Post movesets for your most wanted characters

Joined
May 16, 2020
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Portugal
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#1
so! i figured it'd be a fun idea to make a thread where you (yes, you) can post movesets for any character you want. this is different from make your move btw. this is simply a for-fun thread where you can share the movesets you made for your most wanted characters.

i'll start by posting a moveset i made for edward falcon from power stone and posted in the newcomer thread:
so! yesterday, i mentioned making a moveset for edward falcon from power stone. and well, here it is! by the end of this, i hope you too will be interested in the prospect of the power stone series in smash.

also for just this one post i'm dropping the all lowercase letters schtick
Alright, since I still can't figure out how to upload images, please refer to this video for reference and for better visualizing his moves.
First of all, a crash course: Who is Edward Falcon?
Edward Falcon is the protagonist of Power Stone, a 3D arena fighter released by Capcom for the arcades and the Dreamcast, and its sequel. An aviator/boxer in the anime, Edward hails from the totally-not-a-certain-real-world-location land of Londo, and his main goal is to find the legendary Power Stones. Since his appearance in his own (dead) series, he's shown up here and there, namely as a small cameo in Capcom VS SNK 2, a card in Ultimate Marvel VS Capcom 3's Heroes and Heralds mode, and, most surprisingly of them all, a DLC costume in Dead Rising 3 of all things (Not even I was aware of this last one before researching all his cameos!)

OK. Now we cover the basics, or rather, the overall theming of his moveset. So, Edward himself is just punchy-kicky man, admittedly. BUT, there's two things in particular that make him EXPLODE in moveset potential: his super form and items. The super form we'll get to later, but items are, well, items in his original game. When added to his moveset, they basically make him an arsenal of cartoony weapons. And trust me, i had to leave out a TON in this moveset. For reference, Power Stone 2 had OVER 100 ITEMS. Yeah, this moveset doesn't cover all of his potential, but tbf it'd be impossible to stuff all that in one moveset, so i just went with the ones i felt flew better in the context of Smash.

Now before we get to the main event, I'd like to mention his smash attacks, as they also use items. Of course, stuff like his jab combo, tilts and grabs would all just be run-of-the-mill brawling.
Forward Smash: Edward swings a pipe forward.
Up Smash: Edward pulls out a sword (oh boy) and slashes upwards.
Down Smash: Edward pulls out a giant hammer and SLAMS it on the ground.

Alright, it's Special time:
Neutral Special: Machine Gun: Yes, a literal mother****ing machine gun. Starting off on the right foot, ain't we? Well, it's a big cartoony machine gun, to be more specific. When using it, Edward stays in place, and you can let it last for as long as you want by simply holding the B button.
Side Special: Crate Kick: Edward kicks one of a selection of stage objects from the first game forward. So not just crates: barrels, chairs, tables, vases, benches, trash cans...Great for ruining attempts at recovery.
Up Special: I honestly don't know what to name this one: Edward does a simple jump. It's got decent height. HOWEVER, if Edward makes contact with an opponent during it, he will grab them midair and slam them down. It's like a non-tether, shorter-ranged version of Byleth's up-B. This is an actual move of his from the first game, and i wanted to incorporate it into his moveset in some way.
Down Special: Item Shop: Now here's where things get interesting. So, a new feature in Power Stone 2 was the item shop. It brought a whole load of new items with it, as I mentioned before. So, with this, instead of going for just one, I decided to have a 4-in-1 and give Edward a not-as-nearly-as-gimmicky version of Command Select. So, when using it, a menu gets pulled up, and from it you can choose to use one of 4 weapons:
Soccer Ball: This was Edward's special unique item of sorts in the game. He kicks a soccer ball, and it works more or less like the Soccer Ball item we already have, minus the flames.
Bazooka: Edward shoots a few shots, does decent damage, not much else to be said here other than it's a goddamn bazooka.
Flame Rod (i think that's what it was called): Edward pulls out said rod and shoots 3 fire orbs at the opponent.
Fire Bottle: Edward throws the bottle at the opponent, engulfing them in flames. There we have it boys, our first Smash fighter to wield an actual molotov.


Now, we got a real shake-up coming: his Power Stone meter. It consists of three little Power Stone icons, and when Edward does a certain amount of damage, one of the icons fills up and so on until he becomes his super form. This pretty much gives him a whole second moveset. Keep in mind that I'm not naming most of the specials this time cause as of this writing I don't remember the names.
Neutral Special (Super Form): Edward shoots a single missile.
Side Special (Super Form): Edward dashes knee-first into the opponent. I'm taking away the original ability to perform this move multiple times at once as to not run the risk of having another Bayo on our hands.
Up Special (Super Form): Power Hurricane: Edward performs a flaming uppercut.
Down Special (Super Form): Edward fires 5 small homing missiles at the opponent. Not a lot of knockback.
And now, the big one:
Final Smash for both forms: Red Whirlwind (named after his canon moniker ala Red Baron): Edward turns into his super form (or stays in it, it depends), kicks the opponent into the air and fires an absolute BARRAGE of missiles. It's like Snake's Final Smash on steroids.
i sincerely hope y'all take the time to read this, this took me a lot of time and i think it came out great. and if this convinced you on his potential, you can stop by the edward falcon support thread! afaik it hasn't been added to the directory yet so you'll have to look for it
 
Joined
Sep 3, 2018
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RetrogamerMax2
#2
Goemon:

Specials:

Side Special Chainpipe: Goemon pulls out his Chainpipe and shoots it out to attack the other player or grab them. It would be similar to Link's Hookshot and it could grab the ledge of the stage as well too like the Hookshot and Simon's wrip.

Down Special Super Saiyan Goemon or Super Goemon: Goemon's hair turns golden like a super saiyan's from DBZ and he gains quite a boost of attack power for like 5 or 10 seconds. Afterwards, it will take a whole minute for Goemon to perform the move again.

Special Ryo: Goemon throws a Ryo coin at the other player. Pressing B Goemon throws a normal Ryo coin but holding B will charge it up and set the Ryo coin on fire for a more explosive attack.

Up Special Cloud Boost: In the Goemon games when you die when you're playing co-op, you can be brought back by the other player if you have more lives. Goemon or whoever else you would be playing would pop out of nowhere on a cloud like their spirit has been rising from the dead. Goemon would fly up in the cloud in Smash like in his games.

All Smash Attacks Goldenpipe: Goemon swings his Goldenpipe at the direction of your choosing.

Final Smash Impact: A giant Power Ranger type robot called Impact comes out to help Goemon and shoots a mouth laser at all other players on stage that get's hit by it. Here is a taste of what Impact could do in the games:

 

Mamboo07

Smash Master
Joined
Mar 23, 2019
Messages
4,247
Location
Dreamland
#3
I remember doing a moveset for The Shake King.
Shake King's Moveset
JAB/TILTS
Jab
A three part attack, a right hook, followed by a left jab, and finished with an overhead slam into the ground with both arms stretched forward.

U-Tilt
An awkward hop while facing the screen.

S-Tilt
Lightly winds back, and throws a far-reaching punch.

D-Tilt
Raises his foot and slams it on the ground creating a small shock wave in front of him.

SMASH ATTACKS

Side Smash
Steps back and moves his arm behind himself while an after-effect of red appears behind him. After a moment, he steps forward and punches so hard.

Up Smash
Awkwardly attempts to punch upwards.

Down Smash
Reels back, and while facing the screen slams a fist into the ground directly in front of him, creating two "shock wave" projectiles.

Dash Attack
Comically trips, and holds his arms straight above him, when he lands, he face plants and his fists crash down in front of him.

AERIALS
Neutral
A body splash, similar to Dedede's one.

Up
Sticks his arms out to his sides, and claps directly upwards.

Down
Spins himself so he's facing straight downwards, before throwing a punch in that direction.

Forward
A slightly awkward punch forward.

Backward
Removes his helmet, and swipes behind himself with it before putting it back on.

GRAB/THROWS
Grab
Outstretches both his arms and tries to snag an opponent.

Dash
Lunges forwards with his arms out.

Pummel
Shakes the opponent so hilariously fast that they become a banana-shaped blur.

Up
Slams the opponent on the ground before throwing them in the air.

Down
Throws the opponent on the ground as body slams them wrestler style.

Forward
Winds back with opponent in hand, and throws said opponent.

Backward
Grabs the opponent by the legs and swings them around at ridiculous speed before sending them flying.

Floor Attack
Shake King gets up and dropkicks the opponent.

Edge Attack
Shake King climbs up and punches the opponent forwards.

BLOCKS/DODGES
Standing
Holds up his arms in front of himself.

Side Roll
Shake King slides backwards dodging the opponents attack.

Downward
Shake King steps aside swishing his cape around.

Aerial Dodge
Something similar to K. Rool's air dodge.

SPECIALS
Neutral
Electric Punches

Shake King tightens his fists as his hands start crackling and glowing with electricity.
Holding B much more all the way will have Shake King start punching the opponent very fast and rapidly at high speed in a flurry of lightning and fists.

Side
Helmet Rush
Shake King ducks down and glows blue as he charges across the stage with his helmet pointing forwards as he tramples opponents.
(Running into a wall results in him getting stuck.)


Up
Leaping Pound
Shake King glows blue as he jumps into the air and floats a while before crashing down sending opponents sky-high.


Down
Earthshaker
Shake King raises his fists into the air and slams them into the ground so hard causing a shock-wave that trips opponents or stuns them.
(Based on Wario's earthquake punch from Shake It!)


FINAL SMASH
Wrath of the Shake King
Shake King smiles evilly as he charges forwards ramming into the opponent leading to a cut-scene of the opponent landing on the Shakedown Schooner as Shake King is seen charging at high speed roaring in anger and fury towards said opponent as he grabs them and crashes through many walls brutally punching him/her at high speed before the two go crashing outside the back as Shake King uppercuts the opponent before throwing him/her into the upper troposphere as he glows blue before firing a massive laser at them ending in a gigantic explosion, the opponent is launched into the Blast Zone thus ending said FS.

TAUNTS
1. Shake King points forwards and does a neck-slice gesture laughing evilly.

2. Shake King glows with electricity crackling across his skin.

3. Shake King rears back while giving out a battle cry before slamming both fists into the ground.

ALT COSTUMES
(Shake King's alt costumes are based on different Wario characters except for the last.)
1. Default
2. Wario
3. Captain Syrup
4. Genie
5. Rudy the Clown
6. Black Jewel
7. Count Cannoli
8. A pirate outfit
(Something like Kaptain K. Rool)

VICTORY POSES
-Shake King grabs the 4th wall and smiles evilly as several cracks appear.

-Shake King is seen laughing manically with the other bosses from Shake It.

-When the game transitions to the victory screen, the screen is abnormally darkened.
After a moment, two glowing blood red glints appear out of nowhere before the screen brightens to show Shake King on his throne.

Losing Pose: Shake King slowly claps his hands with blood red glowing eyes.

OTHER ANIMATIONS
Walking
Shake King stomps towards the opponent menacingly.

Running
Wario's wheel-of-feet from Shake It when entering a Max Fastosity Dasherator.

Running into Wall
Falls on his back and gets up while grumbling.

Crouch
Something similar to Wario's crouch from Wario Land series.

Crawl?
Has no crawl.

Dizzy
Crazy Wario's stumbling from Wario Land 3.

Swimming
Does a breaststroke while swimming.

Drowning
Flails his arms and feet anime style trying to stay afloat.

Sleeping
Face plants on the ground snoring, after a while he gets up.

Jumping
Does his own version of Wario's jumps.

Edge Hanging
Hangs on the edge by one hand trying to pull himself up.

Edge Balancing
Flails around hilariously trying to balance himself.

Chilli Curry
Flails around while on fire.
(Reference to Flaming Wario.)

Home-Run Bat Swing
Holds said bat with one arm before swinging it.

Hit by Joker's Side Special
Has an annoyed expression on his face glancing towards the screen.

Stamina Battle Defeat
Falls on his back and glows white before exploding.
(Reference to his defeat animation back in the final battle from Shake It.)

Star KO
Screams out in a deep voice.

Screen KO
Splats on the screen with his face squished against said screen having a hilarious expression.

(One little detail is that when Shake King is damaged or attacked, he assumes many anime expressions.)

KIRBY HAT
Kirby gains Shake King's big beard, and his eyebrows with helmet.

BOXING RING TITLE
"The Marauding Pirate"
 

Perkilator

Smash Champion
Joined
Apr 8, 2018
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San Clemente, California
#4
Dig Dug
Intro: Dig Dug drills from underneath the ground and pops out.

