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Making Movesets for Smash DLC 2

D

Deleted member

Guest
Character: Geno

His smash attacks and Netural attacks would have him using his hand gun aerials would and throws would involve him using punches and kicks. And his other attacks would involve a mix of both.

Entrance: A star comes down and inhabits the Geno doll bringing him to life.

Netural Special: Geno Whirl Geno fires a whirling disc of energy at his opponents can KO at high percentages.

Side special: Geno beam Geno fires a laser beam at his opponent short but powerful.

Up special: Geno Flash Geno fires himself out of a cannon is his recovery and can do damage of timed right.

Down special: Geno Boost Geno collects energy and powers up his arts la for a short while.

Final Smash: Geno Blast lasers rain down on stage doing damage.

Victory Screen 1: Geno fires his hand gun a couple of times and then points it at the screen.

Victory Screen 2: Geno and Mallow from Super Mario RPG appear on screen and high five each other.

Victory Screen 3: Geno crosses his arms and looks calmly at distance.


Losing Animation: Geno claps for his opponents in a calm manner.
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,654
Location
The perpetual trash fire known as Planet Earth(tm)
I’ve got a few:

Intro: The Adventurer’s intro before they start a level in Ring Fit Adventure.

Stance/Idle 1: Their complete idle stance from Ring Fit Adventure.

Idle 2: The Adventurer does a couple squats.

Idle 3: The Adventurer sets Ring down and stretches.

Notable Palette Swaps: Male, Female, Ring (Male), Dragaux (Female), Hubby (Male), Honey (Female), Armando (Male), Allegra (Female)

Walk: The walk animation from Ring Fit Adventure.

Dash: The dashing animation from Ring Fit Adventure, complete with the fiery hair.

Damage: The damage animation from Ring Fit Adventure; even the ones after Ab Guard.

Jump: The Adventurer squats down and jumps (the height is increased when you squat a second longer), and then a Low Ring Press.

Crouch: The Adventurer squats down.


Weapon of Choice: Ring, the Adventurer’s companion throughout Ring Fit Adventure. The two work in tandem to pull off a multitude of skills.


Jab: The Adventurer shoots a gust of air out of Ring (3%, small knockback)
Forward+A: The Adventurer keeps running as they shoot air (5%, small knockback)
Down+A: The Adventurer squats down as they shoot air (3%, small knockback)
Up+A: The Adventurer points upwards and shoots air (4%, small knockback)

Air+A: The Adventurer shoots a gust of air in the air (5%, small knockback)
Air Forward+A: Knee-to-Chest; the Adventurer pulls their knees to their chest, and legs fly out like a spring (8%, small knockback)
Air Back + A: Smoothie Spill; the Adventurer accidentally spills a Grape Smoothie they had on them (2%, small knockback). Where it lacks in damage, it makes up for by pushing the Adventurer forward a couple feet.
Air Up+A: Warrior I Pose; the Adventurer puts one leg forward and extends the other backward. A flower pops and launches the opponent (9%, OK knockback), sometimes healing the Adventurer if a sweet spot is hit (8% healed off)
Air Down+A: Knee Lift; the Adventurer lifts one knee up while the other faces downward (12%, OK knockback with a meteor effect)

Dash Attack: The gusts of air have increased power (8%, small knockback)
Edge Attack: The Adventurer does a slightly weaker Chair Pose (8%, small knockback)


Smash Moves
Forward+A: Chair Pose; the Adventurer does a chair pose, and a flower appears and charges with the attack (10% uncharged, OK knockback; 15% normal charge, OK knockback; 25% fully charged, far knockback). This attack goes both up and down, and successful hits at full charge sometimes heal Ring Fit.
Up+A: Victory Pose; the Adventurer squats down, and bursts a dome of light around themselves (9% uncharged, small knockback; 19% at normal charge, OK knockback; 29% fully charged, medium knockback)
Down+A: Overhead Press; the Adventurer squeezes Ring, summoning a giant fist with a meteor effect (11% uncharged, OK knockback; 20% at normal charge, OK knockback; 30% fully charged; far knockback)

Grab: Abdominal Press Hold; the Adventurer traps the opponent in a giant ring.
Pummel: Ring Fit squeezes the opponent (3%)
Forwards+Throw: Bow Pull; the Adventurer pulls Ring back like a bow, and a giant fist comes out (11%, OK knockback)
Down+Throw: Overhead Bend; the Adventurer bends down and tosses the opponent with an illusion of abs (14%, OK knockback)
Back+Throw: Standing Twist; the Adventurer twists backwards and tosses the opponent (11%, OK knockback)
Up+Throw: Front Press; the Adventurer squeezes Ring, and a fist comes up and smacks the opponent upward (12%, OK knockback)


Special Moves

B : Ring Pull Blast; By holding down B, Ring Fit can suck in opponents (no damage) while charging up a powerful gust of air. At full charge, an extremely powerful gust blows out and pushes opponents far away (20%, far knockback)
B + Forwards : Ab Guard; Ring Fit presses Ring to their abs and raises a shield. The shield gets stronger the longer B is held; it reduces the damage from enemy attacks until it is broken by a strong enough attack.
B + Up : Low Ring Press: Ring Fit points Ring downward and lets out a gust of air, with more powerful ones coming at a charge (14%, medium knockback). Ring Fit then glides by the blast until they either touch the ground or run out of air.
B + Down : Squat Spring; Ring Fit squats down, and a spring appears underneath them to bounce them up; the longer B is held, the greater the height. It doesn’t leave Ring Fit in freefall, so use it in tandem with Low Ring Press for optimal recovery.

Final Smash: Overhead Hip Shake Rush; a massive beam of light appears around the Adventurer, and any opponents trapped in the vicinity are taken to a cutscene. The player must move the Right Stick continuously for 12 seconds as they deal a number of blows to the opponents (1% per hit). The maximum number is 50, and then opponents are launch after the sound of a bell (16%; 66% percent total, far knockback)

Gimmick: Rhythm Gauge; a gauge that fills with each successful combos you pull off, which also goes down if you fail a combo, get attacked, or do nothing while it is somewhat full. When it’s completely full, the Adventurer’s hair glows like a flame, and their attack power is increased by 5% more damage for a 40 seconds.


Taunts:

1: The Adventurer stretches to the left.
2: The Adventurer stretches to the right.
1+2: The Adventurer stretches both arms to their back.

Winposes:

1: The Adventurer performs a Victory Pose, like they do in the game.
2: The Adventurer high-fives Ring, like they do in the game.
3: The Adventurer drinks a spinach smoothie after a hard workout, like they do in the game.

Icon: The dot in both ‘i’s on the game’s logo,

Boxing Ring Title: A Ring Fit for a Hero

Victory Music: The theme whenever you clear a level in Ring Fit Adventure.*

Kirby Hat: The Adventurer’s hair and headband (depending on gender), as well as a Ring replica.
Intro: Sirfetch’d appears out of a Luxury Ball and readies itself for combat.

Stance/Idle 1: Sirfetch’d holds its leek and leaf shield as it marches in place.

Idle 2: Sirfetch’d slightly swings its sword backwards.

Idle 3: Sirfetch’d smirks and slightly turns its head.


Notable Palette Swaps: Farfetch’d, Psyduck, Swanna, Cramorant, Honchcrow, Corviknight, Galarian Farfetch’d

Walk: Sirfetch’d marches proudly.

