8-peacock-8
Smash Hero
The Half Genie Protector of Scuttle Town!
Who is she?
Shantae is a half genie who protects Scuttle Town from the evil pirate Risky Boots.
Why?
Shantae is from an infamous game on the gameboy color and an amazing sequel on the DSiware that was well received. She has a lot of moveset potential that can revolve around her using her transformation powers also. Another thing is the fact that she is from a company that his been mostly Nintendo friendly.
New games coming out. Shantae and The Pirate's Curse for the 3DS and Shantae The Half Genie Hero should be making it to the Wii U.
Rayman Treatment
Thanks to his inclusion it's possible to see her a potential choice for this.
Moves:
Ground Attacks:
Neutral: Hair whip. Low damage, but good range and decent stunning capabilities. Can be used infinitely, similar to Marth's neutral ground attack.
Forward Tilt: A shorter ranged hair whip attack with a little more power. Can be chained into three hits (head down, head up, then spin kick). Can also be chained into her up tilt or down tilt instead.
Smash Forward: Elbow Dash. Smashes with her elbow while moving forward (similar to Wario's forward smash). I imagine this moving her about a character length forward, which I believe is more than Wario's version moves him.
Up Tilt: Lean forward and kick straight up. Can be chained into her forward tilt or down tilt, or press the button again to add an upward hair whip attack as she spins back into her neutral position.
Up Smash: Two kicks with a back flip. The kicks would be some of her more powerful knock-away attacks, and their range would be mostly in front of her and weaker damage above her. This also puts her into the air the height of a normal jump--the second kick is made from the air. (This could be particularly potent if the first kick knocks an opponent up and the second kick knocks them away.)
Down Tilt: Sweep kick. Can be chained into a second kick, moving her forward slightly. Can also be chained into her up tilt or forward tilt instead.
Down Smash: Split kicks (similar to Fox). As a flavor difference, if you charge the smash, she spins in place (so she would be facing backward about half way through). She can kick facing the other way (which makes no difference mechanically) and then would finish the spin as part of her animation returning to her neutral position.
Crouching Attack: Hair whip, similar to neutral attack.
Running Attack: A quick leap forward and a hit with the elbow. Damage isn't high, but knock away has a good punch. With a little timing, can be chained into her up tilt or down tilt.
Aerial Attacks:
Neutral: Spin in the air, causing multiple minor hits (similar to Olimar's neutral air attack). Her hair is a sweet spot for this attack, causing more damage (other damage is very minor).
Forward: Hair whip, similar to her neutral ground attack. This version might cause a bit more damage to open up for some tricky strategies.
Backward: A quick whip with her hair, done by just tilting her head downward and letting her hair fly up. Short range, but is quick, does decent damage, and has a little extra punch for knock away.
Up: A quick backflip kick focused upward. Nothing special, and much weaker than the kicks from her up smash.
Down: A spiral kick that brings her down quickly (similar to Sonic or Zero Suit Samus). Different in that it does multiple hits and doesn't knock away very well.
Special Attacks:
Standard: Storm Puff. A cloud appears and floats upward. It begins firing lightning bolts at three spots (directly below it, below it to the left, and below it to the right, cycling through the three), disappearing after a few cycles. These lightning bolts do multiple hits (4 for a single bolt) and briefly stun their targets (as typical electric attacks do). Each hit does 5% before move decay, so being caught in an entire bolt would do 20%. A bolt lasts about half a second from start to finish. Only the last hit from a bolt would knock the target away. Any character (herself included) can attack the cloud to move it around (before or after it starts striking). Originally the clouds only moved horizontally, but I think it would be fair to have these clouds move vertically (although each hit should move it either much more horizontally than vertically or much more vertically than horizontally). Only one can be used at a time--using a new one makes the previous one disappear.
Side: Fireball. A long range attack with about 10% initial damage. A bit slow to recover from after using, so it's hard to spam and leaves you a bit open. Can be charged for about a second before using (similar to Zero Suit Samus's neutral special)--this doesn't increase damage, but causes her to launch three fireballs: one going straight forward, one going forward and upward, and one going forward and downward. She gains just a bit of height and falls more slowly while using this attack in midair.