Stance/Idle 1: His idle animation from Namco X Capcom, as Taizo Hori.

Idle 2: Dig Dug rests his shoulder on his drill.

Idle 3: Dig Dug holds up his drill like a gatling gun.


Notable Palette Swaps:
-Dig Dug arcade cabinet design (default)
-Taizo Hori (Blue; his skin color becomes that of his Mr. Driller design, and he even has his goatee)
-Susumu Hori (Pink)
-Anna Hottenmeyer (Yellow)
-Ataru Hori (Black)
-Dr. Z (White; like his Taizo alt, his goatee is present)
-Pooka (Red)
-Fygar (Green)

Walk: Dig Dug walks with his jackhammer mounted on his back.

Jog: Dig Dug extends his legs while walking.

Dash: Dig Dug runs just like his run animation from Dig Dug.

Damage: Dig Dug's lose animation.

Jump: Dig Dug lifts his drill up as he jumps with both legs.

Crouch: Dig Dug sets his jackhammer on the ground, ready to drill into the ground.


Weapon of Choice: Dig Dug mainly fights with both a jackhammer and a pump.

Normal Attacks
Jab: Dig Dug swings forward twice (7%, small knockback), and then drills the target continuously (2-5%, small knockback)
Forward+A: Dig Dug fires three shots from his Ray Gun (6%, small knockback)
Down+A: Dig Dug drills out one rock at a time (7%, small knockback)
Up+A: Dig Dug pumps out some air above him (9%, OK knockback)

Aerial Attacks
Air+A: Dig Dug spins with his pump around him (8%, OK knockback)
Air Forward+A: Dig Dug drills forwards (9%, OK knockback)
Air Back + A: Dig Dug drills behind himself (12%, OK knockback)
Air Up+A: Dig Dug holds either a Pooka's eyes or a Fygar's scary face above him (11%, OK knockback)
Air Down+A: Dig Dug dives downward and drills into the ground (16% with a meteor effect, OK knockback)

Dash Attack: Dig Dug drills on the ground, riding his jackhammer (5%, small knockback)
Edge Attack: Dig Dug turns into blue eyes and pops up onto the stage (7%, small knockback)
Get-Up Attack: Dig Dug's pump blows out some air around him, lifting him back up (4%, small knockback)

Smash Moves
Forward+A: Dig Dug holds a Fygar out, and it breathes fire (19%, medium knockback)
Up+A: Dig Dug drills upwards (21%, medium knockback)
Down+A: Dig Dug drills on the ground, erupting pillars of fire around him (22%, medium knockback)

Grab Game
Grab: Dig Dug grabs the target with his pump.
Pummel: Dig Dug pumps air onto the target (1%)
Forwards+Throw: Dig Dug's pump blows the target diagonally forward (13%, OK knockback)
Down+Throw: Dig Dug drills the target and buries them into the ground (18%)
Back+Throw: The pump flails around and shoots out the target (11%, OK knockback)
Up+Throw: Dig Dug's pump blows the target upward.

Special Moves
B : Pump Inflation
(don't laugh); Dig Dug injects his pump into the target in front of him, growing the target but reducing their weight (10%, OK knockback). This also applies to a teammate.
B + Forwards : Ray Gun Beam; Dig Dug fires a long laser beam out in front of him (15%, OK knockback), which can hit multiple opponents and deal good shield damage.
B + Up : Pooka Balloon; Dig Dug pumps up a Pooka above himself, and multiple rapid presses of B can send him higher. However, pressing B too much in succession pops the Pooka (8%, OK knockback)
B + Down : Drill Dig; by holding B, Dig Dug drills into the ground for 3 seconds. When B is released before then, he'll sometimes dig out an item. When the time is up, he pulls out a rock that he can throw at opponents for a meteor effect (20%, medium knockback). However, if Dig Dug holds it for 5 seconds, he will be buried (13%)

Final Smash: Fault Line; Dig Dug drills a huge area in front of him, and a light bursts out (11%). Any opponents caught are taken into a cutscene where Dig Dug drills into a fault and the piece of land the fighters are on sinks into the water (59%, devastating knockback).

Gimmick: Dig Dug's Neutral B varies not only with size, but also weight, despite only being able to grow a fighter.

-When the target is tiny, their weight and size will return to normal.
-When an opponent is already Giant in advance, only their weight will be reduced.

Taunts
1: Dig Dug mimics his pose from the title screen of the original Dig Dug.
2: Dig Dug mimics his pose from Namco × Capcom.
1+2: Dig Dug's jackhammer drills by itself for a bit.

Winposes
1: Dig Dug puffs up a Pooka, but it blows up and he lands on his butt.
2: Dig Dug sets up the Player 1 victory sign from Dig Dug Arrangement.
3: Dig Dug floats about on a piece of land, stranded in the ocean.

Applause: A normal applause, sometimes interrupted by Dig Dug's jackhammer.

Icon: A Pooka's eyes

Boxing Ring Title: The Underground Underdog

Star K.O.: The death sound from Dig Dug.

Victory Music: The Dig Dug victory jingle.

Kirby Hat: Dig Dug's helmet and cyan visor.
 
Last edited:

Megadoomer

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#5
I'm already prepared for this - I made a moveset for Dante after beating Devil May Cry 3 and starting Devil May Cry 4 a few years ago.

His default appearance is based on Devil May Cry 4, though he’ll have a Devil May Cry 3 alternate costume. Dante’s outfit seems to change slightly each game, but as those two are generally considered to be the best of the series, that’s what I’m going with.


Palette swaps for the DMC4 outfit will be based on Trish (blonde hair, black clothes), Nero (hair stays white, dark blue jacket), and his alternate costume from the special edition. Palette swaps for the DMC3 outfit will be based on Lady (white clothes, black hair), Vergil (light blue coat, dark pants), and Sparda.


The series’ logo would be the silhouette of Trish from the logo of the first game, and the stage would be the second phase of the Mundus battle. There’s any number of stages that I could go with (the main hall of the castle on Mallet Island from DMC1, the roof of the Temen-ni-gru from Devil May Cry 3), but given that this already involves floating platforms and is plot-important, I figured it would be a good fit for a Smash stage.


The way that I’m picturing it, there would be five stone platforms suspended in or over a pit of magma. Three would make up the “ground”, with a small gap between them, and two would float there, thin enough to jump through. Mundus would be looming in the background, shooting out orbs to bombard the stage with lasers, and occasionally shooting lasers out of his forehead (which would do more damage if they hit, but have a targeting reticule appear on the ground to make it more obvious when he’s about to fire). The platforms could be destroyed by Mundus’s attacks after a few hits from him, but only a maximum of two would be broken at any given time, to prevent the stage from being impossible to navigate.


His entrance would be driving in on a motorcycle… which promptly crashes and explodes. The smoke quickly fades to show him dusting himself off, somehow unharmed. Idle animations would be putting his fists on his hips and smirking, or crossing his arms in front of his chest and slowly falling asleep. His main weapons would be Rebellion (his sword), and Ebony and Ivory (his two pistols).


References for the some of the moves can be found here: https://www.youtube.com/watch?v=VJ74nEoYYCY and here: https://youtu.be/zL7IYAeD0Ik?t=82


A --> AA --> AAA: Rebellion Combo II – the series of five attacks that you get when you pause briefly between the first and second hits in the DMC games.


Forward A: Million Stab. Dante stabs rapidly, which lasts a bit longer if you mash the A button (though the stabs gradually knock the opponent back to keep it from being spammed)


Up A: Dante rapidly shoots upwards.


Down A: Dante spins around with his sword outstretched.


Forward Smash: Prop Shredder. Dante spins his sword around in front of him like a propeller. Based on his basic Swordmaster action.


Up Smash: Launcher. Dante swings his sword upwards, launching whoever’s hit by it into the air. Based on his back attack with Rebellion.


Down Smash: Twosome Time. Dante fires his pistols on either side of him, though the bullets are larger red energy blasts since he charged them up (and to make so that they’re visible and have knockback). Based on his basic Gunslinger action.


Neutral Air: Aerial Rave. Dante swings his sword three times in midair. Based on his aerial Swordmaster action from Devil May Cry 3.


Forward Air: Aerial Combo. Dante kicks twice. Based on his forward air attack in Devil May Cry 2.


Back Air: Dante does a spin kick to hit behind him.


Up Air: Dante slashes upwards.


Down Air: Rain Storm. Dante spins around in midair, shooting his guns straight down. Based on his Gunslinger mid-air action.


Dash Attack: Million Stab Finisher. The stab at the end of a Million Stab combo, which knocks enemies back.


Wake Up Attack: Crazy Dance. Dante spins around, kicking any enemy in the vicinity.


Climb Up Attack: Dante swings his sword as he gets to his feet.


Grab: a standard grab.


Pummel: pistol-whipping the opponent.


Forward Throw: Jackpot. Dante lets them go and shoots both of his pistols once, which emit a large flash of energy. Based on the move that finished Mundus.


Back Throw: Sword Pierce. With his sword stabbed into his opponent, Dante tosses the sword behind him. The sword flies back to him almost immediately (while the victim keeps going), and Dante reflexively catches it. Based on the Swordmaster move from DMC3.


Up Throw: Bullet Juggle. Based on a common combo in the DMC series, Dante tosses his opponent into the air and shoots them several times to suspend them there for a moment.


Down Throw: Wild Stomp. Dante shoots at his downed opponent point-blank. Based on a Gunslinger move where you approach downed opponents and fire.


Up Taunt: Dante shrugs his shoulders, saying “Hey, what’s up?” His taunt from DMC4 when you have a B-rank.


Side Taunt: Dante crouches down a bit, gesturing for his opponent to come at him with both hands. “Come on!” His basic taunt from the DMC games.


Down Taunt: Dante crouches down low, grinning while resting an arm on his knee. “Showdown!” His S-rank taunt from DMC4.


B: Drive. Holding his sword behind him, Dante charges up energy and shoots it out as a beam. Can be charged, though it takes a while.


B Forward: Stinger. He dashes forward, sword-first, to stab the opponent. This works in the air as well; it gets him good distance, but the main problem is that he doesn’t stop at ledges, so you can’t just spam it.


B Up: High Time. Dante leaps up into the air, swinging his sword upwards. If you hit B after using it, he uses Helm Breaker, which launches him and whoever is hit by him straight down. Similar to Cloud’s Climhazzard.


B Down: Counter. After all, what kind of a new character would Dante be if he didn’t have a counter move for one of his specials?


…Just kidding. Instead, his B down would be Style Change. This lets him switch to weapons from his other games, giving him several different fighting styles to choose from. When switching styles, he strikes some of the poses that he does when changing styles in Devil May Cry 4.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Pressing B Down while he’s using Rebellion, Ebony, and Ivory switches him to a DMC3 style of fighting, giving him Beowulf (spiky gauntlets and boots) and Artemis (a bow that fires large magic projectiles). Beowulf’s attacks are faster than Rebellion, but they have shorter range and do less damage. Meanwhile, Artemis is the opposite – the attacks do more damage than what Ebony and Ivory do, but those attacks are slower, and can be seen (which makes avoiding them easier)


A --> AA --> AAA: a left-right punch combo followed by a rapid series of kicks.


Forward A: Kick 13. Based on Ifrit’s move of the same name in DMC1, Dante performs a roundhouse kick.


Up A: Upwards Kick. The finishing move of Beowulf’s Combo 1 (where you just mash buttons).


Down A: Axe Kick. The finishing move of Beowulf’s Combo 2 (where you pause after the second hit).


Forward Smash: Straight. A straight, but powerful, punch that can be charged.


Up Smash: Beast Uppercut. Dante launches his enemies into the air with an uppercut.


Down Smash: Shock! Based on Gilgamesh’s attack from DMC4, Dante slams his fist into the ground to create a shockwave.


Neutral Air: The Hammer. A double-fisted haymaker that slams enemies toward the ground.


Forward Air: Dante charges forward a bit, punching.


Back Air: Dante spins, kicking behind him.


Up Air: Dante flips in the air, kicking upwards.


Down Air: Killer Bee. Dante dives down feet-first at his opponent, similar to Bayonetta’s downward After Burner Kick. (though not as effective due to being a normal move)


Dash Attack: Dante leaps forward, punching at the ground.


Wake Up Attack: as he gets to his feet, Dante pounds the ground on either side of him.


