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Smash Bros. Moveset Creation Thread

Perkilator

Smash Legend
Writing Team
Joined
Apr 8, 2018
Messages
11,799
Location
The perpetual trash fire known as Planet Earth(tm)
Switch FC
SW-3204-0809-5605
Have any ideas for a Smash Bros. moveset? Feel free to post them right here, no rules or stipulations. It can be a newcomer or it can be a veteran rework.

Anyway, here's my moveset for Veyle:


  1. Default
  2. Alear (red/blue)
  3. Alfred (blue/gold)
  4. Diamant (red/white)
  5. Ivy (purple/magenta)
  6. Timerra (pink/white)
  7. Corrupted (black/red)
  8. Lumera (blue)
Intro: Veyle appears from a dark Warp circle.

Stance/Idle 1: Her idle stance from Engage while in combat, with her knife in her right hand.
Idle 2: Veyle holds her arm with her open hand.
Idle 3: Veyle briefly clasps her knife with both hands.

Walk: Veyle carefully walks forward, knife in hand.
Dash: Veyle’s dash animation before engaging an enemy.
Damage: Veyle’s damage animation from Engage.
Jump: Similar to Palutena’s jump.
Crouch: Veyle crouches with both knees bent.

Taunts
Up: “I won’t lose!”
Side: I’m strong after all”
Down: “I hope I’ve done well.”

Winposes
1: “I just want to live in peace.” Veyle’s victory animation from Engage.
2: “We are guided by the Emblems!” Veyle strikes a pose with her older sister, Alear.
3: “Feel what I feel.” Veyle turns her back to the camera and tosses her knife into the air before catching it; based on Yunaka’s victory animation with a knife.

Applause: Veyle claps for the winner.
Icon: Falchion
Boxing Ring Title: Gentle Dragon
Star K.O.: “I can fight no moooore…!”
Victory Music: Determined Journey (Flare)
Kirby Hat: Veyle’s hair and tiara
Jab: Veyle horizontally slashes twice (3% each hit, small knockback)
Forward+A: Veyle extends her open hand forward and a blast of dark magic burst from her palm (7%, small knockback)
Up+A: A backward overhead slash (7%, small knockback)
Down+A: A horizontal slash across the ground (5%, small knockback)
Dash Attack: A dashing horizontal slash imbued in darkness (9%, small knockback)
Edge Attack: Veyle slashes inward while climbing back up (7%, small knockback)
Get-Up Attack: A slash on both sides of Veyle (5%, small knockback)

Aerial Attacks
Air+A: Veyle unleashes a vortex of darkness around herself (11%, OK knockback)
Air Forward+A: A downward knife slash (8%, small knockback)
Air Back + A: An upward knife slash (8%, small knockback)
Air Up+A: Veyle unleashes a vortex of darkness above herself (11%, OK knockback)
Air Down+A: Veyle unleashes a blast of darkness below herself (12%, OK knockback)

Smash Attacks
Forward+A: Veyle leaps forward and performs an uppercut with her knife (16%, OK knockback)
Up+A: Veyrle raises a pillar of dark magic from the ground in front of her (16%, OK knockback)
Down+A: Veyle summons a pool of dark magic from underneath where she’s standing (16%, OK knockback)

Grab Game
Grab: Veyle grabs the opponent with dark magic.
Pummel: A horizontal slash (1%)
Forwards+Throw: Veyle pushes the opponent forward (8%, small knockback)
Back+Throw: Veyle strafes behind the opponent and slashes them (10%, OK knockback)
Up+Throw: Veyle heaves the opponent into the air (7%, small knockback)
Down+Throw: Veyle short hops and performs a downwards knife slash (9%, small knockback)
B : Obscurité; Veyle summons a slow-moving dark orb with very slight homing properties that sucks in opponents. Pressing B again while the orb is active has Veyle drop a beam of darkness down from the sky, causing an explosion (12%, OK knockback). The orb disappears after a while, but it can be used in tandem with Veyle’s side and down specials.
B + ← → : Misericorde; Veyle infuses her knife with dark magic before hopping into the air and throwing it at a slightly downward diagonal angle, hitting multiple opponents and poisoning them upon contact (4%, small knockback). If the knife hits the Obscurité orb, it instead travels in an upward diagonal angle.
B + ↑ : Fell Protection; Veyle sprouts (illusions of) dragon-like wings and flies in the direction tilted on the control stick. While the special deals no damage, the distance traveled is impressive and Veyle is completely intangible during the flight.
B + ↓ : Fell Spirit; Veyle channels draconic flames into her palms, then drives them forward with a fiery blast that restores a small portion of her Engage Meter upon contact (8%, OK knockback)

Fighter Ability: Engage
Veyle starts each battle with a full Engage Meter, one bar of which consists of a ⅓ blue line. Just be warned that the Engage Meter resets to 0 whenever she gets K.O.’d, though it refills slowly over time.

Engage Mode is activated by pressing Shield + B, after which Veyle summons her older sister Alear to fight by her side. Once Alear is summoned, Veyle’s knife is replaced with the Emblem Weapon Lyrátion, and her special moves receive new versions that use one bar of the Engage Meter.

B : Holy Aura; Veyle summons an orb of red and blue draconic flames that moves faster but travels in a straight line (8%, small knockback). Pressing B again while the orb is active has both Veyle and Alear manually detonate the orb (16%, OK knockback).
B + ← → : Dragon Blast; Veyle and Alear hop into the air and perform a downward crescent slash, firing a crescent projectile (14%, OK knockback). If it connects with Holy Aura, the crescent spins rapidly, moves faster, and hits multiple times (4% each hit).
B + ↑ : Holy Shield; Veyle and Alear sprout (illusions of) angel-like wings and fly in the direction tilted on the control stick. This attack travels far, deals a single hit (17%, OK knockback) and Veyle is completely intangible during the flight.
B + ↓ : Dragon Fist; Veyle and Alear Channel draconic energy into their palms, then drive them forward with a fiery blast (13%, OK knockback). If it connects with Holy Aura, it turns me into a red and blue fireball (18%, OK knockback).

Final Smash: Bond Blast; Veyle speeds forward and attacks with Lyrátion (4%). If it connects, Alear then immediately follows up by attacking with Libération (4%). Veyle and Alear then fly into the sky and fire a laser straight towards the ground, hitting any opponents caught by the initial attack (52%, devastating knockback). This Final Smash can be used regardless of whether or not Veyle is in Engage Mode.
 

Godzillathewonderdog

Smash Master
Joined
Jun 3, 2013
Messages
3,554
Here is my moveset for Ditto

I understand that a character that transforms into a different character for every attack in a game like Smash might look sloppy and would realistically take a lot of time and resources, so it’s unlikely to ever happen in this way, but the concept is too fun for me to pass up. I prevented having Ditto transform into Pokémon that are way bigger then it with the exception of the Final Smash, going from Kirby size to Bowser size in an instant might be too janky/jarring, even for this concept. Speaking of I’ve sized up Ditto to be close to Kirby’s size, maybe a little bit taller. I made sure to include Pokémon of each type and generation in this moveset.

When an animation ends revert back to Ditto

Jab: Kubfu: Close Combat: The user attacks with a flurry of punches, ending with a kick



Forward Tilt Crogunk: Poison Jab: The user stabs forward with a arm steeped in poison, may cause a foe to continue taking


IMG_6355.jpeg


Up Tilt: Metal Claw: Pawniard: The user attacks by slashing upward with a sharp metal claw



Down Tilt: Bellossom: Grass Knot: Causes grass to come out of the ground in the shape of a knot, high chance of causing your foe to trip (forgive the crude grass knot drawing)



Forward Smash: Tinkaton: Gigaton Hammer: The user swings its whole body around to attack with its huge hammer



Up Smash: Lycanrock (Midnight): Stonedge: The user punches the ground causing sharpened stones to jut out from below



Down Smash: Golem: Smack Down: The user jumps up, curls into a ball and slams down, causes the ground around it to shake causing near by grounded foes it missed to be launched slightly upwards


IMG_6439.jpeg


Dash Attack: Cranidos: Zen Headbutt: The user focuses its willpower to its head and rams the foe



Neutral Air: Koffing: Poison Gas: A cloud of poison gas is sprayed around the users body



Forward Air: Beedrill: Twin Needle: Jabs forward twice using its stinger



Back Air: Mawile: Crunch: The user crunches up behind them with sharp teeth


IMG_6384.jpeg


Up Air: Chandelure: The user ignites the flames on its head and arms upwards


IMG_6424.jpeg


Down Air: Weavile: Icicle Crash: The user forms an icicle below it’s feet before kicking it downward



Get Up Attack: Staryu: Rapid Spin: Spins the body at high speed

Ledge Grab/Attack: After hanging onto the ledge with its tail the user jumps back up on the platform and slams it down


IMG_6436.gif


Grab/Throws: Throh: Each throw is based on real life judo throws (I considered having Ditto transform into a different Pokémon for each throw, but I can’t imagine them transforming mid grab would look good)


IMG_6356.gif


Neutral Special: Porygon Z: Tri Attack: The user strikes with a simultaneous three-beam attack formed together in a triangular field, this may also burn, freeze, or paralyze the target



Side Special: Alolan Marowak: Bonemerang: The user throws the bone it holds, the bone loops around to damage the target, hold the attack to power it up, when fully charged the bone is engulfed in fire/shadowy aura.


IMG_6446.gif


Up Special: Hawlucha: Flying Press: The user leaps high then dives down


Down Special: Drilbur: Dig: The user puts both claws together and rotates down to burrow into the ground, while underground the user can move side to side, press the attack/special button to launch upward with both claws together, the longer you stay underground the longer the end lag of the attack, after 3 seconds you are forced out, using it on a soft platform will cause the user to pass through it



Final Smash: Mega Rayquaza: Dragon Ascent: After soaring upward, the user attacks its target by dropping out of the sky at high speeds


IMG_6451.jpeg


Additional Transformations

Walk: Toedscool walks on its tentacles

Run: Litleo runs on all fours

Jump: Spoink springs upward

Double Jump: Staravia flaps itwings

Crouch/Crawl: Caterpie lays down and can slowly crawl

Spot Dodge/Roll: Ghastly becomes transparent and floats out the way

Shield: Shuckle hides in its shell

Wall Cling: Goomy sticks to the wall

Some of these additional transformations are probably unnecessary and excessive, but they were fun to come up with.
 

MysticalCatlife

Smash Cadet
Joined
Nov 6, 2021
Messages
54
Have any ideas for a Smash Bros. moveset? Feel free to post them right here, no rules or stipulations. It can be a newcomer or it can be a veteran rework.

Anyway, here's my moveset for Veyle:


  1. Default
  2. Alear (red/blue)
  3. Alfred (blue/gold)
  4. Diamant (red/white)
  5. Ivy (purple/magenta)
  6. Timerra (pink/white)
  7. Corrupted (black/red)
  8. Lumera (blue)
Intro: Veyle appears from a dark Warp circle.

Stance/Idle 1: Her idle stance from Engage while in combat, with her knife in her right hand.
Idle 2: Veyle holds her arm with her open hand.
Idle 3: Veyle briefly clasps her knife with both hands.

Walk: Veyle carefully walks forward, knife in hand.
Dash: Veyle’s dash animation before engaging an enemy.
Damage: Veyle’s damage animation from Engage.
Jump: Similar to Palutena’s jump.
Crouch: Veyle crouches with both knees bent.

Taunts
Up: “I won’t lose!”
Side: I’m strong after all”
Down: “I hope I’ve done well.”

Winposes
1: “I just want to live in peace.” Veyle’s victory animation from Engage.
2: “We are guided by the Emblems!” Veyle strikes a pose with her older sister, Alear.
3: “Feel what I feel.” Veyle turns her back to the camera and tosses her knife into the air before catching it; based on Yunaka’s victory animation with a knife.

Applause: Veyle claps for the winner.
Icon: Falchion
Boxing Ring Title: Gentle Dragon
Star K.O.: “I can fight no moooore…!”
Victory Music: Determined Journey (Flare)
Kirby Hat: Veyle’s hair and tiara
Jab: Veyle horizontally slashes twice (3% each hit, small knockback)
Forward+A: Veyle extends her open hand forward and a blast of dark magic burst from her palm (7%, small knockback)
Up+A: A backward overhead slash (7%, small knockback)
Down+A: A horizontal slash across the ground (5%, small knockback)
Dash Attack: A dashing horizontal slash imbued in darkness (9%, small knockback)
Edge Attack: Veyle slashes inward while climbing back up (7%, small knockback)
Get-Up Attack: A slash on both sides of Veyle (5%, small knockback)

Aerial Attacks
Air+A: Veyle unleashes a vortex of darkness around herself (11%, OK knockback)
Air Forward+A: A downward knife slash (8%, small knockback)
Air Back + A: An upward knife slash (8%, small knockback)
Air Up+A: Veyle unleashes a vortex of darkness above herself (11%, OK knockback)
Air Down+A: Veyle unleashes a blast of darkness below herself (12%, OK knockback)

Smash Attacks
Forward+A: Veyle leaps forward and performs an uppercut with her knife (16%, OK knockback)
Up+A: Veyrle raises a pillar of dark magic from the ground in front of her (16%, OK knockback)
Down+A: Veyle summons a pool of dark magic from underneath where she’s standing (16%, OK knockback)

Grab Game
Grab: Veyle grabs the opponent with dark magic.
Pummel: A horizontal slash (1%)
Forwards+Throw: Veyle pushes the opponent forward (8%, small knockback)
Back+Throw: Veyle strafes behind the opponent and slashes them (10%, OK knockback)
Up+Throw: Veyle heaves the opponent into the air (7%, small knockback)
Down+Throw: Veyle short hops and performs a downwards knife slash (9%, small knockback)
B : Obscurité; Veyle summons a slow-moving dark orb with very slight homing properties that sucks in opponents. Pressing B again while the orb is active has Veyle drop a beam of darkness down from the sky, causing an explosion (12%, OK knockback). The orb disappears after a while, but it can be used in tandem with Veyle’s side and down specials.
B + ← → : Misericorde; Veyle infuses her knife with dark magic before hopping into the air and throwing it at a slightly downward diagonal angle, hitting multiple opponents and poisoning them upon contact (4%, small knockback). If the knife hits the Obscurité orb, it instead travels in an upward diagonal angle.
B + ↑ : Fell Protection; Veyle sprouts (illusions of) dragon-like wings and flies in the direction tilted on the control stick. While the special deals no damage, the distance traveled is impressive and Veyle is completely intangible during the flight.
B + ↓ : Fell Spirit; Veyle channels draconic flames into her palms, then drives them forward with a fiery blast that restores a small portion of her Engage Meter upon contact (8%, OK knockback)

Fighter Ability: Engage
Veyle starts each battle with a full Engage Meter, one bar of which consists of a ⅓ blue line. Just be warned that the Engage Meter resets to 0 whenever she gets K.O.’d, though it refills slowly over time.

