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Social NintenZone Social 6.0 - L'Arachel Edition, Apparently?

Best Galar Starter?


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TMNTSSB4

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well then...guess 3rd time was her charm

Now it’s time to get serious for 1 whole game before I go back to for funsies like I’ve been so far (that’s if I get my stage)
2-stock win against Daisy, always a welcome result. :p
Thank goodness I ain’t a Daisy main...that would suck for me
 
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D

Deleted member

Guest
Why is Skewer the most satisfying move to land ever? Also, Down Taunt after a successful hit is the optimal follow up. Don't @ me
ULTIMATE BS LMAO. But I cheesed Moydow with the wackiest focus attack ever so I guess things balance out lol
My brain expanded to the size of the universe on that moment.
 

Jojalole

Henshin a go go baby!
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Why is Skewer the most satisfying move to land ever? Also, Down Taunt after a successful hit is the optimal follow up. Don't @ me
Enemy at 150% with Ridley, what would Shish ever do? Kill him with literally any move? NAH, DOWN-B FOR THAT SWEET 200% TO KILL WITH DOWN THROW.


My brain expanded to the size of the universe on that moment
"I-I did it! It activated!"
 

TMNTSSB4

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What the **** did I just play?
the greatest love story you’ll ever see in the history of Smash Bros

:ultpit:x:ultzelda:: the New Romeo and Juliet minus the dying part...or Spidey and MJ

Also the most serious game you’ll ever get to witness
 
D

Deleted member

Guest
Why the **** does Ike's DAir kill on the ground?
Enemy at 150% with Ridley, what would Shish ever do? Kill him with literally any move? NAH, DOWN-B FOR THAT SWEET 200% TO KILL WITH DOWN THROW.
DTHROW IS THE DUNK THROW
 

TMNTSSB4

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so...that happened...


and OH GAWD ITS RICHTER
 

AndreaAC

Ridley's Propaganda Artist
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Why is Skewer the most satisfying move to land ever? Also, Down Taunt after a successful hit is the optimal follow up. Don't @ me
xD I wish I could manage that when I got the chance to play Ridley at a party, but nope, I couldn't, and the Asserting Dominance taunt came in the most awkward of times by accident, damned tiny ass Joycon controller.
 
D

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Uh so you can catch airdodges with Skewer, good to know. I still don't know how I made that read though lol
 

Knight Dude

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If I ever mod music into Smash, I gotta add some of the Mega Man 11 stuff, either original versions or in the case of Impact/Pile Man the arranged/DISC 2 version.

 
D

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Gonna have to shut down the arena after this fight, my bad. Great matches. From you guys, not me.
 

TMNTSSB4

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This is what I get for being distracted by Samus crawling...oddly irresistible

We all had fun and witnessed love on the battlefield temple
 
Last edited:

KMDP

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This is what I get for being distracted by Samus crawling...oddly irresistible

We all had fun and witnessed love on the battlefield temple
TMNTSSB4: Okay, time to get serious!
Also TMNTSSB4: Ooh, Samus booty!
 

TMNTSSB4

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TMNTSSB4: Okay, time to get serious!
Also TMNTSSB4: Ooh, Samus booty!
Also Me: Goes to Palutena’s Temple like a real man would
Also Me: Go there to listen to Pit crush on Zelda and ship that ****

(but for real though...thank goodness she still has a booty...unlike poor Snake. Nobody wants him for real respect anymore)
 

Moydow

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I wish I saved a replay of that match with Richter. Literally 90% of it was me just standing in place and mashing the B button, and yet somehow I still won. :p
 

Knight Dude

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Found an 8-bit version of Torch Man's theme. It's pretty good. Him and Fuse Man got the best themes of the robot masters, as far as the original soundtrack goes.

 

TMNTSSB4

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I wish I saved a replay of that match with Richter. Literally 90% of it was me just standing in place and mashing the B button, and yet somehow I still won. :p
winning with Richter is officially illegal...I feel bad for the character whom was murdered by that man
 
Last edited:

Knight Dude

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Did Shatterhand ever get a re-release? That'd be a pretty cool game to get one on the Switch's online.
 

Chrono.

