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Super Smash Bros. Infinite Project (Finally Finished!???)

Which title should we use?


  • Total voters
    22
  • Poll closed .
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Venus of the Desert Bloom

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We will keep submissions open for Iori until Friday so you guys have another day for one! We will be moving to our next job as a result.

Job #202: Submit a Fatal Fury Assist Trophy

With Fatal Fury and King of Fighter’s being treated as separate universes, this leaves the series open for an Assist Trophy since our current one, Kula Diamond, is for KoF. This leaves Fatal Fury a series that can have one included in the Iori trailer.

Please submit a Fatal Fury Assist Trophy and explain a bit what the character does in battle. Now, there is a requirement…

This character is an active assist trophy which means they act like Alucard, Grey Fox, and Zero. They will arrive and perform a series of attacks while running around. Please identify what attacks they are able to do and how the act. They must have between 5 to 8 attacks. This includes any Special Super Moves as a finale.
 

tonygameman

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Job #202: Fatal Fury Assist Trophy - Geese Howard



Even if Iori won a fighting game slot over him, I think Geese still has a chance to advance from being not only just a spirit and cameo. His popularity and status as one of SNK's most iconic characters may help him out for this prompt, indeed. For this submission, I modeled his behavior after how his A.I.'s strategies work in the original game, Fatal Fury: King of Fighters' final boss fight and Fatal Fury Special, akin to Guile's being inspired by an average SFII player (charging down for Sonic Boom & Flash Kick). This also means he will be hard to defeat (similarly to his "SNK Boss Syndrome" status), though a player needs to be careful when they should attack him.

When summoned into the battle, Geese will spawn on-stage, with his back facing at the camera, and then tosses his white kimono away while doing a "Come on!" gesture. He will run around and attempt to attack opponents with slow, yet powerful martial arts attacks (even jumping kicks). He can also perform various of his iconic special moves as well, such as:

NameVisualInfo
Reppuken
When far away from opponents, Geese will swipe his hand upwards, creating a wind blade-like chi projectile that travels forward on the ground, akin to his rival, Terry Bogard's Power Wave. (7%)
Double Reppuken
Similarly to the previous attack, Geese will quickly create the first Reppuken which stays in-front of him, before performing a technique again to create a slightly larger energy projectile, that does more damage (exactly said, double the normal Reppuken's) and also cancels any projectiles shot at him. (14%)
Shippuken
Geese jumps into the air and shoots a blue-colored energy fireball from his hands at a diagonally downwards angle, flying fast towards the ground and pushing himself a bit upon firing. (8.7%)​
Jōdan/Chūdan Atemi Nage
When an opponent attempts to attack Geese with a physical melee attack in-front of him, he will quickly counter by grabbing them and then slams them onto the ground behind him, shouting "Predictable!" while doing so. Works especially if an opponent dodges a Reppuken by jumping over it and tries to follow up by attacking him from above. (16%)
Raging Storm
When his time is nearly complete (he'll perform this attack only once if so) or he's close to be KO'd (no matter the time, like how Desperation Moves work in SNK's games), Geese will cross his chi-covered hands and shout out "RAGING STORM!", as he slams both of them into the ground, creating huge spiked energy beams around him. (28%)

Once he's about to leave, Geese will cross his arms as he menacingly looks in-front of him and says "Stay down, maggot.", similarly to his victory pose in Tekken 7, before vanishing off-stage.
 
Last edited:
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Job 202:
Andy Bogard
1635452048590.png

Andy Bogard is one of Characters from Fatal Fury series and he is Terry's Young Brother. He lived with Terry in South Town when Geese Killed their father. andy along with Terry revenged on Geese, defeating him. Even Andy is Mai's Boyfriend in Fatal Fury canon series. Andy is a quiet and rather stoic man who always sets his sights on improving himself. Although he is usually serious, he breaks form when confronted with things that make him uncomfortable -such as his height- and hides his embarrassment with boastful declarations, probably underlying his diffidence in a sense. He can absorb Gaia energy from Mother Nature.

When summoned via Assist Trophy, he could use his Fire Attacks, Energy Attacks like Punching and Kicking and shooting Energy balls at enemies.
List of Attacks that he uses:
  • Dam Breaker Punch: Andy punches the opponent into Dam with high Damage.
  • Darkness Kick: Andy Kicks into enemy with Darkness effect.
  • Chin Raiser: Andy does a KOing Uppercut with Huge Damage.
  • Kunai Bullet: Throws a kunai knife into enemies with normal damage.
  • Neck Breaking Move: Andy breaks enemy's neck to stun effect.
  • Hisho Ken: Andy uses this attack to kill opponent.
(His attacks sometimes give fire effect or Electric Effect)

Also, he uses his Kouppoken as Fighting style in Assist Role.

He can be KOed.

I nominate him, because he was my pick for Fatal Fury Assist Trophy pick and he coukd be fun assist that could be used during friendly Matches. Even tho, he could fit into AT category, because he doesnt do much stuff, just only Punching, Kicking and shooting Energy balls at opponents. Even it would be fun if Andy's Brother was in the Game as Summon Character like I said Earlier.
 
Last edited:

cashregister9

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Apr 4, 2020
Messages
8,701
Job 202

Tizoc



A Masked wrestler who first appeared in Garou: Mark Of The Wolves (He Also may or may not be the King Of Dinosaurs from KOF)

He would first run around using a few of his neutral moves



And then Tizoc has a few special moves


Justice Hurricane: Tizoc would grab the opponent go in the air and slam them on the ground


Poseidon Wave: A Powerful Clothesline move similar to incineroars


Olympus Over: Tizoc Jumps and lands dealing big damage


Icarus Crash: Tizoc grabs an opponent in mid air and slams them into the ground



And finally before leaving he will use

Big Fall Griffon: Tizoc grabs the opponent shoves them upwards and stands on them


After Big Fall Griffon Tizoc taunts and leaves

 

SharkLord

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I'm a bit out of it, but Iori's moveset is an all-or-nothing sort of thing? I was assuming movesets are all a group effort nowadays. Unless it's that we're already gonna just plop KOF Iori into Smash, so it's just gonna be the same thing anyways?
 

Venus of the Desert Bloom

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I'm a bit out of it, but Iori's moveset is an all-or-nothing sort of thing? I was assuming movesets are all a group effort nowadays. Unless it's that we're already gonna just plop KOF Iori into Smash, so it's just gonna be the same thing anyways?
As mentioned earlier, we are unable to actually do that for Iori considering the character needs a more cohesive moveset that complements the other moves due to the button input concept. The leadership team felt it would be difficult to get an uniformal moveset with so many inputs from various members hence why Iori is going with this method as opposed to our newest method we started using previously.


Job 202:
Andy Bogard
View attachment 336040
Andy Bogard is one of Characters from Fatal Fury series and he is Terry's Young Brother. He lived with Terry in South Town when Geese Killed their father. andy along with Terry revenged on Geese, defeating him. Even Andy is Mai's Boyfriend in Fatal Fury canon series. Andy is a quiet and rather stoic man who always sets his sights on improving himself. Although he is usually serious, he breaks form when confronted with things that make him uncomfortable -such as his height- and hides his embarrassment with boastful declarations, probably underlying his diffidence in a sense. He can absorb Gaia energy from Mother Nature.

When summoned via Assist Trophy, he could use his Fire Attacks, Energy Attacks like Punching and Kicking and shooting Energy balls at enemies.
He can be KOed.

I nominate him, because he was my pick for Fatal Fury Assist Trophy pick and he coukd be fun assist that could be used during friendly Matches. Even tho, he could fit into AT category, because he doesnt do much stuff, just only Punching, Kicking and shooting Energy balls at opponents. Even it would be fun if Andy's Brother was in the Game as Summon Character like I said Earlier.
This submission is ineligible until you identify what these kicking, punching, and fireball attacks are. We need names and the exact moves - this is because this is a fighting game character and those are important.
 

SharkLord

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As mentioned earlier, we are unable to actually do that for Iori considering the character needs a more cohesive moveset that complements the other moves due to the button input concept. The leadership team felt it would be difficult to get an uniformal moveset with so many inputs from various members hence why Iori is going with this method as opposed to our newest method we started using previously.
Ah, that makes sense. I suppose the inputs might make things a bit screwy, because it's most likely going to end up being the same moves on a different input and that'll make it hard to get proper cohesion out of it.

In other news I started out a cool little SB Creates thread for an original fantasy world so come on down and check that out please and thank you https://smashboards.com/threads/smashboards-creates-an-original-fantasy-world.515870/
 

Venus of the Desert Bloom

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Here are the results of the stage voting for Fatal Fury!!


Name3 Points2 Points1 PointTotal
Freight Express4 (12)2 (4)117
Geese Tower04 (8)413
Transcontinental
Railroad
5 (15)1 (2)219
Alice Springs01 (2)24

Transcontinental Railroad will be Terry’s home stage and representative stage fir Fatal Fury!!
 

Mr. Robotto

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Iori Moveset

iori-classic-kof13stance-2.gif

Iori's classic look and stance from the King of Fighters series, which Smash Infinite accurately uses
Gameplay Overview
Just like in his homegames, Iori is a notoriously offensive Rushdown Character. Iori players will need to be dedicated as failing to master him would prevent him from using his full potential, due to the quite high learning curve with the character. He has plenty of mixup options like a good airgame with amazing aerials and even a command grab that lets him combo afterwards. Not only that, but Iori makes use of his own special Fighting Game gimmicks as well, which makes it completely important to know him from in and out. Although we’ll delve them into them a bit later, so stay tuned. Worth to note as well, Iori always faces his opponent, just like the other Fighting Game characters.

Normals
Most of these are obviously very normal moves Iori has had ever since his inception in ’95. Whenever Iori has a move that originated from another game besides ’95, I’ll give it a mention.

NameDamageInfo
Jab:
Jab, Ge-Shiki Yumebiki
first hit: 2%
second hit: 3%
third hit: 3%
A jab from Iori’s right arm, followed by a curved slash from his left, continued by a quick backfist from yet again his left hand. The move deals quite the damage for a neutral attack, totaling to 9%. Just like Terry, only the first two hits can be canceled into special moves, which is significantly more rewarding than using all three hits. Holding the attack button causes Iori to repeat the first hit. It's also remarkably safe on shield. In the King of Fighters games, the first hit is based on his standing far-ranged light punch, the second and third hits are part of his Ge-Shiki Yumebiki, which is achieved by inputting forward and light punch for the first hit, quickly followed by another light punch for the second hit.

iori-cv-lp.gif
->
io-2hit.gif
Forward Tilt:
Heavy Slash
13%
Very similar to Iori’s 2nd hit of his jab. Iori claws forward with his left hand at mid-level. This move surprisingly has a very large reach in front of Iori, as it has a bigger hitbox compared to the similar move in his jab. During the move, it also grants intangibility to his arm, with the actual hitbox being on his hand. This move can be special canceled very easily, and it’s a reliable confirm into 127 Shiki Aoibana or even Kin 1211 Shiki Yaotome at low to mid percentages. This move is based on his standing far-ranged heavy punch.
iori-cv-mp.gif
Up Tilt:
Upward Claw (12%)
10%
An upward slash that sends the foe flying. It is somewhat quick with quite low knockback growth, as it’s supposed to be followed up with and can be canceled into specials, being a very effective and reliable move confirm into 100 Shiki Oniyaki. This move renders his attacking arm intangible. However, it has the most ending lag of all his tilts. While based on his crouching heavy punch in the series, the smash variation of this move does not include a crouch.
iori-cv-chp.gif
Down Tilt:
Crouching Kick
3%
Very similar to Terry’s Down Tilt. As Iori puts his hand on the ground as a means of support, he delivers a crouching shin kick. This deals extremely low damage, but can somewhat be chained safely into itself due to its very low lag overall. Just like his other tilts, it can also be special canceled. At higher percentages, this confirms effectively into his jab, as well as 311 Shiki Tsumakushi. This move is based on his crouching light kick in his series.
iori-cv-clk (1).gif
Dash Attack:
Blowback
clean: 10%
late: 8%
Somewhat of a shoulder block. Based on Iori's Blowback attack. The clean hit possesses decent horizontal KO potential while the weak lingering hit can occasionally set up combos, though not to the same extent as some other dash attacks. This is faster than most Dash attacks. This can only cancel into his Final Smash, no Special or Desperation moves. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe.
iori-xi-shoulder.gif

Smashes
Most of Iori's Smashes have moderate knockback power, safe for his Down Smash. Although they deal pretty high damage.

