Chief Mendez
Smash Master
Okay, so disregard what I said about commenting on this one in my previous post. Now let's get to it. First up: Kefka, by Vagrant Lustoid.
Smash B: You realize 1 1/2 seconds is basically a Falcon Punch-windup? That's pretty detrimental for a move that can only do, at most, 28%, with regular knockback.
Down B: But can he still ground-dodge and sheild roll? Either way, I think it's a bit unfair to restrict him to just walking. Running, but no jumping would work, as would 'jumping breaks the spell'.
Assuming you do (and really, even if you don't)...I don't see the point of this. With a 1 second lag, the opponent has more than enough time to escape or, more likely, smash attack Kefka.
All the other stuff is fine, I just didn't copy&paste it in.
SEGWAY!
Now for Isaac.
And again..."rolling speed"?
So yeah, great movesets, both of you.
By "rolling", you mean like, sheild rolls, right? If so...I don't think that's a real category. Everyone in Melee rolls about the same, with the exception of a (very) select few, like Mewtwo. Other than that, I think he could use at least above-average power, being a magician and all that.Vagrant Lustoid said:Height: 3/5
Weight: 2/5
Attack Power: 2/5
Grab Range: 4/5
Running Speed: 4/5
Jump: 2/5
Falling Speed: 3/5
Rolling Speed: 1/5
A headbutt? I don't think that fits very well...why not some sort of 'prancing' kick to the chops?Regular Attacks:
A: Palm Strike (1-2%)
AA: Punch (2-3%)
AAA: Headbutt (Minor-medium knockback. 5-6%)
Define "brute slam". You mean a shoulder block, a la C. Falcon?Dash A: Hyperdrive (Kefka charges forward, seemingly floating, and delivers a powerful brute slam. Moderate horizontal knockback. 8-9%)
A...a flail? Where does that come from?F Tilt: Flail (Kefka strikes the opponent in front of him with a flail. 4-7%)
Like Peach's Ftilt, right?U Tilt: Mad Pierrot (Kefka does a flipping kick, hitting the person in front of him upwards moderately. 6-8%)
Two seconds!? On a tilt? Also, what exactly does he strike out with? Arms, legs...?D Tilt: Three Goddesses (Kefka strikes out behind, in front of and above him simultaneously, with a two second lag afterwards. Each hit causes 3-5%)
Again, what's with the flail? The 10 Hits Smash is really neat though.F Smash: 10 Hits (Kefka performs a brutal flurry of ten Palm Strikes, with none doing knockback except the last. The hits all occur over a period of around a second, but then there is a second-long lag after the attack ends)
U Smash: Nihilism (Kefka smacks a character upside the head with a flail, sending them up with good knockback. 13-17%)
But how does he smash them?D Smash: Fallen One (Huge lag of a few seconds both before and after, but this smashes the enemy with massive horizontal and upwards knockback. 30-40%)
These are all great ideas, but being stunned for two seconds in the air would doom alot of characters (Bowser, Luigi, Falco).Aerial Attacks:
N Air: Slap (Kefka whips his hand out and cracks an enemy in front of him sharply over the face. This slows his descent slightly, but doesn’t cause any really noticeable knockback. 1-4%)
F Air: Magitek (A ball of energy that moves at about the same speed as Samus’ uncharged shots in SSB64. Pushes Kefka backwards slightly when used. It fires forward, but will bounce once if it hits anything other than a character. 2-5%)
B Air: Cloak Strike (Kefka’s cloak twists and slams backwards a short distance, hitting anyone behind him with medium knockback backwards and down. 7-8%)
U Air: Train (Kefka raises his hands, creating a quarter-second lag or somesuch and the area directly above, and slightly to either side flashes green. Anyone hit by this becomes stunned for two seconds, but recovers all jumps and recoveries. 3-5%)
Biznitchin'.D Air: Meteo (Kefka creates a small burst of fiery energy directly beneath him that serves as a meteor slam if you are caught directly within it. 6-9%)
A few things:Special Attacks:
B: Trinity Magic (Kefka launches a projectile of ice, lightning or fire forward, which moves slightly slower than Fox’s lasers. The order cycles from fire (2-3% and further burn where the strike lands for two more seconds at 2% per second, similar to Ness’ PK fire) to lightning (5%) to ice (1-3%, and slows the hit character by 25% for three seconds). Kefka can fire one projectile per second)
Smash B: Forsaken/Goner (Kefka cackles madly, the screen flashes red and a disembodied head appears, and four stars shoot from it, covering a 45-degree spread in front of him, with a moderate range. Each star does 7% damage and has medium knockback. Highly efficient at close range, due to more stars hitting a single character. However, the lag is roughly a second and a half long at the beginning)
Up B: Havoc Wing (Kefka sprouts six angelic wings and shoots upwards and forwards, damaging anybody he hits and knocking them upwards. The recovery distance traveled is reasonable, being slightly better than average, to offset his short primary and secondary jumps. 8-10%)
Down B: Ultima (A hazy green ring manifests around Kefka, for roughly three seconds, and anyone who touches it is hit for moderate damage and medium-high knockback. Kefka is still vulnerable to attack from above, and while he can walk, Kefka cannot run or jump while Ultima is active. If Kefka is hit by anything while Ultima is active, it is cancelled and Kefka is stunned for two seconds. 14-18%)
Smash B: You realize 1 1/2 seconds is basically a Falcon Punch-windup? That's pretty detrimental for a move that can only do, at most, 28%, with regular knockback.
