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Official Smash Ultimate Discussion

Almost one month has passed since release. In retrospect....

  • This is by far the best Smash ever. Like, I don't even know how they will top this.

  • Pretty freakin' good; I have a few qualms over things like internet play, balancing issues, etc.

  • It's ok, but [insert Smash game here] is better.

  • I'd rather play Parcheesi.


Results are only viewable after voting.
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KMDP

Smash Legend
Joined
Jun 18, 2018
Messages
12,199
Damn that’s cold...calling Amy an unlikely female Sonic character...Rogue it is then
Not gonna lie, I'd love Rouge. XD

I think Amy is the most likely female Sonic character, I just think she isn't getting in before the aforementioned three.

It's funny how the spinoff Amy Roses (mainly STC and Boom) are way, way better than the official one.
 
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Knight Dude

Keeping it going.
Joined
Mar 10, 2013
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21,368
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The States
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I'm starving for news, really.
That seems to be a common theme here. Hopefully we'll get something soon.

Luckily there's other games I'm looking forward to. If Smash doesn't have anything at EVO, maybe Tekken or Soul Calibur will.
 

Murlough

Euphoria
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May 2, 2015
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2,708
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Tennessee
NNID
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I meant Villager doesn't have a personality, Murlough. You can read whatever traits you want into them because they are a blank slate.
I mean fair enough. Don't see why that means Isabelle can't be a fighter, though.
 
Last edited:

Opossum

Thread Title Changer
BRoomer
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Aug 10, 2011
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34,016
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This Thread
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OpossumGuy
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People wanted an Isabelle moveset? Here's one I made a few months ago.



Isabelle Rings In!​
Normal Attacks:

Jab: A bee flies in front of Isabelle, so she shuts her eyes and swings her clipboard in front of her to shoo it away, swinging it back and forth with each button press.

Dash Attack: While running, Isabelle notices a swarm of bees behind her, so she hits the deck as the swarm rushes into the opponent, missing her.

Side Tilt: Isabelle tries to catch an unseen bug in her net and swings it forward in a side-to-side motion. A two strike move.

Up Tilt: Isabelle celebrates being in Smash by pulling out a Party Popper and pointing it skyward, unleashing an explosion of confetti in a quick motion.

Down Tilt: A Ring Toss furniture piece appears before Isabelle, slightly in front of her, and she tries to toss a ring onto it. The opponent keeps getting in the way, though.


Aerial Attacks:

Neutral Air: Isabelle takes out her fishing rod and makes a circular ribbon-twirler motion around her with its line.

Forward Air: Isabelle pulls out a giant foam finger and does a scooping motion, of sorts. She just wanted to cheer, but then the foe got in the way.

Back Air: Allergy season sucks. Isabelle sneezes, shooting her backwards and making her slam into the opponent. This can also work as a last ditch recovery effort, similar to Corrin's back air, but in the opposite direction.

Up Air: Isabelle, enjoying the breeze, pulls out a pinwheel and holds it above her. Its edges are sharp and rapidly hit the foe for damage.

Down Air: Isabelle, being a klutz, drops a bag of bells from her pocket. They hurdle down toward the ground and hit the opponent with a resounding thunk.


Smash Attacks:

Forward Smash: Isabelle knocks over a stack of paperwork about 1.5 times her own height, sending it cascading forward as any foe caught in the move gets launched. This is Isabelle's best kill move...just don't tell her that.

Up Smash: Isabelle adores seashells. In this move, she'll play with the shell the mayor gave her, tossing it up in the air and catching it as it descends. While it's airborne, however, it will spin rapidly, causing major damage to those hit by it.

Down Smash: Isabelle poses in celebration as an archway appears over her, quickly falling from the sky. However, if the opponent was on either side of her when the archway was made...well, they're underneath it now. As they get blasted away, Isabelle, horrified, quickly removes the archway, turning it into a leaf.


Grab, Pummel, and Throws:

Grab and Pummel: Isabelle casts her line and snags the foe with her rod, entangling them. Each pummel has her pull on the rod in an attempt to free the line from them, though this ends up being her pummel.

Forward Throw: Isabelle turns on a giant fan that blasts foes away.

Back Throw: Isabelle tries to unhook the foe but ends up tossing them backward as she looks on in horror.

Up Throw: A geyser bursts out beneath the opponent, blasting them upward.

Down Throw: A flowerpot falls from the sky and smashes into the foe, knocking them toward the stage and sending them upward. Isabelle's gonna have to have a talk with the upstairs tenants.


Special Attacks:

Neutral Special: New Leaf - Isabelle tosses a leaf in front of her, skyward. It slowly descends toward the stage. Pressing the button again as it's either on the stage or in the air will transform it into a piece of furniture: either a small one that can be thrown, or a large one that either crushes a foe beneath it as it falls, or can be used as a stage obstacle for the opponent to have to work around. One light and one heavy object can be on the stage at once per Isabelle.

Side Special: Public Works Projects - Like Shulk's Monado Arts, these can be cycled by pressing the button. A set of four symbols appear above Isabelle as they cycle: a water droplet, a flame, an hourglass, and a bell. Selecting one brings a Gyroid onto the stage, which must be protected at all costs, as it has a health bar. If the Gyroid takes too much damage, it will disappear. After it has been guarded enough, it will transform into a permanent object on the stage. Here are the options and their effects.

— Selecting the water droplet creates a small fountain on the stage. The water effect can interrupt foes attempting to approach Isabelle from the air, due to its windbox effect.
— Selecting the flame creates a campfire. Opponents that touch this will get burned, and all explosives that touch it will instantly explode. Additionally, any projectile, either from Isabelle or from her opponent, that passes through the flames will become imbued with the fire effect, doing slightly more damage and automatically setting off explosives.
— Selecting the hourglass creates a small clockpost on the stage. This doesn't reach the foreground and doesn't impact the fight directly, but it does decrease the amount of time needed to defend a Gyroid before a Public Works Project is created.
— Selecting the bell creates a small bell on the stage that Isabelle can ring by going near it (it will automatically activate when she goes near it). This is a sound based attack that damages opponents, buying Isabelle more time.

Only two Public Works Projects can be on the stage at a time per Isabelle. These structures are semi-permanent. They will stay on the stage unless:
— The stage moves in a way that leaves the structures behind, like a touring stage, or
— Isabelle presses and holds her Side Special while next to a structure, instantly dismantling it.

Plan your "town" wisely and use each project to your advantage.

Up Special: Present Balloon - Isabelle holds onto a present balloon and flies upwards. Unlike Villager, she doesn't have free flight during this, making it a much more linear recovery.

