• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Actually I think your movesets are more detailed than mine. Your characters are all well done, and have lots of comparisons to Melee, to make the moves easier to imagine.
I think I should start emulating your attention to the way characters move during the attack.
Not meaning to say I would blatantly copy you of course, but would just take some cues from your style.

Ah, and I'm sure anyone could have come up with such a moveset for Light, you just had to make sure you kept in the boundaries of Super Smash Bros.

And I'm quite awed by Odysseus' moveset as well. Looks as though he will be an excellent character with plenty of unique moves.
Thanks, although I think your moves are quite a bit more creative... Ludwig Von Beethoven is a character I had thought of for a minute before deciding it would be too hard to make a good moveset, and yours is brilliant.

Also, added Grabs, Taunts, Entrance, and Final Smash to Odysseus.
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Its the...

The buckaroo of the badlands!
The maverick of the Montana castle wars!
The Pizen of Pizen Bluff!
The Terror of the Transvaal!
The orneriest cuss in the outback!
The cowboy captain of Cutty Sark! The King of the Klondike!

It's Scrooge McDuck, the richest and most tight-fisted duck of all!


I've decided to use the Don Rosa take of Scrooge, and use the 88 year old Scrooge from the comic "A letter from home."

This fellow left Glasgow, Scotland at 13 years old to make his fortune. He had no luck until he finally struck it rich in Klondike, where he also met the love of his life, Goldie O'Gilt. He
then successfully made it as a corporate manager. Making really good affairs, his fortune grew.
Sadly, when he performed his only plain-out dishonest act to gain money, his sisters and hesplit. He planned to make amends in Duckburg but was sidetracked for a total of 23 years. When hefinally made it home his sisters were there waiting for him, together with his staff and others (including young Donald Duck and his twin sister Della Thelma Duck).
Scrooge was to ashamed to be able to talk with them, and adopted a grumpy attitude, and his sisters left, swearing never to meet him again. He also got a kick in his backside by little Donald. As of now, 25 years later, Scrooge has finally met up with one of his sisters and explained himself.

He is supposedly the greatest adventurer to ever walk the earth, and he made his money square by being tougher than the toughies and smarter than the smarties, let's hear it for Scrooge McDuck!

Stats:

Size: **
He is about a meter tall, which means he's two about thirds of Mario's height

Weight: **
He is a duck, and as such quite light.

Speed: ****
For an 88-year old he is reamarkably athletic, but it's nothing compared to how he was back inKlondike. His attack speed isn't that particularly good. His movement is quick, however.

Power: ****

He is quite strong for being so old. He has been far stronger, though.


Range: ***
He is kinda small, but he reaches out quite a bit.

Fall Speed: **
As a bird, being floaty makes sense. (There falco, I said it XD)

Traction: ****
He doesn't really slide around.

Jumps: Pretty good! He's a bit to old for walljumping, though.

Specific differences: Scrooge have something I would call "Grab Cancel" in quite a number if his moves, even airborne ones, although these force him to throw the opponent within a matter of a few frames(to make him unable to just grab-suicide) . (In the comics, his primary way of fighting is throwing people around). Like DK, Scrooge can carry enemies around.

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

Standard Combo (A, A, A/Z ):
hits enemy with his cane, but the third attack is a hard one, or a grab.

Dash Attack:
Scrooge pounces on the enemy(if you click Z when you are about to hit, he grabs the enemy), and rolls automatically when he hits the ground(If you didn't grab).

Tilt Attacks:

(Up)
A kick directed upwards, here's a pic:

Good damage and knockback for a tilt.

(Forward)
Draws out a sword and performs a quick horizontal slash. As he kind of crouches, this makes him harder to hit. Good range, but not that powerful. Based on the swordfighting in "The new Laird of Castle McDuck"
Pic:


(Down)
Stabs his cane into the ground, causing a shockwave with minor knockback and decent damage. If you're hit by the cane itself, you get meteor smashed.

Smash Attacks:

(Up) Deals a fearsome uppercut. Somewhat slow startup, but excellent damage and knocback. Can be canceled into a grab by pressing Z while the attack is starting.

(Forward) This is faster than the Up Smash, and just as powerful, although the afterlag is quite long. Based of his punch towards Soapy Slick. Can be canceled into a grab by pressing Z while the attack is starting.
Pic:


(Down)
Does a hard blow with his hand downwards. hard to describe, but I have a pic. This attack is a little weaker than the other two smashes(still pretty strong), but faster, with low startlag and afterlag. Cannot be canceled.
Pic:


Aerial Attacks:

(Neutral) Scrooge hits the enemy with a golfclub, and sends them flying in a very strange way, a crescent moon, going in an upward motion. Good Knockback, but the awkward trajectory may make people avoid using this move. Not a very quick nair. not cancelable.
Pic:


(Up) A quick punch upwards(Cancelable). This is a good combo move, although it's far to weak to act as a killing move even at high %.

(Forward) Scrooge does a fast spin and then strikes the enemy with his cane. If canceled into a grab, he hooks them with the cane instead of striking them with it. The stike is pretty strong.

(Down) If you ever played Ducktales, you'll know this move. Scroge uses his cane as a pogo stick to jump on enemies. Kind of like Links, but Scrooge bounces a lot higher, and the attack is far weaker, although it is a meteor.

(Back) Scrooge does a quick stike backwards with his cane. not cancelable. Good knockback, but damage isn't that impressive.

Special Attacks:

(Neutral): Prospector Swing.
Scrooge swings his pick in front of him(Nevermind there's two in the picture). chargeable on the spot(Marth), but not moving charge(samus, DK). Quite damaging and powerful, hits enemy upwards.

Can be used for tether.
Pic:

Tether Pic:


(Up) Blazing Buck.

Pic:


As seen in "Terror of the Transvaal", Scrooge shoots upwards, blazing with anger. Scrooge can attack after doing this. The recovery isn't that good, as it shoots almost straight upwards, even if the distance it covers vertically isn't anything to scoff at. Pretty strong, fire effect.

(Forward) Marksman McDuck.



Scrooge picks forth either a dagger or a gold pan. Then he spins once and throws it, hard. This projectile flies far. The knife is quite damaging but doesn't do much knockback, while the pan has good knockback but only mediocre damage.

(Down) Yella Belly Waltz.
Pic:

Scrooge picks forth two revolvers and shoots rapidly diagonally downwards a little bit in front of him. this does quite good damage if all shots hit, even if it doesn't have that good
knockback.

Throws:

(Grab)
Throws a lassoo at the enemy. If it is a cancel grab, he grabs with his hand(well mostly) instead. Damages by hitting with cane.

(Up) Merely throws opponent straight upwards. Not that powerful, but a good combo move.

(Forward) Scrooge winds back, then throws enemy forward. Quite good distance. This throw can be used after carrying enemies around.

(Back) This pic shows it the best:

A rather damaging throw, with the ability to meteor if he happens to throw you offstage, otherwise you hit the ground and are sent flying upwards. Good knockback.

(Down) Scrooge performs a "Full McDuck" as shown in this pic:

then he kicks the opponent away. Really damaging(for a throw), but not very powerful in knockback.

Aerial throws:

If you don't chose a direction, Scrooge loses his grip, and you might be open for an attack.

(Up)
Scrooge just hurls you upward. Not that strong or damaging.

(Forward)Is the same as on ground.

(Back) Scrooge sends you flying by by turning around and throwing you diagonally upwards. Pretty strong.

(Down) scrooge throws you downwards. A weak meteor.


Final Smash:


Unleashed, Reliving the old days!


Scrooge reverts back to 30 years of age!
He will now be wearing his Klondike getup, and he is much more powerful and faster than before, and has super armor.

He does not use his cane, but exchanges it for his pick. His B move now has a big shockwave if used on the ground, and is a crazy powerful spike.

Taunts:

(Up) Seen here:


(Forward) Scrooge looks at a blonde hairlock he is holding in his hand with a faraway look in his eyes.

(Down): Scrooge sneers at his enemies.

Victory poses:

1. Scrooge plays bagpipe. badly. All the other chars cover their ears.

2. Scrooge leans forward on his cane, muttering "Deadbeats", while looking very bitter.

3.Scrooge throws his cane up, spinning, and catches it on the way down.

Stage: ?

Music: ?

Items:

AT- Hortense
AT- Glittering Goldie

Boss:

-Flintheart Glomgold ( Might be an alternate costume though.)

-Magica de Spell

-Blackheart Beagle
 

MetaLord

Smash Cadet
Joined
Oct 13, 2007
Messages
49
Location
According to relativity, I'm where ever I want to
Fawriel, can you replace my lowest scoring character with this one? If not, ignore the moveset, and say he's an AT. He'll ride around on Roicante, randomly attacking enemies with his lance and trampling them.
I just really wanted to make a moveset for him.
DON QUIXOTE DE LA MANCHA & SANCHO PANZA

Is it possible? By god, it is!
Cower, you dastardly knaves! For he who is righteous and fair; the illustrious knight errant Don Quixote, has joined the fray! As well as his most loyal squire, Sancho Panza.

As a gentleman of La Mancha, Don Quixote had read countless books on chivalry, reveling in the stories of magnificence and fantasy. Soon in his infirmity, he set out as a knight errant, scouring for adventure and to just wrongs!
With lance, sword, and shield, he sallies forth on his trusty steed, Roicante!

On his second sally, Don Quixote inscripts a farmer, Sancho Panza, as his squire; and again sets off in quest for fame, with Sancho on his donkey, Dapple.

For the love and glory of his mistress, Lady Dulcinea del Toboso, and for his own indomitable pride; Don Quixote will not fail in his endeavors!!
En Garde!

STATS
Concerning Sancho, he stays put in the background, providing clandestine support to Don Quixote; as squires are not allowed, by the books of chivalry, to interfere in the battle between his master and opponent. So he doesn't have any stats.

Power *** Although old, Don Quixote attacks with the utmost ferocity for his name, and with his steed Roicante, little can stand in their way!
Speed *** Roicante is an aged, emaciated horse; but with enough motivation, he can move like the wind! Though he can only do so for a little while.
Weight **** Despite both rider and steed being so lean, the combination of their weights and Don Quixote's armor, make them quite the difficult force to KO.

Without Roicante
Power *** Still capable of dealing heavy damage with his lance and sword, this is one man not to be underestimated!
Speed ** His heavy armor slows him down some, and with his low stamina, Don Quixote can't exactly match up to the likes of Sonic.
Weight *** Still, the armor offers a distinct advantage of weight; making him quite the bit heavier than Mario.

ATTACKS
Don Quixote attacks from horseback! Yes, on Roicante, he delivers powerful thrusts with his lance, and swift blows with his sword! His range is unparalleled!
Warning! He can be knocked off of Roicante. The loyal steed tries it's best to get back, but until then, Don Quixote has to fight on his feet.
The chance of him falling off Roicante is 1/4 his current damage, if hit by an attack with large priority. (Smash attacks, unbroken chain of attacks, Falcon knee, etc..)

Sancho Panza provides some help with various things from his supply bags.
He often stays behind Don Quixote.

A-Attacks

Standard: Thrusts forward with his lance multiple times, until he creates an impenetrable area of lancery.

Side: Smashes his lance upon opponent's heads.