Engage Mode is activated by pressing Shield + B, after which Veyle summons her older sister Alear to fight by her side. Once Alear is summoned, Veyle’s knife is replaced with the Emblem Weapon Lyrátion, and her special moves receive new versions that use one bar of the Engage Meter.

B : Holy Aura; Veyle summons an orb of red and blue draconic flames that moves faster but travels in a straight line (8%, small knockback). Pressing B again while the orb is active has both Veyle and Alear manually detonate the orb (16%, OK knockback).
B + ← → : Dragon Blast; Veyle and Alear hop into the air and perform a downward crescent slash, firing a crescent projectile (14%, OK knockback). If it connects with Holy Aura, the crescent spins rapidly, moves faster, and hits multiple times (4% each hit).
B + ↑ : Holy Shield; Veyle and Alear sprout (illusions of) angel-like wings and fly in the direction tilted on the control stick. This attack travels far, deals a single hit (17%, OK knockback) and Veyle is completely intangible during the flight.
B + ↓ : Dragon Fist; Veyle and Alear Channel draconic energy into their palms, then drive them forward with a fiery blast (13%, OK knockback). If it connects with Holy Aura, it turns me into a red and blue fireball (18%, OK knockback).

Final Smash: Bond Blast; Veyle speeds forward and attacks with Lyrátion (4%). If it connects, Alear then immediately follows up by attacking with Libération (4%). Veyle and Alear then fly into the sky and fire a laser straight towards the ground, hitting any opponents caught by the initial attack (52%, devastating knockback). This Final Smash can be used regardless of whether or not Veyle is in Engage Mode.
At least I'm not alone when it comes to Veyle in Smash after all. I also assumed she'd be a great joke fighter candidate!
 

ninjahmos

Smash Lord
Joined
Aug 12, 2018
Messages
1,804
Location
Noneya Business
Switch FC
SW-8579-4123-9016
Alright, here's my moveset for Lu Bu:

1. Default (Dynasty Warriors 2-5)
2. Shu (Green/Blue)
3. Wei (Blue/Purple)
4. Wu (Red/Orange)
5. Dynasty Warriors 7
6. Dynasty Warriors 8
7. Dynasty Warriors 9
8. Cyberpunk Armor
Intro: Lu Bu arrives on his horse Red Hare and dismounts.

Stance/Idle 1: His Idle stance from Dynasty Warriors 7/8 while in battle, with his halberd in his right hand.
Idle 2: Lu Bu holds his halberd with both hands, like in Dynasty Warriors 2-5.
Idle 3: Lu Bu spins his halberd with both hands and sets the other end of it on the ground in his right hand.

Walk: Lu Bu walks forward, halberd in one hand.
Dash: Lu Bu fiercely runs forward.
Damage: Damage animations from the Dynasty Warriors series.
Jump: Lu Bu's jump from the Dynasty Warriors series.
Crouch: Lu Bu crouches with one knee on the ground.

Taunts
Up: "You dare face the mighty Lu Bu?"
Side: "I have no time for the likes of you!"
Down: "I'll show you what True Might is!"

Winposes
1. "Can anybody provide me with a decent challenge?!" Lu Bu's victory pose from Dynasty Warriors 4.
2. "I am the Greatest Warrior of the Three Kingdoms!" Lu Bu swings his halberd a few times and strikes a pose.
3. "Did you really think you could take me on?" Lu Bu spins his halberd with both hands and sets the other end of it on the ground in his right hand.

Applause: Lu Bu will either clap for the winner or do his Defeated pose from Dynasty Warriors 5.
Icon: The Shin Sangoku Musou Emblem
Boxing Ring Title: The Avatar of Battle
Star K.O.: "Aaaaaaargh...!"
Victory Music: Victory Jubilee (Dynasty Warriors)
Kirby Hat: Lu Bu's hair and crown
Jab: Lu Bu does a wide swing to the left (3%), another swing to the right (3%), a frontal overhead swipe (4%), a round slash to the right while holding his left palm outward (5%), a spinning swing with his halberd held at a slightly lower angle (6%), a round angular swipe towards the front (7%), numerous criss-crossing swings done back and forth (8% each hit), then drives his halberd into the ground to create a powerful quake (9%, small knockback)
Forward+A: Lu Bu does a wide horizontal swing (7%, small knockback)
Up+A: A backward overhead swing (7%, small knockback)
Down+A: A small, crouching horizontal swing (5%, small knockback)
Dash Attack: His Dash Attack from the Dynasty Warriors series (11%, OK knockback)
Edge Attack: Lu Bu swings his halberd vertically as he climbs back up (8%, small knockback)
Get-Up Attack: A back-and-forth swing on both sides of Lu Bu (7%, small knockback)

Aerial Attacks
Air+A: Lu Bu spins around with his halberd extended in one hand (13%, OK knockback)
Air Forward+A: A downward arcing swing (15% with a meteor effect, OK knockback)
Air Back+A: A backward horizontal swing (11%, OK knockback)
Air Up+A: An overhead swing (9%, small knockback)
Air Down+A: Lu Bu swings his halberd from underneath him (9%, small knockback)

Smash Attacks
Forward+A: Lu Bu does a heavy downward arching swing with his halberd (20%, medium knockback)
Up+A: A strong backward overhead swing (22%, medium knockback)
Down+A: A spinning horizontal swing across the ground (22%, medium knockback)

Grab Game
Grab: Lu Bu grabs the opponent with his free hand.
Pummel: Lu Bu knees his opponent (1%)
Forward+Throw: Lu Bu does a spin and tosses his opponent (7%, small knockback)
Back+Throw: Lu Bu turns back and tosses his opponent (7%, small knockback)
Up+Throw: Lu Bu tosses his opponent upward (4%) and quickly swings his halberd upward (8%, small knockback)
Down+Throw: Lu Bu slams his opponent into the ground (6%) and thrusts the end of his halberd into the opponent. (9%, small knockback)
B : Charge Attack; While on the ground, Lu Bu will release two flaming swings from his halberd while moving forward (6% each), then stomp the ground to create a bursting effect. (12%, OK knockback) If Charge Attack is done in the air, Lu Bu will give the ground a hard stomp (10%, OK knockback)

B + Side : Red Hare; Lu Bu will charge across the stage on his horse Red Hare while thrusting his halberd like a lance (14%, OK knockback)

B + Up : Rising Halberd; Lu Bu will swing his halberd upward (12%, OK knockback) and jump high. If you press B again after doing Rising Halberd, Lu Bu will strike his opponent downward (12% with a meteor effect, OK knockback)

B + Down : Parry; Lu Bu will counter his opponent's attack with a downward arching strike from his halberd (13%, OK knockback)

Fighter Ability: Musou Gauge
Lu Bu will start each battle with an empty Musou Gauge. It can be filled up by attacking opponents or taking damage. You can also fill it up by holding B. If Lu Bu is at high damage (70% or more), or if he has the Final Smash, he'll be in True Musou mode. The gauge will slowly refill on its own, and the effects of the Musou Attack will be greater.

B : Musou Attack; Lu Bu will do a series of angled spinning slashes while jumping continuously, and end with a powerful ground slam. (30%, or 40% if Lu Bu is at 70% or higher, great knockback)

Final Smash: True Musou Attack - Spirit Bomb; Lu Bu lets out a roar before plunging his halberd forward at a slightly higher angle, conjuring a black vortex of energy surging with red electricity (55%, devastating knockback). This Final Smash will K.O. any opponents at 100% damage or more.
 
Last edited:

Godzillathewonderdog

Smash Master
Joined
Jun 3, 2013
Messages
3,554
Here is my rework for Mario, implementing more power ups and abilities from various games.
Jab, down smash, get up attack, ledge attack, neutral special, pummel and throws are the same. Forward air is also the same, but now Mario’s fist is engulfed in flames like in his Smash Bros. Ultimate mural art.

Forward Tilt - Cat Swipe: Mario dons cat paws, raises up his arms and swipes down in front of him
Up Tilt - Jump Punch: Like Mario’s original up special, but height of jump is much shorter, doesn’t move forward, and is a single hit (1 coin comes out of an enemy when hit)

Down Tilt - Raccoon Tail Spin: Mario dons a raccoon tail and ears and does a quick crouching spin hitting opponents in front of you with the tail

IMG_6279.jpeg


Forward Smash - Hammer: Charges his hammer behind and above his head and slams it down when let go

Up Smash - Fire Brand: While charging Mario holds up his arm above his head with a small flame emitting from his palm, slowly expands the longer you charge and bursts when let go

IMG_6237.jpeg


Dash Attack - Cat Slide: Mario dons cat paws, pounces forward, and slides a bit

Neutral Air - Star Spin: Mario does a quick spin, first time using it has Mario rise up a little bit

IMG_6240.jpeg


Back Air - Raccoon Tail Swipe: Mario dons Raccoon tail and ears, sticks out his bottom and performs a multi hit tail swipe


Up Air - Upward Cat Swipe: Mario dons cat paws and swipes 1 paw above him in an arc

Down Air - Ground Pound: Slams down to the ground, bottom first


Side Special - Cappy Throw: Mario throws his Cappy hat and will stay out spinning for a couple seconds causing slight damage and knock back

Side Special with Cappy out - Dive: While Cappy is out spinning you can press side special again to have Mario perform a dive, you can dive into Cappy to bounce off him helping with recovery, if you’re still in the air after bounce you can throw Cappy again, but can not bounce of him again


Up Special - Flight: Functions similarly to Pit’s Up Special, alternates between Mario wearing a cape, wing cap and raccoon ears & tail (the change is purely cosmetic)

Down Special - F.L.U.D.D.: Changes all special moves, F.L.U.D.D. is always visibly out in this state (this might be excessive, but I don’t care :p)

F.L.U.D.D. Neutral Special - Squirt Nozzle : Functions the same as Mario’s current down special

F.L.U.D.D. Side Special - Turbo Nozzle: Slow charge up, huge burst forward on ground, useless in the air

F.L.U.D.D. Up Special on ground - Hover Nozzle: Raises Mario up water is sprayed below him allowing him to hover above the ground briefly, this move deals no damage but can trip opponents


F.L.U.D.D. Up Special in the air - Rocket Nozzle: The more you charge it the higher you will boost upward, and the more damage and knock back the burst does

Final Smash: Mario pulls out and uses a Star, he becomes rainbow colored and quickly charges forward, when you hit at least one opponent it transitions into a cutscene of Mario quickly jumping up some platforms to hit a ? block at the top, a Mega Mushroom comes out turning Mario giant who then jumps down ground pounding his opponents blasting them away


IMG_6312.gif

 
Last edited:

Perkilator

Smash Legend
Writing Team
Joined
Apr 8, 2018
Messages
11,799
Location
The perpetual trash fire known as Planet Earth(tm)
Switch FC
SW-3204-0809-5605

  1. Default
  2. Red
  3. Blue
  4. Yellow
  5. Green
  6. Pink
  7. Black Valkyrie (black)
  8. Helmetless (special costume)
Intro: Valkyrie descends from the heavens while surrounded in a heavenly light.

Stance/Idle 1: Valkyrie stands upright, with her sword facing the floor while being pointed diagonally downward.
Idle 2: Valkyrie brushes her hair aside.
Idle 3: Valkyrie holds her sword up to her face.

Walk: Similar to Palutena’s walk.
Dash: Similar to Palutena’s dash.
Damage: Her damage animation from Valkyrie no Densetsu.
Jump: Similar to Palutena’s jump.
Crouch: Similar to Robin’s crouch.

Taunts
Up: Valkyrie raises her sword to the sky.
Side: Valkyrie puts her sword onto her shield in a defensive stance.
Down: Valkyrie briefly puts her sword away and puts her hand on her other arm.

Winposes
1: Valkyrie poses with Sandra and Sabine on each side of her.
2: Valkyrie and Sandra loosely mimic their respective animations from Valkyrie no Densetsu after obtaining a new weapon.
3: Sabine leaps on top of Valkyrie’s head before landing on the ground and running circles around Valkyrie.

Applause: Valkyrie claps for the winner.
Icon: Valkyrie’s helmet
Boxing Ring Title: The Warrior Maiden
Star K.O.: “Wuaaaah…!”
Victory Music: https://youtu.be/9JxRCoNC54Q?feature=shared
Kirby Hat: Valkyrie’s helmet and hair.
Jab: A 3-slash combo (3% each hit, small knockback)
Forward+A: Valkyrie stabs forward (7%, small knockback)
Up+A: Valkyrie stabs directly upward (7%, small knockback)
Down+A: A crouching, outward slash (5%, small knockback)
Dash Attack: Valkyrie Saber; a dashing upward crescent slash (11%, OK knockback)
Edge Attack: Valkyrie stabs along the ground as she climbs back up (8%, small knockback)
Get-Up Attack: Valkyrie slashes on each side of the floor (7%, small knockback)

Aerial Attacks
Air+A: Valkyrie spins around in wind magic with both arms extended (13%, OK knockback
Air Forward+A: A downward arcing slash (9%, small knockback)
Air Back + A: A backwards horizontal slash (11%, OK knockback)
Air Up+A: An overhead crescent slash (9%, small knockback)
Air Down+A: Valkyrie falls down and attacks using her rear end (15% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: Valkyrie summons four miniature clones of herself to stab upward in front of herself (20%, medium knockback)
Up+A: Valkyrie stabs upward and unleashes a gust of wind (22%, medium knockback)
Down+A: Valkyrie stabs into the ground and unleashes a cyclone of fire (22%, medium knockback)

Grab Game

Grab: Bunshin; Valkyrie grabs the opponent using two miniature clones of herself.
Pummel: Valkyrie bonks the opponent with the hilt of her sword (1%)
Forwards+Throw: Sabine appears in front of Valkyrie and blasts the opponent with fire (9%, small knockback)
Back+Throw: The miniature clones of Valkyrie toss the opponent behind Valkyrie (7%, small knockback)
Up+Throw: Kurino Sandra appears and spins into the air (8%, small knockback)
Down+Throw: The miniature clones of Valkyrie surround the opponent and blow them up with a bomb (9%, small knockback)
B : Homing Shot; Valkyrie cuts through the air and fires three projectiles that home in on the nearest opponent (6% each, small knockback)
B + ← → : Through Shot; Valkyrie fires a drill-like projectile that, while only hitting once, ignores shields and goes through multiple opponents at once (14%, OK knockback)
B + ↑ : Wide Beam; Valkyrie performs an uppercut slash (13%, OK knockback) that fires a diagonally downward crescent projectile (5%, small knockback), followed by a diagonally downward diving stab (8%, small knockback)
B + ↓ : Bunshin; Valkyrie summons a miniature clone of herself that throws bombs for a bit before disappearing (13% each, OK knockback). The bombs bounce on the ground a couple times before exploding.

