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Post movesets for your most wanted characters

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,541
Location
The perpetual trash fire known as Planet Earth(tm)
Decided to bite the bullet a little and do movesets for two very famous requests:
Intro: BWD gets tossed onto the battlefield and wipes the dust off himself

Stance/Idle 1: His idle animation from Return to Dream Land onwards
Idle 2: BWD stretches his arms
Idle 3: BWD admiringly glances at his weapon

Notable Palette Swaps:
  1. BWD (dee-fault)
  2. P2 colors (yellow)
  3. P3 colors (cyan)
  4. P4 colors (green)
  5. Kirby (pink)
  6. King Dedede (cyan/red)
  7. Meta Knight (navy blue)
  8. Game Boy sprite (monochrome)
Walk: His walk from the modern Kirby games
Dash: His dash from the modern Kirby games
Damage: His damage animation from the modern Kirby games
Jump: His jump from the modern Kirby games; like the rest of the Kirby roster, Bandana Dee can jump up to six times
Crouch: His crouch from the modern Kirby games

Gimmick: BWD alternates between using a Spear and a Parasol. Every time a match starts, BWD always starts with a Spear.

Normal Attacks
Jab:
  • Multispear Thrust; BWD slashes twice (6%, small knockback), flurries with multiple spear thrusts (1% each, small knockback), and finishes with a straight jab (5%, OK knockback)
  • Drill Spray; BWD twirls his parasol and sprays water on the opponent (1% each, small knockback)
Forward+A:
  • Spear Thrust; BWD thrusts his spear straight forward (5%, small knockback)
  • Parasol Poke; BWD pokes the opponent with his parasol, which opens up (6%, OK knockback)
Down+A:
  • Slide; BWD slides across the ground (5%, small knockback)
  • Parasol Twirl; BWD hops slightly above the ground with his parasol (4%, small knockback)
Up+A:
  • Skyward Thrust; BWD thrusts his spear upwards (7%, OK knockback)
  • Parasol Twirl; BWD twirls his parasol above himself (4%, small knockback)

Aerial Attacks
Air+A:
  • Windmill; BWD twirls his spear below himself (9%, OK knockback)
  • Rainshower; BWD twirls his parasol in front of himself and sprays water around himself (10%, OK knockback)
Air Forward+A:
  • Multispear Thrust; BWD rapidly thrusts his spear thrice (6%, small knockback)
  • Rainshower; BWD twirls his parasol in front of himself and sprays (10%, OK knockback)
Air Back + A:
  • Back Thrust; BWD thrusts his spear behind him (6%, small knockback)
  • Rainshower; BWD twirls his parasol behind himself and sprays water (10%, OK knockback)
Air Up+A:
  • Drill Thrust; BWD points his spear above himself and spins like a drill (7%, small knockback)
  • Rainshower; BWD twirls his parasol above himself and sprays water (10%, OK knockback)
Air Down+A:
  • Moon Drop; BWD briefly spins his spear, and then drops down (11%, OK knockback)
  • Parasol Dive; BWD slowly falls down while using his parasol to break his fall (8%, small knockback)

Dash Attack:
  • Ground Thrust; BWD dashes a long distance and runs his spear through the ground, thrusting upwards at the end (8%, OK knockback)
  • Parasol Drill; BWD dashes forward and spins his parasol (11%, OK knockback)
Edge Attack: BWD pokes on the edge (6%, small knockback)
Get-Up Attack: BWD spins on the ground (8%, OK knockback)

Smash Attacks
Forward+A:
  • Pinpoint Thrust; BWD thrusts forward, with an influence in direction based on the control stick’s direction (14%, OK knockback)
  • Parasol Swing; BWD flaps his parasol as water spouts out of it (21%, medium knockback)
Up+A:
  • Windmill; BWD hops up and twirls spear above himself (15%, OK knockback)
  • Chumbrella; BWD thrusts his parasol above his head (7%) and opens it around the entire space just above it (17%, medium knockback)
Down+A:
  • Finishing Leap; BWD jumps up and pokes the ground, creating a shockwave (14%, OK knockback)
  • Parasol Twirl; BWD spins his parasol on the ground as water splashes around it (18%, medium knockback)

Grab Game
Grab: BWD grabs the opponent with his stubby little hand
Pummel: BWD headbutts the opponent (2%)
Forwards+Throw:
  • Waddle Spear Barrage; BWD tosses three spears at the opponent (4% each, OK knockback)
  • Aqua Cannon; BWD shoots the opponent out of his parasol (11%, OK knockback)
Down+Throw:
  • Moon Drop; BWD jumps up high and crashes back down to stab the opponent (12%, OK knockback)
  • Rainstorm; BWD opens his umbrella as it rains on the opponent (10%, OK knockback)
Back+Throw:
  • Spear Fishing; BWD lifts up the opponent with a rope on his spear and tosses them behind himself (9%, OK knockback)
  • Aqua Cannon; BWD turns around and shoots the opponent out of his parasol (11%, OK knockback)
Up+Throw:
  • Spear Copter; BWD twirls his spear and lifts the opponent in a gust of wind (5%, OK knockback)
  • Circus Throw; BWD spins the opponent around on his parasol and chucks them upwards (11%, OK knockback)

Special Moves
B : Spear Throw / Aqua Shot

  • With the spear, BWD charges up to three spears to throw (5% each, small knockback). He can also angle the throw by tilting the control stick up or down and throw one spear after another while moving left or right.
  • With the parasol; BWD fires a ball of water that falls to the ground after being shot (6%, small knockback). When fully charged, the ball fires quickly and never falls (18%, medium knockback).
B + Forwards : Gale Thrust / Parasol Shield
  • With the spear, BWD charges an attack that has him dashing forward at high speed and distance (13%, OK knockback)
  • With the parasol, BWD and uses it as a shield. It can either reflect projectiles or stop the damage from any other attack, but it's only open for a second.
B + Up : Waddle Copter / Parasol Drift
  • With the spear, BWD flies around using it as a helicopter (15%, OK knockback); by holding B on the ground, BWD can fly freely in any direction
  • With the parasol, BWD jumps up and opens his parasol, slowly falling to the ground afterwards (4% each hit, small knockback). Like Peach and Daisy, BWD can close his by pressing down.
B + Down : Switch Weapons; BWD switches his weapons around. The weapon he’s not using is indicated by the Assist Star icon on the top left of his HUD.

Final Smash: Megaton Punch; BWD punches up to two opponents in front of him (7%), both of which are taken into a cutscene where he jumps high into the air, and then punches the ground so strongly, it creates a fissure that snaps Pop Star in two (55%, devastating knockback). Opponents above 100% are instantly K.O.'d.

Taunts
1: BWD looks around him, loosely mimicking his artwork from Return to Dream Land
2: BWD happily waves his arms
1+2: BWD falls asleep, thinking about an apple

Winposes
1: BWD’s win pose from the Megaton Punch minigame
2: BWD spins his spear and raises it upwards, mimicking his summon animation from Star Allies
3: BWD's victory animation form Return to Dream Land

Applause: BWD opens his parasol in the rain, sad about losing
Icon: Kirby series icon
Boxing Ring Title: Helper to Hero
Victory Music: https://youtu.be/CEIwsGXvwfU
Kirby Hat: BWD’s…well, bandana
Intro: Waluigi sticks his tongue at a cardboard cut-out of an Assist Trophy, and then kicks it over

Stance/Idle 1: Waluigi swings his arms from side to side
Idle 2: Waluigi sticks a finger in his left ear
Idle 3: Waluigi looks at the camera, doing an “I’m waiting” pose

Notable Palette Swaps:
  1. Overalls (default)
  2. Mr. L (green/black)
  3. Fire Mario overalls (white)
  4. Brawl Assist Trophy overalls (gold/cyan)
  5. Tennis outfit
  6. Red tennis outfit
  7. Green tennis outfit
  8. Yellow tennis outfit
Walk: Waluigi does a strut similar to the Belmonts, but more cartoonishly
Dash: His dash as an Assist Trophy
Damage: His damage animation as an Assist Trophy
Jump: His jump as an Assist Trophy, followed by a frog-legged jump
Crouch: Waluigi squats down

Normal Attacks
Jab: Waluigi swings his racket back and forth (7%, small knockback)
Forward+A: Waluigi kicks up with his right leg (5%, small knockback)
Down+A: Waluigi kicks along the floor with his left leg, which can trip opponents (5%, small knockback)
Up+A: Waluigi swings his racket upwards (7%, small knockback)

Aerial Attacks
Air+A: Whirluigi; Waluigi does a multi-hit ballerina twirl (9%, OK knockback)
Air Forward+A: Waluigi does a downward swing with his racket (14% with a meteor effect, OK knockback)
Air Back + A: Waluigi does a horse kick with both legs (11%, OK knockback)
Air Up+A: Waluigi throws a useless Dice Block above himself that can hit up to six times (3% each hit, small knockback)
Air Down+A: Waluigi kicks straight down with both legs (11% with a meteor effect, OK knockback)

Dash Attack: Waluigi trips over (5%, small knockback)
Edge Attack: Waluigi headbutts the opponent as he jumps back on like a spring (6%, small knockback)
Get-Up Attack: Waluigi does a spin kick on his head (8%, small knockback)

Smash Attacks
Forward+A: Waluigi does a straightforward kick with his left leg (14%, OK knockback)
Up+A: Waluigi does an underhand swing with his racket, launching the opponent very high (20%, high knockback)
Down+A: Waluigi does the multi-kick attack he does as an Assist Trophy, which buries opponents (15%)

Grab Game
Grab: Waluigi grabs the opponent with his left hand
Pummel: Waluigi hits the opponent with his racket like a frying pan to the face (2%)
Forwards+Throw: Waluigi does a tennis serve (8%, OK knockback)
Down+Throw: Waluigi buries the opponent with a single stomp (9%)
Back+Throw: Phony Ball; Waluigi throws a baseball forward, but it’s actually a fake, with the real one (in which the opponent is trapped) being thrown behind Waluigi (6%, small knockback)
Up+Throw: Waluigi kicks the opponent in their jaw with his right foot, sending them flying (11%, OK knockback)

Special Moves
B : Serve
; Waluigi serves a tennis ball, with the power and knockback depending on the player’s timing of pressing the B button again. When hit perfectly, it will go the speed of a Soccer Ball and be engulfed in flames (15%, OK knockback); this instantly breaks shields, but can still be countered and reflected
B + Forwards : Waluigi Kart; Waluigi hops into a Standard Kart to run over opponents (9% each, OK knockback); unlike Wario, Waluigi can’t pick it up (and certainly can’t eat it)
B + Up : Swimming Return; Waluigi does a lanky breaststroke and only goes straight up. The distance he travels is that of half a tennis court.
B + Down : Putt; Waluigi putts a golf ball that can trip opponents (6%); it can even be picked up and roll off the edge of the stage

Final Smash: Assist THIS!; Waluigi throws a Trophy Stand that can capture one opponent (8%); anyone captured is taken into a cutscene where they are trapped in a fake Assist Trophy, and then Waluigi comes up to them and punches them out (61%, devastating knockback)

Gimmick: N/A

Taunts
1: “I’m the best!” Waluigi proudly raises his tennis racket
2: Waluigi mocks the opponent
1+2: Waluigi pulls his left eyelid down and sticks his tongue out

Winposes
1: Waluigi's hole-in-one animation from Mario Golf: World Tour
2: Waluigi rolls on the floor in a laughing fit
3: Waluigi’s win animation from Mario Strikers Charged

Applause: Waluigi eats his hat in a fit of rage
Icon: The Mario series icon
Boxing Ring Title: Accepted at Last!
Star K.O.: “WAAAAAAAAAA….!!!”
Victory Music: https://youtu.be/Ubvdi2ZETcQ
Kirby Hat: Waluigi’s hat, nose and hair
 

uptonogood

Smash Cadet
Joined
Oct 17, 2021
Messages
25
My most wanted character is actually a revamp of Samus' current moveset. I made 3 different versions, one based entirely on Dread, and the other 2 taking on inspiration from multiple different games. I played around with the idea of being able to use different beams with the other two movesets but the difference between the two is how the beam switching mechanic is activated and how that would effect the rest of her moves.

