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My works: Smash Things!

Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Basically, I'll be using this thread to put things I've written before...little character profiles, basically, for characters I can see working in Smash Bros. I'm just doing it for fun(though, enthusiast that I am, I certainly wouldn't mind if someone did something with my works!), and if feedback, art or whatever else is what you bring, please, feel free to share!

First one will go up soon.
 

Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
First off is Alloy, a little project I devised around things left on the cutting-room floor during Smash transitions.


ALLOY MATERIALIZES!
SERIES: Smash Bros.

ORIGIN: Alloy’s appearance is derived from previous Fighting Minion Teams. Specifically, the Fighting Alloy Team, as the name indicates, and the Fighting Polygon Team. As such, it’d make sense for it(going with no defined gender, as you’ll see under Appearance) to use various moves that other fighters USED to have, but no longer do, in addition to some moves of its own. That said, the moves here are but suggestions. Now then, without further ado:

OVERVIEW: Alloy is a peculiar fighter. It has a heavy weight despite being about the same size as Mario, it has average move speed and average attack range and some unusual B-moves. However, it has a surprisingly fast dash for something of its weight, and has three jumps, the first mimicking Mario’s classical jump and the second having a pose evocative of Mario’s second jump in Super Mario 64…and the third is a tiny little Kirby-like hop, with a flipping motion like Mario’s third jump in Super Mario 64, albeit just ONE flip. When under the effects of a Smash Ball, its eye glows up yellow, and the Smash Ball-esque core in its abdomen glows up proudly in vibrant Smash Ball colors with black lines.

APPEARANCE AND COSTUMES: In general, Alloy’s body-type is very similar to Alloy Yellow’s, but its proportions are different. Its head is certainly large, with its face being an empty hollow wherein a white orb resides. This orb shifts about as Alloy looks around, and can express like an eye can, with a black ‘eyelid’ covering it in some expressions.

Its upper body is styled after that of Alloy Red, with a big, sweeping chestplate with glowing lines along it, both Alloy Red’s V-shaped ones and Alloy Yellow’s along-the-rim ones, with slender-ish upper arms and thicker forearms, styled like bracers. They terminate in four ‘prongs’, which hold the glowing orbs that are Alloy’s hands. At its waist is a white wire-frame sphere, with a circular core inside that highly resembles Master Core’s orb mode, complete with ‘inverted’ colors and faded lines.

Its LOWER body, however, is closer to Alloy Blue’s, complete with her glowing lines. Alloy has a wide-ish lower body and relatively thick thighs, to emphasize the whole ‘a little of both’ look, and bulky, long boots like Alloy Yellow, but with knee-plates like Alloy Red’s. It has the glowing orbs at the heels, as with its arms, and its feet have toes that curl up, like Alloy Red’s do. Sheathed at its hip is a Brawl-style beam sword, which produces a Smash 64-style ‘fat blade’ Beam Sword blade. This sword is used in some moves, and the orb at the pommel of the blade is colored along with the main costume color.

COSTUMES
PRIMARY COLOR: Fighting Polygon Team pink, with pointed ear-antennae like Ness Analogue, from the Fighting Polygon Team.
COLOR 2: Red, with the smooth helmet that Alloy Red has.
COLOR 3: Blue, with the floaty, two-piece ponytail Alloy Blue has.
COLOR 4: Yellow, with the side-horns Alloy Yellow has.
COLOR 5: Green, with a helmet styled after Alloy Green’s main body, and Alloy Green’s arms acting like antennae.
COLOR 6: Orange, with a head shaped like Kirby Analogue, from the Fighting Polygon Team.
COLOR 7: Chrome silver, like Metal Mario’s color, with a head shaped like Jigglypuff Analogue, from the Fighting Polygon Team.
COLOR 8: A very dark, Subspace-esque purple color, with a wire frame colored like Tabuu’s body. The core in its abdomen bears the Subspace Army symbol instead of a Smash Ball-esque symbol, and it has a tall, cannonlike crest on its head, like Duon, and a mouthguard like Galleom does. The blade of its sword, when it comes out, is patterned like one of Tabuu’s wings, and the handle resembles one of Tabuu’s Golden Chains.


MOVES

NORMAL ATTACKS
Neutral Attack: Basically like Bowser’s old claw-swipes, Alloy performs two sweeping hook punches. It ends this chain of attacks with a powerful shoulder check, like Wario’s old F-smash.
F-Tilt: A powerful, forward elbow strike, like Ganondorf’s old F-smash.
U-Tilt: Alloy lets its arms hang limp as it crouches down briefly, and then stretches up, arms included, as if cheering.
D-Tilt: One of Alloy’s few non-Special sword attacks, this one takes the form of a simple downward swing, akin to Link’s Smash 64-era F-smash.
Dash And Dash Attack: Alloy has Bowser’s old dashing motion, sliding along the ground on its feet. Fairly zippy. Its Dash attack, meanwhile, is a momentum-enhanced spinning high kick, like Captain Falcon’s Smash 64-era forward Smash, complete with the sound effect and the slight glow around the foot.

AIR ATTACKS
N-Air: Alloy spins about, attacking enemies with its head, akin to Pikachu’s old N-air.
F-Air: A spinning dropkick, like Mario’s Smash 64-era F-air.
B-Air: A backward, straight dropkick.
U-Air: A flipping heel-kick that flips clockwise, smashing into a foe with bent legs.
D-Air: A downward spinning dropkick, like Mario’s old D-air before it became the Cyclone. Is a Meteor Smash.

GRAB ATTACKS
Grab Motion: Alloy flicks its arm out like a fluidly-moving tentacle, and, if it misses, retracts it again.
Pummel: Alloy fires a small beam from its eye, striking an enemy it has grabbed.
F-Throw: Alloy rears its arm back like a tentacle, still holding the opponent, and wildly flings said opponent forward and away.
B-Throw: Alloy flops onto its back, stringing its legs up like a slingshot with the enemy as ammo, and fires them off.
U-Throw: Alloy coils its arm around the opponent, like a spring, and launches them upward with great force, complete with SMW-era spring sound effect. Alloy’s farthest-launching grab attack.
D-Throw: Alloy slams a foe onto the ground, then leaps up a little and stomps them harshly, Mario-style.

SMASH ATTACKS: For all Smash attacks, Alloy uses the Brawl-style ‘gun cocked’ sound effect when winding up.
Forward Smash: Alloy rears a fist back and charges up power into its hand, and then throws a massive punch, the orb on its arm growing massive briefly. Basically, Mario’s Smash 64-era forward smash.
Up Smash: Alloy stands tall and rears a foot back, charging up power into the orb on its heel, and throws a huge kick all the way up from ground level. Pretty much Ganondorf’s old Up-smash.
Down Smash: Alloy takes a wide stance, winding up a huge punch with circular, jittery motions, and then lands said punch upon the ground, causing small versions of the Smash 64 Falcon Punch effect to move to either side. Basically recycling the Smash 64 Falcon Punch motion, different as it is from the one in all other games.

B-MOVES
Neutral B: Energy Blast - Alloy holds out its sword, but doesn’t reveal the blade. Instead, it charge energy into a spherical shape, like a Smash 64-era Samus charge shot, from where the blade is emitted, sound effect included. When done, the animation stops, and another button press sees Alloy swinging the sword downward, like a heavy chop with one hand, launching the huge energy ball.
Side B: Energy Wheel - Alloy unsheathes its blade, letting the blade come erect, and lunches forward, the blade spinning up into a blurred wheel. Basically Pit’s Brawl-era Side-B.
Down B: Energy Header - Alloy rears back, holding its sword out, blade extended, to try and intercept an attack. If this works, it counterattacks with an enormous head-butt. Basically a counterattack based on Bowser’s Melee-era and Brawl-era forward smash.
Up B: Energy Grapple - A peculiar move. Alloy unsheathes its blade, and then throws it out…but with its arm still attached, extending the arm like a tentacle or a chain. From there, what this move does is different. On the ground, if Alloy misses, it just draws the blade back in, b ut if it hits someone, it pulls said someone back with the blade, and punts them off with a pushing kick, like Ganondorf’s forward tilt. In the air, it draws itself TOWARD the blade instead, acting like something of a recovery. If the blade hits a wall, it, and Alloy’s arm, act like a tether. If it hits an enemy, Alloy pulls itself toward the blade, and performs a huge, Meteor Smash-attributed head-butt. If this head-butt hits something, it can use this move a second time.

FINAL SMASH: ENERGY RELEASE
Alloy stands tall and holds its arms out in front of it, bent upward at the elbow. Then, its armor snaps off, producing a sound not too unlike breaking glass, revealing more wire-framed body parts underneath the armor. The face stays the same, however. The armor pieces float outward in something of a radius, and then Alloy flings its limbs out, radiating a damaging aura that resembles the Smash 64 PSI Magnet visual effect, to draw the pieces back onto its body, where they snap back together with a nice, satisfying ‘clunk’ noise. Basically Zero Suit Samus’ Brawl-era Final Smash reworked.


POSES
INTRO POSE: A Brawl-era Trophy Stand is thrown onto the field, from which Alloy manifests, as if it were a Melee fighter. It then takes its proper fighting pose.

TAUNTS
TAUNT 1: Alloy stands tall and holds its arms out in front of it, bent upward at the elbow. Its armor disengages slightly, letting it vent Smash Ball-colored steam, and then snaps back shut. Both the opening and closing of the armor make a slight ‘clunk’ noise.
TAUNT 2: Alloy plucks the sword off of its hip, extends the blade and inspects it, and then puts it back.
TAUNT 3: Alloy performs the Negative Zone Dance.

VICTORY POSES
POSE 1: Alloy waves to the audience…but is facing the wrong way, ala one of Luigi’s Smash 64 victory poses. It then realizes this, turning to face the right way, and takes a dramatic bow.
POSE 2: Alloy just lays there in a heap, but then springs back up with vigor and takes a triumphant pose, as if he were in Smash 64’s intro.
POSE 3: Alloy holds out a Smash Ball with one sphere hand…and then crushes it, becoming energized with its energy. It then holds out its arms and stands proudly, in the classic ‘Who’s next?’ kind of way.