Up: Lifts up his helmet to adjust it. Little range or damage, but not really an attack anyway. Sancho meanwhile raises his hands in prayer, which can, for that moment, knock opponents into the air.

Down: Roicante slams his front hooves upon the opponent's head
Without Roicante: Swings his sword across the ground, tripping opponents

Dash: Roicante passes the opponent, and Don Quixote lops up their head in the process. En Passant!
Without Roicante: Dashes forward with his sword pointed ahead, driving it into the enemy!

Side Smash: Readies a mighty thrust with his lance! Whoosh! Extends a huge distance before him, but takes a while to recover.

Up Smash: He thrusts his lance into the air, while Roicante rises up after sneezing. Extra range!
Without Roicante: Thrusts his lance straight up with valor

Down Smash: Sancho drops a mouse he had caught, which scares Roicante, and makes him jump into the air. He then lands hard and flails about; while Don Quixote is trying his best to stay on. Best not to stay too close, unless you wish to be trampled and impaled.
Without Roicante: Dapple gets scared by the mouse and jumps over Don Quixote, crushing opponents. Sancho gets a heavy scolding.

AERIALS

Standard: Roicante flails his legs in mid-air, beating aside opponents
Without Roicante: Spins with both lance and sword extended

Forward: Swing his sword forward, which makes the knight and steed spin forward as well
Without Roicante: Swings his sword before him with both hands, making him spin forward in mid-air

Back: Roicante kicks with its hind legs, sending opponents flying back
Without Roicante: Swings around to the other side with his sword

Up: Swings up into the sky with his sword

Down: The opponent is crushed by a horse which fell from the sky. What else?
Without Roicante: The opponent is crushed by man in full armor, who fell from the sky. What else?

SPECIALS

Standard: Of Don Quixote's Imploring to the Good Lady Dulcinea del Toboso, and of Sancho's Exasperation and Ingenious Counter Measures
Don Quixote implores to his lady for fortune and victory in the middle of battle. Sancho, seeing his master about to be attacked, throws anything he can at the coward. From his bag comes stale bread, spoiled wine, shriveled berries, and even Don Quixote's elixir! The food doesn't seem very palatable, and those who do eat it, suffer some damage (and constipation). However, the elixir can break open sometimes and let off a cloud of vile substance. It poisons those caught, and makes them continuously flinch until it dissipates. Oh, and getting hit also does some damage as well.

Side: The Memorable Event of Don Quixote's Magnificent Joust
{Chargeable} Don Quixote readies for a mighty charge! His shield to his side, and his lance toward the enemy; Roicante bursts forth, propelling the point into the target, in a merciless attack! They're sent flying! This is truly a duel to the death!
Hold B to increase the speed and distance of the move!
Without Roicante: Don Quixote points his lance forward, and prepa....! Dapple charges forward, pushing Don Quixote, then stops. The knight is thrown forward with his lance, and falls onto the ground. Reprimand follows.

Up: Of The Dreadful and Inconceivable Adventure of the Wind-Mills
A windmill appears in mid-air! (only the propeller) Don Quixote attacks it as though it were a giant! He... seems to be stuck. The windmill turns, and lifts Don Quixote into the air, then drops him on the other side. It can block enemy attacks as well! But of course, opponents can get on it too. Watch out for his lance!

Down: Detailing that which Happens upon Don Quixote's Girding of Mambrino's Helmet
Don Quixote dons the legendary golden helmet of Mambrino, the celebrated Moorish king in books of chivalrous romance. Looks more like a bronze basin really. Apparently, it's suppose to render the wearer invincible; but all it does is give Don Quixote super-armor. Hmm, what's this? The helmet's getting battered. Eventually it breaks, and falls off Don Quixote's head.
Ah! He's enraged with indignity! He throws the busted helmet with all his might
and, ...WHAT!? Opponents hit take 3x the damage he suffered, and are launched off the stage, as if hit by a baseball bat! Watch out!
Oh, it seems Sancho had another one, and hands it to Don Quixote.

GRABS

Grab hit: Roicante sneezes, while Don Quixote tells of his most beautiful Lady Dulcinea del Toboso. What's worse than horse mucus and boredom?

Forward: Knocks the opponent forward with his shield

Back: Don Quixote tosses the opponent behind him, where Roicante kicks them off into the distance.
Without Roicante: Swings his lance behind the opponent, knocking them in the direction they're facing. (which is technically behind you)

Up: Impales the opponent on his lance, lift them up, and thrusts toward the sky; effectively throwing them.

Down: Roicante tramples the opponent
Without Roicante: Dapple becomes frightened, and despite Sancho's attempts, proceeds to trample the unfortunate victim.

FINAL SMASH

THE NINE WORTHIES
Don Quixote summons the Nine Worthies! The epitomes of virtue arrive in his time of need. With his spirits restored, he leads the charge upon the unworthy!

1.THE THREE LORDS
Hector of Troy, Alexander the Great, and Julius Caesar enter the battle!
Hector throws spears with god-like strength, followed by Alexander crushing opponents with a war elephant, and ends with Julius running over enemies with his chariot.

2.GOD'S WARRIORS
Joshua, King David, and Judas Maccabeus arrive to purge the stage of pagans and idols. (Watch out Pit!)
Joshua leads his army and pushes enemies off the edge. David slings a stone, which has unbelievable knockback; and Judas swings Apollonius' sword in a mighty attack causing large damage.

3.THE HOLY CONQUERORS
King Arthur, CHARLEMAGNE!!! (See: Eternal Darkness), and Godfrey of Bouillon come to do the work of God.
Arthur performs a lighting quick dash attack with Excalibur, Charlemagne invokes a comet to fall on opponents, and Godfrey leads the Crusade to Jerusalem.

1 of the three eras are summoned per final smash, and last until they either fall off the stage or 20 seconds pass. Sancho during this time, watches in awe while drinking from his wine sack.

TAUNTS

Up: Points his sword up, looking like a true knight of legend. Then his visor falls down.

Side: Holds a philosophical discussion with Sancho

Down: Gets off and adjusts his saddle, while Sancho checks his bags.
(If Roicante is gone, then points his lance toward the ground)
 

Crom

Smash Journeyman
Joined
Feb 11, 2006
Messages
472
Location
Orlando, FL
Hmm, alright then. I'll be serious.
I gave KGB a rating of 22|27. It was really not easy to decide on a rating. I guess I'll explain myself.

1. KGB is a cool and fun character, and you spent some effort on drawings, which are also pretty good. However, he's also over-the-top and not much besides fun and extremely manly, and we already have several characters who take the badass route, including King Leonidas, who is the main influence behind KGB after all. I suppose he could be a very popular character, but the concept is already kind of old by now and should be rated lower than a character who manages to be fun in an over-the-top badass way and serious at the same time.
One major point that made me rate him so low, though, was the fact that you already posted him in a rather successful joke topic that got a lot of attention already and such... KGB already had his time in the limelight, so to speak.
I try to take into account how much a character would please the general audience as well as the original creator... of course, everyone wants to see their character succeed, but I'd expect someone who really cares to keep coming back to see what they can do to improve their character.
I guess you're here now, so I guess I might have to reconsider.
What does everyone else think? Should I increase the rating?
DO IT!

2. The moveset... well. Simply put, it's not complete and it doesn't work. He's obviously overpowered, and I actually stated that that is against the rules, so technically I could have just rejected him.
You also said ignore the rules and have fun :)

But anyways, that's besides the point, I understand where your coming from wanting everything to be somewhat serious and balanced. With that in mind I would still love to see KGB a part of this project, the legend must live on. So, I've decided to make a balanced move set for KGB in this thread. His old move set can be the result of grabbing the final smash ball and being super powered for 30 seconds or something, that way the original concept is still in place.

Would this plan be acceptable?
 

PolarisJunkie

Smash Apprentice
Joined
Feb 17, 2007
Messages
171
Location
California
NNID
PolarisJunkie
3DS FC
0361-7305-7321
We all SCREAM for EYE-SCREAM



Who the HELL is Eye-Scream? Good question. He's one of the most obscure and unknown characters from Marvel's X-Men franchise. In Eye-Scream's debut introduction, he broke into the X-Men's mansion and attempted to kill the X-Men while they were training in the Danger Room. Unfortunetly, Professor Xavier (the X-Men's mentor and leader) had seen this and froze Eye-Scream in his place.

Froze? How did he freeze him? Well, Eye-Scream is a mutant. And his ability? To turn into any flavor of ice cream he desires. Yep. Ice cream. So Professor X froze him in his ice cream form by telepathically setting the controls to the Danger Room to below freezing.

And thats basically the jist of Eye-Scream. On top of his delicious power of ice cream creation, he also has a suit which he wears to help him control his power better. He uses it to allow him to melt into an ice cream puddle and travel under doorways or cracks in walls.

If Eye-Scream were to appear in Super Smash Bros., I'd definetly call him a rather weak character, but with exceptional range and jumping abilites. While none of his abilites or moves would cause much hurt, he'd be quick as quicksilver. I'd like to think of Eye-Scream masters as being annoyers -- hit and runners. He'd be slightly bigger than Mario, and around the same size as Snake, but not as tall. His hitbox would be rather large, but since he moves so quickly, it would more than make up for it.

If you'd like to learn more about Eye-Scream, I so happen to own a website completley dedicated to the tasty villain. Shameless self promotion FTW. Eye-Scream.Net

Standard A Moves

A: Punch: Eye-Scream simply punches his foe, standard boxing jab.
AA: Double Punch: Eye-Scream follows up with a second punch, this time with his left arm.
AAA: Ice Creamed: Eye-Scream finishes by quickly layering his fists in vanilla ice cream and double punching.


FTilt: Vanilla Wave: Eye-Scream kicks up a quick splash of ice cream at the foe, with minor knockback.
DTilt: Banana Split: Eye-Scream quickly does a split, hitting enemies from both sides with both his feet. Is a nice clearing move, but does little damage.
UTilt: Double Vanilla Wave: Another form of the Vanilla Wave, this time he puts both his arms in the air and swings shooting a wave of ice cream from both of his hands, into the air. Stops down spikers from hitting but does minor damage and minor knockback.


FSmash: Pistachio Punch: Green pistachio ice cream engulfs his fist in a giant ice cream ball and he slams foward. Has great KOing potential and has a sweet spot, plus great range.
DSmash: Strawberry Slam: Eye-Scream slams the ground with his strawberry ice cream fists. Similar to DK's Down Smash and you hold down the B button to keep him slamming. Does not have as good of knockback as DK's.
USmash: Gesticulation: Eye-Scream wildly flails his arms about in a random unmotivated pattern. Has very good knockback and can be shield cancelled, yet minor damage.

NAir: Flail: A simple flail. Very similar to Peach's, yet without her power.
FAir: Raspberry Roundhouse: Eye-Scream does a roundhouse punch in the air, powered by the awesomness of Raspberry ice cream. Lacks power, but is a metor smash.
UAir: Elbow Jab: Eye-Scream jabs his elbow upwards. Is incredibly hard to connect, with such a small hitbox, but when it does, its an almost guaranteed KO at 50 percent or higher.
BAir: Raspberry Roundhouse Kick: similar to the punch, yet Eye-Scream uses his foot, slamming whoever's near witha raspberry powered kick. Not nearly as powerful as the punch, but does decent damage. Not a metor smash, however.
DAir: Ice Cream Tornado: Eye-Scream creates a vortex of ice cream to bring the foe up towards him to start a combo. Does little damage, but can break shields.