Up: Twirl. She spins around, causing multiple hits with her hair (similar to Link's spin attack in the air). Used alone, this gives her just a bit of height and moves her a good distance forward quickly. If you continue pressing the button, it causes her to spin faster, increasing her distance upward, but cutting her horizontal distance short. This attack leaves her helpless until she lands after using it.
Down: Pike Ball. This attack requires charging, and the charge can be stored (similar to DK's Giant Punch or Samus's cannon). When used, this causes one to three metal balls to surround her which cause about 8% damage each before move decay. Charging the attack does not make it more powerful or make the balls last longer, but adds more balls to the attack. As a flavor difference, one ball just looks like a gray sphere, two looks like red balls with spikes on them, and three looks like blue balls with razor blades on them (similar to their appearance in Risky's Revenge). The pike balls last about 4 seconds, and she can move and attack normally while they're around. They knock enemies back a fair bit, though, making it difficult to use other attacks at the same time. Using the button combo again while the balls are present cancels them.
Grabs:
A ranged grab performed rolling her head back and flinging her hair forward to trap an opponent. Can be used to grab a ledge (which I think would look hilarious to see her hanging from her hair).
Damage: Attacks a grabbed foe by kicking them.
Forward Throw: Smashes the foe with her elbow for a short range throw. (Not as strong as her forward smash.)
Backward Throw: Rolls backwards with the foe still wrapped in her hair. The foe is thrown when they touch the ground. This throw gets more distance than her forward throw. She moves back a short distance while doing this.
Upward Throw: Spins around and sends opponent spinning straight up (similar to Jigglypuff's upward throw).
Downward Throw: Drops the opponent on the ground and kicks them rapidly (similar to Kirby's downward throw). A flavor difference might be 5 kicks that do 2% each rather than 10 kicks that do 1% each.
Taunts:
Side: Perform two dance moves from her original game (possibly chosen based on the direction she's facing).
Down: Drink a red or green potion in a way similar to Young Link drinking milk (which is actually the way she drinks them in the game, probably as a homage to that).
Up: Float a bit and spin around quickly, like when she gets a Magic Seal in Risky's Revenge.]
Final Smash:
I can think of three (which would mean it would be nice if future games give you your choice between a few Final Smashes at the beginning of a fight), and since I'm not sure which is best, here they are:
Monkey Dance: Transforms other players into monkeys briefly. This gives them slightly below-average movement and jumping and makes them unable to do any strong attacks or special attacks (I'm imagining a pre-determined move set similar to the fighting polygons/wireframes/alloys, but weaker). The transformation continues until the duration is over, even if players are K.O.ed.
Elephant Dance: Changes into an elephant, which is slightly bigger than any other character unless Ridley is present. She wouldn't be very maneuverable like this, so I think it's fair to give her invincibility for the duration. Use the attack button to charge forward for an attack with big damage and big knock away. With a jump, just being touched by her feet as she comes down does the same thing. This would probably be faster and jump higher than the same transformation in her own games, but I think that's justified by it being a Final Smash.
Mermaid Dance: Changes into a mermaid, jumps into the air from where she's standing, and hangs there for a few seconds while spinning around and rapidly firing bubbles in different directions. I imagine the bubbles doing 10% damage (maybe more) and exploding on contact with people or objects.
Shantae Moveset
Gameplay Synopsis
Shantae uses her different forms to fulfill certain requirements during the match. Her human form has decent tools to use in all situations, but she can become great at certain tasks by switching to her different forms. For example, her monkey form can be used to approach and start harassing an opponent, her elephant form can be used to punish predictable opponents, her spider form can be used to harass slow characters and heal herself, and her harpy form can be used for edgeguarding. All of her forms are most likely the best in the game at what they do, but they are all severely limited individually and most are scary to be off-stage with. Thankfully, it's easy to transform back into Shantae whenever you are done with whatever you transformed for. Shantae while in her human form has the best all-around abilities by far, but even in this form she is encouraged to transform so that she can still have fun while her Special Moves recover. Custom moves are encouraged for use by players that prefer to be in her animal forms more frequently, as they would not mind that it takes her more powerful Special Moves longer to recover.
