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My SSB4 Moveset Compilation

TheLegendaryMLGLucas

Smash Rookie
Joined
Jul 10, 2015
Messages
3
3DS FC
1865-0854-8944
I took these movesets from my Google+ account: https://plus.google.com/111080136143015451985/posts/8M9XUahGn3D



[Rayman Moveset for SSB4 Wii U/3DS]


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[Opening Sequence]:
Rayman stretches into existence, with a bright light surrounding him, like his birth in Rayman Legends, thus initiating the battle to begin.


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[New DLC Stage]:
Band Land, many anthropomorphic instruments of all kind lie here, which can act as a hazard, or can help a fighter greatly, or doom them. Like the stage from the original game. This will be a auto-scrolling stage, with collectibles that could easily act as potential buffs if all are collected, a remixed version of the original theme, will be used when the stage is picked, this stage will fully cycle through after 3 minutes of in-game time.

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[New Gimmick]:
Very Weird, and extremely Disjointed hitboxes, meaning he will be extremely hard to hit, as well as being harder to hit with, his attacks can go up to middle-long range combat without projectiles, due to the design of the character, which is fairly unique, hes fairly light so it balances out, he has incredible range to back this up. Again due to the characters design.


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[Taunts]:


Similar to when he starts his stages in most of his games, Rayman holds a peace sign, using a voice clip, saying "Yay!"

Rayman has fun, playing around using his mop-like air, going into a helicopter gliding phase using his hair, and slowly glides down shortly after doing so.

He pulls out his Ukelele, he then hums, and plays along depending on the song, he will play differently depending on the stage of course.

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[Regular Attacks]


[Jab]:
Rayman punches twice with his disjointed hands, sending the enemy very far, Rayman then ends the ol' 1,2 by slamming his Ukelele upward, unto the enemy, dealing considerable damage. The Ukelele creates a music note, when the 3 hit jab ends, doing minor- decent damage, depending on when the combo ended.

Jab 1: 5% Damage

Jab 2: 2% Damage

Jab 3: 3%6%

[Side Tilt]:
Rayman slaps with one of his disjointed hands forward, slapping anything in front of Rayman, it also creates a shockwave, even if he doesn't hit anything, doing minor damage.

Side Tilt 1: 7% damage

Side Tilt 2: 2% Damage

[Down Tilt]:
Rayman, swipes a plunger from the Rabbids, in raving Rabbids, and attacks in a 360 degree angle whilst crouched, when attacking a enemy, it traps the enemy unto the plunger, doing considerable damage when trapping the enemy, and doing a multi-hit attack when trapped. Enemies can mash to attempt to get out of it, and Rayman can also mash to keep them in it.

Plunger 1: 5%

Plunger 2: 1-4%

[Up Tilt]:
Rayman swings his Ukelele upward, at a set angle with one of his floating hands, then swings it downward, spiking when hit with the note/shockwave, doing significant damage, if hit by the move, it also does great shield damage.

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[Smash Attacks]:



[Side Smash]:
Rayman swings the Lockgaw 1-3 times, it only does more damage if it hits, and will stay longer if you hit with it, if you hit anything else, the lockgaw will only attack once. Similar to ZSS's Side Smash

1st Swing: 6% Damage

2nd Swing: 6%

3rd Swing: 9% Damage

[Down Smash]:
Rayman creates a green vortex using his fists, which has a windbox, and is simply a good move, with it being multi-hit, and nearly no lag, this also has the same effect of Mario's Cape of turning them around when hit.

Green Vortex: 9-15% damage

[Up Smash]:
Rayman, performs a uppercut, swinging one of his disjointed hands upward, in a set distance, dealing considerable damage.

Uppercut:
9-14%

[Special Moves]:

Rayman can also hover, like peach

[Neutral Special]:
Charge Punch, Rayman charges one of his Disjointed fists, like in Rayman Origins and releases, going in a set direction, and going faster, when held down, this can be charged to extend the range of the punch, and the speed, and power, this can go pretty far, but is not considered a projectile.

[Minimal Charge Time]: 8% damage

[Max Charge Time]: 14% Damage

[Side Special]:
Rayman fires a Energy Ball, dealing minimal-decent damage, because this can be charged, you can also move around whilst doing this, making this a very versatile attack, it also has a windbox that can push enemies near to the Energy Ball's hitbox, this has a decent amount of lag. The Speed, never changes whether fully charged, or spammed.

[Energy Ball]: 6%-20% Damage can be dealt depending on the charge

[Up Special]:
Helicopter Hair, Rayman gets equipped with a helicopter helmet when used, and this also has a "Jet Fuel" system like R.O.B.'s Up Special, but this has a extremely large windbox, blowing any incoming enemies away, he also does minor damage, whilst rising with the Helicopter Helmet, due to his mop-like hair, being very adaptable.

[Helicopter Hair]: 3% Damage

[Down Special]:
Rabbid Pluck, Rayman does a similar motion when Olimar is plucking Pikmin, but summons a Rabbid, similar to King Dedede's Side Special where he summoned a Waddle Dee in brawl, you can have 3 outcomes that are randomly selected;

1. The Rabbid, will fling his arms around dealing minor-sufficient damage to any enemies, which reaches to half of FD

Rabbid 1: 4% damage when you get hit

2.The Rabbid could also potentially just sit there doing what they please, and they may do random things, that can trigger damage to occur

Rabbid 2: Damage Varies

3. One simply pulls out a bomb, which will explode whilst the Rabbid is running around until it eventually explodes.

Rabbid 3: 10% damage

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[REMASTERING +Pokemon Trainer Pkmonster 's Original moveset, this was also suggested by +The RealMarbleHead & Another Person]

[Original Moveset]: https://plus.google.com/+PkMonster/posts/EMKzrJUEN8D

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[Music I used while making this moveset]:

http://listenonrepeat.com/watch/?v=V0tiM_RLXCs#【Electro】TheFatRat_-_Time_Lapse

【Electro】TheFatRat - Time Lapse ^

https://www.youtube.com/watch?v=ALhAXtFR1LM

Phoenix Wright - Cornered Acapella ^

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[Opening Sequence]:
Phoenix walks in through a "Courtroom" door, with a suitcase, and some lawsuit papers, and trips, leaving Phoenix in a shocked state, with his papers on the floor, and Phoenix tidies up after that display, which initiates the battle

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[Taunts]:

Phoenix picks up his lawsuit papers found in the Opening Sequence, and tidies them up, and focuses on the battle once more.