Dread Moveset: https://docs.google.com/presentation/d/1RDlfGvpDMkV7JIoh5-MAsb92tkV4SQyYn3ouzTWlenY/edit?usp=sharing

General Moveset 1: https://docs.google.com/presentation/d/17GkyxbVDqYrjBDo28Mqj38MeZtAqoCWaLE8Q7oBqvLY/edit?usp=sharing

General Moveset 2: https://docs.google.com/presentation/d/1OokIy2kxFrvAdA2GTYY5zBDecRLySOX7Kn4CgJhi9Dc/edit?usp=sharing

I have also been working on a moveset for Skull Kid involving the use of different masks as attacks similar to Cadence of Hyrule, and a moveset for Shy Guy if anyone is interested in seeing those.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
Well, it's not a full moveset, but I have a few ideas for Toxtricity.

The main focus of the moveset is switching between Amped and Low-Key form - allowing you to alter your attack strategy as needed, in a similar vein to Pyra and Mythra. Unlike them, though - Amped is much faster than Low-Key, with a rushdown style that focuses on comboes and pressure tools, whilst Low-Key is slower but has poisonous attacks, allowing constant damage intake similar to a Lip's Stick, as well as being able to leave traps on the stage. Notably, their normal attacks are identical - but Amped has less lag and higher damage, whilst Low-Key has slightly lower damage, but can leave small clouds of poison for a short time after a fully charged smash attack. As you can tell, I'm slightly focusing on the Poison typing for Low-Key, and the Electric typing for Amped. As such:

Neutral B: Overdrive
For this move, Toxtricity is able to charge by holding the B button, but is unable to move whilst doing so, and cannot hold the charge. What this move does is create a large field around it, which is bigger if charged for longer. Interestingly, this move is identical in animation between the two, but has differing effects - having Toxtricity place its hands on the ground and shout loudly as it attacks. Whilst it's called Overdrive, the Low-Key form's move is more similar to Corrosive Gas, and the Amped form's move is more similar to Discharge.

For Low-Key, the move results in the creation of a large cloud of poisonous, translucient gas around it, which deals poison-damage to opponents caught inside. Whilst the attack itself doesn't do damage on it's own, the gas stays in place for a period proportional to how much charge was put into the NB input. More damage is done if there's more charge in it - and the highest level of charge results in flinching damage being done to opponents caught within.

Side B: Poison Spikes
Pressing Side-B has Toxtricity open it's mouth, and spew a projectile in the form of purple-coloured gunk. On its own, this might seem simple, but it has a layer of complexity to it. The projectile itself is a simple meaty hit, similar to Shot Put, but upon making contact with the ground, it suddenly turns into a puddle of gunk. Upon an opponent stepping into the puddle, a set of poisonous spikes suddenly protrude from it, stunning them in place and adding a poison effect to them. However, after this, the puddle dissapates. It can only last on stage for 15 seconds before it dissapates if nobody has stepped into it. If it doesn't make contact with the ground, and instead with a player, it has the same poison and stun effects, but deals no actual damage on its own.

Please note that only 1 set of Poison Spikes can be on the stage at any time, but it's possible to fire the projectile as much as you like - it instantly deletes the first Spikes if it makes contact with the ground.

In terms of its use - first up, holding Side-B for longer will have Toxtricity spew the gunk further away and with more power. Whilst this doesn't do any more or less damage than normal, it means it's possible to fire it either right up next to him, or quite a distance away. However, this takes up valuable charging time. Secondly, you can influence the angle at which it's fired by holding Side B in an upward or downward direction, similar to Byleth's Side-B in a sense.

Up B: Sludge Wave
Using the same gunk seen in Side-B, Toxtricity spews it and climbs up - somewhat similarly to Squirtle's Surf. However, whilst the move has more range than Surf, it doesn't have the multi-hit effect seen in Surf - but it does deal poison damage if it hits an opponent. Notably, this move is actually much better from the ground than from the air, as it leaves the opponent stunned. Even so, it's very high-risk if you whiff it, as it leaves you unable to act in the air after use.

Down B: Form Switch
Pressing Down-B has Toxtricity "evolve" into its opposing form. It can start in either Amped or Low-Key, similar to Pyra/Mythra, but tapping the button has Toxtricity switch into the alternate form in a quick manner. It can't be used as a dodge like the Aegis, but is quite quick and able to be used pretty much on the fly. Switching between forms also keeps all of your projectiles on screen, so it's possible to switch between them freely.

Neutral B: Overdrive
For this move, Toxtricity is able to charge by holding the B button, but is unable to move whilst doing so, and cannot hold the charge. What this move does is create a large field around it, which is bigger if charged for longer. Interestingly, this move is identical in animation between the two, but has differing effects - having Toxtricity place its hands on the ground and shout loudly as it attacks. Whilst it's called Overdrive, the Low-Key form's move is more similar to Corrosive Gas, and the Amped form's move is more similar to Discharge.

For Amped, this move doesn't last as long, but is much more directly powerful. Creating a charged field of electricity around it, this hits on both sides similar to Hero's Kazap. However, it's quite low - and doesn't have the thunder seen in that move - but it does stun opponents in place, dealing pretty big damage if it's used at high charge levels.

Side B: Rising Voltage
This move has Toxtricity lift it's hand, and create a projectile that follows along the ground - similar in basic function and appearance to Geese's Reppuken from KoF. The move is electrically typed, and can be charged as with Low-Key's Side-B - but will constantly move forward, faster if charged for longer. Opponents caught within the move will get stunned, as damage corresponding to the charge level is done to them - which means they have to react to the move either by shielding or dodging, letting Toxtricity dive in to get some attacks in.

Up B: Spark
In this move, Toxtricity holds itself in the air for a moment, and then launches in a direction corresponding to the direction you hold the control stick, similar to Lucario's Extreme Speed. Unlike that, though, Toxtricity moves even faster, and is able to multi-hit opponents caught within it, as he surrounds himself with electricity upon doing it - spinning at high speed in the process. Whilst the move is strong and has a lot of uses, the main weakness is high end-lag - which can be a problem when using it as a recovery - as well as having a shorter range than Sludge Wave. However, it does leave opponents hit by it stunned for a short time.

Unlike Sludge Wave, however, Spark can be used more than once - specifically, up to three times in the air. See, Toxtricity isn't left helpless after using it, and can still attack and the like if you want. However, if you manage to hit an opponent with Spark, you're able to use it once more whilst in the air. Considering that opponents hit by it are stunned for a short time, this means it's possible, with practice, to use Spark to triple-hit opponents Bayo-style. The main issue here is that knockback wouldn't stack, but it would deal some meaty damage.

Down B: Form Switch
Pressing Down-B has Toxtricity "evolve" into its opposing form. It can start in either Amped or Low-Key, similar to Pyra/Mythra, but tapping the button has Toxtricity switch into the alternate form in a quick manner. It can't be used as a dodge like the Aegis, but is quite quick and able to be used pretty much on the fly. Switching between forms also keeps all of your projectiles on screen, so it's possible to switch between them freely.

Final Smash: G-Max Stun Shock
This Final Smash has Toxtricity create a circular field around itself either of electricity or gas, depending on the Form you're in at that moment (though the effects are the same.) Opponents caught in the field are dragged into a cutscene, during which Toxtricity enters its Gigantamax form - before striking with its ultimate move, G-Max Stun Shock. The move in question is really jazzed up for the cutscene - and interestingly, it deals big damage and knockback, as well as stunning opponents in place before they fly away, and even giving them a poison effect just to add insult to injury.

Anyways, I hope this is okay! It's a little weird I'll admit - I'm aware that it's not possible to just switch freely between forms in the actual game - but I think this could be a weird but fun way to take it! Hope y'all are enjoying Christmas Eve, too!
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
Next up is Urshifu - another theoretical Gen VIII Pokemon originating from the DLC expansion for Sword and Shield, namely, The Isle of Armor. Urshifu's main design is based on a bear, but the fighting style is based on Chinese martial arts, or Wushu, bringing a unique style to Smash that we haven't really seen. It's also notable for the fact that Urshifu has two notable forms in the source material - Rapid Strike, and Single Strike - that you can evolve Kubfu into by beating either the Tower of Waters or the Tower of Darkness. However, whilst it's unable to switch between these forms in the main game, I think it's a clever idea to have them do just that here (even if I just suggested an idea like this for Toxtricity.)

My principle for the two forms is that unlike Melee's Zelda/Sheik or Joker's Arsene, Urshifu's Rapid Strike and Single Strike forms are actually unique enough to work on their own as powerful characters in their own right, more akin to Pyra/Mythra. Not only this, but they have completely unique movesets!... not that I've made the full things yet... sorry.

Anyways, I hope this is a good concept! (And please be aware, the spoilers are in place because this message is very image-heavy.)

Special Move Name & InputSpecial Move ImageSpecial Move Description
Neutral B - Hydro Cannon
1640377670455.png
For this Special Move, Urshifu charges up an attack by cupping its hands as though to fire a blast (a little like Goku, I suppose!) Then, upon being depressed, Urshifu will fire a powerful jet of water in front of it - a fast, quite long but narrow projectile that multi-hits opponents caught in it. This projectile can only be stored if it reaches its full charge, however.
Side B - Aqua Jet
1640375793004.png
In this Special Move, Urshifu charges itself up, before coating itself in water and moving rapidly forward, spinning in the process. This move can be used as a recovery tool, and when used in the air, it can be angled upward or downward. Notably, it's a multi-hit move - dragging opponents along and doing big damage in the final hit, which creates an explosion of water.
Up B - Surging Strikes
1640374869299.png
For this Special Move, Urshifu winds itself up before kicking rapidly into the air, trails of water following its moves. It kicks a total of 3 times - and moves in an upward motion. If the move hits an opponent, it leaves Urshifu still able to move afterward, though he's left helpless if he misses an opponent. The direction Urshifu moves in can be altered by moving the stick - he can move directly upwards, or sideways but with less upward movement.
Down B - Stance Change
1640379445612.png
For this move, Urshifu alters its stance between Rapid Strike and Single Strike. In the process of becoming Rapid Strike, it rises onto one foot, as its spike-like fur droops down - which alters the model and idle animations Urshifu has. When this occurs, the Scroll of Waters appears behind it, before dissapating into water.

Notably, Urshifu's Rapid Strike form is incredibly fast-moving with low end-lag, but each individual hit is weaker than Single Strike. It counters this, however, with powerful combo potential - many of Rapid Strike's moves are combo-heavy, and multihitting. Not only this, but Rapid Strike is slightly faster than Single Strike, and has faster dodges.

