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Gallowglass
So after playing some Kirby games and Megaman I really like the idea of him using a variety of weapons in Smash. This was mention by Andorok and lobotheduck21 and I like this idea. So here is a quick mock up on Ray's move set.
Standard Attacks will mostly consist of kicks and pistol whipping. Some techniques he'll use weapons like the needle gun or the blade gun as a melee weapon. His dash attack will also be his charge attack which he shoulder checks the person.
Specials
B: Gatling Gun: Fires a short burst of rounds on a sideways direction. Does low damages but stuns them while their getting hit.
Up B: Acrobat Bomb: Drops a bomb that explodes underneath him and launches him into the air. Can be used for meteor attacks as well.
Forward B: Satellite Pods: He lays up to three pods that float in place for trapping. They do low damage but when place right can be very annoying. After some time they will explode on their own.
Down B: Standard Bomb: Lobs a bomb in an arch in order to shoot over walls and barriers. Can even be use to hit people on platforms above him.
Grapple
Catch: Uses Catch Gun similar to Samus Grapple Beam
Holds the enemy with his bomb hand and pistol whips with his gun.
Down Throw: Knocks them to the ground and use Drill Gun
Up Throw: Uses Knuckle Gun to punch them upward
Forward Throw: Plants Burrow Bomb D at his feet and lets it explode knocking him forward.
Back Throw: Pulls them behind him and uses the shotgun to the face.
Final Smash
Idea 1: SoulBoost and Weapon Upgrade
Ray transforms his special moves and turns gold with soulboost. He gets a new moveset.
B: Dragon Gun: Fires and large flaming roaring dragon that chases the nearest target.
Up B: Acrobat Bomb just like before.
Down B: Geo Trap Bomb: fires like a slower standard bomb but creates a large ground level explosion.
Forward B: Wave Pods: Fires a pod forward that when it explodes creates a wave that can go through walls.
While in soulboost he take less damage and can't be stunned or knocked down.
Idea 2: Robo Swarm
A bunch of various Custom Robos come from all sides of the screen and just wreak havoc across the stage. Little raiders running around shooting, lighting sky's flying over head bombing, funky big heads jumping around dropping pods, etc. Just a mass chaos of little robots shooting and blowing up stuff. Also a good assist trophy idea.
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The One Who Wrote This
Unique Traits:
Hover: Can hover in place momentarily. Same input as Peach's hover. Lasts for as long, but cannot move horizontally when doing the hover. Feather Legs are equipped automatically as an aesthetic change. Normal Legs equipped after hover is done so falling speed isn't changed after hover. Lasts as long as Peach's hover.
Air Dash: Lacks Vertical Movement for air jumps. Air Dashes move Ray 01 FAR though. Long Thrust legs are equipped as an aesthetic change.
Reload: Can't use same projectile move in succession. 2nd use reloads unless if another move is used or player waits for 5 seconds. Physical moves ignore this. Used to encourage multiple types of projectiles.
Size: Taller than Olimar and Mega Man, but slightly shorter than Link and Samus. Normally 12 inches tall in the source material, but Olimar grew by a lot.
Walking Speed: Above Average (slightly faster than Smash 4 Bowser speed). Stabilizer Legs auto-equipped as an aesthetic.
Dashing Speed: Also around Bowser's (slightly faster). Formula Legs are equipped as an aesthetic.
Weight: In a scale of 0-10, he'd be a 4. Gets KO'd easily around 110% by F-Smashes.
Ground Jump Height: Mega Man's. Wide Jump Legs equipped as an aesthetic.
Number of Jumps (including Ground Jump): 3.
2nd and 3rd jump height: Non-existent as Ray 01 air dashes instead. Explained in "Unique Characteristics" section.
Air speed: Amazing like Mega Man's and Puff's (mainly because of Wide Jump legs).
Falling Speed: Mega Man's. Basically decently fast.
Roll: Long distance, but a bit laggy. Think like in the intro cutscene when he dodges the Wyrm Gun fired by Rakansen (check spelling of name for Illegal Strike Vanisher).
Entrance: Robo Cube launches into arena. Picture how it works in the intro cutscene for CR:BR.
Can crawl?: No.
Can Wall Jump?: Yes, but the angle is practically nonexistent (very horizontal). Air dashes into walls in the source material bounce you off the wall if timed right.
Taunts: Beats me.
Victory Poses: CR:BR's and CR:A's victory poses for Ray 01.
