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SSB4 Moveset Labs - For Fun!

Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
Hey! I'm a longtime Smasher who recently decided to sign up for Smashboards. The reason is simple - to set up a forum for people to discuss movesets for characters not in the game. This forum is designed for people to go wild and post whoever they'd like, even if they have no chance in hell of getting in a Smash Bros. game, ever. Reasons for having absolutely no chance include, but are not limited to:
  • Being owned by or exclusively licensed to one of Nintendo's current direct competitors - namely, Sony or Microsoft
    • Blinx the Time Sweeper (owned by Microsoft)
    • Banjo & Kazooie (owned by Rare, which is owned by Microsoft)
    • Master Chief (owned by Bungie, which has an exclusivity agreement with Microsoft)
    • Sackboy (owned by Media Molecule, which has an exclusivity agreement with Sony)
    • Ratchet & Clank (owned by Sony)
  • Being little more than a footnote in their own franchises
    • Bellumbeck (was nothing more than the final boss of The Legend of Zelda: Phantom Hourglass)
    • Raichu (because we really need another Pikachu clone... not)
    • Jynx (why... just... why?)
    • Roger Buster (just another F-Zero pilot)
    • Doopliss (as cool as he is, he's basically just a Duplighost with a love for pranks and a sassy personality)
  • Not a video game character, let alone one from a Nintendo franchise, in the first place
    • Goku
    • Naruto
    • Mickey Mouse
  • Copyright issues
    • Geno
See this topic for a more comprehensive list.

Of course, movesets for characters who actually might make it in will be allowed in this thread, and the requirements will be less strict than the "For Glory" counterpart.

I'll kick things off with a moveset I've made for Corsola. Yes, Corsola, of all Pokémon, was seen as worthy of creating a moveset for by me as a young kid playing Super Smash Bros. Melee... as a Jigglypuff semi-clone. That absolutely sucks in the air. So what is it good at? Why, defense, of course!

_______________________________________________________________________

Corsola

Design: …It’s Corsola. #222 in the National Pokédex. It’s round, spiky, and pink.


Series Symbol: Pokémon symbol (Poké Ball)

Stats (Overview):

Speed: 1/5 (As a Rock-type, Corsola is pretty slow, with a running speed slightly slower than Jigglypuff’s. This makes it the slowest character in the game. It very well may end up relying on its special moves to get around. It does have a ridiculously fast swim speed, but its chances to make use of that will be few and far between.)
Strength: 2.8/5 (It hits harder than Jigglypuff, but it’s still not exactly a heavy hitter.)
Defense: 5/5 (Corsola’s hard body actually enables it to take significantly less damage than other characters would from most attacks; it has an innate +50 Defense boost (and can still get Defense boosts as normal from equipment). It also has some innate flinch resistance and launch resistance above and beyond what its high weight would normally grant it; while its flinch resistance isn’t as great as Bowser’s, it’s still one of the few characters to be able to just shrug off attacks regardless of what it’s doing, at least at lower damage percentages. To top it all off, its shield is the biggest and most resilient in the game, and it can perform a perfect shield slightly more easily than other characters. Overall, Corsola is probably one of the toughest characters to KO, even though it’s only slightly bigger than Jigglypuff.)
Weight: 4.5/5 (Corsola’s much heavier than its small size would suggest, thanks to its solid Rock-type body. It’s not quite as heavy as the likes of Bowser or Charizard.)
Jump: 2.2/5 (Corsola only has one midair jump, like the majority of characters, and neither of its jumps go very high. In addition, it falls just as quickly as the Star Fox characters.)
Recovery: 1/5 (Corsola’s ridiculously good at not being blasted off the stage, but if that does happen, it’s not terribly good at making it back on. Spikes can help it quite a lot, but its single (lackluster) midair jump and lack of a decent recovery move do it no favors. Falling quickly does not help it in the slightest, either.)

Attributes (Detailed Summary):

Walking Speed: 0.5
Dashing Speed: 1
Air Speed: 0.7
Falling Speed (Maximum): 2.2
Falling Speed (Acceleration): 0.95[MB1]
Falling Speed (Fast-Fall): 3.96 (80% increase)
Weight: 110
Jump Force (Ground): 2.00
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 5
Meteor Cancel Window (in frames): 5
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: ?

Yes, I’ve come up with a moveset for Corsola. It’s so cute and pink and loveable, I just had to. I’ve actually had this moveset in mind since Melee! Now, Corsola is sort of a clone character. Namely, its moveset has many similarities to Jigglypuff’s. No, I’m not joking. Both of them are characters who are rather overspecialized, to the detriment of their overall fighting capacity, but mastering their specialized element can make them into highly effective fighters. Jigglypuff’s specialty is aerial combat. In contrast, Corsola specializes in defensive combat. Its recovery capabilities can only be described as “crappy”, but it takes a lot to make it need to recover in the first place. Whereas taking the offensive is Jigglypuff’s only real hope of victory, it’s a horrible idea for Corsola. Its attacks are a little sluggish and weak compared to the rest of the roster, which means that it’ll likely lose in a straight-up slugfest. However, Corsola has some innate defensive qualities to help it survive. It’s quite heavy in spite of its small size, and it can resist some damage, knockback, and flinching from any attack that hits it. Its shield is also extremely sturdy and will take a brutal beatdown to break through (barring an unblockable attack). To top that off, Corsola’s moves are very good for keeping opponents off balance and unable to mount an offensive. Fight smartly and abuse Corsola’s defensive tools, and you may be able to get through a match without being blasted off the stage even once.

Equipment Used:

Offense: X Attack
Defense: X Defense
Speed: X Speed

On-Stage Appearance: A Poké Ball is tossed onto the stage, and Corsola emerges from said Poké Ball. It looks around, then gets into a fighting stance.

Basic Attacks:

Jab Combo: Bubble:

Attack #1: Corsola shoots a bubble directly forward, which travels a short distance and does 2% damage (plus flinching) on contact.
Jab infinite: Corsola continues shooting bubbles forward. Each bubble operates just like the first – 2% damage with minor flinching. There's virtually no lag between bubbles, making this good for racking up damage and disrupting enemy attacks.
Jab finisher: Corsola launches a larger bubble that does 5% damage and knocks the foe away.

Tilt Attacks:

Forward Tilt: Corsola does a forward somersault, trying to slash its foe with the spikes on its back for 10% damage (or 12% if you hit with the tips of Corsola’s spikes). Note that if Corsola’s spikes are missing, this move will lose some of its range and knockback; it will also do only 7% damage.
Up Tilt: Corsola leaps up a short distance into the air, trying to impale foes with the spikes on its back for 9% damage (or 11% if you hit with the tip of Corsola’s spikes). Note that if Corsola’s spikes are missing, this move will lose some of its range and knockback, as well as doing only 5% damage.
Down Tilt: Aqua Jet: Corsola blasts the ground with a jet of water for 9% damage.

Dash Attack: Horn Attack: Corsola leaps forward, trying to jab its foe with the horn on its forehead for 14% damage.

Ledge Attack: Corsola leaps up onto the ledge and kicks up a bunch of rocks (about 6 or so), doing 2% damage per rock and knocking foes away a bit. The damage is very good for a ledge attack, but only on a single opponent; against a crowd, the damage gets spread out among the opponents, so it doesn’t hurt as much.

Rising Attack: Corsola leaps up and sprays water all around it, doing 7% damage and knocking foes away.

Smash Attacks:

Forward Smash: Mud-Slap: Corsola sprays dirt at its opponent, doing 10%-14% damage. This attack has no knockback against grounded opponents which are facing Corsola, but it can stun a target as if he/she was hit by a Deku Nut (the duration of the stun being dependent on the charge). Against a foe in midair or with his/her back turned to Corsola, this move has decent knockback. It has good range, but it’s somewhat slow and easy to see coming. It’s also absorbable, so watch out for that.
Up Smash: Spike Cannon: Corsola launches the spikes on its back into the air to impale opponents. It has 4 spikes, so it launches 4 missiles into the air, each of which does 9%-12.6% damage and inflicts good knockback. Each spike vanishes once it has hit someone or traveled a set distance (which increases based on charge time). This move is very quick and has fantastic vertical range, but it’s impossible to spam, since Corsola needs 2.8 seconds to regrow its spikes after losing them. Trying to use this move before Corsola’s spikes have regrown results in Corsola just bucking uselessly like a crippled rodeo horse. Also, the spikes can be reflected.
Down Smash: Rock Blast: Corsola summons 2-5 rocks (the amount being based on charge time) and sets them rolling along the ground in front of it one after the other. Each rock is as big as Corsola is and does 11-15.4% damage and severe knockback on contact. However, the rocks take a while to launch, move forward slowly (unless going downhill, though they're still a good bit faster than Corsola itself on level ground), doing 12% damage to a rock is sufficient to break it, and they also break upon colliding with anything (a character, a wall, an object, etc…. well, okay, they won’t break if they collide with an item that attacks can’t interact with, like a Beam Sword, but everything else will do the trick); they’ll even break if they roll off a ledge and land on a platform below! Also, trying to use this move when Corsola is on a hill facing uphill will just make the rocks roll right back down into Corsola (with hilarious results… let’s just say that it’s not immune to its own rocks and leave it at that). They can make it up a short slight incline (like on Castle Siege’s first tier), but even a small hill will be sufficient to make the rocks do an about-face. Even without hills, the rocks can be reflected (though it’s still entirely possible for them to hurt their new “owner”). On the bright side, the rocks don’t go away until they’ve been broken or fallen off the stage.

Aerial Attacks:

Neutral Aerial: Corsola faces the screen and spins around, doing 9% damage to anyone it collides with (not unlike Kirby’s neutral aerial, except that this move scores a single strong hit instead of multiple weak hits). This move has far less range if Corsola is missing its spikes, but is otherwise unaffected.
Forward Aerial: Corsola flips forward and tries to impale its foe on its spikes for 13% damage (8% if its spikes are missing). This has very good knockback, but rather poor start-up lag.
Back Aerial: Corsola rotates backwards and tries to impale its foe on its spikes for 13% damage (8% if its spikes are missing). This has very good knockback, but rather poor ending lag.
Up Aerial: Corsola somehow generates an energy field between its spikes, zapping opponents for 16% damage. (No, I don’t understand this one, either. I mean, Corsola’s implied to have some sort of mystical power, but… what the heck?) This move has excellent knockback and a very short start-up and cooldown window, but its range is very short, and it’s outright unusable if Corsola doesn’t have its spikes (trying it will just make Corsola fizzle and twitch a bit).
Down Aerial: Whirlpool: Corsola forms a small whirlpool beneath itself and spins, trying to suck foes into the vortex to hit them up to 8 times for 2% damage each. The final hit acts as a Meteor Smash, but Corsola has no business trying to spike anyone, seeing as it probably won’t get back to the stage itself.

Throws:

Grab: Corsola fires a large bubble forward that engulfs the foe if it hits; Corsola then positions itself to attack its helpless foe. (The bubble will pop when the foe breaks free from the grab or is thrown. It will also pop after traveling a short distance if it doesn’t hit anyone; the range is about equal to Olimar’s grab, except that this grab is a bit slower.)
Pummel: Corsola fires another bubble into the one containing the foe, flooding it for 1% damage. (Basically, Corsola’s trying to asphyxiate the foe… creepy.) This pummel is absurdly quick (the fastest in the game), but it’s also very weak.
Forward Throw: Power Gem: Corsola summons about 10 tiny, glowing rocks, which slam into the foe for 1% damage each and launch him/her up and forwards.
Back Throw: Corsola rolls over the foe, doing 15% damage (or 12% without its spikes) and launching him/her directly backwards.
Up Throw: Earth Power: Corsola makes the ground beneath the foe erupt with power, doing 15% damage and launching the foe straight up.
Down Throw: Slam: Corsola jumps onto the opponent, inflicting 16% damage and launching the foe directly forward.