STAGE: META-CRYSTAL CAVERN
A fairly simple stage, which takes cues from Smash Bros. 64’s Metal Cavern. A single big platform and a smaller platform atop it, adorned with chrome crystals, with the back wall being rocky and also adorned with crystal outcroppings. However, the ceiling and part of the back wall are gone, revealing a starry background like Smash 64’s Final Destination, with that very fated platform off in the distance. No stage gimmick ideas yet…perhaps random additional platform placement, with the platforms looking like crystal formations, or like the ones from Smash Bros 64’s Battlefield?
 
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Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Next up is Tingle, of all people, though I can’t take credit for the idea. Chiefly because I was inspired by THIS image: https://www.deviantart.com/professorfandango/art/SMASH-Tingle-270557233 as drawn by Professor Fandango, and the ensuing discussion I had with him in the comments. He had a lot of good ideas, even if, on thinking more, I’ve diverged a bit from his vision.


TINGLE DROPS IN!
SERIES: The Legend of Zelda.

ORIGIN: While Tingle’s made a number of appearances in a number of Zelda games, for the most part, he’ll derive from the two games where he’s the central character, those being Tingle’s Rosy Rupeeland and Tingle’s Balloon Trip of Love. Chiefly because…let’s face it, Hyrule Warriors aside(and he does keep some of his moves from there!), he’s not much of a fighter, so he works with a trio of friends instead, Pokemon Trainer-style. Now then:

OVERVIEW: Tingle is akin to Pokemon Trainer that he himself does very little, though he pitches in when it comes to B-attacks and during the team’s D-air. Instead, most of his stats are determined by which of his three allies is out…he rides on their back, and they do most of the fighting. In order, they are:
-Kakashi, a small, cheery, dim-witted scarecrow. Kakashi’s the lightest of the trio, with very fast attacks, fast movement and a decently fast initial dash, and a pair of good jumps with amazing, Wario-esque air control. However, he’s also the weakest of the trio on the offense, the easiest to launch, and, given that he’s kind of stubby, doesn’t have the best range to his name. He also makes Peewee Piranha-esque squeaky noises when he lands from a jump or falls to the ground.
-Buriki, a graceful, keen-witted but heartless robot lady. She’s a medium-weighted fighter, but on the slightly heavier side…she IS made of metal and whatnot. Mostly average move speed, but she has a nice, fast extended dash courtesy of her long, strong legs, and high jumps, but she falls fast and doesn’t have much in the way of air control. She’s also somewhat tough to launch, and her attacks have excellent range, given that she attacks with those same long, shapely legs. Tingle’s Bomb-using attacks also do more damage when she’s out, as, with her keen intellect, she helps Tingle get his bombs exactly where they need to be to do the most damage.
-Lion, a huge, mighty, yet timid lion person. He’s the heavyweight on Tingle’s team, and kind of Bowser-like in style: a huge, hulking mass of feline muscle who uses a variety of mighty attacks laden with super-armor. He’s difficult to launch, and he packs some VERY impressive power, but he’s not that fast. His attacks are slow, his movement is slow, his dash is slow, and he’s not that great at jumping, either.

APPEARANCE AND COSTUMES: The picture linked is a pretty good indicator, I’d say! No description here this time, folks. :p

COSTUMES
PRIMARY COLOR: Their default colors. Tingle is green and red, Kakashi wears grey and tan, Buriki has a nice shade of steel and Lion’s armor is blue.
COLOR 2: An Ankle-inspired color combo. Tingle is pastel pink and hot pink, Kakashi’s tan shade becomes red, Lion’s armor becomes red and Buriki gains a red finish.
COLOR 3:A Knuckle-inspired color combo. Tingle is pastel light blue and dark blue, Kakashi’s tan shade becomes dark blue, Lion’s armor becomes dark blue, and Buriki gains a blue finish. Her eyes and head-orb also become blue.
COLOR 4: A David Jr. inspired color combo. Tingle is white and yellow, Kakashi’s tan shade becomes white, Lion’s armor becomes white and Buriki gains a silver finish. Her eyes and head-orb also become white.
COLOR 5: The pink suit that Pinkle’s power gives. Tingle is hot-pink and red, Kakashi’s tan shade becomes pink, Lion’s armor becomes pink and Buriki gains a pink finish. Her eyes and head-orb also become hot pink.
COLOR 6: A Ravio-inspired color scheme. Tingle is deep purple and blue, Kakashi’s tan shade becomes deep purple, Lion’s armor becomes deep purple and Buriki gains a deep purple finish. Her eyes and head-orb also become deep purple.
COLOR 7: A greener color. Tingle’s usual green lightens to a more pastel green color, whereas his red part becomes his usual shade of green. Kakashi’s tan shade becomes green, Lion’s armor becomes green and Buriki gains a green finish. Her eyes and head-orb also become green.
COLOR 8: A yellow-and-gold color. Tingle is yellow and white, Kakashi’s tan shade becomes yellow(a brighter hue then his straw), Lion’s armor becomes yellow, with the golden pieces becoming silver, and Buriki gains a golden finish. Her eyes and head-orb also become yellow.


MOVES
NORMAL ATTACKS
Neutral Attack: Kakashi swings his arms twice, and then launches into a flurry attack that’s just him flailing his limbs, with the finisher being him flopping onto his face with a squeak. Buriki kicks out twice, low and mid-height, and then launches into a series of Chun Li-esque rapid kicks, and finishes with a forceful mid-height kick. Lion throws a jab and a hook punch, followed by a straight punch.
F-Tilt: Kakashi lashes out with his head in a horizontal arc, Buriki throws a spinning mid-kick, and Lion performs a powerful finger flick.
U-Tilt: Kakashi hops up and raises his arms in a cheering motion, Buriki throws a Peach-like all-the-way-up kick, and Lion throws a nice, compact uppercut.
D-Tilt: Kakashi pokes with a stick, Buriki throws a punch and Lion swipes down with one of his hands.
Dash And Dash Attack: Kakashi has a swift, slightly stubbly run, and his dash attack is him tripping forward, slamming his head into an enemy and then falling onto his face. Buriki has a more graceful run, and her dash attack is a series of pirouettes that ends with a swinging kick. Lion has a slower jog, and his dash attack is a powerful shoulder check.

AIR ATTACKS
N-Air: Kakashi spins about with straw pom-poms, Buruki performs a heelkick and Lion puffs out his muscles.
F-Air: Kakashi lashes out with his head, Buriki performs the stereotypical flying kick, and Lion performs a huge claw-swipe.
B-Air: Kakashi reaches behind him and attacks with a stick, Buriki performs an inverted, Guile-style somersault kick, and Lion attacks behind him with his elbow.
U-Air: Kakashi reaches upward, as if cheering, Buriki performs a Samus-esque upside-down spin kick, and Lion simply punches upward.
D-Air: Tingle throws a bomb downward. He has a variety of bombs he can throw(pitch-black Niced Bombs, rabbit-eared Rented Bombs, Twilight Princess-style wrapped bombs, Skyward Sword-style flower bombs, pinkish-red Super Bombs and the enormous Powder Keg), each of which behaves differently upon exploding, has its own sound-effect and graphical style, and does a differing amount of damage.

GRAB ATTACKS
Grab Motion: Each partner reaches out to grab an enemy. Kakashi has the lowest grab range, Lion the highest.
Pummel: Tingle fires pebbles from his slingshot to damage a grabbed opponent.
F-Throw: The enemy is thrown forward…Kakashi does it with a big push, Buriki with a high kick and Lion with a finger flick…after which Tingle uses his slingshot to fire a bomb at the target. Any of the bombs from his D-air can be used, except the Super Bomb and the Powder Keg.
B-Throw: Kakashi teams up with Tingle to fling an enemy backward, Buriki gives the enemy a slight nudge back before kicking them in the back of the head, and Lion simply throws the enemy behind him.
U-Throw: Kakashi teams up with Tingle to hit an opponent into the air, Buriki sends the opponent flying with a really high kick, and Lion grans the opponent with both hands and flings them upward.
D-Throw: Tingle tackles the opponent’s legs to ground them, after which his friend attacks: Kakashi boldly leaps onto the enemy with a flying slam, Buriki stomps on the enemy and Lion throws a huge punch.

SMASH ATTACKS:
Forward Smash: Kakashi revs up a big charge, but trips, attacking an enemy with his head, and then lands flat on his face with a squeak. Buriki launches a powerful high kick not unlike Captain Falcon’s Smash 64 F-smash, and Lion throws an absolutely merciless corkscrewed straight punch.
Up Smash: Kakashi extends a stick from his hand and swipes it upward, Buriki performs a flipping kick that puts her in a hand-stand position and then throws another vertical kick at the enemy she rendered airborne this way, and Lion performs a gigantic uppercut with a lot of sideways lean leading up to it.
Down Smash: Kakashi performs an awesome breakdancing move, Buriki performs a pirouette with her leg stretched to turn it into a rapidly-spinning low kick, and Lion throws a massive punch at the ground, the shockwave from said punch doing the damage.

B-MOVES
Neutral B: Scuffle – Taken from Rosy Rupeeland, Tingle and his friend pounce onto an enemy and kick up a dust cloud of violence, ala the Prince of Sable. The friend Tingle has out determines the damage done, and also the final trajectory of the enemy: Kakashi has the weakest damage, and has a low arc, bouncing enemies off the floor; Buriki is medium-powered and has a high arc, and Lion is the strongest, and sends the enemy fling almost straight ahead.
Side B: Slingshot – Tingle takes aim with his slingshot, one of Balloon Trip of Love’s most crucial items, and fires a projectile from it. His projectiles tend to be bombs, and they can be any of the types associated with Tingle’s D-air except the Powder Keg, which is too large and heavy.
Down B: Friend Switch – Tingle slams his rupee-filled purse onto the ground, kicking up a cloud of dust and Rupees. When the dust settles, his friend will have switched out. The order goes: Kakashi, Buriki, Lion, Kakashi.
Up B: Tingle Balloon – Tingle’s most recognizable feature is his balloon pack, and it works as his recovery. Tingle grabs his friend, inflates his balloon and floats in a controlled fashion. The weight of his friend affects how the balloon handles: Kakashi enables the best results, Buriki falls faster, and Lion is almost entirely horizontal recovery. Over time, the balloon will first spring a slight leak, and then pop…and though the bursting balloon causes damage to enemy fighters, it sends Tingle and his friend into freefall. If Tingle lands on the ground safely, the balloon deflates and stores back into the pack.