Costumes: Ray 01, Ray, Ray MK II, X Ray, Ray MK III, Ray II Dark, Ray Warrior, and Ray Sky (changes into plane for air jumps but is unchanged otherwise). Same stats and charge attack (even though source material states otherwise). Announcer Name changes as well (like Bowser Jr and the Koopalings).
Moves:
Get Up Attack: Breakdance maneuver with Sword Gun as a Melee weapon for all 3 variations.
Ledge Attack: Marth's ledge attack.
Jab Combo: Basic Gun's 3 shots: Each press does each shot. More powerful than Mega Man's Mega Buster and causes more flinch, but last shot of combo executed (pressing A 1 time or 2 times also does this if no 2nd or 3rd A is pressed, respectively) has more lag because of gun recoil. Travels farther as well. Cannot fire again until shots disappear. 3 shots of 2.6%, 2.6%, and 3.8%. 3rd shot can be cancelled into Jab Combo Ala Illusion Stab or Elwind Rapid Jab.
Rapid Combo: Gattling Gun: 12 shots. Less flinch than Basic Gun. 0.75% each shot. Shots get weaker the farther they go, but are long ranged (3/5ths of FD). Last shot has decent knockback. Part of Basic Gun, so use of Gattling forces reload of Basic.
Dash Attack: Slide Gun: Ray shoots 1 shot while sliding forward. Can aim shot with control stick. Kinda weak, but flinches like Falco's Blaster. Very mobile while doing the move as well. 3.1%
Tilts:
Forward: 3 Way Gun: Fires 9 shots in 3 sets of 3 that all go forward. Each shot is 1.5%.
Down: Burrow Bomb D: Fires a bomb that lodges into the ground in front of Ray 01. Explodes when touched or if nothing happens for a while. Can hurt Ray 01. Think Snake's mines in Brawl. Same power as an uncharged mine in Brawl.
Up: Phoenix Gun: Fires 2 bird shaped rounds simultaneously that travel over the foe's head. 2 hits of 5.5%. Downwards knockback flying down, upwards knockback flying up.
Smashes:
Forward: Charge attack from the games. Powerful and moves forward like Wario Man's F-Smash in Brawl (not as far). Also disappears momentarily like Fox Illusion. Lag is big though. Good at breaking shields and also has Super Armor. 25% Uncharged, 35% fully charged. 60 degree from horizontal for launch angle.
Up: Smash Bomb: Fires a bomb above that explodes immediately after launch. Think Snake's Mortar but it explodes immediately after launch. Very good anti air. About 17% uncharged, 25% fully charged.
Down Smash: Twin Flank H Pods: Pods move in opposite directions. Bounces off walls. Explode after 10 seconds. Low damage and knockback. Mainly used for setting up due to good hitstun. 7% each uncharged, 12% each fully charged.
Aerials:
Nair: Gravity Gun: Immobile projectile is sent out. Decent radius. POWERFUL Meteor Smash. Disappears after 2 seconds. 10%.
Fair: Flare Gun: Fires a shot that bursts into smaller shots. Burst deals 14% during explosion, Smaller shots do 2.5% each. Burst has great knockback, mini shots are Mega Buster knockback.
Bair: Straight Bomb: Fires a bomb backwards. Simple. 9%, but great knockback.
Uair: Satellite Pod: Creates stationary pod. Homes when enemy is closer by. 8%.
Dair: Spider Pod: Creates 1 pod that moves slowly (falls fast) until foe gets close to it. Moves fast for the kill. 8%.
Grab: Catch Gun: Long Range Grab. Slower than Grapple Beam, but homes slightly.
Pummel: Pistol Whip. 1%, quick variant.
FT: Needle Gun: Throws foe forward and shoots 3 way Needle gun. Each needle is 2.4%.
UT: Knuckle Gun: Punches Upwards. 6%. Good combo move at low percentages.
DT: Drill Gun: Drills foe into ground. 10 hits of 0.8%. Knocks foe at low backwards angle.
BT: Shotgun: 3 simultaneous hits. 12%. Good KO move.
Specials:
Neutral (Signature Guns):
1) Dragon Gun: The treasured Dragon Gun that appeared since CR1. Fires moving Dragon Head of Fire that slightly homes on foes. Pretty powerful knockback, but laggy. 17.5%. Power with low speed.
2) Sniper Gun: Another fan favorite since CR1. Fires a shot that is pretty fast and has semi powerful knockback. No homing at all and has some lag as well. 14%. Speed with low homing.
3) Rayfall Gun: Another series favorite. Fires 4 shots. On ground, they wait before launching at opponent. In air, they fire immediately. Strong homing, but not as powerful. 4 shots of 2.5%. Decent flinch, but little to no knockback. Homing with low power.