Down B: But can he still ground-dodge and sheild roll? Either way, I think it's a bit unfair to restrict him to just walking. Running, but no jumping would work, as would 'jumping breaks the spell'.
As long as it doesn't penetrate platforms. I'm wholeheartedly against FSs' that instantly hit everyone.Final Smash: Light of Judgment (A beam of whitish-blue light sweeps across the stage from one side to the other, striking all characters except Kefka for 20-30% damage and high knockback meteor strikes on them all, generally spelling doom for anyone not over a platform.)
...Now that you mention it, Brawl should let characters like Link and Samus direct their grabs, in the same way you can aim Link's Boomerang.Grapple Attacks:
Grab: R.Polarity (Kefka extends his hand and a greenish light shoots from it, to about the same distance as Link’s grab. Can be used for recovery, but isn’t directable, being able to move horizontal only)
Neat.Grab Attack: Poison (As long as Keka holds the Grab attack button, he automatically causes damage to the character, at a rate of 2% per second, but it is possible to wiggle from his grasp)
All fine, although his U Throw shouldn't be able to throw the enemy downwards...imagine using it next to an edge.F Throw: Scar Beam (Kefka throws the character into the air and then slams the person with his hand. There is a slight freeze of both Kefka and the hit character for around half a second, and then the character is flung backwards as a beam of blue light spirals from Kefka’s open palm. 6-10%)
B Throw: Revenger (Kefka spins around, launching the character backwards with trails of green vapour following. The distance thrown is generally moderate to good. 10-12%)
U Throw: Metamorphosis (Kefka’s wings burst into being and he shoots up into the air, before releasing the other character at the apex of the throw, to be shot in a random direction with moderate-good knockback. 4-10%)
D Throw: Dancing Mad (Kefka tosses the character to the ground and proceeds to jump on the character twice, laughing as he does. There’s a slight finishing lag as he jumps off and the other character stands up. 12-18%)
Well, a sheild break lasts for longer than 3 seconds...just say "he laughs as long as a sheild break".Recovery/Defensive:
Shield: Prism (Kefka forms a translucent flickering pyramid of energy that changes colour around himself. It serves like any other shield, except that when it breaks, instead of Kefka being stunned, he does his crazy laugh for approximately three seconds, and the player is unable to control him.)
This is broken. If he can access his meteor smash while being invincible (as every character is while rising)...bad things would happen.Edge Recovery: Float (Kefka lets go of the edge and simply floats up to land near the edge. Since the floating is somewhat slow, Kefka is able to perform any of his aerial attacks until he lands)
By "standing recovery", you mean tapping R the second you land on the ground?Standing Recovery: Illusion (Kefka, when knocked to the ground, automatically fades out and reappears behind the character who knocked him over, though there’s a one-second finishing lag before he can act)
Assuming you do (and really, even if you don't)...I don't see the point of this. With a 1 second lag, the opponent has more than enough time to escape or, more likely, smash attack Kefka.
All the other stuff is fine, I just didn't copy&paste it in.
SEGWAY!
Now for Isaac.
I think a 1/5 grab isn't enough. A 2 would fit better, I think. If it's 1, you'd end up almost never using the grabs at all...His jump could use a bit more, too.Isaac
Potential moveset by O D I N:
Height: 2/5
Weight: 2/5
Attack Power: 3/5
Grab Range: 1/5
Running Speed: 3/5
Jump: 2/5
Falling Speed: 3/5
Rolling Speed: 4/5
And again..."rolling speed"?
So does it look like Marth's two-stage attack, or Falcon's "high-mid-low" thing? Or something else entirely?“A” Moves:
A: Isaac makes a quick slash with his sword in front of him. The move can be used as a rapid jabbing attack. It is faster than Marth’s, but slower than Capt. Falcon’s.
One question: on the Dtilt, what's he hit the ground with?F-tilt: Isaac performs a long, horizontal slash in front of him. Decent knockback, average damage.
U-tilt: Isaac swings his sword over his head, drawing across his body from back to front. The attack is strongest on the down swing, but has decent knockback when the attack hits above his body.