NameDamageInfo
Forward Smash:
119 Shiki Akegarasu
17% - 23%
extra hit: 4%
Iori bows in, as he delivers a strong forward claw slash attack. This has notable startup and endlag, but it boasts quite the range with medium knockback. Purple slash effects appear like in the source material. This move can not only be canceled into his Final Smash, but can also be tilted, but very slightly. It can be canceled into his Final Smash. Neat thing about this move: when charged over half, Iori gains invincibility at start-up and the slash does an extra hit and improves the knockback. This move is based on one of the special moves of the same name in the King of Fighters XII and XIII, where Iori gained quite the moveset overhaul as he lost his power to wield his iconic purple flames in those games.
db58wjl-121f6c6c-7b05-4c42-80ea-62244c35a26d.gif
Up Smash:
Heavy Uppercut
15% - 21%
Iori performs an uppercut with his hand open. This can cancel into his Final Smash. Fairly fast and can be used as an out of shield option as well. It’s an incredible reactive anti-air, although lacks a bit of KO power. Based on his close-ranged heavy punch
iori-cv-hp2.gif
Down Smash:
Thrust Kick
16% - 23%
Iori crouches for his charge animation and stomps forward with both legs as he supports himself on the ground with one hand. It only hits in front of Iori. It is moderately slow and has good range due to Iori stretching both of his legs forward, though its KO power is considerably high. Like all other Smashes, this can cancel into his Final Smash. Based on his crouching heavy kick.
iori-cv-chk.gif

Aerials
Iori is gifted with fast aerial moves, making him a mixup beast like in his homegames. Only his Neutral Air and Up Air are special cancelable. His Forward Air is a great KO tool for off-stage interactions.

NameDamageInfo
Neutral Air:
Iori Punch
clean: 6%
late: 4%
A downwards punch. This can be canceled into specials. For an aerial, it has medium startup, also has a lingering hitbox in addition to moderately low ending lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. Due to being one of the only special-cancelable aerials, It has multiple KO setups, most reliable being able to cancel into 100 Shiki Oniyaki. Based on his jumping light punch.
iori-cv-air1.gif
Forward Air:
Yagami Slam
early: 11%
clean: 14%
late: 10%
Iori rears back his fists and then throws an overhand with both. When hit clean, it is a meteor smash with enough knockback to KO under 50% offstage. It has the slowest startup of all of his aerial moves, and high ending lag. Other than lacking combo potential, the early and late hits are too weak to KO reliably. This is based on Iori’s jumping CD move.
iori-cv-air3 (1).gif
Back Air:
Ge-Shiki Yuriori
clean: 16%
late: 11%
A fast backwards kick. This move possesses decent horizontal KO power during its initial frames, but as the hitbox start to linger it’s considerably weaker. Very fast for your usual back air. Based on Iori’s jumping command move from the same name, which is done by inputting back and light kick at the same time, a very iconic mixup tool.
iori-cv-air7.gif
Up Air:
Upwards Arced Kick
10%
Iori kicks upwards in an arc with only one of his legs. This move can be canceled into specials. Although this move doesn’t have as much reach as the typical Bicycle Kicks in the game, it does have low ending lag and can combo into itself or other moves at low to mid percents, and can be used at higher percents for KO setups. Overall, it functions like other up aerials when it comes to utility. Although this move is based on Iori’s jumping heavy kick, it's slightly altered to make it more apropriate as an up air.
iori-cv-air6.gif
Down Air:
Iori Kick
clean: 10%
late: 7%
Iori kicks downwards with one of his legs. This move is a flying kick that lingers for only a bit which is Iori’s fastest aerial in the game. Has very little KO power for both clean and late hits. This move is based on his jumping light kick.
iori-cv-air4.gif

Grab & Throws
Most of Iori throws serve as a way to follow up on, safe for his Down Throw which is his only consistent KO throw out of the bunch.

NameDamageInfo
Grab:
Kuzukaze 1
Iori hunches to grab the opponent with one arm. Animation is based on the grab part of his Kuzukaze special move/throw (depending on the game).
iori-xi-throw2.gif

(ignore the part where he pushes)
Pummel:
Yagami Flame
3%
Iori scorches the enemy with purple flames from the palm of his hand which he grabs his opponent with.​
Forward Throw:
Sakahagi
10%
Iori lifts the opponent and slashes them with the same hand. This makes the opponent fly forwards horizontally. Has medium KO potential. Based on his throw from the same name.
Back Throw
Kuzukaze 2
6%
Iori pushes the opponent behind him, as if switching sides. This has very low knockback but leaves the opponent vulnerable in the air behind Iori. Seems like a great moment to follow up with a combo, doesn’t it? Based on the rest of his Kuzukaze special move/throw (depending on the game).
db6bdja-06379fdf-a1c3-44b6-8d33-b8ccedf03488.gif
Up Throw:
Maiden Smasher
12%
Iori kneels and smashes the opponent onto the ground with both hands. This sends the opponent flying horizontally. Can be followed up with Iori’s up air in lower percents. Animation is based on the slamming part of his Kin 1211 Shiki Yaotome super while under Max Mode, although for this move in Smash he faces the camera instead and only slams once.
iori-smash.gif
Down Throw
Ura 1131 Shiki Hozuki
13%
Iori brings the opponent to the ground and delivers a purple explosion as he laughs. This knocks the opponent behind Iori. This can KO middleweights at around 90% at the ledge. Based on his new Climax Super in KOF XV, although quicker and not cinematic.

Floor & Ledge Attacks
The usual...

NameDamageInfo
Floor Attack:
401 Shiki Shougetsu
7%
Iori gets up while slashing his back, all the way to his front. Slash effects appear as he performs the move, like in XII/XIII. Somewhat based on 401 Shiki Shougetsu from the King of Fighters XII and XIII.
db58wec-5530b79d-5a57-4e85-902a-85c507753fd7.gif
Ledge Attack:
Slash
9%
Iori gets up and slashes inwards, slash effects appear here as well.​

Specials
Just like the rest of the 2D Traditional Fighting Game cast, Iori will make use of these Fighting Game inputs for certain specials. Most of Iori's specials are very close combat heavy, which complements his rushdown role. And just like his fellow SNK representative, Terry, he makes use of a back special as well!
Just like Ryu, Terry and Ken, holding instead of tapping the input increases the damage output for most special moves!

NameDamageInfo
Neutral Special:
108 Shiki Yamibarai
tapped: 7%
held: 8%
aerial tapped: 8%
aerial held: 9%
Iori throws his purple flame like a fireball that skims the ground. It is a low projectile that comes out faster than most, but with average recovery. Can be held instead of tapped to increase the energy wave's size, travel speed, travel distance, damage and knockback. If used in the air, Iori will generate a short-ranged burst of purple instead. The aerial variant offers decent knockback and can KO opponents offstage, especially when held instead of tapped.
Forward Special:
311 Shiki Tsumakushi
standard tapped: 12%
standard held: 13%
input tapped: 16%
input held: 17%
A rushing move in which Iori hops and take a big flaming swipe downward. Can be held instead of tapped for more travel distance, damage and knockback. Special input is
+ attack/special, which increases its damage output and knockback in addition to granting intangibility to his attacking arm. The special-inputted version is indicated by a bigger flame being produced. Can cancel into his Final Smash. In the source material, this is normally a dragon punch motion, but as that is already In use, I had to modify it to being a quarter-circle forward. Hey, Terry's Burning Knuckle isn’t a quarter circle forward either in his games! This is a special move that made its debut in the King of Fighters ’98.
Back Special:
127 Shiki Aoibana
standard, first motion: 4%
standard, second motion: 4%
standard, third motion: 7%
inputted, first motion: 6%
inputted, second motion: 6%
inputted, third motion: 9%
Iori quickly slides forward with three motions, punching for the first 2 and jumping with an overhand for the third, in which he slams the opponent into the ground. The active hitboxes are on Iori's arms, and will always get knocked back into the following motion's hitbox for the first 2 motions, no matter the percentage. With the last motion having great knockback. This move is very rewarding to cancel into, especially from jab, as it’s a surefire way to rack up damage. You are going to have to repeat the input for every motion to complete the move (these are what we call rekkas!). Which means if you use the standard version, you’ll have to input back special in succession 3 times. Whereas for the traditional input, you’ll have to perform
in succession 3 times. There’s no difference between holding or tapping for this move, as it would be counterintuitive since you’ll have to tap anyways. As for the traditional input variation, that one significantly covers more distance and is slightly more powerful. When performed in the air, only the last motion will come out (Iori will jump forward and deliver an overhand, can be used as an horizontal recovery), so no need to input it 3 times in that scenario.
Up Special:
100 Shiki Oniyaki
standard tapped: 13%
standard held: 14%
input tapped: 16%
input held: 18%
Iori performs a spinning jump while being accompanied by spinning purple flames that cycle around him. Can be held instead of tapped for more distance and damage. If inputted with a
motion, the move will render Iori's entire body intangible on startup, the move itself will have slightly increased travel distance, it will deal more damage and knockback, and the move will consist of 3 hits instead of one. The inputted version is indicated by Iori's howl when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent out-of-shield option.
Down Special:
212 Shiki Kototsuki In
standard tapped: 12%
standard held: 14%
input tapped: 16%
input held: 18%
Iori shortly runs up to the opponent, slams their head on the ground, then blasts them with fire. In the air this move would differ slightly, as Iori would simply grab the opponent in front of him, and once grabbed, start to descend quite a bit while Iori is blasting fire into their face until they are automatically freed. And yes, this can be used a suicide KO if used low enough beneath the stage to reach the lower blast zone, due to the descent not being that long you’ll really have to go deep to make it happen, however Iori himself will always lose if he and his opponents are on their last stocks in that case. Due to functioning as a grab, it bypasses shields and counterattacks. To perform the input version of this move, you'll have to input
+ attack/special. On the ground, despite having long reach, it has a very slow startup and is quite readable when performed raw as when Iori will have a very notable howl when he starts to run. It is a faster move in the air, as it has to sacrifice range. On the ground, the tapped version only covers about a quarter of Final Destination. The input for this move is half circle back, and when using this variation on the ground, it covers about a third of Final Destination and delivers more damage. When used in the air, the tapped version’s descent is just about a quarter of Final Destination’s vertical length. The input version however goes about a third of FD’s vertical size and largens the hitbox size of Iori’s grab. Even when canceled into this move, it has a moderate enough start up to give the opponent a chance to attack Iori when he performs it.