Down Special: Beautiful Town Ordinance - Isabelle plants a sign post into the ground as a fenced off area appears on the stage around her. After five seconds (this can be reduced to three with the clock tower public works project), a small garden appears. Standing in the garden allows Isabelle to slowly heal a bit of health back, but she cannot attack while standing in the garden, making her a sitting duck. But by planning out her PWPs and furniture properly, perhaps she can preoccupy the foe long enough to heal a significant chunk of damage. Unlike her Side Special, this garden is not semi-permanent. If a foe attacks the flower bed enough, it will wither away and disappear. Striking it with a fire move will erase it almost instantly. You can only place one flower bed on the stage at a time.

Final Smash: Bell Boom Ordinance

Isabelle enacts the Wealthy Town, or Bell Boom, Ordinance. In this move, heavy bags of bells rain from the sky before bursting on impact on the stage. This causes massive damage both to the foe and to the economy.


Playstyle Notes:

Isabelle is a very defensive-oriented character. From a cosmetic standpoint, none of her moves are intended to bring harm to the opponent, but the circumstances surrounding the fight make her accidentally bring harm to them.

Where Isabelle truly shines is her set of specials, as they dictate her playstyle: she is a cute and clumsy terraformer, being able to alter the stage to her heart's content. This showcases a key aspect of the Animal Crossing series, which is town planning and interior decorating. Isabelle, being the assistant mayor, oversees a lot of the day to day town planning, and as such she is the perfect character for something like this.
 

KMDP

Smash Legend
Joined
Jun 18, 2018
Messages
12,199
Clearly, you haven't played Injustice 1 Or 2 (Where Aquaman is portrayed as an utter badass)!
Oh, I have played Injustice.

Aquaman's also a badass in Justice League (the animated series).

I'm just referring to that particular, infamous comic cover where Superman, Jimmy and Aquaman are in a desert and Supes is denying them water for some reason.
 
Last edited:

Noipoi

Howdy!
Joined
Jun 19, 2018
Messages
52,947
Location
Viva La France
Funny how it's been over a month after E3 and we're already thirsting for news.
After that blowout you'd think we'd have material to talk about for months but it seems to have had a reverse effect.
 

KMDP

Smash Legend
Joined
Jun 18, 2018
Messages
12,199
Funny how it's been over a month after E3 and we're already thirsting for news.
After that blowout you'd think we'd have material to talk about for months but it seems to have had a reverse effect.
Yeah, the huge blowout of information means we actually have less to discuss, because there's less speculation involved. XD
 

zeldasmash

Smash Lord
Joined
Jan 26, 2010
Messages
1,994
Location
Puerto Rico
Funny how it's been over a month after E3 and we're already thirsting for news.
After that blowout you'd think we'd have material to talk about for months but it seems to have had a reverse effect.
I think a thing that makes us starve for more is that we still don't know the modes we'll be playing. Considering this game is a love letter to the whole series, they could bring back every mode in the series for all we know, but we don't know. I think if some of the modes are showcased, we'd have more to talk about plus we could speculate on how to unlock the characters.
 

Will

apustaja
Joined
Jan 18, 2014
Messages
33,916
Location
hell
Switch FC
SW-7573-2962-2407
What about Little Mac being revealed for Smash 4 the same month the original Punch-Out was released in North America 30 years from then?

Coincidental, maybe. But I feel they deliberately revealed Mac in February for that reason.
The general span of a 28 day month isn't the same as a specific anniversary date.
 

CodakTheWarrior

Smash Ace
Joined
Jun 7, 2017
Messages
548
People wanted an Isabelle moveset? Here's one I made a few months ago.



Isabelle Rings In!​
Normal Attacks:

Jab: A bee flies in front of Isabelle, so she shuts her eyes and swings her clipboard in front of her to shoo it away, swinging it back and forth with each button press.

Dash Attack: While running, Isabelle notices a swarm of bees behind her, so she hits the deck as the swarm rushes into the opponent, missing her.

Side Tilt: Isabelle tries to catch an unseen bug in her net and swings it forward in a side-to-side motion. A two strike move.

Up Tilt: Isabelle celebrates being in Smash by pulling out a Party Popper and pointing it skyward, unleashing an explosion of confetti in a quick motion.

Down Tilt: A Ring Toss furniture piece appears before Isabelle, slightly in front of her, and she tries to toss a ring onto it. The opponent keeps getting in the way, though.


Aerial Attacks:

Neutral Air: Isabelle takes out her fishing rod and makes a circular ribbon-twirler motion around her with its line.

Forward Air: Isabelle pulls out a giant foam finger and does a scooping motion, of sorts. She just wanted to cheer, but then the foe got in the way.

Back Air: Allergy season sucks. Isabelle sneezes, shooting her backwards and making her slam into the opponent. This can also work as a last ditch recovery effort, similar to Corrin's back air, but in the opposite direction.

Up Air: Isabelle, enjoying the breeze, pulls out a pinwheel and holds it above her. Its edges are sharp and rapidly hit the foe for damage.

Down Air: Isabelle, being a klutz, drops a bag of bells from her pocket. They hurdle down toward the ground and hit the opponent with a resounding thunk.


Smash Attacks:

Forward Smash: Isabelle knocks over a stack of paperwork about 1.5 times her own height, sending it cascading forward as any foe caught in the move gets launched. This is Isabelle's best kill move...just don't tell her that.

Up Smash: Isabelle adores seashells. In this move, she'll play with the shell the mayor gave her, tossing it up in the air and catching it as it descends. While it's airborne, however, it will spin rapidly, causing major damage to those hit by it.

Down Smash: Isabelle poses in celebration as an archway appears over her, quickly falling from the sky. However, if the opponent was on either side of her when the archway was made...well, they're underneath it now. As they get blasted away, Isabelle, horrified, quickly removes the archway, turning it into a leaf.


Grab, Pummel, and Throws:

Grab and Pummel: Isabelle casts her line and snags the foe with her rod, entangling them. Each pummel has her pull on the rod in an attempt to free the line from them, though this ends up being her pummel.

Forward Throw: Isabelle turns on a giant fan that blasts foes away.

Back Throw: Isabelle tries to unhook the foe but ends up tossing them backward as she looks on in horror.

Up Throw: A geyser bursts out beneath the opponent, blasting them upward.

Down Throw: A flowerpot falls from the sky and smashes into the foe, knocking them toward the stage and sending them upward. Isabelle's gonna have to have a talk with the upstairs tenants.


Special Attacks:

Neutral Special: New Leaf - Isabelle tosses a leaf in front of her, skyward. It slowly descends toward the stage. Pressing the button again as it's either on the stage or in the air will transform it into a piece of furniture: either a small one that can be thrown, or a large one that either crushes a foe beneath it as it falls, or can be used as a stage obstacle for the opponent to have to work around. One light and one heavy object can be on the stage at once per Isabelle.

Side Special: Public Works Projects - Like Shulk's Monado Arts, these can be cycled by pressing the button. A set of four symbols appear above Isabelle as they cycle: a water droplet, a flame, an hourglass, and a bell. Selecting one brings a Gyroid onto the stage, which must be protected at all costs, as it has a health bar. If the Gyroid takes too much damage, it will disappear. After it has been guarded enough, it will transform into a permanent object on the stage. Here are the options and their effects.

