Masonomace
Yeah Shulk, get stuck in!
Completely support this to the max! Sceptile is a exceptional candidate for Sm4sh approved by most of the thread and Ivysaur would be proud. Meganium or Serperior could rep their Gen but both as fighting characters in a smash game come off as...awkward. Serperior would have a cool move-set being a grass snake but I'm going to attempt a full-on move-set for Sceptile so bear with me.
Neutral-B
Bullet Seed
Max Distance: Mid, Long
Damage: 1%, 1%, 1%, 1%, 1% = 5% max
Usage: Firing close mid range does hit-stun foes while firing long does no hit-stun. Aim diagonal on ground or airborne.
Bullet Seed(brawl) is well-rewarding rack-up damage but was escapable with SDI. So BS's change would be charging up to 5 seeds in its mouth dealing 1% a seed dealing a max 5% with flinching properties depending on distance with the choice to fire it diagonally and cancel it for other options.
NEW MECHANIC: If Sm4sh introduced diagonal aiming with all projectiles, it would broaden the use and mix-ups with Neutral-B and making aerial game more complex I'd approve of this completely.
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Side-B
Razor Leaf
Max Distance: Long
Damage: 3% sourspot / 5% sweetspot
Usage: Firing softly allows better trajectory dealing 3% with light hit-stun while firing harder deals 5% with stronger hit-stun and less trajectory. charging turns into Magical Leaf.
AND
Magical Leaf
Max Distance: Very Long
Damage: 8%
Usage: Charge your Side-B, when ready your blades on your arms glow beautiful colors firing at faster speed but sacrificing your razor leaf trajectory. Can be used after your Razor Leaf as a leaf combo.
OR--------------------
Grass Pledge
Max Distance: Very Short, Short, Mid
Damage: 2%, 4%, 6% / 4%, 8%, 12% (when used with other Pledge)
Usage: Three linear columns of grass shoot up in a wave to Mid range by pressing three times, knocking foes airborne for combos. All three can combo together. The higher the column hit, the larger the % and height will be. Can be used in combination with Fire Pledge(Charizard) or Water Pledge(Greninja) to create stronger, and different attacks.
Grass Pledge is an alternate replacement for RL/ML. I would respect this move because of it's exclusive use to only grass starters & a bonus team synergy for Charizard & Greninja promoting team-play. This bonus team utility is a big IF.
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Down-B
Seed Bomb + Seed Healer
Max Distance: Long
Damage: 3%(dropped), 6%(tilt thrown), 9%(smash thrown)
Heal: 6%(dropped), 8%(tilt thrown), 10%(smash thrown)
Usage: Grabbing seeds from your back throwing in several ways & used for two different reasons you can use them to heal your allies or damage your enemies. Sceptile relying on solar energy to maintain his six nodule seeds.
Seed Bomb(P:M) had a great concept but would need to change. For a Team Battle mechanic, when thrown at your teammate they restore health %. Seed Bomb is meant to be thrown so why not give Sceptile a built-in item?
OR
Detect
Max Distance: Very Short
Damage: N/A
Usage: Holding detect protects against light attacks & projectiles while sliding back from absorbing moves. Heavy attacks e.g. smashes & fully charged projectiles drain it drastically if not left broken. Preventing from breaking, time it precisely so the gleam of light clashes with opposing hit-box to evade the move completely.
Detect's strength relies in a gleam of light appearing. After disappearing you don't last long enough to keep holding. Resembling yoshi's egg shield, the darker you get, the closer Detect breaks with glass breaking effect leaving you open.
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Up-B
Agility
Max Distance: Mid, Long
Damage: 0%, 5%
Usage: Sceptile moves so fast that he's able to run around on ground or jump through the air twice. With this Sceptile's total jumps accumulate to four giving plenty of options to recover. However Sceptile Cannot use Agility for straight up vertical recovery. Sceptile can only use Agility in a straight line twice running on ground, and Agility will only use both jumps if they take different paths so use carefully.
Examples: or or
The amount of recovery options Sceptile possesses will look and feel a bit overwhelming. Each Agility jump shows Sceptile moving faster with after-imaging frames. With Agility1 being still see-able and punishable is the best time to edge-guard Sceptile stopping him before he gets the chance to use his Agility2. The first Agility is like that of Lucario's DT in PM, however the second Agility is what's truly fearsome. Racing on par with Pikachu's QA or Falco's Phantasm, Sceptile reaches lightning fast speeds almost blinking from point A to B.