Dash: Sirfetch’d charges forward, sticking out its leek.

Damage: Sirfetch’d turns its head, with the expression of writhing in agony.

Jump: Sirfetch’d jumps simply, raising up its leek.

Crouch: Sirfetch’d crouches and raises its lead shield.



Weapon of Choice: Its leek, which has seen many a countless battle for years.

A,A,A: A swing of its leek (10%, small knockback) and a shield bash (8%).

Forward+A: Sirfetch’d thrusts its leek straight forward (12%, OK knockback)

Down+A: Peck; Sirfetch’d jumps forward and pecks with its beak (9%, OK knockback)

Up+A: Sirfetch’d swings its leek in an upwards arc (12%, OK knockback)


Air+A: Sand Attack; Sirfetch’d lets out some sand from underneath its shield (6%, small knockback)

Air Forward+A: Peck; Sirfetch’d slightly pecks the opponent with its leek (9%, small knockback)

Air Back + A: Steel Wing; Sirfetch’d swings its leek behind itself and turns it to steel, along with its wing (14%, OK knockback)

Air Up+A: Sirfetch’d thrusts its leaf shield upwards (12%, OK knockback)

Air Down+A: Slam; Sirfetch’d descends quickly and slams its leek in the ground (16%, OK knockback)


Dash Attack: Sirfetch’d rams into the foe with its shield (14%, OK knockback)

Edge Attack: Sirfetch’d pecks with its beak (9%, small knockback)



Smash Moves

Forward+A: Rock Smash; Sirfetch’d slams its beak so hard that rocks fly out of the ground (21%, medium knockback)

Up+A: Round; Sirfetch’d sings a note very loudly, briefly stunning opponents at full charge (18%, OK knockback)

Down+A: Brutal Swing; Sirfetch’d swings both its leek and shield in a full circle, with a purple light spinning out of it (24%, medium knockback)


Grab: Sirfetch’d grabs the opponent with its beak.

Pummel: Sirfetch’d bops the opponent with its shield (9%)

Forwards+Throw: Sirfetch’d tosses the opponent out and smacks them with its shield (14%, OK knockback)

Down+Throw: Sirfetch’d stomps on the opponent, trapping them in the ground (16%)

Back+Throw: Sirfetch’d tosses the opponent out and smacks them with its leek (17%, OK knockback)

Up+Throw: Sirfetch’d tosses the opponent out and stabs them with its leek (19%, medium knockback)


Special Moves

B : Protect; Sirfetch’d raises its shield and nullifies all attacks; however, the strength of some hits will eventually cause the shield to wither. It will repair itself with each string of attacks until it becomes unusable, which is signaled by a snap. At that point, it will take much longer to repair itself.

B + Forwards : Meteor Assault; Sirfetch’d’s most powerful attack. At full charge, it will charge a great distance with its leek and slice through opponents (42%, far knockback). However, it will suffer recoil damage (14%) and cools down for two seconds.

B + Up : Brave Bird; Sirfetch’d thrusts upwards at a great height (26%, medium knockback). The height is extraordinary, but at the cost of extremely slow horizontal movement. In addition, Sirfetch’d will suffer minor recoil (8%).

B + Down : Fury Cutter; Sirfetch’d prepares its leek, and cuts in a downward arrow shape (12% once, 19% the second time; medium knockback). If Sirfetch’d is hit while preparing its slash, it will instead move swiftly and cut in a diagonal line (18%, OK knockback)


Final Smash: Final Gambit; A blue aura sparks around Sirfetch’d, and it rams the opponent with its shield (16%). The opponent is then trapped in a cutscene where Sirfetch’d closes its eyes and puts its leek to its head. It then slashes furiously at the opponent and launches them with one last slash (48%, far knockback). The recoil it suffers after is almost equal (43%), which will leave it in danger if it’s at high damage.


Gimmick: Sirfetch’d’s shield will slowly wither as Protect is used. It will repair itself in a few seconds if it’s mildly withered. If completely withered, the repair time is about 13 seconds (which takes it to its mildly withered state, which means a 4-second repair). In this state, Protect is rendered useless until repairs are finished. The shield’s durability is represented by a HUD mock-up gauge of the leek; the shield will start to wither when the gauge is 75% depleted.



Taunts

1: Sirfetch’d wiggles its unibrow, its head turned to the camera.

2: Sirfetch’d kneels in its direction.

1+2: Sirfetch’d raises its leek up and lets out a war cry.


Winposes

1: Sirfetch’d makes a poses that mirrors a cutscene from the Subspace Emissary where Link pulls out the Master Sword.

2: Sirfetch’d concludes its Meteor Assault, and raises its leek with a gallant explosion in the background.

3: Sirfetch’d swings its leek diagonally down twice, and raises its leek as it lets out a hurrah.


Icon: Poké Ball

Boxing Ring Title: The Noble Wild Duck

Victory Music: https://youtu.be/kGPHtS1kFZ8

Kirby Hat: Sirfetch’d’s shield.
Who?: Sora is the main protagonist of the Kingdom Hearts series. After his world was initially destroyed by the Heartless, Sora travels with two new friends in search of his old ones, Riku and Kairi. His journeys take him and his friends to Ansem, Seeker of Darkness-the leader of the Heartless-and after a year of unknown sleep following the Ansem's defeat, into a battle with the Organization XIII, a mysterious group of by Xemnas. And from there, Sora's journeys lead to complications.

Sora is a kind yet naïve boy who won't hesitate to protect his friends or anyone else he can be on good terms with. Sora is also a somewhat reckless boy, having gotten himself into dangerous situations countless times.

Importance to Nintendo: Like Cloud, Sora isn't massively prevalent on Nintendo consoles; the only games on Nintendo consoles he's appeared in are Chain of Memories for the GBA, 358/2 Days and Re:Coded for the DS, and Dream Drop Distance for the 3DS.

Intro: Sora appeared from a save point and gets into his fighting stance.

Stance/Idle 1: Sora holds his Keyblade near his right hip and looks around.

Idle 2: Sora rests his Keyblade on his right shoulder for a few seconds.

Idle 3: Sora bares his teeth in the direction he's facing.

Notable Palette Swaps: KH3 outfit, KH2 outfit, KH3 Guardian Form, KH2 Valor Form, KH3 Element Form, KH2 Final Form, KH3 Second Form, KH2 Limit Form

Walk: His walk from the games.

Dash: His run from the games.

Damage: His damage animation from the games.

Jump: High Jump and Doubleflight.

Crouch: Crouches with his Keyblade's end on the ground, holding it.


Weapon of Choice: The Kingdom Key, the Keyblade Sora starts his journey with.