Climb Up Attack: as Dante climbs up the ledge, he does a spin kick.


Grab: a standard grab.


Pummel: Dante punches his grabbed foe in the gut.


Forward Throw: This is Sparda! Dante boots his opponent in the stomach, knocking them away.


Back Throw: Dante slams his opponent into the ground behind him.


Up Throw: Tornado. Dante knocks the enemy into the sky, leaping up after them and kicking hundreds of times at lightning speeds.


Down Throw: Acid Rain. Dante fires Artemis into the air, and several arrows fall down, pinning the enemy to the ground for a moment before dissolving.


Up Taunt: Dante raises a finger in the air, saying “This party’s gettin’ crazy!” From the opening cinematic of Devil May Cry 3.


Side Taunt: Dante punches the air before thumbing his nose, as a homage to Bruce Lee (and a reference to his taunt before the Cerberus fight)


Down Taunt: Dante pulls out Nevan (an electric guitar) and plays a few chords on it.


B: Charge Shot. Dante pulls out Artemis, and as long as you hold the button, the end of it glows purple, growing larger the longer it’s held. Once released, it fires one, two, or three homing projectiles, depending on how long it has been held for. The projectiles move in a straight line towards the nearest enemy.


B Forward: Volcano. Dante slams the ground with his fists to create an eruption of magma from the ground.


B Up: Divine Dragon. Dante gives a spinning uppercut, knocking his opponent into the air.


B Down: Style Change to a DMC4-based fighting style.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The DMC4 style is his most unorthodox, giving him Lucifer (a backpack with blades on it) and Pandora (a suitcase that transforms into different weapons). This is more of a trap-based style of gameplay, as the blades generated by Lucifer’s attacks will stay there, though after six have been placed, the first one disappears to be replaced by the one that was just summoned. Dante can detonate these using one of his specials, and they are spawned whether they hit an enemy (at which point, they will attach to them) or not (where they will stay hovering in midair).


A --> AA --> AAA: Dante spins around three times, stabbing with the swords of Lucifer. One sword appears per stab.


Forward A: Pin-Up. Dante throws out three swords, positioning them in front of him.


Up A: The finishing blow of Lucifer Combo 3. Dante stabs upwards, leaving two red swords behind.


Down A: Dante puts the shuriken form of Pandora on the ground and stands on top of it, spinning like a top.


Forward Smash: Dante spins around faster and faster as the attack is charge, and once it’s done, he stabs rapidly, leaving behind up to four red swords.


Up Smash: Revenge. Dante fires a laser cannon straight into the air.


Down Smash: Climax. The blades of Lucifer are positioned around Dante (how many depends on how long the attack was charged, though it’s a maximum of three on each side), and the ones that appeared or were moved are detonated upon release.


Neutral Air: Shredder. Dante holds out the shuriken form of Pandora, which spins around like a saw.


Forward Air: Dante stabs one of the red swords forward, leaving it suspended in midair or in whoever it hits.


Back Air: the arms of Lucifer stab behind Dante.


Up Air: Splash. Dante flips in the air, scattering four Lucifer blades around him – two on either side.


Down Air: Dante points Pandora’s gatling gun down and fires. This gives him a bit of a boost in the air, letting him hover for a moment or two.


Dash Attack: Dante spins around with Lucifer’s arms extended, leaving a red blade on either side of him.


Wake Up Attack: the “arms” on Lucifer’s back stab on either side of Dante.


Climb Up Attack: Dante is pulled up by the arms of Lucifer, flipping and landing with an axe kick.


Grab: a standard grab.


Pummel: Dante stabs his opponents with the arms of the Lucifer backpack, though the red blades aren’t active.


Forward Throw: Omen. Dante opens up Pandora, and the flash of light launches the opponent away from him.


Back Throw: Epidemic. Dante turns around and shoots his opponent with Pandora’s bowgun form, knocking them back.


Up Throw: Jealousy. Dante throws the victim into the air, and pulls out the gatling gun form of Pandora, which he fires at the opponent.


Down Throw: Hatred. Dante pins his opponent with his foot, pulls out the bazooka form of Pandora, and fires at point-blank range. Surprisingly, he isn’t hurt by this.


Up Taunt: Dante waves his hand above his head, saying “Get out of here” dismissively before turning around and putting his hands on his hips. Used if you die in a boss battle against him in DMC4.


Side Taunt: Dante laughs and points at the opponent, swaggering a bit. An S-rank taunt from Devil May Cry 4.


Down Taunt: Dante bows mockingly, holding an arm out. “Shall we dance?” A taunt from the tutorial of DMC4.


B: Satisfied? - Dante throws out a rose, causing all of the active swords from Lucifer to detonate. The rose does one percent of damage if it hits the enemy and launches the enemy downwards, though it doesn’t go very far. It acts like Dudley’s taunt in Street Fighter 3.


B Forward: Grief – Pandora turns into a shuriken-like weapon, which Dante throws. If it hits an enemy, it spins around them, trapping them in place and gradually damaging them


B Up: Argument – Pandora transforms into a UFO-type object – two rings (one horizontal and vertical) with a chair in the centre that Dante sits in, and a bunch of missile launchers on the outside of the rings. Dante can fly around in this (which is slow-moving, but lasts a while), or he can press the button again to fire all of the missiles at once (after which, the vehicle disappears). Once its time runs out, the missiles will fire automatically.


B Down: Style Change back to Rebellion, Ebony, and Ivory


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


For his Final Smash, Dante would have Devil Trigger. His Style automatically returns to Rebellion and the pistols, no matter which one he is using at the time, but his attacks are faster and stronger, and his weapons have been upgraded. Rebellion is now the Sword of Sparda, and Ebony and Ivory are now Luce and Ombra, the weapons of his father. It’s a general upgrade of his base form, and a magic meter appears above his life bar to show how much time he can spend in this form.


In addition to the speed and power upgrades, the Sword of Sparda has a longer range and greater knockback than Rebellion, and the bullets of Luce and Ombra are surrounded by electricity and cause opponents to flinch. His health also regenerates slightly (maybe 10% in total) when this is active.


Activating Devil Trigger creates an aura around Dante for a moment that knocks opponents back, dealing damage. Once the magic meter runs out, he returns to whatever style he was using before he activated the final smash.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


For Dante’s victory poses, one would be his pose from Marvel vs. Capcom 3. He pulls out both guns, spins them around, and points them at the camera as it zooms in on his face.


Another victory pose would be shrugging his shoulders, similar to one of his taunts. The last one would be Dante balancing his sword on his shoulders, like the cover art for Devil May Cry 3. Each pose has several one-liners that he says during them. Much like the Kid Icarus and Star Fox characters, he and Bayonetta would have a unique line if they beat the other one.


Dante: That was more like an anti-climax.


Bayonetta: I was hoping you’d last longer.


If he loses, his back will be to the camera, though he’ll be slowly clapping. His victory music would be a snippet from the title theme from the first game.

I probably should update it for Devil May Cry 5 - not sure if I'd give him a moveset with Dr. Faust (the hat) and Cavaliere (the motorcycle/buzzsaws), or make a moveset that incorporates his styles rather than focusing on weapon switching. Also, he'd have a different final smash - Judgement from DMC5.
 
Last edited:
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RetrogamerMax2
#6
I'm already prepared for this - I made a moveset for Dante after beating Devil May Cry 3 and starting Devil May Cry 4 a few years ago.

His default appearance is based on Devil May Cry 4, though he’ll have a Devil May Cry 3 alternate costume. Dante’s outfit seems to change slightly each game, but as those two are generally considered to be the best of the series, that’s what I’m going with.


Palette swaps for the DMC4 outfit will be based on Trish (blonde hair, black clothes), Nero (hair stays white, dark blue jacket), and his alternate costume from the special edition. Palette swaps for the DMC3 outfit will be based on Lady (white clothes, black hair), Vergil (light blue coat, dark pants), and Sparda.


The series’ logo would be the silhouette of Trish from the logo of the first game, and the stage would be the second phase of the Mundus battle. There’s any number of stages that I could go with (the main hall of the castle on Mallet Island from DMC1, the roof of the Temen-ni-gru from Devil May Cry 3), but given that this already involves floating platforms and is plot-important, I figured it would be a good fit for a Smash stage.


The way that I’m picturing it, there would be five stone platforms suspended in or over a pit of magma. Three would make up the “ground”, with a small gap between them, and two would float there, thin enough to jump through. Mundus would be looming in the background, shooting out orbs to bombard the stage with lasers, and occasionally shooting lasers out of his forehead (which would do more damage if they hit, but have a targeting reticule appear on the ground to make it more obvious when he’s about to fire). The platforms could be destroyed by Mundus’s attacks after a few hits from him, but only a maximum of two would be broken at any given time, to prevent the stage from being impossible to navigate.


His entrance would be driving in on a motorcycle… which promptly crashes and explodes. The smoke quickly fades to show him dusting himself off, somehow unharmed. Idle animations would be putting his fists on his hips and smirking, or crossing his arms in front of his chest and slowly falling asleep. His main weapons would be Rebellion (his sword), and Ebony and Ivory (his two pistols).


References for the some of the moves can be found here: https://www.youtube.com/watch?v=VJ74nEoYYCY and here: https://youtu.be/zL7IYAeD0Ik?t=82


A --> AA --> AAA: Rebellion Combo II – the series of five attacks that you get when you pause briefly between the first and second hits in the DMC games.


Forward A: Million Stab. Dante stabs rapidly, which lasts a bit longer if you mash the A button (though the stabs gradually knock the opponent back to keep it from being spammed)


Up A: Dante rapidly shoots upwards.


Down A: Dante spins around with his sword outstretched.


Forward Smash: Prop Shredder. Dante spins his sword around in front of him like a propeller. Based on his basic Swordmaster action.


Up Smash: Launcher. Dante swings his sword upwards, launching whoever’s hit by it into the air. Based on his back attack with Rebellion.


Down Smash: Twosome Time. Dante fires his pistols on either side of him, though the bullets are larger red energy blasts since he charged them up (and to make so that they’re visible and have knockback). Based on his basic Gunslinger action.


Neutral Air: Aerial Rave. Dante swings his sword three times in midair. Based on his aerial Swordmaster action from Devil May Cry 3.


Forward Air: Aerial Combo. Dante kicks twice. Based on his forward air attack in Devil May Cry 2.


Back Air: Dante does a spin kick to hit behind him.


Up Air: Dante slashes upwards.


Down Air: Rain Storm. Dante spins around in midair, shooting his guns straight down. Based on his Gunslinger mid-air action.


Dash Attack: Million Stab Finisher. The stab at the end of a Million Stab combo, which knocks enemies back.


Wake Up Attack: Crazy Dance. Dante spins around, kicking any enemy in the vicinity.


Climb Up Attack: Dante swings his sword as he gets to his feet.


Grab: a standard grab.


Pummel: pistol-whipping the opponent.


Forward Throw: Jackpot. Dante lets them go and shoots both of his pistols once, which emit a large flash of energy. Based on the move that finished Mundus.


Back Throw: Sword Pierce. With his sword stabbed into his opponent, Dante tosses the sword behind him. The sword flies back to him almost immediately (while the victim keeps going), and Dante reflexively catches it. Based on the Swordmaster move from DMC3.


Up Throw: Bullet Juggle. Based on a common combo in the DMC series, Dante tosses his opponent into the air and shoots them several times to suspend them there for a moment.


Down Throw: Wild Stomp. Dante shoots at his downed opponent point-blank. Based on a Gunslinger move where you approach downed opponents and fire.


Up Taunt: Dante shrugs his shoulders, saying “Hey, what’s up?” His taunt from DMC4 when you have a B-rank.


Side Taunt: Dante crouches down a bit, gesturing for his opponent to come at him with both hands. “Come on!” His basic taunt from the DMC games.


Down Taunt: Dante crouches down low, grinning while resting an arm on his knee. “Showdown!” His S-rank taunt from DMC4.


B: Drive. Holding his sword behind him, Dante charges up energy and shoots it out as a beam. Can be charged, though it takes a while.


B Forward: Stinger. He dashes forward, sword-first, to stab the opponent. This works in the air as well; it gets him good distance, but the main problem is that he doesn’t stop at ledges, so you can’t just spam it.


B Up: High Time. Dante leaps up into the air, swinging his sword upwards. If you hit B after using it, he uses Helm Breaker, which launches him and whoever is hit by him straight down. Similar to Cloud’s Climhazzard.


