Rate & Create the Moveset

Venus of the Desert Bloom

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#1
hi everyone! While we whittle our time until whenever Smash Switch comes out, let’s play a game.
It’s called Rate & Create the Moveset.

How do I play?

First, you rate the persons above moveset from 0-10 with a quick comment.

Second, you then create your own moveset based on the above post’s character at the bottom of said post. The moveset should include specials and Final Smash with descriptions.

Last, please provide a character for the next poster to base a moveset on.

Example

‘Micky Mouse said:
@ Goofy

Ridley: 8
Interesting moveset! Nice use of his size!

Banjo-Kazooie

Neutral B: Egg Shoot: shoots out eggs or lays them to throw them later.
Forward B: Beak Charge: Charges forward beak first.
Up B: Spring Jump: Use Kazooie’s legs and jumps to new heights. Hold down Up to make Kazooie flutter on the air.
Down B: Beak Smash: Jump into the air and then crash down beak first.
Final Smash: Mumbo Jumbo Magik: Ask Mumbo Jumbo to turn you into a t-Rex and commence havoc on the stage.

Mario
‘Donald Duck said:
@ Micky Mouse

Banjo-Kazooie: 55%
Interesting but lacking in creativity

Mario
Neutral B: Hammer Throw: tToss a twirling hammer.
Side B: Koopa Shell Rush: Pull out a koopa shell and surf forward on it
Up B: Flying Cap: Don the flying cap and shoot up into the air.
Down B: Butt Pound: Sumersult in the air and crash down butt first.
Final Smash: Mega Mario: Become a super sized version of Mario and crash around the stage.

Lynn
The next poster would than rate Mario, make a moveset for Lynn, and then add a character for the next poster to create a moveset for.

Rules

  1. Please follow the format above.
  2. Please be kind to other posters
  3. Please don’t ignore or go out of order
  4. If you have a veteran, please make an entirely new moveset.

So I will start us off. The first character is: Waluigi!
 
Last edited:

Lampy

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#2
Oh man, this is interesting.
I'll be sure to keep an eye on this thread to see if there are any characters worth considering that I haven't even thought of.
 

Opossum

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#3
hi everyone! While we whittle our time until whenever Smash Switch comes out, let’s play a game.
It’s called Rate & Create the Moveset.

How do I play?

First, you rate the persons above moveset from 0-10 with a quick comment.

Second, you then create your own moveset based on the above post’s character at the bottom of said post. The moveset should include specials and Final Smash with descriptions.

Last, please provide a character for the next poster to base a moveset on.

Example





The next poster would than rate Mario, make a moveset for Lynn, and then add a character for the next poster to create a moveset for.

Rules

  1. Please follow the format above.
  2. Please be kind to other posters
  3. Please don’t ignore or go out of order
  4. If you have a veteran, please make an entirely new moveset.

So I will start us off. The first character is: Waluigi!
Waluigi time!



WALUIGI SERVES UP A FIGHT
Normal Attacks:


Jab: A two strike move, where Waluigi takes his tennis racket and does two quick strikes. One from the left, one from the right. Each swing is punctuated with a "Waa."

Dash Attack: Waluigi lunges forward and dives at the opponent with arms outstretched, grabbing for their ankles. This move may cause the foe to trip, as Waluigi takes them to the ground with him, but it relies on good spacing so that Waluigi's arms line up with the foe's legs. A risky move, as it has notable end lag, but it's offset if the foe trips, as they'd need to get up before striking back.

Side Tilt: Waluigi does a soccer-style kick upwards, and pressing side tilt again causes his foot to come back down in an axe kick motion. The first hit is punctuated with a Waa.

Up Tilt: Waluigi points skyward and swings his hip, performing the Disco Finger move. Hitting this move again will have Waluigi withdraw his finger, which has an additional hit box. Up tilts can be chained together for a combo move as Waluigi dances.

Down Tilt: Waluigi crouches down and crosses his arms in front of his chest, extends one of his legs outward and spins while sitting on his other foot. There's a name for this dance move but I don't know what it is, but you bet your bottom dollar Waluigi knows what it is.


Aerial Attacks:


Neutral Air: Waluigi performs a split in mid air, launching foes that hit his feet completely horizontally, not unlike Jigglypuff's down smash (though obviously far less powerful...Waluigi can only cheat so much).

Forward Air: Waluigi uses his tennis racket and spikes the foe, sending them downward. There's a bit of a startup here as Waluigi aligns his shot, but otherwise it's a fairly standard forward air dunk.

Back Air: Waluigi swings his body around in a three strike maneuver. First he hits with a backhanded racket swing, then his right leg, and finally his left leg.

Up Air: Waluigi pulls a potted Piranha Plant out of hammer space and holds it upward. It chomps three times before Waluigi puts it away, with the third chomp inflicting higher knockback. A three strike move.

Down Air: Cheating physics once again, Waluigi stays right where he is in the air and stomps the "ground" twice, Waa-ing angrily and somehow kicking up a dust cloud. Can be used to stall Waluigi's fall.


Smash Attacks:


Side Smash: Waluigi takes a running start before smashing his racket into the foe, sending them flying. This is Waluigi's best kill move, showcasing his tennis prowess. The longer the move is charged, the further Waluigi runs before striking.

Up Smash: Waluigi pulls out what looks to be a baseball. He then tosses it skyward, not unlike Snake's up smash, where it's revealed the baseball is simply a crudely-painted bomb that Waluigi snuck into the battlefield. It explodes on impact. The charging animation involves Waluigi quietly laughing to himself as he tosses the ball lightly up in the air and catching it.

Down Smash: Waluigi pulls out a small yellow and black remote control with a big red button on it. Upon releasing the move, Waluigi pushes the button, causing the ground on either side of him to blow up. That's right, Waluigi is very thorough in his cheating. He planted remote bombs inside the stage just for this purpose. The charging animation features Waluigi taunting the foe, muttering "I'm gonna press it!" while hovering his finger over the button.


Grab, Pummel, and Throws:


Grab and Pummel: A standard grab, with the pummel involving Waluigi bashing the foe overhead with his racket. Each pummel is punctuated with a Waa.

Forward Throw: Waluigi pulls a full sized cannon out of his pocket, stuffs the foe inside, and fires them away.

Back Throw: Waluigi twirls around and tosses the foe as one would a frisbee, waving at them as they go. "Bye bye, loser!"

Up Throw: Waluigi swims skyward, holding onto the foe, before lobbing them up.

Down Throw: Waluigi leaps onto the foe as both are covered in a cartoony fight cloud. Waluigi emerges victorious as the foe bounces off the ground.


Special Attacks:

Neutral Special: Rally/Zone Shot - If the button is pressed, Waluigi tosses a tennis ball up and whacks it with his racket, sending it hurdling forward. A rally then starts. The opponent is able to knock the ball back at Waluigi, but it returns to him slightly slower than how he launched it. Combined with his near lagless neutral special, Waluigi can send the ball back at blazing speed, and it gains a minor homing effect. This makes it easier for Waluigi to reflect it and harder for the foe to dodge it. Waluigi can hit the ball back at the foe twice (not including the initial serve), but on the third attempt, Waluigi's racket shatters as he stares at it in disbelief, leaving him susceptible for a counter as he pulls a new racket from hammerspace.

Side Special: Fake Item Box - Waluigi pulls out a fake item box from the Mario Kart series and lobs it overhead, letting it land on the stage. It stays there for about the length of one of Diddy Kong's banana peels before disappearing. If an opponent is hit by the box or runs into it while it's on the stage, they get stunned for a bit and take electrical damage, allowing Waluigi to come in for the kill. This move showcases Waluigi's trickery and deception.

Up Special: Air Swim - One of Waluigi's most iconic, and arguably strangest, abilities is his ability to cheat logic and physics themselves and swim through the air. It's an ability he's had since his debut in Mario Tennis, and it makes for the perfect recovery move in Smash. Waluigi propels himself in the direction the control stick is held, being able to perform upward to three strokes. In application, it's somewhat like Greninja's Hydro Pump or Pikachu's Quick Attack. It doesn't go as far, but it causes quite a bit of damage in comparison.

Down Special: Bomb Launcher - Waluigi pulls out a pitching machine and plants it on the stage, which he can then use as a turret of sorts. Pressing the button next to it has Waluigi yell "Fire!" and launch an explosive out of it. As well, while Waluigi is yelling "Fire!" the player can still control the bomb's trajectory mid-flight, referencing Waluigi's penchant for cheating, as well as things like the Liar Ball from the Mario Baseball series, where this sort of illusionist trickery isn't something Waluigi is above.


Final Smash: Whirluigi - Waluigi begins to dance as a spotlight shines on him. Eventually he begins to rapidly spin, putting him in the eye of a massive tornado. The player takes control of this tornado and can move it around the stage, picking up enemies, trapping them, and shooting them outward at the end of the move. Waluigi then stops spinning and strikes a pose.

Special Gimmick: Waluigi Time!
Waluigi's love of cheating is only beaten by Waluigi's love of himself. Boastful and quick to jeer his opponents, Waluigi is known for his flare for the dramatic. As such, Waluigi gets a small boost in power if he taunts after KO-ing an opponent, and a slightly larger boost if he does well enough to warrant a crowd cheer. A smaller gimmick that isn't as noticeable in the heat of battle, not unlike Bowser Jr.'s knockback resistance when hit from below, but it could help in a pinch and fits Waluigi's personality.


Side Taunt: Waluigi poses as he tosses a rose behind him. This actually does damage, as well, for every rose has its thorns.
Up Taunt: Waluigi tosses his head back and raises his arms as he laughs maniacally.
Down Taunt: Waluigi performs his infamous crotch chop.

Next user gets...Dixie Kong!
 

Freduardo

Smash Champion
Joined
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Messages
2,048
#4
Waluigi time!



WALUIGI SERVES UP A FIGHT
Normal Attacks:


Jab: A two strike move, where Waluigi takes his tennis racket and does two quick strikes. One from the left, one from the right. Each swing is punctuated with a "Waa."

Dash Attack: Waluigi lunges forward and dives at the opponent with arms outstretched, grabbing for their ankles. This move may cause the foe to trip, as Waluigi takes them to the ground with him, but it relies on good spacing so that Waluigi's arms line up with the foe's legs. A risky move, as it has notable end lag, but it's offset if the foe trips, as they'd need to get up before striking back.

Side Tilt: Waluigi does a soccer-style kick upwards, and pressing side tilt again causes his foot to come back down in an axe kick motion. The first hit is punctuated with a Waa.

Up Tilt: Waluigi points skyward and swings his hip, performing the Disco Finger move. Hitting this move again will have Waluigi withdraw his finger, which has an additional hit box. Up tilts can be chained together for a combo move as Waluigi dances.

Down Tilt: Waluigi crouches down and crosses his arms in front of his chest, extends one of his legs outward and spins while sitting on his other foot. There's a name for this dance move but I don't know what it is, but you bet your bottom dollar Waluigi knows what it is.


Aerial Attacks:


Neutral Air: Waluigi performs a split in mid air, launching foes that hit his feet completely horizontally, not unlike Jigglypuff's down smash (though obviously far less powerful...Waluigi can only cheat so much).

Forward Air: Waluigi uses his tennis racket and spikes the foe, sending them downward. There's a bit of a startup here as Waluigi aligns his shot, but otherwise it's a fairly standard forward air dunk.

Back Air: Waluigi swings his body around in a three strike maneuver. First he hits with a backhanded racket swing, then his right leg, and finally his left leg.

Up Air: Waluigi pulls a potted Piranha Plant out of hammer space and holds it upward. It chomps three times before Waluigi puts it away, with the third chomp inflicting higher knockback. A three strike move.

Down Air: Cheating physics once again, Waluigi stays right where he is in the air and stomps the "ground" twice, Waa-ing angrily and somehow kicking up a dust cloud. Can be used to stall Waluigi's fall.


Smash Attacks:


Side Smash: Waluigi takes a running start before smashing his racket into the foe, sending them flying. This is Waluigi's best kill move, showcasing his tennis prowess. The longer the move is charged, the further Waluigi runs before striking.