Final Smash: Ride of the Valkyrie; Valkyrie initiates an attack based on her Multiple Assault from Namco x Capcom (55%, devastating knockback). Any opponents exceeding 100% are instantly K.O.’d.
 

Perkilator

Smash Legend
Writing Team
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Messages
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Location
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Switch FC
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(Prototype footage and concept art used for reference)

  1. Player 1 (red)
  2. Player 2 (blue)
  3. Player 3 (yellow/black)
  4. Player 4 (green)
  5. Player 5 (orange)
  6. Player 6 (cyan)
  7. Player 7 (pink)
  8. Player 8 (purple)
CPU-controlled Puppet Fighters, which make up the new Multi-Man team, are always gray. Note that the Puppet Fighters in the Puppet Fighter Team are subject to normal Multi-Man Team behavior, which includes:
  • No specials
  • No grabs or throws
  • No Smash attacks
  • Can’t use items
  • Can’t shield or grab ledges
  • Very easy to launch
Intro: Puppet Fighter drops down, then detaches from strings and assumes a fighting stance.

Stance/Idle 1: Their idle animation from the prototype.
Idle 2: Puppet Fighter crosses their arms and looks in the opposite direction.
Idle 3: Puppet Fighter crouches slightly and thrusts an elbow.

Walk: Their walk from the prototype.
Dash: Their dash from the prototype.
Damage: Their damage animation from the prototype.
Jump: Their jump from the prototype.
Crouch: Their crouch from the prototype.

Taunts
Up: Puppet Fighter punches their right hand into their open palm, with electricity emitting from both hands.
Side: Puppet Fighter thrusts out their left arm and gestures for the opponent to come closer
Down: Puppet Fighter kneels while emitting a fiery aura.

Winposes
1: Puppet Fighter is seemingly absent from the victory stage, only to drop down from out of nowhere on puppet strings.
2: Puppet Fighter performs a 540 kick and then assumes a crouching fighting stance.
3: Puppet Fighter pumps their electrically-emitted fist and then crouches.

Applause: Puppet Fighter claps for the winner.
Icon: The Super Smash Bros. symbol.
Boxing Ring Title: Forgotten Slate
Star K.O.: The K.O. scream heard in the prototype.
Victory Music: A victorious remix of the Dragon King theme.
Kirby Hat: The Super Smash Bros. symbol.
Jab: Swift Combo; A one-two combo (1.5% each hit) followed by a either knee strike (5%, small knockback) or a flurry of punches (1% each hit)
Forward+A: A roundhouse kick that can be angled (9%, small knockback)
Up+A: An axe kick (11%, OK knockback)
Down+A: A legsweep (10%, OK knockback)
Dash Attack: A shoulder tackle (10%, OK knockback)
Edge Attack: Puppet Fighter pulls themself up from the ledge and kicks with their right leg (10%, OK knockback)
Get-Up Attack: A sweep kick on both sides (7%, small knockback)

Aerial Attacks
Air+A: An outward flying kick (10%, OK knockback)
Air Forward+A: A knee strike (11%, OK knockback)
Air Back + A: A dropkick (13%, OK knockback)
Air Up+A: A bicycle kick (10%, OK knockback)
Air Down+A: A screwdriver kick (13% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: Wide-Range Attack; a downward swing with Puppet Fighter’s left hand, summoning a crescent of wind in front of them (20%, medium knockback)
Up+A: A jumping backflip kick (19%, medium knockback)
Down+A: Earthquake; Puppet Fighter punches the ground and creates a shockwave (18%, medium knockback)

Grab Game
Grab: Puppet Fighter reaches out with one hand.
Pummel: A knee strike (1%)
Forwards+Throw: Machine Gun; Puppet Fighter points at the opponent as sparks fly out of their index finger (8%, small knockback)
Back+Throw: Special Throw; Puppet Fighter turns around and performs an overhead throw (12%, OK knockback)
Up+Throw: Puppet Fighter holds the opponent up and uppercuts them (8%, small knockback)
Down+Throw: Volcano Kick; Puppet Fighter uses the G-forces to pin down the opponent before striking them with a fiery kick (13%, OK knockback)
B : Piercing Projectile; Puppet Fighter fires a laser from their head that goes through multiple opponents and deals considerable shield damage (13%, OK knockback)
B + ← → : Covering Fire; Puppet Fighter summons a falling rock from thin air (15% with a meteor effect, OK knockback). The rock appears from further away when the move is performed with a Smash attack input.
B + ↑ : Health Absorption; Puppet Fighter grabs the opponent and performs a multi-hit attack that heals them (2% each hit). The amount of damage healed is calculated as (Puppet Fighter’s current damage) minus (opponent’s current damage) = (damage healed). The grounded version catches opponents in midair, while the aerial version works like a mix between Captain Falcon’s Falcon Dive and Ganondorf’s Dark Dive.
B + ↓ : Landmine; Puppet Fighter places a mine that explodes if any fighter steps on it after it’s been set, including Puppet Fighter (18%, medium knockback). If used in the air, Puppet Fighter drops the mine, which falls like a rock.

Final Smash: Dragon King; Puppet Fighter extends their palm and creates a ring of fire that snares a single opponent (18%). If it connects, the opponent is suspended in midair as Puppet Fighter leaps into the air and falls down with an explosive kick (37%, far knockback) that instantly K.O.’s if the opponent is at 100% or higher.
 

ninjahmos

Smash Lord
Joined
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Messages
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Location
Noneya Business
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SW-8579-4123-9016
Alright, here's my moveset for Lu Bu:

1. Default (Dynasty Warriors 2-5)
2. Shu (Green/Blue)
3. Wei (Blue/Purple)
4. Wu (Red/Orange)
5. Dynasty Warriors 7
6. Dynasty Warriors 8
7. Dynasty Warriors 9
8. Cyberpunk Armor
Intro: Lu Bu arrives on his horse Red Hare and dismounts.

Stance/Idle 1: His Idle stance from Dynasty Warriors 7/8 while in battle, with his halberd in his right hand.
Idle 2: Lu Bu holds his halberd with both hands.
Idle 3: Lu Bu spins his halberd with both hands and sets the other end of it on the ground in his right hand.

Walk: Lu Bu walks forward, halberd in one hand.
Dash: Lu Bu fiercely runs forward.
Damage: Damage animations from the Dynasty Warriors series.
Jump: Lu Bu's jump from the Dynasty Warriors series.
Crouch: Lu Bu crouches with one knee on the ground.

Taunts
Up: "You dare face the mighty Lu Bu?"
Side: "I have no time for the likes of you!"
Down: "I'll show you what True Might is!"

Winposes
1. "Can anybody provide me with a decent challenge?!" Lu Bu's victory pose from Dynasty Warriors 4.
2. "I am the Greatest Warrior of the Three Kingdoms!" Lu Bu swings his halberd a few times and strikes a pose.
3. "Did you really think you could take me on?" Lu Bu spins his halberd with both hands and sets the other end of it on the ground in his right hand.

Applause: Lu Bu will either clap for the winner or do his Defeated pose from Dynasty Warriors 5.
Icon: The Shin Sangoku Musou Emblem
Boxing Ring Title: The Avatar of Battle
Star K.O.: "Aaaaaaargh...!"
Victory Music: Victory Jubilee (Dynasty Warriors)
Kirby Hat: Lu Bu's hair and crown
Jab: Lu Bu does a wide swing to the left (3%), another swing to the right (3%), a frontal overhead swipe (4%), a round slash to the right while holding his left palm outward (5%), a spinning swing with his halberd held at a slightly lower angle (6%), a round angular swipe towards the front (7%), numerous criss-crossing swings done back and forth (8% each hit), then drives his halberd into the ground to create a powerful quake (9%, small knockback)
Forward+A: Lu Bu does a wide horizontal swing (7%, small knockback)
Up+A: A backward overhead swing (7%, small knockback)
Down+A: A small, crouching horizontal swing (5%, small knockback)
Dash Attack: His Dash Attack from Dynasty Warriors 5 (11%, OK knockback)
Edge Attack: Lu Bu swings his halberd vertically as he climbs back up (8%, small knockback)
Get-Up Attack: A back-and-forth swing on both sides of Lu Bu (7%, small knockback)

Aerial Attacks
Air+A: Lu Bu spins around with his halberd extended in one hand (13%, OK knockback)
Air Forward+A: A downward arcing swing (15% with a meteor effect, OK knockback)
Air Back+A: A backward horizontal swing (11%, OK knockback)
Air Up+A: An overhead swing (9%, small knockback)
Air Down+A: Lu Bu swings his halberd from underneath him (9%, small knockback)

Smash Attacks
Forward+A: Lu Bu does a heavy downward swing with his halberd (20%, medium knockback)
Up+A: A strong overhead swing (22%, medium knockback)
Down+A: A spinning horizontal swing across the ground (22%, medium knockback)

Grab Game
Grab: Lu Bu grabs the opponent with his free hand.
Pummel: Lu Bu knees his opponent (1%)
Forward+Throw: Lu Bu does a spin and tosses his opponent (7%, small knockback)
Back+Throw: Lu Bu turns back and tosses his opponent (7%, small knockback)
Up+Throw: Lu Bu tosses his opponent upward (4%) and quickly swings his halberd upward (8%, small knockback)
Down+Throw: Lu Bu slams his opponent into the ground (6%) and thrusts the end of his halberd into the opponent. (9%, small knockback)
B : Charge Attack; While on the ground, Lu Bu will release two flaming swings from his halberd while moving forward (6% each), then stomp the ground to create a bursting effect. (12%, OK knockback) If Charge Attack is done in the air, Lu Bu will give the ground a hard stomp (10%, OK knockback)

B + Side : Violent Thrust; Lu Bu will dash forward and thrust the end of his halberd like a lance (14%, OK knockback)

B + Up : Rising Halberd; Lu Bu will swing his halberd upward (12%, OK knockback) and jump high. If you press B again after doing Rising Halberd, Lu Bu will strike his opponent downward (12% with a meteor effect, OK knockback)

B + Down : Parry; Lu Bu will counter his opponent's attack with a downward strike from his halberd (13%, OK knockback)

Fighter Ability: Musou Gauge
Lu Bu will start each battle with an empty Musou Gauge. It can be filled up by attacking opponents or taking damage. If Lu Bu is at high damage (70% or more), or if he has the Final Smash, he'll be in True Musou mode. The gauge will slowly refill on its own, and the effects of the Musou Attack will be greater.

B : Musou Attack; Lu Bu will do a series of angled spinning slashes while jumping continuously, and end with a powerful ground slam. (30%, or 40% if Lu Bu is at 70% or higher, great knockback)

Final Smash: True Musou Attack - Spirit Bomb; Lu Bu lets out a roar before plunging his halberd forward at a slightly higher angle, conjuring a black vortex of energy surging with red electricity (55%, devastating knockback). This Final Smash will K.O. any opponents at 100% damage or more.
I've finally finished my moveset for Lu Bu.
 
Last edited:

Godzillathewonderdog

Smash Master
Joined
Jun 3, 2013
Messages
3,554
I’ve done it, I’ve made a moveset for the greatest newcomer choice, a character no one has the courage to bring up, the character Smash fans truly deserve.
IMG_6654.png
Here’s my moveset for Garbodor

I imagine Garbodor being about as big as Donkey Kong, having the slowest walk and run speed, and having a jump/double jump on par with Ganondorf, but makes up for it with strength and weight on par with Donkey Kong, several long ranged attacks, and the ability to deal poison damage (functions like the flower status).

I would like to point out that Garbodor has been shown in the anime to extend its arms to great lengths, which I used as inspiration for some of these moves, also Garbodor’s right arm is placed significantly lower than its right arm, so keep that in mind.

Jab: Straight punch with left arm

Forward Tilt: Swings right arm up in an arc

Up Tilt: Puts hands the on ground and slightly extends arms to attack with its head

Down Tilt: Sweeping motion with right arm, may cause the opponent to trip

Forward Smash: Extends both arms diagonally forward until both arms cross each other (roughly the length of Corrin’s forward smash)

Up Smash: Sticks its arms into it’s chest, then pulls out and lifts up a trash bag and crush’s it causing trash to burst out (5% chance of 3 food items coming out)

Down Smash: Puts hands on the ground and extends its arms lifting up its body, then slams down

Dash Attack: Trips and topples over in front of itself

Neutral Air: Swings left arm in a circle

Forward Air: Spits out a spray of acid that will travel a short distance before evaporating

Back Air: Swings right arm diagonally up behind it

Up Air: Swings left arm above its head in an arc

Down Air: Slams body down to the ground

Grab: Extends both arms straight forward to grab

Pummel: Expels bad breath from its mouth

Forward Throw: Holds opponent with left arm and punches with right

Back Throw: Swings opponent above and past its head then chucks them behind

Up Throw: Throws opponent straight upwards

Down Throw: Extends arms up then slams opponent down

Neutral Special: Does a pose bracing itself and absorbs projectiles into its body, if successful you can press the button again to spit out a toxic projectile that poisons the opponent, the more damage you absorbed the faster the poison deals damage and the longer it lasts (has a cap similar to the Lip’s Stick flower effect)

Side Special: Sticks out right arm and shoots poison from its protruding pipes, deals 5% damage, if the opponent is poisoned it deals double damage (this move will not poison the opponent)

Up Special: Extends arms diagonally up to grab ledge, if it grabs an opponent it will lunge towards them putting them in its body, the opponent will take gradual damage until they can break out, Garbodor can spit them out by pressing a button.

Down Special: Sets down a small toxic spike slightly in front of it, (can set down one at a time and will disappear over time) if an opponent walks on it they will be poisoned for a few seconds and the toxic spike will disappear, if the opponent is already poisoned when stepping on the toxic spike it will cause the poison to deal damage faster and it will last longer.