Standard B Moves

Neutral: Ice Cream Barrage
Eye-Scream places his right arm in front of him and shoots a multitude of ice cream blasts in a straight line. They dissapear in the same way as Mario's fireballs do, but travel quicker and in a rapid fire succession. They have 0 knockback, akin to Fox's blaster.

Foward B: Ice Cream Form:



Eye-Scream lunges forward, turning himself into a puddle of strawberry ice cream. The attack does nothing if the foe isn't there, or if the foe shields, however, when connected, Eye-Scream latches onto the foe and quickly deals fast, minor damaging blows in his ice cream form. Is great to set up combos. Can also be used to recover, as Eye-Scream uses the momentum of turning into a puddle to leap rather far.

Up B: Ice Cream Tower:
Eye-Scream stands firmly on the ground and turns his stomach up to his neck into ice cream. He stretches upwards like a jet, with his ice cream form, arms outstretched upwards. Does good damage and decent knockback. Also, his stomach in this streched form, dissapears revealing a hole, allowing projectiles to pass through him for a quick second. Hard to do, however as Eye-Scream quickly stretches back down after a certain length or if he hits something.

Down B: Ice Cream Puddle:
Eye-Scream throws blobs of ice cream onto the floor. These blobs can make other players trip, allowing Eye-Scream to combo. They do light damage if Eye-Scream throws them at a player instead.

Shielding/Throws

Shield: Eye-Scream turns the dial on his special suit and the standard Smash shield appears around him.
Roll: Eye-Scream turns into his ice cream form and slithers across the stage about the length of his body. Its incredibly quick.
Grab: Eye-Scream simply grabs them with his fist.
Dashing Grab: Grabs the foe while in his ice cream form. Has a bit of lag if the foe manages to dodge it.
Grab Attack: Eye-Scream quickly creates ice cream in quick succession underneath the fist hes holding his foe under. Its freezing cold and does minor damage each time it hits.
FThrow: Eye-Scream extends his arm in which he's holding his foe and with the other arm, shoots a beam of ice cream at the foe, sending them flying in the direction he sent them. Has excellent knockback.
BThrow: Eye-Scream throws his opponent over his head and kicks them backwards with a backwards kick. Good damage, but minor knockback, if any.
UThrow: Eye-Scream lightly throws the foe up before continuing with two beams of ice cream shooting upwards towards the foe. Has great knockback and a chance of KOing at low damages.
DThrow: Eye-Scream slams the foe to the ground and then body slams them, quickly turning into ice cream once he connects and meanuvering away. Good damage and allows him to automatically get to a safer position.

Final Smash: Ice Cream Explosion

Upon getting the Smash Ball, Eye-Scream turns the dial on his special suit all the way to the max. He faces the screen and yells as a blast of ice cream continously erupts from his body all over the stage and mostly everyone. The ice cream does minor damage, but its continious and there are a lot of it which could rack up with time, however it doesn't have KOing power. When its finished, Eye-Scream drops to his knees and is vulnerable for a time, recollecting himself.

Subspace Emissary

Eye-Scream enters the Subspace Emissary plot as one of its villains at first, siding with the big kahuna himself and helping the minions enact their plans of turning all into trophies. After a showdown with Yoshi, Yoshi gets hungry and attempts to eat Eye-Scream after his defeat. Quickly pleading to save his life, Eye-Scream informs Yoshi hes seen the error of his ways and would like to help him stop the Supspace Emissary. From there, Yoshi and Eye-Scream team up.
 

:034:

Smash Hero
Joined
Jun 9, 2007
Messages
7,562
Location
Netherlands
That Scrooge McDuck moveset up there is the most awesome moveset ever. If that doesn't get a 98-100 on moveset rating, I don't know what will.
 

Patchi

Smash Rookie
Joined
Oct 13, 2007
Messages
16
Location
In a house, in a state, in a country, on a plantet


Strong Bad joins the fray in all of his masked glory! 8D My first, so I hope it's good! May or may not put the Subspace part later....

Stats
Power:**** He IS a wrestler....
Speed:** He runs in BABY STEPS XD
Jump:*** Well, Stinkoman can jump anyways....
Traction:**** He can't really run, so his is traction isn't really nice either..
Reach:** How can he grab with those gloves?! o-o
Fall Speed:*** Average
Weight:*** Average

Moveset
A: A normal punch
AA: A punch with the opposite hand
AAA: A lunging punch with decent damage
Dash: SB transforms into the Huuuuuuuuuuuuuuuuudge and travels slowly, but causes massive damage and small knockback

Side A: Takes out his bazzoka and either shoot an egg, a bazooka missle, or an eyeball
Up A: Strong Bad does a single duece, which throws the opponent up into the air
Down A: SB lays down on his stomach,and opens up his Lappy, sending the opponent upwards
Ledge A: SB get on him head and spins on it for a few seconds.

Nair: Does the Mario Tornado except with more power and more lag
Fair: Executes Mario's Fair, with the same pros and cons above
Bair: kicks many times backwards
Dair: Similar to Kink's Dair, SB takes out the Stick and smashes it down to the ground
Uair: SB smashes his husky head upwards

Forward Smash: SB takes out a bow and shoots an fast moving arrow while shouting "ARROW'D"
Down Smash: Eh Steve appears and says his famous line as he dashes forward
Up Smash: SB's had turns into an old keyboard and plays a demo

Neutral Special: DELETED PUNCH: Similar to Capt. Falcon's B move, SB rears back and punches the opponent with a lot of power, pasting DELETED on his face
Forward Special: Kick The Cheat: SB pulls out a Cheat doll out of nowhere, and kicks it at the opponent. The doll can walk around after landing on he ground, and can also be picked up by others
Down Special: Talking Whale: The Talking Whale appears and makes the opponent confused with it's confusing speech
Up Special: Yello-Dello: SB summons the Yello-Dello, who carries him for a short time. She can glide and kick opponent with her lovely legs

Shield: Holds a Homestar chair in front of him, which yells "ow" when hit
Grab: He "grabs" them with his gloves
Forward Throw: SB lets go of his opponent and does his "mating dance", which is 6 windmill punches in a row. On the last punch, the opponent is knocked back a fair distance
Up Throw: SB throw the opponent in the air and executes the double duece
Down Throw: Throw the opponent to the ground, jumps onto a pole, ad jumps on the opponent, smash them with his elbow
Back Throw: Strong Bad jumps on the opponent and tries 1/8 Nelson, but it doesn't work, so he punches the opponent at the back of the head, sending them groundbound

Final Smash: Trogdor appears and starts to Burninate everyone in the area. SB is fully function during this FS, so it's even more deadlier

Taunts
1: SB points at the screen and shouts "No loafing!"
2: He shouts his famous line "HOLY CRAP"
3: He growls and shouts angrily "I'M CARMEN FREAKIN' MIRANDA!"

Victory Poses
1: SB chuckles and the Paper comes down on him. He then shouts "Hey"
2: He puts on a crown and says, "Rise my son, and giveth me $7.50, so I can buy some buffalo chicken tenders."
3: He appears holding Pom-pom's Gol Bol, but then hears his bubbling and runs away
 

MysticKenji

Smash Master
Joined
Jul 15, 2007
Messages
4,341
Location
Orlando, FL / Pittsburgh, PA
AT: MUSHROOMHEAD

When you pick up this AT, you will summon the band known as Mushroomhead.

Depending on which incarnation of the AT you get, different songs will play.

Mushroomhead with JMann will play one of these songs...

Slow Thing: Decreases everyone's movement and attack speed

Elevation: Forces everyone up into the air.

Indifferent: Does nothing.

Never Let It Go: Throws will not work. For anyone.

Xeroxed: Summons three Level 1 CPU clones for the one who summoned the band.

Nowhere to Go: Immobilizes everyone on-screen.

Mushroomhead with Waylon will play...

Damage Done: Increases the amount of damage you give

Burn: Burns your opponents

Embrace the Ending: ^B's will not work
 

omega_ridley_X

Smash Apprentice
Joined
Nov 16, 2007
Messages
134
Location
The fiery pits of Norfair, home of RIDLEY!!!
Brawl is getting into the holiday spirit! The Nog has arrived!



That’s right. The ultimate holiday beverage has entered the fray. Who knew drink cartons could fight.

Stats:
Size: *** The Nog is surprisingly large for a drink carton.
Weight: *** What? Were you expecting a single “*” ? Do you honestly think that thick liquid in quantities such as this wouldn’t weigh much?
Power: ** He’s not a very powerful fighter.
Speed: *** He can slide on the ground at an average speed.
Jump: **** He can jump extremely well for unknown reasons…
Fall Speed: *** He doesn’t fall fast, nor does he float.

Basic Attacks:
Standard: A weak hit with the top of the carton. Low damage/knockback.
Forward Tilt: Swings the bottom of the carton upward. Low damage/knockback.
Upward Tilt: Performs a backflip. Low damage and fair knockback.
Downward Tilt: Smashes the top of the carton into the ground. Fair damage and low knockback.
Standard Air: Spins around while releasing egg nog. Fair damage and low knockback.
Forward Air: Tips over and splashes egg nog forward. Low damage/knockback.
Upward Air: Splashes egg nog upward like a fountain. Low damage and fair knockback.
Downward Air: Slams the bottom of the carton downward. Fair damage and good meteor knockback.
Backward Air: Spins around and releases egg nog at 180 degrees. Fair damage/knockback.

Smash Attacks:
Forward Smash: Flings the top of the carton forward, releasing egg nog. Good range/damage, and fair knockback.
Upward Smash: Releases a large fountain of egg nog. Low damage and great knockback/range.
Downward Smash: Spins around on the ground while spilling egg nog. Fair damage/knockback, and excellent range.

Grab Attacks:
Grab: The mouth of the carton opens wide and squeezes opponent in it.
Attack: Squeezes the mouth even harder. It’s not gonna hurt much. It’s just a carton.
Forward Throw: Flings opponent forward. Nothing out of the ordinary.
Upward Throw: Spits the opponent upward in a fountain of egg nog.
Downward Throw: Releases opponent onto the ground and jumps on them.
Backward Throw: Performs a backflip, releasing opponent at mid-way.

Special Attacks:
Standard B: Nog Blaster: Spits a ball of egg nog straight forward. The move can be charged to increase size, damage, and knockback.
Forward B: Nog Grenage: Splashes a large puddle of egg nog at an upward angle. The move will lob, and then explode when it makes contact with anything.. It can be charged to increase the range, explosion size, damage, and knockback.
Upward B: Nog Rocket: Flips over and Releases egg nog. The egg nog will propel the carton high into the air.
Downward B: Drink Some Nog: Pours a glass of egg nog. The glass of egg nog can be thrown or drank. Use the move again while holding the egg nog to drink it. Use the A button to throw it in a direction. It’s properties come in percentages:
One quarter of a glass: 50% chance. It will heal 5% damage when drank or deal 10% when thrown.
One half of a glass: 25% chance. Heal: 10% Deal: 15% damage.
Three quarters of a glass: 15% chance. Heal: 15% Deal: 20%
Full glass: 5% chance. Heal: 30% Deal:40%
None(it must have spilled): 5% chance. Heal: 0% Deal: 5%
Final Smash: The Almighty Nog Volcano: The Nog lays (insert number of opponents here) drinking cups on the ground. He then released balls of egg nog into the air that rain down over the stage. They will strike opponents and fill up the cups at the same time. These can be avoidable. The opponents are then forced to drink from the cups. Each will do a good amount of damage.(they were secretly poisoned)

Taunts:
The Nog’s mouth will flap open wide toward the screen.
The Nog will say “Do not take beverages lightly” in a cruel voice.
The Nog jumps up and down twice, while egg nog splashes out of the mouth.

