JediKnightTemplar
Smash Lord
Snake has a gun now?We weren't supposed to see the gun yet.
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Snake has a gun now?We weren't supposed to see the gun yet.
It was a terrible looking thing that wasn't supposed to be seen by anyone. Not even other PMBR members.Snake has a gun now?
One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.It was a terrible looking thing that wasn't supposed to be seen by anyone. Not even other PMBR members.
I always love coming up with weird ideas for characters:anyway, does anyone feel like tossing around ideas for the characters that are far from finished? Because that generalization isn't obvious, here's who I'm mainly referring to: MetaKnight, Olimar, ICs, and Ivysaur.
That first part was directed at neko's post. You'd think with 1000+ posts that I would know how to see collapsed stuff lol.You click on the show button to expand the collapsed text.
I approve of this ideaAlso I kinda like the idea of having olimar be a sort of stance character and having him switch between pikmin to take advantage of their different attributes.
Its true. MK is a great maverick hunter. Whether he'll stay one or not is up to the higher ups.That first part was directed at neko's post.
That first part was directed at neko's post. You'd think with 1000+ posts that I would know how to see collapsed stuff lol.
I think someone back in the previous pages(I'm too lazy to find/quote) suggested that Olimar should be able to footstool(automatically without the need for up taunt+jump) his Pikmin. It's probably impossible to code this but here goes:
[COLLAPSE="New Recovery Option"]What if Olimar could turn his up B(when he's trying to recover)into an aerial Pikmin stair case? After up B off stage, his Pikmin would form the stairs as they plummet to their deaths. Olimar throws them at an upward angle so they would keep that formation all the way down.
Assuming this is possible to code, the first footstool would be automatic and should jettison Olimar upwards(high enough for the player to react fast enough) and to the right at a 45 degree angle, the rest of the jumps would be left for the player to decide. Olimar won't be sent into his helpless state after he's finished footstooling, this type of recovery should function like Sonic's or Snake's. In other words, he can perform an air dodge for a small and final boost or an attack. This feat would only be possible if the user is too far from the ledge or he/she doesn't have enough Pikmin to successfully tether before initiating the "new" up B, but if the user is close enough to ledge, then the regular tether recovery is activated instead.
The falling speed of the Pikmin could vary from the type Olimar has with him when attempting this option, or they could all have a fixed fall speed regardless of type. Naturally, they would have to fall slightly faster than Olimar for this idea to work so that he can swiftly hop from one Pikmin to the next without being overwhelmed by their fast fall speed. I'd say the player has about 10 seconds or so to recover using this method before the Pikmin die.
The Pikmin should also sustain their respective properties to help ward off anyone trying to gimp the recovery. An increase in health for the Pikmin would suffice[/COLLAPSE]
is it not possible to code in?Bowser: M's sideB Klaw does not have the ability to bite before a throw like you can in melee, Flayl. Unless you're talking about something else?
Oh, nevermind then.Bowser: M's sideB Klaw does not have the ability to bite before a throw like you can in melee, Flayl. Unless you're talking about something else?
I really like the simplicity of this.I always love coming up with weird ideas for characters:
[collapse="Ivysaur"]Ivysaur
Jab vBrawl ftilt. Can be mashed.
Dash Same as vBrawl.
Ftilt Long range poke with vines. Two part natural combo. Has an up-angled version. 45 degree knockback.
Dtilt Low long range poke with short cooldown. 0 degree knockback.
Utilt "Uppercut" with vine. 85 degree knockback.
Fsmash Same as vBrawl. Maybe more knockback growth. Maybe a bit less start-up.
Dsmash Same animation as vBrawl. Not much knockback, but enough to get knockdown.
Usmash Same animation as vBrawl, but larger hitbox. Causes lip's stick effect on hit.
Nair Vertical spin around z axis with vines fully extended. Flub hitboxes close, but 70 degree knockback at tips.
Dair More or less the same as vBrawl. Causes lip's stick effect on hit. Does not stop horizontal momentum, but has less vertical bounce.
Fair More or less the same as vBrawl. Maybe hit a little lower, do more knockback.
Bair More or less the same as vBrawl. More knockback on tips of vines.
Uair Same animation as vBrawl. Causes lip's stick effect on hit.
Grab Match the animation for crying out loud.
Fthrow Low enough knockback that it doesn't tumble to start out with.
Dthrow Something of a tech chase starter.
Bthrow An alternate tech chase starter.
Uthrow High enough knockback and long enough cooldown that it doesn't really combo well on many characters, but not going to kill until aroun 170%.
Nspec Seed Bomb - Shoot out single seed that floats on a trajectory based on input in first few frames. Afterward, trajectory cannot be changed, but animation ends before seed bomb explodes. Explosion causes stun on grounded, and has vertical knockback on airborne. Lots of damage. (15-18%?)
Dspec Sleep Powder - Make a puff of smoke from the bud that floats in front of Ivysaur for most of the animation. Same priority as ZSS's dsmash (not a projectile). Causes sleep on grounded and knocks away with low knockback at 20 degrees on airborne. Not much damage (2-3%?)
Fspec Razor Leaf - Same as vBrawl.
Uspec Vine Whip - Same as vBrawl.[/collapse]