Up Smash: Waluigi pulls out what looks to be a baseball. He then tosses it skyward, not unlike Snake's up smash, where it's revealed the baseball is simply a crudely-painted bomb that Waluigi snuck into the battlefield. It explodes on impact. The charging animation involves Waluigi quietly laughing to himself as he tosses the ball lightly up in the air and catching it.

Down Smash: Waluigi pulls out a small yellow and black remote control with a big red button on it. Upon releasing the move, Waluigi pushes the button, causing the ground on either side of him to blow up. That's right, Waluigi is very thorough in his cheating. He planted remote bombs inside the stage just for this purpose. The charging animation features Waluigi taunting the foe, muttering "I'm gonna press it!" while hovering his finger over the button.


Grab, Pummel, and Throws:


Grab and Pummel: A standard grab, with the pummel involving Waluigi bashing the foe overhead with his racket. Each pummel is punctuated with a Waa.

Forward Throw: Waluigi pulls a full sized cannon out of his pocket, stuffs the foe inside, and fires them away.

Back Throw: Waluigi twirls around and tosses the foe as one would a frisbee, waving at them as they go. "Bye bye, loser!"

Up Throw: Waluigi swims skyward, holding onto the foe, before lobbing them up.

Down Throw: Waluigi leaps onto the foe as both are covered in a cartoony fight cloud. Waluigi emerges victorious as the foe bounces off the ground.


Special Attacks:

Neutral Special: Rally/Zone Shot - If the button is pressed, Waluigi tosses a tennis ball up and whacks it with his racket, sending it hurdling forward. A rally then starts. The opponent is able to knock the ball back at Waluigi, but it returns to him slightly slower than how he launched it. Combined with his near lagless neutral special, Waluigi can send the ball back at blazing speed, and it gains a minor homing effect. This makes it easier for Waluigi to reflect it and harder for the foe to dodge it. Waluigi can hit the ball back at the foe twice (not including the initial serve), but on the third attempt, Waluigi's racket shatters as he stares at it in disbelief, leaving him susceptible for a counter as he pulls a new racket from hammerspace.

Side Special: Fake Item Box - Waluigi pulls out a fake item box from the Mario Kart series and lobs it overhead, letting it land on the stage. It stays there for about the length of one of Diddy Kong's banana peels before disappearing. If an opponent is hit by the box or runs into it while it's on the stage, they get stunned for a bit and take electrical damage, allowing Waluigi to come in for the kill. This move showcases Waluigi's trickery and deception.

Up Special: Air Swim - One of Waluigi's most iconic, and arguably strangest, abilities is his ability to cheat logic and physics themselves and swim through the air. It's an ability he's had since his debut in Mario Tennis, and it makes for the perfect recovery move in Smash. Waluigi propels himself in the direction the control stick is held, being able to perform upward to three strokes. In application, it's somewhat like Greninja's Hydro Pump or Pikachu's Quick Attack. It doesn't go as far, but it causes quite a bit of damage in comparison.

Down Special: Bomb Launcher - Waluigi pulls out a pitching machine and plants it on the stage, which he can then use as a turret of sorts. Pressing the button next to it has Waluigi yell "Fire!" and launch an explosive out of it. As well, while Waluigi is yelling "Fire!" the player can still control the bomb's trajectory mid-flight, referencing Waluigi's penchant for cheating, as well as things like the Liar Ball from the Mario Baseball series, where this sort of illusionist trickery isn't something Waluigi is above.


Final Smash: Whirluigi - Waluigi begins to dance as a spotlight shines on him. Eventually he begins to rapidly spin, putting him in the eye of a massive tornado. The player takes control of this tornado and can move it around the stage, picking up enemies, trapping them, and shooting them outward at the end of the move. Waluigi then stops spinning and strikes a pose.

Special Gimmick: Waluigi Time!
Waluigi's love of cheating is only beaten by Waluigi's love of himself. Boastful and quick to jeer his opponents, Waluigi is known for his flare for the dramatic. As such, Waluigi gets a small boost in power if he taunts after KO-ing an opponent, and a slightly larger boost if he does well enough to warrant a crowd cheer. A smaller gimmick that isn't as noticeable in the heat of battle, not unlike Bowser Jr.'s knockback resistance when hit from below, but it could help in a pinch and fits Waluigi's personality.


Side Taunt: Waluigi poses as he tosses a rose behind him. This actually does damage, as well, for every rose has its thorns.
Up Taunt: Waluigi tosses his head back and raises his arms as he laughs maniacally.
Down Taunt: Waluigi performs his infamous crotch chop.

Next user gets...Dixie Kong!
Rating: 10/10, you’ve really covered every base. Down to the taunts and throws.

A: whips her hair at enemy

A+ A: whips her tail at enemy

A (repeated) : spins around with hair and tail strikes a la Tasmanian devil. (Small version of this is also the running attack)

A forward tilt: backhands enemy

A forward smash: a full haymaker like ponytail slap for more damage and distance

A up tilt: kicks opponent into the air

A up smash: whips hair in a cyclone

A down tilt: swipes hair in a trip

A down smash: spinning kick

B forward: similar to diddy Kong’s attach flip, but with different more hair based throws.

B Up: similar to donkey kong’s Up B, but with the hair copter

B neutral: she winds up her pony tail behind he in a smaller version of Donkey kong’s B neutral.

B down: kiddy Kong is summoned our of a DK barrel and charges forward, can block a shot, can also be knocked out by a strong enough shot.

Aerials and running attacks are mostly a diddy Kong clone.

Final Smash: Background goes through a cycle of Donkey Kong country 3 and every non K Rool boss from that game runs through the screen one at a time as Dixie automatically dodges them but doing damage to everyone else.

Next user gets.....


Crash Bandicoot
 
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Venus of the Desert Bloom

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#6
I’m reviving this as I would like to see it continued :). Really no reason to create a new topic for it.

Rating: 10/10, you’ve really covered every base. Down to the taunts and throws.

A: whips her hair at enemy

A+ A: whips her tail at enemy

A (repeated) : spins around with hair and tail strikes a la Tasmanian devil. (Small version of this is also the running attack)

A forward tilt: backhands enemy

A forward smash: a full haymaker like ponytail slap for more damage and distance

A up tilt: kicks opponent into the air

A up smash: whips hair in a cyclone

A down tilt: swipes hair in a trip

A down smash: spinning kick

B forward: similar to diddy Kong’s attach flip, but with different more hair based throws.

B Up: similar to donkey kong’s Up B, but with the hair copter

B neutral: she winds up her pony tail behind he in a smaller version of Donkey kong’s B neutral.

B down: kiddy Kong is summoned our of a DK barrel and charges forward, can block a shot, can also be knocked out by a strong enough shot.

Aerials and running attacks are mostly a diddy Kong clone.

Final Smash: Background goes through a cycle of Donkey Kong country 3 and every non K Rool boss from that game runs through the screen one at a time as Dixie automatically dodges them but doing damage to everyone else.

Next user gets.....


Crash Bandicoot
6/10

Interesting moveset though not a huge fan of using Diddy moves. But it seems like that’s where we are going in terms of a Dixie inclusion. I do think the use of Kiddy Kong was interesting. However, it would of been great to see her bubble gum or orange grenades used to some extent.

Also remember, while you can post a full moveset, a special and final smash move set is perfectly fine and even encouraged.

Not really knowledgeable with Crash but...

Neutral Speciw: Death Tornado Spin: Crash stays stationary while spinning which pressing B while spinning makes Crash spin faster. Moving the control stick stops the spinning. Spinning faster deals more damage and an even reflect projectiles.

Side Special: Crash Dash: Dash forward at high speed, knocking anyone in your path. You can change directions or cancel into a dash attack.

Up Special: Body Slam: Crash jumps high into the air while spinning and performs a downward body slam attack that functions like Bowser’s Up special but instead, buried opponents.

Down B: Fruit Bazooka: Crash takes out the Fruit Bazooka which deals high damage when it makes contact. It can be angled forward, upward, or downward during the start up animations.

Final Smash: Nitro Crate: Crash takes an empty crate and runs forward and when he makes contact, he traps the opponent in the Final Smash by slamming the empty crate onto the opponents head which triggers a quick cut scene. Crash kicks and launches the opponent in which they land in front of a stack of Nitro Crates. He takes an apple and chucks it into the air which lands on the crates; exploding both the crates and the opponent. Crash snickers as a huge explosion erupts behind him.

Ok, onto the next character! The next character is our Aloan Robin Hood, Decidueye!
 
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ZagarTulip

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Messages
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#7
8/10 - would love beating everyone with Crash

Decidueye, not too crazy about but here is my moveset idea.

Neutral Special - Spirit Shackle
He pulls out his bow from the wing, after holding it for a while the arrow quill starts to start to glow with shadowy aura (like Ganondorf) and it creates a shadowy burst effect after it touches the ground/opponent, the longer it is charged, the bigger the effect.

Up Special - Brave Bird
He jumps high up and starts launching himself like this . This can do good damage if you are close to the opponent when pulling off the attack

Side Special - Sucker Punch
He hides into a silhouette and jumps out and kicks outwards dealing massive damage

Down Special - U-Turn
He spins around and rockets forward doing damage while pushing both the user and opponent back.

Final Smash - Sinister Arrow Raid
He creates a blistering amount of Spirit Shackles and shoots theme to whoever is close in range.

My Request is going to be more unique but I'll go with
Daroach
 

BonafideFella

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#8
8/10 - Not a Pokémon fan, but definitely seems like a character I would put in my rotation.

Daroach, eh? Might as well...
NEUTRAL: Mice Ice Beam - Daroach charges an below-freezing beam that covers decent horizontal radius but very slim vertically.
SIDE: Teleport - Teleports forward quite a distance. No special properties but halts Daroach after teleporting.
UP: Doc Copter - Daroach summons his Squeak brethren, Doc, to carry him upwards in a fashionable manner. Surrounded by a forcefield that inflicts electrical damage to your opposition.
DOWN: Squeaker Summon - Daroach pulls a Squeaker goon out of his cape. The Squeaker in question scampers forward and denotates an explosive onto anyone who crosses it's path.
FINAL SMASH: Dark Nebula - Daroach opens a chest which unleashes the power of Dark Nebula! Nebula remains stagnant until Daroach inflicts him with an elemental property. If hit by Mice Ice Beam, Dark Nebula partakes in his Ice Form and emits cold winds that freeze opposition. If hit by Doc Copter, Dark Nebula partakes in his Electric Form and brings down thunderbolts from the sky. If hit by Squeaker Summon, Dark Nebula partakes in his Fire Form and bombards opponents with a fiery burst, not dissimiliar to the X-Bomb item. If hit by standard attacks, Dark Nebula will erupt into dark explosions across the stage.

Alright, who's a character I'd like the community to create a moveset for? Someone unique, yet obscure...
FOREMAN SPIKE! Have at it!
 

Luigifan18

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#9
Um, wait a minute, wouldn't this be better on the Newcomer Speculation forum?
 

CodakTheWarrior

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Messages
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#10
Um, wait a minute, wouldn't this be better on the Newcomer Speculation forum?
Well, I get what you are saying, but here we have centralized place to share only movesets, so I'm all for it.

Anyway, I made several unique movesets a few months ago and here's a good place to share them!

This is my King Boo moveset!

King Boo Moveset

The ghastliest ghoul the Mushroom Kingdom has ever seen, King Boo has come to Smash to fright his foes! King Boo harnesses the power of his loyal Boo minions to startle his opponents, as well as temporary invisibility, shape shifting, ghostly magic, and more!

Given that King Boo is a ghost, his weight is INCREDIBLY light. Overall, his weight is one of the lightest in the entire game, being slightly lighter than that of Mewtwo's. To make up for this featherweight status, however, King Boo is very quick on feet (well, at least where his feet would be). King Boo's speed falls within the top ten speeds of the game, having speed comparable to Captain Falcon's. King Boo also hits really hard in all of his attacks, making for an interesting mix of a lightweight fighter with heavy attacks. Surprisingly, King Boo can also perform a sort of crawl. Using the Boo species' ability to sink into solid surfaces, King Boo can sink to the ground and move around, having only his top half exposed. This allows King Boo to literally slide under oncoming attacks that would normally hit him.