— Selecting the water droplet creates a small fountain on the stage. The water effect can interrupt foes attempting to approach Isabelle from the air, due to its windbox effect.
— Selecting the flame creates a campfire. Opponents that touch this will get burned, and all explosives that touch it will instantly explode. Additionally, any projectile, either from Isabelle or from her opponent, that passes through the flames will become imbued with the fire effect, doing slightly more damage and automatically setting off explosives.
— Selecting the hourglass creates a small clockpost on the stage. This doesn't reach the foreground and doesn't impact the fight directly, but it does decrease the amount of time needed to defend a Gyroid before a Public Works Project is created.
— Selecting the bell creates a small bell on the stage that Isabelle can ring by going near it (it will automatically activate when she goes near it). This is a sound based attack that damages opponents, buying Isabelle more time.

Only two Public Works Projects can be on the stage at a time per Isabelle. These structures are semi-permanent. They will stay on the stage unless:
— The stage moves in a way that leaves the structures behind, like a touring stage, or
— Isabelle presses and holds her Side Special while next to a structure, instantly dismantling it.

Plan your "town" wisely and use each project to your advantage.

Up Special: Present Balloon - Isabelle holds onto a present balloon and flies upwards. Unlike Villager, she doesn't have free flight during this, making it a much more linear recovery.

Down Special: Beautiful Town Ordinance - Isabelle plants a sign post into the ground as a fenced off area appears on the stage around her. After five seconds (this can be reduced to three with the clock tower public works project), a small garden appears. Standing in the garden allows Isabelle to slowly heal a bit of health back, but she cannot attack while standing in the garden, making her a sitting duck. But by planning out her PWPs and furniture properly, perhaps she can preoccupy the foe long enough to heal a significant chunk of damage. Unlike her Side Special, this garden is not semi-permanent. If a foe attacks the flower bed enough, it will wither away and disappear. Striking it with a fire move will erase it almost instantly. You can only place one flower bed on the stage at a time.

Final Smash: Bell Boom Ordinance

Isabelle enacts the Wealthy Town, or Bell Boom, Ordinance. In this move, heavy bags of bells rain from the sky before bursting on impact on the stage. This causes massive damage both to the foe and to the economy.


Playstyle Notes:

Isabelle is a very defensive-oriented character. From a cosmetic standpoint, none of her moves are intended to bring harm to the opponent, but the circumstances surrounding the fight make her accidentally bring harm to them.

Where Isabelle truly shines is her set of specials, as they dictate her playstyle: she is a cute and clumsy terraformer, being able to alter the stage to her heart's content. This showcases a key aspect of the Animal Crossing series, which is town planning and interior decorating. Isabelle, being the assistant mayor, oversees a lot of the day to day town planning, and as such she is the perfect character for something like this.
Ok, I wasn't sold on Isabelle before, but now I am. The idea of a character that isn't unintentionally hurting others is seriously neat, great work.
 

DoctorSanity

Smash Journeyman
Joined
Aug 16, 2015
Messages
246
I think part of what makes this information drought so much worse is they have a Smash Bros Dojo!-esque website that is... literally 100% information we already know. I can't think of one single thing notable that's new besides the squid sisters. Have we even gotten days for the new items that are appearing??

They have an entire site dedicated to effectively nothing so far, and they're waving it in our faces that "Hey their miiiight be something new... some day... eventually..." without. Doing anything kjshdfkjs
 

KMDP

Smash Legend
Joined
Jun 18, 2018
Messages
12,199
I think part of what makes this information drought so much worse is they have a Smash Bros Dojo!-esque website that is... literally 100% information we already know. I can't think of one single thing notable that's new besides the squid sisters. Have we even gotten days for the new items that are appearing??

They have an entire site dedicated to effectively nothing so far, and they're waving it in our faces that "Hey their miiiight be something new... some day... eventually..." without. Doing anything kjshdfkjs
The only new stuff we've been getting out of the Smash Blog is the music, so far.
 
D

Deleted member

Guest
People wanted an Isabelle moveset? Here's one I made a few months ago.



Isabelle Rings In!​
Normal Attacks:

Jab: A bee flies in front of Isabelle, so she shuts her eyes and swings her clipboard in front of her to shoo it away, swinging it back and forth with each button press.

Dash Attack: While running, Isabelle notices a swarm of bees behind her, so she hits the deck as the swarm rushes into the opponent, missing her.

Side Tilt: Isabelle tries to catch an unseen bug in her net and swings it forward in a side-to-side motion. A two strike move.

Up Tilt: Isabelle celebrates being in Smash by pulling out a Party Popper and pointing it skyward, unleashing an explosion of confetti in a quick motion.

Down Tilt: A Ring Toss furniture piece appears before Isabelle, slightly in front of her, and she tries to toss a ring onto it. The opponent keeps getting in the way, though.


Aerial Attacks:

Neutral Air: Isabelle takes out her fishing rod and makes a circular ribbon-twirler motion around her with its line.

Forward Air: Isabelle pulls out a giant foam finger and does a scooping motion, of sorts. She just wanted to cheer, but then the foe got in the way.

Back Air: Allergy season sucks. Isabelle sneezes, shooting her backwards and making her slam into the opponent. This can also work as a last ditch recovery effort, similar to Corrin's back air, but in the opposite direction.

Up Air: Isabelle, enjoying the breeze, pulls out a pinwheel and holds it above her. Its edges are sharp and rapidly hit the foe for damage.

Down Air: Isabelle, being a klutz, drops a bag of bells from her pocket. They hurdle down toward the ground and hit the opponent with a resounding thunk.


Smash Attacks:

Forward Smash: Isabelle knocks over a stack of paperwork about 1.5 times her own height, sending it cascading forward as any foe caught in the move gets launched. This is Isabelle's best kill move...just don't tell her that.

Up Smash: Isabelle adores seashells. In this move, she'll play with the shell the mayor gave her, tossing it up in the air and catching it as it descends. While it's airborne, however, it will spin rapidly, causing major damage to those hit by it.

Down Smash: Isabelle poses in celebration as an archway appears over her, quickly falling from the sky. However, if the opponent was on either side of her when the archway was made...well, they're underneath it now. As they get blasted away, Isabelle, horrified, quickly removes the archway, turning it into a leaf.


Grab, Pummel, and Throws:

Grab and Pummel: Isabelle casts her line and snags the foe with her rod, entangling them. Each pummel has her pull on the rod in an attempt to free the line from them, though this ends up being her pummel.

Forward Throw: Isabelle turns on a giant fan that blasts foes away.

Back Throw: Isabelle tries to unhook the foe but ends up tossing them backward as she looks on in horror.

