered in metal, this ability will send him into a berserk state, granting him 5 seconds of invulnerability (suffering no further damage or knockback). After the duration, the metal crumbles from his arms as he enters a drained, unfocused state for a few seconds.

- Up 'B' (Magnetic Boost): Cromag performs a somersault and fires the metal off of his arms in a downward trajectory, boosting himself into the air. Cromag spins rapidly and hits enemies multiple times for minor damage each hit. The more metal on his arms, the farther he his ejected into the air. If there is no metal on his arms, this attack still does damage but only boosts him slighty (similar to a 'Bomb Jump' from Samus).

- Forward 'B' (Metal Throw): Cromag rips a chunk of metal from his arm and throws it in front of him (like fast-balling a Waddle-Dee). The more metal on his arm, the larger the chunk and the more damage it causes (up to 15%). This metal, unlike discarded metal from his other abilities, does not disappear if it stays on the stage and can be 'recaptured'.

- Down 'B' (Polar Reversal): Cromag will shift his power between drawing in objects ('toward') and pushing them away ('away').

NOTE: If he has any metal attached to his arms (his power must be set on 'toward' in order for this to occur), switching his power to 'away' will cause him to hunch over and fire the shrapnel in all directions. The more metal on his arms, and the closer the enemy is to him, the more damage and knockback this attack does (up to 25%).

Final Smash:

- 'B' (Earth Kraken): Cromag enters a tranced state for a few moments, and then he roars toward the sky as if in pain and agony. A bright, blue energy surrounds him and then explodes in a brilliant white light. As it subsides, a much smaller, slimmer version of Cromag begins to come into focus. Cromag has funnelled all of his power into the form of his host body (his most powerful incarnation)! During the transformation, a lot of his anti-magnetic "skin" tore away from his body, allowing metal to spread to most of his torso and parts of his legs. Due to this (increased amount of metal on his body), most of his special attacks can be 'charged' to devastating proportions. A wild, damaging blue energy surrounds his every motion (including attacks), and lightning bolts spray out from underneath his metal armor. Due to his reduced size, he is much more agile in this form, but retains his weight, strength and invulnerability frames (during his attacks that have them). The effect of his passive magnetism is doubled. Essentially, he becomes a smaller, faster, more potent version of himself; however, his range on some attacks is decreased. Naturally, an ability like this causes quite a lot of strain on his body.

NOTE: When Cromag transforms, he loses his percentage meter and gains a stamina bar (150 HP). His stamina will drain by 5 HP per second, and when his stamina reaches 0 HP (due to stamina drain or an opponent's attack), he loses a stock and respawns in his original form.

Throws:

- Grab Attack: Cromag grabs his adversary by the shoulders and squeezes, crushing bones and dislocating joints. This attack causes 3% damage per squeeze.

- Up: Cromag shoves a metal chunk into the opponent's stomach and shoots them straight up into the air. This attack possesses strong knockback and does moderate damage.

- Forward: Cromag headbutts his enemy while holding them by the shoulders. This move causes a little horizontal knockback, but also does a lot of damage (16% - 20%).

- Backward: Cromag tosses his enemy over his head and behind him, like an ordinary piece of garbage. Medium damage and knockback.

- Down: Cromag shoves his opponent to the ground and then proceeds to stomp on them. Enemies use the 'panic' animation (like during Bowser's down throw) before he steps on them.

Taunts:

- Up: Cromag stands upright and crosses his arms as a few lightning bolts spurt out of his arms.

- Forward/Backward: Cromag points and bellows the words: "Death . . . is . . . certain . . .". His eyes glow a bright red as he says this.

- Down: Cromag crouches down on all fours, and with a menacing, psychotic look, he slowly licks the ground below him.

Victory Poses:

- Cromag roars and rips the latex off of his upper-torso. Metal shards come on-screen from all angles, forming breastplate-like armor. Afterward, he hunches, clenching his fists, breathing heavily and staring angrily at the player.

- Cromag turns around and points at each losing player and laughs maniacally. He points at them in descending order (from 2nd to 4th) place. His laugh becomes increasingly more obnoxious and insane as he points from 2nd, to 3rd, and ultimately 4th place. When he ends on 4th place, he's essentially in hysterics! He's down-right crazy, I tell ya!

- If Cromag wins a match that comes down to the wire (Example: both players die at nearly the same time), the winning screen comes up with the losing character doing their victory pose (complete with victory tune, as if they had won). Suddenly, Cromag falls from above and stomps the opposition, where only their head remains above ground. Cromag quickly hops off, leans over on all fours, and laughs hysterically at the now helpless opposing player. Spit and saliva pour from his mouth as he laughs. He likes to rub it in, doesn't he?

NOTE: This victory pose is a normal pose for time matches, as players never know who wins until the screen shows.

I may throw in a boss and some additional content as time provides. We'll see what happens!
 
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