Special Moves:

Neutral Special (Default): Rollout: This move is very similar to Jigglypuff’s Rollout. Hold the B button to charge it up, then release it to launch Corsola forward at high speed. The more you charge the move, the faster Corsola goes. This move is far stronger than Jigglypuff’s Rollout, dealing 25-50% damage (based on the charge) and inflicting major knockback; however, it’s a real pain in the butt to control. Corsola doesn’t roll along the ground so much as it bounces, thanks to its spiny protrusions colliding with the ground and catapulting it into the air (not very high, mind you, but still). Worse still, it can only turn around when it’s actually on the ground, and if it bounces up into the air while approaching a ledge, it’ll most likely sail right over the edge. Given Corsola’s crappy recovery capabilities, this is a very bad thing. So, basically, you should only use this when you’re absolutely sure that you’re going to hit something. Otherwise, enjoy your self-destruct! (Note that Corsola won’t bounce if its spikes are gone, but in practice, you won’t be able to fire off a fully charged Rollout before they’ve regrown anyways.)
Neutral Special (Custom 1): Inexorable Rollout: Corsola has super armor during its Rollout, passes through characters instead of bouncing off, and doesn’t bounce up as high or as frequently while rolling. However, it does slightly less damage (24-48%), is slower in both charging and movement speed, and trying to turn around just kills its momentum dead.
Neutral Special (Custom 2): Rollout Vault: Upon releasing the move, Corsola launches itself slingshot-style through the air at high speed. It charges much faster than the default version and has slightly higher damage (26-52%), but the move is basically a glorified long jump that hurts like hell if Corsola slams into someone; indeed, it’s more like Diddy Kong’s Monkey Flip than Jigglypuff or Corsola’s Rollout. Thus, it’s not very good for blasting into someone from across the map. On the other hand, its quick execution speed and low ending lag makes it a fairly good horizontal recovery, and it can even be used repeatedly without touching the ground (or, it could, if not for Corsola’s horribly low jumps and high falling speed).

Neutral Special Commentary: Corsola has always been a semi-clone of Jigglypuff, ever since I first came up with for the idea for its moveset while playing Melee as a young teenager. Rollout was one of my favorite moves to abuse back then, and I wanted Corsola to share Jigglypuff's specials (I didn't really come up with the non-special moves until I fleshed out the moveset for Brawl). I wanted Corsola's Rollout to be leaps and bounds above Jigglypuff's Rollout in terms of power, at the cost of being somewhat unwieldy to use. For SSB4, it took me a while to come up with the alternate versions. I decided not to change the power very much, instead changing the way it operates; one version is slower, making it easier to use without killing yourself but not as good for catching foes by surprise, and the other is less like Rollout and more like Monkey Flip.

Side Special (Default): Spikes: Corsola jabs forward with its forelimb, launching itself about 5 feet forward; as it does this, the spikes on its back shatter and break off, forming caltrops where Corsola was standing as it began the move. The caltrops remain on the ground for about 15 seconds. (The spikes on Corsola’s back regrow in about 2.8 seconds, but this move can still be used as much as you like; using it while the spikes are still regrowing will result in no caltrops being laid, though Corsola will still lunge forward, and can still injure opponents with its arm.) Opponents that touch the caltrops take 2% damage and are launched an extremely short distance straight up; in all likelihood, the foe will land right back on the caltrops for more damage… over and over and over again. Opponents bouncing around on caltrops are unable to attack, jump, block, dodge, or really do anything except for try to DI themselves off the caltrops, since the interval between landings on the caltrops is much shorter than the time it would take for the unfortunate opponents to recover from the hitstun they cause. A smart Corsola player will take steps to prevent them from doing that, like laying more caltrops. The arm lunge itself only does about 5% damage, and it has relatively minor knockback straight up (making it essentially a weaker version of Jigglypuff’s Pound). Opponents caught in the exploding spikes take an additional 7% damage and are launched up a fairly good distance (plus some more knockback carrying them behind Corsola, like how Jigglypuff’s Pound worked in Melee). Furthermore, this move can be used in midair to essentially “push” Corsola forward a short distance, just like Jigglypuff’s Pound. The spikes that this move uses to lay caltrops are the same ones that are launched in Corsola’s Spike Cannon attack, so you can’t lay caltrops and then use Spike Cannon immediately afterwards, nor can you use Spike Cannon and then lay caltrops immediately afterwards. Oh, and the "exploding spikes" part only occurs as Corsola is laying caltrops, so if you can't lay caltrops, you can't have Corsola's spikes explode, either.
Side Special (Custom 1): Wide Spikes: Corsola lays caltrops over a much wider area – three times the width of the default side special. However, the spikes have five times the knockback. This is not actually a good thing; the knockback is still fixed, so the increased knockback really just makes it easier for enemies to escape.
Side Special (Custom 2): Stone Edge: Instead of laying caltrops, Corsola causes a large spire of rock to jut out of the ground behind it when it finishes its lunge. (If it used the move in midair, it generates a small rock platform beneath it as it starts the move, and the spire emerges from that.) The spire of rock does 30% damage to anyone it hits and launches them high up into the sky, but it takes a second to emerge and is somewhat slow, making it easy to dodge. It also crumbles immediately after it forms, making it useless as a trap. The move still destroys Corsola’s spikes, preventing it from being spammed (Corsola can’t generate another spire until its spikes have regrown).

Side Special Commentary: This move is the crux of Corsola’s defensive game. The default version is absurdly difficult to escape from, with smash DI being pretty much the only way to get away once caught on the spikes. This can give Corsola the time it needs to do pretty much whatever it needs to, including using its down special. The first alternate version is useful for restricting the space foes can fight on and making it hard for them to approach. The second alternate version isn’t a trap, but it is the best KO move in Corsola’s arsenal (even rivaling its Final Smash) and can also function as a decent anti-air move (it doesn’t go as high as the Up Smash, but it’s pretty close). However, it can be hard to hit with (hey, it's Stone Edge; Smogon calls that move “Stone Miss” for a reason). Oh, and on top of all that, all three versions can be useful for horizontal recovery, just like Jigglypuff’s Pound. Just don’t expect Corsola to be able to come back from the edge of the screen – it can’t hang in the air like Jigglypuff.

Up Special (Default): Hypnosis: Corsola generates a pulse of psychic energy around itself, putting nearby foes to sleep. The range is normally somewhat short (though longer than Jigglypuff’s Sing), but it can be extended by holding the special move button to charge up the move. The move also has a very short active window, so a well-timed dodge can avoid it outright; on the other hand, it also has very low ending lag, so Corsola isn’t vulnerable for very long. Because Corsola’s moveset is almost devoid of big devastator attacks (e.g. something on par with Falcon Punch, Jigglypuff’s Rest, Luigi’s Super Jump Punch, Warlock Punch, etc.), with the possible exception of Stone Edge, the time when Corsola’s opponents are asleep may be best used running away so that you can use Rest. Or, you could use the time for a point-blank Rollout attack. (Also, no, this move does not help Corsola’s recovery capabilities at all.)
Up Special (Custom 1): Brine: Corsola surrounds itself in a swarm of bubbles for a moment (with an area equal to the default Hypnosis), causing steady damage to anyone who dares to get near. Curiously enough, the more damage victims already have, the more they take. The bubbles also push enemies away from Corsola, and if it is in midair, they cause it to float in the air for a moment, which can help its recovery. However, its startup is a good bit longer than Hypnosis.
Up Special (Custom 2): Gravity: Anyone near Corsola gets meteor smashed straight down towards the ground (or the abyss, if they are not above solid ground). Foes already on solid ground get pushed violently away from Corsola, akin to a weaker version of Master Giant’s shout. The range is equal to Corsola’s regular Hypnosis (so, it’s nowhere near as large as when Arceus uses the move). This version of Corsola’s up special also has much, much worse ending lag than the other two, and the starting lag is pretty bad as well.

Down Special (Default): Rest: Corsola falls asleep, and wakes up 4 seconds later. Unlike Jigglypuff’s Rest, this move is useless for attacking; there’s no buildup of energy in Corsola’s center of gravity, so this move won’t be sending anyone flying. However, Corsola heals itself for 30% damage for every second it remains asleep (1% damage every 2 frames). Yes, that’s right, Corsola can heal itself at will, and at an alarmingly quick rate, no less. Being attacked (specifically, anything that would make Corsola flinch) will immediately wake Corsola up and stop its healing, though, so it’s not like it’ll be able to recover its health in the thick of battle; it’ll have to somehow break away from the action first. Since Corsola is unable to outrun any of the other characters in the game, nor can it jump very well, Spikes, Hypnosis, or a Smash attack will be practically necessary to pull that off. But if it can get a quiet moment to itself, it can get itself back to full health very quickly.
Down Special (Custom 1): Mirror Coat: Corsola’s rate of recovery is drastically reduced (5% per second), and it doesn’t sleep for as long per use (only 3 seconds). However, it reflects projectiles while asleep, and can counter attacks at the precise moment it falls asleep; a foe that hits Corsola at that precise moment effectively hits themselves with their own attack, leaving Corsola unharmed. Unlike Bide, Corsola is completely invincible, even to grabs and unblockable attacks, at the precise moment it falls asleep, though it can’t counter them. It’s also affected by physical attacks normally while it sleeps.
Down Special (Custom 2): Bide: Corsola doesn’t recover damage while asleep at all, and only sleeps for 2 seconds. However, Corsola counters attacks while asleep. If an attack hits Corsola while it’s asleep, Corsola is completely unaffected, and whoever hit Corsola is basically hit with their own attack. Nothing beats the sheer comedy of getting Falcon Punched, and sending Captain Falcon flying instead of you. Corsola is vulnerable while waking up, though, so be careful. It also doesn’t reflect projectiles, though it’s as unaffected by them as it is by physical attacks. Grabs and other unblockable attacks do affect Corsola while it’s asleep.

Final Smash: Surf: Corsola summons a massive tidal wave of water to wash over the stage. This is very similar to the Norfair stage’s lava-wave hazard, with several differences. First, this wave is water, not lava, so it’s a Water-type attack, not Flame-type. Second, this wave does 20% more damage than Norfair’s wave, as well as a little bit more knockback. Third, no safe area is generated when this Final Smash is initiated, so the only ways to avoid it are to dodge with precise timing or to leap very high above the stage. Finally, there's less of a delay between Corsola using Surf and the resulting tsunami actually hitting the stage than there is for Norfair's lava wave appearing and hitting the stage.

Taunts:

Up Taunt: Corsola spins around once, balancing itself on one foot, and lets out a short cry.
Side Taunt: Corsola encases itself in a bubble and floats a few inches off the ground for a moment. The bubble then pops and Corsola drops.
Down Taunt: Corsola turns towards the screen and winks mischievously.

Victory Music: Same as the other Pokémon.

Victory Animation A: Corsola hops up and down, clearly enjoying itself.
Victory Animation B: Corsola blows a stream of bubbles at the screen and smiles sweetly.
Victory Animation C: Corsola blows a large bubble. It then admires its reflection in said bubble for a few seconds before the bubble pops in its face, leaving Corsola looking rather bewildered.

[MB1]No, this is not a typo… Corsola really does fall like, well, a rock.
 
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Cool Typhlosion

Smash Apprentice
Joined
Jan 18, 2015
Messages
128
I remember I made a Boom Boom and Marx Moveset a while back gonna need to go look through old Miiverce posts to find them
 

AK47Productions

Smash Rookie
Joined
Feb 22, 2015
Messages
14
Any character from anywhere eh? Here's a moveset I posted on another site a few months ago. A moveset for
the Tesla Trooper from Red Alert 3. Please keep in mind that I made this prior to purchasing SSB4 or a Wii U.

Name: Tesla Trooper
Series Symbol: Hammer & Sickle
Colors: Normal, Red, Blue, Green, Gold, RA2 design.
Stage: New York. More specifically, in front of the Statue of Liberty during the final Soviet mission, complete with a giant final battle going on between Allied and Soviet forces. Stage hazards include MIG/Vindicator aircraft dropping bombs all over the fighting area (can cause 7-13% damage), said aircraft crashing right into you (15% damage), and Dreadnoughts/Assault Destroyers firing at you from the ocean in the background (18% damage). As an Easter Egg, at the base of the Statue you can see three Soviet Conscripts and three Allied Peacekeepers watching the fight before them.Stage Music: Titles in bold must be unlocked:
* Uprising Menu Theme
* Shock & Awe
* American Cowboys
* Hell March Contemplation
* For The Emperor
* Enter The Shogun Executioner
* Soviet March
* Soviet March 2
* Credits (Red Alert 3)

Entrance: Steps out of the Barracks in the background (which disappear as soon as he does step out) saying "Trooper fully charged!".