A,A,A: Slapshot; Sora slashes twice, then follows up with an uppercut (14%, OK knockback)
Forward+A: Speed Slash; Sora slashes twice (8% each hit, small knockback), and then does a quick dual slash (13%, OK knockback)
Down+A: Sliding Dash; Sora performs a slide across the ground, slightly faster than that of Cloud (12%, OK knockback)
Up+A: Upper Slash; Sora swings his Keyblade upwards with both hands (10%, OK knockback)

Air+A: Magnet Burst; Sora briefly surrounds himself with an array of magnetic orbs (13%, OK knockback). Pressing A again, if necessary, sends these orbs flying out (19%, medium knockback)
Air Forward+A: Aerial Finish; Sora slashes forward three times (12%, small knockback), and then finishes with a strong slash (10%, OK knockback)
Air Back + A: Aerial Sweep; Sora slashes behind himself three times (11%, OK knockback)
Air Up+A: Hurricane Blast; Sora vertically swings around four times with his Keyblade (14%, OK knockback)
Air Down+A: Diving Strike; Sora dives down and strikes the ground with his Keyblade (15%, OK knockback)

Dash Attack: Prism Windmill; Sora spins Keyblade in front of him, protected by a shield of light (15%, OK knockback)
Edge Attack: Magic Flash; Sora lifts himself up and uses a flash of light that affects the area around him (11%, OK knockback)


Smash Moves
Forward+A: Strike Raid; Sora throws his Keyblade forward as it spins (15%, OK knockback). Pressing A again performs two more throws, and then the last throw is slightly stronger (18%, medium knockback)
Up+A: Ripple Drive; Sora swings upwards and summons a barrier of light with rectangular patterns (21%, medium knockback)
Down+A: Explosion; three orbs of light surround Sora as he thrusts his Keyblade down to the ground (22%, medium knockback)

Grab: Sora casts Magnet and binds the opponent.
Pummel: Sora crunches the opponent with Magnet (2.1%)
Forwards+Throw: Quick Blitz; Sora thrusts his Keyblade on the ground in a downward arc (14%, OK knockback)
Down+Throw: Fail-Safe; Sora spins once before tossing the opponent on the ground (13%, OK knockback)
Back+Throw: Merge; Sora spins around backwards before hurling the opponent in that direction (11%, OK knockback)
Up+Throw: Lunge n' Launch; Sora pushes the opponent forward and slashes upwards (13%, OK knockback)

Special Moves

B : Magic Selection; Sora can select a magic spell from his list (consisting of Fire, Blizzard, Thunder, and Aero). Once a spell is selected, it will stay on that spell until another is selected, which can be done on the fly.
B + Forwards : Sonic Blade; Sora thrusts forward four times, with consecutive button presses (6% each hit, small knockback)
B + Up : Airstep/Flowmotion; Sora travels in the pointed direction at the speed of light after releasing the button (holding it slows him down for six seconds). When he comes in contact with a wall, Flowmotion will activate.
B + Down : Ars Arcanum; Sora charges up and unleashes a flurry of nine slashes (19%, OK knockback)

Magic Spells
>Fire: Sora shoots out a small fireball (9%, small knockback); this can upgrade to Fira, which surrounds Sora in a fiery barrier that cancels out projectiles (12%, OK knockback)
>Blizzard: Sora shoots three snowflakes (11%, OK knockback) that have a chance of freezing the opponent; this can be upgraded to Blizzara, which summons an icy wind that can freeze opponents (16%, OK knockback). Sora can tilt forward after pressing B to create an icy rail, which he can then jump on for a Rail Slide.
>Thunder: Sora summons a spark from his Keyblade that surrounds a fair amount of his surroundings (15%, OK knockback); this can be upgraded to Thundara, which shoots down lighting onto his Keyblade and forms a dome (18%, OK knockback)
>Aero: Sora shoots a wind arc from his Keyblade that turns into a mini-tornado (17%, OK knockback); this can be upgraded to Aerora, a slightly larger tornado that Sora can use as an air boost, even in the air (20%, medium knockback)

Final Smash: Ultimate Union Ragnarok; Sora attempts to unleash Ultimate Form (Final Form in his KH2 outfit), and catches any opponents he successfully hits (8%). The trapped opponents are taken into a cutscene as Sora slashes them with hundreds of swords (32%), and finishes off with Union Ragnarok, with the Lux symbol showing as he fires it (16%) (56% total, far knockback).

Gimmick: Situation Commands; after pulling off successful combos, three arrows appear by Sora's HUD, one by one. Once a combo is successful with all three arrows, a command appears above Sora's icon, and pressing B will activate one of five attacks, four of which are Grand Magic. The -ra tier spells are listed in the spell list. If your combos are purely physical, you will enter Second Form by pressing B. Second Form has slightly altered special moves, all of which eventually tire Sora out of Second Form. For example, the -ra tier spells can be upgraded to the -ga tier when they’re the focus of a combo.

>Firaga: Sora summons a giant fireball that travels offscreen when it doesn't hit any opponents (21%, medium knockback)
>Blizzaga: Sora fires a giant ice projectile that freezes the first opponent it hits, and sends all others flying (22%, medium knockback)
>Thundaga: A pillar of electricity appears and combos any opponents above Sora (23%, medium knockback)
>Aeroga: Sora summons two tornadoes that circle him, sending opponents flying (25%, far knockback)
>Stun Impact: Appearing for 17 seconds, Sora will briefly explode in a dome of light with a small electric effect, stunning anyone on the ground (23%, medium knockback)

Whenever you use a Grand Magic tier of a spell, that spell enters a 15 second cool down period.

Sonic Blade and Ars Arcanum receive a 5% attack boost, along with the following effects:

>Sonic Blade now has a final fifth thrust stronger than the previous four (18%, OK knockback)
>Ars Arcanum now slashes ten times, and then follows up with three final slashes (21%, medium knockback) followed by Ragnarok, which fires a cluster of energy shots (20%, medium knockback)

Only the -ga tier spells do not immediately cancel out Sora’s Second Form, as using either spell consecutively will activate a -za tier spell as a Situation Command.


Flowmotion: Sora's answer to acrobatic platforming. Activated when he comes in contact with a wall after Airstep, Sora can use two types of Flowmotion attacks:

>Shock Dive: An AOE slam attack Sora uses when he uses Superjump (19%, medium knockback)
>Kick Dive: Sora attacks immediately after shooting off a wall, pointing his feet at the enemy as the Keyblade spins around him (21%, OK knockback)

Flowmotion's startup is indicated by a blue aura, while its fizzling out in a second is indicated by a pink aura. When Sora is using Superjump to recover, he will be left in free fall once Flowmotion goes away.


Taunts:

1: Sora wipes his nose and smiles.
2: "Yeah!" Sora raises his Keyblade high in the air.
1+2: Sora performs Break Time, where he spins around for a bit and says "ta-da!" as he puts his right hand on his hip and puts up his left hand.

Winposes:

1: "That's the power of the Keyblade!" Sora's victory animation from KH1, whenever he wins a tournament in Olympus Coliseum.
2: Sora spins his Keyblade and sticks it firmly in the ground, smiling (based on one of his renders based on KH1 artwork of him).
3: Sora opens a treasure chest as he does in the games, and a Meow Wow comes out to cuddle-tackle him.

Icon: The heart in KH series logo.

Boxing Ring Title: The Key from the Sky

Victory Music:

Kirby Hat: Sora's hair and necklace.
 

recordagger

Smash Cadet
Joined
Feb 16, 2019
Messages
25
Oliver from Ni No Kuni

Weight-93
Initial Dash-1.886
Dash- 1.587
Air Speed-1.048
Jump-33.45
Short Hop-16.44
Double Jump-29.7
Fall Speed-1.57
Jumps-2
Crawl? No
Wall Jump? No
Wall Cling? No

Appearance- Oliver wears his Wizard Clothing that he gains in Ding Dong Dell. He uses the Magic Wand. For his Up and Side smash attacks, he uses the Astra. For His Down smash, he uses Mornstar.