-Phoenix points in the direction in front of Phoenix, and decides its a dumb decision, with a sad/ashamed look on his face, similar to how he does in the game, where when he chooses the wrong dialogue option, he will act this way.

-Phoenix Wright, makes a unique remark about each character, this also changes if multiple characters are there, similar to Palutena's guidance conversations, and Snake's Codex conversations.

Example:

Mario: It'sa me, Mario!

Phoenix: What's a middle-aged plumber, with a odd looking overall doing in this courtroom Maya?

Maya: I have no idea Phoenix.

Phoenix: That looks Oh its that guy Mario, I heard about him when being invited to the Marvel vs. Edgeworth 3 tourney or something.

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[Gimmick & Playstyle]: Phoenix heavily relies on stalling his time to gain the required evidence, needed to succeed, as he is very slow, and is mid-weight, when he is in Turnabout Mode, he will go on the offensive, as Turnabout Mode was built to be amazing.

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[New Stage]:
The Courtroom, this stage is where multiple fighters are battling in the courtroom whilst a case is taking place, the text bubbles, produced by the staple defendants/attorney's in the franchise deal considerable damage, and knock the fighters like sandbags. The Lawyer, currently in the battle will not be shown at the pedestals. This stage has the standard two walk-offs, and the 4 pedestals, The Judge's, the Witness's, and the 2 lawyers, will act as platforms, as well as the floor, if you are on their pedestals they will attempt to knock you off.


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[Special Moves]:

[Side Special]

Take That! , which creates a dialogue box found in most comic books, and such, and his games, this does minimal damage, which can stun the enemy in a state which I like to call:
"Getting Stabbed with a invisible knife status"
In which like in the games, when Phoenix points out a contradiction of sorts, the prosecutor usually looks like a person stabbed by a invisible knife, the enemy can mash to get out of this status, with a slight hangover. This is great for keeping the enemy at bay, for his Neutral Special, when he really shines. The special thing is, it has massive shield damage. It also triggers the effect of Evidence, which will be explained later.

Take That's Killing Percentage: 125%190% is when it kills, you wont expecting this for a potent kill move, its killing potency is completely random, depending on the evidence

Take That:

4% Heal, with the "Mushroom" Evidence

Turnabout Mushroom: Phoenix eats a mushroom, whole, and grows fairly larger, but not as much as the item, hes a little slower, but deals 1.5% more damage than usual

The Speech Bubble, does 9% damage

The Metroid Evidence does 1-7% damage when released, it homes unto a enemy, and attaches to them, dealing 1% every second like the assist trophy, but is faster, and lasts for only 8 seconds.

The "Icarus Evidence", are Pit's wings which Phoenix Wears, to give him a hovering ability, The Dark Pit version is slower, but can ascend at will, and descend unlike the regular Pit version.

The "Master Sword Evidence", is Link's Master Sword, which Phoenix automatically throws, in the direction he is facing, doing considerable damage, and is thrown in a Arc. 13% Damage

Turnabout Master Sword: Phoenix throws several Master Sword's from each of the Link's starting from the original N.E.S Link's Master Sword, until it eventually reaches the 2016 Wii U Link's Master Sword, the percentage starts at 1% and soon ramps up as Phoenix throws them, gaining 1% more damage each blade, he can move and jump while throwing the blades

The "PokePlush Evidence", contains a Pokeball, which contains a Pikachu plush, which fires bolts of electricity as Phoenix is using it, when pressing A triggers the Plush to fire bolts of electricity, and is usable for 5 uses, and is shot in 3 directions, Up Left, and Right, it deals 3% damage each bolt

Turnabout PokePlush: Phoenix throws a PokePlush into the air, which floats there constantly shooting in 4 directions, and spinning which constantly changes the direction, of the four bolts being shot out, this lasts for 8 seconds


[Turnabout Mode Variation]:
OBJECTION!!!, Phoenix creates a even larger blue aura hand this does damage, which creates a LARGER text bubble, which does MASSIVE DAMAGE accumulated from this one move.

Blue Aura Finger: 7% Damage

OBJECTION!!! Text Bubble: 17% damage

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[Down Special]:
Table Slam + HOLD IT!, This move creates a large holographic desk when pressed again, allows Phoenix to slam down unto it creating the HOLD IT, Text-Bubble. The slam also does minor damage, and the Desk is affected by gravity, when its used in the air it drops like Villager's Bowling Ball, which cannot be slammed unto. The text bubble, does not apply the invisible knife effect. If the Table is somehow destroyed he will either drop, and slap the floor, or use the enemy as a table...... somehow. When the move is pocketed, it wont be usable for some time, and like DK when slamming in the air, it just slaps in the air, and can spike like DK.

Table Slam: When slammed unto the holographic table it will deal 4% damage


Table Slam 2: When used in the air Phoenix will only do 1% damage

Table Slam 3: When slamming a enemy on the ground it will deal 7% damage

Text-Bubble Damage: 8% damage

Table Damage: When spawned, similar to the tree it will deal, 6% damage

[Turnabout Mode Variation]:
Judge's Gavel, a scary judge makes the sky darken, and throws his Mjolnir, oops Gavel* from the background, and hits, when it hits the ground creating a large shockwave, which deals massive damage, and if it hits the enemy directly, it will deal MASSIVE damage, as well as making a text bubble, and voice clip saying "GUILTY", and a frightened Phoenix.