Alternate Costumes:

You can get it at your local dairy! It’s also used with a darker blue for the Blue Team.


This is the Green Team costume.


This is the Red Team costume.


This is truly an “alternative” costume.


Wow! He comes in a 9-Pack!


Christmas isn’t the only holiday he celebrates!
 

Titan05

Smash Journeyman
Joined
Oct 18, 2007
Messages
290
Location
UTSA
Vladimir Lenin for Brawl




I propose that Vladimir Lenin be included in Brawl. I offer the following reasons:
1. As a communist sympathizer, Mario would be overjoyed to battle alongside his childhood hero.
2. Lenin's Ideals will serve as a foil for Nietzsche's philosophies. (actual Critical Theory aside)
3. Lenin's addition to the line up would encourage further proliferation of non-Western and non-Japanese playable characters such as Nelson Mandela, Gandhi and Fidel Castro.
4. Lenin offers Nintendo a unique chance to take a very vocal stance in modern politics
5. The addition of Lenin to the roster will result in increased sales of Brawl in Russia

This "man of letters" will have a diverse moveset.

A nimble man, Lenin is capable of very quick physical Smash Attacks:

A - Sudden Strike: Lenin quickly punches his opponent
AAA - Enduring Strike: Lenin carries through three punches
<-A-> - Force of the Righteous: Lenin delivers a roundhouse kick to the face of his opponent


A man of many talents, Lenin is can deliver devastating Special Moves:

B - Marxist Propaganda: Lenin throws the Communist Manifesto
Up B - Enlightening Words: Lenin's words lift the very burden of gravity, allowing him float upwards until he runs out of breath.
Down B - Denouncing Speech: Lenin speaks on the evils of Imperialism, Capitalism and corrupt state supported religion instantly KOing anyone representing those systems. (think Jpuff's sleep)
<-B-> - Revolutionary Charge: Lenin charges across the state damaging and stunning those in his path.

Final Smash: isn't it obvious? Bolshevik Revolution
Lenin calls in the full force of the Revolutionary Red Army that marches across the stage, destroying everything in its path. (including Items and destructible environmental areas)

So please, I urge you all to support Lenin for Brawl.

Also, a request: Chuck Norris. Someone. Please.
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Sorry for my inactivity lately, I've been... uh... busy. Actually, I haven't, but that's beside the point.
Now, I'll post the ratings I gave the characters since the past update... this way, you can discuss them before I make the actual update. That should make things easier.

[Colonel Roy Mustang]
(75|86)
Character is just plain cool, I guess. I can't say anything against him. He even seems preferable compared to Ed, for being less obvious but still relevant...
The moveset is overall very solid and smart. It's interesting to see how many uses of fire you found while many people struggle to be creative-yet-plausible with a whole set of limbs and weapons at their disposal.

Can I just say that the person who made up the moveset and other stuff for Spyro is PURE WIN, primarily because the very first Spyro game was the first game I played and almost single handedly made me into the video games geek I am today (with a little help from Pokemon and Sonic). It conveys his moves from the three first games perfectly. so well done to them! ^^
Hmm. I'll take your word for that. I increased Spyro's moveset rating to 59.

Actually I think your movesets are more detailed than mine. Your characters are all well done, and have lots of comparisons to Melee, to make the moves easier to imagine.
I think I should start emulating your attention to the way characters move during the attack.
Not meaning to say I would blatantly copy you of course, but would just take some cues from your style.
That's the one thing you could still add to your movesets to make them completely perfect... *is awestruck by the thought*

I edited my post on Tori Amos. Now with an extended biography, and more detail in the description of certain attacks, as well as reuploading the alt costumes pic because it was gone.
Hah, author's saving throw!
The description made her a lot more interesting. Rating jumps to (57|67).


Hmm, for some reason some posts weren't quoted.
I hope I didn't miss anything important... well, I'll just write about the characters I missed here:

Steve Ballmer
(55|64) Similar rating to Al Gore due to their similar appear, but with a slightly higher rating due to being more inherently funny and more relevant to us nerds.


Odysseus
(64|87) Really wasn't sure how to rate him. Can't really get more "classic" than him, but we already have so many swordsmen and even one from about the same era, Leonidas, who happens to boast more current cultural relevance and stuff... *scratches head*
The moveset, of course, showed the attention to detail and thoughtfulness that we love in The Nerd.


Scrooge McDuck
(77|88) Disney characters are a group that I was skeptical about from the beginning, but Scrooge managed to convince me. And darn, it's really admirable how RWB actually managed to pull moves out of the actual comics and provide the images. Very awesome.



~ Chiyo and Osaka ~[/IMG]
Holy... uh, wait. Before I try rating this... are you submitting them as two characters in one? Crafty...
If you're going to do that, how about you compress your Sailor Senshi into one with the same method? That would save a lot of space, cause fewer people to drop out, and increase the Sailor rating into astronomic heights...

Now... I must admit, Chiyo doesn't work for me. You put a lot of effort into the moveset... but the concept is just off. Chiyo is a cute little girl, she doesn't seem like a fighter. Of course, a lot of people here aren't fighters, but you gave her super strength and moves that belong to fighters, like kicks and breakdances...
Osaka works well enough because her strength can be handwaved by saying that she's so airheaded she ignores all logic... stuff like her standard A combo ending in a visible sigh just work very well.
But Chiyo...

Anyway, I considered Mozart's moveset as well, and came up with some awesome ideas. Unfortunately, I can't submit anymore. Which is even more unfortunate, as my moveset for Mozart is completely different than Beethoven, and could possibly be even more unique.
"Another famous composer has appeared, but it seems he brings something new to the table!"
"The Master of Opera, The Hegemony of Piano, Wolfgang Amadeus Mozart joins Beethoven in the great fray, that is Brawl!"
That's probably what I would have wrote.
Even more unique, huh... do explain.

[DON QUIXOTE DE LA MANCHA & SANCHO PANZA]
(89|90)
The character manages to be serious, cultural and comic relief all at the same time, and adds a background character, a horse...
And you made up special move names that sound like book titles. My god.

But anyways, that's besides the point, I understand where your coming from wanting everything to be somewhat serious and balanced. With that in mind I would still love to see KGB a part of this project, the legend must live on. So, I've decided to make a balanced move set for KGB in this thread. His old move set can be the result of grabbing the final smash ball and being super powered for 30 seconds or something, that way the original concept is still in place.

Would this plan be acceptable?
I'd really like everyone else to have a word on this. But, well, I can hardly forbid you to do that, can I? If you want to change the character, do so.
Though actually, I had the idea that KGB could be alternatively added as a... game mode. Cruel Melee. The game mode where you don't win, you just try to survive as long as you can. We could use a hopelessly broken character for THAT.
It wouldn't be a place on the roster, and the game obviously won't be playable, but he would definitely get a unique spot. And might still be visible depending on how interactive the thing turns out to be. Sound good?

[EYE-SCREAM]
Whoa.
(62|70) So stupid and yet so amazing.
The moveset is convincing. It isn't all super-flashy moves, but they are all functional, there are some interesting moves in there, and the whole thing just works quite well. Gets my seal of approval.

Tweaked Sasuke's moves a bit and added advantages and disadvantages.
Boosted the moveset a bit to 61.

[Strong Bad]
I think I gave Homestar Runner a 42 for character, so Strong Bad gets 45 for arguably being more iconic and fitting. Still he doesn't strike me as very suitable, though I could easily be swayed from that if enough people disagree.
The moveset seems a bit too random, but it has its moments and shows effort, so here's 62 points for it.

I give up.

Throw me a bone here.
What do I rate this thing? @_@

[Vladimir Lenin]
(65|20) A convincing case you made for Lenin there, sir.
...his moveset, not so much. It's not really functional or complete...


...and that was it for now. Happy happy fun fun!
 

omega_ridley_X

Smash Apprentice
Joined
Nov 16, 2007
Messages
134
Location
The fiery pits of Norfair, home of RIDLEY!!!
^That probably wins the thread. My movesets can't compare to the godliness of that egg nog.
Doom, despair, and Pwnage shall it bring to those before it! As well as a delicious holiday drink.
I dunno, ur movesets are pretty good. Which makes me wonder, if you have ever played Baten Kaitos Origins could you make a moveset for Guillo? (i just cant seem to)
 

Meta_Sonic64

Smash Master
Joined
Sep 21, 2007
Messages
3,239
Location
Baton Rouge, LA
Brawl is getting into the holiday spirit! The Nog has arrived!



That’s right. The ultimate holiday beverage has entered the fray. Who knew drink cartons could fight.

Stats:
Size: *** The Nog is surprisingly large for a drink carton.
Weight: *** What? Were you expecting a single “*” ? Do you honestly think that thick liquid in quantities such as this wouldn’t weigh much?
Power: ** He’s not a very powerful fighter.
Speed: *** He can slide on the ground at an average speed.
Jump: **** He can jump extremely well for unknown reasons…
Fall Speed: *** He doesn’t fall fast, nor does he float.

Basic Attacks:
Standard: A weak hit with the top of the carton. Low damage/knockback.
Forward Tilt: Swings the bottom of the carton upward. Low damage/knockback.
Upward Tilt: Performs a backflip. Low damage and fair knockback.
Downward Tilt: Smashes the top of the carton into the ground. Fair damage and low knockback.
Standard Air: Spins around while releasing egg nog. Fair damage and low knockback.
Forward Air: Tips over and splashes egg nog forward. Low damage/knockback.
Upward Air: Splashes egg nog upward like a fountain. Low damage and fair knockback.
Downward Air: Slams the bottom of the carton downward. Fair damage and good meteor knockback.
Backward Air: Spins around and releases egg nog at 180 degrees. Fair damage/knockback.

Smash Attacks:
Forward Smash: Flings the top of the carton forward, releasing egg nog. Good range/damage, and fair knockback.
Upward Smash: Releases a large fountain of egg nog. Low damage and great knockback/range.
Downward Smash: Spins around on the ground while spilling egg nog. Fair damage/knockback, and excellent range.

Grab Attacks:
Grab: The mouth of the carton opens wide and squeezes opponent in it.
Attack: Squeezes the mouth even harder. It’s not gonna hurt much. It’s just a carton.
Forward Throw: Flings opponent forward. Nothing out of the ordinary.
Upward Throw: Spits the opponent upward in a fountain of egg nog.
Downward Throw: Releases opponent onto the ground and jumps on them.
Backward Throw: Performs a backflip, releasing opponent at mid-way.