B Down: Counter. After all, what kind of a new character would Dante be if he didn’t have a counter move for one of his specials?


…Just kidding. Instead, his B down would be Style Change. This lets him switch to weapons from his other games, giving him several different fighting styles to choose from. When switching styles, he strikes some of the poses that he does when changing styles in Devil May Cry 4.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Pressing B Down while he’s using Rebellion, Ebony, and Ivory switches him to a DMC3 style of fighting, giving him Beowulf (spiky gauntlets and boots) and Artemis (a bow that fires large magic projectiles). Beowulf’s attacks are faster than Rebellion, but they have shorter range and do less damage. Meanwhile, Artemis is the opposite – the attacks do more damage than what Ebony and Ivory do, but those attacks are slower, and can be seen (which makes avoiding them easier)


A --> AA --> AAA: a left-right punch combo followed by a rapid series of kicks.


Forward A: Kick 13. Based on Ifrit’s move of the same name in DMC1, Dante performs a roundhouse kick.


Up A: Upwards Kick. The finishing move of Beowulf’s Combo 1 (where you just mash buttons).


Down A: Axe Kick. The finishing move of Beowulf’s Combo 2 (where you pause after the second hit).


Forward Smash: Straight. A straight, but powerful, punch that can be charged.


Up Smash: Beast Uppercut. Dante launches his enemies into the air with an uppercut.


Down Smash: Shock! Based on Gilgamesh’s attack from DMC4, Dante slams his fist into the ground to create a shockwave.


Neutral Air: The Hammer. A double-fisted haymaker that slams enemies toward the ground.


Forward Air: Dante charges forward a bit, punching.


Back Air: Dante spins, kicking behind him.


Up Air: Dante flips in the air, kicking upwards.


Down Air: Killer Bee. Dante dives down feet-first at his opponent, similar to Bayonetta’s downward After Burner Kick. (though not as effective due to being a normal move)


Dash Attack: Dante leaps forward, punching at the ground.


Wake Up Attack: as he gets to his feet, Dante pounds the ground on either side of him.


Climb Up Attack: as Dante climbs up the ledge, he does a spin kick.


Grab: a standard grab.


Pummel: Dante punches his grabbed foe in the gut.


Forward Throw: This is Sparda! Dante boots his opponent in the stomach, knocking them away.


Back Throw: Dante slams his opponent into the ground behind him.


Up Throw: Tornado. Dante knocks the enemy into the sky, leaping up after them and kicking hundreds of times at lightning speeds.


Down Throw: Acid Rain. Dante fires Artemis into the air, and several arrows fall down, pinning the enemy to the ground for a moment before dissolving.


Up Taunt: Dante raises a finger in the air, saying “This party’s gettin’ crazy!” From the opening cinematic of Devil May Cry 3.


Side Taunt: Dante punches the air before thumbing his nose, as a homage to Bruce Lee (and a reference to his taunt before the Cerberus fight)


Down Taunt: Dante pulls out Nevan (an electric guitar) and plays a few chords on it.


B: Charge Shot. Dante pulls out Artemis, and as long as you hold the button, the end of it glows purple, growing larger the longer it’s held. Once released, it fires one, two, or three homing projectiles, depending on how long it has been held for. The projectiles move in a straight line towards the nearest enemy.


B Forward: Volcano. Dante slams the ground with his fists to create an eruption of magma from the ground.


B Up: Divine Dragon. Dante gives a spinning uppercut, knocking his opponent into the air.


B Down: Style Change to a DMC4-based fighting style.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The DMC4 style is his most unorthodox, giving him Lucifer (a backpack with blades on it) and Pandora (a suitcase that transforms into different weapons). This is more of a trap-based style of gameplay, as the blades generated by Lucifer’s attacks will stay there, though after six have been placed, the first one disappears to be replaced by the one that was just summoned. Dante can detonate these using one of his specials, and they are spawned whether they hit an enemy (at which point, they will attach to them) or not (where they will stay hovering in midair).


A --> AA --> AAA: Dante spins around three times, stabbing with the swords of Lucifer. One sword appears per stab.


Forward A: Pin-Up. Dante throws out three swords, positioning them in front of him.


Up A: The finishing blow of Lucifer Combo 3. Dante stabs upwards, leaving two red swords behind.


Down A: Dante puts the shuriken form of Pandora on the ground and stands on top of it, spinning like a top.


Forward Smash: Dante spins around faster and faster as the attack is charge, and once it’s done, he stabs rapidly, leaving behind up to four red swords.


Up Smash: Revenge. Dante fires a laser cannon straight into the air.


Down Smash: Climax. The blades of Lucifer are positioned around Dante (how many depends on how long the attack was charged, though it’s a maximum of three on each side), and the ones that appeared or were moved are detonated upon release.


Neutral Air: Shredder. Dante holds out the shuriken form of Pandora, which spins around like a saw.


Forward Air: Dante stabs one of the red swords forward, leaving it suspended in midair or in whoever it hits.


Back Air: the arms of Lucifer stab behind Dante.


Up Air: Splash. Dante flips in the air, scattering four Lucifer blades around him – two on either side.


Down Air: Dante points Pandora’s gatling gun down and fires. This gives him a bit of a boost in the air, letting him hover for a moment or two.


Dash Attack: Dante spins around with Lucifer’s arms extended, leaving a red blade on either side of him.


Wake Up Attack: the “arms” on Lucifer’s back stab on either side of Dante.


Climb Up Attack: Dante is pulled up by the arms of Lucifer, flipping and landing with an axe kick.


Grab: a standard grab.


Pummel: Dante stabs his opponents with the arms of the Lucifer backpack, though the red blades aren’t active.


Forward Throw: Omen. Dante opens up Pandora, and the flash of light launches the opponent away from him.


Back Throw: Epidemic. Dante turns around and shoots his opponent with Pandora’s bowgun form, knocking them back.


Up Throw: Jealousy. Dante throws the victim into the air, and pulls out the gatling gun form of Pandora, which he fires at the opponent.


Down Throw: Hatred. Dante pins his opponent with his foot, pulls out the bazooka form of Pandora, and fires at point-blank range. Surprisingly, he isn’t hurt by this.


Up Taunt: Dante waves his hand above his head, saying “Get out of here” dismissively before turning around and putting his hands on his hips. Used if you die in a boss battle against him in DMC4.


Side Taunt: Dante laughs and points at the opponent, swaggering a bit. An S-rank taunt from Devil May Cry 4.


Down Taunt: Dante bows mockingly, holding an arm out. “Shall we dance?” A taunt from the tutorial of DMC4.


B: Satisfied? - Dante throws out a rose, causing all of the active swords from Lucifer to detonate. The rose does one percent of damage if it hits the enemy and launches the enemy downwards, though it doesn’t go very far. It acts like Dudley’s taunt in Street Fighter 3.


B Forward: Grief – Pandora turns into a shuriken-like weapon, which Dante throws. If it hits an enemy, it spins around them, trapping them in place and gradually damaging them


B Up: Argument – Pandora transforms into a UFO-type object – two rings (one horizontal and vertical) with a chair in the centre that Dante sits in, and a bunch of missile launchers on the outside of the rings. Dante can fly around in this (which is slow-moving, but lasts a while), or he can press the button again to fire all of the missiles at once (after which, the vehicle disappears). Once its time runs out, the missiles will fire automatically.


B Down: Style Change back to Rebellion, Ebony, and Ivory


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


For his Final Smash, Dante would have Devil Trigger. His Style automatically returns to Rebellion and the pistols, no matter which one he is using at the time, but his attacks are faster and stronger, and his weapons have been upgraded. Rebellion is now the Sword of Sparda, and Ebony and Ivory are now Luce and Ombra, the weapons of his father. It’s a general upgrade of his base form, and a magic meter appears above his life bar to show how much time he can spend in this form.


In addition to the speed and power upgrades, the Sword of Sparda has a longer range and greater knockback than Rebellion, and the bullets of Luce and Ombra are surrounded by electricity and cause opponents to flinch. His health also regenerates slightly (maybe 10% in total) when this is active.


Activating Devil Trigger creates an aura around Dante for a moment that knocks opponents back, dealing damage. Once the magic meter runs out, he returns to whatever style he was using before he activated the final smash.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


For Dante’s victory poses, one would be his pose from Marvel vs. Capcom 3. He pulls out both guns, spins them around, and points them at the camera as it zooms in on his face.


Another victory pose would be shrugging his shoulders, similar to one of his taunts. The last one would be Dante balancing his sword on his shoulders, like the cover art for Devil May Cry 3. Each pose has several one-liners that he says during them. Much like the Kid Icarus and Star Fox characters, he and Bayonetta would have a unique line if they beat the other one.


Dante: That was more like an anti-climax.


Bayonetta: I was hoping you’d last longer.


If he loses, his back will be to the camera, though he’ll be slowly clapping. His victory music would be a snippet from the title theme from the first game.

I probably should update it for Devil May Cry 5 - not sure if I'd give him a moveset with Dr. Faust (the hat) and Cavaliere (the motorcycle/buzzsaws), or make a moveset that incorporates his styles rather than focusing on weapon switching. Also, he'd have a different final smash - Judgement from DMC5.
You know I never paid close attention to your signature until just now. I notice half of your wants here have a good chance of happening and hopefully they get in. I'm rooting for Geno and Elma as well.
 

Perkilator

Smash Champion
Joined
Apr 8, 2018
Messages
2,984
Location
San Clemente, California
#7
Ryota Hayami

Intro: Ryota rides his jet ski hanging from the back and lets go.

Stance/Idle 1: Ryota stands around with his arms folded.

Idle 2: Ryota slightly adjusts his gloves.

Idle 3: Ryota jumps in place three times.


Notable Palette Swaps:
-Ryota Hayami (default)
-Wave Race 64 outfit 1 (green/blue)
-Wave Race 64 outfit 2 (red/yellow)
-Dave Mariner (green)
-Ayumi Stewart (pink)
-Ricky Winterborn (cyan)
-Wave Race GB front cover (red/blue)
-Rob Haywood (blue/white)

Walk: Ryota walks with his arms still folded.

Jog: A normal human jog.

Dash: Ryota skids along the ground as waves come out, as if he were riding his jet ski.

Damage: Ryota falls over like he's fallen off his jet ski.

Jump: Ryota jumps up like he's jumping off a jet ski (similar to Shulk).

Crouch: Ryota squats down like he's holding onto his jet ski.


Weapon of Choice: Ryota attacks with water-based kicks, but sometimes pulls out his jet ski for specials.

Normal Attacks
Jab: Ryota jabs twice (5%, small knockback) and then kicks the target (4%, OK knockback)
Forward+A: Ryota does a roundhouse kick with a splash of water (8%, OK knockback)
Down+A: Ryota splashes some water with his foot (9%, OK knockback)
Up+A: Ryota kicks upwards (11%, OK knockback)

Aerial Attacks
Air+A: Ryota kicks in a 360 (9%, OK knockback)
Air Forward+A: Ryota kicks forward with his right leg (10%, OK knockback)
Air Back + A: Ryota kicks behind himself with both legs (13%, OK knockback)
Air Up+A: Ryota kicks upwards with his left leg (8%, small knockback)
Air Down+A: Ryota slides downwards, kicking with both feet (14% with a meteor effect, OK knockback)

Dash Attack: Ryota stops and creates a huge splash of water (13%, OK knockback)
Edge Attack: Ryota hops back up like he's getting onto his jet ski (8%, OK knockback)
Get-Up Attack: Ryota jumps forward and kicks with both feet (7%, small knockback)

Smash Attacks
Forward+A: Ryota kicks forward in place with his right leg (19%, medium knockback)
Up+A: Ryota jumps upwards and drill kicks with water all around him (13%, OK knockback), while upside down (22%, medium knockback)
Down+A: Ryota sweeps kicks with both legs (23%, medium knockback) with water around him (12%, OK knockback)

Grab Game
Grab: Ryota grabs the target with his left hand.
Pummel: Ryota jumps up slightly and headbutts the target (2%)
Forwards+Throw: Ryota splashes the target with a wave that pushes them forward (14%, OK knockback)
Down+Throw: A wave drops down and meteor Smashes the target (20%, OK knockback)
Back+Throw: Ryota shoulder throws the target onto the ground (13%, OK knockback)
Up+Throw: Ryota throws the target upwards (7%) and then attacks with a water uppercut using his right fist (9%, OK knockback)


Special Moves
B : Wave Kick
; with water bubbling at his foot, Ryota charges up a jumping roundhouse kick that sends him a great distance at full charge, similar to Terry's Crack Shoot (12% at normal charge, OK knockback; 17% at full charge, OK knockback)
B + Forwards : Jet Ski; Ryota jumps onto his jet ski charging forward (6%, small knockback) and can accelerate by holding the B button. He can dismount by moving and pressing the shield button.
B + Up : Buoy; Ryota propels himself forward using a speed boost buoy; his distance is slightly longer when he rides his jet ski. A yellow buoy appears whenever he faces left, and a red buoy appears whenever he faces right.
B + Down : Jet Ski Spin; Ryota spins in place (13%, OK knockback) and splashes water in an area around him (8%, small knockback)

Final Smash: Wave Race; Ryota charges forward with his jet ski (11%) and opponents caught up in it are taken into a cutscene where Ryota races with the other Wave Race characters (all using their Blue Storm designs), finishing in 1sr place (57%, devastating knockback)

Gimmick: Like Wario, Ryota can freely mount and dismount his jet ski (it can even be picked up and eaten). However, UNlike Wario, the jet ski can't be destroyed by attacking it over and over.