Final Smash: Transforms into its Gigantamax and unleashes a large wave of poison that will, you guessed it, poison opponents
This has been my favorite choice for the next “surprise” character, and I think I came up with a fairly fun concept for it.
 

ninjahmos

Smash Lord
Joined
Aug 12, 2018
Messages
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Location
Noneya Business
Switch FC
SW-8579-4123-9016
I'm not sure if this has already been done before, but here's my moveset for Scorpion:

1. Default (Ultimate Mortal Kombat 3)
2. Sub-Zero (Blue)
3. Reptile (Green)
4. Smoke (Gray)
5. Ermac (Red)
6. Rain (Purple)
7. Tremor (Brown)
8. Inferno Scorpion
Intro: Scorpion appears out of a burst of flames.

Stance/Idle 1: His iconic stance from throughout the Mortal Kombat series (except the 3D Era)
Idle 2: Scorpion slightly rolls his shoulders.
Idle 3: His Hapkido stance from the 3D Era of Mortal Kombat.

Walk: Scorpion walks forward while maintaining his stance.
Dash: Scorpion runs forward, like in Ultimate Mortal Kombat 3.
Damage: Damage Animations from throughout the Mortal Kombat series.
Jump: Similar to Ryu and Ken's jump.
Crouch: Scorpion crouches like in the Mortal Kombat series.

Taunts
Up: Scorpion does his winpose from Mortal Kombat II.
Side: Scorpion emits flames from his hands.
Down: Scorpion pulls out his Rope Kunai.

Winposes
1. Scorpion raises his fist victoriously.
2. Scorpion does some flashy martial arts moves with flames and strikes a pose.
3. Scorpion uses his Spear move on the camera and pulls it towards him yelling "Get over here!"

Applause: Scorpion will clap for the winner.
Icon: Mortal Kombat Dragon Logo
Boxing Ring Title: Specter of Vengeance
Star K.O.: "Aaaaaaargh...!"
Victory Music: Victory (Mortal Kombat)
Kirby Hat: Scorpion's Mask
Jab: A quick one-two punch (2% each) and a high kick (4%, small knockback)
Forward+A: A front kick similar to Ryu and Ken's front kick (6%, small knockback)
Up+A: Scorpion does a close high punch (4%, small knockback)
Down+A: A crouching low kick (3%, small knockback)
Dash Attack: Scorpion does a short jump and a flaming spinning axe kick (6%, small knockback)
Edge Attack: Scorpion will do a fiery kip-up (9%, small knockback)
Get-Up Attack: Scorpion does a flaming Windmill (8%, small knockback)

Aerial Attacks
Air+A: Scorpion whirls his Rope Kunai around, similar to Simon and Richter's Neutral Air (6%, small knockback)
Air Forward+A: A diagonal kick (9%, small knockback)
Air Back+A: Scorpion whips his Rope Kunai behind him (again, similar to Simon and Richter) (12%, OK knockback)
Air Up+A: Scorpion does a flaming backflip kick (9%, small knockback)
Air Down+A: Scorpion does a diagonal punch from below him (15% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: A spinning roundhouse kick (16%, OK knockback)
Up+A: An uppercut (17%, OK knockback)
Down+A: A sweep kick (16%, OK knockback)

Grab Game
Grab: Scorpion grabs his opponent with both hands.
Pummel: Scorpion knees his opponent (1%)
Forward+Throw: Scorpion lassos his opponent with his Rope Kunai (9%, small knockback)
Back+Throw: Scorpion does a back Throw, similar to Ryu (12%, OK knockback)
Up+Throw: Scorpion does a flaming uppercut (10%, OK knockback)
Down+Throw: Scorpion slams his opponent into the ground (8%, small knockback)
B : Spear; This iconic move lets Scorpion throw his Rope Kunai at his opponent. If it lands (8%), he'll yell "Get over here!" or "C'mere!" and pull his opponent towards him. You can use Spear to start combos or grab onto ledges.
Side + B : Leg Takedown; Scorpion uses his Scissor Leg Takedown move on his opponent (12%)
Up + B : Soaring Hellfire; Scorpion will launch himself up into the air with a fiery, rocket-like burst (16% with a meteor effect, OK knockback)
Down + B : Teleport Punch; Scorpion will teleport to the other side of his opponent and give them a diagonal punch (14%, OK knockback)

Final Smash: Toasty; Scorpion takes off his mask to reveal a flaming skull and breathes fire across the stage (50%, devastating knockback). This Final Smash will K.O. any opponents at 100% damage or higher.
 
Last edited:

Perkilator

Smash Legend
Writing Team
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Messages
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Location
The perpetual trash fire known as Planet Earth(tm)
Switch FC
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  1. Zelda’s casual attire from the prologue
  2. Zelda’s Sage of Time dress
  3. Red Ring (casual red)
  4. Rauru (Sage green)
  5. Queen Sonia (casual white)
  6. Twilight Zelda (Sage purple)
  7. Roc’s Cape + classic Link tunic (casual green)
  8. BOTW royal dress (Sage blue)
Intro: Zelda warps onto the battlefield through a rift in time.

Stance/Idle 1: Zelda takes a stance similar to her Link Between Worlds counterpart in Ultimate.
Idle 2: Zelda and performs a pondering gesture with a finger tapping her cheek.
Idle 3: Zelda briefly takes out a Sheikah Slate before putting it away.

Walk: Zelda’s walk from TotK’s prologue.
Dash: Zelda’s run from TotK’s prologue.
Damage: Zelda’s damage animation from the previous Smash games.
Jump: Zelda’s jumps from the previous Smash games.
Crouch: Zelda’s crouch from TotK’s prologue.

Taunts
Up: Zelda generates light and twirls it in one hand, while the other faces the ground with her palm open.
Side: Zelda closes her eyes and summons light between her palms.
Down: Zelda giggles and waves with a light smile.

Winposes
1: Zelda creates fire from her fingertip and waves it around while giggling.
2: Zelda’s Sheikah Slate makes a noise, causing her to look in the other direction (in a pose similar to her artwork above).
3: Zelda clasps her hands in a prayerful manner before summoning light between her palms.

Applause: Zelda claps for the winner
Icon: Triforce
Boxing Ring Title: Hyrule’s Wise Princess
Star K.O.: “Nooooo…!”
Victory Music: Zelda’s Lullaby
Kirby Hat: Zelda’s hair
Jab: Zelda extends her palm to emit a burst of light (3%), followed by a series of several smaller bursts (1% each hit), finishing with a slightly larger blast (5%, small knockback)
Forward+A: Zelda thrusts her palm forward, enveloped in a blast of light (13%, OK knockback)
Up+A: Zelda waves her arm in an overhead arcing motion while her hand is infused with a blast of light (9%, small knockback)
Down+A: Zelda extends her palm diagonally downward with a blast of light (9%, small knockback)
Dash Attack: Zelda extends her palm forward with three small light sphere blasts (4% each hit, OK knockback)
Edge Attack: Zelda kicks while climbing up (8%, small knockback)
Get-Up Attack: Zelda kicks around herself (8%, small knockback)

Aerial Attacks
Air+A: Zelda twirls with her arms outstretched and her hands infused with light (21%, medium knockback)
Air Forward+A: Lightning Kick; A light-infused flying kick (20%, medium knockback)
Air Back + A: Zelda swings her arm in the opposite direction and releases three orbs of light (18%, OK knockback)
Air Up+A: Zelda extends her arm to create an explosion of light above herself (21%, medium knockback)
Air Down+A: A light-infused stomp (20% with a meteor effect, medium knockback)

Smash Attacks
Forward+A: A palm thrust that emits a strong blast of light (19%, medium knockback)
Up+A: Zelda raises her hand into the air and erupts a pillar of light in front of herself (8%). If it connects, Zelda follows up by blasting the opponent in the air with light (14%, medium knockback).
Down+A: Zelda thrusts her palms downward from a cross position and emits a blast of light from each side of herself (19% on each side, medium knockback)

Grab Game
Grab: Zelda binds the opponent with the yellow rings of time magic.
Pummel: Zelda expels a bit of light onto the opponent (1%)
Forwards+Throw: A frontward blast of light (12%, OK knockback)
Back+Throw: Zelda blasts the opponent with light three times while tossing them in the opposite direction (3% each hit, small knockback)
Up+Throw: A circular toss followed by a blast of light (11%, OK knockback)
Down+Throw: Zelda blasts the opponent with light five times (2% each hit, OK knockback)
B : Recall; Zelda surrounds herself in time magic to repel foes with a single hit (8%, small knockback) and reflect projectiles.
B + ←→ : Lens Flare; Zelda launches a ball of light that moves somewhat quickly in the direction tilted on the control stick. It only lasts for a bit before exploding and briefly paralyzing any opponents within the AOE (8%, small knockback).
B + ↑ : Time Warp; Zelda warps in the direction tilted on the control stick. The light that surrounds her can hurt nearby opponents (7% each hit, small knockback).
B + ↓ : Time Arrow; Zelda shoots an arrow of light diagonally upward into a time rift. Three seconds later (or sooner if you press B + ↓ again), the light arrow reappears and travels diagonally downward in the same general direction (11%, OK knockback). While you can only have one out at a time, the time rift can interact with all of Zelda’s other specials:
  • Recall rewinds the arrow back into the time rift
  • Lens Flare can be steered into the time rift. If the ball is inside the rift, the arrow becomes even stronger and Zelda can aim in one of eight directions.
  • Time Warp can reposition the time rift, as Zelda warps alongside it
Final Smash: Light Dragon’s Radiance; Zelda emits a brilliant flash of light around herself (8%). If it connects, Zelda temporarily disappears and the background changes to a starry sky above the clouds. A wave that paralyzes opponents moves in the direction Zelda was facing, after which the Light Dragon appears and flies in that direction (27.5%). Any opponents that were caught in the wave are launched by the tip of the Light Dragon’s tail (27.5%, devastating knockback).
 
Last edited:

Perkilator

Smash Legend
Writing Team
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Messages
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Location
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  1. Default
  2. Yellow multiplayer Shadow
  3. Mephiles (first form)
  4. Pink Shadow Android
  5. Blue Shadow Android
  6. Orange Shadow Android
  7. Green Shadow Android
  8. Terios skin
Intro: Shadow Chaos Controls onto the stage

Stance/Idle 1: Shadow’s idle animation from Sonic Battle.
Idle 2: Shadow emanates Chaos energy from his hand.
Idle 3: Shadow briefly folds his arms.

Walk: Shadow walks with his fists curled up
Dash: His signature slide across the floor using his Air Shoes
Damage: His damage animation from Shadow the Hedgehog
Jump: Same as Sonic’s
Crouch: Same as Sonic’s

Taunts
1: “I’ve got no time for games.” Shadow loosely mimics his pose from Sonic 06
2: “Hmph, perfect.” Shadow tosses a Chaos Emerald up and down before putting it back
1+2: “Look how pathetic you are.” Shadow mimics his artwork from Sonic Adventure 2

Winposes
1: “What a waste of my time.” Shadow’s victory pose from Shadow the Hedgehog where he walks towards the screen and folds his arms.
2: “Behold, the ultimate power!”Shadow’s victory pose from Shadow the Hedgehog, when he gets a Chaos Emerald (he specifically holds the green one).
  • 2a: “Game over, Sonic.” Vs. Sonic
3: “Anyone who gets in my way is my enemy.” Shadow’s victory pose from Sonic Heroes, followed by him loosely mimicking his pose from Shadow the Hedgehog’s box art.

Applause: Shadow folds his arms and closes his eyes in disappointment
Icon: Sonic series icon
Boxing Ring Title: The Ultimate Life Form
Star K.O.: “Not here…!”
Victory Music: Round Clear - Shadow the Hedgehog
Kirby Hat: Shadow’s quills and ears
Jab: P / PP / PPK; Shadow performs a 2-hit combo (2% each), followed by a rapid punch in between P and K (1% each hit, small knockback), ending with a bicycle kick (4%, small knockback)
Forward+A: Shadow Chop; Shadow performs a horizontal chop (9%, small knockback)
Up+A: Chaos Upper; Shadow distorts space with a single fist, striking an opponent to launch them into the air (9%, small knockback)
Down+A: Shadow rolls slightly forward (8%, small knockback)
Dash Attack: Shadow Slider; Shadow slides along the ground at such high speeds, a small bit of fire comes out of his Air Shoes (13%, OK knockback)
Edge Attack: Shadow Eagle; Shadow gets up and performs an overhead axe kick (11%, OK knockback)
Get-Up Attack: Dizzy Spin; Shadow Spin Dashes back and forth (7%, small knockback)

Aerial Attacks
Air+A: Air Chaos Burst; Shadow expels Chaos energy around himself
Air Forward+A: Shadow’s downward punch from Shadow the Hedgehog’s intro (14% with a meteor effect, OK knockback)
Air Back + A: Shadow Back Kick; Shadow performs a backwards spin kick (14%, OK knockback)
Air Up+A: Shadow Updraft; a bicycle kick (11%, OK knockback)
Air Down+A: Air Roaming Chaos; Shadow emanates a Chaos energy sphere below himself, which slightly sucks in nearby opponents (11%, OK knockback)

Smash Attacks
Forward+A: Chaos Rift; Shadow charges his hand with Chaos energy, then releases it by generating a pulsating sphere while thrusting his hand forward (22%, medium knockback)
Up+A: Chaos Burst; Shadow teleports into the air, moving in an upward direction that drags opponents along with him (5%). Shadow then follows up by releasing Chaos energy around himself (17%, medium knockback).
Down+A: Chaos Nightmare; Shadow charges his hands with Chaos energy, then releases it by generating a pulsating sphere in each hand (22%, medium knockback)

Grab Game
Grab: Shadow grabs the opponent in the chest
Pummel: Shadow punches the opponent with his open hand (2%)
Forwards+Throw: Roaming Chaos; Shadow traps the opponent in a Chaos energy sphere before throwing it forward, which eventually tosses the opponent away (10%, OK knockback). The orb can also hit any opponents in the way.
Back+Throw: Shadow teleports behind the opponent and kicks them from behind (14%, OK knockback)
Up+Throw: Chaos Magic; Shadow teleports the opponent slightly into the air before snapping his fingers, followed by an explosion (12%, OK knockback)
Down+Throw: Shadow Rocket; Shadow teleports above the opponent, followed by a diving kick (9% with a meteor effect, small knockback)
B : Homing Attack; Shadow curls into a ball and homes in on the nearest opponent.
  • Tapping B has Shadow home in instantly (10%, OK knockback)
  • Holding B has Shadow charge up before homing and following up with a 3-hit combo (21%, OK knockback)
B + ←→ : Chaos Spear; Shadow hops forward before throwing a Chaos Spear, which then propels him backwards (14%, OK knockback). You can delay the Chaos Spear by holding B or hop backwards by tilting the control stick in the opposite direction.
B + ↑ : Chaos Control; Shadow teleports in the direction titled on the control stick.
B + ↓ : Spin Dash; Shadow charges himself in a ball to dash towards opponents (15%, OK knockback). Unlike Sonic, he cannot Drop Dash.