Special Attacks:
Standard B: Nog Blaster: Spits a ball of egg nog straight forward. The move can be charged to increase size, damage, and knockback.
Forward B: Nog Grenage: Splashes a large puddle of egg nog at an upward angle. The move will lob, and then explode when it makes contact with anything.. It can be charged to increase the range, explosion size, damage, and knockback.
Upward B: Nog Rocket: Flips over and Releases egg nog. The egg nog will propel the carton high into the air.
Downward B: Drink Some Nog: Pours a glass of egg nog. The glass of egg nog can be thrown or drank. Use the move again while holding the egg nog to drink it. Use the A button to throw it in a direction. It’s properties come in percentages:
One quarter of a glass: 50% chance. It will heal 5% damage when drank or deal 10% when thrown.
One half of a glass: 25% chance. Heal: 10% Deal: 15% damage.
Three quarters of a glass: 15% chance. Heal: 15% Deal: 20%
Full glass: 5% chance. Heal: 30% Deal:40%
None(it must have spilled): 5% chance. Heal: 0% Deal: 5%
Final Smash: The Almighty Nog Volcano: The Nog lays (insert number of opponents here) drinking cups on the ground. He then released balls of egg nog into the air that rain down over the stage. They will strike opponents and fill up the cups at the same time. These can be avoidable. The opponents are then forced to drink from the cups. Each will do a good amount of damage.(they were secretly poisoned)

Taunts:
The Nog’s mouth will flap open wide toward the screen.
The Nog will say “Do not take beverages lightly” in a cruel voice.
The Nog jumps up and down twice, while egg nog splashes out of the mouth.

Alternate Costumes:

You can get it at your local dairy! It’s also used with a darker blue for the Blue Team.


This is the Green Team costume.


This is the Red Team costume.


This is truly an “alternative” costume.


Wow! He comes in a 9-Pack!


Christmas isn’t the only holiday he celebrates!
I support Nog, but then we'd need the other holiday reps
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Ah! Must somehow surpass 87 as a movelist rating... Also, must get scanner, because I think for my last character I want to use a character I made up, but that means I need to draw him. And without a scanner, I'm quite lost on how to give him a display pic.
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
The Brothers Grimm


I finally decided to do The Brothers Grimm for my final one.
They are german fairy tale writers who wrote famous stories like Little Red Riding Hood, Cinderella, Snow White, Hansel And gretel and many more (over 100 actually). Their stories tend to end with someone dying and usually very sad. Also don't watch the movie about them it sucks.

Move Set Soon
 

MetaLord

Smash Cadet
Joined
Oct 13, 2007
Messages
49
Location
According to relativity, I'm where ever I want to
Anyway, I considered Mozart's moveset as well, and came up with some awesome ideas. Unfortunately, I can't submit anymore. Which is even more unfortunate, as my moveset for Mozart is completely different than Beethoven, and could possibly be even more unique.
"Another famous composer has appeared, but it seems he brings something new to the table!"
"The Master of Opera, The Hegemony of Piano, Wolfgang Amadeus Mozart joins Beethoven in the great fray, that is Brawl!"
That's probably what I would have wrote.
Even more unique, huh... do explain.
For Mozart, I would have incorporated his famous operas for his various specials, sort of like The Phantom of the Opera's Final Smash. Although he also uses the piano, it would be augmented with other makeshift weapons, like the bassoon, a cue stick, and his pets. His attack style would be far more relaxed and flowing, than that of Beethoven, and would have greater range but less power. The final smash would be his Requiem, which would perhaps, slow down enemies and poison them.

I dunno, ur movesets are pretty good. Which makes me wonder, if you have ever played Baten Kaitos Origins could you make a moveset for Guillo? (i just cant seem to)
Sorry, I've only played the first Baten Kaitos, and I don't think I finished even that. (should get around to it)
 
Joined
Oct 16, 2007
Messages
544
Location
In cognito
Socrates

Arriving from 400 BC in Athens it's Socrates the father of philosophy! Now he will question the world of smash and confuse everyone with ethics from this game... forever. In all reality, his chances are great because of how much sakurai loves the "old school" characters! Ready? Okay, here are his stats:​

Speed: * (he's an old guy, come on)
Power: * (still an old guy)
Jump: ***** ( His heads are in the clouds, he's gotta have hops)
Size: ** (He's still old)
Fall: **** (His brain is pretty heavy here)

Basic Moveset:
Up B: Raise in the clouds: His head gets clouds around his head and gets free flight temporarily. Other characters can walk on the clouds around his head and can't attack him when he's flying. (no damage)
Standard B: Socratic method: He puts the enemy to shame by asking a bunch of questions they cannot answer. So they sleep. (5%)
Side B: Philosophical Question: His words of confusion and depression pushes the nearest character towards the edge of the stage since they would rather kill themselves then think about life. (no damage)
Down B: Socratic Irony: Socrates dances around pretending to be a moron until someone who thinks they are smarter then him comes to attack him then his brain waves shocks them if they try to attack at the beginning or end of the attack (does 30-40% with basic knockback).

In Depth Moveset:

A: Cane (1%)
AAA: Cane, Toga, Brain Wave (1%, 2%, 3%)

F-Tilt: Book of Plato's (4%, good knockback)
U-Tilt: Brain shocks greatly (10%, no knockback)
D-Tilt: He break dances in his toga. (7%, some knockback)

F-Smash: Holds out his hand: They get depressed and hit themselves (damage depends on character)
U-Smash: Clouds pop out of head and thunder comes out around him with heavy lag. (High knockback, 1%)
D-Smash: Socrates holds out his foot and trips the enemy. They are immobile until they hit the ground (works off ledges too). (10%, some knockback)

Neutral Air: Brain waves shock all around him (1% per hit)
F Air: Socrates points his finger out in the all accusatory fashion (5%, some knockback)
D Air:Socrates looks down on the person in all awesomeness and meteor smashes the character right under him (5%, some knockback)
B Air: Socrates looks back at the enemy and holds his hand out: For them never to return. Instant KO if hand and character's face overlap (facepalm). Other then that, it does nothing.
U Air: Socrates waves his cane above him for awesomeness. (1%, some knockback)

Dash attack: Socrates spins his cane around in awesomeness (2% per hit). Hits them straight up.

Grabs involve his huge brain coming out a leech the life out of them and throwing them in a direction: All deal 7% and all of them have some knockback.

Final Smash: Drink the hemlock.
Socrates goes to the nearest person. Offers them some hemlock. They instantly are KOed. The end.
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Hmmmm...

There's an important statement I'd like to make.
Please, only seriously enter those characters who you really like.

I can't really tell for sure, but I'm getting the feeling that one or two people have suggested characters only for the sake of getting some points... and that would be just silly.

Well, when you don't really believe in a character, it shows in the resulting post... and I'll have to start deducting points from overused character types for lack of originality.

This thread is kind of a competition, but the main point should still be to have fun being creative... right?


Anyway, I'll update tomorrow. Hopefully by then, I'll have a word from Megadio on how I'm supposed to handle Chiyo+Osaka. '_'
 

The Nerd

Smash Journeyman
Joined
Nov 3, 2007
Messages
427
Location
Canada
Although I wouldn't have even had the audacity to make movesets for them anyways, I have to agree with MetaLord, these characters seem to be borrowing heavily from other ideas. On the other hand, I have to ask, why does a character with a sword automatically get deducted? It's as original as fighting with fists, and both can be done well or poorly.
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Although I wouldn't have even had the audacity to make movesets for them anyways, I have to agree with MetaLord, these characters seem to be borrowing heavily from other ideas. On the other hand, I have to ask, why does a character with a sword automatically get deducted? It's as original as fighting with fists, and both can be done well or poorly.
Aah, I wasn't talking about swords and such. I understand your point completely. Of course, making a good sword-moveset automatically includes making it original and distinct from others anyway.

I was mostly referring to the trend to post "classic" people from history and culture and such...
 
Joined
Oct 16, 2007
Messages
544
Location
In cognito
Fools! You've just wasted the use of these awesome people. Vladimir Lenin and Socrates had so much potential. Although, I would have preferred Carl Marx and Aristotle.
You try writing a move set for Socrates! If it's better, then I'll replace it with credit to you for the moveset.
And btw I really admire Socrates for his contributions to modern society from all that I've studied about him but trying to put a philosophical giant onto the canvas of Smash Bros is no easy task I assure you. I was trying the best I could.
Now if anyone has something better for Socrates, show it.
 

omega_ridley_X

Smash Apprentice
Joined
Nov 16, 2007
Messages
134
Location
The fiery pits of Norfair, home of RIDLEY!!!
Who is this that enters the Brawl? No one knows him. His debut in Brawl, though, will spread his sword-fighting superiority throughout the world! It is…
My own manga character, with the temporary name of Hiro!(It’ll hafta do for now)


His great sword skills are unmatched. He uses many different techniques in battle to overcome any obstacles that come his way!

Story:
The world has been thrown into chaos. Evil monsters, called Dark Fiends, start to spawn from black portals, called Dark Abysses, that open up over the world. Hiro has been chosen by prophecy to eliminate the threat and find the origin of the chaos. Aided with a gift of unknown magic, he sets out on a journey throughout his world to purge it of darkness. He finds many companions along the way.

Subspace Emissary:
Hiro relaxes at his home, when an earthquake occurs, caused from a Dark Portal that emerges from the ground in his village. He rushes outside and prepares for battle against the Dark Fiends! After this first scene, he hears of the prophecy that calls upon him to vanquish the darkness. He sets out on a journey and recruits the many Super Smash Bros. characters that have fantasy qualities such as swords and magic (things you would find in a Fire Emblem game). Later into the story, he enters a Dark Abyss to defeat the boss of his story.

Subspace Enemies:
Dark Hound: A black/dark purple, mutated-wolf-like creature, with eyes that cover it’s body. It attacks by lunging, and has little attack lag. Moves fast, but has low stamina.
Abyss Hand: A black/dark green arm with a large, clawed hand that has a single eye on its palm. Spawns from the ground through a small ark Abyss, but cannot move. It will grab you and will deal rapid damage. Attack it to break free. It has A good amount of health.
Demon Wing: A black/red winged creature. Looks like a manta ray but has reptile head with a pair of horns, and eyes that cover its spine. It dives down to attack. Very quick, but can be taken down in one hit. Flocks of these are dangerous, as only one can be hit at a time.

Armored Bear: No, it is not a bear with armor. It is a vicious forest dweller with a dark brown hide that can withstand several blows. It is extremely large, with high attack power and health, with an average character speed. It will be only used one at a time. They attack using their large arms and fists, and also by rolling forward. All the moves are easy to dodge, as they have lots of lag.

Subspace Boss: Dark Abyss Lord: A combination of Dark Fiends that is about two times the size of Master Hand. It stands behind the stage. Its weak point is the largest eye on it’s head, which is made of a Demon Wing. It doesn’t move, as it is connected through a Dark Abyss. It has four Abyss Hands for arms with more mobility and reach that attack to the sides. It has a large Jaw similar to the Dark Hound’s which it uses to bite in front of it. The time to attack the weak point is when it keeps its head down after this attack. Throughout the battle, it shoots dark fireballs (look like Ganondorf’s Punch attack) from its largest eye that do a bit of damage. They are shot once every two seconds.


Stages:
Goddess Tree Forest: A flat stage similar to Final Destination, but a bit smaller on each side can be passed up through, like the Brinstar stages. It is located on a cliffside. The Great Goddess Tree towers behind the stage. Small trees sometimes grow from the ground and serve as a small platform above, or from the cliffside to offer a small platform below. The trees will retract after a short period of time, so use them while you still can!

