JoeGrandma
Smash Journeyman
- Joined
- Dec 11, 2008
- Messages
- 368
Sorry, I forgot, so it's a bit late:
Neku Sakuraba, of TWEWY fame, is nearly ready to join the Brawl!
This moveset is for Lucas and vBrawl, although using it in B+ and BB couldn't hurt.
Right now, his moveset looks like (white is normal, blue is SOS - over 120%, and red is TPT SOS - entering SOS using the down taunt):
Jab - Shockwave
Neku slashes three times, with the first two hits combo-ing you into the finisher. It knocks you far away, but isn't going to kill anytime soon.
3%, 3%, 4%
4%, 4%, 5%
Dash Attack - Velocity Attack
Neku charges forward at high speeds, ramming into his opponents. It gives him temporary super armor and launches opponents into the air.
7%
8%
9%
Ftilt - Apport
Neku drops a small meteor a fair distance from where he is standing. This move requires correct spacing for the meteor to connect.
8%
10%
12%
Utilt - Aqua Core
Neku creates a stationary ball of water above him, protecting him from anyone coming above him.
6%
8%
10%
(This is the Black Planet version, hence the purple color.)
Dtilt - Pyrokinesis
Neku holds out his hand, making a path of flame on the ground that is controllable using the Control Stick. This attack is mainly used to camp and annoy. The maximum range of this move is about half of Battefield...? I'm bad at estimations. This move can be held out for 5 seconds.
3%
3%
Fsmash - Massive Hit
Neku creates a sword of light in his hand and jumps up and slashes. This smash has the most range and good speed, but less power and damage (hint hint: A good SOS smash). A balanced smash.
13%
15%
17%
Usmash - Piercing Pillar
Neku creates three pillars of ice that rise from the ground. The smaller ones on the side knock you into the large one in the middle. This move deals good damage, but has poor range.
3%, 14%
4%, 15%
5%, 17%
Dsmash - Jesus Beams
Neku makes two pillars of light on each side and they explode for good knockback with a lot of beginning lag. This move is the best killer out of the smashes but has poor speed.
15%
16%
18%
Nair - Street Jam
Neku shouts (lacking SFX for this one!) and unleashes a burst of sound than stun the opponents near him. Good range, but nearly no knockback. When you do this move, you need to do another move before you can do this move again to wait for the pin to reboot. Using this move before then will result in a weak blow that does 2% and doesn't cause flinching.
3%
4%
4% (doesn't need recharging)
Fair - Vortex Saber
Neku slashes any enemy in front of him with two hits in one slash, like in the game and lke Marth's nair. Good all-around move.
3%, 7%
4%, 8%
5%, 9%
(Terrible picture, but... whatever.)
Bair - Doomed Defense
Neku slashes through the opponent with darkness, and this attack breaks shields like Marth's shieldbreaker, hence the "Doomed Defense". This move is obviously not a move in the game, so I made it up. It is similar to Lucas's normal bair, but breaks shields and has no point where it can spike. My interpretation is based on the pin's actual name, Black Rose (because it sounds cool).
10%
11%
13%
Uair - Twister
Neku creates a small tornado above him, blowing opponents up like G&W's, but not straight up, so this move can be used to gimp people who are in helpless above him or recovering high.
0% (obviously)
Dair - Grave Marker
Neku flies downwards like TL's dair, slashing through opponents and spiking them at the beginning of the attack. Unlike TL's, however, you won't bounce if you hit with it.
7%
9%
11%
Neutral B - Energy Rounds and Nexus Ray
Neku charges up a blast, like Samus', and can only be charged on the ground. You can roll or shield to end the charge and retain your current charge. A partial blast will be Lil' Terror Bazooka, which fires 3 Super Scope bullets which are stronger if you are on the ground. A fully charged blast will be Nexus Ray, an extremely powerful blast that takes 3-5 seconds to charge. It will blast opponents away, dealing incredible damage and knockback, but gets weaker the farther away you are from your opponent. When you have a full charge, Neku will have a burst of wind behind him. However, you can't tell when his charge is full after you've finished. Unlike Samus, you won't flash white or anything, so remember! An attempt to charge it in the air will result in firing the projectile, like Samus'.