Shockwave: 14% damage

Gavel: 23% damage

Text Bubble: 13% damage

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[Up Special]:
I really don't know what to call this, Phoenix inflicts the Stabby Invisible knife thing upon himself, and launches himself upward using it, going upward a decent distance, but at the cost of damaging himself, if you hold this move down he will go further, but at the cost at more damage inflicted upon himself.

No Damage

Turnabout Mode Variation:
Phoenix will get launched higher, and does absolutely no damage to himself

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[Neutral Special]:
Evidence, Phoenix Wright has 3 open slots near his percentage gauge, if the Neutral Special is used he will crouch to the floor, and look for potential evidence across the battlefield, when used you can cycle through the selections and get rid of the specified evidence using left taunt, and right taunt to navigate it while Phoenix is searching, and Up Taunt, and Down Taunt to get rid of any unneeded evidence, when the required evidence is there, being the "Mushroom" Evidence, the "Master Sword" evidence, and the "PokePlush" evidence, in no specified order of any sorts is required to trigger it. To actually trigger the ability, simply press Neutral Special again, to initiate Turnabout Mode, where Phoenix Wright truly shines.

No Damage

[Turnabout Mode Variation]:
Required Evidence, since the evidence usage was replaced by OBJECTION in turnabout mode, Phoenix uses the evidence mentioned before which are enhanced to deal extra damage whilst in turnabout mode.

The Damage Specs were mentioned before


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[Final Smash]:
Judge's Verdict, like Captain Falcon, Duck Hunt & Megaman's final smash, Phoenix Wright carries the enemies away, using the speech bubble: "What's The Verdict?!" the judge will slam his Gavel down, saying "NOT GUILTY", and slams a large Gavel, upon the tiny fighters caught in this move. This will kill most fighters at 50-100%, no further, or less, this will heal damage that Phoenix took by the amount the fighters took.

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[Regular Attacks]



[Jab]:
This is a traditional 3-hit Jab, where Phoenix hits with his fists twice, and smacks the fighter caught in the jab with his suitcase, releasing papers that oncoming fighters might get hit by.

Jab: 6%

[Turnabout Mode Variation]:
Finger of Justice 1, this summons a large blue finger, which deals large damage, and has little-no lag, and good range, it can reach almost half of FD.

Finger of Justice 1: 13% Damage

[Dash Attack]:
Frantic Lawsuit Papers, Phoenix walks calmly forward with his head in some Lawsuit papers, Phoenix then looks sweaty, and proceeds to Frantically look for the correct papers, he has a hitbox around his hurtbox, and the Papers act as projectiles.

Paper: 3% each piece of paper, he throws 3 each time

Walking Hitbox: 4% Damage

Turnabout Mode Variation:
Mood Detector, Phoenix calls upon the help of Athena, where she brings up her holographic friend, which creates a holographic screen which traps the enemy, Phoenix then randomly selects one of 4 debuffs, during this. If one debuff is already in play, it will do standard damage.

Hologram 1: 1% damage

Hologram 2: 6% damage

-Anger, The opposing fighter is much easier to kill

-Happiness, The opposing fighter has to constantly jump, without their free will when doing so.

-Surprised, at certain times, the opposing fighter will not be able to act accordingly to their own will, only staying still

-Sadness, They will take more damage during this debuff

[Side Tilt]:
Apollo's I'm fine, Apollo appears and throws his coat away, saying "I'm FINE", and Apollo teleports away, dealing decent damage

Coat: 9% Damage

[Turnabout Mode Variation]:
Fangirl, the coats hitbox, and damage is boosted, while Juniper Woods, chases Apollo flailing her arms chasing him dealing good damage, as well as good range.

Coat 2: 15%

Juniper Woods: 10% Damage

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Shovel Knight Moveset:
_"Lets get digging shall we?"_


[Jab]: SK (Who I will be calling him from now on), digs 3 times in a row, in a downward arc, on the third hit, pieces of dirt fly from the ground dealing minor-medium damage. When at 0-15% during the first attack during the Jab, he will create a shockwave, also similar to Pikachu's Neutral B his Shockwave can reach the sides of a stage. You can also charge this move when holding down the A button after the first hit of the jab, to do a charge attack, doing considerable damage.

[Dash Attack]: SK immediately pulls out a mobile gear, riding it, it jumps automatically over pits and such, similar to Gogoat, you can perform attacks on the mobile gear, essentially making it a portable Gogoat, but it breaks upon contact with anything, and cant turn directions.

[Tilt + A]: SK swings his Shovel Downward, as if hes trying to dunk someone with his pogostick, oddly enough this can spike when near the ledge, like Samus's/Captain Falcon's Up Tilt

[Up+Tilt]: Similar to when SK starts one of his many fantastic platforming levels, he raises he shovel upward, flinging several pieces of dirt out doing small bits of damage.

[Down+Tilt]: Shovel Knight ducks, and digs downward, thus making the hit enemies stuck in the ground, the effect of the pitfall, and Villager's Down Smash, as well as having a slight hitbox behind him.

[Side Smash]: Shovel Knight slams his Shovel in a Arc Lucina/Marth would do, this can spike at the sharp end of the shovel, this also does heavy shield damage

[Up Smash]: SK Jumps, but during the jump, he unleashes the Air Horn, quite deadly, but can be punished very easily. The soundwaves surround Shovel Knight in a 360 degree angle. If you mash it this has more range and damage

[Down Smash]:Instead of the traditional down Smash, SK spawns a mound of dirt, and if you mash the A button SK digs faster, creating a larger projectile depending how fast you mash it. The dirt always goes in a arc. When your near the ledge you will instead use the fishing rod, which if you wait long enough can potentially heal you

Shovel Knight, can tether grab/Tether to the ledge/Zair, with his fishing pole, as well as being able to pogo on his enemies whilst fastfalling similar to Greninja's down air, but better and less punishable

Grabs:

[Up Throw]: He swings the enemy upward with his shovel, and rams them with his helmet's horns, doing piercing damage.

[Down Throw]: He puts them into the ground, using his shovel, and fishes them out using his fishing rod, this is a kill throw, also you can mash the button to quickly reel the enemy in quicker thus making it deadlier.