Specials:

Neutral Special: Boo Summon- This attack will have King Boo summon one of three different Boo types to attack the opponent, with each having a different attack pattern and different effects.
-Boo- The most common type to appear, the generic Boo will target the nearest foe and chase after them. The Boo will pursuit the opponent until one of two things happens. If the Boo does make it to the enemy, they will attack them and dea, a decent amount of damage. However, the generic Boo will disappear after 10 seconds have passed. This is made more difficult by the fact that, like in the Mario games, Boos will stop their track of movement if looked at. This makes strategic placement of both the minion Boo and King Boo vital.
-Circle of Boos- Appearing slightly less often than the regular Boo, this variant is, like the name would imply, a large circle consisting of 6 Boos in total. Unlike the normal version, the circle's movement can't be stopped by being looked at, meaning they can't be stopped once summoned. However, they don't track the opponent either, meaning they can be avoided some what easily. Their damage output is higher as well, and if opponents somehow find them self in the middle of their rotation, all the Boos will strike at once, dealing massive damage.
-Big Boo- The rarest type to appear. This Boo, as the name would imply, is a much bigger variant of the first type. It works the same way for the most part, with some minor differences. For one, the Big Boo deals FAR more damage than its smaller counterpart, dealing upwards of 25% if it hits. To counter its enormous damage, though, the Big Boo is by a landslide the slowest Boo variant. This allows opponents to easily avoid it with careful planning or staring it down for its 10 second timer. The Big Boo is also the only type that ignores shields.

King Boo is allowed to have three Boos total on screen at once, and this attack has direct correlation to his down Special. This makes it very important to space yourself properly in order to harness the Boo's special abilities.

Side Special: Ghost Surge- This special functions similarly to Greninja's down Special in that the move is a counter. When using the move, King Boo's color will become incredibly dark and shadowy for a brief moment. If he is hit while in this state, King Boo will counter with a surge of ghostly energy and power drive through the opponent. The move does more damage the stronger the enemy's move is, making it a solid kill move at opportune times.

Up Special: Platform Boo-st- Dozens of the pink Boos from Super Mario Sunshine appear beneath King Boo before launching him upward in the air. Afterward, three of the pink Boos will rise up and form platforms for King Boo to jump off of. The platforms will permanently stay unless King Boo jumps off of them, in which they will automatically disappear and stop others from using them.

Down Special: Permeate- This Special thrives with the use of the neutral Special accurately. Above King Boo's character icon on the HUD is a three-stage gauge known as the Ghost Meter. Essentially, the more Boos the King can hit opponents with, the more the gauge will fill up. Once King Boo has hit at least the first level on the meter, he can use this attack to enter a state of invisibility, the duration of which (as well as the number of Boos needed) are as follows;
-Green- In order to reach the first level on the meter, King Boo has to hit opponents with a total of 3 Boos. Using the attack on this stage will only yield 3 seconds total of invisibility.
-Red- Hitting others with a total of 5 Boos will activate this stage on the meter. Activating the Special while the meter is red will grant King Boo 7 seconds of invisibility.
-Purple- The maximum the Ghost Meter can reach, King Boo must hit foes with a total of 7 Boos. This stage will grant the King a total of a whopping 15 seconds of invisibility.

While invisible, King Boo enters the shadowy state from his side Special. This allows King Boo to still be seen and he can hit the opponent, but the opponent cannot hit him. Using the move will also reset the Ghost Meter, although King Boo can immediately begin refilling it right after using it up. This makes hitting and setting up Boo placements vital in order for King Boo to strike the opponent when they least expect it.

Normals:

Jab: King Boo rapidly smacks the enemy with his large, bulbous tongue.

F-Tilt: King Boo swipes the foe with an upward swing of his tongue.

U-Tilt: King Boo spins upward in the air a ways. The attack is most powerful at the crown.

D-Tilt: The King spins his tongue on the ground in a circle, dealing damage.

Dash Attack: The King spins directly into the opponent, the sweet spot of the attack being the crown.

Smashes:

F-Smash: King Boo covers his eyes and shakes in place while the attack is charging. Afterward, King Boo releases dark energy in the form of a giant, dark manifestation of a Boo that charges through opponents, dealing major damage. The attack deals even more damage if the opponent is directly facing King Boo while he's charging it.

U-Smash: King Boo covers his eyes and shakes in place while charging, then releases a giant, dark Boo that flies a large distance upwards. The attack is powerful, but will deal even more damage if the opponent happens to be directly above or below King Boo while he is charging the attack.

D-Smash: The King covers his eyes and spins around in place whilst shaking as the move charges. Two enormous shadowy Boos then fly downwards from the sky into the ground, causing some massive damage. The damage will only be amplified if the opponent happens to be facing King Boo as he releases the attack.

Aerials:

N-Air: A large circle of Boos appears to encircle the King, acting as a sort of shield of sorts. The Boos disappear as soon as the move is over and have no bearing on the Ghost Meter in any way.

F-Air: King Boo juts his massive tongue out once again to surprise those in his line of fire.

U-Air: King Boo does a short flip in midair, with the most damage coming from his crown compare to other areas of his being.

D-Air: The King does a quick spin while upside-down. The crown has a meteor Smash effect, making spacing very important.

B-Air: The King quickly wags his 'tail' on his backside. The attack has a minuscule hitbox, but if it lands, it will deal EXTREMELY massive damage. Probably the King's most powerful move overall.

Grab/Pummel: Similar to Pacman's grab, King Boo sends out a large beam from his crown that will pull opponents in. For the Pummel, the King repeatedly bashes the opponent with his crown before releasing them.

Throws: For Forward throw, King Boo sharply bashes into enemy to send them away. Back throw has the King toss foes behind him, begin to act scared, then turns around and scares them away. Up throw sees the King throw opponents upwards with the beam from his crown. Down throw has King Boo briefly swallow the opponent whole, chew them up, and spit them back off the ground, dealing some impressive damage.

Final Smash: Boolossus' Return- King Boo will summon a large, dark painting that will appear in the middle of the stage, sucking fighters in. Any that are trapped by the painting will then be greeted by King Boo who will undergo a borderline demonic sequence in which he turns upside down and everything becomes dark. Behind him appears the otherworldly large Boolossus, who then rushes forward into the trapped opponents. Along with Boolossus are countless other Boos of various shapes and sizes, all of which relentlessly stampede the stuck characters as they are helpless to fight back. All the while, King Boo sits back and watches. He gives a grimace and a devilish laugh until the onslaught is over.

Taunts: Up Taunt consists of King Boo take off his crown for the only time and tip it in a 'Gentleman' gesture. Side Taunt has King Boo burp up a Bonefish enemy with a nauseated expression. Down Taunt has him sink into the ground, like in his crawl, and hop out and back into the ground several times in a row as if jumping between puddles.

Alts: King Boo only has color swaps to choose from. All of his colors are based on different colored Boos from the Mario series, with the iconic white as the default. Some examples include a pink Boo from Super Mario Sunshine, a black Boo from Super Mario Galaxy, a light blue Boo from Super Mario World, and several others.

Stage: Evershade Valley- The main setting from Luigi's Mansion: Dark Moon. A transformation stage that periodically shifts between the 5 main mansions from the game. Each mansion has a completely different layout, with different hazards in each as well.

Boxing Ring title: "Ghastliest Ghoul with a Jewel"
 

Jakisthe

Smash Cadet
Joined
Aug 17, 2018
Messages
58
#11
7.5/10 for King Boo
-Counters are virtually always a less interesting choice of special
-Randomness in specials is generally less fun; I think 2 random outcome is fine, but 3? Nah
-2 specials being relatively complicated and interlinked strikes me as...not very Smash-like
+Fairly unique besides counter
+Minion characters are relatively underrepped in Smash, although they require a light touch
+Thorough breakdowns are always good

5.8/10 for Daroach
-Needs far more detail
-Side B and up B both seem to be fairly bog standard "move here" type things
-Isn't that down B just a forward projectile?
+Good explanation of the Final Smash

Lyn:
  • B: Starts forming a circle around Lyn; if enemy touches this circle as it grows, she teleports behind them. Grows to a maximum of 1/3rd of FD before dissipating. Can hold to teleport to front of enemy.
  • Side B: Lyn shimmers and dashes towards opponent, going about 1 platform length. She can control the angle here, up to a maximum of 45 degrees up or down.
  • Up B: Lyn forms 2 clones on either side of her, with about 1 body width of gap between them; after a split second, the three Lyn's all do a cross slash up in an X-with-a-vertical-line-down-the-middle shape. The player regains control as one of the Lyns following the completion of the move; either no movement, to be middle Lyn, or tilt stick to one side or another to continue controlling one of them. Other Lyns disappear.
  • Down B: Starting 2 seconds later, any time in next 7 seconds, if within side B range again, another Lyn appears from the other side of the nearest enemy and does Side B at them. Can store up to 2 Lyns at a time, who will attack in staggered succession.
  • Shield B: Lyn pauses for a bit and pulls her sword about a quarter of the way out of her scabbard; the first A attack in the next 7 seconds gains transcendent priority
I hope the judging here is less "lets see how Mugen-esque and needlessly complicated our movesets can get" (looking at you, MYM), and more "how well would this be unique and rep the character but still make sense in Smash".
 
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CodakTheWarrior

Smash Journeyman
Joined
Jun 7, 2017
Messages
474
#12
7.5/10 for King Boo
-Counters are virtually always a less interesting choice of special
-Randomness in specials is generally less fun; I think 2 random outcome is fine, but 3? Nah
-2 specials being relatively complicated and interlinked strikes me as...not very Smash-like
+Fairly unique besides counter
+Minion characters are relatively underrepped in Smash, although they require a light touch
+Thorough breakdowns are always good

5.8/10 for Daroach
-Needs far more detail
-Side B and up B both seem to be fairly bog standard "move here" type things
-Isn't that down B just a forward projectile?
+Good explanation of the Final Smash

Lyn:
  • B: Starts forming a circle around Lyn; if enemy touches this circle as it grows, she teleports behind them. Grows to a maximum of 1/3rd of FD before dissipating. Can hold to teleport to front of enemy.
  • Side B: Lyn shimmers and dashes towards opponent, going about 1 platform length. She can control the angle here, up to a maximum of 45 degrees up or down.
  • Up B: Lyn forms 2 clones on either side of her, with about 1 body width of gap between them; after a split second, the three Lyn's all do a cross slash up in an X-with-a-vertical-line-down-the-middle shape. The player regains control as one of the Lyns following the completion of the move; either no movement, to be middle Lyn, or tilt stick to one side or another to continue controlling one of them. Other Lyns disappear.
  • Down B: Starting 2 seconds later, any time in next 7 seconds, if within side B range again, another Lyn appears from the other side of the nearest enemy and does Side B at them. Can store up to 2 Lyns at a time, who will attack in staggered succession.
  • Shield B: Lyn pauses for a bit and pulls her sword about a quarter of the way out of her scabbard; the first A attack in the next 7 seconds gains transcendent priority
I hope the judging here is less "lets see how Mugen-esque and needlessly complicated our movesets can get" (looking at you, MYM), and more "how well would this be unique and rep the character but still make sense in Smash".
Lyn: 9/10- Know virtually nothing about Fire Emblem other than what Smash has, but it seems good. Only thing is a lot of the specific timings mentioned may be a bit too much, simplistic when it comes to timing is always better I think (I'm guilty of that problem too).

Another one of my pre-made movesets; Excitebiker!

Excitebiker Moveset


The Excitebiker is always on his bike, meaning he is incredibly speedy. In my mind his speed would be comparable to Captain Falcon's or Fox's. As a result, though, his jump is quite low to the ground and doesn't cover much distance. His weight is pretty heavy given his bike, the weight being around that of Wario's.