Taunts
1: Ryota snickers while turning his body the other direction.
2: Ryota stretches out both his legs while slightly squatting.
1+2: Ryota leans to his right and stretches out his left arm.


Winposes
1: Ryota stands on his jet ski, raising both his arms in joy (taken from Wave Race 64).
2: Ryota jumps to the front of his jet ski and backflips back onto the seat (taken from Wave Race: Blue Storm).
3: Ryota spins around once before stopping his jet ski and raising his left hand in joy.

Applause: Ryota kicks the ground with his hands to his hips.

Icon: The logo from Wave Race: Blue Storm

Boxing Ring Title: The Wave Rider

Star K.O.: "Uuuuuaaaaaaggggh….!"

Victory Music:

Kirby Hat: Ryota's hair
 

Megadoomer

Moderator
Moderator
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Jun 28, 2013
Messages
5,981
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#8
I made a moveset for Geno, and I updated my moveset for Dante under the assumption that, much like Bayonetta, he'd be limited to his basic weapons. (plus, it was a reason to include Style Switching, which was conspicuously absent from my previous moveset)

Geno:



Geno Reaches for the Stars!

Palette swaps based on Mario (red cape/hat, brown hair, blue symbol on hat), Mallow (white cape/hat, pink hair, light blue symbol on hat), Bowser (green cape/hat), and Peach (pink cape/hat, yellow hair, silver symbol on hat), along with three of his capes from Mario RPG – the Fuzzy Cape, Fire Cape, and Stars Cape.

For a stage, most people would probably say Forest Maze since that’s where Geno’s introduced, but I’m going with Bowser’s Castle. Not only is it the cover and title screen of the game, and the shot of Exor embedded into the roof of the castle is a striking image, but seriously, how do we not have a Bowser’s Castle stage yet? That’s just baffling. Maybe it could have multiple areas like Garreg Mach Monastery (the roof with Exor clearly visible, the chandeliers where you fight Bowser and Boomer, a bridge suspended over lava…), or areas inspired by Bowser’s various castles throughout the Mario series.

For Geno’s entrance, it’s similar to his first appearance in Mario RPG – a Geno doll is sitting on the ground, and a star flies over it and possesses it, causing it to inexplicably triple in size in the process.

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Since Geno has five special moves and five weapons in the original game, I might have to make stuff up.

A --> AA --> AAA: Geno uses Finger Shot with his left and right arms before lifting up his arm to fire the more powerful Hand Cannon from his elbow.

Forward A: Star Gun – Geno shoots stars at his opponents, which are faster and more powerful than the Finger Shot, but don’t go as far.

Up A: Geno fires the Hand Gun into the air.

Down A: Geno does a slide kick – not all of my moves are going to be original.

Forward Smash: Rocket Punch! Charge the attack to make it go farther

Up Smash: Geno Blast – it acts similarly to Palutena’s up-Smash, though the beam starts above him and goes down. The more you charge it, the higher the beam’s starting point

Down Smash: Double Punch – pointing his hands at the ground, Geno does a rocket punch with both fists, which loop in a tight circle before returning to his wrists.

Neutral Air: borrowing a weapon from Mallow, Geno clangs two cymbals together, creating a shockwave around himself.

Forward Air: Star Rain – Geno borrows a move from Mallow by throwing out a star that launches diagonally downwards, bouncing if it hits the ground. However, since he hasn’t mastered it (somewhat ironically), it’s much smaller than Mallow’s version, being only a little shorter than Geno himself.

Back Air: Double Punch – Geno shoots both of his fists behind himself, though his body doesn’t change direction.

Up Air: Geno tosses a small version of the orange ball from Geno Flash into the air, which explodes, showering four red triangles similar to the fire plant enemies in Super Mario World. However, these only go to the height that Geno was at when he used the move.

Down Air: Geno tries lifting the Ultra Hammer, but the weight is too much for him, and it plummets to the ground, carrying him along with it.

Dash Attack: jumping up a bit as he runs/floats (not sure which would suit him better), Geno headbutts the opponent before skidding to a stop on the ground.

Wake-Up Attack: a star spins around Geno as he gets up, knocking enemies away

Climb Attack: Geno fires pellets from his fingers before pulling himself up

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Grab: Geno has a tether grab… sort of. His hands launch out, grabbing the opponent and pulling them back to him. Unlike other tether grabs, this does not act as a tether recovery, since there’s nothing to pull his body back to his hands.

Pummel: Geno headbutts the grabbed opponent.

Forward Throw: Hurly Gloves – taking a page out of Bowser’s book, Geno lifts the opponent over his head and tosses them straight forward.

Back Throw: Geno’s top half spins around (though his bottom half remains in place) before tossing the opponent in the opposite direction, similar to his forward throw.

Up Throw: Geno uppercuts the opponent, mixing it with a rocket punch to take the opponent higher.

Down Throw: jumping up a bit, Geno fires the Star Gun at a downed opponent.

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For his Up Taunt, Geno takes off his hat, pulls out a Honey Syrup, and uses it, causing the same visual effect from the game. It has no practical use, but it works as an explanation for how he can keep using his specials.

For his Side Taunt, he goes limp as the star floats out of his body, circles around it, and goes back in.

For his Down Taunt, he face-faults, which is a common reaction to foolishness in Mario RPG.

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The main gimmick for his specials, much like the game that he originates from, is timed hits. Pressing the B button at a certain time causes an extra effect, and usually does more damage or makes the special more effective in some way.

B: Geno Beam – I feel like I had to have this one. If you press B, it fires a quick beam similar to Fox’s, but it does less damage and like Fox’s, it doesn’t cause flinching or knockback. If you hold B, red stars will appear above Geno’s icon on the bottom of the screen. Let go when the third one appears, and Geno will fire the Geno Beam at the size that it is in the game, giving it much more range, power, and knockback. If you hold B for too long, the beam fires on its own as the small, weak version, so knowing when to let go is crucial.

Up B: Geno Flash – turning into a cannon, Geno points the mouth of the cannon straight down and fires. The recoil launches him upwards, leaving a glowing orange ball behind that explodes. If you press B at the peak of the jump, the explosion is much larger, gaining a face like in Mario RPG (I’m assuming that’s possible from a coding standpoint – I don’t know what’s practical)

Side B: you’d think that it would be Geno Whirl, but actually, it’s something that I’m calling Playtime. Floating off the ground a little bit, Geno dashes forward, ramming into his opponent. I wanted to give him some horizontal recovery. Normally, Geno stops shortly after he makes contact (or automatically, after a certain distance), but if you press B right as Geno hits an opponent, a giant ghostly Gaz appears, holding on to Geno, and Geno moves much farther than normal, regardless of whether or not anyone else is in the way. (he just smashes through them) I included this as a reference to Geno’s first appearance, where Gaz runs into Mario with enough force to knock him into a wall.

Down B: Geno Boost – red arrows move up Geno’s body as smoke billows around him, temporarily boosting his attack. If you press B right as the animation is about to end, it boosts his defense as well. However, the animation takes a bit of time, he doesn’t get any kind of a boost if he’s attacked while using it, and there’s a bit of a cooldown – trying to overuse it causes him to raise his hands over his head while nothing happens.

For Geno’s Final Smash, Mallow appears and uses Shocker – I had to include him somewhere! If it misses, Mallow has a surprised reaction and disappears. If it hits, it transitions into a cutscene where characters are transported to the roof of Bowser’s Keep. While the opponents are stunned by the lightning bolt, Geno throws out three Geno Whirls. The animation slows down before they hit, before suddenly returning to normal speed as they cut through the opponent in a flash. 9999 appears over the heads of opponents caught in it, and in the background, Exor is slashed in half diagonally, sliding apart anime-style. (if you’re on Bowser’s Keep in that part of the stage, Exor inexplicably repairs himself – I just figured it would be a cool shot, and a nice reference to how effective the move is on Exor) If the opponent’s at 100% damage or more, they’re KO’d. Once the game transitions back to gameplay, Geno and Mallow face the camera and do their victory poses before Mallow disappears. I figure this could be used for Geno’s classic mode ending, with Mario, Peach, and Bowser taunting while the two of them strike this pose.

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For his victory poses, one would be his win pose from Mario RPG, where he faces the camera and nods. Another references the ending of Mario RPG, where the seven stars surround him and he vanishes into a beam of light, returning to Star Road. His third has a scarecrow wearing blue sitting there, before Mallow dumps an Able Juice on it, causing it to turn back to Geno. Geno looks shocked, while Mallow laughs. His victory theme, of course, would be the victory theme from Mario RPG.

Dante: (warning: mid-game spoilers for Devil May Cry 5)



Super Smash Bros. Ultimate (featuring Dante from the Devil May Cry series)

Palette swaps based on Vergil (dark blue jacket), Trish (black jacket, yellow shirt underneath, blond hair), Lady (black hair, white jacket, white undershirt, dark green pants), Nero (lighter blue jacket than Vergil's, red shirt), V (all black outfit, black hair), Nico (brown jacket, white undershirt, blue pants), and Sparda (purple jacket, red shirt).

The series' logo would be the hilt of Rebellion - while the sword won't make an appearance in Dante's moveset, it's got a pretty distinct look. As an alternative, like I said last time, Trish's silhouette from DMC 1 could be used.

For a stage, I'm torn. Third party characters tend to get stages that are either recurring locations or early on in the games in question. Dante's shop, Devil May Cry, seems to be the most commonly recurring location, but it's a bit cramped, along with being an interior location. Then again, given Dante's luck, it could be a stage with destructible walls, spilling out onto the street to give fighters more room and make it so they could be KO'd off the sides as well as the top. On the other hand, from what I recall, stages with destructible elements tend to reset themselves eventually, which might result in that stage not being fun from a gameplay perspective.

Another idea is Urizen's throne room, where Urizen lounges about and launches attacks at the stage. Perhaps Nero could show up from time to time in order to attack Urizen, drawing his attention away from the fighters. (if hazards are turned off, either Urizen's not there, he's just sitting there and watching, or Nero's fighting him the whole time - not sure which would be better)

I'm still sticking with Dante's entrance being him driving in on a motorcycle. While the Cavaliere would work better given the DMC5 theme, that raises the question of why he's not using it, and my previous intro was funnier, so he drives in on Lady's motorcycle, which explodes when it hits the ground, leaving him holding the handlebars before he tosses them to the side. Idle animations would be him putting his fists on his hips and smirking, or slowly falling asleep, like in the DMC games (I think those were his idle animations in 4?).

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Dante's almost entirely going to be using Devil Sword Dante, Ebony, and Ivory. Smash hasn't exactly shied away from spoilers (Sheik being used as a transformation for Zelda in Melee, about three years after Ocarina of Time came out, is one of the tamer examples), and Devil Sword Dante offers more to work with than its predecessors. I'll also be including some moves from Balrog, though since they're going to be punches and kicks, he doesn't necessarily need Balrog equipped to use them - they'll just be used as visual references.

Descriptions of the moves that I'll be referencing are in the links above, though I might add video references later on. For a general overview, here's video clips of Ebony and Ivory's attacks, Devil Sword Dante's attacks, and Balrog's attacks, though I might add specific time-stamps to the moves in question later. Without further ado, here is Dante's moveset!

A --> AA --> AAA: Devil Sword Dante combo B - two basic swings followed by Million Stab, with a finisher to launch foes away from Dante.