Taunts:
1. Looks at one of his Tesla Weapons and charges it up.
2. Crosses his arms and laughs.
3. Turns to look at the screen (aka you) and emits an EM field around himself.

* Victory:
** Victory Theme: Red Alert 3 Soviet victory theme.
** Victory Poses:
1. Waves a flag of the USSR around saying "The might of the Union reigns supreme!".
2. Does a Kane like pose but instead of his hand, he does it with his Tesla Weapon.
3. Fires a Tesla blast into the sky then shouts "I have handed the Motherland another great victory!".

Moveset:
  • Neutral attack: Left jab->Right Hook->Uppercut. Deals 2%, 4%, 8% damage respectively.
  • Dash attack: A shoulder tackle that deals 14% damage.
  • Up tilt: Punches upwards, dealing 9% damage.
  • Down tilt: Leg sweep that deals 5% damage. Identical to Captain Falcon's Down tilt.
  • Forward smash: Tesla Charge - Charges up his Tesla weapon on his right hand and unleashes a devastating electrical attack that can knock an enemy right off the stage. A fully charged hit can deal 30% damage.
  • Up smash: Upper Punch - The Trooper releases a strong punch straight upward. 20% if fully charged.
  • Down smash: Leg Sweep - The Trooper sweeps the legs of his opponent. Not likely to score you a KO but can deal 18% if fully charged.
  • Neutral aerial: Left Punch - A quick punch that deals only 6%,
  • Forward aerial:Tesla Swipe - Swipes at the opponent his electrified Tesla Weapon. Deals 8%.
  • Up aerial: Tesla Fire - Fires a shot from his Tesla Weapon upward.
  • Back aerial: Back Punch - Backhands any opponent behind him. Deals 12%.
  • Down aerial: Down Kick - Comes crashing back down to the ground leg first to crush his opponent beneath him. Deals 18%.
  • Pummel: Punch - Punches his captured opponent with his free hand
  • Forward throw: Slam - Lifts his opponent and slams them back into the ground. Deals 9%.
  • Back throw: Spin Toss - Similar to Mario's back throw. Spins the opponent around at the much slower rate and throws them. Deals 10%.
  • Down throw: Ground Pound - Pushes his enemy to the ground, puts his boot atop their chest, and punches them square in the face with a charged Tesla Weapon. Deals 16%.
  • Up throw: Toss Up - Throws is opponent straight up in the air. Deals 8%.
  • Neutral Special: Tesla Blast - Release electric shots from his Tesla Weapon, similar to Falco's Blaster move. Deals 3% per hit.
  • Side Special: Lightning Toss - Throws a streak of lightning towards his opponent. Deals 8%.
  • Up Special: Booster Thrust - An experimental addition to the Tesla Suit designed by the same Soviet scientists that are responsible for the Sickle's hydraulic system. It launches the Trooper high up into the air and can deal 9% damage to anyone in the way. Goes as high as Sonic's Up Special.
  • Down Special: EM Disruption - Similar to Mewtwo's Disable, the Trooper unleashes an electro magnetic wave that can momentarily daze whoever is hit.
  • Final Smash: Kirov Airship - Calls in for a carpet bombing from the Kirov bomber blimp. The Kirov drops its ordinance across the stage and any fighter hit by the bombs gets dealt 75%-105% damage, enough for a KO.
 
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Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
Good movesets - I like what I see.

I'm currently working on a moveset for Moge-Ko from Mogeko Castle... yes, the game that involves hordes of little cat people chasing around a 13-year-old schoolgirl with the intent to gang-bang her. And yes, this is the same Moge-Ko who tortures people for fun. So, a decidely-not kid-friendly character from a decidedly-not kid-friendly game, which is also rather obscure and doesn't belong to Nintendo in the first place (not that they'd want to touch it with a ten-foot pole...) yeah, Moge-Ko has no chance of making it into a Smash Bros. game. What the hell, I'm making a moveset for her anyways. Look forward to it! OR SHE'LL RIP OUT YOUR GUTS. <3
 

SMAASH! Puppy

Smash Legend
Joined
Feb 13, 2015
Messages
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Location
Snake Man's stage from Metal Blade Solid
This is a move set for Boy & Blob from a Boy and His Blob. He would most likely already be in if the remake or the original had been made by Nintendo, but it isn't so he can't be in. I don't have any damage values ready. Sorry. I also may have extra moves because I made this move set before I knew some mechanic have been tossed.
Design: based off the remake.
Symbol: a Jelly Bean
Stats
Speed: 2/5-He isn't terribly slow but he won't hope to catch up to the likes of Pikachu. Slightly slower than the Villager.
Weight: 3/5-He is also medium weight. around Mario's weight.
Power: 4/5-Attacks that use Blob (Which is most of them) are usually pretty powerful to accommodate for the brief startup lag.
Jump: 1/5-He jumps only slightly higher than Little Mac
Recovery 4/5-The Trampoline, and the Rocket give him a great recovery despite his terrible jumping ability.
Defense: 2/5-He has as much defense as Ness
Neutral Attack-Punches twice than kicks
Dash Attack-Uses Blob in Bubble form
Forward Tilt-Kicks
Up Tilt-Swings Blob in Balloon form overhead
Down Tilt-Kicks downward
Forward Smash-Uses Blob’s Jack form to attack
Up Smash-Thrusts Umbrella overhead
Down Smash-Blob in his double form punches with the boy
Neutral Aerial-Swings around Blob in ladder form
Forward Aerial-Kicks
Back Aerial-Uses Blob in Blowtorch form
Up Aerial-Fires Blob in bullet form
Down Aerial-Uses the Anvil
Grab-Grabs: Blob eats the opponent: Long grab
Pummel-digests
Forward Throw-Fires using his cannon form
Back Throw-Fires using his cannon form
Up Throw-fires using his cannon form
Down Throw-fires using his cannon form
Floor (Front)-Blob flies around in hummingbird form
Floor (Back)-Blob Flies around in hummingbird form
Floor (Trip)-Blob flies around in hummingbird form
Edge (-100%)-Punches as he gets up
Edge (100+)-Blob uses his shield form to protect the Boy who slowly gets up
Neutral Special-Hole: Creates a hole to burry opponents
Custom 1-Hole Trap: Buried opponents have major damage dealt to them
Custom 2-Water Hole: Buried opponents are dealt constant damage
Side Special-Rocket: The Boy uses Blob’s rocket form to go forward.
Custom 1-Fast Rocket: Rocket goes fast and is hard to control
Custom 2-Controled Rocket: Rocket goes slower and is easily controlled
Up Special-Trampoline: The Boy jumps on the Blob in trampoline form. This goes higher if you press the A button before the jump
Custom 1-Floating Trampoline: The Boy jumps multiple times before going upward.
Custom 2-Super Trampoline: The Boy always goes high
Down Special-Bouncer: The Boy sits on the Blob in bouncer form and bounces on opponents. You can float on water while this is in effect
Custom 1-High Bouncer: Bouncer bounces higher
Custom 2-Extreme Bouncer: Bouncer barely goes off the ground, and rapidly damages opponents
Final Smash-Giant: Blob transforms into his giant form and allows the Boy to control him.
Up Taunt-Whistles
Side Taunt-Feeds Blob a Ketchup Jellybean and Blob transforms into a brick wall
Down Taunt-Hugs Blob
On-Screen Appearance-Comes out of Blob in door form.
Cheer-(Males) Go Boy! (Females) Go Blob! (Both) Go Boy and Blob!
Victory Fanfare-Level clear music
Winning Pose-Jumps up and down while the blob eats the golden jellybeen and transforms into a door; Feeds Blob a lime jellybean, transforming him into a key, unlocks the door, and hugs him; Boy looks worried shouts “blob” and Blob appears out of the black frog; Arrives using Blob’s parachute form and tells blob to come out; Walks in using Blobs bridge form, and whistles.
Loosing Pose-Claps to the winner
Pallet Swaps-
 

Blue Sun Studios

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Feb 21, 2015
Messages
191
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BlueSunStudios
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AK47Productions

Smash Rookie
Joined
Feb 22, 2015
Messages
14
Name: Foxy the Pirate
Series Symbol: A silhouetted Freddy head.
Colors: Normal, Blood Red recoloring, FNAF 2 design, Mangle colors, Gold.
Bio: A once popular animatronic in Freddy Fazbear's Pizza, Foxy the Pirate was a friend to all children within the establishment until tragic incidents forces the restaurant's closure. Due to years of neglect, Foxy and his other robot companions are now malfunctioning and will attack any Human within the Pizzeria after hours. Foxy comes into the fight with a new addition to his arsenal: a homemade Cutlass made of scrap metal and items from the janitor's closet.

Stage: Freddy Fazbear's Pizza. Similar to stages such as Castle Siege, the stage will transition backgrounds every minute and a half in game time. The transition will be signaled by "Hallucinations" displaying in the background. This will not impede the fighters in any way.
** Show Stage/Dining Area: The starting point in the stage. All animatronics will be shown placed on the stage in the background however, occasionally the lights will go out by themselves and about five seconds later, one of the animatronics will appear in front of one of the fighters and attack them. Once they attack, the victim will be momentarily stunned leaving them open to attack. Other platforms include the stage itself and the party tables.
** West Hall: A bit ordinary compared to the rest of the stage as the area is nothing more than just a straight, narrow battlefield with blast zones to both directions and above. Occasionally, Foxy (even if you're playing as him) will charge down the hallway (his arrival signaled by his footsteps playing over the music briefly), dealing 9% damage to any fighter he hits and also has the chance of dragging you down to the left blast line similar to the Piplup Pokemon from Brawl.
** Security Room: Similar to the West Hall, the Security Room is also a straight, narrow battlefield with blast zones to both directions and above. Hazards include the lights in the room going out and Freddy Fazbear scanning the room for signs of life (similar to the mother in the Gamer stage) for seven seconds. Players can avoid Freddy as long as they stay completely still. If Freddy spots movement, he will stop looking and attack the moving player, dealing 13% damage. Afterwards, he will emit a laugh and leave the room. The other hazard includes Golden Freddy appearing out of nowhere, stunning and damaging the players if they either stand idle or continue to fight after he appears. The only way to avoid his attack is to crouch (CPU opponents will do the same.)
Stage Music: Titles in bold must be unlocked:
* Menu Theme 1
* Freddy's Theme
* Menu Theme 2
* Grandfather Clock (Sooth the Savage Beast)
* See You Next Week

Entrance: Pushes aside the curtain in Pirate's Cove.

Taunts:
1. Turns to look at the fourth wall, tilts his head, opens his jaw and emits strange sounds.
2. Starts twitching violently.
3. Runs his hook along his cutlass.

* Victory:
** Victory Theme: Victory Chime.
** Victory Poses:
1. Doesn't appear for a few seconds before suddenly jumping in from the side of the screen.
2. Emits a scream right towards the player.
3. Leans forward and snarls.