Excitebiker also has a special mechanic that is somewhat similar to Cloud's limit. Above his icon on the hud is a meter that determines the Excitebiker's overall speed. The faster the Excitebiker moves and the more damage he deals out, the more the meter fills up. Once the meter is full, the Excitebiker enters a speed up state for 10 seconds. During this state, Excitebiker moves MUCH faster, having a run speed greater than that of even Sonic's. This state will also increase his jump height, allowing him to recover drastically better as well. After the ten seconds is up, Excitebiker returns to normal and has another 10 seconds of cool down before the meter will begin to charge again. Alternatively, Excitebiker can use his down Special to use up the meter instantly in exchange for an attack.

Specials:

Neutral Special: Wrench Toss- A wrench bounces across the ground that deals moderate damage and knockback. Up to 3 can be on screen at once.

Side Special: Wheelie: Excitebiker performs a wheelie that causes decent damage. The move speeds up Excitebiker, making it a great move to quickly fill up his speed gauge.

Up Special: Ramp Trick- A ramp appears that Excitebiker rides off of to recover. The move does slight damage, but when the meter is full the move recovers FAR better. Excitebiker will do a different pose after riding the ramp depending on which direction you press the stick.

Down Special: Rev Up/ Burn Out- While the meter isn't full, using this move will slowly fill it up. You will be completely vulnerable while using it, however. If the gauge is full, using this move will instantly deplete the speed meter and causes the bike to briefly crash. The move deals MASSIVE damage, but also has the most recoil damage of any move in the game, dealing around 30% to yourself. Excitebiker will also stay stationary while using it, so it's a risky move to use.

Normals:

Jab: The front tire on the bike will rapidly roll around in place, dealing quick-fire damage.

F-Tilt: The bike will shift forward slightly, dealing slight damage.

U-Tilt: One of the few times the biker himself will attack, the biker will headbutt the opponent in an upward fashion.

D-Tilt: The bike will quickly squat to the ground and pop both tires in either direction causing damage.

Dash Attack: The bike will burst forward into opponents. Doesn't deal much damage, but is good for filling up the speed meter.

Smashes:

F-Smash: Similar to his F-Tilt, Excitebiker will rev up his engine and kick up dust into the opponent before jutting his bike forward sharply.

U-Smash: The biker takes a wrench and throws it up in the air where it will be suspended for a moment. One of the very few projectile smashes in the whole game.

D-Smash: Excitebiker will perform a 360 on the bike, all the while kicking up dust into his opponents.

Aerials:

N-Air: The biker will do a 360 in midair, causing some damage.

F-Air: The biker will whack opponents with his fist, has a meteor effect if hit on sweet spot.

B-Air: The bike's exhaust will let out a little smoke, dealing minimal damage.

U-Air: The biker will swing his fist upward dealing damage.

D-Air: The bike's back wheel will quickly slam downward, has meteor effect on sweet spot.

Grab/Pummel: The biker reaches forward off of bike to grab opponents. In Pummel, Biker just whacks away at opponents with wrench in hand.

Throws: Forward throw has Biker simply throw foe away. Back throw has bike's exhaust smoke opponents. Up throw has bike's front knock opponents upward.
Down throw has opponent thrown under bike and run over before flying away.

Final Smash: Victory Lap- Oppenents are transported to the race track where they are stampeded by oncoming excitebike racers.

Taunts: Up Taunt has biker pump his fist up in excitement. Side Taunt has biker quickly do spinning wheelie in place. Down Taunt has biker, for the only time, hop out of the bike and tighten wheels before hopping back on.


Alts: All colors are simply based off of other drivers from Excitebiker, with red being the default.

Stage: Excitebiker Arena- A scrolling stage in the vein of Big Blue. Players will have to avoid oncoming racers and ramps while fighting.

Boxing Ring title: "The Original Speedster"
 

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,249
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
#13
Excitebike: 7/10. The revving mechanic is a pretty neat idea, and I like some of the bike-based move ideas! I'd have liked to see a bit more use of the meter, though – maybe in a couple more Specials, to make it feel like more of a centerpiece (like Cloud's Limit). Down B's recoil damage also seems pretty overtuned. :p

(I actually made a moveset for this character a while back, so it's rad to see a different take on it!)

[scribbled sketches for visual aid]

Neutral B: Vine Snare
Isaac throws out twin vines like whips, able to grab onto ledges or attack foes. It's blockable kinda like ZSS's whip. On hit, it launches foes and "marks" them, meaning they're covered with vines. Certain moves consume the mark for bonus effects. On shield, Neutral B marks the foe's SHIELD instead, covering it with vines. The next attack that hits the shield triggers a thorny multi-hit, while Isaac himself is free to act in conjunction with the free shield pressure.

Neutral B (Marked): Vine Yank
Ground: Isaac commands vines to come up from the nearest ground and pull the foe down to earth, useful for a ground-based fighter.
Air: If close enough, Isaac reaches out with the same vines as normal Neutral B, pulling the foe straight to him for a potential follow-up.

Side B: Rockslide
Isaac crouches down and puts one hand to the earth, sliding forward and back controllably as the rocks around him begin to crack. You can use this to control your grounded spacing without turning around, and you can cancel it into other actions. In the air, Isaac still slides and can slow his fall while enjoying increased air speed, but can neither control the slide freely nor cancel the animation. Contact a marked opponent during the slide, and you can drag them along while dealing damage!

Up B: Stone Spire

Air: Isaac summons a chunk of rock below him as a platform, similarly to Weavile's ice chunk thing from Pokken. Hold B to stand on it for a bit, and release to leap off at a variable angle, sending the chunk down as a projectile.
Ground: Lift up a chunk of rock from the ground in front of you to drag foes up, and release B to send it plummeting downward as a spike! Marked foes will find the rising hits harder to escape.

Down B: Quake
Isaac does the signature "lift up a square chunk of ground" thing from GS, either a set distance in front of himself (ground) or directly below (air). It knocks foes upward and can set up juggles, but has blind spots. If the foe is marked, it appears either directly in front of or behind them; choose which with the control stick. Use this to punish the foe for moving a certain direction on the ground.

Usmash: Stone Wall
Summon a pillar in front of you, both a strong KO move and a lingering wall. Marked foes get tied to the top if they're hit by the initial blow.

Fsmash: Ragnarok
Multi-hits during the charge, then a ranged kill move that's stronger if the opponent is marked.

Dsmash: Nettle
Cover the ground in thorns, dealing damage and knockback as well as having a lingering DoT effect. Marked foes get launched even during the DoT period.
 

Jakisthe

Smash Cadet
Joined
Aug 17, 2018
Messages
58
#14
8.0/10 for Isaac
-A tad too complicated. A semi-status move with secondary moves altering setup? Multiple option selects, charge moves, and moves changing based on location? It's not, like, completely overwhelming, and individually any of these moves could work, but all together, I have to think it's just *slightly* too much for Smash.
-Maybe this is my Isaac bias, but I always like seeing how people work in Djinn/Summons, and I can't help but wish that was here
+Inventive, and shows how he is clearly not just another swordfighter
+I like the use of the Smash attack as an opening for non-melee efforts; this is something I feel works well in the series when used in moderation and that's clearly the case here

Impa:
  • B: Does a 3 hit rekka with naginata, with each hit having particular properties based on the exact timing - kinda like Dancing Blade.
  • Side B: Very fast dash forward attack. Tracks nearest magic seal - if it's above her, she dashes above her, below, dashes below, etc. Can go through enemies and thin platforms, but if no seal, simply travels horizontally.
  • Up B: Tosses a magic water seal up in a high arc. These seals are slightly larger than a Smash ball, and colored.
  • Down B: Place a stationary magic fire seal where she is. Explodes itself either on contact or after 10 seconds.

  • Hitting a seal with Smash/dash A/neutral B turns it into a projectile, whereas Side B causes it to explode where it is. Water seals have better range on their explosions/projectile, but deal no damage (only knockback), whereas fire seals have less range but deal damage.
 
Joined
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Messages
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Location
Location Machine Broke
NNID
FirestormNeos
#15
Impa: 6. I can deal with Dancing Blade and the Seal gimmick is alright (if a bit lacking in variety), but the lack of recovery would be a dealbreaker for me if this were her actual moveset.

Neutral-B: Dragon Claw. Garchomp winds up his/her arm blade, and on release slashes the foe.
Side-B: Outrage. Garchomp rushes forward. If s/he makes contact with a foe, s/he pummels and bites them in a frenzy. Similar to Mii Brawler's Onslaught.
Up-B: Stone Edge. Garchomp raises his/her arms, sending a bunch of jagged rocks shooting upward in front of him/her. If done in the air, Garchomp finds itself standing on one of the rocks, allowing him/her to vertically recover.
Down-B: Earthquake. Garchomp roars and slams the ground, sending a shockwave that knocks enemies into the air.
Final Smash: Mega-evolves and uses Drago Meteor.

Rundas, Metroid
 
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Jakisthe

Smash Cadet
Joined
Aug 17, 2018
Messages
58
#16
Ah, but therein lies the fun of it - she can recover, in that she tosses the seal up, and then side B will track it and launch her along it's vector as it changes while also causing an explosion at wherever it was on it's arc - and if there's a fire seal out as well, she can side B into that too, potentially giving her substantial recovery potential and chain explosions if set up correctly. Think Ori, if you've played that, or Shin Hisako in KI. Point movement is something I'm surprised Smash has never tried.

Garchomp: 6.2/10
-Kinda uinspired overall. Not horribly so, and it's a tricky balancing act to have, but...a super punch, a charge move, and a quake move. So...DK with a longer range side B? Maybe I'm reading it wrong.
+I like the variation for the Up B, as well as the idea of it being mostly vertical adding a bit of weakness flavor. Don't see too many UBs being purely damage and non recovery for characters who are already grounded.

Rundas
  • B: Shoots a stream of ice - this ice can only travel about 1/2FD before melting, it's not the fastest projectile, and only two can be on screen at a time, but it's 2 character lengths long, has high priority, and cannot be reflected.
  • Side B: Lays ice spikes along the ground - travels up to 1/3FD, is fairly fast, and stays in place as a hazard for a few seconds before settling down and making the surface slippery, until it finally melts a few seconds after that. Using it again will cause the earlier one to instantly start the slippery phase. If used in the air, Rundas throws an ice boulder down at a 30 degree angle, which causes a similar effect from where it lands.
  • Up B: Rundas does a [very] short hop forward and shoots ice under his feet to cause that classic "Ice Man slide" effect. He slides forward on this for a bit, curving up to about 30 degrees before launching himself off and continuing on that trajectory. The ice hangs in the air for a few seconds until it starts to melt, from least recent to most recent. This ice path stops projectiles, but characters and melee attacks break it with no resistance. Has no damaging hitbox, but Rundas can use his neutral B while sliding. Tilt the stick up or down during the hop to adjust the angle of the slide a bit, from entirely flat, and a little longer, to up to 60 degrees up, which is shorter.
  • Down B: Rundas punches down, and a large ice crystal forms under him, about 1.5 character heights tall, raising Rundas up that high. This deals persistent damage in a small area around the crystal, knockback when it forms in very close range, and becomes a physical object on the stage which enemies can get knocked into. Melts after a bit, and Rundas himself gains a single hit of armor until it does. If done in the air, Rundas continues on whatever trajectory he had, surrounds himself in this crystal and deals knockback on landing before it breaks open - it's a bit wider and a bit shorter in that case.

    If Rundas can inflict enough damage with his specials quickly enough - a fairly short time frame, and it's a good bit of damage, but all specials count - an enemy will become frozen.
If this seems too complex, keep in mind that it's a) using existing properties like ice and the timing stuff is fairly common and automatic (although something CodakTheWarrior CodakTheWarrior is right to call me out on, and I tried to make it less fiddly) and b)these, except for the Up B, are all base inputs, with no Smash variants, mashing, or charges, move interlinking, and only the one tilt; I just like being descriptive.
 