Forward A: Four Handed - four red energy blades slash in front of Dante; they don't have much knockback, and are mainly used to build up damage

Up A: Prop - Dante spins his sword in front of him in a circular motion, catching opponents in a multi-hit attack that launches them upwards slightly

Down A: the third hit of Devil Sword Dante combo A - a low sweeping horizontal slash

Forward Smash: Dance Macabre Finisher - Dante winds up like he's about to hit a baseball before sending the opponent flying

Up Smash: Launcher - Dante swings his sword upwards, knocking his opponents into the air

Down Smash: Twosome Time - Dante fires his guns on either side of him. The bullets are laced with demonic energy, which gets larger the more that the move is charged, though the bullets don't go very far. (they go slightly farther the more it's charged)

Neutral Air: Aerial Rave - Dante swings his sword four times to keep his opponent airborne, with the fourth hit knocking them away from him

Forward Air: Feather Combo - a three hit combo that ends with Dante punching his opponent downwards

Back Air: Switch Kick - Dante does a roundhouse kick that hits behind him

Up Air: Updraft - Dante does a backflip, kicking upwards to knock his opponent higher into the air

Down Air: Rainstorm - Dante spins around, shooting Ebony and Ivory downwards at the ground. It's the attack that Joker stole from him.

Dash Attack: Stingers - not to be confused with Stinger - this is the Devil Sword Dante attack where red swords appear in front of Dante, spiraling like a drill. For the sake of Smash, they'll stick close to him, acting as a sort of barrier as he dashes

Wake Up Attack: Break Spiral - Dante does a break dance, spinning around to trip up his opponent

Climb Attack: the first hit of Balrog's kick combo, a sweeping kick

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Grab: a standard one-handed grab

Pummel: pistol whipping the opponent

Forward Throw: Jackpot - Dante lets go of the opponent and energy charges in his guns before they shoot out a red and yellow beam to knock the opponent away - the move that he finished off Mundus with

Back Throw: Drive - previously his neutral special, it's now demoted to a throw. Dante turns around and charges his sword, holding it behind him in a reverse grip before swinging it forward. A red crescent beam of energy launches from the sword, carrying the opponent with it.

Up Throw: Bullet Juggle - Dante tosses his opponent into the air before shooting them with Ebony and Ivory to keep them suspended there for a bit

Down Throw: Wild Stomp - Dante stomps on his downed opponent before firing rapidly at them with Ebony and Ivory, kicking them away at the end

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All taunts are referenced from here.

Up Taunt: "Huh, this should make things easier." Dante steps forward, swinging Devil Sword Dante. (it doesn't do any damage) The sword disappears at the end of each swing before reappearing in his hand. He holds it up to examine it and says the line in question.

Side Taunt: "Not slacking, are ya?" Dante shrugs his shoulders, looking disappointed.

Down Taunt: "Come on, you can do it! Over here!" Dante crouches over, claps, and beckons, as though he's calling a dog.

Dante also has an air taunt, because of course he does. Pressing any taunt button in the air causes him to toss out a rose, which deals 1% damage if it hits and can be used to gimp an opponent's recovery. For the sake of balance, this can only be used once until he lands.

If you hold down any taunt button while on the ground, Dante goes into an extended taunt which needs to be seen to be believed. The game doesn't have a style gauge or Red Orbs, so it has no practical function, but it would be pretty impressive to see the full animation. Maybe the red orbs that fall from the sky around Dante could deal some damage.

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Now we get to the specials, which is where it gets complicated. I'll save his Neutral B for last, since that requires the most explanation.

Up B: High Time/Helm Splitter - Dante swings upwards like his up smash, except this time, he launches himself into the air with his opponent. Pressing B again causes Dante to swing his sword, plummeting towards the ground. It's similar to Cloud's up B move.

Side B: Stinger - DAH! Dante dashes forward, stabbing his sword and covering a lot of ground, though it's very unsafe on shield

Down B: Style Switch - Dante changes which style he's using, striking the related pose from DMC4 and 5 as he does so. You can hold B to select the style, like Shulk's Monado arts, or you can tap it to cycle through them. Yes, this can be spammed, so either the individual poses or the button mashing variants can effectively be taunts online. The Style that you're using is indicated near Dante's stock icon, and the set-up is similar to DMC5 - T (Trickster) on top, G (Gunslinger) and S (Swordmaster) on the sides, and R (Royal Guard) on the bottom, with a circle around it to show how much the gauge has built up.

B: Style Button - using it depends on which style you have equipped. Dante defaults to Trickster, since that's the easiest of the Styles to use in my experience.

-Trickster: Dash/Sky Star - Dante disappears, dashing forward - the direction can be influenced slightly by using up or down while Dante's vanished. If you're holding B and you touch an opponent, Dante uses Mustang, jumping off of his opponent and gaining another use of Sky Star.

-Swordmaster: Round Trips - spinning red energy swords are launched forward as a projectile. If held down, this becomes Swords Formation, where Dante summons red energy swords around himself. The functionality of these changes based on which style you have equipped.

a) Chaser - in Swordmaster form, the energy swords follow up Dante's A attacks that use swords
b) Interceptor - in Gunslinger form, swords home in on the nearest opponent that's in front of Dante, though they don't do much damage or go very far
c) Reactor - you get an extra Trick use (so if you're knocked off stage while this is active, you can use Sky Star twice)
d) Escort - the swords will tank up to two hits, and each hit they tank fills up the Royal Guard gauge

If you use Swords Formation, the letter S is darkened, and you can't use it again until it refills. It will only start refilling once the summoned swords have disappeared.

-Gunslinger: Honeycomb Fire - Dante fires both guns rapidly in front of himself, which has a range comparable to Bayonetta's neutral special. The B button can be held to charge the move, which gives it greater knockback and more damage.

-Royal Guard: Block/Royal Block - Dante flashes red at the start of the block animation to indicate the timing for Royal Block, which is fairly tight. Dante gets into a guarding stance for a moment, though there's a decent amount of endlag to keep it from being spammed. While in this stance (which he only holds for a short time), it acts similarly to Joker's Rebels' Guard, making Dante take less damage (though he can be grabbed out of it) and filling the Royal Guard gauge by a notch. If you successfully pull off Royal Block, Dante takes even less damage and the gauge fills up faster, though blocking with Royal Guard is the only way to fill up that gauge - it doesn't fill up by attacking, and it doesn't increase over time. If you hold B, this becomes Release, where Dante empties the gauge to release a fast but (if the gauge is high enough) powerful blow. Using this while the gauge is full turns it into Royal Release, where he dashes forward slightly and punches while surrounded by red energy, dealing significantly more damage. (though it takes a lot of work to get to that point)

For his Final Smash, Dante uses Judgement. Stabbing himself with Devil Sword Dante (or maybe having it merge with his body if the animation of stabbing himself in the chest is a bit excessive), Dante turns into his Sin Devil Trigger form, delivering a series of rapid slashes before ending with an explosion that engulfs him, turning back to normal in the aftermath. Words don't do it justice, but it instantly KO's any opponent who's unfortunate enough to get caught in it and be over 100% damage at the end.

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For his victory poses, one would be the same as in Marvel vs. Capcom 3, while another would be his victory pose from the Bloody Palace mode in DMC5. For the third, there are several options that I'm torn between (something from his Shakespearean moment in DMC4, tossing a rose at the screen), but I'll go with my gut and having him chowing down on some pizza.

I'll stick with a snippet from the DMC1 title theme for his victory music, though the theme for beating Bloody Palace with Dante could work as well.

As a side note, since I didn't think to include them before, Kirby's hats for the two would be wearing Geno's hat and a wig that looks like Dante's hair. (maybe a bit of stubble, since it would make for a funny contrast on Kirby)

If Kirby copies Geno, he gets the Geno Beam, though since I'm not sure how well Kirby's stubby arms would work as gun arms, he fires it from his mouth like when he uses Bowser Junior's copied ability.

If Kirby copies Dante, he'd use Round Trips - I know that Swordmaster isn't Dante's default style, but the idea of Kirby with Trickster just seems broken. (Kirby with upwards of two horizontal teleports and possibly an extra jump on top of what he already has? Not sure if that's as bad as Kirby with Shulk's Monado Jump, but I don't want to risk it)
 
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Perkilator

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#9
Sakura Shinguji
Intro: Cherry blossom petals blow around Sakura as she performs her signature pre-battle pose.

Stance/Idle 1: Her idle animation from the Project X Zone series.
Idle 2: Sakura slightly pushes back her hair.
Idle 3: Sakura takes out her blade for a second, then sheathes it again.


Notable Palette Swaps:
-Her pink kimono (default)
-Iris and Jean Paul (green/brown)
-Gemini Sunrise (red/brown)
-Maria Tachibana (dark blue)
-Combat outfit (alternate costume)
-Sumire’s combat outfit (purple)
-Kanna’s combat outfit (red)
-Ogami’s combat clothes (white)


Walk: Sakura walks gracefully.

Dash: Sakura sprints with her sword in hand.

Damage: Sakura covers her face with her right hand.

Jump: Sakura jumps as if she’s falling down a chute.

Crouch: Sakura sits upright with both knees on the ground.


Weapon of Choice: Reiken-Arataka, Sakura’s katana handed down to her, with which she can slice single water droplets with ease. She’s a master of the Hokushin Itto Ryu sword technique.


Normal Attacks
Jab: Sakura performs three standard jabs to the middle, and then the left and right (8%, small knockback)
Forward+A: Sakura slashes down in front of her (7%, small knockback; 10% at the tip, OK knockback)
Down+A: Sakura sweep kicks below a target’s legs, tripping them (6%, small knockback)
Up+A: Sakura swipes her katana above herself to the left (8%, small knockback)


Aerial Attacks
Air+A: Sakura slices around herself, similar to Ike’s N-Air (11%, OK knockback)
Air Forward+A: Sakura slices downward (11% with a meteor effect, OK knockback)
Air Back + A: Sakura turns around as she slices backward (14%, OK knockback)
Air Up+A: Sakura spins a mop above herself (13%, OK knockback)
Air Down+A: Sakura swings a mop downwards (16% with a meteor effect, OK knockback)


Dash Attack: Sakura speeds past the target as she slashes them (12%, OK knockback). If the target is above 100%, there is a chance they’ll be K.O.’d instantly.
Edge Attack: Sakura gets back up and slashes straight down (7%, small knockback)
Get-Up Attack: Sakura quickly sweep kicks the floor (5%, small knockback)


Smash Attacks
Forward+A: Sakura steps forward and slashes with her sword in flames (22%, medium knockback)
Up+A: Sakura jumps up and slashes twice in rapid succession (18%, OK knockback)
Down+A: Sakura slashes several cherry blossom petals around her in half (15%, OK knockback), which then swirl around her (9%, medium knockback)


Grab Game
Grab: Sakura grabs the target with both hands.
Pummel: Sakura slaps the target with her right hand (1%)
Forwards+Throw: Sakura pushes the target forward (12%, OK knockback)
Down+Throw: Sakura jumps over the target and trips them without dealing any damage.
Back+Throw: Sakura strafes around the target and slashes them (13%, OK knockback)
Up+Throw: Sakura spins once and launches the target diagonally upwards (8%, medium knockback)


Special Moves
B : Ouka Hoshin
; Sakura sends out a large pink blade projectile. It goes about the same length as Cloud’s Blade Beam, but is much faster and can hit multiple opponents at once (7% per hit, OK knockback). It also has priority over other projectiles, but getting hit by one causes it to slow down and disappear after hitting anything else (6%, small knockback)
B + Forwards : Hyakka Ryoran; Sakura dashes forward a short distance, surrounded in flame (14%, OK knockback); you can tilt the control stick in the opposite direction for a second dash (9%, OK knockback)
B + Up : Rising Sakura; Sakura floats high up in a wind of cherry blossom petals, and can do anything after before she hits the ground again. Pressing Up and B again has Sakura slice upward as she jumps upward and forward a small distance (11%, OK knockback)
B + Down : Clean Up; Sakura takes out a mop and sweeps the floor, which pushes nearby opponents away (13%, OK-medium knockback). Tilting the control stick to the left or right after initiating the attack moves Sakura in that direction, but the power and knockback decrease after a while.