Final Smash: Chaos Blast; Shadow gathers Chaos energy around himself and expels it in a massive explosion (50%, far knockback). Anyone below 100% is subject to a special Slow effect that slows their movement speed, but not their animations.
 

ninjahmos

Smash Lord
Joined
Aug 12, 2018
Messages
1,804
Location
Noneya Business
Switch FC
SW-8579-4123-9016

Liu Kang
Enters the Dragon
1. Default (Ultimate Mortal Kombat 3)
2. Blue
3. Yellow
4. Green
5. Orange
6. Teal
7. Purple
8. Black
Intro: Liu Kang makes a flashy entrance with a Butterfly Flip and flaming fists of fury.

Stance/Idle 1: A Jeet Kune Do stance similar to his stance from Ultimate Mortal Kombat 3.
Idle 2: Liu Kang rubs his thumb across his nose and gestures "Bring it!"
Idle 3: His stance from Mortal Kombat II.

Walk: Liu Kang walks forward while maintaining his stance.
Dash: Liu Kang runs forward, like in Ultimate Mortal Kombat 3.
Damage: Damage animations from throughout the Mortal Kombat series.
Jump: Similar to Ryu and Ken's jump.
Crouch: Liu Kang crouches like in the Mortal Kombat series.

Taunts
Up: Liu Kang does his winpose from Mortal Kombat II.
Side: Liu Kang does a quick flaming flurry of punches and ends with a one-two punch.
Down: Liu Kang waves his finger and snickers cheekily.

Winposes
1. Liu Kang places his hands together and bows.
2. Liu Kang does some flashy martial arts moves with flames and strikes a pose.
3. Liu Kang conjures a mini dragon in his hand.

Applause: Liu Kang will clap for the winner.
Icon: Mortal Kombat Dragon Logo
Boxing Ring Title: Shaolin Dragon
Star K.O.: "Aaaaaaargh...!"
Victory Music: Victory (Mortal Kombat)
Kirby Hat: Liu Kang's hair and headband
Jab: A quick one-two punch (2% each) and a high kick (4%, small knockback)
Forward+A: A front kick similar to Ryu and Ken's front kick (6%, small knockback)
Up+A: Liu Kang does a close high punch (4%, small knockback)
Down+A: A crouching low kick (3%, small knockback)
Dash Attack: Liu Kang does a short jump and a flaming spinning axe kick (6%, small knockback)
Edge Attack: Liu Kang will do a fiery kip-up (9%, small knockback)
Get-Up Attack: Liu Kang does a flaming Windmill (8%, small knockback)

Aerial Attacks
Air+A: Liu Kang does a flaming spinning kick, similar to Ryu and Ken's Tatsumaki Senpukyaku (6%, small knockback)
Air Forward+A: A diagonal kick (9%, small knockback)
Air Back+A: Liu Kang does a spin kick behind him, similar to Ryu and Ken (12%, OK knockback)
Air Up+A: Liu Kang does a flaming backflip kick (9%, small knockback)
Air Down+A: Liu Kang does a diagonal punch from below him (15% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: A spinning roundhouse kick (16%, OK knockback)
Up+A: An uppercut (17%, OK knockback)
Down+A: A sweep kick (16%, OK knockback)

Grab Game
Grab: Liu Kang grabs his opponent with both hands.
Pummel: Liu Kang knees his opponent (1%)
Forward+Throw: Liu Kang does a one-inch punch a la Bruce Lee (9%, small knockback)
Back+Throw: Liu Kang does a back throw, similar to Ryu (12%, OK knockback)
Up+Throw: Liu Kang does a flaming somersault kick (10%, OK knockback)
Down+Throw: Liu Kang slams his opponent into the ground (8%, small knockback)
B : Fireball; As the name implies, Liu Kang shoots a ball of fire from his hands at his opponent while lifting his leg up like in the Mortal Kombat series (8%, small knockback)
Side + B : Flying Kick; Liu Kang uses his Flying Kick move on his opponent (12%, OK knockback)
Up + B : Bicycle Kick; Liu Kang does his iconic Bicycle Kick move but upwards like Sonya's Bicycle Kick (16%, OK knockback)
Down + B : Shaolin Kounter; Liu Kang can counter his opponent's attack with a flaming Butterfly Flip (two hits, 4% each) and a fiery uppercut (8%, small knockback)

Final Smash: Dragon's Bite; Liu Kang places his flaming hands together, transforms into a dragon and bites his opponents (50%, devastating knockback) This Final Smash will K.O. any opponents at 100% damage or higher.
 

Collaterale1

Smash Cadet
Joined
Jul 12, 2020
Messages
47
Location
Naples, Italy
If you can't beat them, join them. Here's a moveset of an unexpected fighter

Akko.png

Akko Kagari
Magically Styles In!
Akko is a lightweight mage archetype similar to Robin, but differs from them quite a bit. She isn't as strong as Robin's (likely due to her poor skills) and having an average mobility, but her range is exceptionally large with high jumps and great air speed. She can also summon her friends in combat to help her out.
  • Crawl: Yes
  • Wall Cling: No
  • Wall Jump: No

Stat Comparisons
Weight: Fox
Height: Sora
Ground Speed: Toon Link
Dash Speed: Zelda
Jump: Banjo
Aerial Speed: Pit
Falling Speed: Bayonetta

Fighter ability - Shiny Points

Next to her HUD is a picture of the Shiny Rod and you have to fill it up to the max based on their glowing crystals known as the Seven Stars, but the difference from any other gauge-style mechanics is that you have to fill it up by hitting opponents using only her Shiny Rod. If you hit one, a score will briefly display based on the damage she inflicted, but if you get damaged by the opponent with a special attack, she will lose a little bit ofì. Once you get enough points, one of the crystals grow, powering up one of her moves that involves the Shiny Rod, though with one use, but can still be refilled nonetheless. It requires 50% of damage inflicted to the opponent to activate one, which translates into 100 points. If it reaches to full max, all of her moves that involved with will change dramatically, for example: The Shiny Arc's arrow becomes larger, as well as raising her stats for a short period of time, as shown by a green aura surrounding her body.
Jab: Two horizontal swipes with her wand left and right, creating two small bursts of magic. When close to the enemy, she will use the wand as a melee weapon.
Dash Attack: A pushing attack with both hands. Grants Akko intangibility.
Forward+A: Thrusts her wand forward, shooting a short ranged fireball forward. Keep pressing the button to fire her more.
Up+A: Swings her wand upwards three times. The initial animation can drag the opponent into it.
Down+A: Pokes her wand while kneeling, producing a small shockwave from the ground.

Smash Attacks
Forward+A: Lotte comes in as Akko charges up her wand, then they both fire their respective magic spells that creates a forward explosion.
Up+A: Sucy comes in with a cauldron she is preparing as Akko uses Shiny Sprinkler to add ingridients, resulting in a mushroom-like purple explosion that deals poison damage. The attack can be interrupted, dropping the cauldron to the ground. This actually creates a slip trap that trips the opponent once.
Down+A: Raises her wand upwards as she charges up electricity, then hops and fires a shockwave to the ground. Like Sora, King K. Rool, Ridley and Incineroar, her hurtbox shifts upwards during her hop, allowing her to evade attacks with low hitboxes. Resembles the Earth Buster Spell attack from Little Witch Academia: Chamber of Time.

Aerial Attacks
Air+A: A cartwheel attack, similar to Kirby and Bowser's, but executed faster.
Air Forward+A: Thrusts her wand forward, creating a burst of ice magic.
Air Back+A: Turns around to produce a magical bubble that explodes in front of her.
Air Up+A: Fires a magic flash of light from her wand upwards.
Air Down+A (Shiny Ax): A stall-then-fall where The Shiny Rod turns into a big axe and Akko moonsaults downwards multiple times, similar to Sora's, but meteor smash them at high percentage. When in max, the axe will be bigger, dealing intense knockback.

Grabs and Throws
Note: All of her throws involves transforming into an animal

Grab (Grappling Hook): The Shiny Rod transforms into a magical hook and Akko throws it forward to catch the opponent.
Pummel: Tights the opponent in magical chains as Akko holds it with her foot.
Forward+Throw: Turns into a winged elephant and rams against the trapped opponent.
Back+Throw: Turns into a merman and kicks behind them with her tail.
Up+Throw: Turns into a monkey with rabbit ears and does an upward tomoe nage.
Down+Throw: Turns into a winged elephant and flies upwards to crash above them. One of her strongest throws in the game.
Aerial Grab: Akko can use her Grappling Hook to catch the opponent. If done, she will slam them to the ground. It acts similar to the Hookshot, as Akko can grab a ledge to climb up. Unlike the Hookshot though, it can be angled.

Misc. Attacks
Edge Attack: Kicks behind herself, then in front before getting up.
Get-Up Attack: A forward thrust of her Shiny Rod while climbing.
B (Shiny Arc): The Shiny Rod turns into a bow and Akko fires a a fast moving arrow. Like Byleth's Failnaught, she will go through the attack, but if held, the arrow will be more stronger, as well as creating a magic explosion upon hit. Unlike Byleth's however, she can fire the bow in 8 directions in the air, or 5 on the ground, making it an anti-air option for the latter, and has shield piercing properties. The Arc has 3 variations : If the first crystal grows, the arrow will deal multiple hits, but cannot be charged, when its at full max, the bow will fire three arrows in three fixed directions at the same time, thus cannot be changed. Additionally, if Akko is at 100% of her health or 25% during Stamina matches, the arc will become big and fires an arrow so powerful that it causes a Special Zoom effect upon hit, K.O. lightweight opponents at 40% and breaks shields in an instant, the caviat is that is used once for stock and Akko will take 25% of recoil damage as a result. This version is called Overpowered Shot.

Side + B (Shiny Belai): The Shiny Rod turns into a broom and Akko rides forwards with it before jumping out it, leaving her helpless. It is essentialy a faster version of Villager's Lloid Rocket, but the choice of riding became the opposite. If is inputted, she will leave the broom, increasing the damage and knockback, and does not make her helpless. It can be angled upwards (or down in the air), which makes the broom fly in that direction. Like Shiny Arc, it has two variations: If the fifth crystal grows, Akko gains the ability to use her wand to automatically fire homing projectiles, as well as changing direction, and when its full max, the broom will teleport anywhere by turning into a green mist with the directional pad, making her invincible.

Up + B (Spring Broom): Akko hops on a broom and springs upwards high in the air, leaving her helpless and damage opponents when landing. You held the button down to increase the vertical distance, but sacrafices the horizontal movement a bit. It can be angled forward or down during the jump.

Down + B (Magic Spell): Akko will cast a random spell with her wand. Much like Duck Hunt's, she will use an attack in an random order and she can't use another, so she must wait for the already casted move to dissapear.
  • Nullification Spell: A spiral-like medium raged projectile that instantly put the opponent in a stun state.
  • Heat Blast: A fast bolt of magic that deals hitstun damage. Hold the button down to increase its power and knockback.
  • Curse Shield Spell: A protective barrier around her body for 7 seconds that makes her immuned from status effects like Flower.
  • Heal Spell: Restores Akko's health at 20%.
  • Cure Spell: Instantly removes the status effect.
  • Time Delaying Spell: Slows the opponent for 4 seconds when close.
  • Gravity Orb Spell: Conjures a gravity sphere that instantly meteor smash all air opponents close to her.
  • Black Hole Spell: Conjures a gravitational force that vaccuums opponents similar to the Black Hole item, except this one damages them overtime.
  • Reflecting Armor Spell: Casts a circle barrier that reflects projectiles.
  • Invisibility Spell: Makes Akko invisible for a short time.
  • Teleportation Spell: Randomly teleports in a distance.
  • Transformation Spell: Transforms into her opponent for short period of time with weaker damage, much like Ditto.
  • Dream Wind Spell: Casts a breeze of wind that instantly put the opponent to sleep. The duration of it depends if the opponent has high percentage or not.

Final Smash (Grand Finisher): Akko calls out Shooting Star and hops it on, then the broom flies forward really fast. If it missed, Akko will be confused and puts her in a helpless state. If it hits one or three opponent, a cutscene triggers where she hops inside the Grand Charion, controlled by Lotte, Sucy, Amanda, Jasminka, and its creator Costanze. The robot fires multiple large beams from it chest to hit them before Akko jumps out of it and fires a huge magical explosion to finish it off. Any opponents who is above 100% will be instantly KO'd by being turned into plush animals.
Intro: A portal emerges and Akko falls to the ground, trying to make her broom fly before getting up.

Idle Pose 1: Brushes her tunic as she looks down.
Idle Pose 2: Points her wand forward as it produces small sparkles, giving her a hopeless expression.

Taunts
Up: Spins around with her Shiny Rod and waves at the camera with a wink as he giggles.
Side: Holds her Shiny Rod upward while saying "I know i can do it!" (これは私に希望を与えてくれます. Kore wa watashi ni kibō o ataete kuremasu, "This will give me hope!") as it produces a magic wave in a circle.
Down: Lotte and Sucy appears behind Akko as they encourage her. Lotte says "Don't give up, Akko!" (アッコさんならできると思っています. Akko-san'nara dekiru to omotte imasu., "We know you can do it, Akko!") or Sucy says "Go get them..." (爆破する. Bakuha suru, "Blow them up") with Akko pumping her fist while holding her Shiny Rod.

Winposes
1. Holds her Shiny Rod as she casts a magical spark, then spins multiple times, producing a ribbon-like wave before posing while holding the rod to the camera. She says "My magic never fails!" (私のマジックは失敗しません. Watashi no majikku wa shippai shimasen, "My magic won't fail").
2. The Shiny Rod turns into Shiny Belai and Akko flies in a barrel roll maneuver, before stopping with her arms crossed to the camera. The pose at the end has become a reccuring pose throughout many anime produced by Gainax, first appearing in Gunbuster.
3. Casts multiple magic bursts with her wand in a vertical clockwise motion before spinning her Shiny Rod and holds it upwards with a smile and a wink, saying "My magic never failed in battle!" (これだ!私はそれを得たと思う! Koreda! Watashi wa sore o eta to omou!, "My magic won't fail").

Applause: Claps while holding her Shiny Rod in one of her arms with her dissapointed expression.