1%, 1%, 1%; 3%, 3%, 3%; 19-15%
3%, 3%, 3%, 5%, 5%, 5%, 19-15%
(It looks better now.)
Side B - Spear Strike
Neku lunges forward and stabs anyone in his way. This move can help your recovery but can only be used once in the air until you touch the ground.
6%
8%
9%
Up B - Vulcan Uppercut
Neku ctrikes anyone in front of him upwards, striking them three times as he drags them upwards. This move is great OOS (at least the intention is).
2%, 1%, 1%, 1%, 1%, 1%, 1%, 1%
4%, 1%, 1%, 1%, 1%, 1%, 1%, 1%
Down B - Thundercloud and Lightning Arrester
On the ground, this move creates a thunder cloud that you can control using the Control Stick. The thundercloud can only move a little bit in front and behind, but has good vertical range. Letting go of the cloud while it is on top of an enemy will cause lightning to strike them. If in the air, Neku fires lightning downwards, dealing damage to anyone below him. This move can only be used once in the air and is a great way to deter juggling. Landing a tipper will deal more damage (but I'd like to see you try).
9%; 10%, 12%
(Yes, I am aware that thunder should come out of the cloud, not in it.)
Final Smash - Four Stars Pin
Neku slashes them twice and stuns them, readying up a powerful blast that is usually a OHKO.
56%-ish
Down Taunt - Tin Pin Thrift
This move will skyrocket your damage to 120%. If you enter SOS this way, then you'll be even stronger this way than regular SOS. If you cop out and heal yourself out, you'll lose your bonus.
Up Taunt - He fixes his headphones...? Sort of.
Side Taunt - A Normal pin drop circles him.
His throws are the same as Ness', only nerfed a lot. A LOT. He also has Ness' grab range. His pummel is Thunderbolt, surging electricity into his foes' bodies.
Cosmic SOS - After Neku is above 120% damage, all of Neku's attacks become stronger and more powerful and some, like the smashes, will be faster. Also, certain pins will be switched out for the Black Planet equivalents.
Utilt becomes Black Mercury
Grounded Neutral B becomes Black Venus
Dtilt becomes Black Mars
Aerial Down B becomes Black Jupiter
Utaunt becomes Black Saturn
Usmash becomes Black Uranus
Along with aesthetic changes, some will have special changes, such as inflicting Defense Break (i.e. breaking shields) or HP Drain (i.e. flower on your head).
A super incredible TWEWY resource can be found here.
I would greatly appreciate feedback and / or suggestions.
Thanks to:
HUGE THANKS to Eldiran (for helping A LOT with the Up Smash and Ftilt and down-B... a lot of stuff.)
Chimiu, xmanfit0, OverlordLaharl, thanyou (absolutely GREAT ideas, you guys! Thanks for all the support and everything. It might not look like you did much, but you did a lot.)
Neon Togepi (I took your texture and used it, without permission, too. It looks fabulous!)
Everyone who posted in this thread for giving me support!
And many other people that would take too long for me to list.
List of (known) Problems:
Hitting someone with the Final Smash in air causes you to fall down and the hits to miss.
It looks weird when you do the neutral B out of a double jump.
The ice doesn't always appear.
Nexus Ray doesn't always appear, which sucks when you're killed by an invisible beam.
Utaunt (while facing right) is an infinite loop.
Mashing the neutral B in the air makes you stall.
The down B charges the neutral B.
The down B makes light characters twitch and clashes with attacks.
NUMEROUS SOUND PROBLEMS.
I think he is pretty broken at this point, so can you tell me how to make him more balanced? (He's also really quiet.)
Download here: http://www.mediafire.com/?ckohkxyyumj
The download includes:
FitLucas.pac
FitLucas00.pac
FitLucas00.pcs
FitLucasMotionEtc.pac
Z11.brstm (Let's Get Together, by Moosehunter, better known as the Tin Pin victory theme)
Neku Sakuraba, of TWEWY fame, is nearly ready to join the Brawl!