Up Throw: A geyser bursts out beneath the opponent, blasting them upward.

Down Throw: A flowerpot falls from the sky and smashes into the foe, knocking them toward the stage and sending them upward. Isabelle's gonna have to have a talk with the upstairs tenants.


Special Attacks:

Neutral Special: New Leaf - Isabelle tosses a leaf in front of her, skyward. It slowly descends toward the stage. Pressing the button again as it's either on the stage or in the air will transform it into a piece of furniture: either a small one that can be thrown, or a large one that either crushes a foe beneath it as it falls, or can be used as a stage obstacle for the opponent to have to work around. One light and one heavy object can be on the stage at once per Isabelle.

Side Special: Public Works Projects - Like Shulk's Monado Arts, these can be cycled by pressing the button. A set of four symbols appear above Isabelle as they cycle: a water droplet, a flame, an hourglass, and a bell. Selecting one brings a Gyroid onto the stage, which must be protected at all costs, as it has a health bar. If the Gyroid takes too much damage, it will disappear. After it has been guarded enough, it will transform into a permanent object on the stage. Here are the options and their effects.

— Selecting the water droplet creates a small fountain on the stage. The water effect can interrupt foes attempting to approach Isabelle from the air, due to its windbox effect.
— Selecting the flame creates a campfire. Opponents that touch this will get burned, and all explosives that touch it will instantly explode. Additionally, any projectile, either from Isabelle or from her opponent, that passes through the flames will become imbued with the fire effect, doing slightly more damage and automatically setting off explosives.
— Selecting the hourglass creates a small clockpost on the stage. This doesn't reach the foreground and doesn't impact the fight directly, but it does decrease the amount of time needed to defend a Gyroid before a Public Works Project is created.
— Selecting the bell creates a small bell on the stage that Isabelle can ring by going near it (it will automatically activate when she goes near it). This is a sound based attack that damages opponents, buying Isabelle more time.

Only two Public Works Projects can be on the stage at a time per Isabelle. These structures are semi-permanent. They will stay on the stage unless:
— The stage moves in a way that leaves the structures behind, like a touring stage, or
— Isabelle presses and holds her Side Special while next to a structure, instantly dismantling it.

Plan your "town" wisely and use each project to your advantage.

Up Special: Present Balloon - Isabelle holds onto a present balloon and flies upwards. Unlike Villager, she doesn't have free flight during this, making it a much more linear recovery.

Down Special: Beautiful Town Ordinance - Isabelle plants a sign post into the ground as a fenced off area appears on the stage around her. After five seconds (this can be reduced to three with the clock tower public works project), a small garden appears. Standing in the garden allows Isabelle to slowly heal a bit of health back, but she cannot attack while standing in the garden, making her a sitting duck. But by planning out her PWPs and furniture properly, perhaps she can preoccupy the foe long enough to heal a significant chunk of damage. Unlike her Side Special, this garden is not semi-permanent. If a foe attacks the flower bed enough, it will wither away and disappear. Striking it with a fire move will erase it almost instantly. You can only place one flower bed on the stage at a time.

Final Smash: Bell Boom Ordinance

Isabelle enacts the Wealthy Town, or Bell Boom, Ordinance. In this move, heavy bags of bells rain from the sky before bursting on impact on the stage. This causes massive damage both to the foe and to the economy.


Playstyle Notes:

Isabelle is a very defensive-oriented character. From a cosmetic standpoint, none of her moves are intended to bring harm to the opponent, but the circumstances surrounding the fight make her accidentally bring harm to them.

Where Isabelle truly shines is her set of specials, as they dictate her playstyle: she is a cute and clumsy terraformer, being able to alter the stage to her heart's content. This showcases a key aspect of the Animal Crossing series, which is town planning and interior decorating. Isabelle, being the assistant mayor, oversees a lot of the day to day town planning, and as such she is the perfect character for something like this.
So she's the Smash equivalent of Phoenix Wright? I'm completely okay with this.
 

gebi

Cloud Prince
Joined
Jul 3, 2018
Messages
81
Location
Australia
Wait so do you guys actually believe there will be reveal at EVO? That isn't taking a stab I'm just genuinely asking because i swear a while ago i saw a heap of people saying that they doubt it but now i see a few of you talking about it.
 

KMDP

Smash Legend
Joined
Jun 18, 2018
Messages
12,199

Pakky

Smash Hero
Joined
Jul 19, 2014
Messages
7,547
Huh, :ultfalcon: is here like last time when he fought :ultrobin&:ultlucina: during that trailer.

Means NOTHING at all but its funny, welp if we get something on the 27th, cool.
 

RandomAce

Smash Champion
Joined
Oct 29, 2017
Messages
2,986
Funny how it's been over a month after E3 and we're already thirsting for news.
After that blowout you'd think we'd have material to talk about for months but it seems to have had a reverse effect.
Well tbh, the thing we can take from it is the fact that we have less newcomers and the ballot has some effect on set newcomers. The veterans are in, there is so much you can talk about aside that they’re in and the previous things I mentioned.

Daisy was used to introduce the “Echo” category which is something every Smash game has.

Inkling is a recent character/IP that Smash games usually add.

Ridley is a fan favorite that Smash games usually add.

It’s the same boat that we’ve been before E3.

Also off topic but I hate the idea of Echos. The best scenario when it comes to clones is when the clones have more notable differences like in Dr. Mario in Smash 4 and the Melee clones. But instead of making DP and Lucina more different to be a more distinguished playstyle of their character, it seems that they will keep the small barely noticeable differences they have and include more characters also with barely noticeable differences.

I know people say it’s possible that we can get Melee styled clones like YL, Pichu, and Doc. But at that point, newcomers that are like that can’t be called Echoes anymore and are going to be treated as whole seperate characters like the other unique characters, and that might rile up people because they should have been considered an echo but instead are treated as a unique newcomer.

Unless Sakurai is making changes to what echoes are and is hopefully making changes to Dark Pit, Lucina, Daisy to have notable differences between their counterparts, Echoes is what Sakurai is going for instead of standard Melee clones with this game, and I personally don’t like that. If they are adding clones, they should feel like they have a different playstyle while using the same moveset instead of being a glorified alt.
 

gebi

Cloud Prince
Joined
Jul 3, 2018
Messages
81
Location
Australia
I think part of what makes this information drought so much worse is they have a Smash Bros Dojo!-esque website that is... literally 100% information we already know. I can't think of one single thing notable that's new besides the squid sisters. Have we even gotten days for the new items that are appearing??

They have an entire site dedicated to effectively nothing so far, and they're waving it in our faces that "Hey their miiiight be something new... some day... eventually..." without. Doing anything kjshdfkjs
Well they can't use it to reveal veterans anymore like 4 as they are all already revealed and i doubt they would show new characters as people love the trailers. But your right at least open up the Stage and Item tabs for us to look at. Hopefully showing a few stages we didnt know about like FoD.
 