Moveset:
  • Neutral attack: Right hook swipe-> Left hook swipe-> Sword slash. Deals 4%, 4%, 9% damage respectively.
  • Dash attack: Swings his sword at his opponent. Deals 9%
  • Up tilt: Swipes his hook upwards, dealing 7% damage.
  • Down tilt: Kick that deals 5% damage.
  • Forward smash: The Bite - Bits into his opponent's skull. Deals 21% damage.
  • Up smash: Sword Jam - Foxy charges his sword straight above his head. Deals 24% damage.
  • Down smash: Sword Leg Sweep - Swipes his sword at the legs of his opponent. Deals 21% damage.
  • Neutral aerial: Drop Kick - A kick to either direction that deals only 6%,
  • Forward aerial: Hook Swipe - Swipes at the opponent his hook. Deals 9%.
  • Up aerial: Ceiling Stab - Thrust his sword upwards. Deals 8%.
  • Back aerial: Back Punch - Backhands any opponent behind him. Deals 7%.
  • Down aerial: Downwards Swipe - Swings his sword downwards. Deals 11%.
  • Pummel: Hilt Smash - Hits his opponent in the head with his sword's hilt.
  • Forward throw: Choke - Drops his sword, lifts his opponent up and chokes them with his hand. Deals 9%
  • Back throw: Back Toss - Grabs his opponent and tosses them behind them. Deals 10%.
  • Down throw: Slaying - Pushes his enemy to the ground and jams his sword into his opponent's chest. Deals 16%.
  • Up throw: Toss Up - Throws is opponent straight up in the air. Deals 8%.
  • Neutral Special: Diagonal Slash - An attack that slashes the target that can be charged. Deals 28% if fully charged.
  • Side Special: Lunge - A combination of Diddy Kong's Monkey Flip and Bower's Koopa Claw move from Melee. Foxy leaps at the opponent and bites their skull up to four times. Deal 5% per hit.
  • Up Special: Mangle - Foxy utilizes Mangle to grab onto ledges and recover from a fall.
  • Down Special: Sword Fall - Similar to Mii Swordfighter's Stone Scabbard. Foxy jumps up in the air and comes back down with his sword faced down. Deals 17%.
  • Final Smash: Bite of '87 - Foxy prepares to lunge at the nearest opponent. If the attack connects, Foxy emits a roar and unleashes a series of slashes, stabs, and punches and finishes the combo off with a bite to the skull. The attack and deal up to 90% damage.
 
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moofpi

Smash Journeyman
Joined
Nov 2, 2014
Messages
392
Location
Tennessee
NNID
moofpi
3DS FC
0473-8866-3506
Any character from anywhere eh? Here's a moveset I posted on another site a few months ago. A moveset for
the Tesla Trooper from Red Alert 3. Please keep in mind that I made this prior to purchasing SSB4 or a Wii U.
Tesla Trooper? Red Alert? You and me man, we're bros.
This was so much fun to read and now you made me want a Red Alert fighting game that I'll never have. Thanks.
 

Megadoomer

Moderator
Moderator
Writing Team
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Messages
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I tried making a Ridley moveset - posting it here because (a) I'm not familiar enough with competitive Smash to know about what most of the For Glory thread has listed, and (b) it seems like, as long as Sakurai's the director of Smash Bros., Ridley won't be playable (even if, from what I can see, his reasons applied to other characters who made it in regardless).

I'll put it in spoiler tags due to length. I haven't really done something like this before, (the only other time that I came up with a moveset this extensive was in the Bayonetta thread) so there's probably some things that I could improve on.



Ridley moveset

Speed: 2/10 – in the same ballpark as Villager or Zelda; not the slowest character, but close to it. His speed would be low due to his size)

Power: 7/10 – more along the lines of Wario or Lucario than Bowser or Donkey Kong (he’s got a lot of power due to his size, but his scrawny body prevents him from being one of the major powerhouses)

Recovery: 9/10 – comparable to Kirby, but not quite as good as Jigglypuff or Meta Knight (he spends most of his boss battles in the air)

Weight: hovering around ROB or Samus – above average, but not as heavy as characters of similar size (similar to power – his size would make him heavier than average, but his scrawny body combined with having great recovery makes him lighter than characters of comparable sizes)

Size: his stance would be similar to this: http://www.nerdist.com/wp-content/uploads/2014/10/Ridley.jpg though on all fours, and his size compared to other characters would be similar to this: http://oi57.tinypic.com/2ikwlqo.jpg. The Super Metroid design (http://img4.wikia.nocookie.net/__cb20070823194955/metroid/images/6/63/Metroid_ridley.jpg) would be used, since it has a more reasonably-sized tail and smaller wings, in addition to being his most popular design in general.

Introduction: swoops towards the screen, like in Super Metroid and Super Smash Bros. Brawl, before landing heavily on his starting point by falling from the top of the screen.

His ground attacks would have a lot of lag to them in general (seeing as he rarely fights on the ground), but his aerial attacks would make up for that (so, in that aspect, he’d be like the opposite of Little Mac). Much like Dedede, Ridley would have four mid-air jumps; his jumps would be higher than Dedede’s, given that he weighs less, but not as high as the smaller lightweight characters.

Starting off with his special moves:

B: Ridley shoots a stream of fireballs horizontally that act similar to Palutena’s Autoreticle, changing direction depending on where the opponent is relative to Ridley (if no opponents are in range, they’ll just fire straight forward). Each one only does a small amount of damage, but they quickly add up.
Custom Variations:
A) Ridley shoots one large, slow fireball that explodes on impact, doing more damage than all of the horizontal fireballs combined
B) Ridley shoots a vertical stream of fireballs that spread apart as they move, similar to the Spread Shot from Contra

B-up: similar to Pit’s B-up from Brawl, Ridley gets the ability to fly freely for a brief period of time, as reflected by a change in his stance. This move does no damage, making it primarily for recovery. For this and its custom variations, you can attack while using it, but this cancels out the flying ability, similar to Pit’s move from Brawl.
Custom Variations:
A) touching Ridley’s wings causes damage, but the move doesn’t last as long
B) he launches in the direction that is held, which makes him fly for a longer distance compared to the base move, but gives the player less control

B-over: similar to the attack from his boss battle in Brawl, Ridley flies forward, scraping his tail along the ground. Anyone caught in this is dragged by Ridley, continuously taking damage as the move continues. The basic version of the move would have limited super armour – he can be knocked out of it, but it takes a few hits.
Custom Variations:
A) Ridley flies forward a similar distance, but low to the ground, striking the opponent with his head. Rather than continuously taking damage, the opponent is launched back
B) Ridley bounces forward, with his tail pointed downward in a similar fashion. He lands on the ground three times, with each hit burying the opponent (if they’re on land) or acting as a meteor attack (if they’re in the air). However, this attack doesn’t go as far as the other versions, and is harder to hit with

B-down: Ridley flaps his wings similar to his boss fight in Brawl, creating a gust of wind that pushes the enemy back. This attack charges similarly to ROB’s laser (though charging it to full takes slightly longer), to prevent it from being spammed, with the uncharged attack having almost non-existent knockback and range, while the fully-charged version is comparable to the knockback and range of Gust Bellows.
Custom Variations:
A) the wind that Ridley creates freezes the opponents rather than knocking them back
B) Ridley’s flapping shoots up small chunks of rock – this version has shorter maximum range, but actually does damage

His neutral A combo would have three hits. The first two would be clawing once with each hand – similar to his current attack as a stage hazard, but he doesn’t step forward when doing it, and his range is further decreased by being scaled down compared to that version. The third attack in that combo would be a headbutt that would launch the opponent. All of these moves would have a fair amount of lag.

Tilts would be leaning forward and biting, pecking upwards, and flapping his wings down on both sides of him (that last one being similar to Palutena’s down smash in concept, but not as powerful). The first two moves would come out faster than his neutral combo, though they wouldn’t have the power to send people flying. His down attack would do more damage and have more knockback, though it would take longer to use (and, due to the involvement of his wings, it would be more noticeable when he does use it). As for a dashing attack, he could swing both of his claws forward – much like other dashing attacks, it knocks the opponent back quite a distance.

For smash attacks, I could see Ridley using his tail, where the more it is charged, the longer a range it has. At best, it would be slightly longer than Shulk’s smash attacks, though only the tip of the tail would do any significant amount of damage (if you’re caught on the side of his up-smash, for example, you won’t take as much damage as if you were right above him). If the tip connects with a shield, it would damage the shield more than normal, though unlike Marth or Lucina’s neutral B attacks, it wouldn’t break it. His attacks with his tail would be similar in concept to Shulk’s – stabbing it forward, stabbing it upward, and spinning around while dragging it along the ground for his forward, up, and down smash attacks respectively.

Ridley’s air attacks would come out much quicker than his ground ones due to him being more at home in the air. While they wouldn’t do as much damage as his ground attacks, their increased speed compared to his other moves would lead to a greater combo potential.

His neutral air move would be something along the lines of clawing – nothing too flashy, just something simple. His back air move could be giving a strong flap of his wings, smacking them together. A forward attack could be slashing with his tail, while his down attack could be stabbing downward with it – a lot of his fighting in the 2D Metroid games tended to revolve around his tail. An up attack could be something like biting upwards. Most of these attacks would focus more on dealing damage than sending people flying, though his down attack would have a meteor effect.

As for his throws, his pummel could be breathing fire on the opponent. His down throw would have to be scraping the opponent along the ground before tossing them away. Back throw could be tossing the opponent over his shoulder and hitting them with his tail as they pass by it, while his up throw could be similar to Fox’s where he tosses them into the air and spits a fireball at them. By comparison, his forward throw would be relatively straightforward – biting them once or twice and then tossing them.

For a final smash, the idea which sticks out most in my mind is having Kraid appear in the background similar to his appearance on the Brinstar Depths stage in Melee, and Ridley flies back there to sit on his shoulder. Kraid would attack for a while, though I don’t know whether it would be best to give players control over it, or have Kraid randomly choose from several patterns of attack and it’s up to the other players to dodge.

Series logo and victory music are the same as Samus's. I'll edit in taunts and victory poses when I think of them.

If this doesn't fit what this thread is going for, I can get rid of it.
 
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Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
Good movesets - I like what I see.

I'm currently working on a moveset for Moge-Ko from Mogeko Castle... yes, the game that involves hordes of little cat people chasing around a 13-year-old schoolgirl with the intent to gang-bang her. And yes, this is the same Moge-Ko who tortures people for fun. So, a decidely-not kid-friendly character from a decidedly-not kid-friendly game, which is also rather obscure and doesn't belong to Nintendo in the first place (not that they'd want to touch it with a ten-foot pole...) yeah, Moge-Ko has no chance of making it into a Smash Bros. game. What the hell, I'm making a moveset for her anyways. Look forward to it! OR SHE'LL RIP OUT YOUR GUTS. <3
At long last, the Moge-ko moveset is finally ready! Mogegegegegegege!!!

Moge-ko

Design: A girl in a red dress with long yellow hair, shaped to resemble cat ears on top. She has a long knife with a tip that curves in on itself in a spiral.


Artwork by adricarra at DeviantART.

Series Symbol: A Mogeko silhouette.

Stats (Overview):

Speed: 3.9/5 (Moge-ko is pretty quick on the ground, but not so much in the air.)
Strength: 3.7/5 (Moge-ko enjoys the suffering of others, and likes to kill people slowly. Accordingly, her moves generally have high damage but low knockback. Her penchant for torture also makes her less susceptible to stale-move negation than other characters; her moves can only lose up to 30% of their damage from repeated use.)
Defense: 4/5 (Moge-ko is far from frail. Her weight is only slightly below Mario's, she can use her neutral special to deflect attacks, and a few of her moves have super armor.)
Weight: 2.9/5 (Moge-ko is a middleweight. She doesn't have exceptional endurance, but her endurance isn't poor either.)
Jump: 4.1/5 (Moge-ko, being a catgirl, is a talented jumper. She jumps very high.)
Recovery: 2.8/5 (Moge-ko has a good second jump, but a combination of relatively low air speed, moderately high falling speed, and a lackluster up special make her overall recovery a little below average.)

Attributes (Detailed Summary):

Walking Speed: 1.3
Dashing Speed: 1.8
Air Speed: 0.99
Falling Speed (Maximum): 1.55
Falling Speed (Acceleration): 0.063
Falling Speed (Fast-Fall): 2.48 (60% increase)
Weight: 96
Jump Force (Ground):
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 4
Meteor Cancel window (in frames): 25
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: ?
Stale-Move Negation Chart: ? (Max reduction: 30%)

MOGE-KO WANTS TO PLAY! (And by "play", she means "slowly torture people to death".)