This moveset is for Lucas and vBrawl, although using it in B+ and BB couldn't hurt.
Right now, his moveset looks like (white is normal, blue is SOS - over 120%, and red is TPT SOS - entering SOS using the down taunt):
Jab - Shockwave
Neku slashes three times, with the first two hits combo-ing you into the finisher. It knocks you far away, but isn't going to kill anytime soon.
3%, 3%, 4%
4%, 4%, 5%
Dash Attack - Velocity Attack
Neku charges forward at high speeds, ramming into his opponents. It gives him temporary super armor and launches opponents into the air.
7%
8%
9%
Ftilt - Apport
Neku drops a small meteor a fair distance from where he is standing. This move requires correct spacing for the meteor to connect.
8%
10%
12%
Utilt - Aqua Core
Neku creates a stationary ball of water above him, protecting him from anyone coming above him.
6%
8%
10%
(This is the Black Planet version, hence the purple color.)
Dtilt - Pyrokinesis
Neku holds out his hand, making a path of flame on the ground that is controllable using the Control Stick. This attack is mainly used to camp and annoy. The maximum range of this move is about half of Battefield...? I'm bad at estimations. This move can be held out for 5 seconds.
3%
3%
Fsmash - Massive Hit
Neku creates a sword of light in his hand and jumps up and slashes. This smash has the most range and good speed, but less power and damage (hint hint: A good SOS smash). A balanced smash.
13%
15%
17%
Usmash - Piercing Pillar
Neku creates three pillars of ice that rise from the ground. The smaller ones on the side knock you into the large one in the middle. This move deals good damage, but has poor range.
3%, 14%
4%, 15%
5%, 17%
Dsmash - Jesus Beams
Neku makes two pillars of light on each side and they explode for good knockback with a lot of beginning lag. This move is the best killer out of the smashes but has poor speed.
15%
16%
18%
Nair - Street Jam
Neku shouts (lacking SFX for this one!) and unleashes a burst of sound than stun the opponents near him. Good range, but nearly no knockback. When you do this move, you need to do another move before you can do this move again to wait for the pin to reboot. Using this move before then will result in a weak blow that does 2% and doesn't cause flinching.
3%
4%
4% (doesn't need recharging)
Fair - Vortex Saber
Neku slashes any enemy in front of him with two hits in one slash, like in the game and lke Marth's nair. Good all-around move.
3%, 7%
4%, 8%
5%, 9%
(Terrible picture, but... whatever.)
Bair - Doomed Defense
Neku slashes through the opponent with darkness, and this attack breaks shields like Marth's shieldbreaker, hence the "Doomed Defense". This move is obviously not a move in the game, so I made it up. It is similar to Lucas's normal bair, but breaks shields and has no point where it can spike. My interpretation is based on the pin's actual name, Black Rose (because it sounds cool).
10%
11%
13%
Uair - Twister
Neku creates a small tornado above him, blowing opponents up like G&W's, but not straight up, so this move can be used to gimp people who are in helpless above him or recovering high.
0% (obviously)
Dair - Grave Marker
Neku flies downwards like TL's dair, slashing through opponents and spiking them at the beginning of the attack. Unlike TL's, however, you won't bounce if you hit with it.
7%
9%
11%
Neutral B - Energy Rounds and Nexus Ray
Neku charges up a blast, like Samus', and can only be charged on the ground. You can roll or shield to end the charge and retain your current charge. A partial blast will be Lil' Terror Bazooka, which fires 3 Super Scope bullets which are stronger if you are on the ground. A fully charged blast will be Nexus Ray, an extremely powerful blast that takes 3-5 seconds to charge. It will blast opponents away, dealing incredible damage and knockback, but gets weaker the farther away you are from your opponent. When you have a full charge, Neku will have a burst of wind behind him. However, you can't tell when his charge is full after you've finished. Unlike Samus, you won't flash white or anything, so remember! An attempt to charge it in the air will result in firing the projectile, like Samus'.