Gimmick
Stock Meter, Max Mode, & Desperation Moves


Iori gains the "Stock" Meter - Another SNK original, this is a gauge with 3 black squares on the right which signify the many “stocks” you have. This meter fills the same way as in most other fighting games: You build meter for hitting the opponent (wether shielding or not), getting hit yourself and blocking attacks. When you get a stock, a bright green light appears in one of the squares. In KOF you’d normally get more meter for whiffing special moves, but as that would only encourage camping behavior in Smash, I decided to not include this method of meter obtainment.


The stock meter itself will be based on the one found in King of Fighters ’98 UM, although instead of "ADV" nothing would be written there.

Up to three stocks could be saved up, these stocks can be used for certain Supers which we’ll call Desperation Moves from now! These function like Terry's GO! supers, but will cost a stock each. But that’s not the only thing the Stock Meter can do, you’ll be able to activate Max Mode! You’ll activate this by hitting performing a neutral special while shielding at the same time. Once Iori is in Max Mode, a timer will appear above the Stock Meter, indicating how long Max Mode will last, which is about 20 seconds. Although the timer drains more when performing special attacks, even when missed. When activated, Iori will strike a pose, gain somewhat of a yellow tint, and the timer will start to drain. This mode makes Iori deal more damage and knockback (a multiplier of about 1.2x) and allow him to use not only stronger variants of his Desperation Moves, but if Iori is above 80%, he’ll be able to use a Hidden Super Desperation Move only during Max Mode! When performing any Desperation Move under Max Mode, the timer will instantly end regardless of time left.


The stock meter filled with 3 stocks (in Smash these red lights would be green instead) with the Max Mode timer (in this pic being about 3/4th full)

Also, useful thing to note, but to try and simulate the 3v3 aspect of KoF. The Stock Meter does NOT reset in-between Iori’s stocks. So when he loses a life, he still has his meter to try and make a comeback! The Stock Meter doesn't fill up that fast as well, if you'd only hit, it would take about 50% to get a stock.


The pose Iori strikes when he activates Max Mode.
Desperation Moves
Little thing to preface, all grounded special cancelable moves are also able to cancel into the normal Desperation Moves, except for the Hidden Super Desperation Move, which will always need to be performed raw. When in Max Mode and performing a Desperation Move, the Max Mode timer will instantly end regardless of time left.

NameDamageInfo
Desperation Move 1:
Kin 1211 Shiki Yaotome
Normal:
flurry of slashes: 10%
explosion: 14%
collateral: 13%

Follow-up Ura 316 Shiki Saika:

slashes: 10%
pillar of flame: 12%

Max Mode:

initial slash: 7%
slams: 10%
blast of fire: 12%
When you have one stock, and perform a
+
+ attack/special, Iori will dash across the screen (about half the length of Buster Wolf) and, if he hits the opponent, he performs a flurry of claws and scratches ending off in a blast of purple flames. He is immune to non-throw attacks during the startup flash, where he says his iconic line “Asobi wa owari da!” which translates to “Playtime is over!”. The blast can also hit bystanders within range. This has great knockback, killing as early as 60% at the edge. The initial hit can be canceled into a Final Smash.


Here's the catch with this move though, if performing
2 times in succession during the last hit (the input window is quite tight), you’ll be able to follow up with Ura 316 Shiki Saika, where he does some delayed claw attacks and generates a pillar of purple flames, hitting the foe midair while laughing madly. This has amazing KO potential, killing as early as 40% at the ledge. Though worth to note, to perform this follow-up you’ll need to sacrifice an additional stock on top! This follow-up originates from the King of Fighters 2001.


If performed during Max Mode, this move changes a little, and lacks the follow-up. It goes as follows.

Under the effects of the Riot of the Blood, Iori howls, slashes his opponent into the ground, and claws at them repeatedly with his back turned to the camera; after briefly looking over his shoulder, he attacks again with the last hit using his flames. While the final blast’s knockback here is somewhat moderate, this variation racks up a ton of damage.

Desperation Move 2:
Ura 108 Shiki Yasakazuki
normal: 13%
Max Mode: 22%
When you have one stock, and perform a
+
+ attack/special, Iori sends out a projectile that skims the ground and ends with a pillar of fire with a big splash at the bottom. While strangely having no knockback at first, when the move hits, the opponent is frozen in place for around 3 seconds after the move, after being able to move again, the opponent will get knocked back, although only moderately. As the opponent doesn’t move during this period, you’ll be able to deal damage to them and stack up the knockback, but once hit the opponent will be freed no matter the time. Either way, when Iori performs this move, he’ll deliver the line “Raku ni wa shinen zo!”, which translates to “You won’t die that easily!”. This move originates from the King of Fighters ’97.


The Max Mode version puts up 3 pillars, spouting up in rapid succession, but mostly has the same properties.

Hidden Super Desperation Move:
Kin 1218 Shiki Yatagarasu
33%
When above 80%, and during Max Mode, on top of sacrificing an extra stock, by performing
2 times in rapid succession: Iori drags his hand on the ground as he howls, then proceeds to do a huge claw slash to his opponent, a bloody, shadowy background accompanies this move whereas the claw slash will leave a black trail behind. Very great anti-air and can kill as low as 30% against middleweights around the ledge. As this move can only be pulled off in certain circumstances, it feels very rewarding. This move is based on Iori’s Neo MAX Super Desperation Move from The King of Fighters XIII. Here it is in video form to get the full experience lol.


Final Smash

NameDamageInfo
Final Smash:
Three Sacred Treasures
activation hitbox: 7%
iori grab: 2%
pillar of flame: 9%
kyo punch: 15%
sealing: 7%
Based on the ending of the King of Fighters '97, and somewhat of a Smash original. As a result of the Orochi blood coursing through his veins, Iori suddenly enters the Riot of the Blood phase. His eyes light up and he makes a mad dash while slashing with his arms. This is an activation hitbox that hits at most 3 opponents, which takes 1 opponent into a cutscene and has the other two take only the claw damage. Iori lunges towards the opponent, eyes blinded by Orochi and grabs the opponent by the neck.



A huge pillar of flames erupts, engulfing both the opponent and Iori. Iori is still holding on tight. Meanwhile, Kyo Kusanagi and Chizuru Kagura are standing by, and Kyo rushes in with a flaming punch, dealing massive damage. The original KOF '97 ending ends here, but in his Final Smash, Chizuru makes the final blow, using the Yata Mirror to seal the opponent (similarly to Zelda's Final Smash). The cutscene ends and Iori returns to normal, waking up from his feral state.

 
Last edited:

Krookodilian

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I've never played a SNK game, or any traditional fighting game for that matter, so apologies for any inaccuracies in advance.
Fatal Fury Assist Trophy: Billy Kane
"Hyahahaha! Not even luck can get you through a fight with me!"

Who is Billy Kane?
Billy Kane made his first appearance in the original Fatal Fury: King of Fighters, serving as Geese's right hand man, after Geese took him in as an orphan. Billy was the undefeated champion of the Geese's KOF tournament, fighting with a bo staff capable of splitting into three, lighting on fire, and vaulting. Despite Billy's expertise with his trusty weapon, Terry managed to defeat him, sparking a lasting rivalry between the two. While in the Fatal Fury universe Geese is killed by Terry, and Billy returns to England, Geese remains alive in the KOF universe, and orders Billy to investigate the KOF '95 tournament hosted by Rugal. He enters with Team Rival as a rival to Terry, alongside Iori Yagami and Eiji Kisaragi, who serve as rivals to Kyo and Ryo respectively. Unfortunately Team Rival loses and Iori lashes out at the rest of Team Rival, starting a grudge between Iori and Billy Kane. Billy Kane returns in KOF '97, after Geese sends him to investigate the Orochi power within Iori, as a part of Team Outlaw alongside Ryuji Yamazaki and Blue Mary. Billy Kane continues to be playable in KOF games, making appearances in KOF '98, 2002, 2003, XIII, and XIV. Billy has yet to be revealed for KOF XV, although one empty team remains which is heavily speculated to consist of Fatal Fury characters, specifically more villainous Fatal Fury characters, which is a perfect fit for Billy.
Despite aligning with Geese and the villains, its difficult to consider Billy evil. He has fierce loyalty for the man who took him in, even after his death, and he looks after his sister, Lily. In fact, Despite being rivals with Terry and never forgiving Iori for the events of KOF '95, the man who he despises most is Joe Higashi, for his attempts at courting his Lily. He mirrors Terry in the sense of being taken in as an orphan while looking after a younger sibling, the main difference being that Terry was taken in by Jeff Bogard, and Billy was taken in by the crime boss Geese Howard. If Billy had been taken in by someone else, its very possible he would align with the heroes.

more can be found in this video:

Why should we Include Billy Kane?
An important piece of context for this particular assist inclusion, is that it being introduced alongside Iori, yet is serving as a Fatal Fury rep. Therefore, I think it makes sense to include an assist trophy which has a connection to both Terry and Iori. Billy is Terry's Rival so there's an obvious connection there, and Billy made his KOF debut alongside Iori, so there's a connection there, as well as the grudge between them. Moreover, this assist trophy is being added as the second SNK assist, after Kula Diamond, who acts as a belated accompaniment to Terry, since DLC universes didn't come with assist trophies. If Terry and Kula are representing the Hero's side , It would be fitting for Iori and his assist to represent the Rival's side, which Billy does quite well. I believe him using the staff is unique within smash as well, which sets him apart and gives us more options in spirit battles. Billy's got some tough competition, but I think he's got a lot of things going for him as well.

Additionally, he's British.

Moves:
Billy spawns in with a "Hey, Hey, HEY!" and a twirl of his staff before beginning his attacks.​
NameVisualInfo
Sansetsu Kon​

Billy's most basic attack, he whips his staff out in front of him, dealing 11%. Range is slightly longer than a Belmont Forward Smash.
Kyoushuu Hishou Kon​
Billy Vaults across the stage, covering a wide arc. This is his main anti air attack, dealing 9% on his body, and 4% on his staff.
Staff Stabs (Couldn't find the actual name)​
Billy does a flurry of stab pokes, dealing up to 20% if all of the hits land. It extends a good distance ahead of him, but it doesn't serve as a full extension of his staff.​
Chou Kaen Senpuu Kon
Billy twirls his staff around him in a ring of fire, and unleashes a massive ring of fire, similar to a fully charged kafrizz. the twirling does contact damage, up to 10%, and the ring of fire deals an additional 13%.
Dai Senpuu
Billy swings his staff upwards with an initial hitbox dealing 4%, and his staff multiplies in his hands. He follows the opponent in the air and does 3 spinning exploding slams, dealing 24% each.
The first two moves would be his primary attacks, the second two would come out about twice per appearance, and the final move would be his finisher before despawning. His long range would make him hard to avoid, although his vertical range would be lacking.

Unfortunately I couldn't find gifs for all of his moves, but most can be found in this video:

This was probably a bit overkill for an assist trophy submission but as someone who had never heard of SNK prior to the leak on the fighter pack #4 page, I wanted to take this opportunity to dive into a character/series I'm largely unfamiliar with. most of the stuff I wrote here is stuff I've only just learned in doing research for this post. I've got lots more work cut out for me though if I want to catch up to some of the SNK mega fans in this thread...