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BonafideFella

Smash Journeyman
Joined
Jul 17, 2018
Messages
262
Location
Over there! (Note: Not a 100% guarantee)
#17
So while waiting for a Smash Switch announcement, I sketched out some movesets for newcomers. Some were for fairly highly-demanded characters (I.e. Spring Man, Toad), but where's the fun in posting those! So I now I shall present my more outlandish concepts, starting with … The Ancient Minister!

ANCIENT MINISTER STARTS A BRAWL!
B: Dark Cannon Blast
- Ancient Minister's mechanical coat splits in two to reveal a Dark Cannon. Aforesaid cannon will blast forward an dark arrow that inflicts a "trophy" status upon opposition, where the character transforms into a carriable trophy for a short amount of time. To counteract this being a move with no downside, perhaps it could have a abnormally long startup, reminiscent of SSE cutscenes, or have a cooldown effect. Pick your poison.
Side B: Subspace Portal - Subspace Bugs surround the Ancient Minister, carrying him forward 1/2 of Final Destination. More of an offensive move then defensive.
Up B: Robotic Rocket - Ancient Minister releases his thrusters and boosts upwards. Fully controllable but quite unwieldy.
Down B: Diffusion Beam - Isn't Ancient Minister R.O.B. under a different guise? I didn't want the minister to ape one of R.O.B.'s moves, so I gave him a watered-down version of R.O.B.'s old Final Smash, being a short-range "projectile" that compounds multiple hits together.
Final Smash: Subspace Detonation - Ancient Minister is carried forward by a flock of Subspace Bugs. Anyone caught in the line of fire will be thrusted in a cinematic. Aforementioned opponents will be hurled into the air, landing on a Subspace Bomb and in turn activating it. The bomb then detonates, leaving destruction in its wake with the opposition in the eye of the explosion.

Who to request? I guess I'll go with my previous request, FOREMAN SPIKE!
 

CodakTheWarrior

Smash Journeyman
Joined
Jun 7, 2017
Messages
474
#18
Ancient Minister: 9/10- Very good. There’s basically no source material to draw from, so this is very good with that in mind. Only reason it loses a point is because it doesn’t go into detail with every other move.

Here’s another for my most wanted by far, Skull Kid. Looking back on it, I would change a lot about it, but I’d figured I’d post it anyway.

Skull Kid Moveset



Hailing from The Legend of Zelda: Majora's Mask, Skull Kid is a character focused on manipulation; of himself, those around him, and even the world itself. Skull Kid's primary means of attack is his trusty Ocarina, with which he plays various songs yielding numerous effects if the songs are played accurately. Skull Kid also has his two personal fairies, Tatl and Tael, to assist him in his other attacks, as well as poisonous needles, dark magic, and even the moon!



Skull Kid uses the Ocarina in all of his specials, with each attack having Skull Kid play a different song to yield a different effect. Skull Kid is overall quite a light and floaty character, his weight being around that of Rosalina's. To make up for this, both Skull Kid's speed and jump height is very high, allowing him to get out of a tight situation in a snap.



Specials:



Neutral Special: Song of Time- This move can only be used as a sort of counter move, similarly to Bayonetta's witch time. If Skull Kid is able to accurately play out the song while in the heat of the battle, time will slow down for his opponents for a whole 5 seconds. If one mistake is made in the song, time will slow for 3 seconds, if two mistakes are made then time will slow for just 1 second, and any more mistakes than that will cause the attack to yield no result.



Side Special: Song of Storms- By playing the entire song accurately, Skull Kid will summon a thundercloud that will strike all opponents three times so long as they are under the cloud. The move functions similarly to Pikachu's Thunder attack in that the cloud itself has a meteor effect, although the lightning itself is less damaging. Making one mistake in the song will cause lightning to strike twice, two mistakes will result in only one strike, and any more than that will cause nothing to happen at all.



Up Special: Song of Soaring- This special functions quite differently from Skull Kid's other specials in that Skull Kid must play the song perfectly to yield any results. Once the Special is activated, Skull Kid will enter a special warp area and will invulnerable while he is playing the song. If the song is played perfectly, the Special will work and will transport Skull Kid all the way back to the stage, regardless of where he is. However, if Skull Kid makes even one mistake while performing the song, the Special will not work and Skull Kid will be put in a helpless state that can only be broken by being hit. Although the move can recover VERY well if done right, Skull Kid does become vulnerable again on the way back to the stage, making the move very high-risk, high-reward.



Down Special: Song of Healing- Working similarly to the Wii Fit Trainer's down Special, this move, as the name would imply, can heal Skull Kid. If the song is played perfectly will heal a whopping 15%. If a mistake is made, Skull Kid will heal 7%, if two mistakes are made 3% will be healed, and any more than that will result in no effect.





Normals:



Jab: Tatl and Tael will team up to rapidly attack the opponent in quick succession.



F-Tilt: The fairies will alternate in bashing the opponent, with each having a slightly different effect. If Tatl hits, the attack will have a slight electric effect and cause more damage than knockback, while if Tael hits the attack will have a darkness effect and cause more knockback than damage.



U-Tilt: The two fairies will alternate in raising above Skull Kid to hit the opponent, retaining their combat differences from the F-Tilt.



D-Tilt: The fairies will take to either side of Skull Kid and slide out to hit the opponent, the fairies alternating sides each time the attack is used. The differences in the fairies' attacks staying like in the other tilts.



Dash Attack: Once used, the fairies will dash ahead of Skull Kid in a spiral formation, causing damage to opponents.



Smashes:



F-Smash: Another attack in which the fairies will alternate their attacking. While the attack is charging, the non-attacking fairy will spin around in circles before ramming into the other fairy, causing it to burst forward sharply causing significant damage.



U-Smash: Skull Kid grabs one of the fairies in his hand and lobs it up in the air, where it will frantically scramble around before returning. The fairies will alternate their order of attack.



D-Smash: Two large, thorny vines will sprout out of the ground on either side of Skull Kid, acting as a sort of barrier for him while also dealing considerable damage.



Aerials:



N-Air: Both fairies will rapidly circle around Skull Kid, quick enough that a sort of shield will form that deals damage while also deflecting smaller projectiles.



F-Air: Skull Kid will send out three poisonous needles, each in a different direction. The attack is a very quick projectile that deals decent damage, making it great for surprising opponents.



U-Air: Like his F-Tilt, Skull Kid will send out three poisonous needles above him.



D-Air: Skull Kid will sharply kick one of his fairies down beneath him, having not only the effects of the fairy but a possible meteor Smash as well.



B-Air: Skull Kid will snap his fingers and a quick blast of dark energy will appear behind him. The move is incredibly powerful to compensate for its small hitbox.



Grab/Pummel: For the grab, one of the fairies will latch onto the opponent (which fairy it is has no effect in this case). For Pummel, Skull Kid will dance in circles while the fairies rapidly attack the opponent, one after another.



Throws: For Forward throw, one of the fairies will hold the opponent in place while Skull Kid picks up the other fairy and throws it at the opponent as if it were a baseball, causing foe to fly away. In Back throw, fairies throw opponent behind Skull Kid while he snaps and teleports to where the opponent lands, causing them to fly even further. One of Skull Kid's most powerful moves. Up throw has Skull Kid briefly teleport out of existence while thorny vine bursts out of the ground and knocks opponents upward. Vine then disappears and Skull Kid warps back in. Down throw has fairies hurl Skull Kid up in the air where he shoots a ball of dark energy at the enemy, damaging them.



Final Smash: Final Hour- Skull Kid shoots out a ball of dark energy that sucks opponents in. Opponents trapped by the attack will be sent to a dark void where the moon will crash down upon them, all the while Skull Kid is atop the moon laughing maniacally.



Taunts: Up Taunt has Skull Kid briefly warp out of existence and play quick game of hide and seek with fairies. Side Taunt has Skull Kid warp in and out of existence numerous times, each time striking a different pose. Down Taunt is a special long Taunt like Bayonetta's, where Skull Kid will play Totaku's Song on his Ocarina. If Skull Kid can fully finish the song, he'll even heal 1% of health.



Alts: Four of Skull Kid's alts are simply color swaps of his default appearance, in which he wears the iconic Majora's Mask. However, Skull Kid's other four alts have him wear the four Remains masks of the four main bosses from Majora's Mask, giving him a cool new look with each.



Stage: Lost Woods- This inventive stage starts out in one small area with an exit on either side. Going through either side will result in either looping back into the room, or entering another area altogether. This could potentially lead to the stage being a massive map with a plethora of different hazards and layouts that are different every time the stage is played.



Boxing Ring title: "Misunderstood Mischief Maker"
 

ZagarTulip

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#19
Skull Kid - 8/10 - I like the creativity and I would probably want to try to play as Skull Kid if this was real.

B- Hammer Swing - He charges and swing his gamer above his head
Side B- Wrench Throw - He throws his wrench with his strength hitting things from far away
Up B- Grappling Rope - He shoots a rope to latch on to edges like Ivysaur's Vine Whip
Down B- Fireball - He charges a fireball and shoots it forward
Final Smash - Gold Mantis - He goes into the Gold Mantis and picks up fighters and drags them to the side.

I'll request a moveset for Noctis from Final Fantasy XV.
 
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#20
Foreman Spike- 9.5/10. I'm not too invested in the character himself, but you illustrated the moveset quite well.

Neutral-B: Magic- Noctis casts either Firaga, Blizzaga, or Thundaga depending on what materialized weapon he has active.
Side-B: Warp- Noctis "teleports" forward (similar to Wolf). Upon reappearing, Noctis can then hit an opponent in front of him with a three-hit-combo of three randomly different materialized weapons (functions similar to Cloud's side-B).
Up-B: Lunge- Noctis leaps upward, then slashes (or stabs for some weapons) forward with whatever his current weapon.
Down-B: Weapon Reselect- Switches the weapon he materializes for his normals, each with different hitboxes, damage properties, and idle animations. This can be a sword, a hammer, a lance, a spear, an axe, etc.
Final Smash: Frenzy- Noctis materializes a bunch of weapons, which are pointed at and surrounding the foe. The weapons then proceed to lay the smackdown on the foe.

Oh god, I should've played Final Fantasy 15 before making this. Look fam, I only know this guy from youtube videos talking about the game when it was a thing, and that he was in Tekken 7 which I haven't played in a while and Dissidia which I regret buying digitally for my PS4

How 'bout a moveset for Chell from the Portal series?
 
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#21
I'll try my hand at this, I love makin' movesets.
I'd rate Noctis a 7/10. He actually does have most of his moves from his game, I'm just not a big fan on how the magic is determined by which weapon you have, and the amount of weapons should probably be toned down. I'd also make a different final smash, probably a summon. For not actually playing FF15 you did pretty damn good.

Neutral Special - Portal Gun: Chell uses her portal gun to fire a single portal. Simply tapping the button will have Chell place the portal at her feet, a little in front of her (directly below her when fired in the air), but holding the button down will allow you to aim exactly where you place your portal. Portals can only be placed on surfaces big enough to contain them, and only two portals can be active at once. When first using the move she'll fire the blue portal, then the orange. When a third portal is placed, the last one to be created (always the same color) will be removed. Anyone can travel between these portals, and both can be removed with Chell's up taunt.
Side Special - Propulsion Gel: Chell fires an orange glob of paint-like substance out of her portal gun that deals 6% damage if it hits someone, and makes them super slippery for the next 5 seconds, but increases their speed. If the gel hits no one, it instead sticks to the ground, and anyone who walks or runs through it has their speed increased as long as they're moving in the same direction. This move can hit allies even when friendly fire is turned off so you can give them the increase in speed.
Up Special - Repulsion Gel: Chell fires a blue blob of gel downwards, bouncing her upwards. This blue blob can hit enemies to deal 8% damage and makes them bouncy for 5 seconds, making it so they constantly bounce slightly off the ground so they can't use their grounded attacks. If the blue blob hits the stage instead, it will create a blue spot that forces anyone it touches to jump. This move does not put Chell into freefall, but does not launch her upwards much.
Down Special - Turret: Chell drops a small box that automatically builds itself into a turret that faces forward. Anyone who gets into the turret's small cone of sight, even Chell or an ally, will get shot with a burst of 5 bullets that deal 3% each. After that, the turret will break down and explode, dealing another 12% damage 2 seconds after it's done shooting. Again, this explosion can deal damage to anyone. After that, Chell has to wait another 8 seconds before she can place another. If 10 seconds pass without the turret seeing anyone, it will auto-short circuit.