Dark Abyss Passage: A large, maze-like stage. It scrolls to the side like Rainbow Ride but it moves randomly through its paths. Depending on where you are located, you cannot be KO'd on certain sides of the screen. The stage consists of several small, moving platforms with stalactites on their bottoms that deal damage. The background is a large, swirling whirlpool of black and dark purple colors.


Items:
Assist Trophy: Knight Partner (no, he doesn’t have a name either): Follows his summoner and tries to prevent damage with his broadsword. He blocks all projectiles, but can only block one close-range attack every two seconds.
Assist Trophy: Ninja Partner (all three of them don’t have names): Jumps around the level dealing out rapid but weak strikes to your opponents. Impossible to dodge. No knockback.

Entrance: Jumps from the top of the screen. When he lands, he unsheaths and twirls (yeah, I know. “twirls” sounds a bit girly, but who really cares that much?) his weapons.

Taunts:
1: Faces the screen with his head down, tightens the belt around his waist, looks forward (the direction you were previously facing) and says “Let’s get this started already.” (this is an insult to his opponents. It means that they have only been providing a minimal challenge)
2: Faces the screen and sheaths his weapons (his arms will be crossed. And everyone looks cooler with their arms crossed, right?). He’ll unsheath them properly when the taunt is over.
3: Juggles all three of his weapons (twice around) and sheaths them properly afterward.

Victory Poses:
1: Juggles his weapons while having them spin fast, and sheaths them afterward.
2: Sits down, puts his hand on his head, and says "Well that wasn't much of a challenge at all..."
3: Tightens the belts around his waist, smooths his hair down, and says "All right! I'm ready for another round!"

Costumes:
Main Costume: Ultramarine blue shirt, light green pants, dark brown hair, brown chest belts/gauntlets/boots/shoulder-pad, light brown greaves/waist belt
Red Costume: Red shirt, black hair, all the rest is darker.
Green Costume: Blue/green are reversed, as well as brown/light brown.
Yellow Costume: Yellow shirt, purple pants, all the rest are the same.
Dark Costume: Black shirt, black pants, light brown hair, all the rest are darker.
Light Costume: White shirt, white pants, dark brown hair, all the rest are light blue.

Downward Special: Weapon Style Shift: With this property, only shared by the Pokemon Trainer, Hiro is able to switch between three different movesets! However, unlike Pokemon Trainer, he can use them at ease without any interruption of stamina!

Weapon Style 1: Tri-Blade, Combo-Style: He holds his katana with his left hand and holds his knives in between his fingers on his right hand. This moveset will easily combo into more attacks!

Stats:
Size: *** or **** I’m not sure. He’s a tall teenage boy.
Weight: *** He has an average weight for his age. Though, he will be knocked back as if his weight was **
Attack Power: *** His blades have a decent power.
Attack Speed: **** His attacks have good speed.
Move Speed: **** He is a great runner.
Jump Height: *** He can jump at an average height.
Jump Speed: **** He is a very quick jumper.
Fall Speed: *** He will fall at an average speed.
Dodge Speed: *** His evasiveness is one of his good qualities, but is burdened with all three weapons.
Dodge Length: *** He moves an average distance when dodging.

Basic Attacks:
Standard Ground Combo:
1 – Slices downward with his katana. Low damage with no knockback.
2 – Jabs forward with his knives. Fair damage with low knockback.
3 – Slices upward with his katana. Fair damage/knockback.
Forward Tilt: Slices upward with his katana. Fair damage/knockback.
Upward Tilt Combo:
1 – Stabs his knives straight upward. Low damage/knockback.
2 – Stabs his katana straight upward. Low damage with fair knockback.
Downward Tilt: Low-to-the-ground slice with both weapons. Low damage/knockback.
Dash Attack: Slides across the ground while holding out his knives. Fair damage/knockback
Standard Air: Aerial Disc Hurricane: Performs a frontflip while holding his katana out to attack all around him. Delivers rapid hits. Very little damage/knockback per hit.
Forward Air Combo:
1 – Spins around and kicks straight forward. Low damage/knockback.
2 – Repeats the first attack. Low damage with fair knockback.
Upward Air: Performs a backflip and slices upward. Fair damage with low knockback.
Downward Air: Falling Fang Thrust: Slams his knives downward. Good damage with great meteor knockback.
Backward Air: Performs a backflip and slices behind him with his knives.

Smash Attacks:
Forward Smash Combo: Piercing Fang Thrust:
1 – Dashes forward holding both weapons forward. Fair damage with low knockback.
2 – Slashes both weapons upward. Fair damage with good knockback.
Upward Smash: Leaping Fang Thrust: Jumps upward while attacking with his knives. He finishes by smashing downward with his katana. The ascent has low damage with no knockback, while the descent has good damage with fair knockback.
Downward Smash: Grinding Disc Hurricane: He spins around on one foot while pointing his weapons at sixty degree angles toward the ground. Draws opponents in and delivers rapid hits. Low damage/knockback per hit.

Grab Attacks:
Attack: Punches forward with his knives.
Forward Throw: Lets go of his opponent and kicks him/her forward.
Upward Throw: Throws his opponent upward, and follows it up by jumping at his opponent while thrusting his katana at him/her.
Downward Throw: Smashes his opponent to the ground with his knives.
Backward Throw: Tosses his opponent backwards and smashes his elbow into him/her.

Special Attacks:
Standard Special: Counter Attack: Reaches out with his knives for one second. If he is attacked during this period, the knives will grab hold of the attacker and he will strike him or her with his katana twice. Both hits do fair damage. The first hit has no knockback, and the second has fair knockback.
Forward Special: Electric Rise: Slashes the ground with his katana and arcs it into the air. Five lightning bolts travel forward, evenly spread out in a seventy degree angle from the ground. Each deals fair damage with low knockback. Each bolt will also wear out one third of the opponents shield if it is hit.
Upward Special: Quake Rise: Slams both weapons into the ground, and arcs them upward while also jumping straight up. Rock pillars will raise out of the ground where the weapons struck. Each pillar deals fair damage with good knockback upon rising, and Hiro’s body will deal low damage with no knockback effect.
Final Smash: Giant Dagger Pillars: Slams his knives into the ground. Giant knives will rise out from the ground throughout the stage. For a period of ten seconds. Both daggers will rise from the ground each second and deal good damage/knockback. Hiro is immobile during the Final Smash.

Weapon Style 2: Great Katana, Power Style: He holds his katana with both hands. This moveset vastly improves his power for devastating attacks!

Stats:
Size: *** or **** I’m not sure. He’s a tall teenage boy.
Weight: *** He has an average weight for his age. Though, he will be knocked back as if his weight was **
Attach Power: **** Double-handling his katana gives it more power.
Attack Speed: *** His attacks lag more due to the power of them.
Move Speed: **** He is a great runner.
Jump Height: *** He can jump at an average height.
Jump Speed: *** Having his hands move together as one hinders his jumps slightly.
Fall Speed: *** He will fall at an average speed.
Dodge Speed: **** His evasiveness is one of his good qualities.
Dodge Length: *** He moves an average distance when dodging.

Basic Attacks:
Standard Ground Combo:
1 – Slashes rightward with his katana. Low damage/knockback.
2 – Slashes leftward with his katana. Low damage with fair knockback.
Forward Tilt: Stabs straight forward. Fair damage with low knockback.
Upward Tilt: Stabs straight upward. Fair damage with low knockback.
Downward Tilt: Slashes at the ground. Fair damage/knockback.
Dash Attack: Slahes straight forward while sliding. Fair damage with low knockback.
Standard Air: Spins around and slashes horizontally. Fair damage/knockback.
Forward Air: Slashes in a downward arc. Low damage with good knockback.
Upward Air: Aerial Arced Axe: Slashes upward in a wide arc. Good damage with low knockback.
Downward Air: Falling Arced Axe: Slashes downward in a wide arc. Good damage/meteor knockback.
Backward Air: Spins around and slashes upward when half-way. Fair damage/knockback.

Smash Attacks:
Forward Smash: Strikes forward with a forceful step. Great damage with good knockback.
Upward Smash: Crushing Arced Axe: Jumps and slahes upward in a wide arc. Great damage with good knockback.
Downward Smash: Stabs katana into ground and sends waves of force outward on the ground. Good damage/knockback.

Grab Attacks:
Attack: Punches opponent with his spare hand.
Forward Throw: Throws opponent lightly upward and slashes At the right time.
Upward Throw: Throws opponent lightly upward and slices him/her.
Downward Throw: Drops opponent and stabs downward.
Backward Throw: Tosses opponent backwards onto the ground.

Special Attacks:
Standard Special: Impact Grenade: Leaps forward and strikes in a downward arc. Explosion caused by swing. Can be charged for five seconds. Damage/knockback will range from good to great. Explosion size will range from about Bowser’s size to double.
Forward Special: Blizzard Rise: Slashes ground and arcs katana upward, then downward, and upward again. Several snowflakes will shoot out in a forty-five degree angle from the ground. Travels about four character widths. Low damage/knockback, but it can freeze opponents at 50% damage or more.
Upward Special: Rising Disc Hurricane: Jumps upward while spinning his katana. Slowly floats down. Rapid hits deal low damage/knockback.
Final Smash: Volcanic Rise: Digs his katana deep into the ground, and arcs it upward into the air. A large crack will open up across the stage in front of Hiro. This deals Low damage/knockback. A blaze of fire and rock will erupt from the crack about two average character heights from the ground. This deals great damage with fair knockback.

Weapon Style 3: Dual Edge, Speed-Style: He holds a knife in each hand. This moveset allows him to attack and move extremely fast!

Stats:
Size: *** or **** I’m not sure. He’s a tall teenage boy.
Weight: *** He has an average weight for his age. Though, he will be knocked back as if his weight was **
Attack Power: ** His knives are not very strong.
Attack Speed: ***** The lightness of his knives make them incredibly fast.
Move Speed: **** He is a great runner.
Jump Height: *** He can jump at an average height.
Jump Speed: ***** Without his katana in the way, he is able to move in the air much more swiftly.
Fall Speed: *** He will fall at an average speed.
Dodge Speed: **** His evasiveness is one of his good qualities.
Dodge Length: *** He moves an average distance when dodging.

Basic Attacks:
Standard Ground Combo: Piercing Storm
1 – Slices upward with knife in right hand. Low damage/knockback.
2 – Slices downward with knife in right hand. Low damage/knockback.
3 – Stabs forward with knife in left hand. Tap button rapidly to deal swift, rapid hits with alternating knives. Each hit deals very little damage/knockback.
Forward Tilt: Slices forward with knife in right hand. Low damage/knockback.
Upward Tilt: Stabs upward with knife in left hand. Low damage with fair knockback.
Downward Tilt: Stabs to each side while crouching. Low damage/knockback.
Dash Attack: Slashes with one knife and then with the other. Each hit does low damage/knockback.
Standard Air: Slicing Storm: Slashes in multiple directions. Each hit deals very little damage/knockback.
Forward Air: Flying Disc Hurricane: Does a barrel roll while holding both knives outward. Low damage with fair knockback.
Upward Air: Rising Storm: Stabs several times upward. Each hit deals very little damage/knockback.
Downward Air: Falling storm: Stabs several times downward. Each hit deals very little damage/ knockback.
Backward Air: Jabs both knives backward. Low damage/knockback.