Jab-3 hits. 2 weak whacks with the wand and the third hit uses the Pulse spell
Jab (Mitey)-3 hits. 2 slashes with the sword and the third hit is a rapid jab.
Get Up-Oliver will flip up and hit with his wand
Side Tilt-Oliver will slap the opponent with his wand
Down Tilt-Oliver whacks the ground like Byleth
Up Tilt-Oliver will raise up a task card
Mitey mimics Oliver's tilts, but with his sword instead
Side Smash-Oliver casts Astra which can go different distances depending on the charge, similar to :ultpalutena:'s Side Special. It will create a ball that explodes in the range. It can go from in front of him, to half of Final Destination. Due to its range, it isn't as strong as the other smash attacks.
Down Smash-Oliver casts Mornstar which launches him into the air as he casts it downwards. Mornstar then explodes.
Up Smash-Oliver casts Evenstar which creates a vortex in front of him that launches a ball of dark magic into the air that explodes. This attack is similar to:ultbayonetta:'s Up Smash.

Neutral Air-Oliver spins his wand around himself like Mii:ultgunner:
Mitey spins horizontally:ultmarth::ultlucina::ultroy::ultchrom:
Forward Air-Oliver casts Arrow of Light and shoots an arrow in front of him like:ultvillager:
Mitey slices:ultmarth::ultlucina::ultroy::ultchrom:
Back Air-Oliver cast Arrow of Light and shoots an arrow behind him like :ultvillager:
Mitey does a turnabout slice:ultmarth::ultlucina::ultroy::ultchrom:
Down Air-Oliver casts Cloudburst that creates a cloud above him that rains down on an enemy. It has a pretty huge hitbox, but only the center will have a meteor effect.
Mitey slams down:ulttoonlink:
Up Air-Oliver casts Thunderstorm and summons a single vortex of wind above him, similar to :ulthero:'s Semi-Charged Up Special
Mitey stabs up:ultyounglink:

Neutral Special-Spell: Oliver will be surrounded by three parts of a circle. The right will be red, the bottom will be green, and the left will be blue. Left will cast Frostbite, which will be similar to :ulticeclimbers:'s Down Special. Right will cast Fireball, which will be similar to :ulthero:'s Neutral Special. Green will cast Ward, which will be similar to :ultfox:and:ultness:'s Down Special. This special is similar to:ultshulk:'s Neutral Special
Neutral Special (Mitey)-Smash Hit: Mitey charges up a hefty blow from his sword.:ultfalcon:
Side Special-Locket: Oliver will access a wheel of emotions. He casts Give Heart, and throws an emotion. He will have a cooldown of 8 seconds before he can use it again. Emotions cycle randomly. This special is similar to specials from :ultpacman:,:ultpeach:/:ultdaisy:,:ultgnw:.
-Enthusiasm will do 5.8% and deal fire damage. It has the most shield damage.
-Kindness will do 1%, but give Oliver a speed boost.
-Courage will do 5.8% and have amazing knockback.
-Restraint will do 1% and stun the enemy.
-Belief will do a random amount of damage between 1% and 15%.
-Confidence will do 3%, but scale to higher when at higher percents. Max is when Oliver is at 100% when he will deal 28%.
-Love will do 1%, but heal Oliver.
-Ambition will do 1%, but give Oliver an attack boost.
Side Special (Mitey)-Cut Loose: Mitey will slash multiple times at an enemy :ultcloud:
Down Special-Familiar: Oliver will switch places with Mitey
Down Special (Mitey)-Oliver: Mitey will switch places with Oliver
Up Special-Tengri: Tengri will swoop in and fly Oliver a certain distance. Oliver is vulnerable when Tengri is being summoned, but has Super Armor for 10 frames when boarding Tengri.
Up Special (Mitey)-Ray of Light: Mitey will be risen up by a light.:ultfalco::ultfox:

Oliver's throws are similar to :ultmarth::ultroy:

Gimmick-Familiar: Oliver will switch places with his first familiar, Mitey. Mitey can perform jabs, aerials, tilts, and specials including a Final Smash. He cannot do grabs, smash attacks, and taunts.

Alts
-Regular Wizard Clothing
-Hair turns dark, cloak turns dark green, shirt turns orange, pants turn blue, shoes turn black, collar turns lighter green, and eyes turn brown in reference to Swaine
-Hair turns blonde, cloak turns indigo, shirt turns lavender, pants turn pink, shoes turn orange, and collar turns yellow in reference to Esther
-Hair turns dark blue, cloak turns indigo, shirt turns sea foam green, belt turns green, pants turn purple, collar turns red with yellow lining, and eyes turn green in reference to Marcassin
-Outfit turns fully gold in reference to Golden Familiars
-Hair turns blonde, shirt turns light blue, belt turns blue, pants turn blue, and shoes turn purple in reference to Evan Pettiwhisker Tildrum
-Commoner clothes from Ichi no Kuni
-Suspenders turn gold, pants, socks, buttons and shoes, turn sea foam green in reference to Drippy

Side Taunt-Drippy tears everywhere
Down Taunt-Oliver charges up an attack with his wand
Up Taunt-Oliver raises his wand

Final Smash-Burning Heart Unleashed: Oliver summons the Guardian of the Woods, Gladiataur, Bashura, Moltaan, Royal Jelly, and Cerboreas to aid him in a spell called Burning Heart.
Final Smash (Mitey)-Slash Dance: https://www.youtube.com/watch?v=zCbChVg_m24
Extra-The Rune strokes will appear above Oliver's head when casting spells. When Oliver parries, a "Nice!" will appear. This also happens with Mitey. When Kirby inhales Mitey, Kirby will get Smash Hit
Entrance Animation-Oliver is seen appearing as if he used the Travel spell
Boxing Ring Title-The Boy From Hotroit
Splash Screen-Oliver Familiarizes Himself!
Kirby Hat-Kirby gains Oliver's cloak and Hair
Spirits
-Drippy, Pacman
-Esther, Mini Falco and Peach
-Swaine, Wolf and Mini Incineroar
-Marcassin, Robin and Mini Pit
-Pea, Isabelle
-Alicia, Female Robin
-Shadar, Oliver
-Gallus, Ike
-The White Witch, Palutena
Victory Music- Ni no Kuni Victory theme
Victory Animation 1-Oliver wipes his forehead and says "Phew..."
Victory Animation 2-Oliver raises his arm into the air and says "We did it!"
Victory Animation 3-Oliver raises his other arm and says "We won!"
 

Greene

Smash Rookie
Joined
Dec 19, 2018
Messages
2

Resident Evil is Capcoms best selling franchise and that it doesn't have any representation in smash bros is appalling. Chris, in many ways, is the poster child for the series and has actually been implemented in capcom fighting game crossovers in the past. Nonetheless, I wanted to select a playstyle reflective of the panic and deliberation that goes into resource management when playing the resident evil series. Thus... Here is my take on Chris Redfield and what his moveset would be in smash bros.



Specials
(Take in mind, for each of his specials besides reload, there are three options... skip to the Gimmicks and playstyle section for a complete explanation)


Neutral special- reload
Held down it brings up nine square inventory as in RE5; release b on the option to reload that option. Each special gets one use before its empty and a reload is required. 1 reload on anything takes approximately 40 frames and the reload is rendered incomplete if interrupted by an opponents attack. If Chris is out of all ammo for a special when he inputs that special, he will instead spend 120 frames automatically reloading all three ammo options.