Moge-ko, the infamous torture-happy tyrant from Mogeko Castle, joins the battle to amuse herself. And by "amuse herself", she means "torture everyone in her path... until they die". She considers other living creatures to be her toys, and her way of playing with her toys is to make them suffer horribly. Much like Wario, Moge-ko has very fast, very strong attacks; she also has a very good ground speed (her air speed, while not as good, is not horrible, either). Unlike Wario, Moge-ko has solid reach on her attacks, due to using a specially designed knife; instead of a simple tip, the tip sort of tapers off into a spiral (see the image above), well-suited to embedding itself in a victim's flesh and methodically shredding it (but not so well-suited to stabbing). The design of her knife lends itself well to sweetspots; indeed, for many of her attacks, the tip of her knife is a sweetspot that slightly increases the damage and alters the knockback or aftereffects to set the foe up for a follow-up. Moge-ko's reach isn't on par with wielders of larger melee weapons (like Link, Marth, Lucina, Ike, Robin, King Dedede, etc.), but better than most bare-handed characters, and having disjointed hitboxes is always a plus. However, Moge-ko is... not quite right in the head. She loves killing, but she hates to just get it over with; she prefers to slowly torture her "playthings" to death. As a result of this addiction to causing pain, Moge-ko's attacks are highly damaging, but cause rather little knockback; indeed, the sweetspots of her attacks are explicitly designed to put foes in vulnerable positions so that Moge-ko can easily land a follow-up attack. She is an extremely combo-oriented character, with a moveset designed to hit foes over and over and over again while denying them the possibility of escaping or fighting back. She'll have to hack away at enemies for quite some time to score KOs. But then again, that's just the way she likes it.

Equipment Used:

Offense: Sword or Fake Nails
Defense: Dress
Speed: Shoes

Basic Attacks:

Jab Combo:

Jab Combo Special Technique: Once per jab attack, by pressing the attack button during the startup of the jab attack, Moge-ko can slightly delay the jab attack to take a short step backwards before executing the attack. By doing so, Moge-ko can ensure that she consistently hits with the tip of her knife with each attack, increasing the damage and helping the attacks to link into each other.

Attack #1: Moge-ko executes a simple left-to-right (from her perspective) horizontal slice with her knife (curly end pointing in the direction of the slice), dealing 4% damage. If she hits with the tip of her knife, the attack deals 5% damage, stuns the target instead of dealing any knockback, and very weakly pulls the victim towards Moge-ko.
Attack #2: Moge-ko quickly switches to a reverse grip and executes a backhand right-to-left horizontal slice with her knife, dealing 4% damage. If she hits with the tip of her knife, the attack deals 5% damage, stuns the target instead of dealing any knockback, and very weakly pulls the victim towards Moge-ko.
Attack #3: Cycle back to Attack #1, cycle ad infinitum if desired. (Moge-ko doesn't "finish" foes. She'd torture them forever if it was physically possible.)

Tilt Attacks:

Forward Tilt: Similarly to Meta Knight, Moge-ko's forward tilt actually consists of 2 separate attacks that can be performed in sequence by repeatedly performing the forward tilt input. The ending lag of each attack can be canceled by performing the next.
· F-Tilt Attack #1: After very quickly turning her knife in her hand so she holds it in a reverse grip, Moge-ko quickly raises her knife above her head and executes an overhead chop with the curly end of her knife facing towards the ground. The chop does 6% damage and meteor smashes the foe. If Moge-ko hits with the tip of her knife, she deals 7% damage and stuns her foe in addition to meteor smashing them, guaranteeing their death if there is no solid ground below them, or guaranteeing that she can land a follow-up attack if there is. The attack has a little startup lag - roughly 8 frames - as Moge-ko switches her grip and raises her knife, but overall, the attack is still extremely fast.
· F-Tilt Attack #2: Moge-ko switches back to a normal grip and swings the knife upwards. (There are 4 frames of startup lag as Moge-ko switches her grip.) This pops victims up into the air and does 6% damage. If Moge-ko hits with the tip of her knife, she does 5% damage with extremely weak knockback... which is immediately followed by a second hit that does 2% damage and meteor smashes the foe. This meteor smash has fixed knockback, so the foe doesn't bounce back up, and is left flat on their back, in a prime position to be hit with a quick follow-up attack.
· F-Tilt Attack #3: Moge-ko switches back to a reverse grip and executes F-Tilt Attack #1 again. However, there are only 4 frames of startup lag, as Moge-ko already has her knife raised during the ending lag of F-Tilt Attack #2, and only needs to switch back to a reverse grip.
Up Tilt: Moge-ko swipes above her head with her knife. The main body of the knife does 6% damage and hits foes upwards; the tip does 7% damage and meteor smashes foes. The base of the knife has a knack for hitting foes into the tip, and the tip has a knack for hitting foes into the base; this can allow the move to score several hits, but its overall quick execution speed makes it hard to score more than 3 hits with a single execution of the move. It is, however, pretty easily spammable (it's the laggiest of Moge-ko's tilts, but still a very fast attack).
Down Tilt: Moge-ko does a sweep kick, doing 4% damage and tripping her opponent. While it lacks in raw damage compared to Moge-ko's other tilts, it is extremely fast, with very little lag (only 2 frames of startup lag and 3 frames of ending lag), and combos into itself easily (granted, that's true of most of Moge-ko's moves, but it's especially true of this one).

Dash Attack: Moge-ko performs a jumping strike similar to Link's. It does 19% damage with the base of the knife and 20% with the tip. The base of the knife knocks foes into the tip, while the tip of the knife buries opponents on the ground and meteor smashes airborne opponents. The attack does have noticeable ending lag, so use with caution.

Rising Attack: Moge-ko suddenly spins around on the floor like she's breakdancing, getting up after one spin (so she executes one attack in front of her and one behind). While spinning, she extends her knife to slash at enemies' ankles, doing 6% damage with the base of the knife and 7% damage with the tip. The base of the knife meteor smashes foes, while the tip stuns them.

Ledge Attack: Moge-ko slams her knife into the ground and uses it to pull herself up. The knife slam does 7% damage with the body of the knife and 8% with the tip; the body of the knife knocks enemies into the tip, while the tip buries them. Moge-ko does have to be careful not to whiff with this attack, as it has considerable ending lag while she pulls her knife out of the ground.

Smash Attacks:

Forward Smash: Moge-ko pounces forward, holding her knife in a reverse grip so the curly end faces the ground, and slashes downwards (she doesn't slam her knife into the ground, in case you're wondering; she stops and holds the swing at the level of her waist). The tip of her knife does 13-18.2% damage and meteor smashes victims at an angle slightly towards Moge-ko, while the base of the knife does 12-16.8% damage and knocks foes into the tip of the knife. The knockback from the tip can bounce foes off the ground and up into the base, knocking them into the tip, which can bounce them back into the base... this forward smash can score 4 or more hits if you're lucky. Charging the smash increases the distance of the pounce as well as the damage of the slash. Holding the attack button during the attack allows Moge-ko to hold her knife out briefly, enabling her to score more hits (at the cost of risking being attacked from behind). However, the attack doesn't really activate until the slash, meaning that the initial frames are harmless and punishable, and it also has noticeable ending lag. It can meteor smash foes to their doom if used to edgeguard, so that's also an option. Indeed, the attack is designed to ultimately eject foes with a hit from the knife's base, so its weak semi-spike knockback puts the foe flat on the ground a short distance away from Moge-ko - perfectly positioned for her to use her forward smash on them again, inflicting even more pain and suffering. However, since the final hit has set knockback, this attack can't KO unless used close enough to a ledge that the tip can spike someone past the bottom blast line.
Up Smash: Moge-ko pulls back her knife, holding it behind her back with the curly end facing the sky, briefly crouches down, then does a front flip with her arm held behind her so she slashes the sky and slams her knife into the ground. The base of the knife does 12-16.8% damage and knocks foes into the tip, which does 13-18.2% damage on contact and sticks the first foe hit by the tip onto it (treating it as a grab hitbox); subsequent foes hit by the tip are instead bludgeoned with the trapped character, doing 20-28% damage to the hit character while inflicting moderate knockback in the direction the blade is traveling, and doing 15-21% damage to the trapped character. The frontflip ends with Moge-ko landing flat on her back (with her arm moved to be flat at her side so she doesn't break it), slamming her blade into the ground, curly-end first, and doing 17-23.8% damage to the character trapped on the tip, if any, and momentarily pinning them to the ground; since this is Moge-ko we're talking about here, the attack is not over yet, so anyone grabbed by the knife will still be trapped. After slamming into the ground, Moge-ko spends about 25 frames pulling her blade free from the ground. She yanks it loose with such force that she does a backwards somersault, with her knife still outstretched, performing an attack that is, functionally speaking, nearly identical to the frontflip performed in reverse. The damage and knockback values for the blade, tip, and character-as-impromptu-club-head are the same, except that the tip of the blade no longer acts as a grab hitbox (due to not facing the way Moge-ko is slashing), even if nobody was grabbed by the initial frontflip; instead, it has the same knockback angle as a bludgeoning character (though the knockback itself is significantly less). The attack ends with Moge-ko rolling into a sitting position with her knife behind her back, slamming it into the ground. The act of slamming the knife into the ground does 25-35% damage to a character stuck on the tip and launches them away along a semi-spike trajectory behind Moge-ko. The tip of the knife has transcendent priority, regardless of whether or not it has grabbed someone, but the main blade does not, and can end up clashing with other attacks. If Moge-ko has grabbed someone with the knife's tip, that character will be released without suffering any more damage if the attack is interrupted (by attacking Moge-ko or clashing with the non-transcendent hitboxes). The character stuck on the tip can also be struck by other characters' attacks, and potentially knocked away; if this happens without interrupting Moge-ko's attack, it will continue as normal sans captive, and if it occurred during the frontflip, the tip of her knife becomes a grab hitbox again. It should be noted that only the tip counts as a grab hitbox, and only during the frontflip, before it has connected with a grabbable target; the rest of the attack is blockable. This attack is capable of doing a lot of damage, and it's an impressive KO attack by anyone's standards, with the final slam being capable of KOing Mario from the center of Final Destination at 90% uncharged or 65% fully charged (or anywhere in between for intermediate charges). The other launching hitboxes are nowhere near as impressive, but still viable KO tools, at least by Moge-ko's standards; a trapped character as a bludgeoning implement KOs at 145% uncharged or 108% charged, while the tip during the backwards somersault KOs at 200% uncharged or 150% charged. However, it's also Moge-ko's laggiest attack, with severe startup lag as she brings her knife back to prepare for the attack, a moderate execution speed for each of the two attacks, a moderately high amount of lag between attacks, and somewhat high ending lag (as Moge-ko gets up after the somersault). Thus, using it carelessly could get Moge-ko punished. The between-attack lag can be reduced from 25 frames to 5 by using the attack near a ledge, so that Moge-ko doesn't actually slam her knife into the ground with the front-flip, but doing this reduces the damage to a character stuck on the tip from 17-23.8% to 14-19.6% and releases them at that point of the attack, meteor smashing them off the knife. Overall, it's a brutal finishing move for a brutal fighter.
Down Smash: Moge-ko holds her knife down low and twirls around. This attack is very similar to Shulk's Down Smash, with the following differences. Moge-ko’s Down Smash hits up to 10 times for 4-5.6% damage per hit (or 5-7% damage per hit for the knife's tip), has a vacuum effect pulling foes towards the knife, does not grow weaker as the attack continues (all of the hits do the same amount of damage), and has very low knockback, with the final hit weakly launching foes (it can't KO until around 400% damage). Note that the vacuum effect literally pulls enemies towards the knife; once caught by the knife, victims will be pulled along for the ride and kept in contact with the knife, both due to the vacuum effect and the knockback from each hit knocking the victim into the next. As a result, once this attack connects with one hit, the unfortunate victim is all but guaranteed to suffer the remaining hits. It can do a maximum of 50-70% damage if all the hits connect with the tip of the knife.

