Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
That's good, but that's not the current job, we need to vote which character will be next, but you can tell that idea you have when the job scenario calls for itI actually would want to go the opposite direction and have a couple or more Nintendo characters make it into a different party's MOBA
Palutena as a ranged fighter
Pit as a swordy obviously
Even bigger bonus would be getting Master Chief into a different party's MOBA
I would also be pleased with Halo's Arbiter.
We will have quite a few jobs in the future determining rolls and more characters, stay tuned for more prompts, the current prompt is voting for one of the characters listed hereI actually would want to go the opposite direction and have a couple or more Nintendo characters make it into a different party's MOBA
Palutena as a ranged fighter
Pit as a swordy obviously
Even bigger bonus would be getting Master Chief into a different party's MOBA
I would also be pleased with Halo's Arbiter.
View attachment 324169
Ice Bros are enemies that accompany other enemies as support, they can lob ice balls in a large arc (you can tell where it lands based on the cyan reticle it makes) it will launch either small balls of freezing ice that can freeze you solid requiring button mashing to escape or giant ice blocks that can act a s temporary walls to block progress.
View attachment 324171
Coincoffer
These enemeis will try to flee from you and try to shoot coins from a distance to ward you off, defeat them and you get a large sum of money, thenless coins it shoots they more money you will get, very rare and are often hidden by invisibility.
View attachment 324172
Sherm
Large tanky (literally) enemies that shoot explosive rounds, being a machine it can be stun by electric based attacks, if has a long rang and shoots either red straight bullets or white bullets that can ricochet off walls but are weaker.
Reboot Job 2
Koopa Troopa
Koopa Troopas are basic enemies that attack by headbutting you at close range. If you're far away from them, they will sometimes retract into their shell and launch toward you a spinning tackle move. When defeated, they leave behind their shell; attack it to send it flying (the shell can damage other enemies while moving)!
Spike
These lads hang out from a distance and lob rolling projectiles toward you. Spikes can either throw spiked bars which are horizontally long and can be jumped over, or spiked balls which have less surface area but cannot be jumped over. They tend to panic when you get up close to them, so taking them out once you get past their projectiles is easy.
Monty Mole
These are ambush attackers; they burrow underground and keep moving toward you until they get behind you, at which point they pop out of the ground and start to frantically swipe at you with your claws. They usually attack in groups but are weak on their own. Their burrowing path is subtle but can be noticed if you pay attention (the ground slightly bulges out where they're currently tunneling). This way you can plan ahead and easily dispose of them as soon as they pop out.
Goomba
This would be a simple enemy that just chases you and if it gets to close it will attack
Galoomba
This would be a more powerful Goomba, it takes a few more hits to defeat and deals more damage
Ninji
Ninji would be fast and hard to hit but they have lower health, they can also charge into players.
Job 6: Mario's Moveset
Trying to tackle this moveset from a starter character perspective so I'm gonna try to make it not too complicated.
Role: Balanced
Basic Attack: The 3-hit combo from Mario 64 (Which is also his jab in Smash).
Aerial Attack: The spin attack from Galaxy.
Special 1: Spin Jump
A jumping move meant to be used offensively. This goes higher than a lot of other character's jumps and can be used to clear gaps and evade obstacles. Landing on an enemy will deal a lot of damage. If the enemy has spikes, Mario will harmlessly bounce off.
Special 2: Fireball
Shoots a fireball from his hand that bounces along the ground for a moderate distance.
Special 3: Hammer
A slower but more powerful close-ranged attack, involving Mario slamming down a hammer in front of him. Functions as a great finisher.
Final Smash: Mario Finale
Shoots two large fire projectiles down a lane.
VOTE FOR YOUR FAVORITE HERE!Role: Balanced
Basic Attack: 3 hit combo from 64
Aerial Attack: The Spin from Galaxy
Special 1: Fire Orb, Mario shoots 3 fireballs in a line
Special 2: Cappy, Mario throws cappy and then it comes back to him, the longer you hold the button the longer it stays out, you can jump onto cappy
Special 3: Power Up!, Mario pulls 1 random power up from some grass
-Super Mushroom - Doubles current health for 10 seconds
-Super Star - Become invincible for 5 seconds
-Cape - The ability becomes a reflect for 10 seconds
-F.L.U.D.D. - Mario can shoot a long cone of water that pushes opponents
-Vanish Cap - Mario Becomes Invisible for 10 seconds
-Metal Cap - Mario Becomes metal for 10 seconds
-Ice Flower - Mario can shoot a ball of ice in a line that freezes opponents
Final Smash: Mario Finale+, Mario Shoots 2 fireballs down a lane, the fireballs are filled with a bunch of sprites from many mario games.