Up special- recoil (does not put Chris into freefall, but also does not grab ledge until attack is completely done ala terrys up special)
— 1 shotgun ( shorter range but widespread attack that soft-spikes; not much recoil jump, but the jump has a hitbox)
— 2 grenade launcher ( nitrogen round; freezes opponent, but has preliminary hit box before exploding at set distance or when hitting the ground ala g&ws fair; medium recoil and has the most lateral momentum. no hitbox on jump)
— 3 rocket launcher (explosion that launches directly in the direction rocket is traveling ie spike; high recoil with highest vertical distance of any up special. has a hitbox on the way up, but considerable cooldown on the way down, such that one should not have the time to use it, reload, and use it again for an infinite recovery without constantly losing net-height)

Side special- range
— 1 magnum(shot forward; does most damage closest to the gun and minimal damage further away; a bit stronger than frizzle with similar knock back angle. recoil aids in lateral recovery if used backwards in the air. sweet spot does high shield damage)
— 2 sniper (shot forward; does most damage near end of the hit box with homerun bat power at the very end of the hit box approx 3/4 FD length. recoil aids in lateral recovery if used backwards in the air. sweet spot breaks shields)
— 3 smg (3 second continual spray; essentially bullet seed knockback even throughout; can be angled up to 60 degrees during spray)

Down special- grenade (acts like splatbomb on shield and counters, bouncing off and THEN exploding. thrown in an arc similar to snakes base grenade toss)
— 1 flash grenade ( radial stun ala disable; opponent must be facing blast)
— 2 incendiary grenade (Pk fire but wider range and shorter, more ground hugging flame. flames will hurt chris as well if he's in them.)
— 3 grenade (explosion; high damage and knockback, comparable to uncharged pk flash. high shield damage)


Normals

Jabs- L elbow, right cross, pistol shot approximately ZSS stun gun range. 11% total with knockback angle similar to villagers fair, doing more knockback closer to the gun.
Ftilt- two hit; left palm strike followed by thrust kick ala ganon. (both callbacks to his two door-opening animations from RE)16% total with the second hit setting up tech situations from about 20-80 given its poor knockback growth.)
Dtilt- angled down pistol shot from crouching position. shot approximately ZSS stun gun range before dissipating if not stopped by the ground or a platform first. similar launch angle to inkling dtilt close to the gun and otherwise works like villagers sling shot further away. can gimp lateral recoveries when used at ledge.
Utilt upward pistol whip with attack angle similar to falcos upsmash; barely covering both sides of him, and avoidable by small or crouching opponents.
Dash Attack- shoulder charge and roll, like a hybrid of terry and snakes (that doesn't move as far as snakes however).

FSmash- combat knife. swipe and stab. Second hit needs to be inputted similar to links fsmash. low knockback growth and minimal damage (thinking 20% with both hits), but favorable lateral knockback angle ala Wiifits dsmash that makes it hard to recover if used near the ledge.
Dsmash- elbow drop. similar to incineroars dsmash with the initial hop. has a sweet spot in front of chris at the elbow, and a sour spot at his feet. sweet spot can kill hella early comparable in damage and knockback to capt. flacons knee, whereas sour spot is really weak with no combo potential given the high cooldown of the move.
Usmash- upward stab the the escrima stick. doesnt hit behind chris but has a rising hitbox in front of him that launches into the attack. low knockback but long hit detection with 26% damage if every hit connects. Low cooldown for a smash attack, allowing quick follow ups at low percents, but nontheless still very punishable on whiff given the moves long duration.

Nair- curled up elbow drop stance. acts similar to ryus nair. comes out frame 5
Fair- haymaker ala Banjos fair
Dair- downward stab with combat knife ala jokers ftilt. comes out at frame 3 and is chris' fastest get-off-me tool when juggled.
Bair- pistol shot ala miigunners fair
Uair- kick ala Terrys fmash but angled upward. high base knockback makes it scary when used on stages with low ceilings and platforms.

Pummel- knee ala marth
Fthrow- uppercut. similar knockback to ryus fthrow, but higher knockback angle. pretty much for stage control and positioning only. won't kill until passed 200% even at ledge.
Bthrow- puts a grenade in the opponents hand as he spins them behind him and them drop kicks them right before they expode. this throw has a knockback angle of about 50 degrees, and low base knockback, but high knockback growth killing midweights on ledge around 110% and off the top closer to 160%. This attack has high collateral damage, and is also unique in that it puts chris in fall-down animation, forcing him to roll, get up, or get up attack afterwards as opposed to following up his opponent. uses grenade. if chris has no grenade in stock, it'll just be the kick which puts both characters in fall down animation and otherwise has no knockback.
Dthrow- throws on ground and electrocutes with escrima stick prior to launching, similar to pikas fthrow regarding collateral hitbox and knockback angle. Low base knockback with higher than average knockback growth allowing for combos at low-mid percents and tech chases with platforms at mid-high percents but that's about it. Won't kill on ledge until near 190%
Uthrow- gets under opponent and hits them with the butt of his rifle, then pulls the trigger, allowing recoil to knock them away and even make HIM hop a little bit into the air like his down smash. high base knockback and can kill midweights off the top at 120%. If the rifle has no ammo, there is no followup recoil hit, so the throw becomes -20 on the opponent who only suffers hitstun similar to kens heavy jab so it becomes a very punishable and objectively bad option.

Final smash- Shango Satellite laser. acts like deoxys in that its a vertical beam, except you aim where it goes off.


Character Traits-

Weight- similar to samus
Run speed- similar to corrin
Fall speed- similar to falco
Air accel- similar to link
Jump height- similar to incineroar
Double jump height- similar to cpt falcon
Air speed-similar to greninja
Dodge distance- similar to snake
Wall jump- no
Crawl- no
Neutral shield- no
Walk speed- similar to DK


General Playstyle and gimmicks-

With generally sub-par mobility and unimpressive frame data, Chris Redfield falls into the heavy-zoner archetype like snake and the belmonts. He does, however, have a higher skill floor since each of his specials are one of three moves that all require their own individual resource in one use before needing a reload. In line with Resident evil games however, his specials are all fairly good at keeping opponents at bay and controlling the flow of the battle, but there is always a constant sense of panic as to managing resources and fear of being out of the ammo with the weapon you need. Redfield players will find themselves constantly reloading when they get any free moment to make sure they're stocked up; especially when it comes to their up special, which makes for a solid edgeguarding tool, but a risk to use offensively, as even at full ammo, chris would have only three chances to recover vertical distance if gimped or relentlessly edge trapped. if the special button is tapped using up, side, or down special, chris will use specials in order from left to right (1-3 resectively). If the special button is held, after pressing up, side, or down special, chris can then press left or right prior to releasing the button to select the weapon of his choosing. the Menu will only show up during the reloading special, not during the weapon selection for any other special so (similar to resident evil) its up to the player to know which weapon is assigned to left right or middle for each special in the heat of battle. This additionally helps redfields ambiguity in neutral. Barring Dsmash which has its own sweet-spot mechanic, most of Chris' normals would have considerably high base knockback but very poor knockback growth. Despite his high base-knockback and above-average damage, without ammo, Chris has difficulty killing with just his normals. Additionally, Chris' normals do very little shield pressure (again, with the exception of sweetspot dsmash), so mixing up the timing of his multihit moves like jab, ftilt, and fsmash becomes paramount when boxing without ammo, as his atacks with otherwise be fairly unsafe on shield. Given his high base knockback Chris is fairly good at putting his opponents in disadvantage, forcing them to land, or get back to the ledge; however, due to his resource, he cannot keep his opponents there indefinitely, so it's up to the player to not over-extend using specials, and take time to reload the attacks they intend to use next.