Aerial Attacks:

Neutral Aerial: Moge-ko pulls out a can of huffspray and sprays the air around her with a burning gas. This is a multi-hitting move that can hit up to 24 times, for 1% damage each. It has minimal knockback and almost no stopping power, period (it causes no flinching and very weakly pushes foes away from Moge-ko), but if it scores 8 or more hits on a single target, it stuns them as if their shield had broken.
Forward Aerial: Moge-ko slashes directly in front of her, doing 9% damage (10% with the tip of the knife). The tip of the knife knocks foes at a downward angle (more of a semi-spike than a meteor smash); the base knocks foes at the Sakurai angle.
Back Aerial: Moge-ko forcefully swings her knife behind her with a roundhouse slash, turning around in midair as she does so. The base of the knife does 14% damage and knocks enemies into the tip, which does 15% damage and semi-spikes with enough knockback to KO at 125%. However, it’s a bit laggy.
Up Aerial: Moge-ko swings her knife over her head. The base of the knife does 9% damage and knocks enemies upwards, while the tip does 10% damage and, in addition to knocking enemies upwards, puts them into the helpless state.
Down Aerial: Moge-ko flings 3 throwing knives towards the ground in a spreadshot. The throwing knives do 8% damage each. If a foe is a small distance directly below Moge-ko, it’s quite possible for them to be simultaneously struck with 2 knives, or even all 3.

Throws:

Grab: Moge-ko reaches out with her free hand and tries to seize an enemy. A bog-standard grab.
Pummel: Moge-ko drags her blade across the enemy's face, which scores 2 hits for 1% damage each. This is, for the most part, a bog-standard pummel, but it has a sadistic twist to it. There is a 6-frame window shortly after the ending lag begins, which opens up 5 frames after the damage is dealt. If a pummel input is entered during the 6-frame window, the ending lag is canceled, and instead of pulling her blade out, Moge-ko simply slides her blade in the opposite direction to carve a bit deeper into the foe's flesh, performing the pummel again with a slight difference in the animation. However, if a pummel input is performed during the pummel, or within the first five frames of the ending lag, the opportunity to cancel the ending lag is lost; likewise, if the six-frame window of opportunity is missed, Moge-ko has to go through the entirety of the ending lag as usual. If the ending lag is successfully canceled several times in a row, Moge-ko will essentially use her knife like a fiddlestick to play a painful "melody" on her victim's face. If Moge-ko can successfully keep up the rhythm, her grasp is inescapable. The TL;DR version of all this? Moge-ko is capable of wobbling, and she can do it all by her lonesome. In fact, she can do it a little more easily than the Ice Climbers, not needing any sort of special shenanigans to set it up (though she does still need to pummel with very precise timing to pull it off and keep it going).
Forward Throw: Moge-ko goes completely berserk (complete with her eyes briefly flashing red) and madly slashes at the foe, cutting them 8 times in 1.5 seconds and dealing 2% damage per slash. She then finishes the combo with a backhand slash with the curly end of her knife, burying the blade in her foe for 3% damage, then spins around in a circle while the foe is stuck on her blade, eventually hurling them off her blade (doing 4% damage as she does so). The foe is tossed off of the blade after two spins. Upon sliding off the blade, the foe is sent flying towards the ground at a 30-degree angle, resulting in them bouncing off the ground and back up into the air. It normally KOs at around 220%, but if used near a ledge, it can hurl the foe offstage at a downwards angle, putting the foe in a very bad position to recover from. As a side note, Moge-ko can bludgeon other enemies with her throw victim while spinning around. This does 4% damage to the throw victim and 8% to the bludgeoned foe, knocking the latter away along the Sakurai angle.
Back Throw: Moge-ko slashes past her foe's left flank (with her knife in a reverse grip) and quickly pulls her blade back, catching them on the spiral at the tip for 5% damage, then twists her knife a little to make sure that it's holding fast (doing 3% damage). She then twirls around counterclockwise, going faster and faster as she spins, swinging the foe trapped on her knife's tip around in circles and digging her blade in deeper through centrifugal force. This does 1% damage per spin for the first 3 spins, 2% per spin for the next three, 3% damage for the seventh, and 6% damage for the eighth and final spin. After spinning 8 times, Moge-ko has cut so deeply through her foe that her blade has cut all the way through, flinging the foe off her blade. The knockback operates on the Sakurai angle. In total, the throw does 29% damage, and can KO around 190%. The throw takes roughly six seconds to execute (including the 23 frames it takes to hook-slash the foe and the 18 frames it takes to wiggle the knife), but Moge-ko can move to the left or right while the throw is in progress, starting when she begins to spin (however, she cannot jump, nor can she walk off a ledge or otherwise become airborne without immediately releasing her victim; in this scenario, the victim is not launched, instead simply tumbling as if footstooled). Moge-ko can bludgeon other enemies with her throw victim while spinning; this does twice the spin's damage to the throw victim and four times the spin's damage to the bludgeoned foe, knocking the latter away along the Sakurai angle (the knockback depends on how fast Moge-ko is spinning). As a result, this throw is surprisingly good for crowd control. After launching the throw victim, Moge-ko is stunned for 45 frames (e.g. 3/4 of a second) due to dizziness from all the spinning, so she'd better have cleared out any threats before then, or else.
Up Throw: Moge-ko simply swings her blade up at the foe's crotch and buries it in their flesh, dealing 14% damage. As she follows through with her slash, the foe, instead of being sliced in half, is lifted up into the air and hurled off of the blade behind Moge-ko, up into the air (the knockback is mostly vertical with a minor horizontal component). The foe takes 8% damage upon being launched. This is a very quick throw, ideal for getting rid of a grabbed enemy in a hurry. Its knockback is also not half bad, able to KO at about 160%.
Down Throw: Moge-ko slashes past her foe's right flank and quickly pulls her blade back, catching them on the spiral at the tip for 4% damage, then twists her knife a little to make sure that it's holding fast (doing 3% damage). She then walks in a circle around her foe, carving their flesh with the spiral on her knife, holding them in place while doing 1% damage per 5 frames for 2 seconds (dealing a total of 24% damage). Once she's walked a full circle around her foe, she violently yanks her blade out, dealing 12% damage and stunning the enemy, leaving them wide open for another attack. The entire throw does a total of 43% damage, but it takes 3 seconds to execute (22 frames to hook-slash the blade into the foe, 18 frames to wiggle the blade, 120 frames to walk around the foe, and 20 frames to yank the blade out), making it a bit impractical to perform in a free-for-all. On the other hand, the fact that it stuns the victim makes it a very good combo-opener, and it can even be used to perform a chain throw of sorts and keep it up forever, emphasizing Moge-ko's sadistic nature. However, considering that the developers made a deliberate effort to remove chain grabs in Smash 4, it's not allowed to be that simple; indeed, it would be slightly fallacious to call it a chain throw, as it's potentially escapable if the victim has quick reflexes. The chain-grab prevention works like this; if Moge-ko grabs an already-stunned character, or within 25 frames after they have recovered from stunning, and uses this throw on them, the initial blade yank does 7% damage instead of 4%, but instead of the blade catching on the foe's flesh, it launches the victim behind Moge-ko along a semi-spike trajectory, with high base knockback but low knockback scaling (unable to KO until around 500%). This makes it all but impossible for Moge-ko to tech chase the victim and grab them again before they have a chance to defend themselves; on the plus side, the otherwise-lengthy throw animation is cut short as soon as the victim is launched. As for the 25-frame window, this is more than enough time for the intended victim to throw a jab or grab to interrupt the next grab, or to perform a rolling dodge to get out of the way; however, it's still less than half a second, so fast reflexes are needed to escape within the window of opportunity. As a final note, if Moge-ko uses this throw while under a slowdown effect (such as a Timer item or Shadow's Chaos Control), the walkabout still does 1% damage every 8 frames, but the throw takes more frames to execute; as a result, the damage is increased. Likewise, if Moge-ko is somehow accelerated so that the walkabout is over sooner, the damage is reduced. However, if the game itself is running more quickly or slowly (such as in a Special Smash), the damage rate is adjusted to match the game speed, so the damage dealt remains the same.

Special Moves:

Neutral Special (Default): Moge-ko Shield: Moge-ko erects a large blue barrier in front of herself which stops all projectile attacks dead in their tracks. It also stops physical attacks, and foes who touch it take 6% damage and get flung backwards a short distance. Basically, the barrier is impenetrable (except to Final Smashes). Also, while it's intended for defense, it's also useful for edgeguarding. However, it can only be held for 8 seconds at a time, after which it needs to recharge; the recharge time is equal to the length of time the barrier was deployed, and trying to use it again before it's recharged leads to Moge-ko fruitlessly posing, leaving herself wide open.
Neutral Special (Custom 1): Moge-ko Bouncer: Moge-ko's shield reflects projectiles instead of destroying them, sending them back at 1.5 times their original power. She can also hold the barrier up for up to 12 seconds, but the recharge time is only 1 second for every 1.5 seconds maintaining the barrier (capping at a 8-second recharge time for a 12-second barrier). However, the barrier's ability to stop physical attacks is limited. Upon making contact with the barrier, a foe takes 4% damage, flinches slightly, and loses all of their momentum, coming to a dead stop; once the flinch ends, however, the foe in question can then pass through the barrier like it wasn't there (though if it moves away, it will have to bump into the barrier again before it can breach it). (As a side note, the barrier is blue-green instead of blue with this custom special equipped. You may have to look closely to notice, though.)
Neutral Special (Custom 2): Moge-ko Barricade: The shield covers Moge-ko's entire body, and it operates like the default version, destroying projectiles, repelling incoming characters, and rendering Moge-ko basically invulnerable to anything short of a Final Smash. It does 7% damage to enemies making contact with it instead of 6%. However, it can only be maintained for 4 seconds at a time, with the recharge time being 2 seconds for every 1 second the shield was held. The shield is colored red with this custom special equipped.

Neutral Special Commentary: Moge-ko Shield is an ability that Moge-ko explicitly displays during the events of Mogeko Castle. She uses it to protect herself and a giant monster (the same one she conjures for her Side Special) from being blown to pieces by Defect Mogeko's rocket launcher. (She even explicitly refers to the technique as "Special Skill: Moge-ko Shield".) Most of the moveset had to be made from scratch, so I just couldn't leave out an ability that Moge-ko canonically possesses.

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Special Skill: Moge-ko Shield! Oh, and the monster on Moge-ko's left is the one she summons with her Side Special, so you get to see two of her special moves for the price of one! (Image captured while watching EricVanWilderman's LP of Mogeko Castle.)

Side Special (Default): Slobbering Monster: Moge-ko summons a large, grotesque monster (the same one she sics on the heroes on Floor 5 of Mogeko Castle) and commands it to move forwards, chowing down on everyone in its path. The monster, after appearing, advances forward at a moderate pace, repeatedly biting with its many, many mouths and automatically grabbing foes it comes into contact with. Foes it catches get chewed up and heavily damaged, taking 30 hits for 2% damage each before eventually being spat out the monster's backside with a total of 60% damage (however, the knockback is really, really bad, so the enemy will essentially just get pooped out and dropped onto the stage). Though the monster's attack counts as a grab, it can still damage ungrabbable entities (such as a Bulborb or Giga Bowser) by passing through them; however, it cannot bypass immunity from flinching, and it will score far fewer hits (even if the foe fails to react to it), sharply reducing the damage. Only one monster can appear at a time (it's a one-of-a-kind specimen, thank God), so if Moge-ko tries to summon the monster again while it's already present, nothing will happen except for Moge-ko striking a silly pose and leaving herself vulnerable. The monster will turn around if it hits a wall (though it takes a full 2 seconds to do so), but it will walk right off ledges. The monster can be attacked, causing it to flinch (it can even sustain knockback, albeit with a weight value of 800), and it will be defeated if it suffers 60% or more damage. However, it cannot be grabbed. Otherwise, it vanishes after 10 seconds or once it moves off the stage. (The monster is completely capable of dragging a character to their doom if it devours them shortly before moving offscreen.) Moge-ko can immediately summon the monster again if it left by its summon duration expiring or moving offscreen, but if it was defeated, she has to wait 15 seconds to summon it again.
Side Special (Custom 1): Speedy Monster: This works very much like the default option, with the following changes. The monster moves much, much faster, making it hard for characters slower than Bowser to outrun, and if it hits a wall, it only takes 1 second to turn around. However, it spits victims out faster as well, and therefore only scores 10 hits for 2% each, for a total of 20% damage. It also remains onscreen for a maximum of 8 seconds, has a weight value of 600, and is defeated by taking a total of 45% damage. In the event that is defeated, Moge-ko has to wait 10 seconds to summon it again.
Side Special (Custom 2): Rampaging Monster: The monster moves in spurts rather than at a steady pace; basically, it performs a very fast lunge, then briefly rests, then lunges again, then rests again, and so on and so forth. The alternation between lunging and resting averages out to cover approximately equal distance to the standard version over the same amount of time. The monster is harmless while it rests, but while it lunges, it executes a powerful single-hit bite attack. This bite attack does 40% damage and is capable of KOing under 100%. However, it is not a grab. It is not unblockable, but it does do an extra 20 shield damage, enough to nearly break a shield in one blow. The monster remains on-screen for 8 seconds, performing roughly 6 bite attacks before vanishing if it has enough room to do so; if it hits a wall, it takes 1.5 seconds to turn around, during which time it is completely harmless. It has a weight value of 750 and can take 55% damage before being defeated, and if it's defeated, Moge-ko can't summon it again for 15 seconds.