Be prepared for SNK spirits starting soon as well...​
 
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Here are the results of the stage voting for Fatal Fury!!


Name3 Points2 Points1 PointTotal
Freight Express4 (12)2 (4)117
Geese Tower04 (8)413
Transcontinental
Railroad
5 (15)1 (2)219
Alice Springs01 (2)24

Transcontinental Railroad will be Terry’s home stage and representative stage fir Fatal Fury!!
What will be next Job after Iori Moveset and Fatal Fury Assist Trophy?
Joke character Pick? Or SNK Spirits?
 

Venus of the Desert Bloom

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We will begin voting for both the Iori Gameplay submissions plus the Fatal Fury submissions!

YOU CAN VOTE FOR THE IORI GAMEPLAY AT THE POLL ON TOP OF THE THREAD
Job about his Moveset:

Jab: Iori does a flurry of Fiery Punches with low Damage.

Side Tilt: tanding Strong Punch: A Fast Claw Swipe.

Down Tilt: Crouch Kick: Faster than Terry but slower than Ryu Crouch Kick. Good for Combo at match.

Up Tilt: Crouching Heavy Punch: Rising Upward Claw Slash.

Dash Attack:
Does a Slide Kick.

Side Smash: C+D: A Shoulder Bash with high knock back

Down Smash: Standing Crouching Heavy Kick: Pushing Double Kick that hits low.

Up Smash:
Iori does a Scratching uppercut with strong Damage.

Neutral Air: Jumping Strong Punch: A chopping swipe. Cancels into Specials.

F. Air: Jumping Light Kick: Fast forward kick.

Back Air: Ge Shiki Yuri Ori: Fast Long Backward Kick. Does descent damage, but its better for combo tool.

Up Air: Crescent Claw: Original Move based on Kin 1219-Shiki Yatagarasu. Upward Crescent shaped Claw Attack with large range. Cancels into Specials.

Down Air:
Does a Fiery Heel Kick that spikes everyone.

Grab: Iori grabs with one Hand.

Pummel: Iori scratches the Opponent very hard.

Forward Throw: Throws the opponent forwards.

Back Throw: Kuzu Kaze - He switches side with opponents and throws him

Up throw: Throws upwards and kicks it high.

Down Throw: Foes a Judo Throw at opponents.

Get-Up Attack: Does a spin Kick 360°.

Edge Attack: Iori gets up and jumps with Kick straight.

Neutral Special: 108 Shiki Yamibarai - Iori throws a Purple Fireball that travels through Ground with long distance and gives Flame Damage. If it's made in Mid-Air, then the Fireball goes straight down in 90° Angle and falls. It can be used for Edgeguarding for Example. The Damage of Fireball is Normal, which is 5% (Although it can be spammable move).

Forward Special: 127 Shiki Ayobana - Iori quickly slides straightforward and slams the Enemy into Ground like Bowser's Flying Slam attack, but it's More faster. The Damage of Forward Special is High, which is 10.4% of it.

Backward Special: 212-Shiki: Koto Tsuki-In: Dashes in and does an elbow blow followed by a grapple to the ground. Think Ganon's Flame Choke except with a starting hit instead of a grapple. If done in the air, similar to flame choke, you can choke the opponent down

  • Strong: Larger Vertical Distance but slower. And more damage
  • Light: Shorter Vertical Distance but faster. And less damage


Up Special: 00 Shiki: Oni Yaki: Jumping Flame Spin Attack with a disjointed hitbox.

  • Strong: Larger Distance upward and more damage on each hit.
  • Light: Shorter Distance upward and less damage on each hit.
Down Special: Ura 316 Shiki Saika - Iori punches downwards like Terry and they wave shoots out high in front of Him, causing High Damage.

Final Smash: Blood of Orochi Under the Night of the Moon: MAX Ura 108 Shiki Ya Sakazuki+ MAX Kin 1211-Shiki: Ya Otome: Does the Faster Version of SDM Ya Sakazuki and goes into a cinematic motion where Iori becomes Orochi Iori does Tsuma Kushi to drag the opponent to the ground followed by the iconic SDM Ya Otome where Iori grabs the opponent drags them to the ground and manages to brutally claw them like a beast with bloody eyes followed by a violent slam that causes an explosion.

Command Input 1: Ge-Shiki Yumebiki
- Iori claws at the opponent for the first step and, if pressing C (95') or A (97'~), follows with a backfist for the second. Removed in '96, but returns in '97.

Command Input 2: Ge-Shiki Gofu In 'Shinigami'
- A two-step ax kick; both steps are overheads. Removed in '96, but returns in '97, as an overhead attack. Removed in XII (retained by Flames Iori in XIII), but returns in XIV.

Command Input 3: Ge-Shiki Yuriori - Oddball backwards kick. Removed in '96, but returns in '97. Removed in XII (retained by Flames Iori in XIII), but returns in XIV.

Gimmicks:
1v1 Facing, Command Inputs and special gauge meter, where he charges his Attacks like Specials.
Well, I tried.

Normals:
Jab: Iori starts the Jab string with a claw swipe, followed by a backhanded fist. A two-stage Jab that doesn't loop, unlike with Wario.

Damage: 4% (First), 6% (Second)
Dash attack: Iori makes a mad dash forwards and slashes forwards with an X-shaped claw strike.

Damage: 12.3%
F-tilt: Ge-Shiki Gofu In 'Shinigami'Iori performs an axe kick in front of himself, hitting both opponents in front of himself or above himself.

Damage: 12.3%
U-tilt:Iori performs a quick and easy claw swipe upwards, catching opponents that may be above him.

Damage: 8.5%
D-tilt:Iori stretches his leg along the ground in a sweep kick in front of himself.

Damage: 5%

Smashes:
Side Smash: 311 Shiki TsumakushiView attachment 335990An overhead claw swipe bolstered with purple fire. Propels Iori forwards a good distance as he's attacking.

Damage: 22%
Up Smash: Iori leans back with his arms crossed in front of himself, then performs a brutal cross-scratch above himself, hitting opponents on both sides if they're standing near him, and striking opponents above him. Based on one of the alternate endings to Yaotome.

Damage: 19%
Down Smash: View attachment 336020Iori stands on one hand and performs a beefy double thrust kick in front of himself that reaches out rather far and deals heavy-hitting damage. Based on his Crouching D attack from KOF XI.

Damage: 24%

Aerials:
N-air: View attachment 336021A single, simple punch similar to Ryu, Ken and Terry's N-air's.

Damage: 9%
F-airView attachment 336022Iori performs a hefty mid-air thrust kick in front of himself. Based on his Aerial B from King of Fighters.

Damage: 13% (Clean), 9% (Late)
B-air: Ge-Shiki YurioriView attachment 336023Iori performs a different thrust kick behind himself, which comes out at an angle and is much more forceful.

Damage: 15% (Clean), 11% (Late)
D-air:Iori performs a mighty palm-thrust downwards. Can meteor smash if hit at the start of the move. Based on Iori's Hop C from KOF.

Damage: 10% (Clean), 8% (Late)
U-air:A Smash original. Iori infuses his hands in purple fire and slashes them both in an arc above himself, causing a small explosion.

Damage: 4% (Hit), 9% (Explosion)

Throws:
Grab:Iori reaches out to grab the opponent by the scruff of their neck, pumping their body with fire for his pummel.

Damage: 1% per Pummel
Forward Throw: Iori puts his free hand on their torso and performs a hefty upwards claw swipe.

Damage: 11%
Down Throw:Iori raises his opponent high above his head, then smashes the opponent into the ground beneath him, bouncing them off the ground. Based on his back throw from the modern KOF games.

Damage: 12%
Back Throw: Iori stylishly whizzes past the opponent and punches them in their back, knocking them backward. Based on one of his throws from the older games.

Damage: 8%
Up Throw: Iori reels back both fists and smashes them into the ground beneath him, creating a large pillar of purple fire that launches the opponent.

Damage: 2% x 3 (Pillar Summon), 5% (Final Hit)

Specials:
Neutral Special: 108 Shiki YamibaraiView attachment 335989A projectile similar to Power Wave that travels along the ground. It's got weaker damage than Power Wave, but it travels faster, in turn.

Damage: 5% (Tapped), 7% (Held)

:GCD::GCDR::GCR::GCA:: The input version is faster, and equals in damage to Power Wave.

Damage: 8% (Tapped), 10% (Held)
Forward Special: 127 Shiki AoibanaView attachment 335988A three-stage rekka combo attack that involves two Twin Pistons-style uppercuts before ending with a vicious overhead cudgel smash. Tap to go a short distance, hold to go farther.

Damage:
Tap: 3% (Uppercuts), 5% (Cudgel), 11% (Total)
Hold: 4% (Uppercuts), 6% (Cudgel) 14% (Total)

:GCD::GCDL::GCL::GCA: x3: Deals more powerful hits, cudgel smash now spikes.

Damage:
Tap: 5% (Uppercuts), 7% (Cudgel), 17% (Total)
Hold: 6% (Uppercuts), 8% (Cudgel), 20% (Total)
Backward Special: 212 Shiki Kototsuki InView attachment 335987A dashing command grab that functions similarly to the aerial version of Ganondorf's Side B.

Damage: 1% (Grab), 14% (Blast)

:GCR::GCDR::GCD::GCDL::GCL::GCA:: Kototsuki In now has upper-body invincibility like with Kazuya's Crouch Dash and comes out faster.

Damage: 1% (Grab), 16% (Blast)
Up Special: 100 Shiki OniyakiView attachment 335986A twisting upwards uppercut. Tap B to go a shorter height, hold B to ascend higher.

Damage: 11% (Tap), 12% (Hold)

:GCR::GCD::GCDR::GCA:: Gain armor at the start of the move. If hit with these armor frames up, gain an extra hit.

Damage: 13% (Tap), 14% (Hold), 2% (Tap Counter), 3% (Hold Counter)
Down Special: MAX Charge/MAX ModeView attachment 335991Enter a charge state similar to Limit Charge, which takes 500 frames to go from empty to full. When filled, use Down Special again to activate MAX Mode, indicated by a yellow aura similar to Kazuya's Rage, which grants you the following benefits:
  • Specials can now be canceled into other Specials.
  • Damage from normals decreases by 10%.
  • The input versions of Specials have their damage increased by 10%.
  • Iori can access his own Super Special Moves.
MAX Mode deactivates once the meter reaches 0, which can occur by waiting 15 seconds, or after successfully landing a Super Special Move.

Super Special Moves:
Ura 108 Shiki YasakazukiView attachment 335985:GCD::GCDL::GCL::GCDL::GCD::GCDR::GCR::GCA:: Fires a projectile along the ground that shoots Thundaga-style pillars of fire that reach as high as Power Geyser and chain into themselves.

Damage: 4% (Normal), 9% (Pillars)
Kin 1211 Shiki YaotomeView attachment 335984:GCD::GCDR::GCR::GCDR::GCD::GCDL::GCL::GCA:: Dashes forwards with a hitgrab claw strike. If he hits one opponent, Iori will unleash a flurry of 8 claw slashes before creating a large blast of purple flames that damages both the caught opponent and surrounding opponents.