...
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But then KH2 Atlantica happend with a "Surprise *****, you thought I was dead"
KH2 Atlantica was a mini game world that you can choose to ignore at least.

I don't think you even get any worthwhile rewards from it.

EDIT: Turns out you get a keychain and Blizzaga from this so whoops. That said, it's a super short rhythm mini game world still lol.
 
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AlphaSSB

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I forgot who thought up the moveset for Slippy in Smash involving robots...

It was AlphaSSB AlphaSSB , right?
I did make a moveset for Slippy, though it doesn't heavily involve robots outside of his Side Special. Mine is mostly based on using gadgets and tools. I do plan on revising this moveset sometime in the future. Maybe make it more compatible with Peppy in mind as an 'Echo' clone.
Name: Slippy Toad
Series: Star Fox
First Appearance: Star Fox (1993)
Archetype: Defensive Engineer
Gimmick: Cameras

Overview

Slippy’s moveset is inspired primarily out of Star Fox: Assault, Star Fox Zero, and Star Fox Guard. Star Fox Assault is what gives him a majority of his attacks, using various different weapons from that game. Almost all of his moves revolve around the use of gadgets, weapons, or tools. Slippy’s moveset was also designed to keep his quirky personality intact, such as when he looks back while stabbing opponents with a screwdriver.

The moves Slippy uses are mostly long-range attacks with high power, but also come with high lag. Moves where he uses weapons are his strongest options, as they’re used to keep opponents away. Slippy does have a few close-combat moves using his tools, but since Slippy isn’t the strongest physically, close-quarters are usually a last resort for him.

Slippy’s moveset gimmick brings something new to the table for Smash. Slippy is able to place down the cameras from Star Fox Guard, which acts as a stationary sentry gun. This is another effective tool for Slippy, as the camera can be used in a variety of ways. The amount of cameras Slippy has active really depends on hardware capabilities, though.

Attributes

Height: 5’6”

Weight: 106

Jump Height
  • Ground: 45
  • Short: 20
  • Midair: 45
Air Speed: 0.9

Fall Speed
  • Normal Fall: 1.75
  • Fast-Fall: 2.8
Movement Speed
  • Walk: 0.75

  • Dash: 1.25
Normals

Neutral: Slippy swings his screwdriver twice in an ‘X’ shape, then looks away and covers his eyes as he rapidly stabs forward with it. The flurry of stabs ends with a final, mid-level thrust.


Dash: As he’s dashing forward, Slippy performs a shoulder-bash. If it connects, it has high knockback and quick recovery. If it misses, then Slippy trips and falls, slightly extending the move, but adding more recovery time.


Tilts

Side Tilt: Slippy takes out his wrench and swings it across with one hand. Rapid inputs will have Slippy alternate which side he swings from, making a back-and-forth motion.

Up Tilt: Slippy performs a small hop and sticks his hands above his head, holding a screwdriver in one and a wrench in the other. Short range but it’s a very quick move that's useful for follow-ups.

Down Tilt: Slippy kneels down and drives an active drill into the opponent’s feet. Quick animation, and hits multiple times. Excellent primer for follow-ups, and can even knock off opponents holding onto a ledge.


Smashes

Side Smash: Slippy takes a kneeling position as he pulls out the sniper rifle from Star Fox: Assault, and lines up a shot. Quick Side Smash inputs will lead to an inaccurate shot, leading to unintentional upward or downward angles. The longer the attack is charged, the more powerful and accurate the shot is. Would have the longest range of any Side Smash, and would be one of the strongest in the series. For balance though, the shot would leave Slippy on his butt, leading to a long recovery time.

Up Smash: Slippy pulls out the gatling gun from Star Fox: Assault, and fires full-auto into the air. However, Slippy can’t handle the recoil, so the gatling gun sprays side to side. This creates a very long-range attack in a 45° radius above.

Down Smash: Slippy pulls out two grenades from Star Fox: Assault, one in each hand. For the attack, Slippy takes a step forward while bending over, then casts them to his sides. This creates a disjointed hitbox, and the explosions occur just far enough away that Slippy doesn’t blow himself up. Great knock-out potential.