Final Smash - Shoot The Moon: Chell automatically removes both of her placed portals and shoots one at the center of the stage, and one to the sky, hitting the moon. The portal on the ground sucks up all enemies in a radius out into space, dealing 30% damage to those under 80% and any over that are instantly KO'd.

Normals and Aerials - Chell's normals and aerials are mostly kicks with her long-fall boots, though their are some attacks that have her whack with her portal gun instead.

Smashes - Her smash attacks include more Cave Johnson tech. Her forward smash is a fruity yellow grenade that she throws at her feet, doing explosive damage. Her down smash has two small spiked crusher panels come out from behind Chell and smash the ground at her feet. Her up smash has a white panel extend out from behind above her. These smash attacks are all laggy, but have good range and disjoint.

There we are, I'd say I was pretty faithful to the games there. Included as much Portal as I could and make Chell a more difficult character to play to reflect her puzzle game nature. Lets get crazy though, I wanna see a moveset for another Mii, this time the Mii from Miitopia!
 

BonafideFella

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#22
7/10 - A tad too gimmicky for my taste, but overall seems solid with clear descriptions of each move.
Miitopia Mii, you say? Haven't gotten Miitopia yet, but after extensive use of the wiki, I hope you enjoy!
MII WARRIOR
TILTS:
Most of the tilts are a mix between swings of the Warrior's sword and scratches of the Cat's claws.
SMASHES: Side Smash sees the Warrior swing the Chef's pan forwards for extreme damage. The up smash once again utilizes the Cleric's staff to fire flashes of light upwards. The down smash has the Warrior grab one of the Scientist's potions and slam it on the ground, releasing noxious gas around the Warrior.
AERIALS: The Warrior's aerials consists of the Warrior's sword swings, the Cat's claw scratches and the Imp's pitchfork.
GRAB/THROWS: The Warrior's grab sees him insert a pair of vampire dentures and bite the opponent in front of him. His pummel consists of the Warrior tightening his grab. Most of the throws see the Warrior swing his head in most directions. The exception being the Down Throw, wherein the Warrior lays down the opponent before striking them with his sword.
NEUTRAL: HUMAN CANNONBALL: The Warrior's neutral special sees the Warrior don a tank hat, before using the cannon to vacuum up opponents. The cannon can hold up to two opponents at once. The Warrior can then open fire using the opponents as ammunition. \
SIDE: PILFER: The Warrior dashes forward and attempts to clash with an opponent. This attack has the unique property of stealing items from opponents, referencing the Thief's swindling nature.
UP: BAT TORNADO: The Warrior summons a flock of bats to swirl around him, creating a tornado effect. Acts similarly to Donkey Kong's recovery.
DOWN: ESCORT: The Warrior summons an ally to escort him forward. Any hits absorbed during the attack's duration will go to the ally, knocking him out in the process. This attack does have a cooldown counter, to reprimand the potential overpowered qualities.
FINAL: DARK LORD'S RAID: A cutscene Final Smash, wherein the Dark Lord rushes forward and steals the opponent's faces, plastering them onto spirits. The Warrior rushes forward, yet accidently slashing into the spirits in the process.

Sorry if these attacks aren't accurate to the game. Again, I was deriving this moveset from descriptions on the Miitopia Wiki, so they may not be one-to-one to their canon appearances.
I think I'll request HAT KID from Hat in Time!
 
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#23
7/10 - A tad too gimmicky for my taste, but overall seems solid with clear descriptions of each move.
Miitopia Mii, you say? Haven't gotten Miitopia yet, but after extensive use of the wiki, I hope you enjoy!
MII WARRIOR
TILTS:
Most of the tilts are a mix between swings of the Warrior's sword and scratches of the Cat's claws.
SMASHES: Side Smash sees the Warrior swing the Chef's pan forwards for extreme damage. The up smash once again utilizes the Cleric's staff to fire flashes of light upwards. The down smash has the Warrior grab one of the Scientist's potions and slam it on the ground, releasing noxious gas around the Warrior.
AERIALS: The Warrior's aerials consists of the Warrior's sword swings, the Cat's claw scratches and the Imp's pitchfork.
GRAB/THROWS: The Warrior's grab sees him insert a pair of vampire dentures and bite the opponent in front of him. His pummel consists of the Warrior tightening his grab. Most of the throws see the Warrior swing his head in most directions. The exception being the Down Throw, wherein the Warrior lays down the opponent before striking them with his sword.
NEUTRAL: HUMAN CANNONBALL: The Warrior's neutral special sees the Warrior don a tank hat, before using the cannon to vacuum up opponents. The cannon can hold up to two opponents at once. The Warrior can then open fire using the opponents as ammunition. \
SIDE: PILFER: The Warrior dashes forward and attempts to clash with an opponent. This attack has the unique property of stealing items from opponents, referencing the Thief's swindling nature.
UP: BAT TORNADO: The Warrior summons a flock of bats to swirl around him, creating a tornado effect. Acts similarly to Donkey Kong's recovery.
DOWN: ESCORT: The Warrior summons an ally to escort him forward. Any hits absorbed during the attack's duration will go to the ally, knocking him out in the process. This attack does have a cooldown counter, to reprimand the potential overpowered qualities.
FINAL: DARK LORD'S RAID: A cutscene Final Smash, wherein the Dark Lord rushes forward and steals the opponent's faces, plastering them onto spirits. The Warrior rushes forward, yet accidently slashing into the spirits in the process.

Sorry if these attacks aren't accurate to the game. Again, I was deriving this moveset from descriptions on the Miitopia Wiki, so they may not be one-to-one to their canon appearances.
I think I'll request HAT KID from Hat in Time!
6/10, mainly because I barely understand it and it pulls from some other moves.

Ok, so here's Magolor's moveset:

Jab: Hits you with some dark magic, rabid jab. Think Mewtwo's.
Tilts: Uses his dark ultra swords quick attacks. Always uses his left hand first (Magolor is left handed).
Dash attack: He spins around and surrounds himself in dark flare bean energy.
Neutral B: Summons up to three black hole spheres around him. They almost act as a shell shield from mario Kart. He can press B again to launch them one at time, they aim themselves automatically at the nearest opponent, even if they are behind Magolor.
Side B: He opens a portal and a doomer flies out. It moves around in one direction, flying up and down until it leaves the map.
Up B: He teleports in an input direction. He slashes out with his dark ultra swords when he reappears.
Down B: He creates his star shield that deflects projectiles. It does no damage but can survive stronger projectiles.
Aerials: Consist of him using dark magic from the Master Crown and his dark ultra dwords.
F-Smash: He summons a dark monster flame dragon that flies forward before disappearing. Similar to Mega Man's.
D-Smash: Two suppressed energy spikes flank him them shoot upward. Again, like Mega Man's.
U-Smash: He summons a blue fire ring that rotates above him. Like Mewtwo's.
Final Smash: He creates an enormous black hole. A cutscene will play if anyone is caught in in. They will be struck by dark energy dozens of times before being returned to the map. Presumably, this will KO, even at low percents.
 

Venus of the Desert Bloom

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#24
I haven’t been keeping up with this thread at all but I was reading through this first page and I wanted to remind everyone that this isn’t a general “post a moveset” thread of a character you like but, rather:

-someone posts a rating of the previous moveset and then makes a moveset based on a request from the poster above them. They then put the next character for the next poster to make a moveset on.
- the next user rates that characters moveset and provides some commentary on it. That user then creates a moveset based on the requested character above. They then post the requested character at the end.

example said:
Waluigi

6/10

Good moveset. Lacking in some areas. Etc etc etc

The requested character was Son Goku soooo.

Son Goku

Kamehameha
Kamehameha
Kamehameha

I want to request...

Spyro
example 2 said:
Son Goku

8/10

Awesome etc etc etc

Spyro moveset

Yadadyafadada

I want to request....Ken Masters
So the next poster would rate the Spyro Moveset, make a moveset for Ken Masters, and then provide the next requested character.

If no one posts a requested character, you can use the character from the last poster who made a request.

I hope this makes sense. So Mogisthelioma Mogisthelioma , your character wouldn’t be Magalor but it was Hat Kid.
 
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Venus of the Desert Bloom

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#26
I guess I should contribute and do a rate/create/request post:

6/10, mainly because I barely understand it and it pulls from some other moves.

Ok, so here's Magolor's moveset:

Jab: Hits you with some dark magic, rabid jab. Think Mewtwo's.
Tilts: Uses his dark ultra swords quick attacks. Always uses his left hand first (Magolor is left handed).
Dash attack: He spins around and surrounds himself in dark flare bean energy.
Neutral B: Summons up to three black hole spheres around him. They almost act as a shell shield from mario Kart. He can press B again to launch them one at time, they aim themselves automatically at the nearest opponent, even if they are behind Magolor.
Side B: He opens a portal and a doomer flies out. It moves around in one direction, flying up and down until it leaves the map.
Up B: He teleports in an input direction. He slashes out with his dark ultra swords when he reappears.
Down B: He creates his star shield that deflects projectiles. It does no damage but can survive stronger projectiles.
Aerials: Consist of him using dark magic from the Master Crown and his dark ultra dwords.
F-Smash: He summons a dark monster flame dragon that flies forward before disappearing. Similar to Mega Man's.
D-Smash: Two suppressed energy spikes flank him them shoot upward. Again, like Mega Man's.
U-Smash: He summons a blue fire ring that rotates above him. Like Mewtwo's.
Final Smash: He creates an enormous black hole. A cutscene will play if anyone is caught in in. They will be struck by dark energy dozens of times before being returned to the map. Presumably, this will KO, even at low percents.
Even though Magalor wasn’t requested, I’ll rate this moveset since Mii Mage was rated already. I like the idea of his Neutral Special. What I am getting from this is that he’s similar in size and weight to Meta Knight but has characteristics akin to Mega Man and Mewtwo.

6/10

I think I'll request HAT KID from Hat in Time!
Seeing as how Hat Kid was skipped, I will make a moveset for Hat Kid:



Neutral Special: Badge Change: Allows Hat Kid to switch badges much like Shulk’s Neutral Special. This gives her attacks special properties.
  • Projectile Badge: Allows Hat Kid to Fire a projectile while doing the Umbrella Side Smash.
  • Hookshot Badge: can use the umbrella as a tether ability while in the air.
  • However Badge: Functions much like Peach’s umbrella ability.
  • Fast Hatter Badge: Reduces cooldown time to switching hats.
  • Item Magnet Badge: Performing Neutral attacks causes items to be drawn to you.
Side Special Homing Attack: Will target the closest character and launch Hat Kid into attacking with the umbrella.

Up Special Dive Attack: Hat Kid will perform a Dive Attack based on the direction the control stick is tilted.

Down Special Hat Change: Hat Kid can change hats with them gives her a special ability for the Down special.

  • Sprint Hat: Allows Hat Kid to sprint forward quickly and increase her speed.
  • Brewing Hat: Throws up to three vials of explosive chemicals before losing the Hat.
  • Dweller’s Hat: Conjure a solid block from a holographic image. Can be picked up to attacked to launch it forward.
  • Ice Hat: Turns Hat Kid into an ice statue which increases her weight and cause her to fall down the ground like Kirby’s Stone ability.

Final Smash Time-Stopper Hat: Hat Kid dons on the Time-Stopper Hat which freezes movement with her general area; completely stopping characters in motion. She is free to attack the opponents which does not produce knockback but accumulates damage. The accumulated damage is then converted to launch affects after the final Smash finishes.

Ok, the next character to get the moveset treatment is....