Misc.
Boxing Ring Title: The Little Witch Believer
Victory Music: A short orchastrated version of "Mind Conductor", the second opening theme of Little Witch Academia, with small hints of "Shiny Ray" at the end.
Kirby Hat: Akko's hair and and her Shiny Arc. Although he can't use the Shiny Point ability, he does retain the Overpowered Shot ability.
  1. Purple (Default) - Wears her outfift during practical classes in Luna Nova.
  2. Red - Resembles Megumin from Konosuba.
  3. Black - Makes her skin green, resembling the Wicked Witch of the West from the 1939 film adaptation of The Wizard of Oz or Gruntilda from Banjo-Kazooie.
  4. Light Blue - Resembles Icy from Winx Club.
  5. Green - Gives Akko red hair, referencing Shiny Chariot.
  6. Blue - Resembles Sypha Belnades, as she appears in the Netflix adaptation of Castlevania.
  7. Dark Red - Resembles Ashley when angered in WarioWare.
  8. White - Resembles the white robe given by Ursula and Croix in the last episode of Little Witch Academia, which is said it was developed by the Nine Olde Witches as a blessing. This also gives her teal eyes, a reference to her concept art. It also slighty resemebles Shiny Chariot's outfift.
 
Last edited:

Perkilator

Smash Legend
Writing Team
Joined
Apr 8, 2018
Messages
11,799
Location
The perpetual trash fire known as Planet Earth(tm)
Switch FC
SW-3204-0809-5605
Bandana Waddle Dee.png

Bandana Waddle Dee
Lends a Helping Hand!

  1. BWD (dee-fault)
  2. P2 colors (yellow)
  3. P3 colors (cyan)
  4. P4 colors (green)
  5. Enemy Waddle Dee (purple)
  6. Grandy (brown)
  7. Key Dre (yellow/orange)
  8. Game Boy sprite (monochrome)

Intro: BWD flies onto the stage with his Parasol, then closes it as he lands and switches to his Spear.

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

Walk: His walk from the modern Kirby games.
Dash: His dash from the modern Kirby games.
Damage: His damage animation from the modern Kirby games.
Jump: His jump from the modern Kirby games. BWD can jump up to six times.
Crouch: His crouch from the modern Kirby games.

Taunts
Up: BWD happily waves his arms.
Side: BWD looks around him, loosely mimicking his artwork from Return to Dream Land.
Down: BWD spins his weapon and raises it upwards, mimicking his summon animation from Star Allies.

Winposes
1: BWD’s win pose from the Megaton Punch minigame.
2: BWD falls asleep, thinking about an apple.
3: BWD's victory animation from Return to Dream Land.

Applause: BWD opens his parasol in the rain, sad about losing
Icon: Kirby series icon
Boxing Ring Title: Helper to Hero
Victory Music: Victory! Kirby Series
Kirby Hat: BWD’s…well, bandana. The neutral special changes depending on whether BWD is using the Spear or Parasol.
BWD can switch between the Spear and Parasol on the fly. Each stance has different movesets. Whenever he’s not using his Spear, the Spear icon is displayed on his HUD. Whenever he’s not using his Parasol, the Parasol icon is displayed on his HUD.
Normal Attacks
Jab: Multispear Thrust; BWD jabs multiple times with his spear, then finishes by whacking his opponent away.
Forward+A: Spear Thrust; BWD thrusts forward with his spear. Tilting the control stick can angle this slightly.
Up+A: Uppercut Thrust; BWD performs an uppercut with his Spear to lift opponents into the air.
Down+A: Slide; BWD slides along the ground.
Dash Attack: Ground Dash; BWD strikes the ground with his spear, then charges forward a good distance, dragging opponents along with him
Edge Attack: BWD pokes along the ground as he climbs back up.
Get-Up Attack: Back Thrust; BWD quickly thrusts his Spear on both sides

Aerial Attacks
Air+A: Windmill; BWD twirls his Spear below himself
Air Forward+A: Spear Thrust; BWD thrusts forward multiple times
Air Back + A: Backward Thrust; BWD thrusts behind himself multiple times
Air Up+A: Surface Thrust; BWD thrusts above himself
Air Down+A: Downward Thrust / Moon Drop; BWD performs one of two attacks depending on the input. Tapping the attack button performs Downward Thrust, in which BWD thrusts downwards to spike opponents. Holding the attack button performs Moon Drop, in which BWD dives straight down to hit multiple times.

Smash Attacks
Forward+A: Pinpoint Thrust; BWD forcefully thrusts forward, which can be slightly angled with the control stick.
Up+A: Skyward Thrust; BWD stabs straight upward.
Down+A: Back Thrust; BWD stabs along the ground on both sides. Striking opponents at the tip can trip them.

Grab Game
Grab: BWD grabs the opponent with his open hand.
Pummel: BWD pokes the opponent with his spear.
Forwards+Throw: Rolling Breaker; BWD leaps high as he performs several somersaults with his opponent in his grasp, then slams them into the ground
Back+Throw: Ground Thrust; BWD plants his Spear into the ground, then flings the opponent in the opposite direction.
Up+Throw: Spear Barrage; BWD tosses the opponent into the air, then throws three spears at them.
Down+Throw: Crackity Hack; BWD leaps into the air and punches the ground.

Special Moves
B : Spear Throw
; BWD tosses a spear in an arc. Holding the special move button charges three spears, and the angle can be changed with the control stick.
B + ←→ : Pole Vault; BWD plants his Spear into the ground and flings himself forward. If an opponent is struck on the ground, they’re buried. If an opponent is struck in midair, they get spiked.
B + ↑ : Waddle Copter; BWD twirls his Spear and flies upward, hitting multiple times. When used on the ground, BWD can freely move in any direction.
B + ↓ : Switch to Parasol
Normal Attacks
Jab: Parasol Spray; BWD twirls his Parasol and sprays water, finishing with a splash.
Forward+A: Parasol Splash; BWD thrusts his Parasol forward and opens it up.
Up+A: Parasol Twirl; BWD twirls his Parasol above himself.
Down+A: Parasol Hop; BWD hops along the ground and twirls his Parasol.
Dash Attack: Parasol Drill; BWD dashes forward while using his Parasol as a drill.
Edge Attack: BWD swats the opponent with his Parasol as he climbs back up.
Get-Up Attack: Parasol Spin; BWD spins his Parasol around himself as he quickly gets back up.

Aerial Attacks
Air+A: Parasol Spin; BWD spins his Parasol in a clockwise formation
Air Forward+A: Parasol Spray; BWD drills forward while spraying water.
Air Back + A: Parasol Swing; BWD swings his Parasol in the opposite direction, turning him around.
Air Up+A: Parasol Drift; BWD opens up his Parasol and drifts through the air, guarding against attacks from above.
Air Down+A: Parasol Dive; BWD dives diagonally downward while twirling his Parasol beneath him.

Smash Attacks
Forward+A: Parasol Swing; BWD swings his Parasol like a baseball bat.
Up+A: Chum-Brella; BWD lifts his Parasol into the air, causing it to expand
Down+A: Parasol Spin; BWD spins his Parasol around himself.

Grab Game
Grab: BWD grabs the opponent with his open hand.
Pummel: BWD slaps the opponent with his Parasol
Forwards+Throw: Forward Circus Throw; BWD hoists his foe on top of his Parasol, then spins them around before tossing them forward
Back+Throw: Backward Circus Throw; BWD hoists his foe on top of his Parasol, then spins them around before tossing them backward
Up+Throw: Upward Circus Throw; BWD hoists his foe on top of his Parasol, then spins them around before tossing them into the air
Down+Throw: Parasol Twirl; BWD jumps onto his Parasol and spins it downward on the ground

Special Moves
B : Aqua Shot
; BWD juggles a ball of water with his Parasol and tosses it in the direction tilted on the control stick. The water ball grows bigger for as long as the special move is held.
B + ←→ : Parasol Shield; BWD opens his Parasol in front of himself. This attack can nullify physical attacks and reflect projectiles, but only from the front. Once hit by an attack, BWD immediately closes his Parasol.
B + ↑ : Parasol Twist; BWD spins upward into the air, after which he slowly drifts through the air.
B + ↓ : Switch to Spear
BWD lunges forward, hitting up to two opponents. If it connects, two giant cinder blocks fall out of the sky as the opponents fall onto them. BWD then charges a punch so powerful, it breaks the cinder blocks and launches the opponents straight up into the air! Should their damage exceed 100%, they are both subject to an instant Star K.O.
 

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,213
Location
Wherever good books are sold.
Been meaning to give this thread a shot for a while. Here's my first pick:


Red Ruffles Some Feathers!
Franchise: Angry Birds

"Mechanic": The Angry Birds
Some of Red's moves replace him with other birds from the Angry Birds series, with them appearing and disappearing in a puff of feathers. While this results in hitbox size differences with some attacks, all birds which replace Red use the same weight as him for balancing purposes.

  • Jab: A simple peck straight forwards. A spammable single-hit jab like Pikachu's.
  • Dash Attack: Red lunges forward for a shoulder bash-esque body blow, referencing the Angry Birds Cinematic Trailer.
  • Forward Tilt: Red squawks, producing a short-ranged sound wave in front of himself.
  • Up Tilt: Red hops into the air and performs a somersault, being a brief nod to an "idle" animation the birds have in the slingshot games.
  • Down Tilt: Red pecks at the ground. Not as spammable as Jab, but stronger.
  • Forward Smash: Red pulls himself back in a slingshot before launching forward. This attack can be angled and propel Red off-stage, meaning it can be used for aerial combos.
  • Up Smash: Matilda takes Red's place, launching herself upward with an explosive egg. This move's endlag ends while Matilda/Red is in the air, allowing for aerial follow-ups.
  • Down Smash: Hal takes Red's place and performs a breakdance spin, hitting on both sides of himself with his beak.
  • Neutral Air: Red is replaced by Bubbles, who quickly puffs up as a weak, but high-range get off me option. He then deflates before Red reappears.
  • Forward Air: Red pecks forward thrice as an autocombo.
  • Back Air: Red swings his tail feathers behind him.
  • Up Air: Red looks up and squawks, prompting the three Blues to leap out from behind him, flying upward at three different arcs.
  • Down Air: Silver takes Red's place and drops downwards for a spiking stall and fall attack.
  • Grab: Stella appears beside Red and blows a bubble, trapping the opponent within it.
  • Pummel: Red pecks at the bubble.
  • Forward Throw: Red pops the bubble by ramming himself into it, launching the opponent.
  • Back Throw: Red grabs the opponent with his beak and performs a judo throw with them, launching them backward.
  • Up Throw: Melody appears beside Red, sucking up the opponent and launching them upwards.
  • Down Throw: Terence suddenly appears and drops down onto the opponent.
  • Neutral Special: Mighty Feathers
    • Red is surrounded by a swirl of feathers, being able to lock onto any nearby opponent and launch himself into them. Unlike Sonic's Homing Attack, Red travels in a straight line. If no opponents are near Red when he launches himself, he travels at a slight vertical angle, allowing the move to be used as a fringe recovery tool.
  • Side Special: Chuck Time
    • Chuck replaces Red and zooms forward, launching all opponents in his path. However, this move deals low shield damage and stops Chuck if he hits a shield. Red regains his place once the move ends.
  • Up Special: Slingshot
    • On the ground, Red pulls himself back in a slingshot, being able to aim himself in a full 360-degrees (with a trail indicating the arc he will travel in). Once the special button is released, Red launches himself, putting him into "flight mode". While in flight mode, Red is followed by a trail of feathers and is limited to using his aerial and special attacks (barring Slingshot). He also has no influence over his direction, instead being locked to the arc he was traveling in (unless he gets hit or enters freefall, both of which cancel out flight mode). Using any special move decreases its startlag, but puts Red into freefall afterward.
    • In the air, the move is mostly the same, but does not slow Red's fall at all until he's launched.
  • Down Special: Bomb
    • Bomb replaces Red and explodes after considerable windup, dealing major damage ala the Falcon Punch. This puts Red into freefall once Bomb disappears.
  • Final Smash: Mighty Eagle
    • Red throws a can of sardines forward. After it travels a fixed distance (stunning any opponent it hits on the way), the Mighty Eagle swoops in in an arc to snatch up the fish and deal major damage to opponents.
  • Colors
    • Red (default)
    • Blues' color scheme
    • Chuck's color scheme
    • Bomb's color scheme
    • Matilda's color scheme
    • Bad Piggy green
    • Space Red (costume swap)
    • Knight Red (costume swap)
  • Entrance Animation
    • Red is launched into view from off-screen, crashing into a piggy fortress. As the fortress is reduced to rubble, Red shakes himself off and enters his battle stance.
  • Taunts
    • Up: Red screams in anger.
    • Side: Red raises his eyebrows as he smugly laughs.
    • Down: Red pulls out an egg, inspects it while darting his eyes back and forth suspiciously, and then puts it away.
  • Victory Animations (victory theme)
    • A Minion Pig is seen approaching Red’s eggs, but he quickly bashes them off-screen and glares at the camera.
    • Red cheers after three stars appear over his head, referencing the star scoring system from many Angry Birds games.
    • The entire Flock fawns over the eggs while Red glares at the camera. This resembles the title card of Angry Birds Toons.
  • Boxing Ring Title: The Furious Fowl
  • Kirby Hat: Kirby dons a hastily-made Red costume, resembling a red version of Piggy McCool's outfit.
 

Perkilator

Smash Legend
Writing Team
Joined
Apr 8, 2018
Messages
11,799
Location
The perpetual trash fire known as Planet Earth(tm)
Switch FC
SW-3204-0809-5605
Funky Kong.png

Funky Kong
Gets His Groove On!

  1. Default
  2. Donkey Kong Jr. (white; his tank top is embedded with a J)
  3. Lanky Kong (orange)
  4. Chunky Kong (blue)
  5. Diddy Kong (red)
  6. Candy Kong (pink)
  7. Kiddy Kong (cyan)
  8. Donkey Kong 64 outfit (special costume)
Intro: Funky’s intro from Mario Super Sluggers.

Stance/Idle 1: Funky Kong’s idle stance from Tropical Freeze.
Idle 2: Funky Kong looks behind his shoulders.
Idle 3: Funky Kong scratches underneath his armpit.

Walk: Funky Kong’s run from Tropical Freeze.
Dash: Funky Kong surfs on water.
Damage: Funky Kong’s damage animation from Tropical Freeze.
Jump: Funky Kong’s jump and double jump from Tropical Freeze.
Crouch: Funky Kong’s crouch from Tropical Freeze.

Taunts
Up: Funky Kong squeezes a banana and eats the inside.
Side: Funky Kong performs a finger spin with his surfboard.
Down: Funky Kong polishes his surfboard with a banana peel.

