Moveset Completed!
I got my moveset done! Actually, it's been done for a while, but um... I was lazy. Here it is!
Patinator Mii Moveset: Patent Pending (LOL)
Stats (Of 10):
Weight: Varies. You choose the bulkiness of your Mii on the Mii Channel; this is of course kept when you use a Mii in Brawl.
Height: Varies. The same as weight.
Strength: 5 of 10. Mii’s will be even more balanced then Mario, if my moveset goes right.
Fall Speed: 5 of 10.
Overall Comboability: 6 of 10. The Mii has weak moves for its Neutral A’s, Tilts, and throws, but its other moves are on the strong side.
Overall Damage: 4 of 10. In exchange for above-average knockback on a few moves, some of the others have lower-than-average damage.
Walk Speed: 3 of 10.
Dash Speed: 7 of 10. While the Mii’s walk is casual, its dash is fast due to it being usable in
Mario & Sonic at the Olympic Games.
I believe if you add those up and divide them by eight, you come up with an even 5, except for the weight and height.
Moveset
Neutral A attack: Double Punch. The Mii, wearing boxing gloves (Which automatically appear in one frame), punches once, or twice if you tap A twice. 2% for the first punch, three for the second.
Tilts
Forward Tilt: Uppercut. The Mii, using its gloves again, performs a rather long-range uppercut attack. 4-7%. Moderate forward knockback, between slow and fast. Mario’s F-Tilt has about equal speed.
Up Tilt: Serve. The Mii throws a tennis ball upwards, having a bit more range than Bowser’s Up Tilt in Melee. 3-7%. Low knockback, somewhat slow.
Down Tilt: Putt. The Mii swings the Putter club (HARD.) in front of itself, with range equal to Falco’s Down Tilt in Melee. 9-12%, moderate knockback. Moderate speed.
Smashes
Forward Smash: Home-Run Swing. The Mii (Optional, of course.) charges up power, then swings powerfully with a baseball bat. Moderately-high range, high knockback. Much like Ness’ F-Smash in Melee, speed-wise. 12-23%.
Up Smash: Bowling Ball Loft. The Mii (Again, optional.) charges a bowling ball behind its legs, then throws it straight up. You can move again once the ball is at the peak of the throw. Rather high range for an Up-Smash, and high upwards knockback.
Note that, like Ness’ yo-yos, the bowling ball causes slight damage and knockback while charging. 2% during charge, 12-26% during actual attack.
Down Smash: Random Golf Club. The Mii strikes with the other three clubs: Iron, Wedge, and Driver. All have equal speed, which is moderate. It is a random selection.
The Iron has the most damage and lowest knockback, although all are moderately strong. 14-27%, somewhat low knockback.
The Wedge is the middle of all three. 12-25%, moderate knockback.
The Driver has, of course, the most knockback, but you have a slightly lower chance of getting it. 11-24%, somewhat high knockback.
Specials
Neutral Special: Shotgun Blast. The Mii shoots with the shotgun from
Wii Play (Although without real bullets and a more cartoony look, of course.). It has as much range as Samus’ Melee Smash Missiles. 10%, moderate forward knockback. You can continuously shoot, although not like a machine gun. Press L/R/Z to resume your normal standing position.
Side Special: Power Shot. The Mii lofts up a tennis ball and performs the power shot technique from Wii Tennis with a racket. The ball shoots forward, harming anyone in its way, leaving a trail of smoke. The ball continues until it hits the ground twice. 15%, high-moderate upwards knockback.
Down Special: Bowl. The Mii charges up a bowling ball behind it, taking a maximum of three and a half seconds. By letting go of B, it releases the ball, causing it to either rocket forward upon a full charge, or slowly roll upon a no-charge. Very low to high forward-upwards knockback. Damage per charge listed below.
Up Special: Mii Grab. The hand from Mii Channel, with a number corresponding to your controller number, lifts the Mii up. While the hand appears (During which the Mii is immobile and has Super Armor), you tilt the control stick in the direction you want to go, with up being default. Has about as much range as Lucas’ PK Thunder.
No charge: 5%.
Almost no charge to quarter charge: 6-9%.
Quarter to half charge: 10-13%.
Half to three-fourths charge: 14-17%.
Between ¾ and full: 17-20%.
Full charge: 22-25%.
Mii: Final Smash
Tanks!
One of the games you use Mii’s in is called Wii Play. One such level is called Tanks, where you control a tank, trying to destroy enemy tanks.
We’ve utilized this for when your Mii gets a Smash Ball.
(Picture: A male Mii which looks like Sakurai having red and gold eyes, on New Pork City’s left most part)
(Picture: The Mii climbing into the tank from Wii Play)
It climbs into the tank…
(Picture: A missile being fired forward)
And now, YOU control it!
You can press the B button to fire a missile, press Forward B to fire a fast, powerful rocket, or press A to lay down a mine.
(Picture: A mine exploding, hitting Mario, and a missile hitting King Dedede)
This is a deadly weapon!
However, if the tank takes enough damage, it blows up, resulting in you losing one life or point, depending on the mode.
(Picture: The tank exploding, and the Mii losing a stock)
Aww… So sad…
(LOL, I went all DOJO!! on you all.)
Grab/Jab/Throws
Grab: The Mii holds out a Wii Remote in front of him, which allows him to grab anyone within his grab range, which is a lot like Mario’s.
Jab: A simple punch. 2%.
Forward throw: The Mii jabs forward with the Remote, making the victim go forward. 7-10%, medium knockback.
Back throw: The Mii moves the Remote in an upwards semi-circle to behind its back, making the foe fly backwards, like Ness’ back throw in Melee. 5-7%, medium high knockback, although slightly higher than forward throw.
Up throw: The Mii jabs upwards, making the captured foe go upwards. Duh. 10-12%, medium knockback.
Down throw: The Mii traces a small eight on the ground, dragging the victim along the path, then following with a weak lift-up. 10-14%, slightly backwards, but mostly low-moderate upwards knockback. Good for chain throwing.
lol uberlong post
How'd I do? Critique/comment/flame if you want! Err, omit that last part.