...Captain Toad!
 
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ZagarTulip

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#27
9/10 Hat Kid would be an awesome character because I have followed the development of A Hat in TIme and thought it looked cool, as for the character, I like how you implemented the different hats and abilities from that game, I will definitely try to be good with playing as her.

Captain Toad was never a character I was super into, I haven't touched his game, so I instead looked up stuff, tried to come up with most of it, I made sure to leave some references so I wasn't Plagiarizing.

B - Super Pickax - Captain Toad pulls out his Super Pickax and starts swinging it up and down at fast motion
Side B - Minecart - Captain Toad creates a minecart that he releases in front of him. It does damage if running into opponents but can also be a platform
Up B - Clear Pipe Cannon - Captain Toad goes through a Clear Pipe and shoots out of a cannon
Down B - Backpack - Captain Toad pulls out an item from his backpack there is three options and the longer you hold the move, the stronger the item.
- Option 1: Turnip is similar to Peach's, weak damage.
- Option 2: Green Star has greater distance, slightly more damage.
- Option 3: Diamond has shorter distance but a lot of damage.
Final Smash - Starshroom - Captain Toad goes in the starshroom and grabs everyone just like in Mr. Game&Watch's revised Final Smash and Kapp'n's Assist Trophy but then ends with a boom, like in Olimar's Final Smash

References

The next moveset is for Zeratul from Starcraft
 
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Venus of the Desert Bloom

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#28
9/10 Hat Kid would be an awesome character because I have followed the development of A Hat in TIme and thought it looked cool, as for the character, I like how you implemented the different hats and abilities from that game, I will definitely try to be good with playing as her.

Captain Toad was never a character I was super into, I haven't touched his game, so I instead looked up stuff, tried to come up with most of it, I made sure to leave some references so I wasn't Plagiarizing.

B - Super Pickax - Captain Toad pulls out his Super Pickax and starts swinging it up and down at fast motion
Side B - Minecart - Captain Toad creates a minecart that he releases in front of him. It does damage if running into opponents but can also be a platform
Up B - Clear Pipe Cannon - Captain Toad goes through a Clear Pipe and shoots out of a cannon
Down B - Backpack - Captain Toad pulls out an item from his backpack there is three options and the longer you hold the move, the stronger the item.
- Option 1: Turnip is similar to Peach's, weak damage.
- Option 2: Green Star has greater distance, slightly more damage.
- Option 3: Diamond has shorter distance but a lot of damage.
Final Smash - Starshroom - Captain Toad goes in the starshroom and grabs everyone just like in Mr. Game&Watch's revised Final Smash and Kapp'n's Assist Trophy but then ends with a boom, like in Olimar's Final Smash

References

The next moveset is for Zeratul from Starcraft
5/10

I like the moveset and it certainly pulls a lot out from Captain Toad’s skill set. I thought perhaps a Backpack ability like Villager’s Pocket might be a better option. The Clear Pipe seems like a rather awkward up special move since it seems to have a long start up based on what I read. Maybe Starshook would of been a better up special. Anyways, regardless, a great moveset that I think would work well in the end.

Zeratul

My moveset it Zeratul has two gimmicks:
1) He can cause himself to have average cloaking ability if he does not sustain damage to himself after 8 seconds. Getting damage disrupts the cloaking. Moving and attacking does not affect this.
2) He has a Hero Level system form 0-5 which changes the properties of his special moveset.

Neutral Special Cleave: Zeratul spins rapidly in a full circle that has a vacuum affect. Having Hero Level 2 causes Cleave to deal increased damage via Void Slash if it hits more than one opponent.

Side Special Vorpal Blade: Zeratul will teleport and attack the last person he damaged with a physical attack. Level 3 causes it to become Warp Skirmisher which increases the damage output by a follow up attack.

Up Special Blink: Zeratul will teleport himself based on the direction of where the control stick is titled. At Hero Level 5, he can cast Wormhole which changes the nature of the move. It will cause Zeratul to return to the exact location where he was five seconds prior.

Down Special Singularity Strike: Zeratul flings out an energy bomb that will attach like a Sticky Grenade and will explode five seconds later. Having Level 4 Hero changes it to Sentenced to Death which causes The explosion to be delayed to eight seconds and physical damage dealt while under its effect is increased.

Final Smash Void Prison: Zeratul slams the ground causing a dome of energy to erupt around him which will slow action to a standstill. He then shatters the prison launching the opponents away.

Alright, my request is.....

A Rhythm Heaven character
 

Munomario777

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#29
5/10. Creative ideas, but the cloaking passive sounds annoying to deal with. Also, how does the Hero Level system work? On the subject of the Hero Level system, IMO it'd make more sense for there to be only one level which powers up every move at the same time, kinda like Cloud's Limit.



The Wandering Samurai is a recurring character in the Rhythm Heaven series, appearing in all four of its entries – and having a different minigame each time! In Smash, he brings his own attacks to the table while tying it together with the series's signature rhythm elements. Many Rhythm Heaven sets rely on props from other minigames, but the Samurai needs only his blade, some demons, a skateboard, and a majestic bird.

Neutral B: Cloud of Demons

The Samurai holds a palm forward and summons a dark cloud which begins to spit demons forward, similarly to the Wii game. This is a passive object, meaning the Samurai can move and attack freely while it remains onscreen. Similarly to Pac's hydrant, it shoots demons out at a rhythm, spitting out three before disappearing. They act as projectiles to damage foes, OR the Samurai can attack them with his sword to slice them in half and gain a temporary buff as his sword glows with the spirit of the slain demon. Either way, you'll need to master rhythm in order to know when these demons will pop out!​

Side B: Samuraiboard

The Samurai mounts the skateboard seen in the 3DS game as it begins to roll forward slowly. While on the board, it basically acts like you're standing on a moving platform! The exception is that you can't move left or right; otherwise, it'd be easy to accidentally fall off. Use this to use grounded attacks while moving! As a downside, getting hit knocks you off the board instantly, dodging is impossible, and blocking an attack sends you rolling backward (since you're, y'know, on a skateboard).​
Press Side B again while on the board, and you'll kick off the ground to speed up! While in this state of increased speed, you can ram into foes to damage them. Kick off repeatedly with good rhythm, and your speed and damage dealt increase! Bad rhythm yields poor results. Even in midair, you can use this tactic for horizontal recovery... even though there's no ground to kick off of. Like Inkling's Splat Roller, you can jump out of this move without consuming your midair jump.​

Up B: Samuraibird

Another move from the 3DS game, the Samurai summons a giant red hawk underneath him as it begins to fly upward. Tap B repeatedly to flap your wings and ascend, up to five times. Master the specific wing-flap rhythm and you'll soar to new heights, while also damaging and potentially KOing opponents!​

Down B: Rhythmic Parry

The last Special is another move from the 3DS game! The Samurai holds up his sword for as long as you hold Down B, ready to block an incoming attack. Whenever an attack strikes the Samurai's front, the same rhythm cue plays as when you parry a giant monster in Super Samurai Slice. Release B at the correct time, and you'll deal a powerful counterattack! Flub the rhythm, though, and you'll just get hit. Also, you're vulnerable from behind. Try using Down B to parry one of your own Neutral B demons in order to hit a foe with the counterattack!​
Final Smash: Demon Storm

From the Wii game, the Samurai summons another dark cloud. This time, however, a hundred green eyes shine through the darkness! A moment later, a swarm of tiny, green-eyed demons emerges, covering a wide area. If they strike an opponent, it transitions to a cutscene Final Smash, which is basically a reenactment of Samurai Slice from the Wii game. Time your strikes carefully, and you can deal a lot of damage!​
For normal attacks, there's lots to draw inspiration from.
  • Jab: The one-two slice from the Wii game.
  • Forward Tilt: The slice-kick combo from the 3DS game.
  • Up Tilt: The strike from the GBA game.
  • Forward Smash: The whirlwind slice from the Wii game.
  • Up Smash: The thunder stab attack from the 3DS game.
  • Down Smash: The see-saw from the DS game.
  • Neutral Air: The two-sided combo from the 3DS game.
 
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Venus of the Desert Bloom

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#30
5/10. Creative ideas, but the cloaking passive sounds annoying to deal with. Also, how does the Hero Level system work? On the subject of the Hero Level system, IMO it'd make more sense for there to be only one level which powers up every move at the same time, kinda like Cloud's Limit.



The Wandering Samurai is a recurring character in the Rhythm Heaven series, appearing in all four of its entries – and having a different minigame each time! In Smash, he brings his own attacks to the table while tying it together with the series's signature rhythm elements. Many Rhythm Heaven sets rely on props from other minigames, but the Samurai needs only his blade, some demons, a skateboard, and a majestic bird.

Neutral B: Cloud of Demons

The Samurai holds a palm forward and summons a dark cloud which begins to spit demons forward, similarly to the Wii game. This is a passive object, meaning the Samurai can move and attack freely while it remains onscreen. Similarly to Pac's hydrant, it shoots demons out at a rhythm, spitting out three before disappearing. They act as projectiles to damage foes, OR the Samurai can attack them with his sword to slice them in half and gain a temporary buff as his sword glows with the spirit of the slain demon. Either way, you'll need to master rhythm in order to know when these demons will pop out!​

Side B: Samuraiboard

The Samurai mounts the skateboard seen in the 3DS game as it begins to roll forward slowly. While on the board, it basically acts like you're standing on a moving platform! The exception is that you can't move left or right; otherwise, it'd be easy to accidentally fall off. Use this to use grounded attacks while moving! As a downside, getting hit knocks you off the board instantly, dodging is impossible, and blocking an attack sends you rolling backward (since you're, y'know, on a skateboard).​
Press Side B again while on the board, and you'll kick off the ground to speed up! While in this state of increased speed, you can ram into foes to damage them. Kick off repeatedly with good rhythm, and your speed and damage dealt increase! Bad rhythm yields poor results. Even in midair, you can use this tactic for horizontal recovery... even though there's no ground to kick off of. Like Inkling's Splat Roller, you can jump out of this move without consuming your midair jump.​

Up B: Samuraibird

Another move from the 3DS game, the Samurai summons a giant red hawk underneath him as it begins to fly upward. Tap B repeatedly to flap your wings and ascend, up to five times. Master the specific wing-flap rhythm and you'll soar to new heights, while also damaging and potentially KOing opponents!​

Down B: Rhythmic Parry

The last Special is another move from the 3DS game! The Samurai holds up his sword for as long as you hold Down B, ready to block an incoming attack. Whenever an attack strikes the Samurai's front, the same rhythm cue plays as when you parry a giant monster in Super Samurai Slice. Release B at the correct time, and you'll deal a powerful counterattack! Flub the rhythm, though, and you'll just get hit. Also, you're vulnerable from behind. Try using Down B to parry one of your own Neutral B demons in order to hit a foe with the counterattack!​
Final Smash: Demon Storm

From the Wii game, the Samurai summons another dark cloud. This time, however, a hundred green eyes shine through the darkness! A moment later, a swarm of tiny, green-eyed demons emerges, covering a wide area. If they strike an opponent, it transitions to a cutscene Final Smash, which is basically a reenactment of Samurai Slice from the Wii game. Time your strikes carefully, and you can deal a lot of damage!​
For normal attacks, there's lots to draw inspiration from.
  • Jab: The one-two slice from the Wii game.
  • Forward Tilt: The slice-kick combo from the 3DS game.
  • Up Tilt: The strike from the GBA game.
  • Forward Smash: The whirlwind slice from the Wii game.
  • Up Smash: The thunder stab attack from the 3DS game.
  • Down Smash: The see-saw from the DS game.
  • Neutral Air: The two-sided combo from the 3DS game.
Ah I forgot to add that in. Basically Dealing damage and not getting hit.

You also forgot the request.
 
Joined
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FirestormNeos
#32
8/10. Simple but effective. I could see myself potentially having fun with this character.

Haven't played Paper Mario: TTYD, but I recall watching a playthrough of it a couple years ago, and I recall liking the design of Vivian, so I'll try to come up with something for her.