Final Smash: Koubu Strike; Sakura speeds forward and slashes the target(s) (11%). The targets are then taken into a cutscene where Sakura gets into her Koubu and performs an extremely powerful Ouka Hoshin (59%, devastating knockback)


Gimmick: At certain moments, Sakura can have her attacks do 3% more damage and have slightly more knockback for 5 seconds (getting hit causes her to lose this buff). Here is when she gets this:

-From a well-timed attack
-From a Perfect Shield
-When the crowd starts cheering her name


Taunts
1: Sakura bows towards the camera.
2: Sakura performs her signature pre-battle pose.
1+2: Sakura brushes her kimono.


Winposes
1: Sakura performs her victory pose from her very first battle in the first game.
2: Sakura pushes back her hair as cherry blossom petals blow in the wind.
3: Sakura mimics her pose from the first frame of the first game’s opening.


Applause: Sakura claps quickly and happily.

Icon: One of the flowers on Sakura’s kimono.

Boxing Ring Title: Imperial Floral Hero

Star K.O.: “Oooogamiii…!”

Victory Music: https://youtu.be/Vr14LlDeLDo

Kirby Hat: Sakura’s hair and katana.
 
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Joined
Jun 20, 2020
Messages
21
#10
Edelgard von Hresvelg (Fire Emblem Three Houses)

If she did join Smash, I envision her as a sort of semi-clone of Byleth, in the sense that they share some moves. Kinda like what Isabelle is to Villager or something. Of course, she would have two alts--one for pre-time skip wielding a killer axe, and one for post-time skip wielding Amyr. The killer axe might have to be sized up slightly to better match the proportions of Amyr. She has different idle stances depending on which alt is is, but is only holding the axe by default.
Neutral Special - Fire/Bolganone
Showcasing Edelgard's aptitude for magic, she fires a medium range projectile that flies straight ahead. Like Byleth's Failnaught, if you hold the button longer she begins casting Bolganone instead, which explodes a medium distance in front of her. Alternatively, the second spell could be Luna or Hades.
Side Special - Lightning Axe
The animation of this move is similar to Byleth's Areadbhar, or one of the axe crit animations in TH. She holds her axe with both hands and rushes forward, cutting upwards with an electric effect and high priority. In some ways it's pretty similar to Dark Pit's Electroshock Arm.
Up Special - Helm Splitter
While this move takes its name from a combat art, the animation is actually like one of the axe crit animations in TH, where the user jumps and then spins before slamming down with the axe. In that sense, it is very similar to Chrom's Soaring Slash, and Edelgard has super armor at the beginning of the move.
Down Special - Armored Strike
Edelgard normally can't learn this combat art, but who cares. She pulls out a large shield and makes a heavy overhead swing with the axe. In essence it functions like Byleth's Amyr special, granting her super armor before bringing the axe down.
Final Smash - Raging Storm
Considering how legendary this move is, it kind of has to be her final smash. However, an alternate idea is a gambit attack, where armored knights trample your enemy. Hubert might show up too, shouting "Marvel at our strategy!" or something.

One of her victory animations HAS to be her spinning her axe while saying "Now you know your limits!" The rest of her standard attacks utilize her axe in various ways. Of course her down smash and down aerial are the same as Byleth's. Also, when playing on the Garreg Mach stage, Edelgard is obviously absent from the background (and replaced by Hubert).
 

Megadoomer

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#11
Rounding out my top three most wanted with a moveset for Doomguy.


Doomguy Rips and Tears!

Doomguy would have four palette swaps based on his Doom Eternal design, and four based on his classic suit from Doom Eternal. Doom Eternal’s already been kind enough to give me obvious palette swaps for the classic costume – the regular green outfit, and the indigo, bronze, and red outfits that you got for buying the newest releases of Doom 1-3. For his Doom Eternal costume, aside from the default appearance, he could have Astro (white armour with a red visor), Phobos (gold and black armour with a dark grey visor), and Crimson (red armour with a dark grey visor).

For the series’ logo, I’d go with the Mark of the Slayer. While the UAC logo is more commonplace throughout the whole Doom series, it would seem really weird to represent Doomguy using the logo of the company that he has every reason to absolutely hate.

For a stage idea, one idea that I have is a mix of old and new – the first room of E1M1 from the original Doom, but done in the style of Doom (2016) and/or Doom Eternal. It could be called Phobos Base, it would be a walk-off, and recognizable demons from the Doom games (Imps, Pinkies, Cacodemons) could wander in to harass the players. Defeating them could cause them to vanish in a flash of Argent Energy (or explode comically), dropping a item if those happen to be turned on. (to give the player a reason, from a gameplay perspective, to kill the demons)

For his intro, a black and blue portal opens up and Doomguy steps through the portal before it vanishes, like the portal system in Doom Eternal. For his idle animations, Doomguy cracks his neck, examines his gun, or hops up and down impatiently, clearly not comfortable with standing still.

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While Joker’s Gun special seems to indicate that realistic-looking firearms might not be an issue any more, I’m willing to provide an alternative for some of them. The weapons of the most recent Doom games are decidedly more science fiction based in nature, with the shotguns being the big exception. If that winds up being a problem, the Super Shotgun’s Meathook in Doom Eternal can be upgraded to light opponents on fire, so perhaps the shotguns could shoot out bursts of flame that act the same way as shotgun shells in Smash if they need to make them seem less realistic. I feel like they could get away with Doomguy’s weapons, considering that Joker (and Kirby) can use a realistic-looking pistol (I’ve played Persona 5, so I’m aware that it’s a toy/model gun that works in the Metaverse because enemies think it’s a real gun, but that’s never stated in Smash if I recall correctly), but I figured I’d offer an alternative just to be on the safe side.

A-->AA-->AAA: Doomguy throws out a right hook and a left hook, followed by a big kick to send them flying. All of Doomguy’s melee attacks are based on Glory Kills.

Forward A: Doomguy fires his Super Shotgun straight ahead; this can also be used while walking.

Up A: pulling out the Chaingun, Doomguy fires it straight upwards into the air. Probably not the safest use of a gun, but who’s going to tell him to stop? The individual bullets do little knockback or damage, but the damage adds up.

Down A: Doomguy shoots at knee-level with the pistol from Doom 2016, which has more hit stun than usual if it connects to simulate weakening an enemy for a Glory Kill

Forward Smash: Doomguy pulls out the Ballista and charges it up. Firing sends out a red energy blade, and the more that it’s charged, the larger it is, and it will travel a larger distance.

Up Smash: Doomguy holds up the Crucible, and Argent energy crackles around it. The Crucible activates once the button is released, dealing more damage the longer you charge it.

Down Smash: Doomguy revs the chainsaw to charge it up, and he spins around while keeping the chainsaw low to the ground.

Neutral Air: Doomguy uses the Plasma Rifle and activates its Heat Blast

Forward Air: Doomguy pulls out the Heavy Cannon and fires a single shot using the Precision Bolt. This does more damage than his other aerials, but it requires incredibly precise timing.

Back Air: the Equipment Launcher rotates, and the Flame Belcher is fired behind Doomguy’s back.

Up Air: Doomguy shoots the Plasma Rifle straight up in the air. It’s not likely to KO enemies, but it’s a good way to build up damage.

Down Air: Doomguy fires a rocket launcher straight down. If he’s close enough to the ground, the explosion can keep him airborne for longer, referencing Quake’s rocket jump.

Dash Attack: Doomguy knees the opponent with a similar animation to Captain Falcon’s Knee attack.

Wake-Up Attack: propping himself up, Doomguy kicks out on one side while firing the Super Shotgun with the other – both do the same amount of damage.

Climb Attack: Doomguy swipes with his Doomblade before leaping back onto the stage.

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Grab: Doomguy grabs the opponent by the neck (or the top of their head if it’s someone like Kirby – I don’t think grab animations change depending on who’s grabbed)

Pummel: he punches them in the stomach with his free hand

Forward Throw: Doomguy punches the grabbed enemy in the face really hard, with enough force to send them flying.

Back Throw: turning around, Doomguy kicks the enemy’s leg before booting them away, similar to one of the Glory Kills that he can use on Imps in the 2016 game.

Up Throw: Doomguy sweep kicks the enemy, knocking them into the air before punching them with enough force that they hit the ground and bounce upwards.

Down Throw: Doomguy slams the opponent to the ground before stomping on them.

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Up Taunt: putting his guns wherever he puts them, Doomguy cracks his knuckles before using his hands to crack his neck.

Side Taunt: Doomguy pulls out a toy version of himself, adjusts the arm, and fist-bumps it

Down Taunt: Daisy (Doomguy’s pet bunny) hops around Doomguy’s feet while he watches calmly.

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B: Rocket Launcher – Doomguy pulls out his rocket launcher and fires three rockets in quick succession. A targeting reticule appears in front of Doomguy, and if the opponent happens to be inside the reticule or in between it and Doomguy, the rockets will home in for a short distance

Up B: Meathook – switching to the Super Shotgun from Doom Eternal, Doomguy launches the Meathook, dragging him towards whatever opponent or ledge it latches on to. You can press B at any point to fire the shotgun, though this will stop the recovery.

Side B: Dash – the only non-offensive part of Doomguy’s arsenal, this move is for either closing the distance between Doomguy and his opponent, or getting away from them if he needs to. There’s a brief period of invincibility in the middle of the dash, and it goes farther than a dodge roll, though the invincibility doesn’t last as long. Doomguy can do this twice before it needs to recharge, either on the ground or in the air.

Down B: Doomguy fires an Ice Bomb from his shoulder cannon, immobilizing anyone caught in the blast radius, though it doesn’t deal much damage. This gives Doomguy the opportunity to get some good hits in, or to put some distance between him and his opponent. Like in Doom Eternal, it takes some time to recharge after being used.

Final Smash: it’s the BFG 9000. I mean, come on – there’s no way that it could be anything else. Pulling out the BFG, Doomguy fires it straight ahead. Tendrils of energy come from the giant green ball, dragging enemies in and dealing damage. Once the ball gets far enough away from Doomguy, it explodes, automatically killing any enemy with 100% damage or more. Simple, straightforward, and involving unnecessary amounts of overkill – pretty much what you’d expect from Doomguy’s final smash.

------------------------------------------------------------------------------------

For one victory pose, he grabs the camera, looking at it before punching it away. For his second victory pose, I feel like I have to include this one – it’s perfect. For his third one, the camera pans up a pile of Imps and Zombies to show Doomguy standing on top of the pile, firing down at them like he does on the cover art of the original game.

His victory theme could be a snippet from At Doom’s Gate, specifically the 2016 remix. When Kirby copies him, he gets Doomguy’s modern helmet, and he can use the Rocket Launcher. It works the same way as Doomguy’s, though the targeting reticule is lower to the ground since Kirby’s shorter.
 

MrElectroG64

Smash Journeyman
Joined
Jun 26, 2014
Messages
458
Location
PNF-404
#13
Awesome! Finally my kinda thread! I'll definitely be using this as my dumping ground for movesets in the future (as well as now lol), so I'll go ahead and drop the link to my Flickr where I post all of them already for documentation's sake: https://www.flickr.com/photos/184893183@N07/with/48921399417/

In addition, I've just finished one of my latest movesets today, so I might as well post it here too:

Louie (King of Bugs 2) Moveset.jpg


Some of the text is understandably too hard to read here, so I suggest you go on over to my Flickr profile where it's a bit clearer and easier to read! And yes, this is indeed my FOURTH moveset for Louie lol. One can never have too many!

Also I understand that this one is a bit more messy compared to my others. I hadn't quite planned out where to put the text as well as some of my others. I may be a bit rusty on the drawn moveset side of things, lol.
 
Last edited:
Joined
Mar 5, 2019
Messages
738
#14
Moveset for Crypto (Destroy All Humans).

Crypto's Moveset
Crypto has obtained over 15 weapons throughout his games (25 including the saucer weapons). He has his trusty Zap-O-Matic which shoots electricity that frys anything. The Disintegrator Ray shoots hot balls of plasma that disintegrates humans in seconds and can blow up vehicles quickly. The Ion Detonator is a grenade thrower that shoots a red plasmic ball that explodes with a wide radius, disintegrating humans and blowing up vehicles. Crypto also has his iconic Anal Probe that shoots a probe into people's butts which goes up to the head, exploding it and revealing a brain that Crypto can obtain. Yeah, with this one I can't see Sakurai being able to implement it due to its disgusting nature.

Thankfully, Crypto has plenty other weapons. The aforementioned ones appear in all the games, but wait! There's more! Crypto has the Disclocator Ray which shoots purple discs that latch onto objects and makes them fly all over the place in various random patterns. The Superball shoots rainbow balls that attach to objects and makes them bounce all over the place, dealing damage with every bounce. Crypto also has a gun that can shoot a probe of another Furon, Gastro. He is a separate entity who has a rapid fire gun and explosives. And the list goes on.....