Side (Restricting Bombs. Hold B to change aim distance and delay launch):
1) Geo Trap Bomb: Fires an arcing bomb that expands slowly. Causes foe to trip if they are hit (caused instant knockdown in source game). Kinda big blast radius. 7%. Anti Ground.
2) Freeze Bomb: Fires straight bomb that paralyzes on contact (not freeze oddly enough) with its blast. 2% damage, but great for set-ups. Ray 01 can be hurt and stunned by the blast if he touches it. Stunner.
3) Gemini Bomb B: Fires two arcing bombs that are spread out. Used for limiting movement, but cannot hurt foes that are in the middle of the two shots. Each bomb does 3.5% and have fixed knockback. Anti Movement.
Up (Recovery. Helpless frames after 2nd and 3rd):
1) Acrobat Bomb: Fires Acrobat bomb that launches Ray 01 up. Very vertical. No damage when opponent gets hit, but there exists knockback at the start of the move.
2) Robo Cannon: Clone of Rosalina's Launch Star, but with the Robo Cannon. More delay and less distance than Acrobat Bomb, but can angle direction. No damage or knockback.
3) Short Tackle Action Chip: Causes Ray 01 to charge in a direction. Think Mewtwo's Teleport but with a tackle instead of a teleport. Least distance out of the 3 (distance of 2nd Elwind in Gliding Elwind) but can cause 15% damage and great knockback if it hits. Any direction too.
Down (Gunners (variant of Pods in GX that fire bullets instead of blowing up)):
1) Round Gunner: Think the Ouroboras from MvC that Strider Hiryu has. Basically that but lasts for 7 seconds. Recharge of 20 seconds after move is finished. 1% each shot from the 2 orbiting gunners.
2) 4-Way Gunner: A pod that stays stationary and fires multiple times. 1.5% each shot (fires 4 at a time in a fan shape). Fires 1 cluster every 2 seconds and lasts for 8 seconds. 13 second cooldown.
3) Seeker Gunner: Slowly follows opponent and tries to get shots on them. 8 second duration with 17 second cooldown. 1% damage each shot.
Final Smash: Soul Boost + Illegal Upgrade:
Ray 01 activates Soul Boost and changes all of his non-body parts for Illegal parts. Soul Boost increases damage, speed, and defense (each attack done on him only does 1% damage). Super Armor is activated as well. Is all gold as well. Reload counter is ignored as well. Lasts as long as Giga Bowser in Smash 4. Phantom Legs are equipped.
New Moveset:
Jab Combo: Non-existent.
Rapid Jab: ARS-G02 Alpha Shot (Military fusion of Gattling and Eagle Guns from GX that AIRS uses): Fires 6 shots of 3%. Fast and slight homing.
Dash Attack: Cleaver Gun (Illegal Slide Gun from Arena): 3 shots while moving. Quicker and more powerful (5% each shot).
F-Tilt: Gousset Gun (Illegal 3-Way from N64 days): Fires 3 sets of 2. Faster and each bullet does 3.5%.
Up Tilt: Carat Gun (Military Grade version of Phoenix): 3 faster simultaneous rounds of 6.5% each hit. Fly higher.
Down Tilt: Nikaidou Bomb (Illegal Burrow Bomb from GX): Fires 2 bombs in a V shape. Both are as powerful as a fully charged Snake mine in Brawl. Burrow into ground.
F-Smash: Ray Warrior's Charge Attack (Battle Revolution). No lag and does 40-50% damage. Tremendous knockback. 15 degree launch angle from horizontal.
Up Smash: Amun Gun (Illegal Gun from V2 and Arena that Jameson uses [Smash Bomb lacked an illegal version]): Fires split laser above Ray 01. 18% but reaches high.
Down Smash: Cerberus Pod (Illegal Wave Pod from V2 and Arena that evil Doppelganger used [Twin Flank lacked Illegal Variant]): 3 Way Wave pod (Up and sides). 6% with each wave hitting 5 times.
NAIR: Dark Plasma (Illegal Gun that Evil Boss of GX used [the closest I could find to an Illegal Gravity]): Fires 6 shots that do 4.5% each. Slow homing, but lasts for a LONG time. Sadly doesn't Meteor.
FAIR: Rahu III Gun (Illegal Flare Gun from Battle Revolution that Final Boss used): Same as before, but burst shot and spread shots are bigger as well as more damage and homing of smaller shots. 33% burst, 6% individual shots.
BAIR: Hadron Bomb (Illegal Direct Bomb that Evil Boss of Arena used [couldn't find Illegal Version of Straight Bomb and needed to reference Hadron]): Fires 2 bombs. They home at launch like Samus' Missle #3.