Rapid Strike also has the gimmick of Water Trails, unique to it. Essentially, trails of water follow Urshifu's hands and feet when attacking, and remain in place for a short time afterward. These can do minor damage to opponents who hit them - and is most effective when comboing with an active playstyle focused on movement.
Final Smash: G-Max Rapid Flow
1640380287058.png
If in the Rapid Strike form, Urshifu stamps on the ground, leans low, and performs an uppercut that creates a geyser of water in front of it. Opponents caught in the geyser wind up being caught in the attack, which has Urshifu become Gigantamax Rapid Strike Urshifu... and then use its ultimate move, G-Max Rapid Flow. During this, it attacks multiple times at rapid speed, before striking with such force that all opponents caught within it are given huge knockback and damage, knocking them away from Urshifu as it returns to its Rapid Strike stance.
Special Move Name & InputSpecial Move ImageSpecial Move Description
Neutral B - Focus Punch
1640375350556.png
In this Special Move, Urshifu winds up a powerful strike - enveloping itself in a dark red aura as it does so, similar to the Down-B of Ryu and Ken. Holding the attack results in the attack charging up - and upon it taking effect, Urshifu rapidly thrusts forward in a punch, creating a giant fist of the same aura in the form of a projectile. The fist of the punch itself is the sweet spot, and can combo into the resulting projectile.
Side B - Wicked Blow
1640376557972.png
For this Special Move, Urshifu turns around, and violently punches. It's similar to Falcon Punch, and is also more powerful when turned around. Interestingly, using it in the air can fire you really far forward with high momentum. Similar to Focus Punch, this move can also be charged, dealing massive damage at its highest charge level.
Up B - Sucker Punch/Close Combat
1640376788797.png

1640377195387.png
This move's nature depends on if it's used in the air or on the ground.

When used on the ground, it takes the form of the move Sucker Punch - Urshifu seemingly burns into the ground, creating a shadow beneath its "position" in a similar way to Greninja's Side B. It's able to move from side to side, and slinks out - violently punching in the process after either a prespecified time, or when B is depressed.

When used in the air, Urshifu seemingly becomes a shadow, and "teleports" in a direction indicated by the control stick - punching in a similar vein to its grounded Up B upon reaching the end of the attack, levitating for a split second in that dark aura before dropping helplessly. The punch has incredible damage and knockback.
Down B - Stance Change
1640379445612.png
For this move, Urshifu alters its stance between Rapid Strike and Single Strike. In the process of becoming Single Strike, Urshifu steps down into a wide stance, and the fur upon it stands on end - suggesting a more powerful overall style. When this occurs, the Scroll of Darkness appears behind it, before burning up into ashes.

This suggestion is completely true - in comparison to Rapid Strike, Single Strike is notable due to being significantly stronger, dealing more damage and knockback. Not only this, but the start-lag of Single Strike is significantly shorter than Rapid Strike - but has a lot more end-lag, meaning it's imperative to make every strike count. This also applies to dodges - whilst Single Strike's dodges are slower than Rapid Strike, Single Strike is able to act much faster out of them.

In comparison to Rapid Strike's Water Trails gimmick, Single Strike has a Dark Aura gimmick. Each attack that Single Strike performs has a very short-distance projectile of dark fire coming out of it. Whilst they don't do any knockback, they do extra damage if you manage to sweet-spot opponents - and can even be used if you happen to whiff, though aren't as good as the actual attacks for obvious reasons.
Final Smash - G-Max One Blow
1640380264359.png
If in the Single Strike form, Urshifu stamps on the ground, leans low, and performs an uppercut similar to Ryu's Shoryuken - whilst also creating a geyser of dark fire. Opponents caught within are pulled into the cutscene in which Urshifu enters his Gigantamax form - and uses his ultimate move, G-Max One Blow. During the move, Urshifu creates a huge beam of dark energy that fires into opponents, exploding violently, and doing massive damage and knockback as Urshifu returns into his normal Single Strike stance.

Mustard's Battle Dojo
1640383549042.png
This Stage takes place on the Isle of Armor, specifically inside the Dojo. Unlike the Mishima Dojo, however, this Dojo features various characters from Sword and Shield who can either feature, or battle, in the background with their own Pokemon! These Pokemon are:
  • Either of the Trainers, who use either Rillaboom, Cinderace, or Intelleon (selected at random, but you'll never see both Victor and Gloria at the same time.)
  • Hop, who uses Wooloo
  • Leon, who uses Charizard
  • Marnie, who uses Morpeko
  • Bede, who uses Hatterene
  • Milo, who uses Eldegoss
  • Nessa, who uses Drednaw
  • Kabu, who uses Centiskorch
  • Bea, who uses Sirfetch'd*
  • Allister, who uses Gengar*
  • Opal, who uses Alcremie
  • Gordie, who uses Coalossal*
  • Melony, who uses Lapras*
  • Piers, who uses Obstagoon
  • Raihan, who uses Duraldon
  • Klara, who uses Galarian Slowpoke
  • Avery, who uses Galarian Rapidash
  • Mustard, who uses Corviknight
  • Peony, who uses Copperajah
They are selected at random upon entering the stage.

Notably, if you have save data from Pokemon Sword in your game, you're more likely to see Bea and Gordie, but won't see Allister or Melony. Likewise, if you have save data from Pokemon Shield in your game, you're more likely to see Allister and Melony, but you won't see Bea or Gordie.

If you have both games, all four of them are possible to see, and if you have neither, you'll never see Bea, Gordie, Allister or Melony.


1640372274041.png

Alt 1: "Classic" Urshifu.
Alt 2: Based loosely on the Gigantamax forms, as well as polar bears in loose reference to the Crown Tundra.
Alt 3: A loose reference to the box art of Pokemon Sword, as well as Single Strike G-Max.
Alt 4: A loose reference to the box art of Pokemon Shield, as well as Rapid Strike G-Max.
Alt 5: A loose reference to the colour palette of the Isle of Armor DLC pack.
Alt 6: A loose reference to the colour palette of the Crown Tundra DLC pack.
Alt 7: An actual reference to Urshifu's Single Strike Gigantamax form.
Alt 8: An actual reference to Urshifu's Rapid Strike Gigantamax form.
 
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KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
Next up in this unusual lineup is Orbeetle!

Orbeetle's general playstyle is that of a fast-moving lightweight who excels in aerial combat, having 4 jumps, as well as being a fast behemoth on the ground - at a similar speed to Sheik. This high speed is due to Orbeetle's running animation - similar to characters like Cloud and Mewtwo, it hovers when running, allowing it to move at incredibly high speeds. However, as a counter to this, Orbeetle somewhat suffers in terms of attack power.

My main idea for this character was to combine aspects of both the Bug and Psychic typing in a harmonious manner, and I think this is a cool way of adding a weirder set of special moves. Whilst Psybeam and Leech Life are fairly similar to preestablished moves, Light Screen is really weird as projectiles go in Smash, and Bug Buzz has potential as a weird trapping tool.
Move Inputs & NamesMove ImagesMove Descriptions
Neutral B - Psybeam
1640398483898.png
This move has a similar hitbox to R.O.B's Beam, but has an additional layer to it. Orbeetle is able to charge the attack by slowly opening its wings, manifesting a ball of energy that it then fires out of its eyes at an opponent in the form of a fast-moving, heavy-hitting beam. The size, speed, damage and range of the beam all, however, depend on how much charge you managed to get. Interestingly, the charge can only be stored if you managed to reach full power, but given how powerful fully-charged Psybeam is, the catch is that over time, the amount of "charge" slowly depletes, rewarding good timing and quick reflexes.
Side B - Light Screen
1640397702927.png
Manifesting slightly similarly to Mewtwo's Reflect, Light Screen acts as a low-power, slow projectile of sorts. Moving slowly forward (it moves faster if you hold the button, slower if you tap,) it deals minor flinching damage to opponents hit by it. Whilst it might seem useless on its own, it's primary use is in that it is able to reflect projectiles, and Orbeetle can move around freely behind it (as well as being invulnerable to it, allowing it to run directly through, though its own projectiles are still reflected by it, despite said projectiles having no effect on Orbeetle itself.) Up to 3 Light Screens can be on-screen at any time.
Up B - Bug Buzz
1640398072088.png
Orbeetle opens its wings and takes flight - creating a trail of soundwaves behind it in the process. This move functions similarly to Extreme Speed - you input a specific direction, and Orbeetle moves in that direction. However, it can't be aimed or steered once you've taken flight, and it leaves Orbeetle helpless after use. The soundwaves remain in place for around half a second after the move ends, but the attack is most potent if you manage to hit an opponent during the movement - as it drags them along as a multihit move, before doing big knockback in the final hit.
Down B - Leech Life
1640396923764.png
For this attack, Orbeetle dives forward and bites, hopefully hitting an opponent in the process. Doing so will function somewhat similarly to Wario's Bite, allowing Orbeetle to regain HP whilst the opponent loses it. The amount of HP gained will depend on how long you can keep an opponent in the attack, as it acts like a command grab - allowing the opponent to mash out of it if they like.
Final Smash - G-Max Gravitas
1640398731875.png
In this attack, Orbeetle transforms into its Gigantamax form, and floats slightly upward. It then creates a large shockwave under and slightly outside its huge body, with fighters caught inside said shockwave being buried in the ground with meaty damage. Then, it creates a gravitational field under the body that deals massive knockback, but no damage. The catch is that the knockback is directly upward, making it very easy to K.O. fighters caught in it - or at least put them in a very dangerous situation considering Orbeetle's aerial prowess.
1640408799082.png


Alt 1: "Classic" Orbeetle.
Alt 2: Shiny Orbeetle.
Alt 3: A reference to Orbeetle's pre-evolution, Dottler.
Alt 4: A reference to one of the three Galar starter final evolutions, specifically Rillaboom.
Alt 5: A reference to one of the three Galar starter final evolutions, specifically Cinderace.
Alt 6: A reference to one of the three Galar starter final evolutions, specifically Inteleon.
Alt 7: A reference to a notable Pokemon introduced in Gen VIII, specifically a combination of Wooloo and its evolution, Dubwool.
Alt 8: A reference to a notable Pokemon introduced in Gen VIII, specifically Toxtricity in its Low-Key form.
Stage NameStage ImageStage Description
Slumbering Weald
1640401020486.png

1640408645437.png
This Stage is specifically set upon the altar where Zacian and Zamazenta lie, hidden amongst great fog. The background can often feature Pokemon from throughout the Galar region, such as:
  • Grookey
  • Scorbunny
  • Sobble
  • Corviknight
  • Eldegoss
  • Wooloo
  • Drednaw
  • Cramorant
  • Hatterene
  • Grimmsnarl
  • Perrserker
  • Sirfetch'd
  • Mr. Rime
  • Runigerus
  • Alcremie
  • Falinks
  • Stonjourner
  • Dragapult
  • Zacian
  • Zamazenta
  • Eternatus
 
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KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
Another weird pick, this time Accelgor. Given that Accelgor's canon appearance in Pokemon suggests that it's common for movies to feature Accelgor as a main character to boost profits, as well as the overall ninja-like design, I think a Sentai-esque playstyle - as bizarre as it sounds - would suit him really well.

I kinda wanted to take some inspiration from anime as a whole here. Whilst Accelgor's arms are usually folded, I think it could be fun if we use this in a Freiza-style sort of way, having none of his moves (except maybe Neutral B) unfold his arms at any point, and rather focusing on flips, kicks, and spins to attack. Likewise, I think it would be cool if the cloth-like ribbons that Accelgor has could be prehensile, and used as grabs or even jab attacks in a similar vein to how Eraser Head uses his scarf in MHA.
Move Inputs & NamesMove ImagesMove Description
Neutral B - Water Kunai
1640456785864.png
Whilst Greninja does have Water Shuriken, Gen VIII makes it the signature move of Accelgor. In this case, it actually functions very differently, hence the renaming to Kunai.