[Back Throw]: He flings them upward using some of his classic dirt, and a Alchemic Coin, then finishes it off with a Throwing Anchor, which flies in a arc of sorts.

[Forward Throw]: He summons Black Knight for a bit with a the War Horn doing slight damage, where he fires several dark energy blasts, at the enemy, and finishes with a pogo hop, and leaves without a trace, but when he enters into the battle, he laughs maniacally similar to how he does in the game

Special Moves

[Neutral Special]: Weapon Switch, Shovel Knight stays still, and chooses new weapons while a little screen appears showing his weapons, during this Shovel Knight can assign different specials to every input. Shovel Knight starts off with a random loadout every battle. Use the Circle Pad to navigate the screen, all of the examples below can be interchangably swapped.

Down Taunt + Special to assign something to Down Special.
Up Taunt + Special to assign something to Up Special
Side Taunt + Special to assign something to Side Special

(Note: Shovel Knight has taunts. :p)

[Side Special]: Flare Wand, this fires a generic fireball, which can be repeatably used over and over again, the wand actually does slight damage when pulling out the weapon, this can also be used to stall Shovel Knight in the air, similar to Mario's Cape and such, when used as a recovery, he fires 3 fireballs downward sending him upward

Special Variation: Dust Knuckles, he can use these knuckles to charge through his enemies several times, before the knockback is too great, as it homes in unto a enemy when used nearby them, when used as a recovery several blocks of clay appear, where he can punch through them, the player can input 4-input long inputs to change the shape of the clay.

[Down Special]: Alchemy Coin, SK fires a Alchemy Coin which turns opposing fighters into statues of their most famous poses, like Captain Falcon's Falcon Punch and such, leaving the other fighters hit by this open to attack. When used as a recovery he uses this on himself, launching him upward.

Special Variation: Chaos Sphere,this fires a ball of chaos bouncing of walls and such doing considerable damage, and being fairly fast, as well. When used as a recovery, he infuses the Sphere within himself, thus making him extremely bouncy, giving him 2 extra jumps, slightly lower than his regular ones.


[Up Special]: Propeller Dagger, When SK initiates this move he goes upward using the Propeller Dagger, inwhich if he hits a enemy he can simply use it again, furthering his recovery if he hits with it. If not used as a recovery he can use it as a lunging attack on a enemy.

Special Variation: Phase Locket, he becomes invincible for a short while, and can attack while doing so, but has a fairly large cooldown, and when used as a recovery option, he floats upward when activated.

Taunts:

1. He takes off his helmet, revealing his face, and says:
"FOR SHOVELRY!"
2.This is a taunt attack, similar to Luigi's where he fishes if near the ledge spiking anyone hit by it
3.Shovel Knight Drinks one of the Ichors

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[Bass Moveset (From the Megaman Franchise) suggested by: +The GameBoy]

[Opening Sequence]:
Bass flies in using his dog, Treble, hopping off when he gets to the scene of the battle, with that crisp chiptune sound effect.

[Playstyle]:
Bass heavily relies on his regular attacks, and uses his Special Moves to occasionally spice things up. Hes a bit lighter than Bowser, and faster than Roy, which makes his playstyle great for FG noobs newcomers. But his defenses wear down by letting his armor get worn down, where during 120% and such hes fairly light, and slower than Lucas, so hes great for early kills.

[Gimmick]:
Dr. Wily Programmed a "Mode Switch" ability, which allows him to freely switch between 2 modes entirely, in which he simulates the damage of the Bass.EXE variation of Bass in which he has to build up a large meter to keep the charge for the simulation going. (BREAKING MEGAMAN LORE OH YEAH), Bass.EXE moves on a specified grid from where you mode switch, and gains more territory based on how near the mode switch is ending. Max it goes through half of FD, and his charge gets decreased the more damage he takes, he can gain the charge by waiting and/or dealing damage

[Victory Sequences]:
-When Bass wins against a one on one against Megaman, he taunts Megaman, by saying "Blue Bomber? More like Blue Blunder"

-If no special conditions are met Bass will just be flying through the screen fusing with his dog, and staring at the camera

-When he is on the same team as Megaman, Bass's dog, Treble, and Rush will fight each other cycling over and over again, whoever K.O.ed more enemies determines who's dog wins the tussle

[Specials]:

[Up Special]:
Bass jumps into the air, and fuses with Rush where he will hover upwards for around 3 seconds where afterwards to starts hovering downwards, similar to R.O.B's fuel mechanic, his regular Neutral Air, will be upgraded to shoot 3 shots instead of 1, and similar to R.O.B.'s recovery its fully controllable. He can also actively hover, and attack with any of his specials/Aerial attacks, which are slightly upgraded.

[Mode Switch Variant]:
Teleport, this move allows Bass.EXE to immediately travel to the ledge no questions asked, it has no lag, but can ONLY be performed offstage, and has a fairly large cooldown, but you seriously cant kill this Bass.EXE

[Down Special]:
Bass, summons his Dog, Treble to ride, like how Megaman does in Megaman Classic, Treble is similar to Gogoat in how you can ride it, but Its controlled with the D-Pad, and Bass can use his moves upon Treble, but it has a 20 second cooldown, and limit, if Treble is defeated he will fly away and, it will take a 30 second cooldown, and attempting to use the move again will force Bass to sit there as a hologram of Dr. Wily appears saying:

"I'm working on it, Bass the Fish"

Treble's breaking point: 30% damage

[Mode Switch Variation]:
Get Ability, this move when used is a grapple move, which can kill is where Bass.EXE grabs the enemy, and gains their ability and discharges electricity, but unlike Kirby its only a buff concerning regular Bass, giving him unique variants to his already existing moves.

15% Damage

[Side Special]:
Bass.EXE's Dark Shield, Bass simulates Bass.EXE's shield, which requires 35% damage to breakthrough leaving it with a 20 second cooldown, the downside is he does little to no damage, due to the flawed simulation

[Mode Switch Variation]:
Dark Void, in which he goes to a fixed position, and dunks a giant ball of Dark Matter, doing HEAVY damage, and can dunk people, also does incredible shield damage, this is can only be used when the simulation starts when Bass is fully charged.