FINAL SMASH: KOOLOO-LIMPAH!
Tingle slams a big coin bag onto the ground, summoning all three of his allies to charge forward. If they hit someone…or a few someones!..they gang up on that enemy in a supersized Scuffle. Tingle, meanwhile, performs his special dance, and transforms into an idealized version of himself that combines the best traits of his friends…Kakashi’s handsome smile, Buriki’s tall stature and Lion’s mighty physique…and then inflates his balloon pack. Once he’s in the air, he throws a whole clowder of random bombs onto the enemy while his friends disperse, and finishes up by firing a large, gold Rupee from his slingshot, which explodes in a dazzling display of radiant light with it hits. Then, Tingle’s magic wears off and his balloon pops, causing him to fall back to the ground, where his three friends catch him. Two of them then vanish, leaving Tingle with the last one as normal.


POSES
INTRO POSE: Tingle floats down on his balloon, and then slams his purse into the ground, summoning one of his friends, who performs a different pose as Tingle gets on their back before taking their stance: Kakashi poses proudly, in a ‘Here I am!’ sort of way, Buriki stands tall with her eyes closed, and Lion looks around timidly, but then steels himself.

TAUNTS: Tingle’s taunts do different things depending on which friend he has out.
TAUNT 1: Kakashi tries to suppress a laughing fit, but then laughs merrily, Buriki crosses her arms and scoffs, and Lion lets out a big sigh.
TAUNT 2: Kakashi grins and pokes his head twice, Buriki’s chestplate comes undone briefly, exposing a heart-shaped golden object, after which she closes her chestplate back up with a surprised, slightly embarrassed look, and Lion briefly leans forward some, his face shadowed over and a large, predatory grin on his face, before being startled by something.
TAUNT 3: Kakashi dances about merrily, Buriki takes out her book and reads a little, and Lion looks at the sky and smiles serenely.

VICTORY POSES
POSE 1: Tingle and Kakashi exchange a series of high-fives, ending with a fist-bump, both shorties having proud, confident looks on their faces. Then, suddenly, Buriki takes a seat on Tingle’s head and proceeds to just sit there, reading from a book as Kakashi laughs at him. Lion pokes his head into view a bit after, wondering what’s going on.
POSE 2: Tingle and his friends move back into view, exchange eager glances, and then strike poses. Tingle has his Kooloo-Limpah! Pose, Kakashi has a Saturday Night Fever-esque pose with his non-pointing hand placed onto his hip, Lion has a strongman-esque pose with plenty of muscle-flex, and Buriki has a graceful, ballerina-esque pose.
POSE 3: Tingle and his friends flop a huge bag of Rupees onto the ground, and then relax near it. The best way I can describe their relative positions is by using an X-shape, with the camera near the bottom two spokes: Tingle’s on the lower-left spoke, seated against the bag and breathing heavily. Kakashi is on the lower-right spoke, also seated, but smiling contently. Buriki is seated next to Kakashi and reads a book, though she gives Kakashi a slight smile when the straw-man leans into her, and Lion is on the top-left spoke, draped over the bag of rupees, but smiling.
 
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Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Next up is a Metroid thing…say hello to Phantoon!


PHANTOON MANIFESTS!
SERIES: Metroid

ORIGIN: Phantoon, so far, has appeared twice. First in Super Metroid, where he was twice Samus’ size courtesy of his big head, and once as Other M’s bonus boss, where he was quite a bit more massive. This portrayal here draws more from his Super Metroid style, but will also take cues from his Other M appearance to spruce his look up some. Visually, consider him based on the sketches to the right of THIS image: https://vignette.wikia.nocookie.net...onghost.jpg/revision/latest?cb=20100909073105 which is basically a less stubby and better-proportioned version of his original form anyway.

OVERVIEW: Phantoon is kind of an anomaly. Yes, he’s a big fighter, but he’s not ALL size. He’s got some swift moves in his dash, and he has high, floaty jumps, befitting a ghost. Some of his moves are also super-armored, but despite his size, he’s only averagely-difficult to launch. His B-moves are also mostly utility, to set up for some surprisingly powerful Smash attacks and aerials, some aided by his Rage Hand helpers. A lot of his attacks also involve his blue, eye-like ghostly fire projectiles, but in more of a close-combat context. I’m also making his ‘mouth’ more expressive, for flavor.

APPEARANCE AND COSTUMES:
If you’ve ever played Super Metroid and made it to the Wrecked Ship, odds are good you know what Phantoon looks like.
Phantoon is a roughly squid-like alien creature of indeterminate species. He has a big, bulbous head, kind of shaped like a sack, marked with dark markings, with a thick, protective ridge along the bottom and reaching up along the center. At the front is a big mouth, with thick, protective ridge ‘lips’ and pointy teeth, but it’s really more of a heavily-armored eyelid to protect Phantoon’s singular eye. This eye can look around, emote with a small eyelid and even extend on an eye-stalk, which is mainly seen in its idle animation or when it’s leaning in any given direction.
Looking lower, there’s a semi-spherical protrusion laden with spikes roughly below Phantoon’s head-sac, and a pair of large, ball-jointed spikes at his sides, roughly on the same level as the spike ball on his back. Below those is his main body, a long, segmented tube of plates that almost looks like a dress, complete with narrow ‘waist’ and a wide ‘chest’. There’s teeth at the bottom of this ‘dress’, and looking under it reveals it to be hollow and fleshy…basically just another mouth. Finally, Phantoon has a pair of long, tentacle ‘arms’, positioned roughly where normal arms would be, with banded that reach down quite far indeed.

COSTUMES: Of note, Phantoon’s Rage Hands share his coloration and eye style.
PRIMARY COLOR: Default Phantoon colors. Green with dark green markings on the head-sack and tentacles. Eye is humanlike, but with a black iris and a black dot pupil.
COLOR 2: Damaged Phantoon colors. Reddish orange with dark red markings on the head-sack and tentacles. Eye is humanlike and bloodshot, with a black iris and a black dot pupil.
COLOR 3: Tourian statue colors. Yellow with golden markings on the head-sack and tentacles. Eye is humanlike, and has a glowing, deep blue blue iris and pupil.
COLOR 4: Concept art colors. Teal with dark blue markings on the head-sack and tentacles. Eye is humanlike, and has a sky-blue iris and pupil.
COLOR 5: Zazabi-inspired palette. Very pale blue, close to the hue Zazabi’s clear shell pieces have, with the markings being in purple, like Zazabi’s head-tentacles and inner flesh. The eye has a blue sclera, a black iris and a red, oval-shaped pupil, also like Zazabi’s.
COLOR 6: Nightmare-inspired palette. Black with green markings on the head-sack and tentacles. Eye has a yellow sclera, no iris and a black dot pupil, like Nightmare’s own eyes.
COLOR 7: Classical ghost colors. Off-white with white markings on the head-sack and tentacles. Eye has a white sclera, a deep red iris and a black, X-shaped pupil.
COLOR 8: Other M skin. Phantoon becomes mostly flesh-colored, with darker markings on its tentacles and such, and gains a turquoise, almost glassy-looking pattern on his head-sac, almost as if the flesh is tensed over it. Eye has a yellow-and-orange, Sauron-esque sclera, no iris and a black, vertical slit pupil.

MOVES

NORMAL ATTACKS
Neutral Attack: Fairly basic attacks. A left tentacle-slap followed by a right tentacle-slap, leading into a flurry of tentacle swings that are aided by his ghost-fires. The last hit has Phantoon converge the ghost-fires onto the enemy.
F-Tilt: A forward, horizontal tentacle swipe, followed by a wave of small ghost-fires.
U-Tilt: Phantoon leans back a little and brings up his tentacles, causing an explosion of ghost-fires directly above himself.
D-Tilt: Phantoon summons one of his Rage Hands to attack. It lays flat on the floor and slides forward to hit an enemy.
Dash And Dash Attack: Phantoon has a floaty, hovering dash, like Mewtwo does, that covers a lot of ground. Phantoon is worse at turning, though. Its dash attack simply has him slam the brakes, emitting a burst of blue ghost fires in front of himself.

AIR ATTACKS
N-Air: Phantoon unleashes a burst of blue ghost fires around itself.
F-Air: Phantoon throws a right-handed tentacle punch, causing a Rage Hand to appear in a flurry of dark blue fire to deliver the actual punch.
B-Air: Phantoon extends its armored skirt behind itself and takes a bite out of an enemy.
U-Air: Phantoon leans back and fires a burst of ghost-fires upward, then readjusts itself.
D-Air: Phantoon retracts its armored ‘skirt’ and throws a left-hended downward punch, summoning a Rage Hand in a flurry of dark blue fire to deliver the actual punch. Is a Meteor Smash.

GRAB ATTACKS
Grab Motion: Phantoon lashes out with a tentacle, summoning a Rage Hand in a flurry of dark blue fire to perform the actual grab.
Pummel: Phantoon slaps the grabbed enemy with his tentacle arms.
F-Throw: Phantoon’s first Rage Hand holds the grabbed enemy by the head, and his other Rage Hand, summoned in a flurry of dark-blue fire, sends the enemy flying with a powerful finger flick.
B-Throw: Phantoon’s Rage Hand throws the enemy behind Phantoon.
U-Throw: Phantoon’s Rage Hand throws the enemy down harshly, causing the enemy to bounce off the floor and fly upward.
D-Throw: Phantoon’s Rage Hand flops the enemy down, after which Phantoon drops a big cluster of ghost-fires onto the enemy.

SMASH ATTACKS:
Forward Smash: Phantoon rears back his right tentacle as if punching someone, producing a cloud of dark-blue fire next to himself, and then makes a straight-punch motion, summoning a Rage Hand from the fiery cloud to deliver the actual punch, similar to Bayonetta’s F-smash.
Up Smash: Phantoon lowers his tentacles and casts a dark blue cloud of fire on the ground in front of it, and then raises his tentacles, calling forth a Rage Hand to punch upward.
Down Smash: Phantoon retracts his armored ‘skirt’, manifesting two clouds of dark-blue fire on either side of it, and then extends the ‘skirt’, slamming it onto the ground, producing a small shockwave that flinches enemies but doesn’t knock them back, after which both Rage Hands descend from the fiery clouds, punching down at the ground, and, likely, at the flinched enemies.