Smash Attacks:
Forward Smash: Impact Splash: Leaps forward and strikes. A large water explosion occurs on the ponit of impact. Low damage with fair knockback.
Upward Smash: Throws knives into the air and catches them with opposite hands. Can hit on ascent and descent. Low damage with good knockback.
Downward Smash: Twin Fang Thrust: Stabs both knives to each side, and then to the opposite side. Each hit deals low damage with fair knockback.

Grab Attacks:
Attack: Stabs opponent with a single knife.
Forward Throw: Jabs the handles of the knives into opponent.
Upward Throw: Throws opponent upward with both knives.
Downward Throw: Slices both knives downward.
Backward Throw: throws opponent backward over his head.

Special Attacks:
Standard Special: Sonic Impact: Jumps forward extremely fast and strikes with a single knife. Wind will erupt from the point of impact. Fair damage with great knockback.
Forward Special: Tornado Rise: Strikes the ground with both knives and arcs upward while spinning them. A tornado about the height of Hiro blows forward across the stage. Rapid hit do very little damage and draw in opponents. When the opponent has reached the center of the tornado, the get knocked upward with low damage and good knockback.
Upward Special: Rising Phoenix Jump: Jumps upward swiftly while arcing knives upward also. Knives will be covered in fire and deal fair damage with low knockback.
Final Smash: Lightning Assassin: Swiftly jumps upward off the screen. He will quickly falls down above an opponent in a bolt of lightning and strikes them. Performs this a total of six times. Each opponent will receive the same amount of hits. Each hit deals fair damage with low knockback.
 

Chilindrino

Smash Cadet
Joined
Oct 6, 2007
Messages
45
Woody Wood Pecker joins the Brawl last minute!



From Wikipedia:

Woody Woodpecker is an animated cartoon character, an anthropomorphic woodpecker (modeled after the Pileated species) who appeared in theatrical short films produced by the Walter Lantz animation studio and distributed by Universal Pictures. Though not the first of the "screwball" characters that became popular in the 1940s, Woody is perhaps the most indicative of the type.
Moveset:

A - Peck
Uses his beak to peck at an opponent. (5-8%)
A> - Feather Flap
Flaps one of his wings at an opponent. (5-12%)
A^ - Talon Flip
Does a back flip and if the talons can get a hit on, does a lot of damage. (5-20%)
A_ - Talon Spin
A breakdancing whirlwind on the floor where his talons are spread out to hit. (5-8%)
B - Hammer
Takes out a hammer and hits someone. Chargeable. (5-20%)
B> - Beak Dive
Dives with his beack stratched out. If he misses, it takes time to get up. (5-9%)
B^ - Feather Glide
Outstretches his feathers to glide, can hurt an opponent if the foe is hit when the feathers are stretched out. (3-7%)
B_ - Ground Peck
Pecks at the ground and hurts anyone around him. (5-9%)

Z - Grabs the foe with both wings.
A - Pecks at the foe (2-4%)
< - Back flip and sends them bouncing off the floor. (5-7%)
> - Does a spin and throws VERY far. (4-6%)

FINAL SMASH - While Woody is on standby he is just bouncing up and down a lot. Like Metaknight, Woody has to hit someone with B in order for his Final Smash to work, first he pecks the first opponent into the ground and then goes crazy around teh screen with hammers and bannana peels and other stuff and just makes a mess.

Woody using his hammer:

 

Insurance Salesman

Smash Apprentice
Joined
Oct 25, 2007
Messages
142
From the steppes of Mongolia comes a great conquerer, bent on conquering a new land; the Smash brothers arena!

Ladies and Gentlemen, make way for...

GENGHIS KHAN!



This leader and warrior, born Temujin somewhere between 1155 and 1167 A.D., was at first an outcast along with his family when he was abandoned by his tribe after the assasination of his father by the Tatars. With his charisma and skill, however, he suceeded in bringing together the Mongolian tribes and becoming their leader by 1206! After this great feat, he went to conquer huge swathes of land in China, Korea and the Middle East with a skill and ferocity that few would ever match.

Here is a picture of his empire by the time he died in 1227 A.D.



--------------------------------------------------------------------------------------------------------

Moveset:

Stats:

These are measured on a five-star scale.

Size: *** (He isn't exactly short, but he isn't incredibly tall either.)
Speed: ***** (Speed was the main weapon of the Mongol hordes, as they all were equpped with horses.)
Attack Speed: **** (The Mongols weren't just fast, either; they were also very maneuverable in battle. I've tried to show this with his attack speed, although it isn't as fast or as lag-less as MetaKnight's.)
Melee Strength: ** (The Mongols weren't known for their powerful charges; they used speed, range and trickery to win. Besides, Ghenghis isn't using any sort of legendary or enchanted weapondry.)
Jump: ** (The Mongol leader is like a normal human; he can jump decently, but doesn't really have any sort of special powers to jump higher.)
Defense: *** (As Genghis has alternate costumes, he can't really be incredibly strong like the lamellar armor would make him seem. Besides, as stated before, the Mongol army didn't depend on straight-up fighting.)


A Moves:


A, A, A Combo - Genghis punches twice, then takes out his saber and slashes the opponent away.

Dash A - Genghis leaps forward a short distance, then slashes downwards with his saber. Doesn't do much damage, but is very useful for pushing away opponents while using ranged attacks. Opponents get sent far horizontally when hit.

Down Tilt - Genghis takes out his lance and stabs with it while crouching.

Up Tilt - Genghis takes out an axe and strikes from his waist up to his head, sending any opponents in front of him skyward.

Side Tilt - Genghis makes a diagonal slash with his mace.


Air Attacks:

Neutral Air - Genghis does a (surprise!) sex kick.

Down Air - Genghis does a strong kick downward like Ness or DK.

Up Air - Genghis strikes over his head with his axe.

Back Air - Genghis stabs behind himself with his sword.

Forward Air - Genghis takes out his mace and makes a diagonal slash through the air.

Smash Moves:

Side Smash - Genghis takes out a lance and stabs the opponent with it! Because of it's increased range, the lance does less damage than normally expected from a smash attack.

Up Smash - Genghis strikes over his head with his mace, doing fairly good damage to anyone he hits.

Down Smash - Genghis takes out his mace and strikes on either side of himself.


Grabs:

Grab - Genghis Khan's grab is rather unique; instead of just grabbing with his hands, he actually throws out a horse-hair lasso to grab the enemy. This cannot be used to grab the edge of the stage while falling, however.

Grab A - Genghis punches his foe in the face, doing 3% damage.

Back Throw - Genghis holds his foe behind himself as he takes his sword and stabs it backward into his foe's gut.

Forward Throw - Genghis pours burning sulfur down the enemy's throat, then kicks his foe forward. This was actually done to one enemy leader when he was defeated by Genghis.

Up Throw - Genghis throws the foe into the air, then shoots them with an arrow from his bow.

Down Throw - Genghis forces the foe into a kneeling position, then cuts their neck as though he were cutting off their head. This is his most powerful throw.


B Moves:

Regular B - "Composite Bow Shot" - Genghis pulls out a bow and starts charging it up, like Link. However, there are some significant differences:

1. He can actually move, albeit somewhat slower than usual, while charging up the shot.

2. Once he has finished charging (which is slower to charge than Link's bow), he can put on his shield to save the shot.

3. When fully charged, the shot has a straighter trajectory than Link's arrows.

Unfortunately, because of these advantages, the bow only does around 12% damage when fully charged.

A picture of a Mongolian composite bow:


Side B - "Tunder Crash Bomb" - This Chinese invention was actually used against the Mongols before China was captured by them; the Mongols later used it to devastating effect against enemies like the Japanese. Genghis takes out a round cast-iron ball and rolls it on the ground. After going a fairly short distance, it explodes, sending iron shards in a radius 1 1/2 the size of the explosion caused by Yoshi's Egg Throw. If one is hit by the actual explosion, 20% damage is done, which is added to by the shards shot out of the blast; however, the 12 shards only 1% damage each.

Down B - "Trebuchet Shot" - Genghis takes out his bow and quickly shoots a whistling arrow into the air. 1/2 second later, a boulder comes crashing down on the area where he shot the arrow. Does 26% damage, but can damage Genghis as well as enemies when it comes down. The area covered on the ground by this attack is a little less than that covered by Pikachu's thunder bolt. Note: Genghis can only summon one trebuchet shot before having to recharge the attack for 2 seconds after the shot has hit the ground; this is to prevent spamming of the attack.

A whistling arrow:


Up B - "Prisoners of War" - Genghis jumps off the backs of two prisoners of war, going up a fair distance vertically and striking anyone in the way with his sword. The attack is not very powerful (only 6% done to those hit), but the prisoners of war remain after the attack and can be used as flesh shields (Note: Genghis's attacks simply go through them, so enemies can't use them against him). However, they can only take a small amount of damage (around 25% each) and will fall over dead once the attack is done if Ghenghis is over a cliff or if he has done this attack twice within a 10 second time frame. This represents the unsavory Mongol practice of forcing recent prisoners to march in front of the main Mongol army in order to act as living meat-shields.


Final Smash: The Nerge!

Genghis Khan has grabbed the smash ball! Genghis was an excellent hunter, so it's no wonder that his final smash is related to this love of his. When started, two bodyguards appear on either side of him, and give him a hunting bow. They all then mount, and the hunt begins!

Genghis Khan will fire an arrow from the hunting bow when the B button is pressed. This is unlike his normal bow, however, in that it can aim up and down, just like the cracker launcher or super scope items. This bow also does 17% damage PER SHOT, fires fairly fast, and fires in a perfectly straight trajectory (Note: No charging is required). The arrows themselves fly so fast that all you see is a brown blur as fast as Fox's laser!

Unfortunately for his enemies, it is advised not to try to attack him at all; all ranged attacks will be deflected by his guards, and these same guards will happily slash your face away if you try to charge Genghis (they do 10% damage each per hit). In fact, aggressive Genghis players can use their increased speed from their mounts to simply run into their opponents and let the guards do the dirty work, using their powerful bow to do further damage to the unlucky smasher or fire at the others not currently being massacred by his guards.

After 15 seconds, the nerge ends and Genghis's guards disappear, along with the horses.


Alternate Costumes:

Genghis Khan (Robes)

This is Genghis Khan, but in white robes.



Ogedei Khan

This is Genghis Khan's youngest son, as well as his first successor as Great Khan. Although not quite as skillfull as his father, he still conquered quite a bit of land before his death.



Kublai Khan

This is one of Genghis Khan's grandsons, who was the fifth and last Great Khan. Because of his imprompteau self-declaration of Khanship and his love for Chinese culture, the empire soon split up into four different Khanates that declared themselves independent from Kublai's Yuang Dynasty in China. Nonetheless, Kublai still held some sway over the other three Khanates. He too was a great conquerer, completing the takeover of China and Japan, as well as taking on Burma and Vietnam.




Entrance:

Genghis Khan is already standing on the stage, with a kneeling enemy warrior in front of him; he takes out his sword, stabs the warrior through the heart, then puts it away as his victim disappears and the battle begins.