Tapping the button fires rapid, but small, projectiles in the shape of watery kunai that have low lag, and move very quickly. The catch is that they have low damage and don't flinch opponents, functioning similar to Fox's Laser. Despite dealing slightly less damage than the laser, they're much faster, working well to build up damage quickly.
Side B - Double Team
1640460156870.png
Another move that's technically shared with another Smash character (this time Lucario,) Accelgor's Double Team is much more versatile and functions completely differently (taking more inspiration from, of all places, Naruto.)

Tapping Side B will manifest a second Accelgor that gets thrown in front of him by the first as a projectile. Now, this Accelgor - upon making contact with an opponent - will kick them back toward the original Accelgor, leading into various comboes. If it whiffs, the second one will disappear into a puff of smoke upon touching the ground - likewise, after hitting an opponent, it'll disappear.

If used in the air, however, this move becomes a recovery move. The second Accelgor kicks off the first, and you now control the second Accelgor as the first dissapates into smoke. This gives you a lot of horizontal momentum, and even allows you to act after using it. The catch however is that it can't be used again until after you touch the ground, or die.
Up B - U-Turn
1640457920453.png
Putting its high speed to use, Accelgor in this move charges itself up before moving intensely quickly to the side chosen - and can even be angled upward or downward!

Upon hitting an opponent, Accelgor suddenly teleports to the opposite side, striking them in the opposite direction as it suddenly moves back in the direction inputted whilst spiking an opponent on the second hit.

Whilst the move is high-risk to use in the air - leaving you helpless after use - the powerful spike, multi-hit properties, and overall recovery potential, make it a powerful move to have.
Down B - Energy Ball
1640458714930.png
Energy Ball is also a projectile move, but is significantly slower than Water Kunai. Rather, it functions as a pressure tool - it can drag opponents who get hit by it along, dealing flinch damage to them each time. Not only this, but inputting Down B again or attacking the Energy Ball will result in it violently exploding with slightly less force than a Bob-Omb.

As an interesting side point, Energy Ball also takes in any energy-based projectiles that hit it, similar to PK Magnet. It doesn't boost the power or size of the move, but can work as a means of defence against zoners in a pinch.
Final Smash - Final Gambit
1640461030046.png
For this Final Smash, Accelgor dives forward at incredible speed, catching any opponent hit by it in its Final Smash. Then, it'll hop into a cutscene during which Accelgor stands atop a pillar in the moonlight and its eyes glow red before it dives onto the terrified-looking opponents, striking so fast that it hardly be seen - before backflipping away as it fires a huge Water Shuriken, dealing huge damage and knockback.
1640452985960.png


Alt 1: "Classic" Accelgor.
Alt 2: Shiny Accelgor.
Alt 3: A reference to Accelgor's pre-evolution, Shelmet.
Alt 4: A reference to Escalavier, notable due to Accelgor's original evolution requiring a trade between Shelmet and Escalavier's pre-evolution, Karrablast.
Alt 5: A reference to Karrablast, notable for the same reason as above, though in this case being the pre-evolution of Escalavier.
Alt 6: A reference to a Gen V Bug-type Pokemon, in this case Galvantula.
Alt 7: A reference to a Gen V Bug-type Pokemon, in this case Scolipede.
Alt 8: A reference to a Gen V Bug-type Pokemon, in this case Leavanny.
 
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KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
My next moveset goes to Rotom, a weird but recurring Pokemon with, once more, a pretty odd body type. My idea is that Rotom is able to use its plasmatic appendages as limbs to attack, as well as the bodies of its various forms in moves like smash attacks and aerials. The reason for this is because I don't think it would be worth giving Rotom six movesets (one for each body type) so it makes sense to just have it change its model as needed. However, because of this, the plasma used by Rotom will be the same colour in each situation. Even so, it'll have plenty of alterations based on its forms, don't panic!

Overall, I imagine Rotom as essentially a jack-of-all-trades. Whilst being lightweight and airy, it's able to cover a lot of bases with its attacks, even if it might not be as physically able as other characters.

Move Inputs & NamesMove ImagesMove Descriptions
Neutral B - Form Change
(Thunder Shock/Overheat/Hydro Pump/Blizzard/Air Slash/Leaf Storm)
1640465209629.png
1640465214939.png
1640465220102.png
1640465225530.png
1640465229598.png
1640465233463.png
Neutral B for Rotom is activated similarly to how it is for Shulk, at first glance. Holding down Neutral B brings up a menu, made up of six type icons - Electricity in the centre, and orbited by Fire, Water, Ice, Flying and Grass. Tilting the stick toward any one of those types would have you activate that specific Neutral B, and holding no direction would have it become Electric. Notably, this only changes the colour of Rotom's plasma when used in normal circumstances (either to light blue, red, dark blue, purple, yellow and green.)

Tapping the B button will result in you using your actual special move.

If you're of the Electric typing, Rotom's plasma becomes light blue, and your Neutral Special becomes Thunder Shock. Thunder Shock is a fast, small projectile similar to Falco's neutral special. It does flinching damage, but is notable in that it's quite small, not doing much in the way of damage as is. It's best used as a pressure tool.

If you're of the Fire typing, Rotom's plasma becomes red in colour, and your neutral special becomes Overheat. When tapped, Rotom transforms into Heat Rotom, and opens up the door on its front in order to spew a ball of fire that flies in a downward arc. When it touches the ground, the ball explodes upward into a pillar of flame, which multihits and has a final explosion that has an upward knockback arc.

If you're of the Water typing, Rotom's plasma becomes dark blue in colour, and your neutral special becomes Hydro Pump. When tapped, Rotom transforms into Wash Rotom, and opens its door to spew a wave of water forward. This wave will always follow the ground - if it's used in the air, it'll move downward until it hits the ground. Then, it moves forward at a constant speed, dealing minor damage but being able to catch opponents and drag them along.

If you're of the Ice typing, Rotom's plasma becomes purple in colour, and your neutral special becomes Blizzard. When tapped, Rotom transforms into Frost Rotom, and a white cloud of ice appears in front of it - somewhat like an amalgamation of Pirahna Plant's and the Ice Climbers' side specials. The cloud will freeze (or damage) enemies caught within it, but it moves incredibly slowly, dissapating after a short time. It could be used as a stage trapper-style move.

If you're of the Flight typing, Rotom's plasma becomes yellow in colour, and your neutral special becomes Air Slash. When tapped, Rotom transforms into Fan Rotom, and rapidly fires an air-based projectile forward from its fan, similar in appearance to Cloud's neutral special. It's quite large in size, and fast too, but it lacks in knockback despite having at least passable damage.

If you're of the Grass typing, Rotom's plasma becomes green in colour, and your neutral special becomes Leaf Storm. When tapped, Rotom transforms into Mow Rotom, and fires off a volley of small leaves, similar to Sheik's neutral special. Whilst it doesn't do much knockback, it flinches - plus, it allows you to move quite quickly too!
Side B - Electroweb
1640467893893.png
In principle, this move functions a lot like Sephiroth's side special. When Side B is tapped, Rotom is able to fire out a small orb of electricity. The orb itself doesn't do any damage or knockback, but if it hits a player, the orb will begin to orbit around them. Up to five of these orbs can be orbiting a player at any time, though you have to manually fire said orbs in order to have them hit a player. After exactly 5 seconds (which is reset for every orb that hits the opponent, unless the opponent is already surrounded by 5 orbs, in which case the orb has no effect,) the orbs will flash and create a web-like construct of electricity between them, dealing damage corresponding to the number of orbs surrounding them, and more notably, stunning opponents in place if more orbs are used.
Up B - Rotom Drone
1640467560030.png
Rotom turns itself into a drone, and takes free flight similar to R.O.B's up special. Whilst it's slow, and doesn't have as much range, Rotom Drone is a very manouverable recovery - even though it leaves Rotom unable to act after use until death, or touching the ground. Unlike R.O.B, Rotom also doesn't have to deal with a charge in order to balance its lesser range and speed.
Down B - Charge Beam
1640467731751.png
Rotom winds itself up, charging a powerful beam attack that it can then fire in front of it. The charge can be stored if Rotom reaches full charge for the move. Interestingly, the move actually has two sweet spots - the first is, as expected, the tip of the beam itself, but the second is the ball of electricity that Rotom fires from, that deals quite a lot of damage, though very low knockback.
Final Smash - Electric Terrain
1640468615439.png
Rotom calls down a vast array of thunderbolts from the sky that strike the stage - electrifying it all! Opponents caught in the resulting electricity are trapped in place as damage builds up - and even the air isn't safe, as the lightning bolts are intensely powerful! The final strike is a huge ball of thunder that forms around Rotom, dealing huge knockback and final damage.
1640469456475.png


Alt 1: "Classic" Rotom.
Alt 2: Shiny Rotom, also a reference to one of Rotom's alternate forms, specifically the colour of Heat Rotom's plasma.
Alt 3: A reference to one of Rotom's alternate forms, specifically the colour of Wash Rotom's plasma.
Alt 4: A reference to one of Rotom's alternate forms, specifically the colour of Frost Rotom's plasma.
Alt 5: A reference to one of Rotom's alternate forms, specifically the colour of Fan Rotom's plasma.
Alt 6: A reference to one of Rotom's alternate forms, specifically the colour of Mow Rotom's plasma.
Alt 7: A reference to a non-playable alternate form of Rotom, specifically the Rotomi PC terminals found exclusively in the Galar region.
Alt 8: A reference to the metallic floor of Rotom's Room, a hidden room in Diamond and Pearl where you can change Rotom's form.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
And, yet another Gen VIII Pokemon to add to the list, next up is Obstagoon. My idea for this moveset, essentially, relies on Obstagoon's nature in canon. Essentially, Obstagoon's Pokedex entries suggest that it has an intensely combative nature, but relies on taunting an opponent to strike first, which it then counters with its own intense force.

This suggests to me that Obstagoon is a powerhouse bruiser with frighteningly powerful attacks, but also quite fast and with fast-starting moves - a little like a combination of Ganondorf and Captain Falcon, in a sense - but has to have its primary move, Obstruct, in there somewhere. Let's see what I can do!

Move Inputs & NamesMove ImagesMove Description
Neutral B - Scary Face
1640487946709.png
When used, Obstagoon folds its arms and sneers, manifesting a scary face made of non-descript dark energy in front of it. If it hits an opponent, however, the opponent is debuffed significantly in defence and attack power. This effect is shown by them having red wisps of this energy floating around them, much like Joker's Eiha/Eihgon, and lasts a maximum of 10 seconds. The effect cannot be stacked, but attacking with it again resets the timer if it hits.
Side B - Submission
1640487311176.png
Acting as a command grab, Obstagoon steps forward with a wide stride, opening its arms forward to grab any opponent before it. Whilst it doesn't have much range, Obstagoon then grabs them, and flips them incredibly forcefully over its back, flipping in a powerful suplex before slamming into the ground, dealing massive damage and knockback. Whilst this move is horribly powerful, the lack of range can make it difficult to use... and as well as that, Submission damages Obstagoon when properly used, giving him a quarter of the damage done to the opponent.
Up B - Double Edge/Cross Chop
1640487537573.png
This move slightly differs whether on the ground or in the air.

When used on the ground, Obstagoon will fold his arms and run low to the ground almost like a rugby tackle at incredibly high speeds (similar to Captain Falcon's side special.) If he hits nothing, then he'll just slow to a stop at the end with big endlag... but if he hits an opponent, they get hit with a first hit that deals high damage from the run... and then a huge second hit that deals big damage from a claw slash, being Cross Chop.