B-MOVES
Neutral B: Soulfire Shield – Phantoon manifests a shield of dark blue fire around himself, which redirects projectiles fired at him, and the shield has orbiting ghost-fires that circle it and do damage. Kind of Nayru’s Love-style.
Side B: Haunt – Phantoon fires a small ghost-fire from his eye, dizzying a close-by enemy who looks at it, kind of like Mewtwo’s Disable.
Down B: Un-Liver Blow – Phantoon poses proudly, and becomes translucent. If an enemy attacks him in that state, he’ll rear back his left tentacle and manifest a cloud of blue fire, as if using a Smash attack, and summons one of his Rage Hands to sock it to the offending enemy with a massive hook punch that crumples them, mimicking the hook-punch motion Phantoon makes.
Up B: Ghostly Warp – Phantoon vanishes in a puff of ghost-fires, and then reappears elsewhere in another puff of ghost-fires. Functions similarly to Farore’s Wind, with both bursts of ghost-fire doing damage.

FINAL SMASH: ELDRITCH PHENOMENON
Phantoon manifests a dark blue vortex of fire around itself, which erupts into a pillar of screaming faces that resemble Coverns. Anyone who’s caught up in this is drawn into a void of ghostly matter, and are soon graced by Phantoon’s presence, in Other M scale. It channels energy through its eye, causing images to flash before the affected fighters, interspersed by static. It ends on a burst of static, after which there’s an effect not too unlike a TV turning off. Back on stage, Phantoon lets out a sinister, deep-voiced chuckle, its maw smiling, as the opponents either fly off or, if they were at a sufficient damage threshold, just disappear entirely.

POSES
INTRO POSE: A dark blue fiery portal appears on the floor, from which Phantoon rises, maw closed and tentacles crossed. It then opens its maw, his eye flashing briefly, and uncrosses his tentacles.

TAUNTS
TAUNT 1: Phantoon’s maw smiles, a confident look in his eye, and he makes a ‘come on’ motion with one of its tentacles as his eye flashes briefly, letting out a confident, low-pitched rumbling noise.
TAUNT 2: Phantoon crosses his tentacles and closes his maw, scoffs audibly, and then opens its maw and uncrosses its tentacles.
TAUNT 3: Phantoon summons a Rage Hand behind himself, and then reclines upon it as if it were a throne briefly, a smile on its maw, eyestalk extended and an unimpressed look in his eye.

VICTORY POSES
POSE 1: Phantoon conducts a flurry of ghost-fires around and above himself, ends things off with a double-tentacled flourish, and then just floats there, occasionally looking around with his eyestalk extended.
POSE 2: Phantoon summons both of his Rage Hands, and holds out both of his tentacles, a mocking look in its eye and a smile on his maw, the rage hands following the motions of those tentacles and held open. It also lets out a low-pitched, ghostly chuckle. The gesture overall is very ‘Surely that’s not the BEST you’ve got~?’ in style.
POSE 3: Phantoon, looking decidedly bored, lets out a deep, ghostly yawn as he stretches out his tentacles and eye-stalk, and then simply flops down onto the floor, manifesting a portal of blue fire below it, which it sinks into, dissapearing.
 
Last edited:

Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
And on the subject of ghosts...


MISMAGIUS & MISDREAVUS TOIL AND TROUBLE!
SERIES: Pokemon

ORIGIN: Originally, Misdreavus(https://bulbapedia.bulbagarden.net/wiki/Misdreavus_(Pokémon) ) was just a random Johto Pokemon, a quaint little ghost head with some fairly interesting moves. It also showed up notably in Pokemon Colosseum, where it was the only Ghost-type available to players in the game, which occasionally caused shenanigans. And then it got an evolution during the Sinnoh era, in the form of Mismagius(https://bulbapedia.bulbagarden.net/wiki/Mismagius_(Pokémon) ), who’s more of a ghost dress with a fancy witch hat, along with some nicely-improved stats to work with, as well as some interesting moves not often seen on other such Pokemon.

OVERVIEW: Mismagius and Misdreavus work as a pair, though they count as one character, with Mismagius being the one controlled primarily. As a team, they’re fairly light in weight and easily-launched, but they have a rather slow fall-speed. They move middlingly fast and have three jumps in total, but their forte is in their attacks: they have some surprising power for characters in their weight class, though a fair few of their moves have sweet-spots where all the power goes, meaning that they reward being able to position oneself well.

APPEARANCE AND COSTUMES: Mismagius is a purple, ghostly entity, styled to look like some form of cloaked dress and a large, raggedy witch hat, done up in purple and pink, with the pink being more toward the edges. It has three roughly oval-shaped red gems roughly where her waist would be. It also has a W-shaped mouth, kind of like an angular cat-smile, and piercing eyes with yellow sclerae and red irises.

Her sidekick, Misdreavus, is a bit different, but shares the red gems…hers are round and situated around her neck, like a necklace…and the piercing yellow-and-red eyes. She, in turn, is more like a ghost head with a bit of neck below, colored a kind of bluish-green shade with pink at the ends of her long, flowing hair.

COSTUMES
PRIMARY COLOR: Standard colors. Mismagius is purple and pink, Misdreavus is bluish-green and pink. Gems are red.
COLOR 2: Shiny colors. Mismagius is a bright, toxic green and yellow, Mismagius is a darker toxic green and orange. Gems are red.
COLOR 3: Golduck/Psyduck colors. Mismagius is blue and pale yellow, Misdreavus is yellow and pale yellow. Gems are red.
COLOR 4: Ariados/Spinarak colors. Mismagius is reddish-pink and yellow, Mismagius is green and yellow. Gems are pale purple, like Ariados’ eyes.
COLOR 5: Gastrodon colors. Mismagius is green and bluen, Misdreavus is brown and pink. Gems are yellow.
COLOR 6: Ninetails/Vulpix colors. Mismagius is golden-white and orange, Misdreavus is red and brown. Gems are the same dull brown as Vulpix’s eyes.
COLOR 7: Cradily/Lileep colors. Mismagius is green and pink, Misdreavus is purple and pink. Gems are yellow.
COLOR 8: Opposite day! Mismagius is bluish-green and pink, Misdreavus is purple and pink. Gems are red.

MOVES
NORMAL ATTACKS
Neutral Attack: Mismagius extends the ribbons on its ‘dress’ to act like hands, which it slaps with twice, Princess Peach-style.
F-Tilt: Mismagius generates a small explosion of magical runes in front of her.
U-Tilt: Mismagius extends her hat upward like a spike. Sweet-spot at the very tip of the hat-spike.
D-Tilt: Misdreavus is sent out to perform a low headbutt.
Dash And Dash Attack: Mismagius has a floating, Mewtwo-esque dash. Their dash attack is two headbutts…one by Misdreavus that deals damage and flinches, but has no knockback, and one by Mismagius right after, which does damage AND has knockback. Upon hitting the ground, Mismagius dissolves into a purple cloud, from which she reconstitutes herself.

AIR ATTACKS
N-Air: Misdreavus orbits around Mismagius quickly, hitting everyone she comes into contact with.
F-Air: Mismagius uses Magical Leaf to conjure a wave of red leaves. Works kind of like Mewtwo’s F-air.
B-Air: Mismagius uses Payback to fire a series of black beams a ways behind her. Sweet-spot is at the very tip of the beams.
U-Air: Mismagius uses Mystical Fire to send a circle of fire upward a little bit, like Rosalina’s U-air.
D-Air: Mismagius uses Power Gem to fire a scattering burst of jewels out of the bottom of her dress. Sweet-spot is at the base of this attack.

GRAB ATTACKS
Grab Motion: Mismagius uses Mean Look to fire a white beam a slight ways ahead of her, pinning the first enemy it hits in place.
Pummel: Misdreavus slams against the pinned target.
F-Throw: Mismagius sends the enemy flying with a blast of magical runes.
B-Throw: Misdreavus slams into the enemy’s back, sending them flying.
U-Throw: Mismagius and Misdreavus grab the enemy and throw it upward a ways, where a blast of magical runes sends it flying.
D-Throw: Misdreavus knocks the opponent down by tackling their legs, after which Mismagius slams a big Shadow Ball into them at point-blank range.

SMASH ATTACKS:
Forward Smash: Misdreavus is sent forward in a powerful, spiraling headbutt. Deals tiny damage and drags enemies along until the final hit, which does big damage and has the knockback.
Up Smash: Mismagius and Misdreavus team up to cast a big explosion of magical runes above themselves. Works like Villager’s fireworks Up-smash.
Down Smash: Mismagius and Misdreavus cast a Psywave around themselves. Sweet-spot is right next to them.

B-MOVES
Neutral B: Psybeam – Mismagius and Misdreavus charge up a pink mass of mental energy together, which they fire off as a beam when prompted to. Works kind of like Thoron. Comes with the GB-era Psybeam sound-effect.
Side B: Astonish – Mismagius lets loose a puff of mysterious, ghostly power that reverses an opponent’s direction, akin to the Cape. If they get hit by the actual puff, they also take some damage. Also works on projectiles.
Down B: Pain Split – Mismagius traps an opponent in a circle of magical runes, and then trades some of her damage for some of their health, Nosferatu-style. Mash the button for more sharing.
Up B: Phantom Force – Mismagius flops backward, vanishing in a cloud of purple, and casts another purple cloud elsewhere, from which she reforms herself. Both clouds do damage the instant they appear, Farore’s Wind-style.

FINAL SMASH: PERISH SONG
Mismasgius starts this off by teaming up with Misdreavus to cast forth a Shadow Ball that turns into a black hole, sucking enemies up. Once it’s captured a few, they’re sucked in, and drawn close to the two ghosts, who join forces again to sing their ruinous song, producing a blast of discordant sound and red, crooked musical notes around them that does big damage, launches enemies and comes with the sound effects associated with this move from a few different games. Survivors are temporarily put into a state of easier-launchability, showcased by them generating a red aura and emitting magical runes for some time.

POSES
INTRO POSE: Two Pokeballs are thrown onto the field. From the first emerges Mismagius, with a light flourish, and from the second emerges Misdreavus, who spins around Mismagius once.

TAUNTS
TAUNT 1: Mismagius and Misdreavus both let out their cry from the games, presented as a condescending, mischievous snicker.
TAUNT 2: Misdreavus yawns, and Mismagius proceeds to extend one of her dress’ ribbons to pat her on the top of her head.
TAUNT 3: Mismagius and Misdreavus spiral about in place while smiling, akin to Rosalina, but whereas Mismagius spins horizontally and smiles smugly, Misdreavus spins vertically, as if barrel-rolling and smiles gleefully.