Winposes
1: Funky Kong performs a variation of the Akira slide, followed by his 1st place animation from Mario Kart 8 Deluxe.
2: Funky Kong rides on his surfboard and jumps into the air, followed by a handstand.
3: Funky Kong beats his chest in excitement before folding his arms.

Applause: Funky’s last place animation from Mario Kart 8 Deluxe, complete with sad-looking eyebrows.
Icon: DK’s initials
Boxing Ring Title: The Funkiest with the Monkiest
Star K.O.: https://youtu.be/b1I9SgCFwZc?si=BZmaMcEudjkH5e7d&t=69
Victory Music: The opening notes of Funky Stadium
Kirby Hat: Funky’s Bandana and glasses (this changes to the one seen on Funky’s 64 outfit if Funky is wearing that)
Normal Attacks
Jab: Funky Kong loosely mimics Donkey Kong’s jab
Forward+A: A horizontal surfboard swing
Up+A: Funky Kong performs an uppercut with a shaka sign
Down+A: Funky Kong pokes along the ground with his surfboard
Dash Attack: Funky Kong screeches to a halt while summoning a wave
Edge Attack: Funky Kong rolls forward
Get-Up Attack: Funky Kong quickly hops onto his surfboard and performs a 360o spin

Aerial Attacks
Air+A: Funky Kong spins his surfboard below himself, creating a whirlpool
Air Forward+A: Funky Kong claps forward, emitting a shockwave
Air Back + A: A horizontal surfboard swing that turns Funky around
Air Up+A: Funky Kong flips upside down and spins multiple times
Air Down+A: Funky Kong performs a hand slap while riding his surfboard

Smash Attacks
Forward+A: An upwards arcing swing with the surfboard
Up+A: Funky Kong performs a handstand while striking upward with his surfboard.
Down+A: Funky Kong performs a flaming spin while riding the Flame Runner

Grab Game
Grab: Funky Kong grabs the opponent with one hand.
Pummel: Funky Kong slaps the opponent twice
Forwards+Throw: Funky Kong headbutts the opponent
Back+Throw: A giant swing
Up+Throw: Funky Kong stomps on his surfboard with his arms folded as the opponent is launched into the air
Down+Throw: A piledriver
B : Funky Beats; Funky Kong pulls out a boombox. If he gets hit during his groove, the opponent who attacked him is forced to taunt without the ability to cancel. If the counter activates while the opponent is in the air, the opponent is instead paralyzed.
B + ←→ : Flame Runner; Funky Kong hops onto the Flame Runner motorcycle and blitzes forward, leaving behind a trail of azure flames with an aura effect. The flames deal small damage but don’t flinch any opponents. Press up while riding to do a wheelie that hits multiple times.
B + ↑ : Surf’s Up; Funky Kong rides upward on his surfboard, hitting multiple times. Press B while rising to cancel into Funky Beats, during which Funky lays on his side and surfs forward.
B + ↓ : Bootlicker; Funky Kong points a rocket launcher with a boot diagonally upward, and then fires it at a diagonal angle.

Final Smash: Funky Fury; Funky Kong gets into a Jumbo Barrel and flies into the direction he’s facing, hitting a single opponent. If it connects, the opponent is taken into a cutscene based on Funky’s boss beat down from Tropical Freeze, instantly dealing a Star K.O. if the opponent’s damage exceeds 100%. After the initial attack, the Jumbo Barrel crashes onto the ground and explodes, hurting anyone within the radius.

#RideTheWave
 
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Wafflehead

Smash Rookie
Joined
Jan 24, 2025
Messages
1



ChuChu Pilots
Unleash Mouse Mania
Franchise: ChuChu Rocket!

(if a move has a * symbol, it means it is the same regardless of the leading chuchu)
  • Gimmick
You will be able to switch between the four pilots by using the down special, and each leading pilot’s attacks play differently, Chuih(blue) does multi hitting attacks, Chupea(red)has long ranged attacks, Chubei(yellow) is slow but strong, and Chubach(green) does things at his own pace and is a mix of all of them
  • Regular Attacks
Jab
The Leading Chuchu gives a kick forwards that comes out very quick
Dash Attack*
All Chuchus start running and if they face a wall, they will immediately change direction, this a reference to how Chuchus walk in chuchu rocket
Side Tilt
The Leading Chuchu and The Second in command Chuchu both headbutt, the move is influenced by the leading Chuchu
Up Tilt
Chuih, Chupea and Chubach climb on Chubei and each deliver a kick, however, if Chubei is the leader, he will simply jump upwards, dealing a good chunk of damage
Down Tilt
The Leading Chuchu does a low sweep on the ground
  • Smash Attacks
Forward Smash
The leading Chuchu pulls out a rocket thruster used as a blaster, each one functions differently, Chuih’s blaster does multiple flinching hits before launching, Chupea’s blaster launches an energy blast, Chubei’s blaster causes a huge explosion, and Chubach’s blaster is a mix of everything
Up Smash*
The Chuchus fire a mini rocket that goes upwards and explodes
Down Smash*
Chupea starts stretching weirdly and hits around on both sides
  • Aerial Attacks
Neutral Aerial*
The Four Chuchus link up and spin
Forward Aerial*
The Chuchus form a lasso and swing forwards
Backward Aerial*
Same as above, but backwards
Up Aerial
The Leading Chuchu uses the Rocket thruster upwards from their forward smash
Down Aerial*
Each Chuchu kicks downwards, all at once
  • Grab and Throws*
Grab
The Chuchus use a machine similar to the machine that King Kapu used to kidnap chuchus
Pummel
The Chuchus jump on the opponent
Forward, Backward and up throw
The Chuchus launch the foes with the same machine from the grab
Down Throw
The chuchus stomp on the foe, burying them
  • Specials
Neutral Special*
The Chuchus summon a Kapukapu which starts walking forwards once its summoned, once it spots someone, it starts rushing to catch them, if it catches someone, it will eat them, and spit them out later, disappearing once it spits the player out, if anyone damages it, it will start chasing the attacker, and all of this does apply to the chuchus, so you need to be careful when using this move
Side Special*
The ChuChus Place an Arrow in a certain direction, functioning similar to the star blaster item, there can be 5 arrows from one chuchu pilots player at a time, kapukapu are affected by the arrows
Up Special*
The Chuchus get in a Rocket that flies upwards, in the end, the rocket explodes, launching the chuchus upwards,
Down Spacial
This Switches the ChuChu Pilot leading the crew, but if you hold down the button, each ChuChu does a unique Attack, Chuih uses an Attack called Strength in Numbers, launching tons of regular chuchus as a projectile and boosting the team’s morale, (increasing speed for 10 seconds, Chupea Cheeses it, spinning, launching multiple arrows around the team, and increasing the distance of dodging for the team for 10 seconds, Chubei speeds up the team’s attacks, increasing attack speed for 10 seconds, while also shuffling the team to find a better opening, and Chubach does things at his own pace and waits while a rocket comes crashing down the stage, exploding once it hits something, launching tons of chuchus once crashing, which deal small damage
Final Smash*
Each Chuchu gets in their own individual rocket, and starts zooming across the screen, this functions like a mix of diddy kong’s final smash and sonic’s final smash, with, the chuchu’s crashing in the end, coming as angels and entering back into their bodies
  • Aesthetic Stuff
Skin 1: Original
Skin 2: Every Chuchu Wears a Party Hat(reference to the party chu)
Skin 3: Every Chuchu has a different fruit as a hat, and The Neutral B KapuKapu is replaced with Kook Kapu(reference to the fruity chu)
Skin 4: Every Chuchu would have a Scuba Diver outfit and the KapuKapu is replaced with Kapp'n Kapu(reference to the scuba chu)
Skin 5: Every Chuchu would wear a retro hat, Chupea would wear something similar to an MP3, and the KapuKapu is replaced with Kolonel Kapu(reference to the retro chu(not sure if that’s the name) and the 90’s chu)
Skin 6: Every Chuchu would wear soccer/football boots, Chubei would have an american football helmet and the KapuKapu is replaced with Koach Kapu(reference to the soccer and football chu)
Skin 7: Every Chuchu would wear an Alien headband and the kapuKapu is replaced with King Kapu(reference to the alien chu)
Skin 8: The Chuchus would become black and white, and the same would happen to the KapuKapu(reference to the original chuchu rocket commercial)
Taunts
Taunt 1:
The Chuchus get quickly surprised for a second
Taunt 2: The Chuchus Stack up and quickly fall down
Taunt 3: The Chuchus think about rockets while smiling
Kirby Copy Ability
Kirby gets The Ears of the leading Chuchu, along with Chuih's twinkles on eyes, chupea's eyelashes, chubei's mouth, and chubach's glasses if they are the leader
Boxing Ring Title
Cute Little Space Mice
Entrance
The Chuchus exit out of Chuih’s rocket and get ready for the fight
Victory Animation
1:
Their Victory animation from Sonic and Sega All Stars Racing after missions or getting first place in races
2: They slowly appear on screen and once thay all appear, they think about rockets and smile
3: The Chuchus get into their famous rocket and blast off into space
Victory Music
 
Last edited:

ninjahmos

Smash Lord
Joined
Aug 12, 2018
Messages
1,804
Location
Noneya Business
Switch FC
SW-8579-4123-9016


Rick Taylor
Splatters the House!
1. Default (Splatterhouse (1988))
2. Splatterhouse 2
3. Splatterhouse 3
4. Mirror Rick (Splatterhouse (1988))
5. Japanese Mask (Splatterhouse 2)
6. Shirtless (Splatterhouse 3)
7. Red Mask/Black Suit
8. Splatterhouse (2010)
Intro: Rick gets revived by the Terror Mask and stands up.

Stance/Idle 1: His Idle stance from Splatterhouse (1988)
Idle 2: Rick rolls his neck.
Idle 3: His Idle stance from Splatterhouse 3.

Walk: Rick walks forward, like in Splatterhouse 1&2.
Dash: Rick runs forward.
Damage: Rick's damage animations from the Splatterhouse series.
Jump: Rick's jump from Splatterhouse 1&2. His double jump is a somersault.
Crouch: Rick crouches, like in Splatterhouse 1&2.

Taunts
Up: Rick does his next stage pose from Splatterhouse (1988)
Side: Rick clenches his hands into fists of Rage.
Down: Rick cracks his neck.

Winposes
1. Rick does his next stage pose from Splatterhouse (1988)
2. Rick walks up to the camera, grabs it and punches it.
3. Rick soberly looks off into the distance.

Applause: Rick will clap for the winner.
Icon: The Terror Mask
Boxing Ring Title: Masked Terror
Star K.O.: "Aaaaaaargh...!"
Victory Music: Stage Clear (Splatterhouse 3)
Kirby Hat: The Terror Mask
Normal Attacks
Jab: Rick does two jabs (2% each), a gut punch (3%) and an uppercut (4%, small knockback)
Forward+A: Rick punches like in Splatterhouse 1&2 (12%, OK knockback)
Up+A: A short uppercut (8%, small knockback)
Down+A: Rick does his crouching kick from Splatterhouse 1&2 (5%, small knockback)
Dash Attack: Rick does a floor-sliding kick, like in Splatterhouse 1&2 (12%, OK knockback)
Edge Attack: Rick does a rising uppercut as he climbs back up (10%, OK knockback)
Get-Up Attack: Rick does a somersault kip-up (7%, small knockback)

Aerial Attacks
Air+A: Rick kicks forward twice, like Captain Falcon (6% each, small knockback)
Air Forward+A: Rick throws an overhead clobber with his fist, like Mario (14% with a meteor effect, OK knockback)
Air Back+A: Rick does a dropkick behind him (16%, OK knockback)
Air Down+A: Rick stomps below him (14% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: Rick swings either a 2x4 (15%, OK knockback), a cleaver (18%, OK knockback) or a chainsaw (22%, medium knockback)
Up+A: Rick does a heavy uppercut (16%, OK knockback)
Down+A: Rick does a sweep kick (16%, OK knockback)

Grab Game
Grab: Rick grabs his opponent with both hands.
Pummel: Rick headbutts his opponent (1%)
Forward+Throw: Rick lifts his opponent up into the air with both hands and throws them (9%, small knockback)
Back+Throw: Rick does a spinning backwards throw, like Mario (12%, OK knockback)
Up+Throw: Rick thrusts his fist upward to launch his opponent (10%, OK knockback)
Down+Throw: Rick slams his opponent into the ground (8%, small knockback)
B: Chestburster; Rick does his Chestburster attack from Splatterhouse 3 (12%, OK knockback)
Side+B: Harpoon; Rick throws a harpoon at his opponent (12%, OK knockback)
Up+B: Whirlwind Kick; Rick does his special spinning kick from Splatterhouse 3, but upwards (14%, OK knockback)
Down+B: Terror Lariat; Rick does a spinning Lariat (14%, OK knockback)

Final Smash: Mutant Rick; Rick transforms into Mutant Rick, does a combo/flurry of punches, slashes and kicks and finishes with a big Chestburster (55%, devastating knockback) This Final Smash will K.O. any opponents at 100% damage or higher.
 
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Masked Borb

Smash Cadet
Joined
Jul 28, 2024
Messages
57
Location
Cookie Country
Switch FC
SW-3140-1930-0932
Thought this sounded fun. Tell me whaddaya think!

Give it up for the Rosalina of the modern Mario games:
1. Default Red Dress & Hat (Above)
2. Pink Dress & Hat (Classic/Peach-esque look)
3. Orange Dress & Hat (Daisy)
4. White Dress & Hat (Wedding)
5. Red Pantsuit & Hat (Odyssey Mayor Design)
6. Green Pantsuit & Hat (Luigi/Green Mario)
7. Cyan Pantsuit & Hat (Rosalina)
8. Purple Pantsuit & Hat (Captain Syrup)

Intro: Pauline hops out of a New Donk Taxi, which drives away from the stage.

Stance/Idle: Idle stance from Super Mario Party Jamboree, slowed slightly.
Idle 2: Pauline re-adjusts her hat for a moment.
Idle 3: She flicks her hair.

Walk: ...she walks-
Dash: She runs, most similar to how she does in Mario Party Jamboree.
Crouch: She sits down on her knees, similar to Peach & Zelda.

Up Taunt: She pulls out her mic and sings one of these lines: "Hiiiiigh up in the skyyyy!", "One-Up Girl!", or "Let's Do The Odyssey!"
Down Taunt: She performs a dance seen in Odyssey and MP Jamboree that seems mimics her sprite's movements from the original Donkey Kong, humming a short bit from Jump Up Super Star.
Side Taunt: She twirls and lifts her hat from her head, similar to how Mario did in Smash 4 & NSMB, even saying "Nice!"