1%, 1%, 1%; 3%, 3%, 3%; 19-15%
3%, 3%, 3%, 5%, 5%, 5%, 19-15%
(It looks better now.)
Side B - Spear Strike
Neku lunges forward and stabs anyone in his way. This move can help your recovery but can only be used once in the air until you touch the ground.
6%
8%
9%
Up B - Vulcan Uppercut
Neku ctrikes anyone in front of him upwards, striking them three times as he drags them upwards. This move is great OOS (at least the intention is).
2%, 1%, 1%, 1%, 1%, 1%, 1%, 1%
4%, 1%, 1%, 1%, 1%, 1%, 1%, 1%
Down B - Thundercloud and Lightning Arrester
On the ground, this move creates a thunder cloud that you can control using the Control Stick. The thundercloud can only move a little bit in front and behind, but has good vertical range. Letting go of the cloud while it is on top of an enemy will cause lightning to strike them. If in the air, Neku fires lightning downwards, dealing damage to anyone below him. This move can only be used once in the air and is a great way to deter juggling. Landing a tipper will deal more damage (but I'd like to see you try).
9%; 10%, 12%
(Yes, I am aware that thunder should come out of the cloud, not in it.)
Final Smash - Four Stars Pin
Neku slashes them twice and stuns them, readying up a powerful blast that is usually a OHKO.
56%-ish
Down Taunt - Tin Pin Thrift
This move will skyrocket your damage to 120%. If you enter SOS this way, then you'll be even stronger this way than regular SOS. If you cop out and heal yourself out, you'll lose your bonus.
Up Taunt - He fixes his headphones...? Sort of.
Side Taunt - A Normal pin drop circles him.
His throws are the same as Ness', only nerfed a lot. A LOT. He also has Ness' grab range. His pummel is Thunderbolt, surging electricity into his foes' bodies.
Cosmic SOS - After Neku is above 120% damage, all of Neku's attacks become stronger and more powerful and some, like the smashes, will be faster. Also, certain pins will be switched out for the Black Planet equivalents.
Utilt becomes Black Mercury
Grounded Neutral B becomes Black Venus
Dtilt becomes Black Mars
Aerial Down B becomes Black Jupiter
Utaunt becomes Black Saturn
Usmash becomes Black Uranus
Along with aesthetic changes, some will have special changes, such as inflicting Defense Break (i.e. breaking shields) or HP Drain (i.e. flower on your head).
A super incredible TWEWY resource can be found here.
I would greatly appreciate feedback and / or suggestions.
Thanks to:
HUGE THANKS to Eldiran (for helping A LOT with the Up Smash and Ftilt and down-B... a lot of stuff.)
Chimiu, xmanfit0, OverlordLaharl, thanyou (absolutely GREAT ideas, you guys! Thanks for all the support and everything. It might not look like you did much, but you did a lot.)
Neon Togepi (I took your texture and used it, without permission, too. It looks fabulous!)
Everyone who posted in this thread for giving me support!
And many other people that would take too long for me to list.
List of (known) Problems:
Hitting someone with the Final Smash in air causes you to fall down and the hits to miss.
It looks weird when you do the neutral B out of a double jump.
The ice doesn't always appear.
Nexus Ray doesn't always appear, which sucks when you're killed by an invisible beam.
Utaunt (while facing right) is an infinite loop.
Mashing the neutral B in the air makes you stall.
The down B charges the neutral B.
The down B makes light characters twitch and clashes with attacks.
NUMEROUS SOUND PROBLEMS.
I think he is pretty broken at this point, so can you tell me how to make him more balanced? (He's also really quiet.)
Download here: http://www.mediafire.com/?ckohkxyyumj
The download includes:
FitLucas.pac
FitLucas00.pac
FitLucas00.pcs
FitLucasMotionEtc.pac
Z11.brstm (Let's Get Together, by Moosehunter, better known as the Tin Pin victory theme)