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Oh and add me to the support list Sonic Poke! Add my full move-set when I finish if you want.
EDIT: I'm making this move-set list dangerously long so forgive my fat post but it's for a dream with multiple edits.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------EDIT: I'm making this move-set list dangerously long so forgive my fat post but it's for a dream with multiple edits.
Neutral-B
Bullet Seed
Max Distance: Mid, Long
Damage: 1%, 1%, 1%, 1%, 1% = 5% max
Usage: Firing close mid range does hit-stun foes while firing long does no hit-stun. Aim diagonal on ground or airborne.
Bullet Seed(brawl) is well-rewarding rack-up damage but was escapable with SDI. So BS's change would be charging up to 5 seeds in its mouth dealing 1% a seed dealing a max 5% with flinching properties depending on distance with the choice to fire it diagonally and cancel it for other options.
NEW MECHANIC: If Sm4sh introduced diagonal aiming with all projectiles, it would broaden the use and mix-ups with Neutral-B and making aerial game more complex I'd approve of this completely.
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Side-B
Razor Leaf
Max Distance: Long
Damage: 3% sourspot / 5% sweetspot
Usage: Firing softly allows better trajectory dealing 3% with light hit-stun while firing harder deals 5% with stronger hit-stun and less trajectory. charging turns into Magical Leaf.
AND
Magical Leaf
Max Distance: Very Long
Damage: 8%
Usage: Charge your Side-B, when ready your blades on your arms glow beautiful colors firing at faster speed but sacrificing your razor leaf trajectory. Can be used after your Razor Leaf as a leaf combo.
OR--------------------
Grass Pledge
Max Distance: Very Short, Short, Mid
Damage: 2%, 4%, 6% / 4%, 8%, 12% (when used with other Pledge)
Usage: Three linear columns of grass shoot up in a wave to Mid range by pressing three times, knocking foes airborne for combos. All three can combo together. The higher the column hit, the larger the % and height will be. Can be used in combination with Fire Pledge(Charizard) or Water Pledge(Greninja) to create stronger, and different attacks.
Grass Pledge is an alternate replacement for RL/ML. I would respect this move because of it's exclusive use to only grass starters & a bonus team synergy for Charizard & Greninja promoting team-play. This bonus team utility is a big IF.
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Down-B
Seed Bomb + Seed Healer
Max Distance: Long
Damage: 3%(dropped), 6%(tilt thrown), 9%(smash thrown)
Heal: 6%(dropped), 8%(tilt thrown), 10%(smash thrown)
Usage: Grabbing seeds from your back throwing in several ways & used for two different reasons you can use them to heal your allies or damage your enemies. Sceptile relying on solar energy to maintain his six nodule seeds.
Seed Bomb(P:M) had a great concept but would need to change. For a Team Battle mechanic, when thrown at your teammate they restore health %. Seed Bomb is meant to be thrown so why not give Sceptile a built-in item?
OR
Detect
Max Distance: Very Short
Damage: N/A
Usage: Holding detect protects against light attacks & projectiles while sliding back from absorbing moves. Heavy attacks e.g. smashes & fully charged projectiles drain it drastically if not left broken. Preventing from breaking, time it precisely so the gleam of light clashes with opposing hit-box to evade the move completely.
Detect's strength relies in a gleam of light appearing. After disappearing you don't last long enough to keep holding. Resembling yoshi's egg shield, the darker you get, the closer Detect breaks with glass breaking effect leaving you open.
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Up-B
Agility
Max Distance: Mid, Long
Damage: 0%, 5%
Usage: Sceptile moves so fast that he's able to run around on ground or jump through the air twice. With this Sceptile's total jumps accumulate to four giving plenty of options to recover. However Sceptile Cannot use Agility for straight up vertical recovery. Sceptile can only use Agility in a straight line twice running on ground, and Agility will only use both jumps if they take different paths so use carefully.
Examples: or or
The amount of recovery options Sceptile possesses will look and feel a bit overwhelming. Each Agility jump shows Sceptile moving faster with after-imaging frames. With Agility1 being still see-able and punishable is the best time to edge-guard Sceptile stopping him before he gets the chance to use his Agility2. The first Agility is like that of Lucario's DT in PM, however the second Agility is what's truly fearsome. Racing on par with Pikachu's QA or Falco's Phantasm, Sceptile reaches lightning fast speeds almost blinking from point A to B.
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