When used in the air, Obstagoon stops for a moment allowing you to aim the attack. Then, it dives in that direction, moving in a slight downward arc before being left helpless. The same rules regarding if you hit something or don't hit something still apply - but if you hit something, you're able to activate Up B again, if not, you get left helpless. Notably, the claw slash in the form of Cross Chop is a powerful spike.
Down B - Obstruct
1640487078834.png
Obstagoon stands in his idle animation, before slouching with arms crossed, looking forward as if to beckon opponents to approach. If they do strike, this move acts as... a Down B counter.

Essentially, Obstagoon roars incredibly loudly - and the roar's hitbox allows it to hit multiple opponents. It then leaves them dizzy, as well as dealing pretty sizable damage - though no knockback. It's up to you how you want to punish the opponent...
Final Smash - Take Down/Night Slash
1640488778319.png
Obstagoon lurches forward at high speed, dragging the first opponent hit by it into its cinematic Final Smash. In the Final Smash, the cutscene shows Obstagoon stamping on the opponent's head, holding them down before suddenly slashing as the screen cuts to black with only the purple of the slashes showing... and doing huge damage and knockback.
1640483903191.png


Alt 1: "Classic" Obstagoon
Alt 2: Shiny Obstagoon
Alt 3: A reference to a Gen VIII Pokemon, specifically Toxtricity's Amped Form.
Alt 4: A reference to a Gen VIII Pokemon, specifically Centiskorch.
Alt 5: A reference to a Gen VIII Pokemon, specifically Grapploct.
Alt 6: A reference to a Gen VIII Pokemon, specifically Grimmsnarl.
Alt 7: A reference to a Gen VIII Pokemon, specifically Copperajah.
Alt 8: A reference to a Gen VIII Pokemon, specifically Dragapult.
 

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,079
Location
Wherever good books are sold.
Alright, I'm back at it with a character I'd honestly be thrilled to have in Smash - Red from Angry Birds!
Fighter Details
  • For the purposes of Smash, Red uses the abilities of several other birds from the franchise (think Piranha Plant in Ultimate)
  • All the birds I mention will use their appearances from the Angry Birds games rather than the movies.
  • Red does not have any special movement options.
Basic Attacks
  • Jab: Red simply pecks forwards with his beak, acting as a makeshift rapid jab.
  • Dash Attack: Red performs a flying body tackle.
  • Forward Tilt: Red pulls out a sword from Angry Birds Epic and swings it forward.
  • Up Tilt: Red swings his sword above himself.
  • Down Tilt: Red rolls forwards.
  • Forward Smash: Red cries out, prompting the Blues to leap out behind him in an arc. The middle Blue deals the most damage, with the other two being significantly weaker.
  • Up Smash: Red does a backflip, referencing an animation from many Angry Birds games.
  • Down Smash: Red hops into the air before slamming to the ground and creates a strong shockwave, referencing both Tony's ability from Angry Birds Seasons and the Birdquake powerup from various Angry Birds games.
Aerial Attacks
  • Neutral Air: Red mimics Bubbles and puffs up his feathers, dealing little damage but having a fair amount of knockback.
  • Forward Air: Red pecks forward thrice.
  • Back Air: Red does a backflip, extending his beak to strike behind himself as he does. This references Hal's ability.
  • Up Air: Red performs an upwards headbutt, similarly to King K. Rool's up air.
  • Down Air: Red spins in place, similarly to Kirby's down air.
Grab / Throws
  • Grab: Red quickly forms a bubble (referencing Stella's ability) to grab the opponent.
  • Pummel: Red pecks at the bubble.
  • Forward Throw: Red rears back before lunging at the bubble, causing it to pop and launch the opponent.
  • Back Throw: Red grabs the opponent with his beak and simply tosses them backwards.
  • Up Throw: Red places a crate of TNT beneath the bubble, which explodes and launches the opponent upwards. The TNT can actually damage nearby opponents, but to compensate, this is the laggiest of Red's throws.
  • Down Throw: Red jumps up and slams down on the bubble, launching the opponent.
Specials
One thing that should be noted about all of Red's specials (aside from his Up Special) is that they function differently depending on where he is (either grounded or airborne).
  • Neutral Specials: Slingshot / Rage Scream
    • Red actually has two completely Neutral Specials depending on where the move is used!
    • Red's grounded NS has him load himself into his slingshot, where the player can aim and launch him in any direction in a 360 degree range! This puts him in a semi-helpless state where he can only use his specials, although he'll come out of it after flying a certain distance.
    • Red's aerial NS (including after a launch) has him cry out, generating a red sound wave in front of himself. This sound wave deals no damage, but pushes opponents away and reflects projectiles. This move will take Red out of his "flying state" if he happens to be in it.
  • Side Special: Chuck Dash
    • Red simply dashes forwards in whatever direction he's facing. If he's in the air, the special can only be used once before needing to touch the ground or get attacked before using it again.
  • Up Special: Matilda's Egg
    • Red lays an explosive egg, propelling himself upwards. However, Red will not enter freefall, but will need to touch the stage or get attacked in order to use the special again.
      • If Red was grounded when the move was used, the egg will linger on-stage for a few seconds before exploding.
      • If Red was airborne, the egg flies straight down as a projectile.
  • Down Special: Bomb
    • Red's head feathers become a fuse as he becomes visibly angry (well, angrier is the more appropiate term). After a few seconds, he will explode, dealing hefty damage to opponents within range... as well as himself. Be careful!
    • Unlike most of Red's specials, this move can be used multiple times in mid-air... but it isn't recommended since it can't be cancelled.
  • Final Smash: Mighty Eagle
    • Red throws a can of sardines forwards. Opponents hit by the can will be stunned (similarly to Ganondorf's Final Smash) before the Mighty Eagle rushes in from the blast zone opposite of where Red's facing, dealing major damage to all opponents he touches!
Cosmetics / Animations
  • Alts
    • 1: Red's default appearance.
    • 2: Red turns blue, referencing the Blues.
    • 3: Red turns yellow, referencing Chuck.
    • 4: Red turns black, referencing Bomb.
    • 5: Red turns white, referencing Matilda.
    • 6: Red turns green, referencing Hal and the Bad Piggies.
    • 7: Red turns orange, referencing Bubbles.
    • 8: Red turns pink, referencing Stella.
  • Stage Intro
    • A small pig fortress is seen before Red crashes into it, reducing it to rubble and popping the poor pig inside.
  • Idle Animations
    • Default: Red just looks ahead, blinking on occasion.
    • Red grimaces.
    • Red looks around cautiously.
  • Movement Animations
    • Walk / Dash: Red bounces to move, with the bouncing becoming more pronounced for his dash.
    • Jump: Red leaps into the air, with some feathers appearing for his midair jump in reference to the Mighty Feathers ability from the Red's Mighty Feathers chapter of Angry Birds.
  • Taunts
    • Up: Red yells while jumping up and down.
    • Side: Red pulls out an egg, looks around in a paranoid manner, and puts the egg away.
      • On rare occasions, the egg will be replaced by a Golden Egg.
    • Down: Red tenses up while growling.
  • Victory Animations
    • A pig is seen approaching Red's nest before he slams into them, launching them away. He then repositions the eggs and smiles.
    • Red looks over his head as three stars appear, then cheers.
    • Red is seen smiling smugly before Chuck and Bomb come in from the sides to congratulate him... kinda smushing him in the process, much to Red's irritation. This is the best thing I can find that represents what I mean.
  • Losing Animation
    • Red just glares forwards, obviously unamused by his defeat.
  • Misc. Details
 

FirestormNeos

Smash Lord
Joined
Apr 4, 2013
Messages
1,647
Location
Location Machine Broke
NNID
FirestormNeos
:GCN::GCA:: Neutral Attack
:GCR::GCA:: Forward Tilt
:GCL::GCA:: Back Tilt
:GCU::GCA:: Up Tilt
:GCD::GCA:: Down Tilt
:GCUR::GCA:: Up-Forward Tilt
:GCDR::GCA:: Down-Forward Tilt
:GCDL::GCA:: Down-Back Tilt
:GCUL::GCA:: Up-Back Tilt
:salt::GCA:: Dash Attack (I'm going to Pun Jail for this. Worth, TBH)
:GCCR:: Forward Smash
:GCCU:: Up Smash
:GCCD:: Down Smash
:GCN::GCX:: Neutral Aerial
:GCR::GCX:: Forward Aerial
:GCL::GCX:: Back Aerial
:GCU::GCX:: Up Aerial
:GCD::GCX:: Down Aerial
:GCR::GCZ:: Forward Throw
:GCL::GCZ:: Back Throw
:GCU::GCZ:: Up Throw
:GCD::GCZ:: Down Throw
:GCN::GCB:: Neutral Special
:GCR::GCB:: Forward Special
:GCL::GCB:: Back Special
:GCU::GCB:: Up Special
:GCD::GCB:: Down Special