[Neutral Special]:
Crossfire, he unloads two arm cannons, shooting double the amount of his Jab, so double the damage, but he can only fire it 3 directions in front of him ,and when your done using crossfire, it will be fairly laggy back to the transition to his regular phase.

[Mode Switch Variation]:
Chip Switch, Bass can switch his Neutral Special to 3 different chips. But the switching is completely random and cannot be controlled.

Enhanced Crossfire:
Just a better faster, and better damaging crossfire, which can be fired in all 8 directions

Dark Blade Combo:
Bass.EXE uses this when one of his enemies is in one of his grid spaces, in which he grabs them, and kicks them into the sky, using his Dark Blade to attack three times, ending with him sending the enemy diagonally left downwards with a over head slash.

Bomb Toss: Bass throws 3 bombs in different Arc's dealing considerable damage. Which only hit 3 spaces in his grid

First Bomb: 9%
Second Bomb: 11%
Third Bomb: 15%

[Regular Moves]

[Jab]:
Instead of the traditional Jab, its also similar to Megaman's Jab where its a projectile, but the special thing is that he can fire in eight directions, doing 1% damage each blast, shooting extremely fast,and very minor hitstun. But he has to stay still during the Jab. This move can also be charged for a fairly devastating charge shot

[Mode Switch Variation]:
Bass.EXE swings his Dark Blade, in a 3 hit combo, a upward slash, a sideways slash, and eventually a downwards slash, which can be cycled twice at zero percent. Which does great damage.

[Side Tilt]:
He walks forward whilst having the same effects as the Jab, when used backwards he jumps backwards shooting in the same direction.

[Mode Switch Variation]:
He strikes using the blade after moving forwards, using a random grunt sound effect. Similar to Ryu due to where the hitbox lies. This is almost comparably as damaging as a smash attack. He strikes downward during this attack.

[Up Tilt]:
Bass strikes upward using a simulation of Bass.EXE's Dark Blade, where he strikes it upward in a arc, facing his direction, with a bit of a backwards hitbox.

[Mode Switch Variation]:
He shoots one of those bombs used in his Neutral Special, throwing it upwards, similar to Link, exploding on contact, but it cannot be picked up by the user, and the enemy.

[Down Tilt]:
He crouches down, and slides, similar to Megaman to a certain degree, with a generic wave of energy surrounding the top of Bass's hurtbox, he also shoots 3 shots in 3 directions upwards whilst doing so.

[Mode Switch Variation]:
Bass.EXE lays another of his bombs down, which explode upon contact, and over time.

[Taunts]:
-He taunts & summon Treble where Bass then proceeds to pat him on the head saying: "Good doggie of doom!"
-He teleports into the stage similar to Megaman's teleporting taunt, shown in some of the games where Bass is playable.
-He shows off using his arm cannon making mini explosions.

Final Smash:
Dimensional Fusion Armor: Bass gains new armor which represent that Bass.EXE is fused with his armor, and a hologram appears for the duration of the battle, doing the same commands for moves as regular Bass, they are incredibly fast, and do twice as much damage, can hover indefinitely using Treble's fusion ability, allowing him for insane combo's.

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This is a Collab between me and +Pixelated Hero. Be sure to check out his part as well!

Alright, before we begin...
DISCLAIMER: SOME OF THE MOVES ARE NOT ACCURATELY PORTRAYED IN THIS MOVESET BECAUSE SMASH DOES THAT
Totally didn't copy-paste that from hangouts
Shantae's gimmick: When attacking, she will have a randomly selected transformation applied to her that will affect her attacks. It lasts for 15 seconds, then she transforms back to her original self for 30 seconds, then another transformation is applied.



Opening animation: Appears from a genie lamp. (Because haters gonna hate m8)

Specials
_Neutral Special: _Flintlock Pistol: Takes out her pistol and shoots it. You can move while shooting, and have two shooting options. Quick fire being the first, which does 1% for each shot and no knockback. The second option is charging the shot. Similar to Zero Suit Samus's blaster, the more you charge it, the more hitstun it has. It does 6% damage and little to no knockback. The range of the blast is not very far, however.
_Side Special: _Fireball: Shoots a fireball projectile. If charged, it can shoot up to 3 fireballs. Similar to Samus's Charged Shot, but faster. Each fireball can do 4-7% damage, based on how much damage each fighter has already.
_Up Special: _Pirate Hat: Floats through the air slowly, similar to Peach's umbrella. Can be combined with the Flintlock Pistol and/or the Storm Puff, using the cloud as a platform. However, all the attacks made while using it will shoot downward. (Bang bang)
_Down Special: _Storm Puff: Creates a platform cloud that shoots lightning, like a weaker but controllable version of Pikachu's Thunder. You can move the bolt left or right. She will also hop onto the cloud, which rises for three seconds, and you can move it left or right from there. You can use it for recovery, making it useful when paired with the Pirate Hat. 13 second cool down.

Grabs
(•Uses hair as a tether.)
•Whips the grabbed fighter sideways. High knockback. 12%.
•Slams the enemy down three times with her hair, at the end pushing them into the ground (DK side special effect). Can spike near the ledge.
•Grabs with hair and flips the other fighter upwards. Medium Knockback and slight lag at the end. 9%.
•Spins around, holding the grabbed fighter, and lets them go off to the side. A bit of lag time at the end. 15%.

Transformations:
Harpy It gives all of Shantae's moves a bit higher knockback, and raises her attack damage a bit, but her attacks have a bit more lag and the Cloud Puff cool down changes to 14 seconds.
Monkey It makes Shantae move and attack faster, with less lag, but she does less damage. .7x damage.
Spider It gives Shantae's moves a bit of an electric effect and a bit of hitstun, but she can't move as fast.