Aerials

Neutral Air: True to the series’ signature barrel roll, Slippy turns to the side, sticks hit arms and legs out, and performs a cartwheel-like motion in air. Each limb does damage, and hits on both sides of him. A good ‘get off me’ move.

Forward Air: Slippy whips out the machine gun from Star Fox: Assault and fires a full-auto burst forward. Has long range, and auto-cancels upon landing.

Back Air: Once again, Slippy’s got a bogey on his tail. Since other teammates are already in Smash, Slippy gets a bit of help from Peppy. Slippy leans forward, as Peppy fires three lasers behind him. First laser is right behind Slippy, the second laser is a little bit further out, and the last a bit further than the second. Very strong knockout move.

Up Air: Slippy takes out his wrench and does a wide arcing swing over his head. Makes for an excellent juggling move.

Down Air: Slippy takes out the homing launcher from Star Fox: Assault, aims down, and fires. The rocket travels fast, and only explodes when it comes into contact with an opponent or a platform. Explosion has high damage and knockback, even meteor smashing midair opponents. For balance, the move has long start-up and end-lag, and if timed right, Slippy can hurt or even knock himself out if he fires the rocket too close to the ground.

Throws
Grab
: Slippy takes a step, leans forward, and reaches out with both hands.

Pummel: Once Slippy has his hands on an opponent, his pummel involves him turning his head to the side and slamming it into the opponent’s.

Forward Throw: Slippy, while still holding onto the opponent, jumps up and places his feet on his opponent’s chest. He then performs a strong drop-kick. Strong knockback.

Back Throw: Slippy performs a leap-frog like motion, jumping over the opponent’s head. As he’s landing, Slippy slams a sensor bomb onto the opponent’s back, and it detonates as soon as Slippy lands. Another throw with strong knock back.

Up Throw: Slippy crouches down and rolls onto his back while placing his feet onto the opponent’s chest. He then performs an upward kick with both legs. Good for follow-ups.

Down Throw: Slippy performs a small hop as he throws his opponent onto the ground, then performs a body slam onto them. Deals high percent damage, but low knockback.

Get-Ups

Front Get-Up: Slippy shoots his arms and legs out, then gets himself back up with a push-up like motion.

Back Get-Up: Slippy shoots his arms and legs out, then gets himself back up by rolling over into a kneeling position, then stands.

Trip Get-Up: Slippy kicks hit legs out in front of him and he leans back and shoots hit arms out, then stands.

Ledge Attack: As Slippy is trying to climb back onto the ledge, he sticks his long, stretchy tongue outward.

Specials

Neutral Special: Blaster - Slippy pulls out the standard blaster from Star Fox: Assault and charges it up. The longer the blaster is charged, the further the distance it travels as well as the more damage and knockback it has. Just like in the game its from, the color of the charged shot will change depending on how much power it has. Long range and disjointed with a fast recovery.

Side Special: Direct-i - Slippy sends forward Direct-i from Star Fox Zero. Direct-i travels horizontally across the stage, and when he comes into contact with an opponent, he grabs them. Once Direct-i has grabbed onto an opponent, he sends a consistent electrical shock through them. After three seconds, Direct-i legs go and disappears.

Up Special: Booster Pack - Slippy’s puts on the Booster Pack from Star Fox: Assault and takes flight. The Booster Pack runs on a fuel system, which lasts about four seconds. This grants Slippy impressive vertical and horizontal recovery, and does not leave Slippy in a helpless state after use.

Down Special: AegisCam - Slippy places down an AegisCam from Star Fox Guard. The AegisCam acts as a stationary sentry gun, automatically targeting enemies within range and firing lasers at them. Lasers deal decent percent damage, but do not stun. The AegisCam has a set amount of health, and can be destroyed if it takes enough damage. As for how many Slippy places down, it depends on what the system can handle. 3 would be ideal, 2 would be more balanced, but 1 is more realistic with hardware limits.

Final Smash: Gyrowing - Slippy hops in the Gyrowing from Star Fox Zero and takes to the top of the stage. From here, Slippy can fly left and right across the top, and drop up to three large bombs upon the stage. These bombs have a very large explosive radius, and deal massive damage, often instantly knocking-out opponents. Lasts fifteen seconds total, or until all three bombs are dropped.