Chris has a few different kill options. at any percent, expect redfield players to bait get up attack from ledge and then punish with down smash for an early kill. besides down smash shenanigans, Redfields can use 1&3 up special variants when edgeguarding 2 up special on grounded opponents to freeze them and then try for some follow ups with down smash or another special. side special can kill with its 1&3 variants, but It'll be difficult to hit a smart opponent with. down special 1 can combo into anything if it lands, and down special 3 is a good kill option especially if an opponent is locked in down special 2. above 120% expect redfields to look for grabs as well.

Recovering with chris is interesting as he has a few different mixups with his up and side specials to keep your opponent on their toes and constantly guessing. However, offstage pursuits can be extremely fatal to chris since he has such limited resources without reloading and his above average fall speed and poor air speed work against him in this endeavor.

All in all, chris is a character with little combo potential whose strength lies in his amazing and variable specials. He plays a unique high-risk-high-reward keep-away game in that any whiffed special in neutral is a special he'll have to take time to reload later, and is one less option his opponent will have to worry about until he does so. When cornered, he's not completely defenseless, but is definitely subpar, lacking any good get-off-me moves and few landing options when ammoless. His ftilts tech chase potential lends itself well to giving chris a much-needed opportunity to reload when cornered however, and his heavy weight gives him ample time to reload in the air when launched up before recovering when at high percents. His relatively fast fall speed hurts him when recovering and getting comboed, but helps in baiting approaches since it attributes itself to considerably quick fastfall speed.
 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,354
I have two:

Unique Mechanic: Glory Kills:
As the Doom Slayer damages his enemy, a Slayer's Mark will start forming over the opponent's model. When the Slayer's Mark completely encompasses the opponent, they will be prone to a Glory Kill, a brutal attack that instantly KOs the opponent with a red-colored KO explosion. However, this requires a lot of dedication, as the Doom Slayer must deal 100% damage to a single opponent to complete the Slayer's Mark, and even then it's for a mere eight-second period for the Glory Kill. After the period ends, the Slayer must deal another 100% damage before they are prone. But besides that, Glory Killing can provide more than just a free kill. It can boost his Specials, and heal for .5x of all excess damage above 100%. Each Glory Kill is unique to each character and causes a unique "Glory Zoom", which turns the screen red on black on the final hit of the Glory Kill.

Jab: The Doom Slayer will do two hook punches before bashing them over the head with the flashlight from Doom 3. In dark rooms, you can even see a little light emanating from it. For his rapid jab, the Doom Slayer will lunge the chainsaw forwards, hacking them up.

F-tilt: The Doom Slayer will fire his pistol in front of himself. This is a very disjointed hurtbox, much like Bullets Arts, but is much less spammable.

U-tilt: The Doom Slayer swipes his chainsaw over himself. This has some good range but doesn't really have that much kill power, as the chainsaw is meant to be a sustained-damage weapon.

D-tilt: Same as F-tilt, but crouching.

Dash Attack: The Doom Slayer will lunge out with a straight punch, Blade of Doom extended. The Blade itself does some decent damage by itself but does even more damage at the fist.

Side Smash: After some long wind-up, the Doom Slayer will viciously swing the chainsaw in front of himself, dealing 8 hits of damage total. This doesn't have a charging hitbox like Corrin's Side Smash, but is great at whittling down your opponent.

Up Smash: Aiming his new toy, the Ballista, upwards, the Doom Slayer will fire a shot from it, reaching extra high into the top of the screen. This has the highest range for an Up-Smash ever, beating even Palutena's Up Smash, but it's as thin as the Belmonts' Up Smash, making it difficult to hit with.

Down Smash: After loading two shells into the Super Shotgun, the Doom Slayer will fire it at both sides of himself, referencing the Super Shotgun Mastery from Doom 2016. Each blast is dismal in terms of damage and knockback from far away, but the sweet spot at the muzzle of the gun makes it even more of a kill move than a majority of his moves.
Grab and Pummel: Lifting them into the air by the neck like the unfortunate Deag Nilox, the Doom Slayer will squeeze the opponent's neck (Or where their neck should be) for his pummel. The pummel itself has very average speed and damage.

F-throw: A brutal one-two punch that knocks the opponent forwards. This throw does some decent damage for an F-throw, but isn't generally useful for killing.

D-throw: The Doom Slayer will drop the opponent to the floor facefirst before stomping on their head. This has some fairly decent damage and knockback, but is a jack-of-all-trades master-of-none throw.

B-throw: The Doom Slayer dashes behind the opponent, then thrust kicks them in the back, knocking them farther away. This has some good damage and great knockback, making this the go-to for throw kills.

U-throw: Sweeping his foot in front of himself, the Doom Slayer will trip the opponent up before bringing his fist down upon them, making them bounce off the floor with exceptional force to propel them upwards.
N-air: Swiping the Blade of Doom around himself, the Doom Slayer will attack in this way to deal damage to all sides of himself.

F-air: The Doom Slayer will dash forwards and land a meaty punch in front of himself.

B-air: The Doom Slayer will dash forwards and land a meaty punch in front of himself.

(PROTIP: F-air and B-air can be used twice in succession with themselves or each other, like F-air + F-air or B-air + F-air. Doing so, however, will leave you in a helpless state.)

D-air: The Doom Slayer will thrust his feet downwards, using the force of his Lateral Thrusters to blast opponents downwards in a meteor strike.

U-air: The Doom Slayer will wind up, then raise his knee upwards, striking opponents with enough force to knock them upwards.
Neutral Special: Slayer's Arsenal:
The Doom Slayer will take out a gun, then enter a state where he can shoot while moving, similarly to Banjo and Kazooie's Breegull Blaster. You can dodge or shield to cancel out of this state. You can fire your gun by tapping B, and tilt the Joystick to aim while firing. In this state, you can also hold A to open the Weapon Wheel, where you can swap between guns similarly to how you choose Monado Arts with Shulk. The guns the Doom Slayer can use are as follows:
  • Shotgun: A short-ranged burst that's more powerful the closer it is. This is the gun you are automatically equipped with at the start of every game.
  • Heavy Cannon: A heavy weapon that fires projectiles similar to Bayonetta's Bullet Climax. This fires 8 shots per second.
  • Chaingun: A rapid-fire weapon that fires weak shots at 15 shots per second and has the same hitbox properties as Bayonetta's Bullet Arts.
  • Plasma Gun: A rapid-fire energy weapon that shoots bolts of plasma at 12 bolts per second, and has the same properties as Fox's Blaster.
  • Ballista: A heavy precision weapon that has far reach that fires 1 shot per second and has the same hitbox properties as Byleth's fully-charged Failnaught, making it an amazing kill move. This can kick him back in the opposite direction he fires it, making it an unconventional means for recovery.
  • Rocket Launcher: An explosive weapon that fires 2 explosive projectiles per second. This deals high splash damage and has as much knockback as Snake's Nikita.
If Doom Slayer has performed a Glory Kill, the weapon he has equipped when it happened will access its Weapon Mod that gives the gun different properties:
  • Sticky Bomb: Exactly what you think it does.
  • Micro Missiles: The Heavy Cannon will fire up to six tiny rockets that rack up damage and has some very low knockback.
  • Mobile Turret: The Chaingun will split into four smaller barrels and automatically shoot for 8 seconds at quadruple the normal fire rate. After 8 seconds, the gun will overheat, leaving him unable to do anything for 3 seconds.
  • Microwave Beam: The Doom Slayer will lock onto an opponent within Grab distance, and start slowly incinerating him with a continuous stream of energy. When you deal 25% damage in a single go, the opponent will explode, damaging all nearby opponents and knocking the opponent back a good distance.
  • Destroyer Blade: The Ballista will charge for a bit, then fire a large blade of fire that travels a set distance before disappearing, piercing through all opponents in its path.
  • Lock-On Burst: The Rocket Launcher will take 4 seconds to lock onto an opponent that it is aimed at, then fire a burst of three rockets that hone in on the opponent's position at the moment it was fired.
Side Special: Blood Punch:
The Doom Slayer will dash forwards and perform a brutal haymaker to an opponent. This is a good kill move at 120% damage, and a great means to deal damage. When Glory Boosted, the Blood Punch will create an explosion that damages multiple opponents. When Doom Slayer hits an opponent with a Glory Boosted Blood Punch, he must perform another Glory Kill before he can use that kind of Blood Punch again.