VICTORY POSES
POSE 1: Mismagius and Misdreavus fly through the air in a semi-circle, after which they land on the floor and look back at the camera with looks of confidence and mischief.
POSE 2: Mismagius and Misdreavus exchange a glance, smiling at eachother…and then smile gleefully and exchange a VERY enthusiastic high-five, for which Misdreavus uses her hair, after which they go back to looking like they normally do.
POSE 3: Mismagius yawns and stretches out, and then simply seats herself in mid-air, summoning a book in a puff of magical runes, from which she proceeds to read. Misdreavus peeks over her shoulder to read along.
 
Last edited:

Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Here's another pick...and let me tell ya, it's something nobody's thought of!


B.O.X BARGES IN!
SERIES: Metroid

ORIGIN: B.O.X security robots are one of many types of bio-mechanical technology used by the Galactic Federation…in this case, a six-legged enforcer whose central processor is a partly-mechanical brain. It’s unknown how many of them were on the BSL station, but one of them, unit 05, was fought as a boss twice. First in Sector PYR, where it had gone haywire and responded to what it perceived as a security threat with great force, and again in Sector NOC, this time under control of the X, who’d managed to infect its processor.

OVERVIEW: Appearances do not always deceive, and in the case of B.O.X, what you see is what you get. He’s a big, Bowser-sized, heavy hunk of futuristic metal who’s tough to launch and falls fast. He’s a fair bit faster than he looks, too, but his offensive power is simply average, and his grab game isn’t the best in the world, either. That said, this changes a little when it gets to or above 85% damage. The casing on its outer body cracks open, revealing a clear casing for its glowing, bio-mechanical, brain-like processor, and the shields on its legs become crumpled and battered. In this state, its attacks hit harder, but it becomes a bit easier to launch. Getting below 85% damage fixes the casing, though.

APPEARANCE AND COSTUMES: The B.O.X robot has a rather recognizable shape to it. The core body is essentially a pylon of metal, or more accurately, a mechanical base, where its glowing eye is, and an armored platform that holds its processor, hidden behind both a clear layer of armored plastic and a layer of powerful metal. This base has a powerful main thruster underneath, and, on the back, there’s a mechanism that can deploy one of two weapons…a firebomb launcher and a micro-missile battery. This same mechanism also has prongs leading to the front that end in four-barrel rotary energy guns.
This big bot is supported by six mechanical legs, metal frames with big, shield-like armored pieces attached to the front and spike-like feet that are equipped with anti-recoil measures AND able to fold away to reveal powerful auxiliary thrusters. Each shield has a serial number stamped on…this one’s number is 05M.

COSTUMES
PRIMARY COLOR: Classical colors. Creamish-yellow body, blue legs, red feet, red eye-glow.
COLOR 2: Jungle combat colors. Light green body, dark green legs with a jungle camo pattern, brown feet, yellow eye-glow.
COLOR 3: Desert combat colors. Brown body, sand-colored legs with a desert camo pattern, black feet, blue eye-glow.
COLOR 4: Underwater combat colors. Light blue body with a ‘surface of water’ camo pattern, dark blue legs, yellow feet, green eye-glow.
COLOR 5: Arctic combat colors. Light grey body, white legs with a cold-climate camo pattern, brown feet, red eye-glow.
COLOR 6: Special forces colors. Dark blue body, dark grey legs, black feet, green eye-glow.
COLOR 7: 0G combat colors. White body, safety orange legs, red feet, blue eye-glow.
COLOR 8: Samus colors. Red body, orange legs, yellow feet, green eye-glow.

MOVES
NORMAL ATTACKS
Neutral Attack: B.O.X performs two leg-stomps, one after the other, followed by a powerful body slam.
F-Tilt: B.O.X rears back slightly, and then slams down powerfully with two legs. Can sometimes bury opponents. Spikes at high percentages if performed on a ledged opponent.
U-Tilt: B.O.X quickly slams its body upward to hit opponents above it.
D-Tilt: B.O.X stabs forward with one of its legs.
Dash And Dash Attack: B.O.X’s initial dash is somewhat slow, but its actual run is about average in speed. Its Dash attack is another powerful ramming attack, this one slightly electrified.

AIR ATTACKS
N-Air: B.O.X turns sideways and spins its legs around like a saw.
F-Air: B.O.X lashes out with two legs.
B-Air: B.O.X lashes out with two legs in a spinning move.
U-Air: B.O.X extends its firebomb launcher and fires a blank round from it.
D-Air: B.O.X kicks its legs below itself, thrusters extended, and then blasts an enemy with thruster exhaust. Both hits can Meteor Smash, but the second one is better at it.

GRAB ATTACKS
Grab Motion: B.O.X channels blue, electricity-looking magnetic energy into the armor on its forelegs, trapping an enemy between them.
Pummel: B.O.X bumps the captive enemy against the upper rim of its central body, which it tilts down to make this easier.
F-Throw: B.O.X powerfully repels the opponent forward.
B-Throw: B.O.X’s fanciest throw. The opponent is expelled a little bit, and then, B.O.X magnetizes its leg-armor in a sequence, spinning the opponent around twice before repelling them behind itself.
U-Throw: B.O.X plants its magnetized legs on the ground, and launches the trapped opponent into the sky. It then fires a blank round from its firebomb launcher to launch them.
D-Throw: B.O.X widens its stance, raising the two magnetized legs, powers up and launches the trapped enemy right into the floor. Can bury.

SMASH ATTACKS:
Forward Smash: B.O.X gathers itself and spins up its rotary gun barrels, and then opens fire. Similar to the Mii Gunner’s F-smash.
Up Smash: B.O.X hunkers down and primes itself, and then slams its body upward, stretching at the legs and extending its firebomb launcher, to do damage. Has a slight spin that knocks grounded enemies into the big hit.
Down Smash: B.O.X electrifies itself, and then performs two wild stomps on either side of itself. Forward first, and then backward. Can bury enemies it hits.

B-MOVES
Neutral B: Firebomb Launcher – B.O.X lowers itself and deploys its firebomb launcher, and then launches a firebomb in front of or behind itself…the direction can be chosen. The bob travels in a fairly high arc, and, either on contact or if left be for a while, explodes into a crawling pillar of fire.
Side B: Smash Hop – B.O.X performs a jet-assisted short hop to the side. The hop itself does damage, as he’s a big, heavy metal thing moving quickly, and the drop back down also does damage. Can bury standing or grounded foes, and can Meteor Smash airborne foes, but be careful when using it as a spike!
Down B: Micromissile Battery – B.O.X lowers itself and deploys its micromissile battery, from which it fires four missiles that behave like Samus’ homing missiles.
Up B: Hyperjet Jump – B.O.X deploys its leg-thrusters and body-thruster, and then begins to boost upward, akin to ROB’s own jet-boosted recovery. Has a chance to misfire, which launches B.O.X up at high speed, like a fully-charged Wario Waft, where both the exhaust blast at the start AND the ascending robot deal damage to unfortunates in the way.

FINAL SMASH: ELECTROGRAV FIELD
B.O.X gathers up its electric powers, and then channels them outward through its feet, creating a large field on the ground, and a bubble around itself. The bubble is a high-gravity zone that draws enemies toward the ground quickly and makes their jumps and recoveries worse so long as they’re inside it, and the field on the ground is a zone of powerful electricity that repeatedly shocks fighters, sending them flying off at the end of it all.

POSES
INTRO POSE: B.O.X drops in from the air in a dormant, folded-up state, opens its eye with a menacing glow, and then stands up straight.

TAUNTS
TAUNT 1: B.O.X collapses briefly and its eyeglow shuts off, as if it had a shutdown. Then, its eye glows back to life, and it rights itself.
TAUNT 2: B.O.X stamps its legs in a sequence, two at a time, one opposite the other.
TAUNT 3: B.O.X sways its central body from side to side, rears back slightly, and then lightly slams its forelegs down. Works like Luigi’s ‘kick’ taunt against ledged opponents.

VICTORY POSES
POSE 1: B.O.X descends from the sky, the recoil compensation mechanisms in its legs working, and then it turns to face the camera, eye glowing menacingly and micromissile launcher deployed..
POSE 2: B.O.X looks around, and then collapses in on itself, deactivating, after which a set of magnetic cables drop down, latch onto its body and hoist it up and out of sight.
POSE 3: B.O.X flails around with a series of stomps, and then poses with its rotary guns spun up and its firebomb launcher deployed, firing off a blank round to show off.
 

Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
And yet another one, though I bet at least SOME of you thoght of this one!


BLAZIKEN IGNITES!
SERIES: Pokemon

ORIGIN: Blaziken is one of the three starter Pokemon from Ruby/Sapphire/Emerald and their remakes, and arguably popularized the Fire/Fighting type combination, being the first Pokemon to use it.

OVERVIEW: Blaziken is as he is in his source games. A middleweight fighter with explosive power, a fast dash, alright jumps and a lot of Fire-element moves. His big-money attacks tend to have a slight wind-up, but they feature sizeable power and launch others very easily. Get up close and kick some ass!

APPEARANCE AND COSTUMES: Blaziken is a tall, primarily red Pokemon with a humanoid stature, but avian elements. Its face sports a red beak, two prominent antennae, some side-scruff and striking yellow eyes with blue irises. Most of its upper body is covered with a ‘hoodie’ of sorts, done up in an off-white color, cutting off at midriff level and sporting two large, winglike protrusions at the back of the head. This ‘hoodie’ is sleeveless, letting Blaziken’s red arms poke out, and revealing that his forearms and hands are grey, with big hands that sport two fingers and a thumb. There’s a bit of yellow at the midriff, but most of Blaziken’s lower body is red, with column-like legs and a bit of tail fluff behind it. Below the knee, his legs become yellow again, leading down to mostly-hidden feet with four taloned toes. One pokes out just above the ankle, held up in kind of a striking position, and the other three are used for balance.