Admittedly, I never played far enough into this game to actually encounter one of these tragic monsters, but...
Properties:
  • Heavyweight. Jump heights aren't particularly, run and walk speeds are slow, takes awhile to get to a kill %, and tends to have super armor for several of its attacks.
  • Can swim slightly longer than other characters, and has a unique neutral special usable only while in the water.
  • Attacks are slow and hit like a truck. The character in question also sounds like a truck... and it has lights on it's face... oh god, this character is basically Truck-kun. MR. FIRE EMBLEM, GET OUT OF THE WAY! OH NO! MR. FIRE EMBLEM HAS EAR PODS IN! HE CAN'T HEAR US!
  • All Drill-based attacks deal considerable shield damage, but are almost always terrible at actually killing things.
:GCN::GCA:: Big Daddy holds its drill out forward and revs it, rapidly damaging anything caught in the drill. Can be angled.
:GCR::GCA:: Big Daddy swats its non-drill hand forward in a backhand arc. Can be angled. If Ftilt is inputted again, Big Daddy jabs forward with the Drill. This can also be angled, and can even be angled differently from the first hit.
:GCU::GCA:: Big Daddy holds its drill upward and revs it.
:GCD::GCA:: Big Daddy swings its drill behind it, then swings in front of it. Mashing the :GCA: button while crouching has Big Daddy continuously swing the Drill back-and-forth, while holding :GCA: has Big Daddy meticulously move the drill back-and-forth while revving it. The former is better at knocking away enemies, the latter is better at trapping them.
:salt::GCA:: Big Daddy shoulder-tackles forwards.
:GCCR:: While charging the attack, Big Daddy's eyes change from Yellow to Red, it "roars" and it stomps and grinds its feet against the ground (similar to a bull). The smash attack itself is the Big Daddy violently charging forward. How long it charges depends on how long you charged the attack. While charging, Big Daddy can only be controlled by jumping and changing directions. Big Daddy's charge cannot be stopped prematurely by other players except by Big Daddy colliding into a heavy character (:ultbowser:, :ultkrool:, other Big Daddies, Bosses & Stage Bosses) or into a wall. This attack not only has super armor, but cannot be countered, and Big Daddy is immune to grabs while charging. If Big Daddy jumps or charges down a ledge, it retains the momunum of its stampede as it slowly changed the angle its charging towards from forwards to downwards; if it lands while the momentum is sending it downwards, it creates a shockwave that deals damage.
:GCCU:: While charging the attack, Big Daddy's eyes change from Yellow to Red, it shutters and seethes violently. The smash attack itself is the Big Daddy shouting that deals damage and knockback to everything in a very close radius.
:GCCD:: While charging the attack, Big Daddy's eyes change from Yellow to Red, it "roars" and it shutters and seethes violently. The smash attack itself is the Big Daddy slamming the ground, sending multiple shockwaves. This attack not only has super armor, but cannot be countered, and Big Daddy is immune to grabs while performing it.
:GCN::GCX:: Big Daddy throws a punch forward with its non-drill hand.
:GCR::GCX:: Big Daddy jabs forward with its drill hand. Can be angled.
:GCL::GCX:: Big Daddy spins around and throws a backhand behind it with its non-drill fist.
:GCU::GCX:: Big Daddy pumps its non-drill fist upward like its banging a ceiling.
:GCD::GCX:: Big Daddy kicks downward. A slow attack that's absurdly transparent in being a "use this to meteor smash people" attack like :ultganondorf:'s and :ultcharizard:'s Down-Aerials.
:GCZ:: With its non-drill hand, it holds the grabbed character a few inches off the ground; enough for their feet to dangle. Big Daddy pummels by drilling into the enemy err, by bashing the grabbed character with the side of its drill.
:GCR::GCZ:: Pushes the grabbed foe away slightly, then backhands them.
:GCL::GCZ:: Tosses the grabbed foe behind the Big Daddy's shoulder.
:GCU::GCZ:: Tosses the grabbed foe directly upward, then shoots an Electro Bolt Plasmid at them.
:GCD::GCZ:: Drops the grabbed foe to the ground and stomps on them with one of its giant, lumbering metal feet.
:GCN::GCB:: "Don't Hate. INCINERATE!!!"/"The World's Angriest Toaster." Big Daddy shoots a f***ing flamethrower out of its non-drill hand. While swimming, Big Daddy instead uses "The World's Angriest Toaster" where it crackles with electricity; any other fighters in the water while Big Daddy uses this, excluding other Big Daddies, instantly drown. This includes teammates even if friendly fire is disabled, so, uh... maybe just avoid the water if fighting against one of these things.
:GCR::GCB:: "Telekinesis Plasmid." Command Grabs an enemy at just-beyond-melee-range, pulls them into Big Daddy's hand, and Big Daddy then slams the foe into the ground. If used while in midair, Big Daddy instead holds the foe under him and then stall-then-falls directly downward. The Suicide rules that apply to :ultbowser::ultganondorf::ultkazuya::ultridley: also apply here.
:GCU::GCB:: "Rapturous Ascent." Uppercuts with its Fist, then Uppercuts with its Drill if :GCB: is inputted during the first uppercut. The total recovery height is extremely mediocre, but is decent for a heavyweight. If :GCD::GCA: or :GCCD: is inputted during the first uppercut, the Big Daddy stall-then-falls with its fist, which is useful for mix-ups and can somewhat reduce the predictability of its recovery.
:GCD::GCB:: "Drillquake"/"Dead Man's Drop." When used on the ground, the Big Daddy stabs the ground with its Drill and revs it, sending sparks and debris (and items if those are turned on) flying forward and hitting targets indiscriminately. Big Daddy can walk forwards and backwards while drilling the ground, but cannot jump, shield, or move off edges. Letting go of the :GCB: will end the attack with the Big Daddy swinging the Drill out of the ground and hitting targets forward in an upward arc. Drillquake is very flashy defensive move that's great at zoning and area denial, but don't get your hopes up about killing anything with it. When used in the air, however, it's a completely different move; Dead Man's Drop has Big Daddy rush downwards at a forward angle with its Drill. Similar to :ultfalcon: or :ultganondorf:'s Down-B, except it doesn't lose momentum like their Stall-then-Falls do.
Final Smash - "Sisters" : A Little Sister appears, wandering around the stage for 15-30 seconds. Big Daddy gains a boost to its move speed and jump power during this time. If a fighter attacks the Little Sister, the Little Sister disappears (along with the Big Daddy's mobility buff), and a cutscene plays where a Big Sister shows up and completely ruins the day of whoever attacked the Little Sister.
Command Input: "Drill Thrust" (Assuming You're Facing Right) :GCUL:, Hold :GCA:, then turning the stick:GCU::GCUR::GCR: while :GCA: is held down. Big Daddy thrusts its Drill arm in an upwards arc. At the end of the thrust, the Big Daddy is propelled forward by the momentum, holding the Drill forward; the Drill at this part of the attack is the sweatspot, KO'ing characters at low %s when used at point-blank range. The timing of the input is extremely forgiving, but the move has considerable startup lag as a result. Drill Thrust be used both on the ground and in mid-air; midair usage only deals a fraction of the damage, but the distance Big Daddy is propelled is greatly increased, making this a potential recovery option.

Unique Mechanic- Drill Rev-Up: Attacks that use the Drill-- excluding Drillquake --generate RPM, generating less the more RPM the Big Daddy already has. Attacks that use the Drill deal % damage & shield damage faster the higher Big Daddy's RPM is. RPM depletes every second, depleting at an exponentially-increasing rate that resets whenever the Big Daddy uses an attack that uses the Drill. Performing Drill Thrust sets the RPM to its maximum at the end of the thrust, and then the RPM depletes at an exponentially-decaying rate until its reset by another Drill-based move.

Up-Taunt: A Little Sister teleports onto Big Daddy's shoulder (the shoulder on the side of the Drill) and the Big Daddy's lights switch from Yellow to Green. The two fist bump, and then the Little Sister teleports off. The lights stay green until Big Daddy connects an attack or is attacked.
Side-Taunt: The Big Daddy revs up the Drill in a threatening pose. The drill's hitbox is surrounded by the Big Daddy's hurtbox, but it will still count as a "Drill attack" for the Drill Rev-Up mechanic, adding only enough RPM to allow the player to maintain a stable range of RPM while out of combat, which is helpful for non-competitive play.
Down-Taunt: Big Daddy slowly stomps its foot and lets out a melancholy-sounding roar.

Alt Skins: The first four outfits are the original Bioshock 1 Big Daddy and some palette swaps, and the last four are the Bioshock 2 Prototype Big Daddy and some palette swaps for that one.


I'll either edit this with other characters I want later, or have them in a seperate post. Because right this instant, I need to go the **** to sleep.

tbh, most of its moveset would likely be cribbed from :ultmewtwo: with a handful of exceptions (Hypnosis instead of Disable, all of the attacks using Mewtwo's tail would be replaced, etc.):

I will make a moveset for Miriam... after I've actually gotten to playing the copy of Ritual of the Night that's been on my to-do list for... awhile now.

Properties:
  • Very much fits the "Glass Cannon, Squishy Mage" description. Lightweight, but slow move speed; makes up for this by having fast attacks-- some with deceptively long range.
  • Has a Tether-grab using a rope with a little loop at the end. Grabbed foe is pummeled by "glitching out."
  • Thrown, "knife-like" pens will "glitch out" after a certain distance or upon hitting an enemy, and cannot be reflected or absorbed, but have small hitboxes. These will be referred to as Corrupted Knife-Pens (CKP).
:GCN::GCA:: Knives "glitch" into existence around the DDLC character, hovering in midair briefly before homing in on a nearby enemy foe in front of the character. These knives "glitch out" after a certain distance or upon hitting an enemy, and cannot be reflected; however-- unlike CKPs --they can be absorbed, and have similar weaknesses to :ultfox:'s blaster (in that they cannot deal hitstun, and deal very little damage individually).
:GCR::GCA:: Throws a CKP directly forwards. Can be angled.
:GCU::GCA:: The DDLC character thrusts a knife upwards.
:GCD::GCA:: The DDLC character swipes a knife at a downward angle in front of them. Trips grounded foes, and can gimp enemies holding onto ledges she's standing over.
:salt::GCA:: Slides forward with her foot stretched, dealing slight damage. Inputting the jump button mid-slide will cancel out the dash attack into a lunge (similar to the Belmonts' down-tilt); alternatively, inputting the attack button again mid-slide (but before colliding with an enemy) will cancel into throwing a Fan of Knives. Each Knife acts as a unique entity, dealing damage and applying knockback cumulatively with eachother, making this attack devastating as point-blank range. These knives cannot be reflected, but can be absorbed. Both the Lunge and the Fan of Knives attacks can be angled.
:GCCR:: A giant pencil "glitches" into existence; the DDLC character charges their side-smash by holding it in a threatening stance akin to a battering ram. Releasing the Smash attack slams the pencil forward. When inputted using the C-stick, DDLC smash attacks use the eraser end of the pencil; her Side-Smash deals significantly more knockback, but deals less % damage and less shield damage. When inputted using the "Attack + Flick Stick at the same time" method for smash attacks, DDLC smash attacks use the writing end of the pencil; her side-smash deals heavy % damage and shield damage, but has much less knockback.
:GCCU:: A giant pencil "glitches" into existence; the DDLC character charges their up-smash by crouching down and holding the bottom end of the pencil. Releasing the Smash attack launches the pencil directly upwards. When inputted using the C-stick, DDLC smash attacks use the eraser end of the pencil; her Up-Smash deals significantly more knockback, but deals less % damage and less shield damage. When inputted using the "Attack + Flick Stick at the same time" method for smash attacks, DDLC smash attacks use the writing end of the pencil; her up-smash deals heavy % damage and shield damage, but has much less knockback.
:GCCD:: A giant pencil "glitches" into existence; the DDLC character charges their down-smash by holding it in a threatening manner over their head. Releasing the Smash attack slams the pencil down into the ground. When inputted using the C-stick, DDLC smash attacks use the eraser end of the pencil; her Down-Smash deals significantly more knockback, but deals less % damage and less shield damage, and will emit a slight shockwave that can trip nearby foes. When inputted using the "Attack + Flick Stick at the same time" method for smash attacks, DDLC smash attacks use the writing end of the pencil; her down-smash deals heavy % damage and shield damage, but has much less knockback.
:GCN::GCX:: The DDLC character "glitches out," damaging nearby opponents. Very similar in mechanics to:ultmewtwo:'s neutral-air.
:GCR::GCX:: Throws a Fan of CKP directly forward. Each Corrupted Knife-Pen acts as a unique entity and deal damage and apply knockback cumulatively with eachother, making this attack devastating as point-blank range. Can be Angled.
:GCL::GCX:: The DDLC Character throws a Fan of CKP behind her. Each Corrupted Knife-Pen acts as a unique entity and deal damage and apply knockback cumulatively with eachother, making this attack devastating as point-blank range. Can be Angled.
:GCU::GCX:: Throws a pair of CKP directly upwards. Both Corrupted Knife-Pens can Meteor opponents.
:GCD::GCX:: Throws a pair of CKP directly downwards. Both Corrupted Knife-Pens can Meteor opponents.
:GCR::GCZ:: A chair manifests in the DDLC character's free hand, which she then swings at the grabbed foe, launching the foe forwards.
:GCL::GCZ:: The DDLC character teleports to the other side of the grabbed foe and cracks the rope like a whip, launching the foe the opposite direction the DDLC was initially facing.
:GCU::GCZ:: The DDLC character hoists the grabbed foe directly upward via the rope. When used on another DDLC character at a high enough %, this throw is an instant KO.
:GCD::GCZ:: The grabbed foe falls onto the ground, then the DDLC character manifests a grand piano over the grabbed foe and drops it on the enemy.
:GCN::GCB:: "Drain Data." The nearest enemy (within a certain limit of distance) in front of the DDLC character not obstructed by physical barriers becomes "tethered" to the DDLC character with a stream of "glitched" data. Every second this tether persists, the target takes exponentially-increasing damage, and the DDLC character is healed by a fixed amount and has limited Super Armor. The tether breaks if any of the following happens: A) the DDLC character pushing any button, B) the DDLC character is grabbed, C) the DDLC character is stunned/knocked-back in a away that exceeds the limit of her super armor, D) the target becomes too far away, E) the tether overlaps with a physical obstacle.
:GCR::GCB:: "Despair." The DDLC character throws a small orb of black fire; this can be angled. If the orb connects with an enemy, they take severe damage over time and their shield rapidly depletes whenever they shield.
:GCU::GCB:: "Relocate .chr File." Lifted wholesale from :ultmewtwo::ultpalutena::ultzelda:.
:GCD::GCB:: "Destabilize." DDLC Characters have a "Corruption Meter" on their nameplate that fills up over time (+1 Unit per frame), filling up faster for every enemy fighter currently affected by the Despair debuff (+1 Unit per second per enemy under the effects of Despair), is doubled when Drain Data is being used on an enemy, or when the DDLC character is under a loss of control effect (*200% if under a loss-of-control effect that allows you to immediately DI-- such as hitstun or tripping, *300% if under a loss-of-control effect where DI can only lower the duration-- such as being asleep, frozen, buried, or grabbed). When the DDLC character's shield is shattered, they do not generate any meter regardless of other circumstances. The maximum amount of Corruption a DDLC character can have in their meter is 900-1800 Units. Destabilize is a toggleable special attack that costs 1 Unit of the Corruption Meter per frame it's activated to be active. While Destabilize is active, the DDLC character gains increased weight (harder to launch, can't jump as high) and move speed, has Super Armor for a number of attacks, and can use her Up-B even while under a loss-of-control effect.
Final Smash - "Poetic Error": The enemy with the highest damage percentage in the match has their .chr file deleted and is instantly KO'd, regardless of where they are or what they're doing once the Final Smash is activated. If friendly fire is enabled in a team match, this Final Smash can KO allies as well. The DDLC character cannot be KO'd by her own Final Smash regardless of her %.