Defenses

Shield: Slippy hunkers down with his hands over his eyes.

Sidestep Dodge: Slippy pivots on one foot off to the side, and waves his arms around as if he’s about to lose his balance.

Forward Roll: Slippy performs a somersault forward, and turns around once it’s over.

Backward Roll: Slippy performs a backwards somersault.

Extras

Entrance: Slippy flies in on his Arwing and jumps out. Rather than landing gracefully like Fox and Falco, he lands on his butt. He then stands up and rubs the pain away just before the fight begins.

Stance: Slippy stands facing forward, with his arms angled at his sides.

Idle Animations
  • Animation 1: Slippy puts his hands on his belt and readjusts it.
  • Animation 2: Slippy puts his hands on his hat and repositions it.
Taunts
  • Up Taunt: Slippy covers his eyes, and then quickly move his hands in a peek-a-boo like motion as he says “Ha! Thought you could hide from me, eh?”
  • Side Taunt: Slippy tries to spin his blaster with one hand. As the blaster loops back around, it hits him in the face.
  • Down Taunt: Slippy puts his hand on the side of his headset and briefly leans forward before standing back up straight and says “Shield analysis complete!”
Victory Animations
  • Animation 1: Slippy jumps up and down while sticking his arms up and shouts “I won! Returning to base!”
  • Animation 2: Slippy performs his victory animation from Star Fox: Assault. He clicks his heels to the left, then the right, and performs a ‘sinking’ dance. After the freeze frame, Slippy will stick his arms out in front of him, move them side to side, and perform the ‘sinking’ dance again on repeat.
  • Animation 3: Slippy holds out his wrench towards the camera and says “Mess with the best, go down like the rest!”

Special Victory Dialogue
  • Victory vs. Fox: “This won’t get me kicked off the team, right?” - Slippy
  • Defeat vs. Fox: “You did fine, Slip” - Fox
  • Victory vs. Falco: “You’re all talk, bird-brain!” - Slippy
  • Defeat vs. Falco: “Stick to the pond, frog-boy!” - Falco
  • Victory vs. Krystal: “That staff can’t beat my tech!” - Slippy
  • Defeat vs. Krystal: “Hurts when Fox isn’t here to watch your back, huh?” - Krystal
  • Victory vs. Wolf: “Maybe next time you’ll think twice!” - Slippy
  • Defeat vs. Wolf: “I hate that frog…” - Wolf

Though I do want to bring up someone's phenomenal concept for Slippy's specials.

Also, hello Nintenzone. Haven't posted here in quite a while.
 

allison

She who makes bad posts
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Why is Skewer the most satisfying move to land ever? Also, Down Taunt after a successful hit is the optimal follow up. Don't @ me
these are all true facts. best part of ultimate is turning fools into kebabs
 

praline

the white witch
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I did make a moveset for Slippy, though it doesn't heavily involve robots outside of his Side Special. Mine is mostly based on using gadgets and tools. I do plan on revising this moveset sometime in the future. Maybe make it more compatible with Peppy in mind as an 'Echo' clone.
Name: Slippy Toad
Series: Star Fox
First Appearance: Star Fox (1993)
Archetype: Defensive Engineer
Gimmick: Cameras

Overview

Slippy’s moveset is inspired primarily out of Star Fox: Assault, Star Fox Zero, and Star Fox Guard. Star Fox Assault is what gives him a majority of his attacks, using various different weapons from that game. Almost all of his moves revolve around the use of gadgets, weapons, or tools. Slippy’s moveset was also designed to keep his quirky personality intact, such as when he looks back while stabbing opponents with a screwdriver.

The moves Slippy uses are mostly long-range attacks with high power, but also come with high lag. Moves where he uses weapons are his strongest options, as they’re used to keep opponents away. Slippy does have a few close-combat moves using his tools, but since Slippy isn’t the strongest physically, close-quarters are usually a last resort for him.

Slippy’s moveset gimmick brings something new to the table for Smash. Slippy is able to place down the cameras from Star Fox Guard, which acts as a stationary sentry gun. This is another effective tool for Slippy, as the camera can be used in a variety of ways. The amount of cameras Slippy has active really depends on hardware capabilities, though.