Damage: 1.5% (Claw Swipes), 20% (Blast)

Final Smash:
2029 Shiki DairantouView attachment 335985
View attachment 335984
View attachment 336024
Iori performs a Final Smash that's similar to Terry's: Iori starts the Final Smash by performing a bolstered version of Yasakazuki. If one opponent is caught, Iori will perform Yaotome on the opponent, but cap off with his Climax Move from KOF XV.
Iori Moveset

View attachment 336107

Iori's classic look and stance from the King of Fighters series, which Smash Infinite accurately uses
Gameplay Overview
Just like in his homegames, Iori is a notoriously offensive Rushdown Character. Iori players will need to be dedicated as failing to master him would prevent him from using his full potential, due to the quite high learning curve with the character. He has plenty of mixup options like a good airgame with amazing aerials and even a command grab that lets him combo afterwards. Not only that, but Iori makes use of his own special Fighting Game gimmicks as well, which makes it completely important to know him from in and out. Although we’ll delve them into them a bit later, so stay tuned. Worth to note as well, Iori always faces his opponent, just like the other Fighting Game characters.

Normals
Most of these are obviously very normal moves Iori has had ever since his inception in ’95. Whenever Iori has a move that originated from another game besides ’95, I’ll give it a mention.

NameDamageInfo
Jab:
Jab, Ge-Shiki Yumebiki
first hit: 2%
second hit: 3%
third hit: 3%
A jab from Iori’s right arm, followed by a curved slash from his left, continued by a quick backfist from yet again his left hand. The move deals quite the damage for a neutral attack, totaling to 9%. Just like Terry, only the first two hits can be canceled into special moves, which is significantly more rewarding than using all three hits. Holding the attack button causes Iori to repeat the first hit. It's also remarkably safe on shield. In the King of Fighters games, the first hit is based on his standing far-ranged light punch, the second and third hits are part of his Ge-Shiki Yumebiki, which is achieved by inputting forward and light punch for the first hit, quickly followed by another light punch for the second hit.

View attachment 336108 -> View attachment 336109
Forward Tilt:
Heavy Slash
13%
Very similar to Iori’s 2nd hit of his jab. Iori claws forward with his left hand at mid-level. This move surprisingly has a very large reach in front of Iori, as it has a bigger hitbox compared to the similar move in his jab. During the move, it also grants intangibility to his arm, with the actual hitbox being on his hand. This move can be special canceled very easily, and it’s a reliable confirm into 127 Shiki Aoibana or even Kin 1211 Shiki Yaotome at low to mid percentages. This move is based on his standing far-ranged heavy punch.
View attachment 336112
Up Tilt:
Upward Claw (12%)
10%
An upward slash that sends the foe flying. It is somewhat quick with quite low knockback growth, as it’s supposed to be followed up with and can be canceled into specials, being a very effective and reliable move confirm into 100 Shiki Oniyaki. This move renders his attacking arm intangible. However, it has the most ending lag of all his tilts. While based on his crouching heavy punch in the series, the smash variation of this move does not include a crouch.
View attachment 336113
Down Tilt:
Crouching Kick
3%
Very similar to Terry’s Down Tilt. As Iori puts his hand on the ground as a means of support, he delivers a crouching shin kick. This deals extremely low damage, but can somewhat be chained safely into itself due to its very low lag overall. Just like his other tilts, it can also be special canceled. At higher percentages, this confirms effectively into his jab, as well as 311 Shiki Tsumakushi. This move is based on his crouching light kick in his series.
View attachment 336114
Dash Attack:
Blowback
clean: 10%
late: 8%
Somewhat of a shoulder block. Based on Iori's Blowback attack. The clean hit possesses decent horizontal KO potential while the weak lingering hit can occasionally set up combos, though not to the same extent as some other dash attacks. This is faster than most Dash attacks. This can only cancel into his Final Smash, no Special or Desperation moves. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe.
View attachment 336116

Smashes
Most of Iori's Smashes have moderate knockback power, safe for his Down Smash. Although they deal pretty high damage.

NameDamageInfo
Forward Smash:
119 Shiki Akegarasu
17% - 23%
extra hit: 4%
Iori bows in, as he delivers a strong forward claw slash attack. This has notable startup and endlag, but it boasts quite the range with medium knockback. Purple slash effects appear like in the source material. This move can not only be canceled into his Final Smash, but can also be tilted, but very slightly. It can be canceled into his Final Smash. Neat thing about this move: when charged over half, Iori gains invincibility at start-up and the slash does an extra hit and improves the knockback. This move is based on one of the special moves of the same name in the King of Fighters XII and XIII, where Iori gained quite the moveset overhaul as he lost his power to wield his iconic purple flames in those games.
View attachment 336138
Up Smash:
Heavy Uppercut
15% - 21%
Iori performs an uppercut with his hand open. This can cancel into his Final Smash. Fairly fast and can be used as an out of shield option as well. It’s an incredible reactive anti-air, although lacks a bit of KO power. Based on his close-ranged heavy punch
Down Smash:
Thrust Kick
16% - 23%
Iori crouches for his charge animation and stomps forward with both legs as he supports himself on the ground with one hand. It only hits in front of Iori. It is moderately slow and has good range due to Iori stretching both of his legs forward, though its KO power is considerably high. Like all other Smashes, this can cancel into his Final Smash. Based on his crouching heavy kick.
View attachment 336121

Aerials
Iori is gifted with fast aerial moves, making him a mixup beast like in his homegames. Only his Neutral Air and Up Air are special cancelable. His Forward Air is a great KO tool for off-stage interactions.

NameDamageInfo
Neutral Air:
Iori Punch
clean: 6%
late: 4%
A downwards punch. This can be canceled into specials. For an aerial, it has medium startup, also has a lingering hitbox in addition to moderately low ending lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. Due to being one of the only special-cancelable aerials, It has multiple KO setups, most reliable being able to cancel into 100 Shiki Oniyaki. Based on his jumping light punch.
View attachment 336122
Forward Air:
Yagami Slam
early: 11%
clean: 14%
late: 10%
Iori rears back his fists and then throws an overhand with both. When hit clean, it is a meteor smash with enough knockback to KO under 50% offstage. It has the slowest startup of all of his aerial moves, and high ending lag. Other than lacking combo potential, the early and late hits are too weak to KO reliably. This is based on Iori’s jumping CD move.
View attachment 336126
Back Air:
Ge-Shiki Yuriori
clean: 16%
late: 11%
A fast backwards kick. This move possesses decent horizontal KO power during its initial frames, but as the hitbox start to linger it’s considerably weaker. Very fast for your usual back air. Based on Iori’s jumping command move from the same name, which is done by inputting back and light kick at the same time, a very iconic mixup tool.
View attachment 336128
Up Air:
Upwards Arced Kick
10%
Iori kicks upwards in an arc with only one of his legs. This move can be canceled into specials. Although this move doesn’t have as much reach as the typical Bicycle Kicks in the game, it does have low ending lag and can combo into itself or other moves at low to mid percents, and can be used at higher percents for KO setups. Overall, it functions like other up aerials when it comes to utility. Although this move is based on Iori’s jumping heavy kick, it's slightly altered to make it more apropriate as an up air.
View attachment 336130
Down Air:
Iori Kick
clean: 10%
late: 7%
Iori kicks downwards with one of his legs. This move is a flying kick that lingers for only a bit which is Iori’s fastest aerial in the game. Has very little KO power for both clean and late hits. This move is based on his jumping light kick.
View attachment 336131

Grab & Throws
Most of Iori throws serve as a way to follow up on, safe for his Down Throw which is his only consistent KO throw out of the bunch.

NameDamageInfo
Grab:
Kuzukaze 1
Iori hunches to grab the opponent with one arm. Animation is based on the grab part of his Kuzukaze special move/throw (depending on the game).
View attachment 336133
(ignore the part where he pushes)
Pummel:
Yagami Flame
3%
Iori scorches the enemy with purple flames from the palm of his hand which he grabs his opponent with.​
Forward Throw:
Sakahagi
10%
Iori lifts the opponent and slashes them with the same hand. This makes the opponent fly forwards horizontally. Has medium KO potential. Based on his throw from the same name.
Back Throw
Kuzukaze 2
6%
Iori pushes the opponent behind him, as if switching sides. This has very low knockback but leaves the opponent vulnerable in the air behind Iori. Seems like a great moment to follow up with a combo, doesn’t it? Based on the rest of his Kuzukaze special move/throw (depending on the game).
View attachment 336137
Up Throw:
Maiden Smasher
12%
Iori kneels and smashes the opponent onto the ground with both hands. This sends the opponent flying horizontally. Can be followed up with Iori’s up air in lower percents. Animation is based on the slamming part of his Kin 1211 Shiki Yaotome super while under Max Mode, although for this move in Smash he faces the camera instead and only slams once.
View attachment 336136
Down Throw
Ura 1131 Shiki Hozuki
13%
Iori brings the opponent to the ground and delivers a purple explosion as he laughs. This knocks the opponent behind Iori. This can KO middleweights at around 90% at the ledge. Based on his new Climax Super in KOF XV, although quicker and not cinematic.

Floor & Ledge Attacks
The usual...

NameDamageInfo
Floor Attack:
401 Shiki Shougetsu
7%
Iori gets up while slashing his back, all the way to his front. Slash effects appear as he performs the move, like in XII/XIII. Somewhat based on 401 Shiki Shougetsu from the King of Fighters XII and XIII.
View attachment 336139
Ledge Attack:
Slash
9%
Iori gets up and slashes inwards, slash effects appear here as well.​

Specials
Just like the rest of the 2D Traditional Fighting Game cast, Iori will make use of these Fighting Game inputs for certain specials. Most of Iori's specials are very close combat heavy, which complements his rushdown role. And just like his fellow SNK representative, Terry, he makes use of a back special as well!
Just like Ryu, Terry and Ken, holding instead of tapping the input increases the damage output for most special moves!