Up-Taunt: The DDLC Character "glitches" a cupcake into existence and bites into it.
Side-Taunt: The DDLC Character whistles ominously, then chuckles unnervingly. Monika whistles Lifelight in a way that sounds like a dirge. Sayori does the same, but with DDLC's theme, "Your Reality." Yuri whistles Twisted ****ing Nerve. And Natsuki... natsuki... crap, i got nothin'. :(
Down-Taunt: The DDLC Character pulls out a book and reads off a poem verse that's basically just a sophisticated "Post-Mortum One-Liner." Verses/One-Liners cited will vary depending on which of the DDLC you're playing as; each should have about 10-30 each to pick from at random so you don't hear repeats often. However, they'll only cite 1 verse for every stock you've taken that match.

Alt Costumes: Two Costume Slots for each member of the DDLC; The Default Outfit all four of them have, and then their casual outfits.

Properties:
  • Similar to :ulticeclimbers:, Rundas ignores the slipperiness of icy floors. Unlike the Ice Climbers, however, Rundas maintains good traction on non-slippery floors.
  • Rundas has no landing lag when landing on icy floors unless in a helpless state
Unique Mechanic- Ice Structures. Many of Rundas' attacks will create new geometry within the stage, similar to :ultsteve:'s blocks. Structures that can be stood on will be slippery for fighters (Either aforementioned Ice Climbers, Rundas, or players with Ice-Floor Immunity spirits equipped) without immunity to slippery floors. Ice Structures can be damaged and destroyed, but are considerably sturdy; the only way to efficiently and reliably destroy them are either through Fire/Explosion-Based attacks that will instantly melt the structures, or by launching someone into the structure, which will result in one of four scenarios:
  • Best-case scenario: The victim is launched through the structure; the structure shatters, dealing bonus damage to the fighter that was launched, and their momentum isn't cancelled out by the structure at all, causing them to possibly hit the blast screen the structure was blocking and be KO'd.
  • The victim techs off the Ice Structure, but was launched with enough force to shatter the structure anyway. The victim still takes bonus damage from the structure shattering, but otherwise survives.
  • The victim bounces off the Ice Structure, dealing damage to the ice structure but doesn't shatter it, and is possibly KO'd by hitting a blast screen you weren't intending them to hit.
  • Worst-case scenario: The victim techs off the Ice Structure; the ice structure takes no damage from the impact, and the fighter that was launched survives the attempted KO.
Unique Mechanic- Thermal Condition. Every stage in the game is assigned a "base temperature." The default-- which is used by Battlefield, Small Battlefield, Big Battlefield, Final Destination, All Stages' Omega & BF Forms, All Stages with Hazrards Disabled --is 22.22°. The stage with the lowest value would be Summit at 0°, and the stage with the highest being Norfair & Brinstar Depths at 50° each. Rundas' Baseline Thermal Condition is calculated with the following formula: [(Stage Base Temperature + [Rundas' current Damage % if applicable; 0 if N/A / Total # of Participating Combatants]) - [(1000/Total # of Participating Combatants) + Rundas' Current Stamina if applicable]; Most of Rundas' movepool-- and getting hit with Water/Ice-Based Attacks --will decrease the temperature of Rundas' Thermal Condition. Getting hit with Fire/Explosion-Based Attacks and using Rundas' Up-B will both rapidly increase the temperature of Rundas' thermal condition. Rundas' Thermal Condition will gradually return to his Baseline with inactivity. Upon reaching 0°, all ice structures created by Rundas instantly melt; if Rundas is using his Up-B when this happens, he enters helpnessness state. Upon reaching 100°, Rundas is instantly KO'd.

:GCN::GCA:: When tapped or pressed once, Rundas bashes with his knee. If this move is done repeatedly (with methodical delays between each input to not trigger the hold-down/rapid-press input), Rundas will alternate between knees. When held down or rapid-pressed, Rundas performs a series of quick punches, finishing with an uppercut.
:GCR::GCA:: Rundas shoots two balls of light forward with his arms while marching forward. These can be absorbed but simply disappear when Reflected. Can be angled.
:GCU::GCA:: Rundas slashes upward twice, once with each arm.
:GCD::GCA:: Rundas slide kicks a short distance. Slide distance is drastically increased to "until a ledge is reached or the move is cancelled out of" when performed on icy ground.
:salt::GCA:: Rundas lunges forward, slashing his arms in an X-scissor.
:GCCR:: Twin mini-pillars of jagged ice form from the ends of Rundas' arms. Releasing the Smash Attack has Rundas thrust forward with both arms, skewering enemies with the ice pillars. Ice Structures that the hitboxes come into contact with are automatically shattered. The length of the mini-pillars is determined by how long the smash was charged for. This smash attack has a sweat-spot at the tip of the pillars on the frame where they are at their maximum distance away from Rundas; this sweat-spot deals massive shield damage.
:GCCU:: Twin mini-pillars of ice in the shape of hammers form from the ends of Rundas' arms, which are both held at Rundas' sides. Releasing the Smash Attack has Rundas thrust upwards with both arms, slamming at anything overhead. Ice Structures that the hitboxes come into contact with are automatically shattered. The length of the mini-pillars is determined by how long the smash was charged for. This smash attack has a sweat-spot located at the "hammer" parts of the mini-pillars on the frame where they are at their maximum height; this sweat-spot deals massive vertical knockback to enemies it comes into contact with.
:GCCD:: Twin mini-pillars of ice in the shape of hammers form from the ends of Rundas' arms, which are both held directly upwards. Releasing the Smash Attack has Rundas slam both arms (with the ice "hammers" in tow) to the ground. Ice Structures that the hitboxes come into contact with are automatically shattered. This smash attack has sweat-spots located at the "hammer" parts of the mini-pillars; this sweat-spot deals massive knockback to enemies it comes into contact with.
:GCN::GCX:: Rundas slashes in an X-scissor with both arms forward.
:GCR::GCX:: Rundas shoots two balls of light forward with his arms in midair. These can be absorbed but simply disappear when Reflected. Can be angled.
:GCL::GCX:: Rundas spins around and performs a sucker punch.
:GCU::GCX:: Rundas swipes his arm upwards in a backwards arc.
:GCD::GCX:: Rundas performs a stall-then-fall drop kick.
:GCR::GCZ:: Rundas football-throws the grabbed foe forward. If the grabbed foe collides with an ice structure, it is automatically shattered and deals bonus damage to the grabbed foe, regardless of if they tech the collision or not.
:GCL::GCZ:: Rundas does a 180° turn and football-throws the grabbed foe forward. If the grabbed foe collides with an ice structure, it is automatically shattered and deals bonus damage to the grabbed foe, regardless of if they tech the collision or not.
:GCU::GCZ:: Rundas holds up the grabbed foe with one hand and summons a flat pillar of ice directly below them with another, launching the foe directly upwards. The pillar remains as an Ice Structure with a slippery top that can be walked on.
:GCD::GCZ:: Rundas holds up the grabbed foe with one hand and summons a jagged pillar of ice directly below them with another, skewering the enemy. If the enemy's % exceeds a certain amount, they are instantly KO'd. Otherwise, they are launched directly upwards. The pillar remains as an Ice Structure.
:GCN::GCB:: "Frostbite Frag." Rundas pulls out a grenade that detonates after a few seconds or upon colliding with the ground or an enemy. The grenade deals no damage; upon colliding directly with an enemy, the enemy becomes frozen. Enemies caught in the explosion but not directly hit by the grenade itself will be launched away, and will be covered in snow for several seconds (this is purely a visual effect). Upon colliding with the ground, The nearby area of the ground is now covered in ice; this counts as one of Rundas' ice structures. If the Grenade detonates in midair without colliding with any target, it forms a slippery platform that qualifies as an Ice Structure.
:GCR::GCB:: "Frostbite Missile"/"Ice Missile"/"Ice Beam." Holding down the :GCB: button will change this attacks properties in various ways. Simply pressing or tapping the button will fire an Ice Missile or Frostbite Missile respectively. The Ice Missile has slight homing capacity, but is slow and doesn't deal much damage/knockback. The Frostbite Missile goes directly forwards, but is much faster and deals slightly more damage/knockback, but still not much. Both can freeze the enemy they hit for a short duration (with the Frostbite Missile's being longer). Holding and releasing the button causes Rundas to fire a beam of frozen light forwards that "soft-freezes" (effect only lasts while being caught inside the attack, similar to being partially frozen by :ulticeclimbers:'s Down-B or :ultsora:'s Neutral-B) enemies caught in it. Charging the button longer increases the length and duration of the attack. At maximum charge, Ice Beam will instead "hard-freeze" (effect's duration is subject solely to the enemy's % and DI) enemies caught in it. Frostbite Missile, Ice Missile, and Ice Beam can all be angled.
:GCU::GCB:: "Cryonic Pathway." Rundas hops up slightly and begins freezing a path under his feet with ice. Rundas has Super Armor and cannot stop moving horizontally, but can change his direction. Cryonic Pathway counts as an ice structure, but cannot be interacted with by enemies. While using Cryonic Pathway, Rundas' Thermal Condition rapidly and exponentially increases in temperature the longer the he uses it. Rundas can make his pathway slope upwards or downwards, but sloping upwards above will rapidly and exponentially increase the temperature of his Thermal Condition ON TOP of the the increase to it he's already recieving from using this attack in the first place.
:GCD::GCB:: "Vent Heat"/"Chill Out." All of Rundas' ice structures on the stage "detonate," damaging nearby foes. If Rundas' Thermal Condition exceeds his current baseline, Rundas rapidly cools off until reaching baseline, but Rundas cannot move while this is occuring. If Rundas' Thermal Condition is below his current baseline, Rundas slowly heals until either: A) Rundas' Thermal Condition reaches the new Thermal baseline, B) Rundas cancels out of the attack by moving, or C) Rundas is attacked/grabbed/etc. by an enemy or hazard.
 