KMDP

Smash Legend
Joined
Jun 18, 2018
Messages
12,199
Huh, :ultfalcon: is here like last time when he fought :ultrobin&:ultlucina: during that trailer.

Means NOTHING at all but its funny, welp if we get something on the 27th, cool.
And then the next two characters are Lucina and Robin, and we begin "seeing" a pattern all over again. XD

I have a question; How frequently has there been music revealed on the Blog that has lead to coverage of a character from the same series within that week (e.g. "F-Zero Medley" and Captain Falcon two days later)?

EDIT: Also, the inverse.
 
Last edited:

Pakky

Smash Hero
Joined
Jul 19, 2014
Messages
7,547
Wait so do you guys actually believe there will be reveal at EVO? That isn't taking a stab I'm just genuinely asking because i swear a while ago i saw a heap of people saying that they doubt it but now i see a few of you talking about it.
With
&
no, no I don't.

Especially not with
as an echo fighter.

Also not going to say that either is a shoo-in for DLC. Because honestly, even though we 'know' the project plan date we have no idea about what's going on behind closed doors, and or who as put in a good word for who.
 
Last edited:
D

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People wanted an Isabelle moveset? Here's one I made a few months ago.



Isabelle Rings In!​
Normal Attacks:

Jab: A bee flies in front of Isabelle, so she shuts her eyes and swings her clipboard in front of her to shoo it away, swinging it back and forth with each button press.

Dash Attack: While running, Isabelle notices a swarm of bees behind her, so she hits the deck as the swarm rushes into the opponent, missing her.

Side Tilt: Isabelle tries to catch an unseen bug in her net and swings it forward in a side-to-side motion. A two strike move.

Up Tilt: Isabelle celebrates being in Smash by pulling out a Party Popper and pointing it skyward, unleashing an explosion of confetti in a quick motion.

Down Tilt: A Ring Toss furniture piece appears before Isabelle, slightly in front of her, and she tries to toss a ring onto it. The opponent keeps getting in the way, though.


Aerial Attacks:

Neutral Air: Isabelle takes out her fishing rod and makes a circular ribbon-twirler motion around her with its line.

Forward Air: Isabelle pulls out a giant foam finger and does a scooping motion, of sorts. She just wanted to cheer, but then the foe got in the way.

Back Air: Allergy season sucks. Isabelle sneezes, shooting her backwards and making her slam into the opponent. This can also work as a last ditch recovery effort, similar to Corrin's back air, but in the opposite direction.

Up Air: Isabelle, enjoying the breeze, pulls out a pinwheel and holds it above her. Its edges are sharp and rapidly hit the foe for damage.

Down Air: Isabelle, being a klutz, drops a bag of bells from her pocket. They hurdle down toward the ground and hit the opponent with a resounding thunk.


Smash Attacks:

Forward Smash: Isabelle knocks over a stack of paperwork about 1.5 times her own height, sending it cascading forward as any foe caught in the move gets launched. This is Isabelle's best kill move...just don't tell her that.

Up Smash: Isabelle adores seashells. In this move, she'll play with the shell the mayor gave her, tossing it up in the air and catching it as it descends. While it's airborne, however, it will spin rapidly, causing major damage to those hit by it.

Down Smash: Isabelle poses in celebration as an archway appears over her, quickly falling from the sky. However, if the opponent was on either side of her when the archway was made...well, they're underneath it now. As they get blasted away, Isabelle, horrified, quickly removes the archway, turning it into a leaf.


Grab, Pummel, and Throws:

Grab and Pummel: Isabelle casts her line and snags the foe with her rod, entangling them. Each pummel has her pull on the rod in an attempt to free the line from them, though this ends up being her pummel.

Forward Throw: Isabelle turns on a giant fan that blasts foes away.

Back Throw: Isabelle tries to unhook the foe but ends up tossing them backward as she looks on in horror.

Up Throw: A geyser bursts out beneath the opponent, blasting them upward.

Down Throw: A flowerpot falls from the sky and smashes into the foe, knocking them toward the stage and sending them upward. Isabelle's gonna have to have a talk with the upstairs tenants.


Special Attacks:

Neutral Special: New Leaf - Isabelle tosses a leaf in front of her, skyward. It slowly descends toward the stage. Pressing the button again as it's either on the stage or in the air will transform it into a piece of furniture: either a small one that can be thrown, or a large one that either crushes a foe beneath it as it falls, or can be used as a stage obstacle for the opponent to have to work around. One light and one heavy object can be on the stage at once per Isabelle.

Side Special: Public Works Projects - Like Shulk's Monado Arts, these can be cycled by pressing the button. A set of four symbols appear above Isabelle as they cycle: a water droplet, a flame, an hourglass, and a bell. Selecting one brings a Gyroid onto the stage, which must be protected at all costs, as it has a health bar. If the Gyroid takes too much damage, it will disappear. After it has been guarded enough, it will transform into a permanent object on the stage. Here are the options and their effects.

— Selecting the water droplet creates a small fountain on the stage. The water effect can interrupt foes attempting to approach Isabelle from the air, due to its windbox effect.
— Selecting the flame creates a campfire. Opponents that touch this will get burned, and all explosives that touch it will instantly explode. Additionally, any projectile, either from Isabelle or from her opponent, that passes through the flames will become imbued with the fire effect, doing slightly more damage and automatically setting off explosives.
— Selecting the hourglass creates a small clockpost on the stage. This doesn't reach the foreground and doesn't impact the fight directly, but it does decrease the amount of time needed to defend a Gyroid before a Public Works Project is created.
— Selecting the bell creates a small bell on the stage that Isabelle can ring by going near it (it will automatically activate when she goes near it). This is a sound based attack that damages opponents, buying Isabelle more time.

Only two Public Works Projects can be on the stage at a time per Isabelle. These structures are semi-permanent. They will stay on the stage unless:
— The stage moves in a way that leaves the structures behind, like a touring stage, or
— Isabelle presses and holds her Side Special while next to a structure, instantly dismantling it.

Plan your "town" wisely and use each project to your advantage.

Up Special: Present Balloon - Isabelle holds onto a present balloon and flies upwards. Unlike Villager, she doesn't have free flight during this, making it a much more linear recovery.

Down Special: Beautiful Town Ordinance - Isabelle plants a sign post into the ground as a fenced off area appears on the stage around her. After five seconds (this can be reduced to three with the clock tower public works project), a small garden appears. Standing in the garden allows Isabelle to slowly heal a bit of health back, but she cannot attack while standing in the garden, making her a sitting duck. But by planning out her PWPs and furniture properly, perhaps she can preoccupy the foe long enough to heal a significant chunk of damage. Unlike her Side Special, this garden is not semi-permanent. If a foe attacks the flower bed enough, it will wither away and disappear. Striking it with a fire move will erase it almost instantly. You can only place one flower bed on the stage at a time.