Attributes

Height: 5’6”

Weight: 106

Jump Height
  • Ground: 45
  • Short: 20
  • Midair: 45
Air Speed: 0.9

Fall Speed
  • Normal Fall: 1.75
  • Fast-Fall: 2.8
Movement Speed
  • Walk: 0.75

  • Dash: 1.25
Normals

Neutral: Slippy swings his screwdriver twice in an ‘X’ shape, then looks away and covers his eyes as he rapidly stabs forward with it. The flurry of stabs ends with a final, mid-level thrust.


Dash: As he’s dashing forward, Slippy performs a shoulder-bash. If it connects, it has high knockback and quick recovery. If it misses, then Slippy trips and falls, slightly extending the move, but adding more recovery time.


Tilts

Side Tilt: Slippy takes out his wrench and swings it across with one hand. Rapid inputs will have Slippy alternate which side he swings from, making a back-and-forth motion.

Up Tilt: Slippy performs a small hop and sticks his hands above his head, holding a screwdriver in one and a wrench in the other. Short range but it’s a very quick move that's useful for follow-ups.

Down Tilt: Slippy kneels down and drives an active drill into the opponent’s feet. Quick animation, and hits multiple times. Excellent primer for follow-ups, and can even knock off opponents holding onto a ledge.


Smashes

Side Smash: Slippy takes a kneeling position as he pulls out the sniper rifle from Star Fox: Assault, and lines up a shot. Quick Side Smash inputs will lead to an inaccurate shot, leading to unintentional upward or downward angles. The longer the attack is charged, the more powerful and accurate the shot is. Would have the longest range of any Side Smash, and would be one of the strongest in the series. For balance though, the shot would leave Slippy on his butt, leading to a long recovery time.

Up Smash: Slippy pulls out the gatling gun from Star Fox: Assault, and fires full-auto into the air. However, Slippy can’t handle the recoil, so the gatling gun sprays side to side. This creates a very long-range attack in a 45° radius above.

Down Smash: Slippy pulls out two grenades from Star Fox: Assault, one in each hand. For the attack, Slippy takes a step forward while bending over, then casts them to his sides. This creates a disjointed hitbox, and the explosions occur just far enough away that Slippy doesn’t blow himself up. Great knock-out potential.

Aerials

Neutral Air: True to the series’ signature barrel roll, Slippy turns to the side, sticks hit arms and legs out, and performs a cartwheel-like motion in air. Each limb does damage, and hits on both sides of him. A good ‘get off me’ move.

Forward Air: Slippy whips out the machine gun from Star Fox: Assault and fires a full-auto burst forward. Has long range, and auto-cancels upon landing.

Back Air: Once again, Slippy’s got a bogey on his tail. Since other teammates are already in Smash, Slippy gets a bit of help from Peppy. Slippy leans forward, as Peppy fires three lasers behind him. First laser is right behind Slippy, the second laser is a little bit further out, and the last a bit further than the second. Very strong knockout move.

Up Air: Slippy takes out his wrench and does a wide arcing swing over his head. Makes for an excellent juggling move.

Down Air: Slippy takes out the homing launcher from Star Fox: Assault, aims down, and fires. The rocket travels fast, and only explodes when it comes into contact with an opponent or a platform. Explosion has high damage and knockback, even meteor smashing midair opponents. For balance, the move has long start-up and end-lag, and if timed right, Slippy can hurt or even knock himself out if he fires the rocket too close to the ground.

Throws
Grab
: Slippy takes a step, leans forward, and reaches out with both hands.

Pummel: Once Slippy has his hands on an opponent, his pummel involves him turning his head to the side and slamming it into the opponent’s.

Forward Throw: Slippy, while still holding onto the opponent, jumps up and places his feet on his opponent’s chest. He then performs a strong drop-kick. Strong knockback.

Back Throw: Slippy performs a leap-frog like motion, jumping over the opponent’s head. As he’s landing, Slippy slams a sensor bomb onto the opponent’s back, and it detonates as soon as Slippy lands. Another throw with strong knock back.

Up Throw: Slippy crouches down and rolls onto his back while placing his feet onto the opponent’s chest. He then performs an upward kick with both legs. Good for follow-ups.