COSTUMES
PRIMARY COLOR: Classical colors. Off-white ‘hoodie’, red body, grey forearms and hands, yellow chest detail and lower legs.
COLOR 2: Shiny colors. Pure white ‘hoodie’, deep red body, grey forearms and hands, vibrant yellow chest detail and lower legs.
COLOR 3: Sceptile colors. Light green ‘hoodie’, dark green body, yellow forearms and hands, red chest detail and lower legs.
COLOR 4: Swampert colors. Dark grey ‘hoodie’, blue body, yellow forearms and hands, light blue chest detail and legs.
COLOR 5: Scrafty colors. Yellow ‘hoodie’, orange body, dark grey forearms and hands, dark grey chest detail, red lower legs.
COLOR 6: Mienshao colors. Purple ‘hoodie’, white body, white forearms and hands, yellow chest detail, purple lower legs.
COLOR 7: Lopunny colors. Cream ‘hoodie’, brown body, cream forearms and hands, pink chest detail, cream lower legs.
COLOR 8: Cinccino colors. White ‘hoodie’, light grey body, white forearms and hands, pink chest detail, white lower legs.

MOVES
NORMAL ATTACKS
Neutral Attack: Blaziken throws an open-palm strike followed by a claw swipe, followed by a rapid jab that sees it getting up to one leg and throwing a flurry of rapid kicks, finishing up with a straight kick that generates an explosion at the end of Blaziken’s foot and sets enemies alight.
F-Tilt: A forward-hopping spin kick, but with the legs spinning at the opponent foot-first, like Blaziken’s Collosseum-era Blaze Kick animation. Is Fire-element
U-Tilt: Blaziken throws a simple uppercut punch.
D-Tilt: Blaziken throws a simple low kick.
Dash And Dash Attack: Blaziken’s initial dash is very fast, and the run he breaks into afterward is also fast, making getting around on the ground a cinch. His dash attack is a simply flying kick that sets people alight.

AIR ATTACKS
N-Air: Blaziken uses Flame Charge, and generates a whirling area of fire around himself.
F-Air: Blaziken uses Slash, and rakes the area in front of him with a sweeping kick. Sweet-spot is at the tip of the foot, where his extended claws are.
B-Air: Blaziken uses Quick Attack and launches a rapid kick behind himself.
U-Air:Blaziken uses Ember and breathes a spurt of fire above him.
D-Air: Blaziken uses Hi-Jump Kick, and performs a Sonic-esque descending diagonal kick. Sweet-spot is at the foot. Can Meteor Smash if one hits with the foot at the very start.

GRAB ATTACKS
Grab Motion: Blaziken reaches out and grabs someone.
Pummel: Blaziken pecks viciously at the opponent he’s holding.
F-Throw: Blaziken shoves his mark ahead a bit, and then sends them flying with a roundhouse kick.
B-Throw: Blaziken nudges a target behind him, and then kicks them fiercely in the back of the head.
U-Throw: Blaziken throws a target upward a little bit, and then performs a grounded Flash Kick to send them flying.
D-Throw: Blaziken throws his target onto the floor, and then performs a stomping kick.

SMASH ATTACKS:
Forward Smash: Blaziken rears back, arms spread, igniting the flames on his wrists, and throws a two-handed Fire Punch forward, open-handed so as to let his talons do their job too. Reminiscent of Blaziken’s Fire Punch motion in Collosseum. Is Fire element.
Up Smash: Blaziken rears back and then performs a Captain Falcon-esque Double Kick, save that the second kick is thrown differently, with one foot being on the ground and the other being an upward straight kick. Is Fire-element.
Down Smash: Blaziken readies a Brick Break open-hand punch at the ground, and then throws it, causing a shockwave that hits fighters on both sides of him.

B-MOVES
Neutral B: Focus Energy – Akin to Deep Breathing, Blaziken takes a moment to take a deep breath and concentrate. Completing this move right sees Blaziken gain a power buff for a while, as well as igniting its wrist-flames for the duration, making all of his non-Fire attacks Fire.
Side B: Blaze Kick – Blaziken’s most recogniseable move, and Falcon Punch-like in strength. Blaziken readies himself, and then throws a spinning, leaping roundhouse kick. Produces the GBA-era Blaze Kick sound when it hits. Is Fire-element.
Down B: Brave Bird – Basically like the Falcon Kick, this is a fast-moving, leaping kick, engulfed in a fiery, birdlike aura, that does more damage if it nails the opponent with the foot instead of the leg, and even more if they get hit with the foot when this move begins. Goes horizontal on the ground and diagonally-down in the air. Can Meteor Smash.
Up B: Sky Uppercut – Blaziken throws a leaping uppercut, not too unlike the Shoryuken. His is Fire-element, though, and can be followed up with a descending heelkick if it hits someone.

FINAL SMASH: MEGA-BLAZE BIRD KICK
Blaziken starts this one off by throwing out a burst of fire around him, sending those he hits to the ground. He then Mega-Evolves, becoming Mega-Blaziken, and performs kicks to send his targets upward and into the air. He then ignites his ribbon-like wrist fires, runs off into the distance and up the side of a mountain, then leaps off of it and comes crashing down on his foes with an enormous, blazing dive kick, complete with fiery, birdlike aura, that produces the GBA Blaze Kick hit-sound.

POSES
INTRO POSE: A Pokeball is thrown onto the field. It opens, and Blaziken appears from it in a puff of flame, taking his stance.

TAUNTS
TAUNT 1: Blaziken leans back on one leg, arms crossed, and lets his other leg’s foreleg dangle briefly, swaying it left and right, before retaking his stance.
TAUNT 2: Blaziken stands tall, looks at the sky and takes a deep breath before retaking his stance.
TAUNT 3: Blaziken stretches his shoulders and works some kinks out of his neck, then retakes his stance.

VICTORY POSES
POSE 1: Blaziken calms down, crossing his arms and turning his back to the camera.
POSE 2: Blaziken exhales sharply, and then sits down to relax, looking invitingly at the camera.
POSE 3: Blaziken performs a series of kata, after which it surprises the camera by throwing a high kick at it, stopping mere inches before the lens.
 
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Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Here's another one people have probably expected of me. Also...don't let my posting here dissuade you, I'm ALWAYS up for feedback and discussion, so don't be afraid to start some!


MIDBUS HAS FURY!
SERIES: Super Mario Bros(uses Fawful’s emblem, though)

ORIGIN: Midbus is one of the central villains from Mario & Luigi: Bowser’s Inside Story. He was created by Fawful, and basically serves as the little guy’s muscle. He’s unquestioningly loyal to his boss, and Fawful treats him well in turn. Notably, he seems to be a mammalian take on Bowser’s own form, a chimera made of traits from other creatures…in his case, he seems to be equal parts boar and armadillo, with some small bull thrown in for good measure.

OVERVIEW: Midbus’ resemblance to Bowser doesn’t just end with his body-type. He also FIGHTS in a very similar way. He’s a big heavyweight with a fair bit of Tough Guy super-armor…you need a LOT of force to make him even notice he’s being attacked! Furthermore, what he lacks in sense and speaking ability, he makes up for in brute force. Midbus’ movements and attacks may be a little slow, but he’s INCREDIBLY strong and his grab attacks are very powerful. He’s also a pretty good jumper for someone who weighs as much as he does. Also, a lot of his attacks here have been based both on things HE did in his source games and things BOWSER did there, and some of his attacks incorporate some of Fawful’s other minions.

APPEARANCE AND COSTUMES: Midbus is very Bowser-like in stature, but different in execution. He’s got a decidedly bull-like head and small, black horns, but with a large, boarlike snout and tusks, as well as round, chubby cheeks and eyes with a dot-pupil and no real iris. He’s wrapped in hot pink skin, albeit with a lighter shade of it covering his sizeable gut. He also has thick, trunklike arms, much like Bowser does, topped by hands with three fingers and a thumb. He wears a peculiar horned tattoo on his left shoulder, and wears thick bracers on his wrists. He has stubby, dinolike legs and a stubby tail as well, and his look is finished up with a thick, armadillo-like shell going all the way along his back, endowed with black spikes.

COSTUMES
PRIMARY COLOR: Classic Midbus colors. Pink skin, yellow carapace, studded armbands.
COLOR 2: Blizzard Midbus colors. Light blue skin, brownish carapace, crown, spiky armbands.
COLOR 3: Fawful-inspired colors. Green skin, red carapace, neck-worn bandanna patterned after Fawful’s grin, studded armbands.
COLOR 4: Bowser-inspired colors. Yellowy skin, green carapace, spiky armbands.
COLOR 5: Junker-inspired colors. Dark grey skin, pale red shell, glowing yellow eyes, trashcan armor plating on chest, spiky armbands.
COLOR 6: Dark Star Core-esque colors, with a smattering of Dark Bowser. Black skin, blue carapace, glowing red eyes, neck-worn bandanna with a Dark Star symbol, spiky armbands.
COLOR 7: Monty Mole-inspired colors. Brown skin, dark grey shell, neck-worn bandanna with a Monty Mole symbol, studded armbands.
COLOR 8: Choomba-inspired colors. Tan skin, black carapace, glowing red eyes, neck-worn bandanna with a Choomba’s glowing eyes and maw, studded armbands.

MOVES
NORMAL ATTACKS
Neutral Attack: Midbus throws a quick, left-handed punch, and then attacks once with his head, rudely shoving his snout at the enemy.
F-Tilt: Midbus unleashes a strong headbutt, akin to Bowser’s old F-smash.
U-Tilt: Midbus swings his snout upward in an arc.
D-Tilt: Midbus exhales a gust of cold air from his snout.
Dash And Dash Attack: Midbus has a slightly plodding dash and a slightly plodding run that leads off from it. His dash attack has him rolling into a ball and simply barging forward, unrolling at the end of it.

AIR ATTACKS
N-Air: Midbus curls up into a ball and spins around for a while.
F-Air: Midbus nudges his snout forward.
B-Air: Midbus turns around and throws a straight punch with his left hand.
U-Air: Midbus holds up a Fawflant, drill-bit first.
D-Air: Midbus throws a heavy snowball down below him, though it can travel in a slight arc.

GRAB ATTACKS
Grab Motion: Midbus throws out a close-range Snawful to seize an opponent.
Pummel: The Snawful hits the bound enemy with its shovel, making a ‘clank’ noise.
F-Throw: Midbus calls in a Dark Mechawful.5, who punches an enemy away.
B-Throw: Midbus calls in a Crawful, who grabs an enemy with its teeth and flings it behind itself.
U-Throw: Midbus cals in the Junker, and teams up with it to throw the enemy upward.
D-Throw: Midbus pushes an enemy down, and then beans them over the head and chest with a Chain Chawful.