Up Special (Default): Moge-ko Vault: Moge-ko leaps up into the air at a 10-degree angle (this can be adjusted anywhere from 0 to 40 degrees by tilting the control stick during the leap's startup, almost as if angling a forward tilt or smash, except with more precision). Upon meeting with a foe, or at the apex of her leap, Moge-ko does a frontflip while holding her knife out in front of her, slicing at the foe for 15% damage and knocking them towards the tip. If the tip connects, it deals 16% damage and hooks the foe onto the knife, much like in her Up Smash, after which Moge-ko plummets to the ground and slams her foe into the ground for 18% damage, stunning them in the process. If Moge-ko and her foe are not above solid ground, she drags them with her to their doom, similarly to Ganoncide.
Up Special (Custom 1): Moge-ko Pounce: This version has a bit less distance than the default, but its angle can be modified to be anywhere from 0 to 85 degrees, defaulting to 35 degrees; as a consequence, it is better for horizontal recoveries. It can also be briefly charged, which not only increases the distance and speed, it also gives Moge-ko time to aim.
Up Special (Custom 2): Moge-ko Buzzsaw: This version has less distance than either of the alternatives, and its angle can be modified to be anywhere from 10 to 60 degrees (default 30 degrees). However, Moge-ko is in the frontflip animation for the entire jump, rapidly spinning around with her knife outstretched, allowing her to jump through enemies instead of stopping short when she encounters a target. Instead of grabbing enemies, the tip launches them away along a random trajectory. This version is the worst for raw recovery, but the hardest to interrupt.

Down Special (Default): Moge-ko Rage!: When this move is activated, Moge-ko goes through a brief animation of babbling threatening-sounding nonsense. When the animation is completed, Moge-ko's eye color changes from black to red, and the damage of her attacks is multiplied by 1.8 times; however, there is only a slight increase in knockback. She also gains a slight increase to her speed and jumping abilities (about equivalent to a +8 Speed equipment boost). However, she becomes a bit more vulnerable (about equivalent to a -15 Defense equipment penalty) while the buff is active. The buff lasts for 20 seconds, after which it takes 10 seconds to cool down before it can be used again. The buff expiring is denoted by Moge-ko's eye color changing from red to black. If Moge-ko is KO'd while the buff is active, it immediately ends with no cooldown time. Of the three variants of Moge-ko's down special, this has the fastest-to-complete pre-buff animation, only taking half a second (30 frames). However, the pre-buff animation has no extra protection for Moge-ko. Note that if the buff fails to activate for any reason (such as the pre-buff animation being interrupted or inputting the down special while a buff is active or during the cooldown), a 4-second cooldown time is required before Moge-ko can try to activate the buff again; this does not overwrite the cooldown time of the buff itself unless the remaining cooldown time is less than 4 seconds.
Down Special (Custom 1): Torture Time!: When this move is activated, Moge-ko goes through a brief animation of laughter (which progresses from sounding almost innocent to sounding utterly maniacal over the course of the animation). When the animation is completed, Moge-ko's eye color changes from black to red, and the damage of her attacks is multiplied by 3.2 times; however, there is only a negligible increase in knockback. While the buff is active, Moge-ko sustains knockback as though her damage was 160% lower than it actually is (which means that if her damage is lower than 160%, she will not flinch at all when attacked). However, Moge-ko's movement speed is reduced by one-quarter (this only applies to her walking, dashing, lateral air, and falling speeds; her jump height is unaffected), and she is a bit more vulnerable to attacks (about equivalent to a -5 Defense equipment penalty). The buff lasts for 20 seconds, after which it takes 10 seconds to cool down before it can be used again. The buff expiring is denoted by Moge-ko's eye color changing from red to black. If Moge-ko is KO'd while the buff is active, it immediately ends with no cooldown time. This version of Moge-ko's down special has the longest pre-buff animation, lasting for a full second (60 frames), but the pre-buff animation has super armor for the first 24 and last 24 frames (there is a 12-frame window in the middle that lacks super armor, so don't think the pre-buff animation is impossible to interrupt). Note that if the buff fails to activate for any reason (such as the pre-buff animation being interrupted or inputting the down special while a buff is active or during the cooldown), a 4-second cooldown time is required before Moge-ko can try to activate the buff again; this does not overwrite the cooldown time of the buff itself unless the remaining cooldown time is less than 4 seconds.
Down Special (Custom 2): DIEDIEDIEDIE!!!!: When this move is activated, Moge-ko goes through a brief animation of throwing a tantrum (e.g. stomping her feet and flailing her arms), doing 2% damage and minor knockback to anyone who comes into contact with her. Like the pre-buff animations of the other two variants, the tantrum is totally punishable, in spite of containing damaging hitboxes, though the law of high and low priority applies as usual. When the animation is completed, Moge-ko's eye color changes from black to red, and the damage of her attacks is multiplied by 1.2. In addition, the knockback of her attacks is dramatically increased, to the point where most of her attacks become viable KO moves at percentages ranging from 80% or lower to 120% (and her moves that could already KO at realistic percentages become downright absurd; her up smash in particular becomes practically a one-hit KO). She also gains a slight increase to her speed and jumping abilities (about equal to a +5 Speed equipment boost). However, she becomes a bit more vulnerable to attacks (about equivalent to a -20 Defense equipment penalty) while the buff is active. The buff lasts for 17.5 seconds, after which it takes 12.5 seconds to cool down before it can be used again. The buff expiring is denoted by Moge-ko's eye color changing from red to black. If Moge-ko is KO'd while the buff is active, it immediately ends with no cooldown time. The pre-buff animation lasts for 3/4 of a second (45 frames), but because it counts as an attack (actually 15 attacks, as hitboxes are produced every 3 frames (with new hitboxes being produced just as the previous ones fade), but the only way it'll actually hit more than once is if the target is immune to knockback), it can block a single attack that does 11% damage or less (which will cause the animation to be interrupted without activating the buff). Note that if the buff fails to activate for any reason (such as the pre-buff animation being interrupted or inputting the down special while a buff is active or during the cooldown), a 4-second cooldown time is required before Moge-ko can try to activate the buff again; this does not overwrite the cooldown time of the buff itself unless the remaining cooldown time is less than 4 seconds.

Down Special Notes: In Mogeko Castle, Moge-ko has something of a split personality - both personalities are murderously insane, but one has a thin veneer of friendliness (which is undermined by a mile-wide bossy streak) and throws out veiled death threats maybe once every five sentences, while the other is a blatant raving lunatic who has no indoor voice. The former personality has black eyes, and the latter has red eyes. All three of Moge-ko's down specials represent going into a berserk rage and switching to the "raving lunatic" personality, throwing what little restraint she has off the roof of a skyscraper and laughing as it falls to its death. "Torture Time" focuses on Moge-ko's love of causing pain, and therefore increases her already-insane damage output to pants-wettingly high levels, but also slows her down and boosts her knockback resistance... so basically, she becomes a slasher movie villain. "DIEDIEDIEDIE!!!!", on the other hand, has Moge-ko getting so pissed off that she forgoes her usual modius operandi of causing as much pain as possible and just tries to kill the target of her ire, hence the boost to knockback at the expense of reducing the damage boost. "Moge-ko Rage!" is pretty much a compromise between the two alternate down specials. However, all three lower Moge-ko's damage resistance a bit - mostly for game balance reasons so Moge-ko has good reason to not spend as much time in a buffed state as possible, but also because, well, she's going berserk. Berserkers generally don't bother with defense.

Final Smash: Playtime: Moge-ko causes a large cross to emerge from the ground. If the cross hits any opponents, they will be bound to the cross, and Moge-ko will methodically slice them with her knife, in a fashion that might trigger PTSD symptoms in torture victims. This racks up a lot of damage, and racks it up quickly, doing well over 180% damage over the 20 seconds of the Final Smash's animation. However, if multiple foes are caught in the Final Smash, the damage per enemy is reduced by 20% per character after the first, to a minimum of 80% damage per character (5 or more characters caught). The Final Smash ends with Moge-ko shattering the cross, launching the victims up into the sky (with some random deviation to the left or right). The knockback is far from spectacular, as, like most of Moge-ko's moves, it prioritizes hurting people over killing them. However, it's still good enough to KO Mario from the center of Final Destination assuming that he had over 60% damage before getting caught by the Final Smash.

Taunts:

Up Taunt: Moge-ko slashes with her knife a few times while making thinly veiled death threats. (This mimics the pre-buff animation for “Moge-ko Rage”, but not that closely, except in the audio; it can fake out enemies who aren’t paying attention.)
Side Taunt: Moge-ko laughs maniacally. (Note that this closely resembles the pre-buff animation for "Torture Time!", allowing it to be used as a fake-out. However, this taunt takes 25 frames to execute, basically cutting off early. It also lacks super armor.)
Down Taunt: Moge-ko screams in rage and throws a tantrum. (This mimics the pre-buff animation for “DIEDIEDIEDIEDIE!!!!”, right down to having hitboxes like an attack. They only do 1% damage, though, and the taunt takes only 30 frames to execute.)

Victory Theme: An excerpt from the Karugamo March (Sinken). (This is Moge-ko's theme in Mogeko Castle.)

Victory Taunt A: Moge-ko chases a hapless Mogeko in circles while laughing maniacally and swinging her knife.
Victory Taunt B: Moge-ko brandishes her knife menacingly and glares at the screen, just like she does in the scene where she first meets Yonaka Kurai and Defect Mogeko.
Victory Taunt C: Moge-ko brandishes several knives while dramatically pointing to the left of the screen, mimicking her introductory pose in the Mogeko Castle Gaiden trailer.

Losing Pose: Moge-ko does not congratulate the winner(s); she simply looks extremely annoyed, like she’s on the verge of throwing a tantrum.

IMG_7659.PNG
Moge-ko meets Yonaka Kurai and Defect Mogeko. This is the pose she's in for Victory Taunt B.
IMG_7579.PNG
Moge-ko in the Mogeko Castle Gaiden trailer. This is the pose she's in for Victory Taunt C.
 
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Megadoomer

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Reposting my moveset from the Bayonetta thread, with some edits. I tried to limit myself so that she wouldn't use guns as weapons, for the sake of balance at the very least.

Her speed and power would be, roughly, average - not great, but not terrible (though some attacks, particularly ones that involve Wicked Weaves, would have a lot of launching power). She'd have great recovery, given that she can jump ridiculously high in her own games, though to balance that, she'd be fairly light (for the sake of balance, at the very least). As as costumes go, her Bayonetta 2 outfit would be her default (with red, yellow, and green variants), as well as her Bayonetta 1 costume (with blue, yellow, and green variants) as an alternate.
Series Logo:
(the symbol that appears when she summons something)

Entrance: a large transparent purple circle is traced onto the stage, turning into the symbol above once the circle is complete. Bayonetta steps through it, becoming visible as she does so.