NameDamageInfo
Neutral Special:
108 Shiki Yamibarai
tapped: 7%
held: 8%
aerial tapped: 8%
aerial held: 9%
Iori throws his purple flame like a fireball that skims the ground. It is a low projectile that comes out faster than most, but with average recovery. Can be held instead of tapped to increase the energy wave's size, travel speed, travel distance, damage and knockback. If used in the air, Iori will generate a short-ranged burst of purple instead. The aerial variant offers decent knockback and can KO opponents offstage, especially when held instead of tapped.
Forward Special:
311 Shiki Tsumakushi
standard tapped: 12%
standard held: 13%
input tapped: 16%
input held: 17%
A rushing move in which Iori hops and take a big flaming swipe downward. Can be held instead of tapped for more travel distance, damage and knockback. Special input is
+ attack/special, which increases its damage output and knockback in addition to granting intangibility to his attacking arm. The special-inputted version is indicated by a bigger flame being produced. Can cancel into his Final Smash. In the source material, this is normally a dragon punch motion, but as that is already In use, I had to modify it to being a quarter-circle forward. Hey, Terry's Burning Knuckle isn’t a quarter circle forward either in his games! This is a special move that made its debut in the King of Fighters ’98.
Back Special:
127 Shiki Aoibana
standard, first motion: 4%
standard, second motion: 4%
standard, third motion: 7%
inputted, first motion: 6%
inputted, second motion: 6%
inputted, third motion: 9%
Iori quickly slides forward with three motions, punching for the first 2 and jumping with an overhand for the third, in which he slams the opponent into the ground. The active hitboxes are on Iori's arms, and will always get knocked back into the following motion's hitbox for the first 2 motions, no matter the percentage. With the last motion having great knockback. This move is very rewarding to cancel into, especially from jab, as it’s a surefire way to rack up damage. You are going to have to repeat the input for every motion to complete the move (these are what we call rekkas!). Which means if you use the standard version, you’ll have to input back special in succession 3 times. Whereas for the traditional input, you’ll have to perform
in succession 3 times. There’s no difference between holding or tapping for this move, as it would be counterintuitive since you’ll have to tap anyways. As for the traditional input variation, that one significantly covers more distance and is slightly more powerful. When performed in the air, only the last motion will come out (Iori will jump forward and deliver an overhand, can be used as an horizontal recovery), so no need to input it 3 times in that scenario.
Up Special:
100 Shiki Oniyaki
standard tapped: 13%
standard held: 14%
input tapped: 16%
input held: 18%
Iori performs a spinning jump while being accompanied by spinning purple flames that cycle around him. Can be held instead of tapped for more distance and damage. If inputted with a
motion, the move will render Iori's entire body intangible on startup, the move itself will have slightly increased travel distance, it will deal more damage and knockback, and the move will consist of 3 hits instead of one. The inputted version is indicated by Iori's howl when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent out-of-shield option.
Down Special:
212 Shiki Kototsuki In
standard tapped: 12%
standard held: 14%
input tapped: 16%
input held: 18%
Iori shortly runs up to the opponent, slams their head on the ground, then blasts them with fire. In the air this move would differ slightly, as Iori would simply grab the opponent in front of him, and once grabbed, start to descend quite a bit while Iori is blasting fire into their face until they are automatically freed. And yes, this can be used a suicide KO if used low enough beneath the stage to reach the lower blast zone, due to the descent not being that long you’ll really have to go deep to make it happen, however Iori himself will always lose if he and his opponents are on their last stocks in that case. Due to functioning as a grab, it bypasses shields and counterattacks. To perform the input version of this move, you'll have to input
+ attack/special. On the ground, despite having long reach, it has a very slow startup and is quite readable when performed raw as when Iori will have a very notable howl when he starts to run. It is a faster move in the air, as it has to sacrifice range. On the ground, the tapped version only covers about a quarter of Final Destination. The input for this move is half circle back, and when using this variation on the ground, it covers about a third of Final Destination and delivers more damage. When used in the air, the tapped version’s descent is just about a quarter of Final Destination’s vertical length. The input version however goes about a third of FD’s vertical size and largens the hitbox size of Iori’s grab. Even when canceled into this move, it has a moderate enough start up to give the opponent a chance to attack Iori when he performs it.


Gimmick
Stock Meter, Max Mode, & Desperation Moves


Iori gains the "Stock" Meter - Another SNK original, this is a gauge with 3 black squares on the right which signify the many “stocks” you have. This meter fills the same way as in most other fighting games: You build meter for hitting the opponent (wether shielding or not), getting hit yourself and blocking attacks. When you get a stock, a bright green light appears in one of the squares. In KOF you’d normally get more meter for whiffing special moves, but as that would only encourage camping behavior in Smash, I decided to not include this method of meter obtainment.


The stock meter itself will be based on the one found in King of Fighters ’98 UM, although instead of "ADV" nothing would be written there.

Up to three stocks could be saved up, these stocks can be used for certain Supers which we’ll call Desperation Moves from now! These function like Terry's GO! supers, but will cost a stock each. But that’s not the only thing the Stock Meter can do, you’ll be able to activate Max Mode! You’ll activate this by hitting performing a neutral special while shielding at the same time. Once Iori is in Max Mode, a timer will appear above the Stock Meter, indicating how long Max Mode will last, which is about 20 seconds. Although the timer drains more when performing special attacks, even when missed. When activated, Iori will strike a pose, gain somewhat of a yellow tint, and the timer will start to drain. This mode makes Iori deal more damage and knockback (a multiplier of about 1.2x) and allow him to use not only stronger variants of his Desperation Moves, but if Iori is above 80%, he’ll be able to use a Hidden Super Desperation Move only during Max Mode! When performing any Desperation Move under Max Mode, the timer will instantly end regardless of time left.


The stock meter filled with 3 stocks (in Smash these red lights would be green instead) with the Max Mode timer (in this pic being about 3/4th full)

Also, useful thing to note, but to try and simulate the 3v3 aspect of KoF. The Stock Meter does NOT reset in-between Iori’s stocks. So when he loses a life, he still has his meter to try and make a comeback! The Stock Meter doesn't fill up that fast as well, if you'd only hit, it would take about 50% to get a stock.


The pose Iori strikes when he activates Max Mode.
Desperation Moves
Little thing to preface, all grounded special cancelable moves are also able to cancel into the normal Desperation Moves, except for the Hidden Super Desperation Move, which will always need to be performed raw. When in Max Mode and performing a Desperation Move, the Max Mode timer will instantly end regardless of time left.

NameDamageInfo
Desperation Move 1:
Kin 1211 Shiki Yaotome
Normal:
flurry of slashes: 10%
explosion: 14%
collateral: 13%

Follow-up Ura 316 Shiki Saika:

slashes: 10%
pillar of flame: 12%

Max Mode:

initial slash: 7%
slams: 10%
blast of fire: 12%
When you have one stock, and perform a
+
+ attack/special, Iori will dash across the screen (about half the length of Buster Wolf) and, if he hits the opponent, he performs a flurry of claws and scratches ending off in a blast of purple flames. He is immune to non-throw attacks during the startup flash, where he says his iconic line “Asobi wa owari da!” which translates to “Playtime is over!”. The blast can also hit bystanders within range. This has great knockback, killing as early as 60% at the edge. The initial hit can be canceled into a Final Smash.


Here's the catch with this move though, if performing
2 times in succession during the last hit (the input window is quite tight), you’ll be able to follow up with Ura 316 Shiki Saika, where he does some delayed claw attacks and generates a pillar of purple flames, hitting the foe midair while laughing madly. This has amazing KO potential, killing as early as 40% at the ledge. Though worth to note, to perform this follow-up you’ll need to sacrifice an additional stock on top! This follow-up originates from the King of Fighters 2001.


If performed during Max Mode, this move changes a little, and lacks the follow-up. It goes as follows.

Under the effects of the Riot of the Blood, Iori howls, slashes his opponent into the ground, and claws at them repeatedly with his back turned to the camera; after briefly looking over his shoulder, he attacks again with the last hit using his flames. While the final blast’s knockback here is somewhat moderate, this variation racks up a ton of damage.

Desperation Move 2:
Ura 108 Shiki Yasakazuki
normal: 13%
Max Mode: 22%
When you have one stock, and perform a
+
+ attack/special, Iori sends out a projectile that skims the ground and ends with a pillar of fire with a big splash at the bottom. While strangely having no knockback at first, when the move hits, the opponent is frozen in place for around 3 seconds after the move, after being able to move again, the opponent will get knocked back, although only moderately. As the opponent doesn’t move during this period, you’ll be able to deal damage to them and stack up the knockback, but once hit the opponent will be freed no matter the time. Either way, when Iori performs this move, he’ll deliver the line “Raku ni wa shinen zo!”, which translates to “You won’t die that easily!”. This move originates from the King of Fighters ’97.


The Max Mode version puts up 3 pillars, spouting up in rapid succession, but mostly has the same properties.

Hidden Super Desperation Move:
Kin 1218 Shiki Yatagarasu
33%
When above 80%, and during Max Mode, on top of sacrificing an extra stock, by performing
2 times in rapid succession: Iori drags his hand on the ground as he howls, then proceeds to do a huge claw slash to his opponent, a bloody, shadowy background accompanies this move whereas the claw slash will leave a black trail behind. Very great anti-air and can kill as low as 30% against middleweights around the ledge. As this move can only be pulled off in certain circumstances, it feels very rewarding. This move is based on Iori’s Neo MAX Super Desperation Move from The King of Fighters XIII. Here it is in video form to get the full experience lol.


Final Smash

NameDamageInfo
Final Smash:
Three Sacred Treasures
activation hitbox: 7%
iori grab: 2%
pillar of flame: 9%
kyo punch: 15%
sealing: 7%
Based on the ending of the King of Fighters '97, and somewhat of a Smash original. As a result of the Orochi blood coursing through his veins, Iori suddenly enters the Riot of the Blood phase. His eyes light up and he makes a mad dash while slashing with his arms. This is an activation hitbox that hits at most 3 opponents, which takes 1 opponent into a cutscene and has the other two take only the claw damage. Iori lunges towards the opponent, eyes blinded by Orochi and grabs the opponent by the neck.



A huge pillar of flames erupts, engulfing both the opponent and Iori. Iori is still holding on tight. Meanwhile, Kyo Kusanagi and Chizuru Kagura are standing by, and Kyo rushes in with a flaming punch, dealing massive damage. The original KOF '97 ending ends here, but in his Final Smash, Chizuru makes the final blow, using the Yata Mirror to seal the opponent (similarly to Zelda's Final Smash). The cutscene ends and Iori returns to normal, waking up from his feral state.

We have:
Tankman from Newgrounds Tankman from Newgrounds
GolisoPower GolisoPower
Mr. Robotto Mr. Robotto


Next, here are our assist trophy submissions!

Job #202: Fatal Fury Assist Trophy - Geese Howard



Even if Iori won a fighting game slot over him, I think Geese still has a chance to advance from being not only just a spirit and cameo. His popularity and status as one of SNK's most iconic characters may help him out for this prompt, indeed. For this submission, I modeled his behavior after how his A.I.'s strategies work in the original game, Fatal Fury: King of Fighters' final boss fight and Fatal Fury Special, akin to Guile's being inspired by an average SFII player (charging down for Sonic Boom & Flash Kick). This also means he will be hard to defeat (similarly to his "SNK Boss Syndrome" status), though a player needs to be careful when they should attack him.

When summoned into the battle, Geese will spawn on-stage, with his back facing at the camera, and then tosses his white kimono away while doing a "Come on!" gesture. He will run around and attempt to attack opponents with slow, yet powerful martial arts attacks (even jumping kicks). He can also perform various of his iconic special moves as well, such as:

NameVisualInfo
Reppuken
When far away from opponents, Geese will swipe his hand upwards, creating a wind blade-like chi projectile that travels forward on the ground, akin to his rival, Terry Bogard's Power Wave. (7%)
Double Reppuken
Similarly to the previous attack, Geese will quickly create the first Reppuken which stays in-front of him, before performing a technique again to create a slightly larger energy projectile, that does more damage (exactly said, double the normal Reppuken's) and also cancels any projectiles shot at him. (14%)
Shippuken
Geese jumps into the air and shoots a blue-colored energy fireball from his hands at a diagonally downwards angle, flying fast towards the ground and pushing himself a bit upon firing. (8.7%)​
Jōdan/Chūdan Atemi Nage
When an opponent attempts to attack Geese with a physical melee attack in-front of him, he will quickly counter by grabbing them and then slams them onto the ground behind him, shouting "Predictable!" while doing so. Works especially if an opponent dodges a Reppuken by jumping over it and tries to follow up by attacking him from above. (16%)
Raging Storm
When his time is nearly complete (he'll perform this attack only once if so) or he's close to be KO'd (no matter the time, like how Desperation Moves work in SNK's games), Geese will cross his chi-covered hands and shout out "RAGING STORM!", as he slams both of them into the ground, creating huge spiked energy beams around him. (28%)

Once he's about to leave, Geese will cross his arms as he menacingly looks in-front of him and says "Stay down, maggot.", similarly to his victory pose in Tekken 7, before vanishing off-stage.
Job 202:
Andy Bogard
View attachment 336040
Andy Bogard is one of Characters from Fatal Fury series and he is Terry's Young Brother. He lived with Terry in South Town when Geese Killed their father. andy along with Terry revenged on Geese, defeating him. Even Andy is Mai's Boyfriend in Fatal Fury canon series. Andy is a quiet and rather stoic man who always sets his sights on improving himself. Although he is usually serious, he breaks form when confronted with things that make him uncomfortable -such as his height- and hides his embarrassment with boastful declarations, probably underlying his diffidence in a sense. He can absorb Gaia energy from Mother Nature.