SMASH ATTACKS:
Forward Smash: Midbus rears back a HUGE right-handed straight punch, which he then unleashes. Similar to Bowser’s punch attack in his source game.
Up Smash: Midbus curls up into a ball, spins himself up, and then bounces upward sharply while still spinning.
Down Smash: Midbus teams up with a Choomba, and they proceed to deliver vicious body-checks in both directions.

B-MOVES
Neutral B: Blizzard Breath – Midbus expels a torrent of supercooled air from his snout. Like Bowser’s firebreath, but ice element. Unlike Bowser’s firebreath, Midbus’ version works more like Bowser’s firebreath in his source game, where he can charge it up for a better radius and more power. Mistime it, though, and Midbus’ll be left vulnerable.
Side B: Hyper Roll – Midbus curls up into a ball, charges up(making engine noises as he does), and then barrels off, akin to Rollout, hitting anything in his path.
Down B: Gutsy Counter – Midbus stands tall and breathes in deeply, arms flexed and puffs out his chest and belly, making himself a bigger target. If struck, he winds up a left-handed punch and lashes out at the attacker. If nobody does, after some time, he’ll exhale again and take a moment to catch his breath.
Up B: Gigantic Flop – Midbus recoils off the ground(or off the air) in ball form and rockets up, as if super-jumping. He then comes back down, outstretched, to belly-flop any unfortunate he meets during his descent into the dirt.

FINAL SMASH: FAWFUL’S MINIONS
Midbus holds up a huge clowder of smaller monsters, which he throws at an enemy. The first one it hits is catapulted to a rocky landscape, where they’re immediately assaulted by Midbus charging through them and into a device, a pair of poles and a powerful rubber strap, set up by a bunch of Fawful Guys, who begin to push Midbus back further for more power(similar to the Shy-Guy Squad attack). Meanwhile, a band of Magifoofas lines up and barrages the enemy with their special magic shots(similar to the Magikoopa Mob attack). Then, when the enemy is thusly-barraged, the Fawful Guys launch Midbus at the enemy, sending it flying.

POSES
INTRO POSE: Midbus burrows up out of the ground in ball form, then uncurls and takes his stance.

TAUNTS
TAUNT 1: Midbus grins and pounds his chest, chuckling his ‘Muh muh muh!’ laugh.
TAUNT 2: Midbus crosses his arms and scoffs.
TAUNT 3: Midbus holds a Fawfulcopter up to his ear like a phone, and throws it away when he’s heard enough. The Fawfulcopter then flies away on its own.

VICTORY POSES
POSE 1: Midbus grits his teeth and pounds his chest, and then raises a hand and roars loudly, akin to Bowser’s level-up pose.
POSE 2: Midbus runs into frame, accompanied by his various minions, and they all pose proudly and joyously.
POSE 3: Midbus lands into view in curled-up mode, then uncurls and points at the camera, looking confident.
 
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Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Hey, guess who just had a random-ass thought and decided to elaborate on it. :p


SHAYDAS ARRIVES!
SERIES: Smash Bros.: The Subspace Emmisary

ORIGIN: Shaydases are enemies in the Subspace Emiisary, one of Super Smash Bros. Brawl’s modes, and widely regarded as its big draw. These were dangerous Subspace agents usually found later in, being big guys with a lot of reach on their curved, embellish arm-blades and a conspicuous vulnerable spot in their chests: a glowing, red core, visible because their body is semi-clear, made up of an amalgamation of Shadow Bugs, like this: https://www.ssbwiki.com/images/6/6b/Shaydas_-_Brawl_Trophy.png https://www.ssbwiki.com/images/3/3f/ShaydasCross.jpg

OVERVIEW: Shaydas here is much as they were in Brawl. They’re a big, two-headed Shadow Bug monster with a lot of reach and some surprising speed, but not all that much in the way of toughness, and attacks on their core, when it’s exposed during their various attacks, do an increased amount of damage. This can work in Shaydas’ favor, though, as they posess a mechanic called Fury, which stacks with Rage and makes their attacks hit harder the higher their percentage is. I’ll be calling them ‘they’, as this particular one’s heads have different personalities.

APPEARANCE AND COSTUMES: Shaydas is a big fighter, about Ridley’s size, with a hunched-over posture. It’s comprised entirely out of swarming Shadow Bugs, and, as such, has a ‘spotty’ sort of lok. It has two heads with glowing, red eyes, supported by long necks, and a slightly barrel-chested body, leading to slim shoulders and long arms, featuring a massive, almost crescent-shaped blade where the hand should be. These blades are ornate and detailed. It has a narrow waist and not much of a lower body, and legs that are…strange. They’re thin at the thigh, but thicker near the knee, as if wearing baggy shorts. Below the knee, its legs are digitrade and spiky, ending in feet that almost look like big hooves. Notably, its faces have different expressions: the left one seems happier, and the right one more stoic.

COSTUMES
PRIMARY COLOR: Regular colors. Shaydas are comprised of black shadow bugs, have red eyes, a purple core and silvery arm blades with brighter silver details.
COLOR 2: Towtow colors. Shaydas are comprised of dark grey shadow bugs, have red eyes, a light blue core and yellow arm-blades with darker yellow details. Its faces bear different expressions to match Towtow’s two faces: the left one slumbers peacefully, the right one erupts with fury.
COLOR 3: Ticken colors. Shaydas are comprised of light grey shadow bugs, have yellow eyes, a yellow core and red arm-blades with purple details. The core in its chest looks like the chick that pilots a Ticken. Shaydas’ left head also has an armored visor that resembles a Ticken’s head.
COLOR 4: Armank colors. Shaydas are comprised of white shadow bugs, have red eyes, a green core and dark grey arm-blades with lighter grey details and lightly covered in dirt. The core has red eyes too, and looks similar to the round blob driver that’s in every Armank. Shaydas' left head has a jaw-protector that looks like the lower jaw of Armank's 'maw', and the right head has a helmet that looks like the UPPER jaw of said 'maw'.
COLOR 5: Shellpod colors. Shaydas are comprised of green shadow-bugs, have yellow eyes, a light green core and dark brown arm-blades with tan details. Shaydas’ right head has a piece of dark brown armor with a beetle horn on, like the Shellpod’s own beetle armor, and the left head has a heart-shaped, pale green mask, like Shellpod's actual face.
COLOR 6: Floow colors. Shaydas are comprised of black shadow-bugs, have red eyes, a red core and light green arm-blades with dark green details. Shaydas’ body is also covered in green strips, Floow-style, which have a light-green border and a dark green inside. Two of these bars cover Shaydas’ eyes, like they were really cool sunglasses.
COLOR 7: Autolance colors. Shaydas are made of up red shadow bugs, have yellow eyes, a yellow core and silver arm-blades with black details. Shaydas’ left head lacks the yellow eyes, but instead has a silver-and-black Autolance visor, and their core glows like an Autolance’s emergency light.
COLOR 8: Nagagog colors. Shaydas is made up of blue shadow bugs, have black eyes, a white core and white arm-blades with silver details. Both of Shaydas’ heads have a silver plate on the front that looks like Nagagog’s determined frown, and its core has the same expression, reflecting Nagagog’s three levels.

MOVES
NORMAL ATTACKS
Neutral Attack: Shaydas slashes downward lightly with its right blade, then with its left blade. Then comes a barrage attack of rapid stabs, finished with a powerful wide slash with both blades.
F-Tilt: Shaydas swings their right blade outward.
U-Tilt: Shaydas swings its left blade upward.
D-Tilt: Shaydas swings its left blade outward.
Dash And Dash Attack: Shaydas has a relatively slow hovering dash, but a very fast dash attack, featuring a push with crossed blades.

AIR ATTACKS
N-Air: Shaydas simply let their shadows bugs swirl about them to do damage.
F-Air: Shaydas performs a downward, arcing slash. Sends foes flying downward and at an angle.
B-Air: Shaydas stab backward with the back edge of their blades.
U-Air: Shaycas cross their blades, and then shove them upward.
D-Air: Shaydas performs two downward stabs. Both can Meteor Smash, but the second one is a bit stronger.

GRAB ATTACKS
Grab Motion: Shaydas extend an arm of Shadow Bugs out of their chest to grab an enemy. Missing a grab means their core is exposed, so don’t mess up!
Pummel: Shaydas slams one of their heads into the grabbed foe.
F-Throw: Shaydas release the foe, and then deliver a powerful angled stab.
B-Throw: Shaydas phase a foe through them, and sends the foe flying by hitting it with their core.
U-Throw: The foe is thrown upward, and Shaydas follows that up with a double-bladed arcing swing, the blades moving in opposite directions.
D-Throw: The foe is harshly slammed into the ground, and then attacked with a vicious down-stab.

SMASH ATTACKS:
Forward Smash: Shaydas rears both blades back, and swings them downward in an arc.
Up Smash: Shaydas performs a spiraling slash leading to a huge, somersaulting upward slice.
Down Smash: Shaydas performs a series of spinning slashes with both blades. The final flourish has all the knockback.

B-MOVES
Neutral B: Blades Fortress – Shaydas charges up, and, when their charge is full, unleash a flailing torrent of high-power slashes. The closer they are when the attack happens, the more damage they take.
Side B: Blades Frenzy – A Dancing Blade-style attack, wherein Shaydas performs a series of attacks with a lot of momentum that keep it moving in a sequence.
Down B: Core Eater – Shaydas extends their core outward on a thick stalk, and generate a malevolent aura. Energy-based projectiles and physical attacks that fall into this aura are absorbed, and converted into health to reduce Shaydas’ percentage. However, as the core is vulnerable while doing this, NON-absorbed attacks will REALLY sting.
Up B: Blades Tempest – Shaydas launches into a furious frenzy of spinning blade attacks. Stronger on the ground then in the air, and pretty much akin to the DK Copter as recovery.

FINAL SMASH: BLADES PUNISHMENT
Shaydas unleashes a burst of shadow bugs around itself, trapping any enemies that fall into it in a tightly-confined box made of the stuff. Once they’re in there, Shaydas looms over the box, their heads looking at one another and sharing a nod. Then, they proceed to stab the box multiple times, ending off with a huge, double-bladed downward stab that makes the box explode.