Neutral-B: Shade Fist. Functions similar to DK's Neutral-B, except you have to rapidly press the B-button to charge it or it won't work. Connecting the attack after fully charging it sets the enemy on fire.
Side-B: Infatuate. Vivian throws a pink heart-shaped projectile that deals no damage but stuns enemies. If used on a hostile assist trophy, the assist trophy changes its alligiance to Vivian. If used on an ally, it heals them.
Down-B: Veil. Similar to a Down-B counter, except when Vivian successfully avoids an attack with this, she is teleported behind the enemy, allowing for mix-ups.
Up-B: Teleport. Vivian disappears into the ground/air beneath her, then reappears in the direction of your choosing.
Final Smash: Fiery Jinx. Upon activating this move, a four-button sequence prompt appears over Vivian. When it disappears, Vivian summons a Fire Tornado that engulfs enemies. Although the final smash is pulled off regardless of whether you complete this sequence or not, successfully doing so within the allotted time causes the Final Smash to deal more damage and potentially KO enemies.

As for my request... Hmmm... I'mma give the next poster an easy one: show me yo Shantae moveset, fam.
 

scoobymcsnack

Smash Journeyman
Joined
Jul 3, 2015
Messages
331
#33
8/10. Simple but effective. I could see myself potentially having fun with this character.

Haven't played Paper Mario: TTYD, but I recall watching a playthrough of it a couple years ago, and I recall liking the design of Vivian, so I'll try to come up with something for her.

Neutral-B: Shade Fist. Functions similar to DK's Neutral-B, except you have to rapidly press the B-button to charge it or it won't work. Connecting the attack after fully charging it sets the enemy on fire.
Side-B: Infatuate. Vivian throws a pink heart-shaped projectile that deals no damage but stuns enemies. If used on a hostile assist trophy, the assist trophy changes its alligiance to Vivian. If used on an ally, it heals them.
Down-B: Veil. Similar to a Down-B counter, except when Vivian successfully avoids an attack with this, she is teleported behind the enemy, allowing for mix-ups.
Up-B: Teleport. Vivian disappears into the ground/air beneath her, then reappears in the direction of your choosing.
Final Smash: Fiery Jinx. Upon activating this move, a four-button sequence prompt appears over Vivian. When it disappears, Vivian summons a Fire Tornado that engulfs enemies. Although the final smash is pulled off regardless of whether you complete this sequence or not, successfully doing so within the allotted time causes the Final Smash to deal more damage and potentially KO enemies.

As for my request... Hmmm... I'mma give the next poster an easy one: show me yo Shantae moveset, fam.
8/10 moveset. Like you, I've never played Paper Mario but you've come up with some unique moves. The teleport might be somewhat generic, but the counter is a super cool take on it, and the different affects for Infatuate are super cool!
I've never played Shantae, but I've seen enough videos to get a basic idea for a moveset.
Tilts and Smash Attacks: Would use her signature Hair Whip, as well as moves learned from Bolo such as Uppercut Kick and Drill Kick.
Specials:
  • Standard B - Spider Venom: Shantae transforms into her spider form and spits venom. This attack has a poison affect that causes the enemy to continue taking damage after the initial hit.
  • Side B - Elephant Charge: Shantae transforms into her elephant form and charges forwards. This knocks enemies away and will stop early if she hits a wall. If hit by a reflect move (like Pit's) she will change directions and continue running for the rest of the duration. Can also be cancelled early by shielding.
  • Up B - Harpy Form: Shantae transforms into her harpy form, working much like Pit's Up Special from Brawl. She gains 4 extra jumps and cannot jump. This is cancelled after a certain time or if Shantae lands.
  • Down B - Monkey Bullet: Shantae transforms into her monkey form, blasting forward like Luigi's Green Missile. This attack cannot be charged, but has greater range than Green Missile.
Final Smash: I'm not really sure, I couldn't find anything to amazing on the wiki (but I don't really know what to look for haha). Maybe she could call on Rottie Tops and Risky Boots for a team attack? Maybe wouldn't make much sense considering Risky Boots is the villain, but it would include two fan favorite characters.

As for my suggestion, how about Cole Phelps from L.A. Noire. Hopefully it isn't too difficult haha
 

ZagarTulip

Smash Journeyman
Joined
Nov 11, 2016
Messages
270
#34
8/10 I like the idea of transformation within attacks of a character. I have no history with Shantae outside of watching videos, so you know about as much as i do.

This is really difficult
B-
Side B-
Up B-
Down B-
Final Smash-

EDIT: Accidentally sent early
EDIT 2: I really cannot think of anything, I've been looking through videos and it is really hard to make a moveset
 
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ps_

Banned via Warnings
Joined
Nov 1, 2018
Messages
113
Location
Teufort, New Mexico
#35
8/10 moveset. Like you, I've never played Paper Mario but you've come up with some unique moves. The teleport might be somewhat generic, but the counter is a super cool take on it, and the different affects for Infatuate are super cool!
I've never played Shantae, but I've seen enough videos to get a basic idea for a moveset.
Tilts and Smash Attacks: Would use her signature Hair Whip, as well as moves learned from Bolo such as Uppercut Kick and Drill Kick.
Specials:
  • Standard B - Spider Venom: Shantae transforms into her spider form and spits venom. This attack has a poison affect that causes the enemy to continue taking damage after the initial hit.
  • Side B - Elephant Charge: Shantae transforms into her elephant form and charges forwards. This knocks enemies away and will stop early if she hits a wall. If hit by a reflect move (like Pit's) she will change directions and continue running for the rest of the duration. Can also be cancelled early by shielding.
  • Up B - Harpy Form: Shantae transforms into her harpy form, working much like Pit's Up Special from Brawl. She gains 4 extra jumps and cannot jump. This is cancelled after a certain time or if Shantae lands.
  • Down B - Monkey Bullet: Shantae transforms into her monkey form, blasting forward like Luigi's Green Missile. This attack cannot be charged, but has greater range than Green Missile.
Final Smash: I'm not really sure, I couldn't find anything to amazing on the wiki (but I don't really know what to look for haha). Maybe she could call on Rottie Tops and Risky Boots for a team attack? Maybe wouldn't make much sense considering Risky Boots is the villain, but it would include two fan favorite characters.

As for my suggestion, how about Cole Phelps from L.A. Noire. Hopefully it isn't too difficult haha
Not to rain on your parade, but Cole Phelps is a bad suggestion. Can we have someone else?
 

BonafideFella

Smash Journeyman
Joined
Jul 17, 2018
Messages
262
Location
Over there! (Note: Not a 100% guarantee)
#39
How about a banjo-kazooie set in memory of the grinch leak
Am I breaking the rules? Oh, well...
BANJO-KAZOOIE PUTS THE PIECES TOGETHER!
NEUTRAL~EGG FIRE:
Banjo leans over while Kazooie pokes her head out of the backpack. Kazooie can proceed to fire up to three eggs at a time, similar to Mario's fireballs. If the B button is held, Kazooie will shoot an egg from her rear. If performed midair, Kazooie will fire one egg in an arc.
SIDE~TALON TROT: Kazooie will stick her legs out of the backpack before bolting forward. If an opponent collides with Kazooie at this time, Kazooie will latch on to the opponent in question before performing Rat-a-Tap-Rap, launching the opponent away.
UP~FEATHERY FLIGHT: Kazooie bears her wings and takes flight. The move acts similar in function to Pit's Brawl up special, though it doesn't cover as much vertical distance.
DOWN~MUMBO TOKEN: Banjo reaches into his backpack before grabbing a Mumbo Token. Banjo can then proceed to chuck the token at the opposition. If the token collides with an opponent, the opponent in question will be temporarily transformed into one of five different creatures wearing that character's Kirby hat. These include:
~A termite that has fantastic ground speed but can't attack.
~A detonator that has no attack options except self-destructing.
~A pumpkin with poor ground speed but has the smallest hitbox of them all.
~A bee that can freely fly around albeit pretty slowly.
~A washing machine that remains completely stationary until the transformation's over.
FINAL~BANJOLAND: Upon activation, Banjo-Kazooie activates flight before bolting forward. Anyone who collides with B-K will be thrusted into a cinematic, wherein the opposition in question hurdles into the melted snowman from Freezeezy Peak. The camera pans out to reveal the opponent landed in Banjoland, the Banjo-centric theme park from Nuts & Bolts. B-K continues to toss the opposition into various setpieces from the Banjo-Kazooie franchise, including the Rusty Bucket and the giant Cheese Wedge. B-K finishes the opposition off via slamming Banjo's backpack into them, launching the opponent into the sky. Cut back to gameplay, where the opponent is launched away while B-K assumes idle stance.

That's my Banjo moveset, hope it was more coherent then my last moveset on here!
I'm going to request DISKUN from the Famicom era!
 
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Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
#40
8.5/10 - Really good moveset! The first three specials are on point, the down special seemed not the best gameplay-wise at first but I actually think it's really good. Having a Nuts & Bolts FS is a bit weird but I can dig it. N&B seems kinda cool actually (just forget it's a B-K game lol)

Video reference for Diskun: https://www.youtube.com/watch?v=X-yyTdxl6v0

NEUTRAL B - Disk Toss - Diskun raises his hands and a large floppy disk (slightly larger than him) appears above him. While holding the B button down, you can actually move around, turn and jump (once). Upon release, Diskun throws the disk forward, and it slides through the air at roughly the speed of Samus' Charge Shot. It deals around 12% and knockback killing around ~165%, at a slightly upward angle.
If you land on it from the top, it acts as a (pretty fast) moving platform! It's usually not possible for Diskun himself to jump onto one, but you could catch landings with it and get foes away from you pretty quickly. Finally, if you throw the disk at a wall (or the side of the stage) it sticks to it (a la Gordo), wobbling up and down slightly. This acts as a bounce pad, although not a particularly strong one (sends you about as high as a regular jump). You can jump through it from the bottom like any regular platform. It disappears after 8.5 seconds.

SIDE B - Disk Form - Diskun transforms into his disk form, and flies forward at a speed slightly faster than his dash speed, for a maximum of 3.5 seconds. It can be angled slightly upwards (decreasing its speed somewhat) and downwards. The speed is somewhat dependent on Diskun's momentum at the time of use, so using it during a dash tends to give the best results.
At maximum speed, hitting a foe deals around 10% and knockback killing around ~180%. Diskun will also bounce back slightly and revert back to his regular form. This makes it a good, albeit risky, edgeguarding tool (as well as being obviously great for horizontal recovery).

UP B - Toaster Jump - Diskun squeezes himself downwards, and upon release of the B button, fires upwards. If the B button was held for at least .75 seconds, Diskun will reach as high as G&W's Parachute. Diskun can move slightly left and right as he's rising. Doesn't leave him in freefall.
Hitting opponents deals around 9.5%, and knockback killing at ~180% (at diagonal upwards angles).

DOWN B - Memory Write - The first time this move is used, Diskun will 'store' the number corresponding to his current damage %. This number will affect the amount of damage and knockback he deals on all of his moves. If the number is 10, his attacks will deal 1.1x more damage and knockback. If the number is 50, his attacks will deal 1.5x more damage and knockback. If the number is 100, his attacks will deal 2x more damage and knockback.
If he uses the move again, the number he'll store will be the amount of damage he's received since his previous use of the move. So if he hasn't received any damage, the number will go back to 0. If he's received 25% more damage, the number will be 25. Losing a stock resets the value to zero. This is probably his most important move overall, and also requires a fair bit of strategy to use effectively.

FINAL SMASH - Disk Error - Suddenly the stage goes silent and an extremely annoying 'error' sound-effect starts playing in the background. A ring appears around Diskun and starts expanding rapidly. Any foes caught in the radius receive around 30% damage with extremely long hit-stun lasting around 5 seconds. The knockback dealt at the end kills from centre-stage at around 50%. The ring covers pretty much the whole stage although you can evade it by either going off-screen or hiding behind an element of the stage.

Ok, for my request I'd like to see the Chorus Kids!
 
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