ScoobyCafe
Smash Journeyman
@Arcadenik
Which is why I said don't bother with the DOJO; keep the game under wraps. And you misunderstood me when I said follow up--by that I mean something in the vein of SSFII or SSFIV (more so IV, since it actually aims to fix many things all while implementing left-over stuff and introducing new stuff).
As for Tetra, she's kinda like Sheik when you think about it, being Zelda and all, except Tetra appeared in more than one game, so her appearing wouldn't be a big deal.
Hmm. The thing with developing a moveset with her staff in mind is that she nor Fox hardly does anything with it, and what they CAN do others can already do, that is shoot fire and ice. Kinda why I think her staff should be reserved for some of her tilts and smashes.
Here's what I'm thinking about, tell me what you guys think:
Up: CloudRunner: Krystal hitches a ride on a Cloudrunner which jets toward a designated direction. Cloudrunner will harm you if you're in it's path.
Neutral: Gattling Gun: Krystal whips out her preferred weapon from Assault. A slow, yet very fast-firing gun capable of firing multiple lasers, but extremely inaccurate at a distance. The distance lasers travel in itself is rather fair.
Forward: Krazoa Warp: Krystal warps from one direction to the other. Ability derives from the Krazoa Shrine entrance warps in SF: Adventure.
Down: Barrier: Krystal creates a navy spherical shield around her that protects her from special attacks. In Assault, her special is x2 barrier possession due to her being rather frail compared to the other playable characters. Unlike reflector, barrier will absorb a la spellstones in SF: Adventure, and refract.
Final Smash: Nope, I got nothing.
I say something like this stays true to her appearances in Adventure an Assault. Quake I imagine being her down smash, just so you know.
Which is why I said don't bother with the DOJO; keep the game under wraps. And you misunderstood me when I said follow up--by that I mean something in the vein of SSFII or SSFIV (more so IV, since it actually aims to fix many things all while implementing left-over stuff and introducing new stuff).
As for Tetra, she's kinda like Sheik when you think about it, being Zelda and all, except Tetra appeared in more than one game, so her appearing wouldn't be a big deal.
Actually wanted one without the staff, but I don't mind either way.For Krystal, staff or no staff?
For staff:
*Moveset*
Hmm. The thing with developing a moveset with her staff in mind is that she nor Fox hardly does anything with it, and what they CAN do others can already do, that is shoot fire and ice. Kinda why I think her staff should be reserved for some of her tilts and smashes.
Here's what I'm thinking about, tell me what you guys think:
Up: CloudRunner: Krystal hitches a ride on a Cloudrunner which jets toward a designated direction. Cloudrunner will harm you if you're in it's path.
Neutral: Gattling Gun: Krystal whips out her preferred weapon from Assault. A slow, yet very fast-firing gun capable of firing multiple lasers, but extremely inaccurate at a distance. The distance lasers travel in itself is rather fair.
Forward: Krazoa Warp: Krystal warps from one direction to the other. Ability derives from the Krazoa Shrine entrance warps in SF: Adventure.
Down: Barrier: Krystal creates a navy spherical shield around her that protects her from special attacks. In Assault, her special is x2 barrier possession due to her being rather frail compared to the other playable characters. Unlike reflector, barrier will absorb a la spellstones in SF: Adventure, and refract.
Final Smash: Nope, I got nothing.
I say something like this stays true to her appearances in Adventure an Assault. Quake I imagine being her down smash, just so you know.