POSES
INTRO POSE: A cluster of Shadow Bugs gathers, forming Shaydas, whose eyes and core glow into being. They then manifest their blades and take their stance.

TAUNTS
TAUNT 1: Shaydas’ heads chat with eachother. Left Shaydas is cheery and upbeat, right Shaydas more stoic.
TAUNT 2: Shaydas stretches out, and then stamps a foot. Left Shaydas looks mischievous, right Shaydas contemptuous. The stamp is a Meteor Smash for anyone ledged, but only does minor damage.
TAUNT 3: Shaydas hover while spinning around, letting out a low, sinister chuckle.

VICTORY POSES
POSE 1: Shaydas perform a few spinning slashes, and then take a stance with blades spread wide, showing off their core and their faces.
POSE 2: Shaydas step into view, and then simply turn their back on the camera. The glow of their core illuminates a pattern on their back that resembles the Subspace Army logo.
POSE 3: Shaydas roar out triumphantly, plant their blades, and then dissipate again.

STAGE: THE GREAT MAZE

Like the Subspace Emmisary stage of the same name, the Great Maze is a dark stage where the layout, as well as the size, shifts every time it’s booted up. Unlike other such shifting stages, though, NOTHING in the Maze is consistent across battles fought there. In the background, there’s the occasional platform with other Subspace minions watching, usually Primids.
 
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Raikomaru

Smash Rookie
Joined
Oct 27, 2018
Messages
11
Location
The Netherlands
Guess who's back. That's right, ME! With a brand new Smash thing, based on Miitopia. Specifically, a certain monster everyone knows well. Coming up with alt palettes for it was fun, too!


TWERKEY BUTTS IN!
SERIES: Miitopia

ORIGIN: Twerkeys are well-known birds from the Miitopia series, inhabiting the Realm of the Fey. They’re not really a challenge there, being the weakest subspecies of their kind, but they sure do leave a lasting impression, being smug-looking birds with truly titanic posteriors, which they use as a weapon. Two other subspecies exist: the greyish Twergulls and the blue-and-green Twerpeas, both significantly stronger. No stolen face on THIS bird, though!

OVERVIEW: Much like the game she hails from, Twerkey’s an unusual fighter. A relative lightweight with three jumps, courtesy of her bird-ness, and a fairly fast dash, she also features powerful attacks, with the ones that involve her sizeable rump also having super-armor...there’s no stopping a butt THAT size! In addition, a few of her attacks run on a Wario-style ‘Waft’ resource, shown as a bar near her percentage. Waft charges over time, but charges faster when eating food or using butt-related attacks, drawing from another thing her species did in Miitopia. Basically, any attack that uses Waft inflicts a status on whoever it hits that weakens their special attacks, but makes their NORMAL attacks stronger, much like how, in Miitopia, being Enraged was not always a bad thing.

APPEARANCE AND COSTUMES:

COSTUMES
PRIMARY COLOR: Regular colors. Red and dark red feathers on the head, chest, back and wings. Tailfeathers start grey, then segue to red and dark red. Red antennae, pink eyelids. Beak and legs are orange, underside and butt are cream-colored.
COLOR 2: Twergull colors. Grey and dark grey feathers on the head, chest, back and wings. Tailfeathers start grey, then segue to dark grey near the base. Grey antennae, grey eyelids. Beak and legs are yellow, underside and butt are pure white.
COLOR 3: Twerpea colors. Blue and dark blue feathers on the head and chest, dark grey and black feathers on the back and wings. Tailfeathers start light grey, then segue into green and dark green. Blue antennae, grey eyelids. Beak and legs are grey, underside and butt are pure white.
COLOR 4: ‘Chocolate’/Mole colors. Brown and dark brown feathers on the head, chest, back and wings. Tailfeathers start cream-colored, then segue to brown and dark brown. Brown antennae, cream-colored eyelids. Beak and legs are grey, underside and butt are cream-colored.
COLOR 5: Gold Cerberus palette. Gold and copper feathers on the head, chest, back and wings. Tailfeathers start pale gold, then segue to gold and copper. Gold antennae, pale gold eyelids. Beak and legs are silver, underside and butt are pale gold. Wears a red collar with silver spikes.
COLOR 6: Owlet colors. Pastel pink and lavender feathers on the head, chest, back and wings. Tailfeathers start lavender, then segue to pastel pink and magenta. Pastel pink antennae, magenta eyelids. Beak and legs are black, underside and butt are magenta.
COLOR 7: I, Medusa colors. Green and tealish-green feathers on the head, chest, back and wings. Tailfeathers start off dark blue, then segue to green and tealish-green. Green antennae, tealish-green eyelids. Beak and legs are orange, underside and butt are dark blue.
COLOR 8: Fiend colors. Black and white feathers on the head, chest, back and wings. Tailfeathers start black, then segue into dark grey and back to black. Black antennae, white eyelids. Eyes have black sclerae and red irises, as all Fiends do. Beak and legs are white, underside and butt are dark grey.

MOVES
NORMAL ATTACKS
Neutral Attack: Twerkey strikes with two decidedly martial arts-y wing slaps, then launches into a rapid jab involving beak thrusts, finishing it with a more powerful beak attack.
F-Tilt: A more powerful, sweeping wing slap.
U-Tilt: An upward-arcing beak stab.
D-Tilt: Low beak stabs. Come out lightning-quick.
Dash And Dash Attack: Twerkey has a fast initial dash, but a somewhat less fast run, courtesy of her sizeable posterior. Speaking of, her dash attack involves flinging said posterior at an enemy, in a homage to how Twerkeys attack in Miitopia. Has armor on it.

AIR ATTACKS
N-Air: Twerkey flails her wings and legs around in a circle.
F-Air: Twerkey stabs her beak forward twice.
B-Air: Twerkey jabs her butt out. Has armor on it.
U-Air: Twerkey flicks her tailfeathers upward. Comes out very fast.
D-Air: Twerkey lashes down with her butt, and then her legs. The butt attack has armor on it but next to no knockback, ensuring the stomp with her legs, which is a Meteor Smash, is guaranteed to hit.

GRAB ATTACKS
Grab Motion: Twerkey reaches out with her wings to grab someone.
Pummel: Twerkey attacks the grabbed enemy with her beak.
F-Throw: Twerkey pushes an enemy, and then performs a swinging butt bump to send them flying.
B-Throw: Twerkey nudges an enemy behind her, then rams her butt into their back.
U-Throw: Twerkey aims her posterior at the opponent’s feet, and sends them rocketing upward with a blast of Waft. Gets more powerful the more Waft she has. If she has no Waft, she just releases a blast of air.
D-Throw: Twerkey leaps into the opponent’s chest, knocking them down with her legs, and then hops up to viciously ground pound them. Unleashes a little bit of Waft if Twerkey has any.

SMASH ATTACKS:
Forward Smash: Twerkey throws a leaping spin-kick, and follows that up with an equally-spinning butt slam. The kick doesn’t have much in the way of recoil, but DOES flinch, whereas the butt slam has all the usual launchy goodness a Smash Attack has. The butt slam also has armor on it.
Up Smash: Twerkey rears back, and peforms a wicked, vertical butt swing. Has super-armor on it, and also evades certain low attacks.
Down Smash: Twerkey performs a downright vicious butt-slam, which unleashes a blast of Waft around her. The butt-slam has super-armor, evades certain low attacks and does more damage than the Waft blast, but the Waft blast has the knockback. If Twerkey has no Waft, it’s just a shockwave of air.

B-MOVES
Neutral B: Crush Counter – Twerkey turns her posterior forward and makes a confused expression. If someone attacks her in this state, her expression will turn into a vicious grin as the attack bounces off of said posterior, and she rams it into the offending enemy, doing added damage as all counters do.
Side B: Crush Bomber – Twerkey aims her butt forward, and then lunge at an enemy rump-first, Peach-style. A little slower to wind up then the Peach Bomber, but stronger and has armor.
Down B: Lightning Crush – Twerkey peforms a huge ground pound, which releases a small shockwave of compressed air. If performed on the ground, she’ll leap up a bit before doing the pound. Has armor on it. If Twerkey has any Waft, the shockwave released is a small Waft blast.
Up B: Crush Missile – Twerkey gathers up her inner energy, and launches herself skyward with a massive blast of air. Damages anything around her when she launches. If she has Waft, the blast of air is instead a blast of Waft, which also has armor on it.

FINAL SMASH: HYPER CRUSH
Twerkey starts this attack with a skipping dash forward. If she fails to hit anyone, she’ll fall flat on her face and have to get up, but if she DOES hit someone, she leaps into their arms, a lovey-dovey look on her face…which turns into a vicious grin as she rockets herself, and the target, up into the air with a mighty leap. Throwing the enemy down as she ascends, she then follows them once at the apex of her jump, performing a meteoric ground pound that produces a sizeable explosion.

POSES
INTRO POSE: Twerkey moves onto the stage with her usual gait, but does not face her rear toward the other fighters, despite having a more upright version of the usual ‘quickly swaying side to side’ stance.

TAUNTS
TAUNT 1: Twerkey has a bit of a giggling episode, covering her beak with her wings.
TAUNT 2: Twerkey leans up some more, snickering and making a dismissive ‘Pshaw’ gesture with her wing.
TAUNT 3: Twerkey turns her butt to the camera in two positions. The first has her rump leaned leftward, and her face looking out low from the right, with a smug grin. Then she shifts said butt to the right, with her face looking out high from the left with a ‘Like what you see?’ sort of expression.

VICTORY POSES
POSE 1: Twerkey stretches herself out, then settles down and takes a well-deserved nap.
POSE 2: Twerkey plants a foot, takes a few martial arts-y stances, and then sits down, grinning smugly.
POSE 3: Twerkey hops up and down giddily, and then performs a cutesy happy dance.

STAGE: LOTUS LAKE
A mini-stage in the Realm of the Fey. Mostly a level area featuring big lilly-pads, some higher up on stalks, big lotuses, floating motes of energy and shimmering, purple water. This stage doesn’t really have much in the way of hazards, but it does have a few. Those generally being monsters summoned by the Dark Lord(the Frog Boss making the water level rise, the Arachnorantula clogging up a platform with webs(and attacking whatever gets stuck in them), the Great Owl causing lotus platforms to close). In which case, all one has to do is wait until the Fab Fairies chase the offending monster away.
 
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