As for Crypto's play style, he would be a glass cannon. He is a long-ranged fighter that relies on his guns to get the job done. He also has psychokinesis (PK) powers that he can use to lift and throw objects and people, magnetize objects together, and he can even temporarily stop time. In Destroy All Humans, Crypto is a bit fragile. He has a shield to protect him, though it can't handle a lot of bullets and one shot from a tank can almost completely drain his shield. In Smash Bros, Crypto would have to avoid close combat with his opponents and out-range them to survive. He has a lot of range and fire power, but he can die easily. His ground speed is average, but he has a jetpack which gives him a lot of air time and mobility, which gives him an advantage when it comes to air combat. It's also important to note that Crypto does get damaged from his own weapons, most notably from the Ion Detonator if he gets close to the blast radius.

Now onto his moveset:

Dash Attack - Headbutt assisted by jetpack.

Jab - Zap-O-Matic fires a medium-ranged stream of electricity that stuns and damages opponents, then stops after a couple seconds. Requires a brief recharge period.

Side Tilt - Crypto uses PK to push back the opponent. The opponent has to be in close proximity for this to activate.

Down Tilt - Crypto uses the Superball to fire a rainbow ball that bounces across the stage for a good while. If it hits an enemy, that character will be latched onto it and they will be bounced once. They will take damage upon the one bounce. Crypto can attack the enemy while they are latched onto the Superball projectile, but his attack will result in the projectile letting go of the character. Only two Superball projectiles be can active at the same time.

Up Tilt - Crypto points the Disintegrator Ray upwards and shoots pellets of hot plasma.

Neutral Air - Same as Jab

Forward Air - Points Disintegrator Ray forwards and fires pellets that have medium range distance.

Back Air - Same as Side Tilt

Down Air - Fires a lure that once it drops onto the floor, it will summon the Burrow Beast which comes out of the ground beneath the lure and bites anyone close to the lure. It will then retrieve into the ground with the lure. The lure itself does a tiny bit of damage if it hits someone during its fall. Crypto can also get bitten if he's too close. The lure can be picked up during its fall and then thrown. The beast will only appear when the lure touches the ground.

Up Air - Fires Zap-O-Matic upwards with medium distance.

Side Smash - Crypto uses his magnetic PK to lift up matter from the ground and bind it into a ball that he throws. The longer you charge, the more matter that goes into the ball, making it bigger and more devastating.

Down Smash - Crypto creates a small anti-gravity field around him that affects everyone except him. Allowing him to follow up with a powerful attack. The longer you charge, the longer the anti-gravity effect will last.

Up Smash - Points the Ion Detonator upwards and shoots a ball of plasma that explodes. The longer that you charge, the higher the ball will go. If the ball doesn't touch anything, it will drop down to the ground and explode, damaging anyone including Crypto.

Neutral Special - Ion Detonator will fire a ball of plasma in an arch. The ball explodes after 10 seconds or when the player presses the B Button again. It can be picked up and thrown. The explosion can hurt Crypto as well. The button can be held down to have the ball go further.

Side Special - Crypto uses the Ball Lightning to fire a ball of lightning that stays in the air for 5 seconds. It will do chip damage to everyone (except Crypto) who goes near it. Only one ball can be active at a time.

Down Special - Crypto uses the Meteor Strike gun to summon a very small meteor several feet in front of him. The gun requires a moment to aim and activate, but the meteor does a ton of damage.

Up Special - Crypto uses his jetpack to boost himself upward. It's similar to R.O.B's recovery in terms of mobility and distance, but it's a little faster.

Final Smash - Crypto gets into his flying saucer and uses the Quantum Deconstructor, which fires a thermonuclear cloud that has a huge blast radius and does massive damage.

Side Taunt - Pulls out the Anal Probe and spins it around like a pistol.

Up Taunt - Crypto uses telekinesis to lift himself up.

Down Taunt - Crypto pulls out the Black Hole Gun and gestures to the opponent to approach him.


[spoiller]
 
Joined
Oct 27, 2013
Messages
1,011
Location
Georgia
#15
Had the sudden urge to do a moveset for Amy Rose... don't know why, I've only ever considered Shadow, Tails, and Eggman whenever I seriously think of who I'd prefer for a Sonic rep.
Standard combo - She uses a 3-punch combo wearing boxing gloves. It’s the same combo she uses in Sonic Battle.

Side tilt - Uses her hammer bonk a fighter on the head. Press it 3 times to hit in succession, like with Meta Knight’s side tilt. It’s the same combo she uses in Sonic the Fighters.
Up tilt - With her boxing gloves on, she punches overhead from her left, then from her right. Generally, the opponent gets knocked from left to right to left, allowing you to juggle them fairly easily.
Down tilt - Quickly kicks in front of her like Mario, Luigi, etc.

Dash attack - Performs the Girl Bomber from Sonic Battle.

Neutral Air - Does a normal nair kick like Mario, Luigi, etc.
Forward Air - Performs the Girl Dunk from Sonic Battle. It meteor-spikes if timed correctly.
Back Air - A multi-hit attack where she spins her hammer behind her like a propeller.
Up Air - Swings her hammer upward with a lot of strength. This can be used as a reliable kill move. It's similar to one of her air moves in Sonic Advance 3.
Down Air - Spins around with her hammer out while falling straight down. It’s the same as her Stop ‘n’ Slam from Sonic Advance 2 and 3.

Side Smash - Leaps forward, slamming her hammer down with a lot of strength. The hitbox extends past the hammer itself due to a minor shockwave caused by the impact, giving it more range than it appears to have. It’s similar to the Hop Hammer from Sonic the Fighters.
Up Smash - Performs the Girl Swing from Sonic Battle.
Down Smash - Swings her hammer in a full circle low to the ground. It’s similar to Girl Crush from Sonic Battle, but noticeably closer to the ground.

Pummel - With her boxing gloves on, delivers a gut punch to the opponent.

Forward Throw - Performs a similar maneuver to the Elbow Dash from Sonic Advance 3, main difference being that she’ll rebound off her opponent.
Back Throw - Jumps onto the other fighter’s head and leaps off them, knocking them backwards in the process. It’s the same the Vaulting Horse from Sonic the Fighters.
Up Throw - Grabs the other fighter with both hands, then jumps while tossing them overhead.
Down Throw - Pushes the other fighter down then faceplants into the ground, knocking them away as she slides into them. It’s similar to the Head Slide from Sonic Advance 2 and 3.

Neutral Special - Hammer Slam
Amy slams the Piko Piko Hammer down in front of her. It’s a bit slower than most attacks, but also powerful. It can bury an opponent if timed correctly.
If used in midair, she’ll perform the Jump Attack - a somersault with her hammer out. It’s significantly faster, but also weaker.
If you hold the B button, then perform a dash dance, and Amy will use the Spin Hammer Attack. She’ll continue to spin as long as B is held. You can adjust your positioning while spinning. At first, the hits are weak and keep any contacted opponents close to her. After a while, she spins at double-speed. Though it’s harder to move, each hit is now very powerful and has great knockback. However, if you spin too much, Amy will become dizzy, leaving her open to attack. The moves are based on her abilities in Sonic Adventure.

Side Special - Pink Typhoon
Amy spins around with her hammer out, spawning a tornado that travels directly forward. It halts any opponent who touches it and deals multi-hit damage before tossing them into the air. The tornado has a hitbox that’s more horizontal than it is vertical, making it best avoided with jumps. The move comes out slow, but the tornado itself travels quick enough that it’s a decent projectile option. This was her Shot-ability in Sonic Battle.

Down Special - Gift
Amy drops an explosive disguised as a present in front of her. It detonates as soon as anything touches it. Alternatively, she can place another one on the stage somewhere else, causing the previous one to explode automatically. The gift has a very lenient time frame wherein it can sit before self-destructing. This was her Trap-ability in Sonic Battle.

Up Special - Hammer Jump
Amy lifts herself into the air by slamming the Piko Piko Hammer onto the ground. The distance she goes can be very short or very high. If she hits any solid ground, she goes high. If she hits nothing but air, it’s short. To make the most out of the ability in midair, you need to hit an item or another opponent. Generally, your best bet is to use Gift, then quickly follow up with a Hammer Jump. If an opponent is chasing you offstage, try hitting them to recover instead. If struck in midair with correct timing, they’ll be meteor-spiked. This is based on one of her abilities in Sonic Advenure.

FINAL SMASH - Flower Festival
Big and Cream appear and they use their Team Blast ability from Sonic Heroes. It’s a cutscene-type Final Smash, so it works just like the others of the same variety.
 

V.E.G.A

Smash Rookie
Joined
Jul 12, 2020
Messages
2
#17
Aiai rolls back


Description: aiai is protagonist of the super monkey ball series a physics party platforms first released by Sega in 2001. His most recent game is super monkey ball banana blitz h d which released on switch about three months ago. He loves bananas and his family and has the ability to roll in a hamster ball like sphere called an monkey ball. The reason to put him in is his recentish game and as a new Sega rep. His playstyle would be switchable modes between using his normal body and rolling in his monkey ball. Which brings me too.
[/note:his moveset will be split into two parts monkey mode and ball mode. Monkey mode is more mobile in general and doesn't do much damage. Ball mode is faster with low fraction super armor good damage and buffs his recovery but jump is worth a th it can't grab opponents of ledge.
Monkey mode moves:
:GCA::punches with boxing gloves
:GCR::GCA::a slap
:GCU::GCA::Swings a banana upwards
:GCD::GCA::a low punch
:GCCR::slams a hammer
:GCCU::a uppercut
:GCCD::spins around
:GCA:(while running)cartwheels
:GCA:(while on ledege):a kick
:GCA:(while down):a punch
:GCA:(air):twirls
:GCR::GCA:(air):a drop kick
:GCL::GCA:(air):a backwards dropkick
:GCU::GCA:(air):a front flip headbutt
:GCD::GCA:(air):a stomp
:GCZ::grabs with two hands
:GCZ::GCA::a headbutt
:GCZ::GCR::a punch
:GCZ::GCL::Like pikachus
:GCZ::GCU::a spinning suplex
:GCZ::GCD::elbow
Ball mode moveset:
:GCA::Two lunges then spins vertically into infinite jab
:GCR::GCA::a lunge
:GCU::GCA::jumps up
:GCD::GCA::jumps and slams down
:GCCR::runs head first into wall in opposite direction bouncing off
:GCCU::jumps of one have of seesaw causing one side too spring up
:GCCD::jumps up and comes crashing down causing a shockwave
:GCA:(while running):Like Monkey mode but with a larger hitbox
:GCA:(air): spins vertically
:GCR::GCA:(air): pops a side off reverts him to monkey mode
:GCL::GCA:(air): pops a side off backwards reverts him to monkey mode
:GCD::GCA:(air): pops a side off down reverts him to monkey mode
:GCB:: A large bunch but in ball mode attaches his ball to his fist
:GCR::GCB:: Kicks a ball forwards in ball mode rushes forwards
:GCU::GCB:: Flies upwards dioagnolly using his ball as wings in ball mode it goes higher
:GCD::GCB:: Switches mode
:GCB::causes a bunch of monkey balls come from both sides ramming into opponents]
Alts: he would have two alts and color swaps. His two alts would be his classic designed and meemee
Stage: monkey island would a pretty flat stage like final destination but would be a giant seesaw tilting with characters weight.
[
Baby: support spirit:starman: effect: lightweight 1 slot
Gongon: support spirit:starman::starman: effect: physical attack up 1 slot
Yanyan: support spirit:starman::starman: effect: jump height up 1 slot
Dr. Badboon: support spirit:starman::starman::starman: effect: giant 2 slots]
that ends this first character let me give you a hint of the next one.
The devious pokemon
 
Joined
Jun 16, 2019
Messages
21
Location
USA Michigan
Switch FC
5100-4725-9235
#19
Hai I made a complete move set for Black Mage and New character Design when I was like 14 posted it much later here: https://www.destructoid.com/--552675.phtml

I'll just leave images on the design below but skip to Special Moves to get to the actual Move set the stuff before is details on why I designed him the way I did and some other stuff like Elemental status effects or how certain elements work if their energy or physical. Poses for the directional attacks are there as well. My support thread for more details is here: https://smashboards.com/threads/black-mage-for-smash.506369/#post-24035298

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