When summoned via Assist Trophy, he could use his Fire Attacks, Energy Attacks like Punching and Kicking and shooting Energy balls at enemies.
List of Attacks that he uses:
  • Dam Breaker Punch: Andy punches the opponent into Dam with high Damage.
  • Darkness Kick: Andy Kicks into enemy with Darkness effect.
  • Chin Raiser: Andy does a KOing Uppercut with Huge Damage.
  • Kunai Bullet: Throws a kunai knife into enemies with normal damage.
  • Neck Breaking Move: Andy breaks enemy's neck to stun effect.
  • Hisho Ken: Andy uses this attack to kill opponent.
(His attacks sometimes give fire effect or Electric Effect)

Also, he uses his Kouppoken as Fighting style in Assist Role.

He can be KOed.

I nominate him, because he was my pick for Fatal Fury Assist Trophy pick and he coukd be fun assist that could be used during friendly Matches. Even tho, he could fit into AT category, because he doesnt do much stuff, just only Punching, Kicking and shooting Energy balls at opponents. Even it would be fun if Andy's Brother was in the Game as Summon Character like I said Earlier.
Job 202

Tizoc



A Masked wrestler who first appeared in Garou: Mark Of The Wolves (He Also may or may not be the King Of Dinosaurs from KOF)

He would first run around using a few of his neutral moves



And then Tizoc has a few special moves


Justice Hurricane: Tizoc would grab the opponent go in the air and slam them on the ground


Poseidon Wave: A Powerful Clothesline move similar to incineroars


Olympus Over: Tizoc Jumps and lands dealing big damage


Icarus Crash: Tizoc grabs an opponent in mid air and slams them into the ground



And finally before leaving he will use

Big Fall Griffon: Tizoc grabs the opponent shoves them upwards and stands on them


After Big Fall Griffon Tizoc taunts and leaves

I've never played a SNK game, or any traditional fighting game for that matter, so apologies for any inaccuracies in advance.
Fatal Fury Assist Trophy: Billy Kane
"Hyahahaha! Not even luck can get you through a fight with me!"

Who is Billy Kane?
Billy Kane made his first appearance in the original Fatal Fury: King of Fighters, serving as Geese's right hand man, after Geese took him in as an orphan. Billy was the undefeated champion of the Geese's KOF tournament, fighting with a bo staff capable of splitting into three, lighting on fire, and vaulting. Despite Billy's expertise with his trusty weapon, Terry managed to defeat him, sparking a lasting rivalry between the two. While in the Fatal Fury universe Geese is killed by Terry, and Billy returns to England, Geese remains alive in the KOF universe, and orders Billy to investigate the KOF '95 tournament hosted by Rugal. He enters with Team Rival as a rival to Terry, alongside Iori Yagami and Eiji Kisaragi, who serve as rivals to Kyo and Ryo respectively. Unfortunately Team Rival loses and Iori lashes out at the rest of Team Rival, starting a grudge between Iori and Billy Kane. Billy Kane returns in KOF '97, after Geese sends him to investigate the Orochi power within Iori, as a part of Team Outlaw alongside Ryuji Yamazaki and Blue Mary. Billy Kane continues to be playable in KOF games, making appearances in KOF '98, 2002, 2003, XIII, and XIV. Billy has yet to be revealed for KOF XV, although one empty team remains which is heavily speculated to consist of Fatal Fury characters, specifically more villainous Fatal Fury characters, which is a perfect fit for Billy.
Despite aligning with Geese and the villains, its difficult to consider Billy evil. He has fierce loyalty for the man who took him in, even after his death, and he looks after his sister, Lily. In fact, Despite being rivals with Terry and never forgiving Iori for the events of KOF '95, the man who he despises most is Joe Higashi, for his attempts at courting his Lily. He mirrors Terry in the sense of being taken in as an orphan while looking after a younger sibling, the main difference being that Terry was taken in by Jeff Bogard, and Billy was taken in by the crime boss Geese Howard. If Billy had been taken in by someone else, its very possible he would align with the heroes.

more can be found in this video:

Why should we Include Billy Kane?
An important piece of context for this particular assist inclusion, is that it being introduced alongside Iori, yet is serving as a Fatal Fury rep. Therefore, I think it makes sense to include an assist trophy which has a connection to both Terry and Iori. Billy is Terry's Rival so there's an obvious connection there, and Billy made his KOF debut alongside Iori, so there's a connection there, as well as the grudge between them. Moreover, this assist trophy is being added as the second SNK assist, after Kula Diamond, who acts as a belated accompaniment to Terry, since DLC universes didn't come with assist trophies. If Terry and Kula are representing the Hero's side , It would be fitting for Iori and his assist to represent the Rival's side, which Billy does quite well. I believe him using the staff is unique within smash as well, which sets him apart and gives us more options in spirit battles. Billy's got some tough competition, but I think he's got a lot of things going for him as well.

Additionally, he's British.

Moves:
Billy spawns in with a "Hey, Hey, HEY!" and a twirl of his staff before beginning his attacks.​
NameVisualInfo
Sansetsu Kon​
Billy's most basic attack, he whips his staff out in front of him, dealing 11%. Range is slightly longer than a Belmont Forward Smash.
Kyoushuu Hishou Kon​
Billy Vaults across the stage, covering a wide arc. This is his main anti air attack, dealing 9% on his body, and 4% on his staff.
Staff Stabs (Couldn't find the actual name)​
Billy does a flurry of stab pokes, dealing up to 20% if all of the hits land. It extends a good distance ahead of him, but it doesn't serve as a full extension of his staff.​
Chou Kaen Senpuu Kon
Billy twirls his staff around him in a ring of fire, and unleashes a massive ring of fire, similar to a fully charged kafrizz. the twirling does contact damage, up to 10%, and the ring of fire deals an additional 13%.
Dai Senpuu
Billy swings his staff upwards with an initial hitbox dealing 4%, and his staff multiplies in his hands. He follows the opponent in the air and does 3 spinning exploding slams, dealing 24% each.
The first two moves would be his primary attacks, the second two would come out about twice per appearance, and the final move would be his finisher before despawning. His long range would make him hard to avoid, although his vertical range would be lacking.

Unfortunately I couldn't find gifs for all of his moves, but most can be found in this video:

This was probably a bit overkill for an assist trophy submission but as someone who had never heard of SNK prior to the leak on the fighter pack #4 page, I wanted to take this opportunity to dive into a character/series I'm largely unfamiliar with. most of the stuff I wrote here is stuff I've only just learned in doing research for this post. I've got lots more work cut out for me though if I want to catch up to some of the SNK mega fans in this thread...

Be prepared for SNK spirits starting soon as well...​
In list form, we have...

  • Geese Howard
  • Andy Bogard
  • Billy Kane
  • Tizoc
You this link to vote!!!
 
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Venus of the Desert Bloom

Cosmic God
Super Moderator
Premium
BRoomer
Writing Team
Joined
Jul 30, 2007
Messages
15,376
NNID
VenusBloom
3DS FC
0318-9184-0547
Next, I have yet to get our next job ready but you can expect that in the next few hours or so. But I do want to shift our focus to discussion to keep the thread active...

So we never actually included title splash submissions for all of our newcomers! This is something that dawned on me that really makes the reveals entertaining. So from now, we are going to talk about potential newcomer title splashes!

We are merely discussing and having fun giving out potential titles that would work. You can post as many as you want and if you want to do the full roster, go right ahead.

With that being said, these aren't submissions per say but the leadership staff will be taking a look at these titles and seeing if any of them actually do fit. If we do, we may choose to include them.

This is more so to let our creativity out; especially given our last few jobs as been particularly, ,,,spicy,....
 

Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
11,615
Location
NASB 2 is the worse one
I've been stockpiling Waluigi reveals for months.

  1. Waluigi shows his potential!
  2. Waluigi isn't just joking around!
  3. Waluigi claims his purple prize!
  4. Waluigi: WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-
  5. Too bad: Waluigi time!
  6. Waluigi warms a seat!
  7. Waluigi serves and scores!
  8. Waluigi dodges a bogey!
  9. Waluigi isn't assisting anyone!
  10. Waluigi appears nontheless!
  11. Waluigi thins out the competition!
  12. Waluigi fixes the match!
 
Last edited:
Joined
Aug 14, 2021
Messages
6,683
Location
Bloodsauce Dungeon, Pizza Tower, ???
I have a lot of Ideas to Make Splash titles for Characters:
Isaac: Isaac rises the Golden Sun!
Waluigi: Waluigi has a Potential!
Crash: Crash crashes through the Time!
Ashley: Ashley comes from Smash's Door!
Stylist: Stylist fashion forwards the Battle!
Octoling: Octoling expands the Smash Mission!
Crazy Dave: Crazy Dave plants the whole Battlefield
Takamaru: Takamaru Slashes the Brawl!
Anna: Anna weaponizes the Battle!
DJ Octavio: DJ Octavio mixes the Fight!
Marin: Marin sings the Smash song!
Medusa: Medusa takes the Underworld!
Sami: Sami advances the War!
Bandana Dee: Bandana Dee waddles in the Battle!
Barista: Barista makes a Rythmm!
 
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Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
11,615
Location
NASB 2 is the worse one
Here's some egg stuff

  1. Dr. Eggman isn't yolking around!
  2. Dr. Eggman gives a load of this!
  3. Dr. Eggman snoops as usual!
  4. Dr. Eggman robot-nicks a slot?
  5. Dr. Eggman has an announcement to make!
  6. Dr. Eggman moustache you a question!
  7. Dr. Eggman beats the competition!
  8. Dr. Eggman dominates the battlefield!
  9. Dr. Eggman cracks some shells!
  10. Dr. Eggman means beans-iness!
 
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Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,872
Some ideas I have
Crazy Dave comes full bloom
Crazy Dave uproots the battle
Crazy Dave puts you in a grave
Crazy Dave sprouts

Crash dashes in
Crash spins out
Crash is in Smash
Super Crash Bros

Reimu dodges a bullet

Ashley the girl next door
 

cashregister9

Smash Hero
Joined
Apr 4, 2020
Messages
8,701
Anna Pays To Play

Octoling passes the test

Crazy Dave mows down the competition


most of these made more sense in my head
 
Last edited:
Joined
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Messages
6,683
Location
Bloodsauce Dungeon, Pizza Tower, ???
More ideas, eh?
Iori: Iori seals the Smash!
Galacta Knight: Galacta Knight Joins the Galactic brawl!
Grovyle and Celebi: Grovyle and Celebi are exploring the Smash Dungeon!
Reimu: Reimu makes smash as Bullet Hell!
Dr. Eggman: Dr. Eggman takes over the World of Smash!
Impa: Impa sneaks up the Sheikah Smash!
 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,353
Here's mine!

