Sudsy86_
Smash Ace
I have no idea if this is an original character idea or not.
Birdo:
Small (MK-like size),
Med-heavy weight ( a notch above Mario),
Med-heavy attack power ( a notch above Mario),
Short range,
Good ground agility/ foot speed ( Wario-like)
Floaty in air ( like Luigi)
Average first jump, and
Amazing second jump ( similar to Diddy's Z+A jump in DK 64).
Moveset ( will likely do a poor job here):
neutral a: standard punch-- 3-4 %, depending on location
Jab combo : punch, kick, headbutt ( very similar to Mario/ Luigi's)--13-16 %
ftilt: quick headbutt ( horizontal headbutt with either forehead or top of head) 7-9 %, depending on location. Won't kill definitively until 207-210.
dtilt: slower, more powerful version of Ness' dtilt ( Like Mario/ Falcon's)--2-3 %, depending on location. Won't kill until 208-212.
utilt--Essentially the same as Luigi's--8-9%, depending on location. Won't kill until 119-124.
fsmash: charged version of ftilt--11 minimum charge; 19 fully charged. 20 when fully charged and up close. Minimum won't kill until 131-136 range; max. won't until 123-126.
Dsmash: head smash downwards ( starting straight up, ending in L-like position. Hitbox goes as high as 30-35 percent of Birdo's height.)--11 minimum charge; 15 fully charged. 16 fully charged and up close. Won't kill until 117 uncharged; max. won't until low 100's. ( move has short range.
Usmash: Essentially Mario/Luigi/ Yoshi's--12 minimum; 16 fully charged. 17 when fully charged and up close. Minimum won't kill until 126-130; Max won't until 119-124.
B: charged egg spit/ shot(?) ( quicker, less powerful version of Samus' charge shot, except being able to be charged while in air)--3-4 damage not close and not charged; 5-6 up close. 11-12 damage fully charged and not close; 13-14 fully charged and up close. All percentages depending on body part hit. Won't kill until 197 fully charged.
OverB: horizontal egg spit/ shot (?). Same max firing rate as Mario's fireballs. Eggs are roughly the same size as Samus' canon/ missle arm attachment. Eggs do 3-4 damage each.
Knockback same as a projectile Pokeball. Won't kill until...., I don't know, 340-350. (?)
UpB: Birdo exhales and propells herself upwards. Height attained is slightly higher than Link's upB. Does no damage but anyone caught in air stream ( which lasts as long as she's being propelled) will be pushed about six feet at a downward angle( assume a standard short hop is about four feet or so). The angle and distance will be determined in the same way billiard balls travel. Basically, someone hitting the side of the air stream is hitting an air wall. Knockback is inversely proportional to distance between opponent and Birdo. No killing potential by design.
DownB: Charged ground quake. Birdo presses mouth to ground and exhales into ground, causing surface to shake, causing an instant vulnerable, trip-like result to the opponents. Minimum charge yields opponents temporarily losing balance, essentially doing nothing much at all. Maximum charge yields causes opponent to fall on rear end long enough for a dash attack to connect--or even a fairly quick regular attack if close enough. 3-8 damage, depending on distance away from cause of radiation. Has no killing potential itself.
Dash attack: summersault. Isn't a full one like Snake's. Ends with Birdo's rear still on the ground and feet in air with possible short prolonged attack potential. Is useful for pushing off walls back into standing position, with the reverse summersault doing damage as well.
Can attack continuously as fast as Snake's summersaults. Depending on distance, forward saults can deal 3-7 on initial sault--while dealing 3-4 more during prolonged attack with feet--and 2-4 on reverse sault. Won't kill until at least 220.
Nair: Same as Mario/ Yoshi's--7-10 damage. Won't kill until at least 170.
Fair: aerial headbash--6-12 damage. Won't kill until at least 155.
Bair: Same as Mario's. 7-13 damage. Won't kill until at least 160.
Dair: Unsegmented version of Lucario's. 2-3 damage each hit. Isn't meant to kill unless off stage.
Uair: Same as Jigglypuff's. 7-10 damage. Won't kill until 113-115.
Birdo would not be a character you would use to kill at low percentages. Her knockback strengths are not in areas in which you typically kill your opponent.
Birdo is primarily a mix of Squirtle, Mario and Luigi.
I don't think Birdo is cheap, considering her poor range. I think she would likely be high-mid or in the high tier.