A: Punch - her basic punch attack with Scarborough Fair

AA: Punch - her second punch attack with Scarborough Fair (like when you press Punch twice)

Rapid Attack: Lightning Kick - Bayonetta kicks rapidly, continuing while you press the button

Finisher: Flock Off! - Bayonetta finishes with a powerful kick to launch the opponents caught in the previous attack

Tilt Forward: Durga - Bayonetta claws with the fire version of Durga

Tilt Up: Odette - Bayonetta does a handstand, spinning around with Odette on her legs. Opponents hit by it are launched upwards

Tilt Down: Sweep Kick - Bayonetta sweeps her leg, like when you use Punch-Punch-Punch-Kick

Running Attack: Panther Within - turning into a panther mid-run, Bayonetta swipes in front of herself before returning to normal

Basic Air Attack: Punch - again, directly from Bayonetta - no surprises here.

Forward Air Attack: Takemikazuchi - Bayonetta swings the giant hammer; it's slow, but acts as a Meteor Smash if it connects

Back Air Attack: Sai Fung - Bayonetta swings the gun-chuks behind her, occasionally making a Bruce Lee noise in the process

Up Air Attack: Revolution Kick - Bayonetta spins around vertically, like what happens when you lock on to the opponent and press back and Kick in Bayonetta (though she doesn't launch into the air)

Down Air Attack: Red Hot Kick - similar to Zero Suit Samus' or Sonic's down air attack, except Bayonetta strikes a pose similar to Viewtiful Joe's Red Hot Kick while doing this

Forward Smash: Dismissed! - Bayonetta draws her arms back while the move is charging, punching forward with both when the attack is released. When fully charged, a Wicked Weave fist appears, though it overlaps with her instead of appearing in front of her, so while it makes the attack's range larger, it's still reasonably sized. (the same thing goes for her other smash attacks)

Up Smash: Launcher - Bayonetta twirls her gun upwards, like the final blow when you punch, pause, and punch again. A Wicked Weave hand shoots out of the ground when fully charged.

Down Smash: Heel Stomp - Bayonetta stomps her foot on the ground, creating a small shockwave. A Wicked Weave foot appears alongside her when the move is fully charged.

Throw - Pummel: Pistol Whip - pretty straightforward; she hits the person who she grabbed with her pistol

Forward Throw: Tetsuzanko - she hip-checks the opponent, launching them up and away from her.

Back Throw: Suplex - identical to what she does in Bayonetta's opening cutscene to a long line of angels

Up Throw: Volley - she tosses them into the air and two of the arms of Hekatoncheir (the summon that's six giant arms) volley the opponent up higher

Down Throw: Under My Heel - similar to what she does to Glamor during their initial fight in Bayonetta 2, she repeatedly stomps on the opponent

B: Iai-Jutsu - Bayonetta pulls out Shuraba and charges it as long as the button is held down - the more that it's charged, the longer range the attack has when the button is released, up to a certain point. (Custom Specials: Pillow Talk (longer reach but less powerful) and Rakshasa (shorter range, but more powerful))

B-over: Stiletto - Bayonetta dashes forward with her arm outstretched, closing the distance with her opponent to hit them (Custom Specials: Kulshedra (Bayonetta stays in place while the whip flies forward instead; the range is similar to Stiletto, but Bayonetta doesn't move) and Lt. Colonel Kilgore (Bayonetta fires a pair of rockets behind herself to launch forward; longer range and more damaging, but can't recover afterwards))

B-up: Malphas' Wings - large crow wings sprout from Bayonetta's back as she flies in the direction that's being held, damaging whoever she collides with (Custom Specials: Crow Within (she doesn't fly as far, but at the end of the attack, she shoots out razor-sharp feathers, making it do more damage) and After Burner Kick (longer range, but less damage - Bayonetta launches up into the air feet-first))

B-down: Break Dance - Bayonetta spins around, damaging whatever gets caught in her dance moves (Custom Specials - Chain Chomp (longer range, but only the Chain Chomp attached to her leg can damage people) and Witch Twist (gives some recovery to the attack, as she launches into the air as she spins, but it doesn't do much damage))

Final Smash: Umbran Climax (alternatively, Madama Butterfly if the use of the word "Climax" is still too suggestive) - much like in Bayonetta 2, Bayonetta glows purple as all of her attacks get amped up significantly, with her summons appearing around her to assist. Her attacks increase in power and range, and a magic meter appears near her life bar similar to Little Mac's KO Punch. Once that runs out, she returns to normal.

Up Taunt: "Bring it!" - the same taunt that she does when using Love Is Blue

Side Taunt: "Come on!" - points at the opponent with her gun and flicks it upwards a few times, like what she did in Bayonetta 2's prologue against the angels

Down Taunt: "That all you've got?" - the same taunt that she does when using Alruna

Victory Music: something similar to this: https://www.youtube.com/watch?v=bGbxxcuJSQ0&t=43 (between 0:43 and 0:50)

As for a stage, I'm thinking the falling clock tower, seeing as it appeared in both games.


The clock tower itself is stable, though the background rotates to indicate that the tower is spinning. Occasionally, pieces of debris will fall past on either side of the stage to act as platforms, though they'll be moving faster or slower than the clock tower (so that they'll scroll off the bottom or top of the screen eventually) and can be broken. Fortitudo will appear in the background from time to time, shooting fireballs at the stage. Eventually, he will shoot a giant fireball that causes the clock tower to break into three equal sized parts. After several minutes of the stage remaining in this state, a large hourglass will crash into the centre of the stage and break, magically restoring the stage to how it was in the beginning.

Music for the stage includes:
Fortitudo - In Labours and Dangers
Tomorrow is Mine
Balder's Boss Battle Theme (WARNING: Official title contains possible spoilers)
Aesir Final
Let's Dance, Boys!
Moon River (Climax Mix)
Mysterious Destiny
Alraune: Whisperer of Dementia
Battle for the Umbran Throne - Jeanne Fight

I'll edit in descriptions of her victory poses later, as well as links to relevant videos or articles where needed.
 
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AK47Productions

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Name: Wes
Series Symbol: Pokeball
Locked: No
Colors: Normal, White jacket & Red snag machine, Jet Black jacket & White snag machine, Yellow jacket & Black snag machine, color scheme similar to Red the trainer.

Similar to several other characters on the roster, Wes has an alternate that can turn him into Micheal from the sequel Pokemon XD. All of Wes' alternate color swaps apply to him as well. For gameplay purposes, he will use and Espeon and Umbreon as well.

Bio (Wes): A former member of the Pokemon kidnapping group Team Snagem, Wes is a quiet Pokemon Trainer who has reformed since his days of crime. After stealing a device called the "Snag Machine" and save a girl named Rui from the clutches of kidnappers, the both of them uncover the Shadow Pokemon conspiracy lead by the criminal organization known as "Cipher". Wes & Rui, along with Wes' trusted Pokemon Espeon and Umbreon, go on to free the Shadow Pokemon from Cipher and their trainers and save the Orre region from the organization.

Bio (Micheal): An up-and-coming Trainer ready for his own journey with his Eevee, Micheal was just an ordinary child until he got involved in Cipher's rebirth that happened to start with the kidnapping of a respected Pokemon professor he knew well. After uncovering Cipher's new plan, like Wes before him, he sets out to stop Cipher once again.

Stage: Citadark Isle. A mostly simple stage with the blast lines located only to the sides and above. The only threat on this stage is the stage boss Shadow Lugia, who will attack all players with the following attacks:
Shadow Blast: Fires a dark aura beam at either the closest fighter or the one that has done the most damage to Lugia. Deals 19% damage.
Shadow Storm: Unleashes a powerful storm that rolls across the stage. Players caught in it will receive up to 17% damage.
Shadow Sky: Starts a storm that will rain shadow aura. Rain will deal 1-4% damage to all players but will not impede players from fighting.
Stage Music: Titles in bold must be unlocked:
* Greevil Battle Theme
* Shadow Lugia
* Trainer Battle
* Ruby/Sapphire Battle (Colosseum/XD)
* Miror B Theme (XD)
* Cipher Peon Battle (XD)
* Trainer Battle (Colosseum)
* Admin Battle (Colosseum)
* Admin Battle (XD)
* Miror B's Old Groove

Entrance: Releases Espeon/Umbreon from their Pokeball.

Taunts:
1. Espeon/Umbreon prepares to pounce. Wes/Micheal raises an arm up while holding a Poké Ball.
2. Espeon faces the screen and tilts his head sideways. Umbreon scratches his head with his hind leg. Wes/Micheal cheers them on from the sidelines.
3. Espeon/Umbreon emits a ball of psychic/dark energy. Wes/Micheal throws a Pokeball up in the air and catches it.

* Victory:
** Victory Theme: Standard Pokemon Victory Theme.
** Victory Poses:
1. Wes/Micheal pets Espeon/Umbreon while they pur in delight.
2. Espeon/Umbreon stands at a battle ready pose while Wes/Micheal thrust a Pokeball forward.
3. Espeon/Umbreon rubs its head against Wes/Micheal's leg while Wes/Micheal pets their head.

Moveset:
  • Neutral attack: Left headbutt->Right headbutt. Both attacks deal 2% damage each.
  • Dash attack: Bite. Deals 11% damage.http://bulbapedia.bulbagarden.net/wiki/Bite_(move)
  • Up tilt: Tail Whip, dealing 4% damage.
  • Down tilt: Paw swipe that deals 5% damage.
  • Forward smash: Espeon: Confusion. Umbreon: Faint Attack. Both deals 32% damage if fully charged.
  • Up smash: Secret Power - 20% if fully charged.
  • Down smash: Swift - Sends stars to both sides of Espeon/Umbreon. Deals 16% damage if fully charged.
  • Neutral aerial: Nip - A quick nip that deals only 4%,
  • Forward aerial: Swipe - Swipes at the opponent. Deals 6%.
  • Up aerial: Tail Swipe - Swipes their tail upwards. Deals 6%.
  • Back aerial: Hind Leg Kick - Kicks backwards with its hind legs. Deals 7%.
  • Down aerial: Claws - Comes back down to the ground with their claws unleashed and will land on an opponent for multiple blows. Deals 6% on the initial landing and 4% for every scratch after (up to 3 times).
  • Pummel: Espeon - Headbutts opponent in his psychic hold. Umbreon - Bites deeper into the opponent (as the opponent is trapped due to Umbreon's bite). Both deals 3%.
  • Forward throw: Espeon - Tosses opponent forward with its psychic abilities (6%). Umbreon - Pushes opponent forward with Dark Pulse (8%).
  • Back throw: Espeon - Tosses opponent backwards with its psychic abilities (4%). Umbreon - Lets go of their opponent, slips behind them, and hits them with Screech stunning them briefly.
  • Down throw: Espeon - Tosses opponent to the ground, holds them down with psychic abilities, get onto of their chest and hits them with Confusion (12%). Umbreon - Pushes opponent down and Snarls at them (9%).
  • Up throw: Espeon - Throws the opponent upwards and attacks them with Psybeam while they're in the air (11%). Umbreon - Places the opponent on its head, then headbutts them upward (4%).
  • Neutral Special: Shadow Ball, works just like Mewtwo's version of the move back in Melee. Deals up to 18% if fully charged.
  • Side Special: Espeon - Future Sight, deals 17% damage after a 10 second delay. Umbreon - Confuse Ray, dazes the opponent opening them up for more attacks
  • Up Special: Espeon - Teleport, quickly disappear and reappear in the direction chosen by the control stick. Umbreon - Quick Attack, moves at warp speed in two directions that can be selected via the control stick.
  • Down Special: Espeon - Psych Up, raises attack power for one minute. Umbreon - Moonlight, if left alone for five seconds Umbreon will recover health from 1% to 25%. Both attacks require a 30 second recharge after use.
  • Final Smash: Teamwork: Umbreon paralyzes the opponent with Mean Look (if Mean Look misses, the attack is canceled) while Espeon charges up Psybeam. Umbreon attacks also with Last Resort and both attacks connect with the enemy at the same time. Deals 110% damage.
 

Luigifan18

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Bump back into the public eye for the Smash Ballots
 

Luigifan18

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Feb 19, 2015
Messages
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Switch FC
SW-5577-0969-0868
I'm currently working on a moveset for Dragonite, my second-favorite Pokémon. I'll put the moveset in this thread when I'm done.
 
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