ISAAC Breaks Some Ground!
BANDANA WADDLE DEE Takes A Jab At It!
OCTOLING Tests Their Mettle!
It's WALUIGI Time!
CRASH Goes For A Spin!
STYLIST Is Dressed To Kill!
ASHLEY Bewitches the Competition!
MEDUSA Slithers In!
BARISTA Sees A Fight Brewing!
JILL Takes Up Residence!
LEON Deploys For Battle!
TAKAMARU Cuts Loose!
GALACTA KNIGHT Defies Time For A Challenge!
GROVYLE & CELEBI Are Right On Time!
DJ OCTAVIO Drops The Sea Bass!
REIMU Responds To The Prayers!
OFFICER HOWARD Breaks The Chains!
DR. EGGMAN Takes A Crack At It!
MARIN Brings The Bell!
IMPA Throws The Shade!
CRAZY DAVE Soils His Plants!
DIXIE KONG Is In By A Hair!
SAMI Takes The Front Lines!
MS. PAC-MAN Makes Her Bow!
IORI Goes On A Riot!
ANNA Cashes In!
 

airConditioner

Smash Ace
Joined
Sep 27, 2014
Messages
746
Location
SMCU Express
Isaac Goldens his Sun!
Bandana Waddles his Dee!
Octoling Splatoon 2: Octo Expansion!
Crash Bandicoot!
Stylist styles her savvy!
Waluigi
Ashley Wares the Wario!
Medusa Kids her Icarus!
Barista Rhythms its Heaven! (or Paradise)
Jill Residents her Evil!
Leon also Residents his Evil!
Takamaru Mysteriouses his Murasame Castle!
Galacta Knight Metas his Knightmare ULTRA
Grovyle & Celebi Mystery Dungeon their Pokemon!
DJ Octavio Splats the Toon, 2!
Reimu Fumo joins smash idk
Officer Howard Astrals their Chain!
Dr. Eggman Sonics his Hedgehog (Gets himself a prrrrromotion)
Marin Awakens her Link!
Impa is a highly important Zelda character!
Crazy Daves Plants his Zombies!
Dixie Kong Donkey Kongs her Country!
Sami Advances her Wars!
Ms. Pac-Man is free from atGames!
Iori Kings his Fighters!
Anna Fires her Emblem!

i dunno guys i think i did pretty good
 

WeirdChillFever

Smash Hero
Joined
Jun 10, 2014
Messages
6,498
Location
Somewhere Out There
Isaac Goldens his Sun!
Bandana Waddles his Dee!
Octoling Splatoon 2: Octo Expansion!
Crash Bandicoot!
Stylist styles her savvy!
Waluigi
Ashley Wares the Wario!
Medusa Kids her Icarus!
Barista Rhythms its Heaven! (or Paradise)
Jill Residents her Evil!
Leon also Residents his Evil!
Takamaru Mysteriouses his Murasame Castle!
Galacta Knight Metas his Knightmare ULTRA
Grovyle & Celebi Mystery Dungeon their Pokemon!
DJ Octavio Splats the Toon, 2!
Reimu Fumo joins smash idk
Officer Howard Astrals their Chain!
Dr. Eggman Sonics his Hedgehog (Gets himself a prrrrromotion)
Marin Awakens her Link!
Impa is a highly important Zelda character!
Crazy Daves Plants his Zombies!
Dixie Kong Donkey Kongs her Country!
Sami Advances her Wars!
Ms. Pac-Man is free from atGames!
Iori Kings his Fighters!
Anna Fires her Emblem!

i dunno guys i think i did pretty good
DJ Octavio Splats the Tune is legit a good one
 

PeridotGX

Smash Hero
Joined
Jun 8, 2017
Messages
8,770
Location
That Distant Shore
NNID
Denoma5280
Let's see here...

Isaac dawns on us!
Bandana Dee Waddles in!
Octoling goes Off the Hook!
Crash...es the party!
Waluigi Assists Himself!
Ashley spells doom!
Medusa raises hell!
Barista Brews a Beat!
Jill stops the Resident Evil!
Leon stops a Biohazard! (I don't really know resident evil)
Takamaru unsheathes his sword!
Galacta Knight brings Knightmares!
Grovyle Gears Up! (and Celebi's right on time!)
DJ Octavio drops the sea bass!
UN Owen was Reimu?!? (i don't know touhou)
Officer Howard breakes the chains!
Eggman announces his plans!
Marin dreams to battle!
Impa sneaks in!
Crazy Dave plants his plans!
Dixie Kong glides in!
Sami Advances!
Mrs. Pac Man exists i guess!
Iori makes this a Dream Bout!
Anna invests in Smash!
 

Adrianette Bromide

Smash Lord
Joined
Dec 22, 2020
Messages
1,129
Location
Beeland Capital
Isaac Goldens his Sun!
Bandana Waddles his Dee!
Octoling Splatoon 2: Octo Expansion!
Crash Bandicoot!
Stylist styles her savvy!
Waluigi
Ashley Wares the Wario!
Medusa Kids her Icarus!
Barista Rhythms its Heaven! (or Paradise)
Jill Residents her Evil!
Leon also Residents his Evil!
Takamaru Mysteriouses his Murasame Castle!
Galacta Knight Metas his Knightmare ULTRA
Grovyle & Celebi Mystery Dungeon their Pokemon!
DJ Octavio Splats the Toon, 2!
Reimu Fumo joins smash idk
Officer Howard Astrals their Chain!
Dr. Eggman Sonics his Hedgehog (Gets himself a prrrrromotion)
Marin Awakens her Link!
Impa is a highly important Zelda character!
Crazy Daves Plants his Zombies!
Dixie Kong Donkey Kongs her Country!
Sami Advances her Wars!
Ms. Pac-Man is free from atGames!
Iori Kings his Fighters!
Anna Fires her Emblem!

i dunno guys i think i did pretty good
Bandana is waddling his WHAT NOW?
 

Venus of the Desert Bloom

Cosmic God
Super Moderator
Premium
BRoomer
Writing Team
Joined
Jul 30, 2007
Messages
15,376
NNID
VenusBloom
3DS FC
0318-9184-0547
Isaac Goldens his Sun!
Bandana Waddles his Dee!
Octoling Splatoon 2: Octo Expansion!
Crash Bandicoot!
Stylist styles her savvy!
Waluigi
Ashley Wares the Wario!
Medusa Kids her Icarus!
Barista Rhythms its Heaven! (or Paradise)
Jill Residents her Evil!
Leon also Residents his Evil!
Takamaru Mysteriouses his Murasame Castle!
Galacta Knight Metas his Knightmare ULTRA
Grovyle & Celebi Mystery Dungeon their Pokemon!
DJ Octavio Splats the Toon, 2!
Reimu Fumo joins smash idk
Officer Howard Astrals their Chain!
Dr. Eggman Sonics his Hedgehog (Gets himself a prrrrromotion)
Marin Awakens her Link!
Impa is a highly important Zelda character!
Crazy Daves Plants his Zombies!
Dixie Kong Donkey Kongs her Country!
Sami Advances her Wars!
Ms. Pac-Man is free from atGames!
Iori Kings his Fighters!
Anna Fires her Emblem!

i dunno guys i think i did pretty good
Looks like we have a winner, folks!
 

WeirdChillFever

Smash Hero
Joined
Jun 10, 2014
Messages
6,498
Location
Somewhere Out There
Isaac Goldens his Sun!
Bandana Waddles his Dee!
Octoling Splatoon 2: Octo Expansion!
Crash Bandicoot!
Stylist styles her savvy!
Waluigi
Ashley Wares the Wario!
Medusa Kids her Icarus!
Barista Rhythms its Heaven! (or Paradise)
Jill Residents her Evil!
Leon also Residents his Evil!
Takamaru Mysteriouses his Murasame Castle!
Galacta Knight Metas his Knightmare ULTRA
Grovyle & Celebi Mystery Dungeon their Pokemon!
DJ Octavio Splats the Toon, 2!
Reimu Fumo joins smash idk
Officer Howard Astrals their Chain!
Dr. Eggman Sonics his Hedgehog (Gets himself a prrrrromotion)
Marin Awakens her Link!
Impa is a highly important Zelda character!
Crazy Daves Plants his Zombies!
Dixie Kong Donkey Kongs her Country!
Sami Advances her Wars!
Ms. Pac-Man is free from atGames!
Iori Kings his Fighters!
Anna Fires her Emblem!

i dunno guys i think i did pretty good
smh can’t believe Ms. Pac-Man’s tagline isn’t “Ms. Pac-Man Misses her Pac-Man”

Impa Skywards her Sword is also just right there #cancelled
 

Venus of the Desert Bloom

Cosmic God
Super Moderator
Premium
BRoomer
Writing Team
Joined
Jul 30, 2007
Messages
15,376
NNID
VenusBloom
3DS FC
0318-9184-0547
job #203: Submit Anna’s Gameplay

While we vote on the Iori moveset, we will move to Anna’s moveset submissions! Unlike what we did with Iori, Anna will have a moveset where we all submit a move and we pool these moves into a single workable moveset. First, we need a workable frame to craft a moveset on. Will we just lump items and weapons onto Anna or will we go for something more defined! That being said, even though Anna is out late character, we aren’t doing a super gimmicky character - especially after Iori.

In terms of state, Ana is a midweight fighter, around the same weight as Cloud, with below average walking speed yet above average running speed. She had an average jump and double jump. Im a bit too busy to provide actual numbers but that’s the general framework.

So please submit a gameplay analysis of Ana so we can base our moveset submissions off on. Please be reminded that we need to differentiate her from Byleth as much as possible.
 
Last edited:

airConditioner

Smash Ace
Joined
Sep 27, 2014
Messages
746
Location
SMCU Express
Anna's appearance as a merchant and her varying weapons in her (or her sisters') appearances has us led to the belief that she should be similar to Byleth, with various weapons & items from the series. Unlike Byleth, I believe that we could incorporate magic in there somewhere. I also think her unique status should grant her a completely unique Final Smash, which I will detail on when we get to individual move submissions. A little fun thing that doesn't really have much of an effect is giving certain attacks a little coin effect similar to Sora's stars. Whenever hit with a certain attack, the enemy will explode with money.
 
Last edited:

Venus of the Desert Bloom

Cosmic God
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Joined
Jul 30, 2007
Messages
15,376
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VenusBloom
3DS FC
0318-9184-0547
Anna's appearance as a merchant and her varying weapons in her (or her sisters') appearances has us led to the belief that she should be similar to Byleth, with various weapons & items from the series. Unlike Byleth, I believe that we could incorporate magic in there somewhere. I also think her unique status should grant her a completely unique Final Smash, which I will detail on when we get to individual move submissions. A little fun thing that doesn't really have much of an effect is giving certain attacks a little coin effect similar to Sora's stars. Whenever hit with a certain attack, the enemy will explode with money.
Thanks for adding the Byleth bit. I added that in initially but removed it when I was restructuring the prompt. Anna should be different from Byleth and that’s something we should shoot for.
 
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