Victory Screens
Regular
•Spins sword around, saying, "I'm your half-genie hero!"
•Floats down from the sky in a pirate hat.
•Bursts from the side of the screen in elephant form, cracking the screen ever so slightly and making the V in "Victory" hang down.
Special
•If on a team with Diddy Kong, shows her climbing vines in monkey form along with Diddy.
•If defeated Pit or Dark Pit, shows her flying in the sky in harpy form along with them.
•If on a team with Greninja, shows her swimming in a flooded victory screen in mermaid form along with Greninja.

~EDIT: I COULDN'T SEE +Pixelated Hero's POST, SO HERE IS HIS PART. CREDIT GOES TO +Pixelated Hero~

This is the second part of the collaboration between me and +Kris Rosier. Be sure to check her part out!
Credit to +Kris Rosier for helping with research and stuff ^-^
Moving on......
DISCLAIMER: Some of these attacks are not portrayed accurately, but we have the right to do so since Smash has done that before. I"M LOOKING AT YOU GANON.
Shantae's New Gimmick: When attacking she will have a randomly selected transformation to change some of her moves. This lasts for 15 seconds, she reverts back to her regular form, and after 30 seconds she has a new transformation

Transformations

Mermaid: Y'know how Sakurai has such a hard-on for windboxes? Well this is essentially the windbox transformation. It adds a water effect to some of her attacks, and slightly lowers the damage.

Tinkerbat: Combines the Monkey, Spider, and Elephant transformations, but when you attack with a Scimitar it instead replaces it with a cutlass which deals more damage, and has a larger sweetspot.

Elephant: It makes some of Shantae's attacks slower, and have more lag, but in return she deals more damage. 1.5X more damage

Regular Attacks

A+A+A Jab: Like Marth's Jab, but Sacrifices Power for Range.

Down Tilt: She does the jab, but from a crouching position.

Up Tilt: She holds up a lamp, it does damage on the way up, and as a secondary effect it pulls items in similar to Rosalina's down-b but to a weaker effect.

Tilt A: She attacks with her hair in front of her.

Aerial Attacks

Neutral Air: She does a somersault with her sword, deals heavy damage.

Pirate Hat Variation Of Neutral Air: She Strikes downward in a arc with her Scimitar, this can spike.

Forward Air: She shoots her flintlock pistol in the air, its like the Villager's Slingshot, but slower, and it deals more damage.

Pirate Hat Variation Of Forward Air: Its just a spammable version of Neutral B.

Back Air: Same as the forward air with a slightly different animation, just in the opposite direction

Up Air: She attacks with her Pirate Hat.

Down Air: She Stabs downward Diagonally. (Can spike at the sweet spot)

No pirate hat variation

Smash Attacks

Side Smash: She dashes in Risky's boots and attacks with her Scimitar upon Contact.

Pirate Hat Variation of Side Smash: She Descends diagonally with her pirate hat, and she still attacks diagonally.

Down Smash: Shantae crouches and spins With her hair attacking people, similar to Wario's Down Smash.

No Down Smash Variation

Up Smash: She does a backflip( This does a short-hop with a different animation) while doing 2 Kicks Upward, this is inspired by the "Boot" ability from Shantae.

Pirate Hat Variation of Up Smash: This can act like a 5th jump(Counting everything else) Slightly ascending while kicking in a upward arc.

Taunts
1. She shows off some fire magic, and Says: "Ret-2-Go"
2. She does a random belly dance with a selection of 6 possible ones (The ones used for her transformations)
3. She shows off with her Scimitar.
4. She says: "I'm your Half Genie Hero"
+MetroidFan Like our collaboration?




This is a IMPOSSIBLE moveset for the character, Goku........... From Dragon Ball Z

WARNING: I know Goku cant be in Smash 4, I just found it cool if he was. I'm aware of SSF2's Goku, but it isn't the same in my eyes.

Special Moves

Neutral Special= Kamehameha this attack is slow and deadly can be charged, and is multi-hit, think The Falcon Punch, but as a projectile, and can be more deadly, or faster depending how long you charge. You can also combine this with his Up Special.

Side Special= Ki Blast this attack can be charged, or can be spammed similar to a halfway between Fox's lasers and Falco's lasers. When fully charged its a considerably damaging attack. This can also be combined with his Up Special

Down Special=Kaioken, Super Saiyan 1, 2, and 3 these transformations are randomly selected when you hit someone with the shine, that looks like Goku charging up, this is similar to Fox's Shine with his Down B. if you use Down B during these forms you will get a unique move depending on the transformation, and some of the Regular attacks are changed, again depending on the transformation. Goku has to do consistent damage to make his transformation last longer.

Kaioken= Deals 1% damage to Goku every second, in return he receives the ability to charge a mini-spirit bomb when charged he can fire it directly downward, upward, or left or right. Some of the Specials/and or Regular attacks will be changed due to these specials( I will list the variations when talking about the moves themselves) He also does much more damage.

Super Saiyan 1= This does much more damage than when in the Kaioken transformation, as well as being much faster. Instead of the mini-spirit bomb he receives the "Saiyan Aura Blast" Goku shoots a yellow energy beam with 1 hand. Instead of taking damage Goku receives a large hangover, meaning he deals less damage, and is slower, the hangover duration is a fairly long time. This is also a much shorter duration then Kaioken

Super Saiyan 2= This essentially doubles what Super Saiyan one did.

Super Saiyan 3= This times 4 what Super Saiyan 2 did, but he receives a command grab/projectile called the "Dragon Fist" Goku shoots a Gold/Yellow dragon from his fist dealing considerable damage when hit with it.

Up Special= Instant Transmission this attack is similar to Palutena's/Zelda's Up Specials, but mentioned before can be combined with the Kaioken transformation's mini spirit bomb, Goku's Side Special, and his neutral special, and Regular Attacks.

Goku can be able to float, like peach.
Goku's New Gimmick= Transformations mid-battle
Goku's Weight= Mid-Heavy

Goku's Grabs

Back Throw/Forward Throw= Dragonthrow, Goku's most iconic throw he grabs a fighters', arms,legs, and/or antenna/tail spins them around, and throws them away the unique thing about this throw is that he can throw the enemy upward, sideways, and downward.