Final Smash: Bell Boom Ordinance

Isabelle enacts the Wealthy Town, or Bell Boom, Ordinance. In this move, heavy bags of bells rain from the sky before bursting on impact on the stage. This causes massive damage both to the foe and to the economy.


Playstyle Notes:

Isabelle is a very defensive-oriented character. From a cosmetic standpoint, none of her moves are intended to bring harm to the opponent, but the circumstances surrounding the fight make her accidentally bring harm to them.

Where Isabelle truly shines is her set of specials, as they dictate her playstyle: she is a cute and clumsy terraformer, being able to alter the stage to her heart's content. This showcases a key aspect of the Animal Crossing series, which is town planning and interior decorating. Isabelle, being the assistant mayor, oversees a lot of the day to day town planning, and as such she is the perfect character for something like this.
Good moveset man!

Do you have a Chrom moveset? I am sure you do.
 

MBRedboy31

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I think part of what makes this information drought so much worse is they have a Smash Bros Dojo!-esque website that is... literally 100% information we already know. I can't think of one single thing notable that's new besides the squid sisters. Have we even gotten days for the new items that are appearing??

They have an entire site dedicated to effectively nothing so far, and they're waving it in our faces that "Hey their miiiight be something new... some day... eventually..." without. Doing anything kjshdfkjs
They also confirmed the nature of Miis’ customs on the blog (albeit with confusing wording that they clarified elsewhere.) The pics for the Black Hole item also showed more of what might be Final Destination. But... yeah, there’s barely anything new from the blog...
 

Opossum

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Good moveset man!

Do you have a Chrom moveset? I am sure you do.
Of course lol.
Specials:

Down Special: Chrom would switch between the Exalted Falchion and the Blessed Lance using his Down Special, Convoy. In general, the Falchion provides more power while the Blessed Lance provides more reach.

Up Special: His Up Special would be Sol. Chrom can't get Sol as a skill in Awakening through normal means, but this was creative license, since Aether is just Sol+Luna and I didn't want more inevitable Ike comparisons. Plus he gets it in Heroes. Here, Chrom would leap up, and at the apex can do one of two things. He can hit left or right, making him do a somersault maneuver (like the Mii Swordfighter's Airborn Assault special) while crash toward the ground, like in the Two Falchions cutscene, or he can plummet straight down by pressing down, sending his sword into the ground (from yet another Awakening cutscene). The former does more damage with the Falchion, while the latter does more damage with the Blessed Lance.

Side Special: Chrom's Side Special would be Luna. Chrom will take out a Spear and aim. Think of the Cracker Launcher in Brawl. You can aim the move and walk at the same time, but releasing the button tosses the spear. This does more damage if the Blessed Lance is equipped beforehand.

Neutral Special: Chrom's Neutral Special is Rightful King. One big part of Awakening's final act is having Chrom be blessed by Naga's flames and having the Falchion exalted. This would be incorporated into Chrom's moveset by him holding his weapon skyward. He is surrounded by white flames from Naga that build as the move is charged. However, the flames don't cause knockback, only damage, so foes can walk right up to Chrom and hit him out of it if he's not careful. That being said, if Chrom completes this move, the area around him gets doused with Naga's holy fire, causing major damage. Additionally, if Chrom is equipped with the Exalted Falchion and hits the opponent with a fully charged move, he gets a bit of health healed. The sweet spot is right above Chrom, where he's holding his blade.

Finally his Final Smash is the Shepherds' Assault. Here, Frederick arrives on the stage and rides a horse around the stage, striking foes with a Silver Axe for heavy damage. All the while, Chrom can still move about and attack with increased defenses, all thanks to a guard boost from Frederick.

Normals:


Jab: (Sword) A three strike move in which Chrom holds the Falchion in two hands. Strike from left, strike from right, overhead strike.
Jab: (Lance) A two strike move involving two pokes and a lunge.


Dash Attack: (Both) Chrom performs a shoulder bash.

Side Tilt: (Sword) Chrom does a wide sideways slash. Similar to and slightly slower than Marth's, but more powerful.
Side Tilt: (Lance) Chrom juts out the Blessed Lance and twirls it for a three hit attack.


Up Tilt: (Sword) Chrom performs an upwards slice in a way similar to Little Mac's upward angled side smash. It has two points of damage, making it a swift, two hit attack. The animation is taken from Awakening.
Up Tilt: (Lance) Chrom twirls the Blessed Lance above him like a helicopter.


Down Tilt: (Sword) Chrom ducks down and does a chopping motion with the Falchion.
Down Tilt: (Lance) Chrom pokes the Blessed Lance forward, almost like a billiard cue.


Aerials:


Neutral Air: (Sword) Chrom takes on the pose of his Awakening box art and lunges his sword forward.
Neutral Air: (Lance) Chrom extends his lance at a downward angle similar to Corrin's Dragon Lunge.


Forward Air: (Sword) Chrom performs a quick midair somersault with his blade extended. May meteor smash if it hits at the beginning.
Forward Air: (Lance) Chrom extends his Blessed Lance forward.


Back Air: (Both) Chrom flips around and swiftly kicks the foes twice.

Up Air: (Sword) Chrom swings his Falchion twice above him in an arc.
Up Air: (Lance) Chrom twirls the lance tall-ways above him.


Down Air: (Sword) Chrom slams the Falchion down beneath him, causing him to fall toward the stage before reaching the point of impact on the ground.
Down Air: (Lance) Chrom holds the lance facing downward as a burst of light emits from the blade.


Smashes:


Up Smash: (Both) Chrom bashes the Fire Emblem skyward as it erupts with heavenly light.

Side Smash: (Sword) Chrom leaps forward and slams his sword from overhead onto the ground. This is Chrom's best kill move and is taken from his critical hit animation.
Side Smash: (Lance) Chrom thrusts the Blessed Lance forward. If it connects, another hit occurs as the blade erupts with Naga's holy light.


Down Smash: (Sword) Chrom slams his sword in front of him while taking a knee, planting it firmly into the ground. Like a few other down smashes, this only hits one side.
Down Smash: (Lance) Chrom ducks down and swings the lance across the floor, hitting both sides in a more traditional down smash.


Grabs:


Pummel: Chrom sheathes his blade and punches the opponent.

Forward Throw: Chrom tosses the foe forward.
Back Throw: Chrom throws the foe over his shoulder in a judo-styled maneuver.
Up Throw: Chrom lobs the opponent skyward.
Down Throw: Chrom slams his enemy downward and impales them with either the Exalted Falchion or the Blessed Lance.


Extras:

Taunts:

Down Taunt: Chrom twirls his Falchion or Lance before planting it into the ground, taken directly from his victory animations in Awakening, all while saying "Well fought."

Up Taunt: Chrom lifts his current weapon skyward while saying "I will not falter."