D-tilt: Isaac slams the ground in front of him, causing a minor tremor, and ripples the ground making rocks shoot out of the ground slightly. The foe trips. Little knockback, decent damage.
All fine here.Smash Attacks:
Forward Smash: Isaac crouches low. After the charge, Isaac lunges forward with a horizontal sweep. Strong knockback, very laggy after the hit. No follow up.
Up Smash: Isaac, brings his arms close to his body. After the charge, Isaac throws his arms up in the air, and rocks from the ground fly upward a short distance. The rocks do decent damage, but little knockback. Great for aerial counters.
Down Smash: Isaac brings his arms close to his body again, this time, looking at the ground. After the charge, Isaac slams his fists into the ground, causing a stronger tremor around his body. The area of effect is within a “foot and a half” of his body. The tremor is only slightly lower than Isaac’s height. Strong attack, decent knockback at an upward angle.
Very nice.Aerials:
Nair: Isaac performs a flip in midair, bringing his sword in front of him. This attack is quick, little knockback, and has an attack radius from above his head (first frame) to behind him (last frame before leveling out). It’s a 180 degree attack range.
Fair: Isaac does a horizontal slash at slightly lower angle to his body. It’s a quick slash with good knockback and damage.
Uair: Isaac does a spin in the air, the sword held above him at an angle. The spin is one rotation, and his Isaac’s faster aerial. Damage is based on multiple hits, a max of 3. First frame of the attack, part two of the spin, and the last frame.
Dair: Isaac kicks twice with his feet beneath him. 2 hits max. No knockback on the first hit, the second hit is a meteor smash. Low damage.
So does it arc like a thrown item? And if it can be used like Falco's blaster...it should do less max damage.“B” Moves:
B : Venus Djinn
Isaac summons a Venus Djinn to hurl a rock at his opponent. The rock will do 3-7% damage, knockback is average. Can be spammed, but it works like Falco’s laser. There’s lag between each throw. Same throw when in the air.
It'd be neat if Isaac can summon the Djinn, then move around as usual while the Djinn stays stationary and breathes it's fire.Towards B: Mars Djinn
Isaac summons a Mars Djinn to breathe fire upon his opponents. The attack works like a fire flower. It lasts for a few seconds, and then the Djinn disappears, the fire gradually getting smaller with each breath.
Definitely his coolest special attack.Down B: Mercury Djinn
Isaac summons a Djinn to create a ice wall in front of him. This ice wall can be used to stand on, jump on, and can be picked up by stronger characters. It can be shattered after 20% damage has been done to it (based on characters, I.e. DK should have no problem shattering it). If an opponent is in front of Isaac while using this, the pillar causes some damage and knockback. While in the air, Isaac can use this to create a small sheet of ice beneath him, that floats in the air long enough (not long, like a second. It floats glowing as if it was just created) for Isaac (and other characters) to use a footstool jump off of it. After the move has been used, it takes 10 seconds before it can be used again, as it requires a lot of Psynergy to use, since Isaac is an Earth Adept. When attempted to be used after the first time, Isaac creates a splash of water, causing no damage, no knockback, and doesn’t effect the foe at all.
Fun stuff.Up B: Jupiter Djinn
Isaac summons the Jupiter Djinn to propel him a large distance in any direction. The move’s range is farther than Falco’s, but shorter than Fox’s. It’s fast, and has no charge time. However, it deals no damage, and no knockback. It has low priority, so Isaac can be knocked out of it easily.
But only the ground is affected, so characters can avoid this by footstool jumping off of other characters or jumping and recovering into the air!Final Smash: Grand Gaia
Isaac raises his arms into the air, the stage/arena shaking. The stage erupts with flying rocks and light pouring from the ground, dealing massive damage. Each rock counts as a hit, so it'll deal damage on a multiple hit level, rather than a one time massive damage hit. The range of the attack is based upon the size of the stage, not the screen.
APPROVED!Grabs:
Isaac reaches out with both arms, and grabs his opponent. His reach is short.
Jab:
Isaac knees his opponent.
Fthrow:
Isaac shoves his opponent forward with both arms. Average knockback, average damage.
Uthrow:
Since Isaac is so tiny, and doesn’t have a lot of arm strength, Isaac uses his magic to use the ground as launcher. The ground beneath his opponent shoots up as a pillar of earth, propelling the opponent into the air. High knockback, decent damage. The pillar disappears after the throw.
Dthrow: Isaac shoves his foe to the ground, and pops him in the face 3 times. Multiple hitter, for 2-3% each hit. After the punches, the opponent slides forward from the 3rd hit, which is much like an uppercut, only horizontal. Low knockback. Damage is average. Highest damage out of throws, due to multiple hits.
Bthrow: Isaac uses his Psynergy to grab his opponent, and chuck him backwards. Highest knockback out of the throws.
So yeah, great movesets, both of you.