Up Special: Meat Hook:
The Doom Slayer will take out his Super Shotgun and shoot its new Meat Hook in the direction of the joystick. As a tether recovery, it isn't as far-reaching as Joker's or Byleth's Up Special, but it can grab an opponent either on the ground or in the air. Upon grabbing an opponent, he can reel himself towards the opponent, like a slower Byleth Up Special. The opponent can mash out of Meat Hook. While reeling towards the opponent, he can do one of two things: press A to blast the opponent with the Super Shotgun at the cost of your momentum, or press B to release the opponent without losing momentum at the risk of being punished. When Glory Boosted, the Meat Hook can deal damage over time to grappled opponents during the whole time. After grappling an opponent once, he must perform another Glory Kill before he can burn opponents of Meat Hook again.


Down Special: Equipment Launcher:
The Doom Slayer will activate his shoulder-mounted cannon and fire one of three kinds of grenades: Frag Grenade, Siphon Grenade, or Ice Bomb. Frag Grenades are like Snake's Grenades. Siphon Grenades heal the Doom Slayer for a portion of the damage dealt. Ice Bombs freeze opponents caught in the blast. When Glory Boosted, the Equipment Launcher will instead use the Flame Belcher, which reaches out about 1/8 the range of Byleth's Failnaught, and all opponents caught will get damaged over time. After one use, he must perform another Glory Kill before he can use the Flame Belcher again.


FINAL SMASH: BFG-9000/UNMAYKR:
With the Smash Ball in his veins like Argent Energy, the Doom Slayer will take out the BFG-9000 and fire a single projectile in front of himself. The shot itself releases tendrils that stun and damage opponents over time, and it hits an opponent or the edge of the screen, the BFG shot will explode and inflict immense damage to all opponents. When Glory Boosted, he will instead break out the Unmaykr and fire a massive barrage of lasers that auto-target opponents and instantly KO opponents the moment they reach 100% or higher. This barrage lasts for 8 seconds before it is over.
In short, the Doom Slayer is a mobile powerhouse whose damage output and KO potential are unparalleled in the roster. Having combined the swift movements and brutal attacks of a rushdown character with the far range and smart projectile playstyle of a zoner character, the Slayer blurs the line between both archetypes, giving him one of the most versatile offensive gameplans of any character. However, he is very easy to kill if he's not moving, has a size comparable to the average heavyweight, and his greatest asset requires immense dedication to make use of.

Unique Mechanic #1: Grazing: Reimu has two hurtboxes. Her primary hurtbox, the size of a White Pikmin, is at the center of her entire model and any damage and knockback she takes from being hit there is doubled. (A fully charged Flare Blade would deal 100% damage instead of the usual 50%.) However, her secondary hurtbox, encompassing the rest of her body and surrounding her primary hurtbox, is different: all attacks that only hit the secondary hurtbox are treated as if they're parried, nullifying all damage and knockback that would have been dealt.

Unique Mechanic #2: Flying: Reimu's secondary jump is entirely replaced with the ability to fly. In this state, she can fly for twice as long as Peach/Daisy's Floating, but she can only access her aerials for that duration. Additionally, should Reimu move two Bowsers away from the point where she started flying, whether it be from moving with the joystick or using attacks that propel her in a direction, the flying will automatically deactivate. Reimu cannot access this flying until she lands on the ground.

Jab: A double slap and a kick. Based on her 5AAA from Scarlet Weather Rhapsody.

F-tilt: A forwards jab with her gohei. Has good range and has a sour spot on the paper frills at the end.

U-tilt: Reimu jumps upwards with both feet outstretched above her, giving this move some good range.

D-tilt: Reimu twirls her gohei in front of her. Similar to Palutena’s D-tilt, but hits multiple times.

Dash Attack: Jabs forwards with a single palm strike. While not dealing as much damage as one might think, it’s got good hitstun and is good as a combo starter.

Grab: Reimu holds the opponent in place with an amulet. For her pummel, she whacks them over the head with her gohei.

F-throw: Reimu launches the opponent with both her palms.

D-throw: Reimu jumps up and jabs her gohei on top of the opponent.

B-throw: Reimu flies behind the opponent and fires a barrage of needles that build up before she releases a large amulet that launches the opponent.

U-throw: Reimu channels power into the amulet, creating a rising pillar that launches the opponent upwards.

N-air: Reimu pokes her gohei forward, the end adorned with an amulet. This is a downwards-aimed N-air similar to the likes of Ryu, Ken and Terry.

F-air: Reimu flies forwards with a kick that deals some decent damage and can be used for evasion.

D-air: Reimu releases a powerful downwards palm that deals a meteor strike at the center of the move, and has a windbox surrounding it.

B-air: Reimu whirls her gohei behind her. This has good range, meaning it’s safe to attack with, but it doesn’t deal as much damage and isn’t a good kill tool.

U-air: A fiery crescent kick over her. Based on her Ascension Kick from the fighting games.

Side Smash: Reimu reels back and lunges forwards with both her palms, covering some good distance along the ground.

Up Smash: Reimu raises a palm above her for a moment, then creates a pillar of rising amulets that hits multiple times. Like Palutena’s Up Smash, this has some of the highest vertical range in the game, but unlike Palutena, this hits multiple times on both sides of her.

Down Smash: Reimu summons an amulet to travel along the ground in front of her, dealing damage to anyone in its wake. This can be changed to attack behind her instead of in front.

Neutral B: Hakurei Amulet: Reimu summons one large amulet and four smaller amulets and fires them in a spread. By tilting the joystick after pressing B, you can change the trajectory of the attack, and this can be used in mid-air.

Side B: Yin-Yang Orb: Reimu fires a large Yin-Yang that can be aimed. This projectile shares the same properties as Meloetta’s Relic Song, except the projectile disappears the moment it hits an opponent.

Up B: Floating Wall Jump: Reimu creates a barrier beneath her feet and jumps upwards. This has only fairly decent vertical distance, but like Cloud’s Climhazzard, an extra button press can send her downwards. The first attack can also aim downwards before returning upwards for mind games.