Up Throw= He uses the solar flare it damages/stuns the foe, but the foe cannot be grabbed again constantly.

Down Throw=Meteo Attack, Goku first kicks the enemy, attacks him upward, then finishes off with a series of low-damaging punches/kicks.

Regular Attacks

A+A+A Jab Combo = Goku attacks with a punch, teleports behind the enemy and kicks them, and teleports again behind the enemy and punches them once more.

Tilt+A= Goku kicks forward dealing considerable damage.

Up Tilt= Goku Punches Upward

Down Tilt= Goku crouches and punches

Smash Attacks

Up Smash= Blast Fist, Goku delivers a powerful uppercut, causing explosions in its path.

Side Smash= Destructo Disk, Goku charges a large energy disk and fires it in front of him

Down Smash= Spirit Shot, Goku discharges a powerful burst of energy around his body.

Please Leave Feedback below ^-^
!!!
This segment is W.I.P. when in terms of form variations,

[Sceptile Moveset Suggested by: +ShadowDragon23]

[Opening Sequence]:
Sceptile's Pokeball falls into a shrub, thus releasing Sceptile from its Pokeball, and cutting the shrub whilst being released, thus engaging the battle.

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[Taunts]:


Sceptile throws a apple directly forward, which can act as a low damaging projectile, after throwing the apple, cuts it using a leaf blade, which also does damage, and finishes it by eating the apple.

Apple2% Damage

Leaf Blade Cut: 5% Damage


Sceptile grunts, and shows off his Leaf Blades, the last part of the taunt doing minor damage, and can spike. Which would be funny to use as a Luigi + Sceptile taunting team: "The GREEN TEAM"

Leaf Blade: 2% Damage


Sceptile summons a Leaf Storm, doing a little dance atop the large winds, it does minor damage, and has a very large hitbox, but its very laggy.

Leaf Storm: 1% Damage

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[Victory Sequences]:

Sceptile throws a apple at the screen, breaking the camera, as well as slicing it in half, breaking the Victory Screen, afterwards he calmly eats a apple once more

Sceptile juggles his apples, adding more apples the more kills Sceptile had in the battle.

-If Sceptile beats Greninja, he will be holding up a sign saying: "Grass > Water", as well as smack talking a Greninja nearby

-If Sceptile beats Charizard, he will be holding up another fairly large sign, saying: "Going against the norm" which implies that Grass types don't usually beat fire types.


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[New Gimmick]: APPLES.

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[Movement Animation]:

[Walking Animation]:
He struts his stuff going fairly fast for a walker, and he looks similar to Ganon's running animation during this walk. He also has a excited look on his face whilst doing this.

[Running Animation]:
He runs like a character in the anime: Naruto, and he has a determined face while doing so, meanwhile he activates leaf blade while running having a slight overhead hitbox over his hurtbox, providing a little protection

Leaf Blade Damage: 3%

[Jumping Animation]:
When jumping forwards in his running animation, he somersaults forward, with his arms in the air, swinging them like he doesn't care

[Jumping Animation 2]:
Whilst Jumping Backwards (For both his running animation, and his walking animation), he jumps backward, that's it.

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[Grabs]:

[Up Throw]:
Sceptile throws the enemy skyward, and chops them using his Leaf Blade, ending the combo with a Leaf Storm, which does minor damage, but heavy knockback, this is a kill throw.

Killing Percentage: 110%130% for most characters.

Damage of the Blade: 6%

Damage of the Leaf Storm: 2-5% Mashing the button will do slightly more damage.

[Forward Throw]:
Sceptile throws three pester balls, found in the Pokemon Snap game, and summons many Magical Leaves, cutting the Pester Balls in half, which get launched hitting the enemy consecutively sending it upward, while affecting them with toxic gasses, this is a lingering effect. While it has a lot of hitstun allowing him for some combos.

Pester Ball Damage: 1-2% each pester ball

Magical Leaf Damage: 2-4 Damage, every five leaves, which can be mashed to send more leaves, and more overall damage

Lingering Effect: 5% Damage overtime

[Down Throw]:
Grass Knot, Sceptile creates a knot of grass, then Sceptile proceeds to jump upward, punch the enemy sending them downward, with the prepulsion of a Leaf Tornado, performed by the hand that punched the enemy, and finishes it off by triggering the knot, set off below. This leaves the enemy quite close, and does more damage to "heavy" enemies, being weaker against lighter characters. The tripping has the same effect as Diddy Kong's banana's.

The "Punch": 2% Damage

Leaf Tornado: 3% damage, for this version of it anyways

Grass Knot: 2%9% damage

[Back Throw]:
Sceptile Throws the enemy backward, and throws a worry seed, doing minor damage, this doesn't let the enemy shield for a couple of seconds, the higher the percentage the less time it takes for the effect to wear off

Worry Seed: 1% damage

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[Special Moves]:


[Up Special]:
Magical Leaf Tornado, Sceptile combines both his Leaf Tornado, and His Magical Leaf Ability, to create a reliable recovery,which he fully control, the only downside is it homes in on a target lowering his recovery. Sceptile rides the tornado with the tornado having a windbox, that shoots enemies downward, this move lasts 5 seconds.

Windbox Damage: 4%

Magical Leaf Split: 6%

[Down Special]:
Absorb + Leech Seed, This is a command grab, where Sceptile grabs the enemy, and drains their HP, whilst dealing damage, like Robin's Down B, as a command grab it has a lingering effect as well, and when Sceptile uses it as a ranged attack, Sceptile throws several seeds in different arcs somewhere on the battlefield walking over it triggers the healing effect. If you miss its very easy to punish, also having tremendous end lag, which is just enough for a Ike forward smash

Command Grab: 7% Damage, and the lingering effect lasts for 8 seconds, totalling a 15% heal

Leech Seed: 3 second lingering effect, thus doing 3% damage, and a 3% heal



[Side Special]:
Bullet Seed, Sceptile fires a constant stream of low damaging seeds, looking similar to the uncharged shots found in the Super Scope item. He can move, and fire in several directions. This has no hitstun, does little to no damage, and has tremendous ending lag.