UAIR: Kindjal Pod (Illegal Satellite Bomb from Arena): More power and bigger blast.
DAIR: Wolf Spider (Illegal Spider Pod that Sergei uses in Battle Revolution): Faster and Stronger than regular spider.
Throws:
Grab: Viking Axe (Illegal "variation" of Catch Gun and Energy Dagger from GX): Does damage and forces a stun. Otherwise identical to Catch Gun.
Pummel: 2%.
FT: Boronji Gun (Illegal Needle Bomb from V2): 4 lasers of 4%.
UT: Rouga Gun (Illegal Knuckle Gun from V2. Has a wolf theme to it): More power and range than Knuckle Gun.
BT: Gaiou Gun (Illegal Shotgun from GX): Shotgun, but 4 simultaneous hits. 3.5%, 3.5%, 3.5%, 4.5%.
DT: Crystal Strike Gun (Illegal Meteor Storm Gun from Battle Revolution [lacked Illegal version of Drill Gun]): Fires 8 point blank shots of 2% each.
NB1: Wyrm Gun (Illegal Dragon Gun. Was known as Homura Gun beforehand as Homura used it): Fires 5 fast and homing Wyrm heads on ground (5% each) or 1 large, fast, and homing Wyrm head in air (22%).
NB2: X Laser Gun (Illegal Version of V Laser Gun [Sniper lacked an Illegal variant]): Fires two simultaneous shots that split at launch and cross with each other where the opponent is at. Each laser deals 10.5%.
NB3: Minamo Gun (Illegal Rayfall from N64 days): More power, more speed, and more homing. 6 shots as well.
SB1: Deva Bomb (Illegal Titan Bomb used by Doppelganger in V2 and Arena [there was an Illegal Geo Trap known as I Geo Trap in GX, but that was too similar to the regular version]): Fires an extremely slow arcing bomb. Blast radius is huge and deals 40% with extremely large knockback (almost an OHKO).
NB2: Indigo Bomb (Illegal Freeze Bomb in V2 [Big Bad used it] and Arena [Doppelganger had it for 1st fight]): Bigger Radius, more damage, and longer freeze duration.
NB3: Grand Cross Bomb (Illegal Delta Bomb [lacked Illegal Variation of Gemini that warranted use]): Fires 4 bombs. If not aimed, launches 2 in front and 2 behind Ray 01.
UB1: Higher launch and more horizontal movement. Only legal weapon that remained.
UB2: Farther launch. There lacks an illegal Robo Cannon.
UB3: Rising Slide (Illegal Short Tackle that GX super boss used): More distance and 30% with great knockback.
DB1: Circulation W Gunner (Military Grade Round Gunner in GX that AIRS uses): Great range, firing rate, and only a cooldown of 5 seconds with a duration of 10.
DB2: I 4-Way Gunner (Illegal 4-Way Gunner from GX) : More power, faster firing rate, and aims towards opponents. Cooldown of 3 seconds, duration of 16.
DB3: I Seeker Gunner (Illegal Seeker Gunner from GX): More power and shoots in a V. Cooldown of 3 seconds, duration of 17.
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AceZTeller
B: Guns: One short range, one mid range, and one long range. They aim like in thegame.
• Mega Burst Gun: Long lasting rounds for trapping.
• Gatling Gun: High fire rate for screen control.
• Dragon Gun: Good homing for pressure.
Side B: Bombs: can move the cursor up, down, left, and right. He can hurt himself.
• Standard Bomb: medium speed, average arc, medium damage.
• Submarine Bomb: slow, no arc, big damage.
• Tomahawk Bomb: quick, high arc, comparatively less damage.
Down B: Pods: used for trapping and screen control and in the rare case recovery, Samus and Link style. He can hurt himself with them.
• Spider Pod: homes in on nearby opponents on ground only. Three charges.
• Satellite Pod: homes in on nearby opponents in the air only. Three charges.
• Acrobat Pod: Simply for easy recovery in exchange for no screen control. One charge.
Up B: Air Dashes/Legs: depending on the leg you choose, your air dash Up B will be different. Gets 2 air dashes under normal circumstances.
• Long Thrust: Longer air dashes.
• Quick Thrust: Quicker air dashes.
• Plus One Legs: gets an extra, normal air dash.
As for why Charges aren't a special, I'd make the normal Ray charge a forward smash, an anti air charge the up smash, and an in-place charge for down smash. They'd maybe have invincibility frames like in the games, but that might be OP.