Think this would realistically work if given the chance? Thoughts?
Birdo:
Small (MK-like size),
Med-heavy weight ( a notch above Mario),
Med-heavy attack power ( a notch above Mario),
Short range,
Good ground agility/ foot speed ( Wario-like)
Floaty in air ( like Luigi)
Average first jump, and
Amazing second jump ( similar to Diddy's Z+A jump in DK 64).
Moveset ( will likely do a poor job here):
neutral a: standard punch-- 3-4 %, depending on location
Jab combo : punch, kick, headbutt ( very similar to Mario/ Luigi's)--13-16 %
ftilt: quick headbutt ( horizontal headbutt with either forehead or top of head) 7-9 %, depending on location. Won't kill definitively until 207-210.
dtilt: slower, more powerful version of Ness' dtilt ( Like Mario/ Falcon's)--2-3 %, depending on location. Won't kill until 208-212.
utilt--Essentially the same as Luigi's--8-9%, depending on location. Won't kill until 119-124.
fsmash: charged version of ftilt--11 minimum charge; 19 fully charged. 20 when fully charged and up close. Minimum won't kill until 131-136 range; max. won't until 123-126.
Dsmash: head smash downwards ( starting straight up, ending in L-like position. Hitbox goes as high as 30-35 percent of Birdo's height.)--11 minimum charge; 15 fully charged. 16 fully charged and up close. Won't kill until 117 uncharged; max. won't until low 100's. ( move has short range.
Usmash: Essentially Mario/Luigi/ Yoshi's--12 minimum; 16 fully charged. 17 when fully charged and up close. Minimum won't kill until 126-130; Max won't until 119-124.
B: charged egg spit/ shot(?) ( quicker, less powerful version of Samus' charge shot, except being able to be charged while in air)--3-4 damage not close and not charged; 5-6 up close. 11-12 damage fully charged and not close; 13-14 fully charged and up close. All percentages depending on body part hit. Won't kill until 197 fully charged.
OverB: horizontal egg spit/ shot (?). Same max firing rate as Mario's fireballs. Eggs are roughly the same size as Samus' canon/ missle arm attachment. Eggs do 3-4 damage each.
Knockback same as a projectile Pokeball. Won't kill until...., I don't know, 340-350. (?)
UpB: Birdo exhales and propells herself upwards. Height attained is slightly higher than Link's upB. Does no damage but anyone caught in air stream ( which lasts as long as she's being propelled) will be pushed about six feet at a downward angle( assume a standard short hop is about four feet or so). The angle and distance will be determined in the same way billiard balls travel. Basically, someone hitting the side of the air stream is hitting an air wall. Knockback is inversely proportional to distance between opponent and Birdo. No killing potential by design.
DownB: Charged ground quake. Birdo presses mouth to ground and exhales into ground, causing surface to shake, causing an instant vulnerable, trip-like result to the opponents. Minimum charge yields opponents temporarily losing balance, essentially doing nothing much at all. Maximum charge yields causes opponent to fall on rear end long enough for a dash attack to connect--or even a fairly quick regular attack if close enough. 3-8 damage, depending on distance away from cause of radiation. Has no killing potential itself.
Dash attack: summersault. Isn't a full one like Snake's. Ends with Birdo's rear still on the ground and feet in air with possible short prolonged attack potential. Is useful for pushing off walls back into standing position, with the reverse summersault doing damage as well.
Can attack continuously as fast as Snake's summersaults. Depending on distance, forward saults can deal 3-7 on initial sault--while dealing 3-4 more during prolonged attack with feet--and 2-4 on reverse sault. Won't kill until at least 220.
Nair: Same as Mario/ Yoshi's--7-10 damage. Won't kill until at least 170.
Fair: aerial headbash--6-12 damage. Won't kill until at least 155.
Bair: Same as Mario's. 7-13 damage. Won't kill until at least 160.
Dair: Unsegmented version of Lucario's. 2-3 damage each hit. Isn't meant to kill unless off stage.
Uair: Same as Jigglypuff's. 7-10 damage. Won't kill until 113-115.
Birdo would not be a character you would use to kill at low percentages. Her knockback strengths are not in areas in which you typically kill your opponent.
Birdo is primarily a mix of Squirtle, Mario and Luigi.
I don't think Birdo is cheap, considering her poor range. I think she would likely be high-mid or in the high tier.
Think this would realistically work if given the chance? Thoughts?