Down B: Dimensional Rift: A move that differs based on how long you press the button. Reimu will disappear from reality, then reappear to perform a certain attack. Lightly tapping B will perform a hurtling head stomp some distance in front of her. Holding the B button will perform a sliding kick that hits three times. The former can’t meteor spike but is good at gimping, and the latter is a good combo starter.

Final Smash: Fantasy Seal: Reimu releases a giant barrage of large multicolored orbs that hone in on all enemies on screen. They deal massive damage and absorb all other projectiles that they touch.

In short, Reimu is a highly-evasive glass cannon who possesses one of the best recovery games in the entire roster. Her survivability, contributed to by her flying, her parry-based secondary hurtbox and fast movement speed, is unparalleled and makes her projectile game all the more terrifying to come up against. However, she is extremely frail and terrible at close-quarters, with a less-than decent grab game, a distinct lack of keepaway and a primary hurtbox that doubles the damage she takes from enemies. Anyone who isn't too careful when playing as Reimu would experience some of the quickest stocks at their expense.
 

Mamboo07

Smash Hero
Joined
Mar 23, 2019
Messages
9,393
Location
Hollow Earth
Here's mine for The Shake King from Wario Land.
“You stand before the Shake King! Tremble! Tremble!”
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Series
Wario

First Appearance
Wario Land: Shake It! [2008]

Size
Bigger than Bowser.

Weight
131

Speed
A slow walking speed (around Robin’s speed), but a very fast run speed (slightly faster than Donkey Kong).

Number of Jumps
2

Jabs and Tilts
Jab: A three part attack, a right hook, followed by a left jab, and finished with an overhead slam into the ground with both arms stretched forward.

U-Tilt: An awkward hop while facing the screen.

S-Tilt: Lightly winds back, and throws a far-reaching punch.

D-Tilt: Raises his foot and slams it on the ground creating a small shock wave in front of him.

Dash Attack: Comically trips, and holds his arms straight above him, when he lands, he face plants, and his fists crash down in front of him.
Edge Attack: Shake King gets up and dropkicks the opponent.


Floor Attack: Shake King gets up and does an uppercut before punching the opponent forwards.

Smash Attacks
U-Smash: Awkwardly attempts to punch upwards and succeeds.

S-Smash: Steps back and moves his arm behind himself while an after-effect of red appears behind him. After a moment, he steps forward and punches so hard.

D-Smash: Reels back, and while facing the screen slams a fist into the ground directly in front of him, creating two "shock wave" projectiles.

Aerials
N-Air: A body splash, similar to DeDeDe's one.

F-Air: A slightly awkward punch forward.

B-Air: Removes his helmet, and swipes behind himself with it before putting it back on.

U-Air: Sticks his arms out to his sides, and claps directly upwards.

D-Air: Spins himself so he's facing straight downwards before throwing a punch in that direction.

Grabs and Throws
Grab: Outstretches both his arms and tries to snag an opponent.

Dash Grab: Lunges forwards with his arms out.

Pummel: Shakes the opponent so fast that they become a banana-shaped blur.

F-Throw: Winds back with opponent in hand, and throws said opponent.

B-Throw: Grabs the opponent by the legs and swings them around at ridiculous speed before sending them flying.

U-Throw: Smashes the opponent on the ground before throwing them in the air.

D-Throw: Throws the opponent on the ground and body slams them wrestler style.

Specials
Neutral-Fists of Lightning:
Shake King holds his arms as his hands start crackling and glowing with electricity, holding B much more all the way will have Shake King start punching the opponent very fast and rapidly at high speed in a flurry of lightning and fists. (Think of something like the ORA ORA from JoJo's Bizarre Adventure.)


Side-Helmet Rush:
Shake King ducks down and glows blue as he charges across the stage with his Viking horns out as he tramples opponents and burying them.


Up-Leaping Pound:
Shake King glows blue as he jumps into the air and floats a while before crashing down sending opponents flying.


Down-Earthshaker:
Shake King raises his fist into the air and slams it into the ground so hard causing a shock wave that trips opponents or sends them flying.


Final Smash
"Fury of the Shake King"
Shake King chuckles evilly as he charges into an opponent taking them to a cut scene where the opponent lands on a pirate ship and sees Shake King charging towards them at high speed as he punches them so hard that the opponent goes flying into the ground as Shake King starts beating the everliving outta them, he grabs the opponent by the neck and throws them really high to the upper troposphere as he fires a massive blue laser at said opponent vaporising them, the opponent is launched to the blast zone after this.

Taunts
Up: Rears back while giving out a battle cry before slamming both fist into the ground.

Side: Points forwards and does a neck-slice gesture laughing evilly.

Down: A throne appears behind him and he sits down on it.

Idle Animations
1. Tilts slightly and scratches the back of his head.

2. Flexes both his arms before self fist bumping.


Victory Poses
1. Shake King grabs the 4th wall and smiles evilly as several cracks appear.

2. Shake King is seen lifting up Bloomsday with one hand as he gives a thumbs up.

3. When the game transitions to the victory screen, the screen is abnormally darkened. After a moment, two glowing blood red glints appear out of nowhere before the screen brightens to show Shake King on his throne.

Losing Pose: Shake King is seen glaring at the 4th wall angrily with a twitching eye while slowly clapping his hands.

Victory Theme:

Alt Costumes
(His 2nd/3rd/4th/5th/6th and 7th Alts are based on Wario characters.)
1. Default
2. Wario's colours
3. Captain Syrup's colours
4. Genie's colours
5. Rudy the Clown's colours
6. Black Jewel's colours
7. Count Cannoli's colours
8. A pirate outfit


Stage Entrance
Shake King is seen coming out of the entrance from a level in Shake It.

Kirby Hat
Kirby gains Shake King's big beard and his eyebrows with Viking hat.

Boxing Ring Title
"The Dimensional Pirate"

Other Animations
Walking: Shake King stomps towards the opponent menacingly.

Running: Wario's wheel-of-feet from Shake It when entering a Max Fastosity Dasherator.

Running into Wall: Falls on his back and gets up while grumbling.

Shield: Holds up his arms in front of himself.

Dodging: Curls up into a ball and rolls backwards.

Crouch: Something similar to Wario's crouch from Wario Land series.

Crawl?: Has no crawl.

Dizzy: Crazy Wario's stumbling from Wario Land 3.

Swimming: Does a breaststroke while swimming.

Drowning: Flails his arms and feet anime style trying to stay afloat.

Sleeping: Sits on the ground with his arms supporting his head as he dozes off.

Jumping: Does his own version of Wario's jumps.

Edge Hanging: Hangs on the edge by one hand doing push ups.

Edge Balancing: Flails his arms and feet anime style trying to balance himself.

Chilli Curry: Flails around while on fire. (Reference to Flaming Wario.)

Home-Run Bat Swing: Holds said bat with one arm before swinging it.

Hit by Joker's Side Special: Has an annoyed expression on his face.

Stamina Battle Defeat: Falls on his back and glows white before exploding. (Reference to his defeat animation back in the final battle from Shake It.)

Star KO: Screams out Wario's iconic "DO'H I MISSED!" in a deep voice.

Screen KO: Splats on the screen with his face squished against said screen having a hilarious expression.

A detail is that when Shake King is damaged or attacked, he assumes many anime expressions.
 
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