Down Throw: Slippy performs a small hop as he throws his opponent onto the ground, then performs a body slam onto them. Deals high percent damage, but low knockback.

Get-Ups

Front Get-Up: Slippy shoots his arms and legs out, then gets himself back up with a push-up like motion.

Back Get-Up: Slippy shoots his arms and legs out, then gets himself back up by rolling over into a kneeling position, then stands.

Trip Get-Up: Slippy kicks hit legs out in front of him and he leans back and shoots hit arms out, then stands.

Ledge Attack: As Slippy is trying to climb back onto the ledge, he sticks his long, stretchy tongue outward.

Specials

Neutral Special: Blaster - Slippy pulls out the standard blaster from Star Fox: Assault and charges it up. The longer the blaster is charged, the further the distance it travels as well as the more damage and knockback it has. Just like in the game its from, the color of the charged shot will change depending on how much power it has. Long range and disjointed with a fast recovery.

Side Special: Direct-i - Slippy sends forward Direct-i from Star Fox Zero. Direct-i travels horizontally across the stage, and when he comes into contact with an opponent, he grabs them. Once Direct-i has grabbed onto an opponent, he sends a consistent electrical shock through them. After three seconds, Direct-i legs go and disappears.

Up Special: Booster Pack - Slippy’s puts on the Booster Pack from Star Fox: Assault and takes flight. The Booster Pack runs on a fuel system, which lasts about four seconds. This grants Slippy impressive vertical and horizontal recovery, and does not leave Slippy in a helpless state after use.

Down Special: AegisCam - Slippy places down an AegisCam from Star Fox Guard. The AegisCam acts as a stationary sentry gun, automatically targeting enemies within range and firing lasers at them. Lasers deal decent percent damage, but do not stun. The AegisCam has a set amount of health, and can be destroyed if it takes enough damage. As for how many Slippy places down, it depends on what the system can handle. 3 would be ideal, 2 would be more balanced, but 1 is more realistic with hardware limits.

Final Smash: Gyrowing - Slippy hops in the Gyrowing from Star Fox Zero and takes to the top of the stage. From here, Slippy can fly left and right across the top, and drop up to three large bombs upon the stage. These bombs have a very large explosive radius, and deal massive damage, often instantly knocking-out opponents. Lasts fifteen seconds total, or until all three bombs are dropped.

Defenses

Shield: Slippy hunkers down with his hands over his eyes.

Sidestep Dodge: Slippy pivots on one foot off to the side, and waves his arms around as if he’s about to lose his balance.

Forward Roll: Slippy performs a somersault forward, and turns around once it’s over.

Backward Roll: Slippy performs a backwards somersault.

Extras

Entrance: Slippy flies in on his Arwing and jumps out. Rather than landing gracefully like Fox and Falco, he lands on his butt. He then stands up and rubs the pain away just before the fight begins.

Stance: Slippy stands facing forward, with his arms angled at his sides.

Idle Animations
  • Animation 1: Slippy puts his hands on his belt and readjusts it.
  • Animation 2: Slippy puts his hands on his hat and repositions it.
Taunts
  • Up Taunt: Slippy covers his eyes, and then quickly move his hands in a peek-a-boo like motion as he says “Ha! Thought you could hide from me, eh?”
  • Side Taunt: Slippy tries to spin his blaster with one hand. As the blaster loops back around, it hits him in the face.
  • Down Taunt: Slippy puts his hand on the side of his headset and briefly leans forward before standing back up straight and says “Shield analysis complete!”
Victory Animations
  • Animation 1: Slippy jumps up and down while sticking his arms up and shouts “I won! Returning to base!”
  • Animation 2: Slippy performs his victory animation from Star Fox: Assault. He clicks his heels to the left, then the right, and performs a ‘sinking’ dance. After the freeze frame, Slippy will stick his arms out in front of him, move them side to side, and perform the ‘sinking’ dance again on repeat.
  • Animation 3: Slippy holds out his wrench towards the camera and says “Mess with the best, go down like the rest!”