Side Taunt: Chrom takes his trademark pose from his official art and shouts "Anything can change!"

Entrance Animation: Chrom appears from a Warp spell and draws his weapon.


Victory Poses:

Victory Pose 1: Chrom takes Falchion out of the ground and announces "For the Halidom of Ylisse!"
Victory Pose 2: Frederick rides in on horseback as Chrom's cape billows in the wind. Chrom states "It appears our training has paid off."
Victory Pose 3: Chrom does two wide slashes with the Exalted Falchion before sheathing it. During this, he says "Our bonds are stronger than any destiny."


Special Victory Quotes (Victory Pose 3) :

VS. Lucina: "You're skilled, but there are still a few things I can teach you."
VS. Robin: "You tactics can only get you so far, friend."
VS. Marth: "It's been an honor, great Hero King."

I'm almost certain he has made a moveset for every character in his sig.
Almost. Crash, Virion, Henry, and Klefki are still just the special moves and general playstyles as opposed to the full movesets. Yes for all the others though. :p
 

Knight Dude

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Funny how it's been over a month after E3 and we're already thirsting for news.
After that blowout you'd think we'd have material to talk about for months but it seems to have had a reverse effect.
If we had some more in-depth gameplay of every one in the demo, it'd probably turn out better. But only some characters got that so far.
 
D

Deleted member

Guest
Of course lol.
Specials:

Down Special: Chrom would switch between the Exalted Falchion and the Blessed Lance using his Down Special, Convoy. In general, the Falchion provides more power while the Blessed Lance provides more reach.

Up Special: His Up Special would be Sol. Chrom can't get Sol as a skill in Awakening through normal means, but this was creative license, since Aether is just Sol+Luna and I didn't want more inevitable Ike comparisons. Plus he gets it in Heroes. Here, Chrom would leap up, and at the apex can do one of two things. He can hit left or right, making him do a somersault maneuver (like the Mii Swordfighter's Airborn Assault special) while crash toward the ground, like in the Two Falchions cutscene, or he can plummet straight down by pressing down, sending his sword into the ground (from yet another Awakening cutscene). The former does more damage with the Falchion, while the latter does more damage with the Blessed Lance.

Side Special: Chrom's Side Special would be Luna. Chrom will take out a Spear and aim. Think of the Cracker Launcher in Brawl. You can aim the move and walk at the same time, but releasing the button tosses the spear. This does more damage if the Blessed Lance is equipped beforehand.

Neutral Special: Chrom's Neutral Special is Rightful King. One big part of Awakening's final act is having Chrom be blessed by Naga's flames and having the Falchion exalted. This would be incorporated into Chrom's moveset by him holding his weapon skyward. He is surrounded by white flames from Naga that build as the move is charged. However, the flames don't cause knockback, only damage, so foes can walk right up to Chrom and hit him out of it if he's not careful. That being said, if Chrom completes this move, the area around him gets doused with Naga's holy fire, causing major damage. Additionally, if Chrom is equipped with the Exalted Falchion and hits the opponent with a fully charged move, he gets a bit of health healed. The sweet spot is right above Chrom, where he's holding his blade.

Finally his Final Smash is the Shepherds' Assault. Here, Frederick arrives on the stage and rides a horse around the stage, striking foes with a Silver Axe for heavy damage. All the while, Chrom can still move about and attack with increased defenses, all thanks to a guard boost from Frederick.

Normals:


Jab: (Sword) A three strike move in which Chrom holds the Falchion in two hands. Strike from left, strike from right, overhead strike.
Jab: (Lance) A two strike move involving two pokes and a lunge.


Dash Attack: (Both) Chrom performs a shoulder bash.

Side Tilt: (Sword) Chrom does a wide sideways slash. Similar to and slightly slower than Marth's, but more powerful.
Side Tilt: (Lance) Chrom juts out the Blessed Lance and twirls it for a three hit attack.


Up Tilt: (Sword) Chrom performs an upwards slice in a way similar to Little Mac's upward angled side smash. It has two points of damage, making it a swift, two hit attack. The animation is taken from Awakening.
Up Tilt: (Lance) Chrom twirls the Blessed Lance above him like a helicopter.


Down Tilt: (Sword) Chrom ducks down and does a chopping motion with the Falchion.
Down Tilt: (Lance) Chrom pokes the Blessed Lance forward, almost like a billiard cue.


Aerials:


Neutral Air: (Sword) Chrom takes on the pose of his Awakening box art and lunges his sword forward.
Neutral Air: (Lance) Chrom extends his lance at a downward angle similar to Corrin's Dragon Lunge.


Forward Air: (Sword) Chrom performs a quick midair somersault with his blade extended. May meteor smash if it hits at the beginning.
Forward Air: (Lance) Chrom extends his Blessed Lance forward.


Back Air: (Both) Chrom flips around and swiftly kicks the foes twice.

Up Air: (Sword) Chrom swings his Falchion twice above him in an arc.
Up Air: (Lance) Chrom twirls the lance tall-ways above him.


Down Air: (Sword) Chrom slams the Falchion down beneath him, causing him to fall toward the stage before reaching the point of impact on the ground.
Down Air: (Lance) Chrom holds the lance facing downward as a burst of light emits from the blade.


Smashes:


Up Smash: (Both) Chrom bashes the Fire Emblem skyward as it erupts with heavenly light.

Side Smash: (Sword) Chrom leaps forward and slams his sword from overhead onto the ground. This is Chrom's best kill move and is taken from his critical hit animation.
Side Smash: (Lance) Chrom thrusts the Blessed Lance forward. If it connects, another hit occurs as the blade erupts with Naga's holy light.


Down Smash: (Sword) Chrom slams his sword in front of him while taking a knee, planting it firmly into the ground. Like a few other down smashes, this only hits one side.
Down Smash: (Lance) Chrom ducks down and swings the lance across the floor, hitting both sides in a more traditional down smash.


Grabs:


Pummel: Chrom sheathes his blade and punches the opponent.

Forward Throw: Chrom tosses the foe forward.
Back Throw: Chrom throws the foe over his shoulder in a judo-styled maneuver.
Up Throw: Chrom lobs the opponent skyward.
Down Throw: Chrom slams his enemy downward and impales them with either the Exalted Falchion or the Blessed Lance.


Extras:

Taunts:

Down Taunt: Chrom twirls his Falchion or Lance before planting it into the ground, taken directly from his victory animations in Awakening, all while saying "Well fought."

Up Taunt: Chrom lifts his current weapon skyward while saying "I will not falter."

Side Taunt: Chrom takes his trademark pose from his official art and shouts "Anything can change!"

Entrance Animation: Chrom appears from a Warp spell and draws his weapon.


Victory Poses:

Victory Pose 1: Chrom takes Falchion out of the ground and announces "For the Halidom of Ylisse!"
Victory Pose 2: Frederick rides in on horseback as Chrom's cape billows in the wind. Chrom states "It appears our training has paid off."
Victory Pose 3: Chrom does two wide slashes with the Exalted Falchion before sheathing it. During this, he says "Our bonds are stronger than any destiny."