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Champion of Hyrule

Smash Master
Joined
Sep 15, 2018
Messages
4,224
Location
*doxxes myself*
A moveset for Phoenix Wright:
One thing I wanna add is that he won’t talk as much as he did in UMvC3.

Gimmick
His gimmick is similar to Turnabout mode from UMvC3 but it's a little different. Basically, he can collect evidence using his down special and he has three evidence slots.
There's a 50% chance that the evidence he grabs will be useless and if so, it'll look dark in his evidence slots. If so, he has to taunt to get rid of it. Up taunt gets rid of the first piece, side taunt gets rid of the second and down taunt gets rid of the third. The more evidence he has the stronger his attacks will be and some moves will change depending on how much evidence he has. After around 15 seconds, one piece the evidence he has will disappear and he'll have to use his down special again to get it back. However, if he has three pieces of evidence they'll all disappear at once instead of just one piece after the 15 seconds. The evidence resets after a KO.

Normals
For his jab he does two light punches forward. He has a rapid jab where he throws a bunch of paper forward.

Side Tilt
He dodges out of the way for a moment as a coffee cup comes flying in and goes forward. It acts like a projectile which flies a tiny bit

Up Tilt
He takes a bunch of papers and throws it over his head in an arch

Down Tilt
He leans downward then takes out a deck of playing cards. He then drops it, making cards fly everywhere close to him which can deal damage to opponents.

Up Smash
Maya appears next to Phoenix and casually waves her hands upwards, the motion of which can deal damage to anyone above her

Side Smash
Taking a page from Isabelle, Maya appears and sets off a party popper. It essentially has the same hitbox as Isabelle’s side smash.

Down Smash
A court podium appears underneath him and he slams down on it

Aerials
Neutral Air
He nods his head up and down slightly but quickly

Forward Air
He takes off his attorney’s badge for a moment and thrusts it forward in his hand, as if “presenting” it

Back Air
He leans his head back, attacking with the “spikes” in his jair

Up Air
A surgical mask appears on his face as he looks upwards and sneezes. As he does this his mask snaps upwards and acts as a hitbox

Down Air
A piano appears under his feet which immediately falls downwards very fast, along with him. When it hits the ground it can deal massive damage to close opponents.

Grab
For his grab, a chain will appear and go forward. If it grabs an opponent, it’ll be dragged back to Phoenix. His pummel has him lightly punch the opponent and every time he hits a psyche lock will appear above the opponents head and there’s a limit of 3. The locks break whenever the throws them and disappear if the opponent breaks free.

As an extra “Fun Easter Egg” Cloud’s psyche locks are black instead of the normal red since black psyche locks represent lies the person is subconsciously keeping and Cloud subconsciously pushed away certain memories.

Up Throw
Maya appears and grabs the opponent. She then spins around in a circle and throws them directly upwards

Side Throw
The police dog Missile appears and runs forward where Phoenix is standing. As he runs by, Phoenix lets go of the opponent in surprise and throws them forward

Back Throw
He yells “Hold It!” and makes a hold it bubble appear on the ppponent which launches them backwards

Down Throw
Phoenix lets go of the opponent as a shadowy figure of the judge appears above them and slams a gavel down on them, burying them in

Neutral Special: Take That!/Objection!
In normal mode, he will point a finger forward and a large speech bubble that says "Take That!" will appear. If he has three pieces of legitimate evidence, the bubble will say "Objection!" and it will be much larger and do more damage. BTW, if Kirby copies him Kirby will just have the objection bubble

Side Special: Steel Samurai Maya Smelting
Maya Fey appears and runs forward, doing a barrage of punches. If done in the air, she will fall and do the barrage while falling. Phoenix can’t do any moves that have her in them while she’s busy doing this move

Up Special: Stepladder
Couldn’t think of any so I just looked online and this seemed to be the most popular pick for his up special. For this attack a stepladder appears which he jumps off of and gets propelled upwards

Down Special: Investigate
Starts searching the ground and adds either a piece of legitimate or illegitimate evidence to his evidence slots

Final Smash: Cornered
Literally just his final smash from Crusade only with a few differences:

  • Obviously in HD to match the visual style of this game
  • The part of his speech where he says "no alibi, no justice, no dream, no hope" is taken out and so he just says "the one who actually committed the crime is you, it's time to pay for your crimes, take this"
  • It's an objection bubble that initiates the cinematic

Taunts
Maya appears for all of his taunts. Also they play an animation of one of his pieces of evidence flying away with his up taunt getting rid of his first piece, side taunt getting rid of the second and down taunt getting rid of the third.

Up Taunt
Phoenix puts his hand on the top of his head and smiles awkwardly. Maya pumps her fists in the air triumphantly.

Side Taunt
He points one finger forward and starts slightly shaking his hand. Maya takes a bite out of a burger

Down Taunt
Maya appears on his right and Pearl appears on his right as he embraces them both while laughing awkwardly

Victory Animations

Confetti appears on screen for all of them to reference when he wins cases.

Victory 1
He starts in the victory screen next to Maya who then transforms into the form where Mia is in her body. Mia then starts clapping and Phoenix puts his hand on the back of his head like his up taunt

Victory 2
He’s holding up a random piece of evidence from the games which he and Maya are looking at from both sides. Then they both turn and look to the screen

Victory 3
He determinedly points his finger right at the screen, and then it pans out to reveal Maya next to him with a determined look as well
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
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Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Crash appears from a Time Twister portal and jumps into his fighting stance

Stance/Idle 1: His default idle animation from It’s About Time
Idle 2: Crash looks to either the left or the right
Idle 3: Crash looks to the screen and raises an eyebrow while smiling

Notable Palette Swaps:
  1. Crash 4: It’s About Time (default)
  2. Carbon Crash (gray)
  3. Coco (blue/pink)
  4. Dr. Neo Cortex (yellow/black)
  5. Aku Aku (brown)
  6. Crunch (red)
  7. Warped Biker (alt 1)
  8. Retro PS1 Crash (alt 2)
Walk: His walk from It’s About Time
Run: His iconic run from the N. Sane Trilogy
Dash: The Crash Dash
Damage: Crash spins for a split second, in a manner similar to his death animation from the very first game
Jump: His iconic Jump and Double Jump
Crouch: His crouch from the N. Sane Trilogy

Normal Attacks
Jab: Crash's 1-2 combo from the Titans games (4%, small knockback), followed by a brief spin attack (7%, OK knockback)
Forward+A: Crash turns around and does a backwards kick (7%, OK knockback)
Down+A: Crash slaps along the ground, tripping the opponent with the first hit (4%, small knockback)
Up+A: Crash does a backflip kick and then falls on his face (8%, OK knockback)

Aerial Attacks
Air+A: Bandi-Copter; Crash turns sideways and spins in midair (8%, OK knockback)
Air Forward+A: Crash does a spin kick similar to Coco's spin in Wrath of Cortex (5%, small knockback)
Air Back + A: Crash does a pelvic thrust and kicks behind himself with both legs (11%, OK knockback)
Air Up+A: Crash does a quick spin with both arms in the air (6%, small knockback)
Air Down+A: Belly Flop; Crash extends his arms and legs as he falls to the ground (11% with a meteor effect, OK knockback), possibly burying opponents on the ground

Dash Attack: Crash slides along the ground (7%, small knockback)
Edge Attack: A tiny TNT crate explodes under Crash and he flops up above the edge and back onto the stage (9%, OK knockback)
Get-Up Attack: Crash does a weak spin kick with both legs (7%, small knockback)

Smash Moves
Forward+A: Crash fires Wumpa juice from his Fruit Bazooka (23%, medium knockback)
Up+A: Crash fires Wumpa juice from his Fruit Bazooka above himself (21%, medium knockback)
Down+A: Spin Slide; Crash does a powerful spin kick along the ground (18%, medium knockback); Crash can move slightly left or right by tilting the control stick

Grab Game
Grab: Crash grabs the opponent’s shoulders
Pummel: Crash kisses the opponent (1%)
Forwards+Throw: Twin Throw; Crash spins forward and throws the opponent (8%, OK knockback)
Down+Throw: Crash ducks as three boxes fall down on the opponent (3% each, OK knockback)
Back+Throw: Reverse Twin Throw; Crash spins backwards and throws the opponent (8%, OK knockback)
Up+Throw: Crystal Craze; Crash lifts up a Crystal, and its shine pushes the opponent back (10%, OK knockback)

Special Moves
B & B + Forwards: Spin
; Pressing B once performs a short, quick spin that reflects projectiles (10%, far knockback). Mashing B turns into the Death Tornado Spin (13%, OK knockback); not only is it faster, it can help Crash glide a good distance.
B + Up : TNT / Arrow Crate; Crash jumps off and drops a TNT Crate that goes off in a small area after 3 seconds, with the power and knockback depending on how long it's out on the stage. When a TNT Crate is already present, Crash instead jumps off a metal crate with an arrow that appears for a second; the jump height is doubled. In either case, Crash can move freely after using this special.
B + Down : Aku Aku; Crash Belly Flops into an Aku Aku Crate, summoning Aku Aku (who can only appear once per stock). If Aku Aku is already present or disappears, Crash simply Belly Flops onto the ground, causing a shockwave (8%, OK knockback).

Final Smash: Invincible Aku Aku; Crash dons a golden Aku Aku mask and is invincible for 10 seconds as Nitro crates fall on top of him, exploding in a large radius (25% each, far knockback)

Gimmick: Minor, but spread across his specials
  • Crash's Spin has different properties. When it's a normal spin, being close enough to an opponent sends them flying. With the Death Tornado, the knockback remains the same and you can't reflect projectiles, but you have super armor to compensate.
  • The TNT hits harder and launches farther depending on how long it's idle
    • If attacked with a 3, it causes a small explosion (6%, small knockback)
    • If attacked with a 2, it causes a regular explosion (9%, OK knockback)
    • If attacked with a 1, it causes a bigger explosion (19%, medium knockback)
    • If the countdown is allowed to finished, it causes a huge explosion (33%, far knockback)
  • Aku Aku has a 20-second timer before he disappears, but there are other factors
    • Reduces the damage taken from most attacks by ¼ or ⅓ depending on the power without reducing the timer
    • Halves the damage taken from especially powerful attacks and prevents knockback, but disappears immediately
      • Crash is invincible for a bit afterwards, but he can’t summon Aku Aku again until after his next K.O.

Crash also turns into an angel when he loses a Stamina battle.

Taunts:
1: Crash does the first part of his victory dance
2: Crash does the second part of his victory dance
1+2: Crash performs the final part of his victory dance

Winposes:
1: "Yeee-HAW!" Crash squats for a second, and then performs his victory animation against bosses in the very first game
2: Crash’s victory animation from It's About Time
3: Crash's post-gem collecting animation from the first game

Applause: Crash sports a disappointed look as boxes endlessly fall on his head
Icon: The “C” symbol from the Titans games
Boxing Ring Title: N. Sane Marsupial
Star K.O.: https://youtu.be/kADARuk5sg4?t=15
Victory Music: A shortened version of the Time Twister theme
Kirby Hat: A replica Aku Aku mask
 
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