Special Victory Dialogue
  • Victory vs. Fox: “This won’t get me kicked off the team, right?” - Slippy
  • Defeat vs. Fox: “You did fine, Slip” - Fox
  • Victory vs. Falco: “You’re all talk, bird-brain!” - Slippy
  • Defeat vs. Falco: “Stick to the pond, frog-boy!” - Falco
  • Victory vs. Krystal: “That staff can’t beat my tech!” - Slippy
  • Defeat vs. Krystal: “Hurts when Fox isn’t here to watch your back, huh?” - Krystal
  • Victory vs. Wolf: “Maybe next time you’ll think twice!” - Slippy
  • Defeat vs. Wolf: “I hate that frog…” - Wolf

Though I do want to bring up someone's phenomenal concept for Slippy's specials.

Also, hello Nintenzone. Haven't posted here in quite a while.
Yeah sorry I couldn’t remember if it was just robots or gadgets. Guess it was both. lol
Pretty good moveset, I should put some more effort in my moveset ideas. :p

Also hello, how are you?
 

Hat N' Clogs

John Tavares is a Leaf
Joined
Feb 9, 2012
Messages
7,858
Location
Southern tier NY state
3DS FC
1650-2469-6836
Switch FC
SW-3519-9567-9870
I'm thinking that My Hero Academia Season 1 will be the next anime I watch next. I know it's popular on here, so I'll update you all with my thoughts later.
 

KingofPhantoms

The Spook Factor
Joined
Feb 12, 2013
Messages
33,573
Location
Southern California
3DS FC
1006-1145-8453
I liked Atlantica in KH1. The combat and world design all made it fun and unique. KH2 ruined it.

KH2 does have some other nicely designed worlds compared to the first. I particularly like the Pride Lands, Port Royal and Beast's Castle, though there's a few others I was more disappointed with. Halloween Town in particular. I liked that they incorporated the "Christmas" part of The Nightmare Before Christmas into the world this time unlike with KH1, the problem is that KH2's Halloween Town...is just a lot smaller and more cramped, imo.
 

AlphaSSB

Bring Back Star Fox
Joined
Jun 19, 2014
Messages
2,752
Location
United States
3DS FC
0018-1370-8449
Switch FC
0691-1639-9303
Yeah sorry I couldn’t remember if it was just robots or gadgets. Guess it was both. lol
Pretty good moveset, I should put some more effort in my moveset ideas. :p

Also hello, how are you?
I'm doing alright, all things considered, thanks for asking. Mostly just training and preparing for next semester.

How about you? Or anyone else in the Nintenzone. Haven't spoken to anyone here in quite a while.
 

praline

the white witch
Joined
Feb 16, 2014
Messages
50,853
Location
the underworld
Switch FC
6178 82674988
I'm doing alright, all things considered, thanks for asking. Mostly just training and preparing for next semester.

How about you? Or anyone else in the Nintenzone. Haven't spoken to anyone here in quite a while.
I’m quite alright. Nothing really interesting though currently. What are you taking next semester?
 

Z25

Pokemon Illusionist
Joined
Jan 6, 2014
Messages
28,793
Location
Mushroom Kingdom
NNID
Zoroarkrules571
3DS FC
0533-5240-0946
So Steven Universe escapism:
Very filler like but could be foreshadowing towards peace?

Also bismuth is coming to homeworld how? And probably lapis and peridot. Maybe Greg too.
 

AlphaSSB

Bring Back Star Fox
Joined
Jun 19, 2014
Messages
2,752
Location
United States
3DS FC
0018-1370-8449
Switch FC
0691-1639-9303
I’m quite alright. Nothing really interesting though currently. What are you taking next semester?
Only three classes, but they're going to be pretty tough based off what I've heard.

Capstone course in Cyber Defense, Network Security, and Tactical Perimeter Defense.

After those three, all I've got is a Summer internship, and I'll have my degree.
 

praline

the white witch
Joined
Feb 16, 2014
Messages
50,853
Location
the underworld
Switch FC
6178 82674988
Only three classes, but they're going to be pretty tough based off what I've heard.

Capstone course in Cyber Defense, Network Security, and Tactical Perimeter Defense.

After those three, all I've got is a Summer internship, and I'll have my degree.
Just the names alone sound intimidating. Good luck, my friend.
 
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