Bullet Seed: 0.5%1.0% Damage

[Neutral Special]:
Apple Slice, Sceptile throws 3 apples in the same arc, which get sliced by a Leaf Blade, which the slice can be cancelled using a different input allowing for spacing with the apples, you can throw the apples in 8 directions, similar to Megaman's Metal Blade, but these apples are affected by Gravity, so they don't go forever. Similar to WFT's Side B: Header

You can directly change his special by pressing the second B button input which normally trigger the 2nd part of the apple slice, but holding this input triggers the traditional Leaf Blade, which can be charged for a devastating slice, which will still release the apples, he leans forward, and the blade glows more as it gets closer to a fully charged attack. It has extreme end lag. Its a potent kill move.

Apples: 1-3% depending on when the move hits

Leaf Blade: 8% Damage

Traditional Leaf Blade: 19-25% damage, depending on the level of charge


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[Jab]:
Sceptile begins the jab using Fury Cutter, with his Leaf Blades, then ending the move with a X-Scissor, performed by his Leaf Blades, this jab cycles through, like Little Mac's Jab. This has lots of range, but a fair amount of knockback each hit, like most of these jabs, each jab sends the enemy further

Fury Cutter-X-Scissor: 14-16% is the usual percent, non-DI, when the enemy breaks free of the move

[Side Tilt]:
This is a generic, downward strike involving one of Sceptile's Leaf Blades once again, in a arc like Lucina/Marth's forward smash.

Leaf Blade: 9% Damage

[Down Tilt]:
Slam, Sceptile slams his tail down at the enemy, this can also spike at the tip of his tail, which deals considerable damage, for a tilt.

Slam: 11%

[Up Tilt]: Sceptile swings his Leaf Blade in a upwards arc, which can be used as a reliable anti-air, as it has tons of priority, and a fair amount of range, but little damage.

Leaf Blade: 6%

[Final Smash]:
Mega Evolution: Its a extremely large buff similar to Lucario's final smash

Potential Moveset for the character Issac From the game, Golden Sun.

New Gimmick: Issac has these cute little things called Djinn which could be randomly selected and add different effects to each of Issac's attacks.

Venus: Earth Djinn
Mars: Fire Djinn
Jupiter: Wind Djinn
Mercury: Water Djinn

Specials

Up+B: Retreat this move is similar to Palutena's/Zelda's Recovery move, as Issac will disappear in a plume of rainbow bubbles, but unlike Palutena's/Zelda's Up+B Issac's Retreat is of a greater effect due to that it does absolutely no damage

Side+B: Punji Strike this attack imprisons enemies caught in the bamboo shot out in front of Issac, Similar to DK's Side B, but unlike it you can charge it so that the duration of the bamboo imprisonment is longer or shorter depending on how long you hold it. It also damages the enemy while trapped.

Down+B: Stone Spire this attack (This is nothing like the move from the original game) is almost some would consider borderline OP, because it greats a giant pillar of stone underneath Issac even off-stage, but the large downside to this move is that he has to maintain the move, so he has to sacrifice his recovery, or else the spire breaks. The pillar is broken up into segments more or less depending on how high he is when creating the pillar. Each segments breaking point is 10%, and the entire pillar's breaking point is 35% This move can be the end for Issac or an easy victory.

^ Provide feedback for this paticular special so I can make it balanced

Neutral+B: Move back from brawl this move creates a giant energy hand to push enemies away you can use Up, Left or Right(Depends), and Down this move does no damage but sends the enemy in the directions mentioned before

Move + Up= This could either be used as a command grab or the thing mentioned before. The Psynergy Hand does a catching motion when used.

Move + Left/Right= It just moves the hand much faster, and with more force

Move + Down= This puts the hand in a fist motion striking downward, This can spike.

Tilts and regular attacks

A+A+A combo: Usually a generic sword combo sometimes mixed with a Punch/Kick similar to FE(Fire Emblem) Characters, this can altered with his gimmick: Djinn

Dash Attack: Swipes with a piece of bamboo while running
Tilt-A: Energy Fist/Kick

The Energy Fist is similar to Ganondorf's Standard A in brawl, although the motion and effect of the fist can be changed with the Djinn mentioned earlier
The energy fist is only usable in the direction you are facing.

The Energy Kick is where Issac Kicks backward with energy trails following, again changeable with the Djinn Gimmick.
The Kick can only be used with the opposite direction you are facing

Confusing explanation I'll just explain with this example:
A + Direction You are facing = Energy Fist
A + Direction opposite to where you are facing = Energy Kick

Up+A= Issac strikes with a Energy infused bamboo stick upward the infused energy sends a little ball of energy upward.

Down+A Issac slams his sword down at the ground this causes a energy shockwave behind and in-front of Issac.

Aerials

Down Air= Issac summons a small shower of boulders (They Spike)

Up Air= Issac strikes in a upward arc using his sword.

Almost all of the attacks mentioned in the Regular Attacks can be altered with the Djinn Exlcluding the Energy Kick/Punch

Back Air= Issac strikes backward using a bamboo stick

Forward Air= Issac fires 3 energy balls forward

Neutral Air= Issac somersaults dual-wielding the Bamboo stick and the Sword.

Smash Attacks

Forward Smash= Similar to Roy's Up+B but to the sides, and a much bigger explosion radius, Rocks also fly out during the explosion dealing additional damage

Down Smash= A much more powerful version of Down Tilt although he also rises up in the air to prepare the attack (Squall Inspired)

Up Smash= (Since I don't have an idea for this one I'll just copy paste it)Isaac’s sword glows purple while charging. When done charging Isaac shoots out a purple blade from his sword that shoots upward. While Isaac’s up-smash has the highest reach in the game, it only does 20% damage when fully charged.

Grab Type = Tether due to his growth ability.

Do you like this potential moveset would you like to change it? Please leave your thoughts below.

 
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