Taunts:

1. Genghis takes out his sword and sharpens it several times with a sharpening stone before putting it away.

2. Genghis takes out his horsetail standard from nowhere and lifts it in the air, shouts once, then puts it away.

An example of a horsetail standard:


3. Genghis summons his hunting falcon, which he strokes a few times before letting it fly away.


Victory Poses:

1. Genghis is sitting on a throne with his guards on either side, looking at a metal spike with his enemy's skulls stuck on it. His expression is indifferent.

2. A boiling cauldron is at his right side; when a hand comes out of it, pleading for mercy, Genghis laughs and pushes it back in.

3. Genghis looks at a piece of paper with execution orders, then signs it; two guards with swords keep his enemies roped together in a line.

This song plays during his victory pose: http://freesound.iua.upf.edu/samplesViewSingle.php?id=21215

--------------------------------------------------------------------------------------------------------

Assist Trophies:


Jebe - "The Arrow"

This Mongolian soldier who shot the horse out from under Genghis Khan during his takeover of Mongolia was spared by Genghis when he proudly boasted this feat after he was captured. He would become one of Genghis Khan's one most loyal and skillful generals. As an Assist trophy, he comes out of the trophy container and starts shooting arrows at the wielder's enemies. After ten arrow shots that do good damage, he leaves.


Batu Khan



This general was actually under Genghis Khan's son, Ogedei, but is still an important part of Mongolian history, as he led a campaign against Europe that devestated Hungary, Poland and Russia. It was only stopped when Ogedei died and Batu had to return to Mongolia to help elect a new leader.

Batu doesn't seem very unique; he rides around on a horse with an unarmed soldier, slashing at his enemies. However, every time he cuts someone with his sword, he does around 4% damage; in addition, a bag that the soldier riding with him holds starts filling up. Once Batu has ridden around hacking his master's enemies for 5 seconds, the soldier turns the bag over and pours out pairs of enemy's ears that have been collected. This is based on a real-life battle of the Mongols, where they cut off the ears of their dead enemies and filled bags with them. Every pair of ears does 1% of unblockable damage to every enemy on the screen as they cower in terror. Note: Enemies can still attack while they are cowering; it is just a cosmetic effect.

--------------------------------------------------------------------------------------------------------

Stage: The Last Stand of the Naiman

The Naiman were the last Mongol tribe that stood in the way of Genghis Khan's claim to being the Great Khan. When an ambush they were planning was betrayed by a tribe that they had thought was their ally, their leader was wounded and was carried to the top of a hill. While he lay dying, his men continually charged and drove the victorious Mongols away from their leader; Genghis was willing to spare them for their bravery, but they refused his offer and fought to the death.

The battle arena is at the bottom of the hill, where a yurt and two trees are located. It is possible to jump on the top of this yurt; then, you may jump up to the trees' branches on either side. You'll need these platforms, too; the grassy plains on the bottom continually have problems with the Niaman charging to fight back the Mongol scum. When a charge starts, a marker on the screen will tell you to get to a safe area; soonafter, a large group of Niaman comes chasing a group of Mongolian warriors away. If you are caught in the charge, expect heavy damage or death. Once the Niaman have past, it is safe to go back on the ground. When the next warning marker comes, it will be foretelling that the Naiman warriors are returning to their leader; again, make sure not to be caught in their ranks. This repeats until the battle is over.

An example of a yurt:

http://www.tamegoeswild.com/photos/coppermine/albums/200708_mongolia/our_yurt.jpg

This song plays on the stage:
http://h1.ripway.com/roboliver/Kaigal-oolkargyraa.mp3

--------------------------------------------------------------------------------------------------------

SSE Story:

Genghis Khan and his army were marching, marching to destroy a nation that had dared defy him by killing one of his emissaries. Of course, the emissary had been ordering their king to surrender to Mongol rule, but that was merely an unimportant detail; they had killed a subject of Genghis Khan, and they were going to pay for it dearly. There would be no survivors after the inevitable Mongol victory; all, including woman and children, would be slain, and their skulls would be piled up to set an example to other nations who might defy the Great Khan.

Suddenly, a strange rift opened near Genghis's army, and started sucking them in. Cursing and yelling, they tried to run, but the force was too strong. Even Genghis, though he tried riding away with his guards, was pulled in, and the forces inside knocked him out...

When he came to, he found he was lying in a strange plain, with bizarre contraptions all around. However, it did not matter to him; some strange outside force had interrupted his conquests, and they were going to suffer for it. Gathering the men that had not been killed by the rift's strange powers, he set off to find those who had dared to send him here. And if others got in the way; well, they were going to have to die too.

--------------------------------------------------------------------------------------------------------

SSE Level:

Genghis Khan is an evil force, and thus has a level of his own. The level is started when the player's characters encounter a Korean Archer and Mongol Spearman torturing a prisoner just outside the Mongol's camp; he is freed by the player(s) after his captors are killed. He then asks the player(s) to free his friends that are inside, and about to be executed.

During this level, the players' characters run through the Mongol camp at night, killing Genghis's minions in whatever way possible. The camp is on a plain, so it is almost completely flat; in fact, the only platforms are the tops of the many yurts you pass. One-third of the way through, the player(s) face Ogedei Khan, who has only 1 life and has the weakest A.I. Two-Thirds of the way through, they face Kublai Khan, who has 3 lives and has a decent A.I. Lastly, at the end, they face Genghis Khan, who has 5 lives and the best A.I. To add insult to injury, elite troops spawn during the fight with Genghis Khan to aid their master.

Enemies:

Basic Troops:
These soldiers are fought from the beginning.

Korean Archer - These chaps stand still and try to shoot at you with arrows. They have to charge up their arrows before firing, like Genghis, but they can always aim up or down. Their bows do a little less damage than Genghis's. If you get too close, they'll try to hit you with their bow, but by then it's pretty much over for them. They are an extremely common foe.



Mongol Spearman - Although they have 150% the health of Korean archers, they still don't have a huge amount of health. Nonetheless, they will be your most common foe. They stab with their spears, which do 150% of the Korean Archer's arrow, and boast the ability to stab upward. If you get too close, they will pull out a small sword, but their attack with it is weak.

http://upload.wikimedia.org/wikipedia/commons/c/c7/Mokoshuraiekotoba.jpg(They are located in the ship)

Kublai's Troops:
These troops will be seen once you defeat Ogedei.

Chinese Crossbowman - These troops have twice the health of Korean archers and have a small sword to fight with at close range: However, they fire more slowly. Note: Their attack does only a little more damage than that of the Korean archer.

http://img130.imageshack.us/img130/1603/siege12vc.jpg(They are located on the siege tower and on the walls.)

Korean Soldier - This soldier uses a spear and shield as his weapons. Boasting twice the health of a lowly Mongol Spearman, this unit is further protected by his shield, which is invincible and can be used by the spearman to block player's attacks completely. However, his spear attacks are only slightly stronger than that of Mongol Spearmen, although he can also stab upward.

http://www.totalwar.org/hosted/TotalwarShogun/mongol/kskirmisher.jpg

Genghis's Troops:
These men appear only after you have defeated Kublai. They are all mounted; if they run into a player, they will knock them away and do light damage (to the player, not themselves). If the mount is killed, the rider falls off, loses 1/4 of his health, and is stunned for 2 seconds on the grounds while he gets up.

Mangudai - These horse archer troops only have the health of a Mongol Spearman; at least, the rider does. The horse, on the other hand, has the health of a Korean soldier. Also, the Mangudai rides around consistently and with great speed, making himself hard to hit. His bow fires as fast as that of a Korean archer, yet boasts the power of the Chinese crossbow.

http://img179.imageshack.us/img179/5903/loggovladfm6.jpg

Drummer Rider - This troop type is unique in the fact that it doesn't directly attack; instead, it gives a damage and armor bonus to every other minion on the screen with it. All troops do 50% more damage than they usually do, and only take 75% of the damage they usually do. The riders have the health of the Mangudai, and their camels have twice the health of the Mangudai's horse; however, the camels are slower than the Mangudai's horse.

http://medieval2.heavengames.com/m2tw/history/historical_battles_folder/ain_jalut/mongols8.jpg

Heavy Cavalry - They charge with a lance when they first enter battle or when the player(s) runs away; Else, they take out a mace and start bashing the player(s). The mace does twice the damage of the Korean Spearman's attack. The rider has 125% the health of the Korean Soldier, while his armoured horse has the health of the Drummer Rider's camel without losing any speed.

http://medieval2.heavengames.com/m2tw/history/historical_battles_folder/kalka_river_folder/mongols14.jpg

Siege Weapons:
These are considered as Genghis's troops; thus, they only appear after Kublai has been defeated. All are located in the backround, so they cannot be attacked.

Ballista - This siege weapon is basically a huge crossbow on wheels. In order to attack, it fire's giant bolts from the backround; however, before firing, it has to find it's mark on the player. When a Ballista is on the screen, you will see a targeting cursor; when it stops on a player's position and starts flashing red, it is advised to get away from the area. After 1 second of flashing, the bolt is fired from the backround; if the player is hit, it is usually an instant kill. These fire every 6 seconds or so.

http://www.ospreypublishing.com/osp_img/titlecovers/S339XAL.JPG

Trebuchet - This siege weapon fires huge rocks every six seconds or so. It does not have to target the player before firing; it simply randomly bombards from the backround while the player is on the same screen as it. Before a trebuchet shot lands, a shadow of the boulder appears on the ground;
this stays for 1 second before the shot lands. The shot does a good amount of damage.

http://img160.imageshack.us/img160/2972/siege26ci.jpg
 

omega_ridley_X

Smash Apprentice
Joined
Nov 16, 2007
Messages
134
Location
The fiery pits of Norfair, home of RIDLEY!!!
Genghis Khan will fire an arrow from the hunting bow when the B button is pressed. This is unlike his normal bow, however, in that it can aim up and down, just like the cracker launcher or stethescope items. This bow, however, does insane damage, fires fairly fast, and fires in a perfectly straight trajectory (it requires no charging). Plus, the arrows fly so fast that all you see is a brown blur akin to Fox's laser!


Stethescope?You mean the things that doctors use? was that intentional? was it a mistake? or do you actually think thats what it is called?
 

Insurance Salesman

Smash Apprentice
Joined
Oct 25, 2007
Messages
142
Stethescope?You mean the things that doctors use? was that intentional? was it a mistake? or do you actually think thats what it is called?
It was a complete mistake, believe me. Sorry about that. It's late, and I forgot what it was called, so I put that in.

But besides this stupid mistake, what did you think of it?

Oh, and Fawriel, you might be planning to do this anyways, but I think that if you deduct points for unoriginal characters, it should only happen if the moveset is sorely lacking. The top two classical people should not be deducted simply because of a bunch of imitators.
 

omega_ridley_X

Smash Apprentice
Joined
Nov 16, 2007
Messages
134
Location
The fiery pits of Norfair, home of RIDLEY!!!
It was a complete mistake, believe me. Sorry about that. It's late, and I forgot what it was called, so I put that in.

But besides this stupid mistake, what did you think of it?

Oh, and Fawriel, you might be planning to do this anyways, but I think that if you deduct points for unoriginal characters, it should only happen if the moveset is sorely lacking. The top two classical people should not be deducted simply because of a bunch of imitators.
think of what? the moveset? it's great, but i'd rather stick to Samus as my long-range character. and be sure to check out my triple-moveset character.
 
Top Bottom