Win Pose 1: Pauline is seen singing into her mic, winking to the camera as she finishes.
Win Pose 2: Pauline snaps her finger to the rhythm of the victory theme, before spinning around and jumping in the air, like Mario when he collects a normal Power Moon in Odyssey, giving a cheerful "Yeah!"
Win Pose 3: Pauline is lifted up by several of the New Donk citizens, and tossed up a few times, winking to the camera to finish.

Applause: She pulls her hat down over her eyes, saddened.
Icon: Her whole head & hat, and defined lips.
Potential Boxing Ring Titles: New Donk's Dashing Mayor/The Original Damsel/Mario's Old Flame
Star K.O.: It'd be really funny if Kate, or whoever else would voice her, did a modern version of whatever this was supposed to be-
Victory Music: Multi Moon Get! - New Donk Festival Ver.
Kirby Hat: Pauline's Hat

By where her fighter icon and stocks would be, there would be an "applause meter" of sorts. The more that Pauline performs successful smash or special attacks, the more popular she becomes with the spectators, and the farther that needle on the meter turns! As the needle turns, Pauline's attacks grow stronger, and more flashy as well, which makes the meter grow even faster! The meter would have three levels, green for low popularity (about +2%-5% more damage added to attacks), yellow for reasonable popularity (about +5%-8% more damage added to attacks), and red for immense/peak popularity (about +10%-15% more damage added to attacks). To balance this, Pauline's moves would be much weaker to start. She can slowly lose her popularity if she doesn't perform any damaging specials or smash attacks successfully, and lose it much faster should she get hit by any strong attacks. As her popularity grows, a select number of New Donk citizens join her for her Down Taunt for fun. (2 at yellow, 4 at peak.)

Jab= Pauline delivers two quick slaps with her left hand.
F-Tilt: She takes out a purse and swings it outward in a horizontal movement.
U-Tilt: She jumps up (super high) slightly and punches upwards.
D-Tilt: She slides her legs under her opponent like Peach & Zelda.
Dash Attack: She runs and pushes her arms out to shove her opponent, similar to Zelda and Peach, just without the magical stuff.
Edge Attack: She delivers a grounded kick as she gets up.
Get-Up Attack: She quickly thrusts her mic stand on both sides.

Neutral Air: She spins her mic stand in a circle to a mutlihitting attack like Palutena.
F-Air: She swings her purse in a movement similar to Mario & Peach's own f-airs, spiking at higher percents.
B-Air: She swings her mic stand behind her, similar to Dedede's current B-Air, just slightly faster.
U-Air: She stabs her mic stand above her, like Palutena, but a single hit attack.
D-Air: She kicks her heels downwards, similar to Peach & Daisy.

F-Smash: She bends her mic stand towards her, before letting it whack her opponent as she sings a "Yeah!". Most similar to her Hyper Strike in Mario Strikers Battle League. Confetti & music notes appear when more popular.
U-Smash: She bends down as she begins to glow, before jumping up (in the air) with a "Whoo!". Confetti & music notes appear when more popular.
D-Smash: She swings her mic stand around her similarly to Shulk's Manado D-Smash. Confetti & music notes appear when more popular.

Grab: ...She grabs her opponent, holding them up with one hand.
Pummel: She slaps the opponent with her other hand.
F-Throw: She shoves the opponent forward.
B-Throw: She twirls around twice, as if dancing with the opponent, before tossing them away.
U-Throw: She tosses the opponent up, jumping and hitting them from under them with her hands.
D-Throw: She slams the opponent downwards.

Neutral Special - Sing: By pressing the B button, Pauline sings a note into her mic. A music note projectile about the size of a Gordo flies in whatever direction she faces, dealing pretty light damage alone. These range from an assortment of differently pitched Dee's, Doo's, Dup's, Dah's & BAH's. The player can press the button repeatedly to unleash up to 6 notes at a time before she rests her voice for a few seconds. (Think how in Mario games you can't endlessly spam Fireballs, just two.) As she gains more popularity, her music notes grow in size, making it harder to avoid. They can of course be reflected. When they hit opponents, the sound of a piano key could be heard, matching the sound of her voice made by her when singing. Theoretically... one could make her sing actual songs out of this move.

Side Special - Barrel Dash: Pauline suddenly finds herself running atop of a rolling barrel! She can of course jump off and let it roll along like barrels in Smash, or she could stay on and act as an active hitbox the opponent has to avoid! Leaving the barrel makes it move faster to compensate. As she grows more popular, Pauline can sometimes find a random item hidden inside the barrel when it breaks by hitting someone stuffed in by one of her adoring fans! These are limited to any Mario & DK series items like shells and Mushrooms, as well as banana peels and occasionally food.

Up Special - Spring Jump: Pauline is sent flying up from jumping on a spring from the original DK arcade game, working the most like the move of the same name that Sonic has. Opponents can also jump on the spring if on top of it, both on the ground and in the air. Anyone below a spring while falling while at super high percents will be spiked. This move does no damage, but Pauline can act out of it like Sonic.

Down Special - Hat Trick: Pauline tosses her hat around her in a circular. horizontal motion, spinning along with it for a few seconds. This move does small bits of damage to anyone hit by the hat, and can reflect any projectile in the hat's line of spin. Seeing as the hat is so small, one would be smart to aim above or below her. At higher popularity, Pauline can spin the hat for even longer, and line of spin extends up and down slightly!

Final Smash - Fatal Festival: The taxi that carries Pauline in is back! The mayor sends it driving a distance in front of her, running over anyone in its path. A cutscene starts with the bashed opponents landing atop a building in New Donk City at night. They all get trampled by New Donk Citizens who are eager to watch Pauline perform. She tells the audience to "Sing it with me!", as she and the large audience deliver an eardrum-shattering "LET'S DO THE ODYSSEY!!!" or "JUMP UP, SUPER STAR!!!", either of which sends them flying. Somewhat inspired by the Fatal Chorus & Festival abilities from Kirby, teehee.
 

Bölverkaizer

Smash Cadet
Joined
Dec 11, 2024
Messages
72

Art by me!
DARK MATTER BLADE
Invades the fight!

DARK MATTER BLADE
1741662466222.png

Dark Matter Blade's Fighter Spirit (Kirby's Dreamland 2, 1995)
Series: Kirby
First Appearence: Kirby's Dreamland 2 (1995)
Gimmicks: Real Form
Final Smash: Return to Zero
Dark Matter Blade is the villain and final boss from Kirby's Dreamland 2, a member from the Dark Matter species; little is known about them, but they seem to be unable to feel anything but grief and sorrow, this particular Dark Matter is said to invade Dreamland out of jealousy due him not being able to make friends thus being lonely.

The Dark Matters might be one of the most mysterious yet important species in the world of Kirby, with multiple final villains making callbacks to them making fans wonder if they are related in any sort of way. While some are outright confirmed as members of the same species like Zero (and 0², thought its unknown if they are the same entity or different characters) and Gooey who is known as a "Mock Matter" since while its made of Dark Matter himself, he is friendly; then you have a large number of characters who are speculated be related to them like N-Z, Dark Mind, Dark Nebula, Miracle Matter, Dark Crafter or Void Termina to name a few.

In Smash, Dark Matter Blade (Dark Matter for short) is a floaty lightweight character who fights using his sword (while having some rainbow like effects, it's not the Rainbow Sword, it's just an effect carried from his clone from Planet Robobot) and with his own body, sometimes reshaping his pitch black undefined body into spikes ore similar sort of attacks, most of them inspired by other members either confirmed or suspected from the Dark Matter species. He has 5 jumps and is able to float like Peach, however when using his Up-B his appearence turns into his real form ditching the swordfighter attire and turning into a cyclope ball of darkness having it's own sort of aerial attacks as well to being able to hover for a little while.

His appearence is a combination from his design in Kirby's Return to Dreamland 2, Kirby Mass Attack and his clone in Kirby Planet Robobot.
COLORS
Default (Black)
Mass Attack (Green)
Nightmare (Purple 1)
Dark Mind (Red)
Drawcia (Purple 2)
Gooey (Blue)
Game Boy (Gray)
Zero (White)
Marx Soul (Pink)
Dark Nebula (Purple 3)
Magolor's Second Form (Blue 2)
Queen Sectonia (Yellow)
Claycia (Purple 4)
Star Dream (Silver)
Void Termina (Blue 3)
1741664644651.png
Fecto Elfilis (Green 2)
A celestial body related to a metal from certain anime's sixth part (just for fun)
Differences between colors:
  • When transforming into its Real Form, the color of each Dark Matter is different.
    • His Mass Attack color ditches the black for a more purpleish look like in the game.
    • His Nightmare color turns into a dark blue orb with purple/magenta orbitals, like Nightmare's Orb form.
    • His Dark Mind color gets a fiery color palette like if it was a burning ball with an eye with a black sclera and orange iris, like Dark Mind's second form.
    • His Drawcia color turns into a lighter shade of pink/purple, green orbitals and a yellow eye, like Drawcia's Soul form.
    • His Gooey form has a lighter shade of blue and a black iris, resembling Gooey on his Mock Matter form.
    • His Game Boy color is also grayscale like in the proper game.
    • His Zero form is a white sphere with black orbitals and a red eye obviously resembling Zero, the orbitals actually references Dark Matters itself since Zero fires them like his own orbitals on his boss fight in Dreamland 3.
  • Some colors can have a print texture on the back of Dark Matter's cloak.
    • His Nightmare color has gold stars like those on Nightmare's own cape.
    • His Gooey color has a heart, referencing Gooey's status as an ally.
    • His Zero color has a red eye on its back, of course being the one of Zero himself.
Entrance
Rising from the ground as a shapeless black mass, Dark Matter agressively explodes summoning his Swordman armor and unsheating his sword ready for the fight.​
STANCE
Dark Matter floats in place with his cape ominously moving with the wind.​
IDLE 1
1741666522483.png
Dark Matter points his sword at the front with a determinated stance.​
IDLE 2
1741666419868.png
Dark Matter peeks from his lower half at the sides.​
WALK
Dark Matter glides without leaving the ground, he does the same movement when moving while floating.​
RUN
Dark Matter leans forwards to glide faster.​
CROUCH
The lower half of Dark Matter blends in the ground like if it was stuck in the middle of it. He can crawl here thought its quite slow in comparison to his walk speed.​
JUMP
Dark Matter's jump is almost identical to his stance, only that it leans a bit forward like when walking.​
HOVER
When in his true form, Dark Matter hovers with his body pulsing constantly with a perpetual glare, his sight is always on the direction he is facing.​
DAMAGE
Dark Matter flinches with his body desistabilizating a little bit for better impact, on his true form, his eye widens in shock.​
SHIELD
1741707391628.png
Dark Matter covers himself using his sword as a shield.​
SIDE TAUNT
1741715080209.png
Dark Matter swings his blade tracing a rainbow trail on its path.
UP TAUNT
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A small Dark Matter spawn apears in front of him before he absorbs it back.​
DOWN TAUNT
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Dark Matter looks downed with a teary eye (that depending of the color it might look like blood) and a rainbow halo.
WIN POSE 1
King Dedede appears and quickly falls to the ground while Dark Matter emerges from him and stares at the camera.​
WIN POSE 2
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Dark Matter transforms in his true form and floats erraticaly before agressively approaching to the camera with the screen being completely covered by his body and eye.​
WIN POSE 3
Dark Matter poses with his back.​
DEFEAT
Dark Matter stares with his eye teary, sad for his defeat.​
KIRBY HAT
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JAB
Dark Matter sweeps his blade with multiple swings like in his boss fight in Planet Robobot, except is stationary.
SIDE TILT
A wide sweep, his classic attack.
UP TILT
Dark Matter swings his blade upwards.​
DOWN TILT
Dark Matter does a jab with his sword while covered in the middle.​
DASH
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Dark Matter turns his lower half into a jaw and munches forwards menacingly.
NEUTRAL AIR
Dark Matter spreads his cape and violently explodes his lower half.
FORWARD AIR
Very similar to his grounded side tilt, thought it goes a bit faster.​
BACK AIR
Dark Matter turns back and sweeps his orbitals.
UP AIR
Dark Matter does a wide 360° sweep leaving a small trail of orbs on its path like the Love-Love Stick.​
DOWN AIR
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Slams his body to the ground creating a small dark shockwave on the land.​
SIDE SMASH
Swings his blade with force, firing a crescent wave when fully charged.
UP SMASH
Dark Matter fires a black lightning bolt above him.​
DOWN SMASH
Dark Matter spins his cape on the ground enhanced by dark energy.​
GRAB
Dark Matter will try to grab the opponent with a piece of his own body, if sucess then he "posseses" the opponent, with a shadowy figure behind them while they are incapacitated. Dark Matter is intangible in this state but it will suffer damage if someone else damages their victim while he is inside.
PUMMEL
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While possesed, Dark Matter will burst his dark energy inside them, receiving shocks with each attack, kinda like Mewtwo's pummel.​
FORWARD THROW
Dark Matter spaws a pair of orbitals and fires them to the opponent
BACK THROW
Controls the body of the opponent to elevate them and violently firing them to the back.
UP THROW
The shadow of the opponent turns into a needle, piercing them from below.​
DOWN THROW
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Dark Matter controls the body of the opponent to make them float for a little while before slamming them to the ground.​
NEUTRAL SPECIAL: DARK ORB
Dark Matter charges a ball of darkness that can ricochet if touches the surface.​
SIDE SPECIAL: RAINBOW DRAW
Dark Matter lunges forward leaving a rainbow trail behind him, its similar to Ike's Side B but its slower thought with the bonus of being able to direct slighty upwards or downwards the slash.
UP SPECIAL: REAL DARKNESS
Dark Matter elevates through the air assuming his real form. After reaching peak height, the player can still try to jump to mantain themselves on the air longer as well to glide. During this state Dark Matter can attack pressing A and a directional button, firing at that particular direction. Dark Matter has special armor during this move, howver it can be break through it, rending Dark Matter helpless.
DOWN SPECIAL: ORBITAL MATTER
Dark Matter spawns up to 4 "orbitals" depending of the amount charged, these orbitals can work as shielding since they protect Dark Matter of other incoming projectiles (but destroy on the impact) but if pressed Down-B again, Dark Matter fires them with a slighty homing propierty to the nearest opponent.
FINAL SMASH: RETURN TO ZERO
Dark Matter's lower body suddenly explodes into a myriad of Dark Matters that escapes from his body like a dark cloud, those hit by the cloud are sent to a cinematic inside the Hyper Zone where they are further damaged by multiple Dark Matters quickly impacting against the foes till their leader Zero appears launching the final attack with a red explosion from his eye.​
 
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