Special Victory Quotes (Victory Pose 3) :

VS. Lucina: "You're skilled, but there are still a few things I can teach you."
VS. Robin: "You tactics can only get you so far, friend."
VS. Marth: "It's been an honor, great Hero King."


Almost. Crash, Virion, Henry, and Klefki are still just the special moves and general playstyles as opposed to the full movesets. Yes for all the others though. :p
Good stuff, Opossum.
Show me the Klefki ones for the Lols. :p
 

Idon

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Of course lol.
Specials:

Down Special: Chrom would switch between the Exalted Falchion and the Blessed Lance using his Down Special, Convoy. In general, the Falchion provides more power while the Blessed Lance provides more reach.

Up Special: His Up Special would be Sol. Chrom can't get Sol as a skill in Awakening through normal means, but this was creative license, since Aether is just Sol+Luna and I didn't want more inevitable Ike comparisons. Plus he gets it in Heroes. Here, Chrom would leap up, and at the apex can do one of two things. He can hit left or right, making him do a somersault maneuver (like the Mii Swordfighter's Airborn Assault special) while crash toward the ground, like in the Two Falchions cutscene, or he can plummet straight down by pressing down, sending his sword into the ground (from yet another Awakening cutscene). The former does more damage with the Falchion, while the latter does more damage with the Blessed Lance.

Side Special: Chrom's Side Special would be Luna. Chrom will take out a Spear and aim. Think of the Cracker Launcher in Brawl. You can aim the move and walk at the same time, but releasing the button tosses the spear. This does more damage if the Blessed Lance is equipped beforehand.

Neutral Special: Chrom's Neutral Special is Rightful King. One big part of Awakening's final act is having Chrom be blessed by Naga's flames and having the Falchion exalted. This would be incorporated into Chrom's moveset by him holding his weapon skyward. He is surrounded by white flames from Naga that build as the move is charged. However, the flames don't cause knockback, only damage, so foes can walk right up to Chrom and hit him out of it if he's not careful. That being said, if Chrom completes this move, the area around him gets doused with Naga's holy fire, causing major damage. Additionally, if Chrom is equipped with the Exalted Falchion and hits the opponent with a fully charged move, he gets a bit of health healed. The sweet spot is right above Chrom, where he's holding his blade.

Finally his Final Smash is the Shepherds' Assault. Here, Frederick arrives on the stage and rides a horse around the stage, striking foes with a Silver Axe for heavy damage. All the while, Chrom can still move about and attack with increased defenses, all thanks to a guard boost from Frederick.

Normals:


Jab: (Sword) A three strike move in which Chrom holds the Falchion in two hands. Strike from left, strike from right, overhead strike.
Jab: (Lance) A two strike move involving two pokes and a lunge.


Dash Attack: (Both) Chrom performs a shoulder bash.

Side Tilt: (Sword) Chrom does a wide sideways slash. Similar to and slightly slower than Marth's, but more powerful.
Side Tilt: (Lance) Chrom juts out the Blessed Lance and twirls it for a three hit attack.


Up Tilt: (Sword) Chrom performs an upwards slice in a way similar to Little Mac's upward angled side smash. It has two points of damage, making it a swift, two hit attack. The animation is taken from Awakening.
Up Tilt: (Lance) Chrom twirls the Blessed Lance above him like a helicopter.


Down Tilt: (Sword) Chrom ducks down and does a chopping motion with the Falchion.
Down Tilt: (Lance) Chrom pokes the Blessed Lance forward, almost like a billiard cue.


Aerials:


Neutral Air: (Sword) Chrom takes on the pose of his Awakening box art and lunges his sword forward.
Neutral Air: (Lance) Chrom extends his lance at a downward angle similar to Corrin's Dragon Lunge.


Forward Air: (Sword) Chrom performs a quick midair somersault with his blade extended. May meteor smash if it hits at the beginning.
Forward Air: (Lance) Chrom extends his Blessed Lance forward.


Back Air: (Both) Chrom flips around and swiftly kicks the foes twice.

Up Air: (Sword) Chrom swings his Falchion twice above him in an arc.
Up Air: (Lance) Chrom twirls the lance tall-ways above him.


Down Air: (Sword) Chrom slams the Falchion down beneath him, causing him to fall toward the stage before reaching the point of impact on the ground.
Down Air: (Lance) Chrom holds the lance facing downward as a burst of light emits from the blade.


Smashes:


Up Smash: (Both) Chrom bashes the Fire Emblem skyward as it erupts with heavenly light.

Side Smash: (Sword) Chrom leaps forward and slams his sword from overhead onto the ground. This is Chrom's best kill move and is taken from his critical hit animation.
Side Smash: (Lance) Chrom thrusts the Blessed Lance forward. If it connects, another hit occurs as the blade erupts with Naga's holy light.


Down Smash: (Sword) Chrom slams his sword in front of him while taking a knee, planting it firmly into the ground. Like a few other down smashes, this only hits one side.
Down Smash: (Lance) Chrom ducks down and swings the lance across the floor, hitting both sides in a more traditional down smash.


Grabs:


Pummel: Chrom sheathes his blade and punches the opponent.

Forward Throw: Chrom tosses the foe forward.
Back Throw: Chrom throws the foe over his shoulder in a judo-styled maneuver.
Up Throw: Chrom lobs the opponent skyward.
Down Throw: Chrom slams his enemy downward and impales them with either the Exalted Falchion or the Blessed Lance.


Extras:

Taunts:

Down Taunt: Chrom twirls his Falchion or Lance before planting it into the ground, taken directly from his victory animations in Awakening, all while saying "Well fought."

Up Taunt: Chrom lifts his current weapon skyward while saying "I will not falter."

Side Taunt: Chrom takes his trademark pose from his official art and shouts "Anything can change!"

Entrance Animation: Chrom appears from a Warp spell and draws his weapon.


Victory Poses:

Victory Pose 1: Chrom takes Falchion out of the ground and announces "For the Halidom of Ylisse!"
Victory Pose 2: Frederick rides in on horseback as Chrom's cape billows in the wind. Chrom states "It appears our training has paid off."
Victory Pose 3: Chrom does two wide slashes with the Exalted Falchion before sheathing it. During this, he says "Our bonds are stronger than any destiny."


Special Victory Quotes (Victory Pose 3) :

VS. Lucina: "You're skilled, but there are still a few things I can teach you."
VS. Robin: "You tactics can only get you so far, friend."
VS. Marth: "It's been an honor, great Hero King."


Almost. Crash, Virion, Henry, and Klefki are still just the special moves and general playstyles as opposed to the full movesets. Yes for all the others though. :p
What's Klefki gonna do? Jangle me to death?
 
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