Stats
Weight: Medium-Light. A little bit lighter than Marth.
Fall Speed: Medium-Slow. A little faster than Olimar.
Air Speed: Sort of slow. Same as Fox.
Jump Height: Somewhat high. Same as Luigi.
Dash Speed: On the slower side. Same as the Ice Climbers.
Walk Speed: Also slow. Same as Ice Climbers as well.
Special Moves
Neutral Special
Pike Ball: One steel ball flies in a circle around Shantae. The ball will fly around Shantae for 3 seconds and hit opponents for 3% and very light knockback. This move can be toggled off by hitting neutral special again. If toggled off, it will save the amount of time it takes to recover from this move. For example if Shantae toggled Pike Ball off one second before it ended, it would shave two seconds off of the recovery time. Normally it would take 6 seconds before Shantae can use it again.
Custom 1: Super Pike Ball - Shantae summons two Pike Balls instead of one. This version takes 9 seconds until it can be used again.
Custom 2: Mega Pike Ball - Shantae summons three Pike Balls instead of one. This version takes 12 seconds before it can be used again.
Forward Special
Fire Ball: Shantae shoots a fireball that travels full screen. It has a very quick start up and almost no end lag. The projectile does 13% and has about as much knockback as a half-charged Charge Shot from Samus. However she can only use it every 12 seconds.
Custom 1: Spitfire - Shoots a Fireball diagonal up, diagonal down, and forward. Can only be used every 24 seconds.
Custom 2: Flamethrower - A huge and powerful flamethrower; bigger than Bowser's and with less lag. Lasts for a maximum of 3 seconds. It takes 12 seconds before it can be used again. Stopping flamethrower early saves recovery time.
Up Special
Storm Puff: Shantae rides a cloud that floats upward for three seconds and then once its reaches its apex, it shoots lightning downward in three directions for 6 seconds. Each lightning strike does 8%. They can be moved left and right by attacking them. Shantae is free to do whatever she wants while on the cloud and it restores her jumps because it acts as a platform. Her Up Special is so practical because it can be used so infrequently. After a storm puff is activated it takes 18 seconds before another one can be activated.
Custom 1: Super Storm Puff - A cloud appears under Shantae that causes an upwards burst of wind 2 seconds later. The wind lasts 1 second. It can be moved left and right with attacks, even while wind is being pushed out. Shantae can use her Up Aerial to maximize the distance that she gets sent by the wind. It takes 26 seconds before this move can be used again.
Custom 2: Mega Storm Puff - Similar to Super Storm Puff, but instead of wind there is large explosion effect. If Shantae is standing on the cloud while it is exploding, Shantae will be blasted in the direction she is in relation to the cloud, much like Ness' Up Special but goes much farther to make up for its long activation time and extremely infrequent use. Being hit by Shantae after she gets blasted does 20% and high knock-back, but she enters free-fall after use. It takes 35 seconds before this move can be used again.
Down Special
Belly Dance: If Belly Dance is pressed and then a direction is immediately pressed afterward, she will transform after 30 frames of doing the corresponding dance. Each form has an "Attack" move and a "Special" move, with the exception of the Harpy. This move can only be used on the ground. Turning back into Shantae uses the same input and also must be on the ground. The transformation back into Shantae only takes one frame. The different transformations are below.
Monkey
Shantae transforms into a monkey with the Right input. Monkey form makes Shantae as light as Kirby, able to dash as fast as Pikachu, jump as high as Falco, and have the aerial movement speed of Wario. The Monkey can also cling to walls.
Attack move: Monkey Claw. A very simple claw attack that comes out fast and retracts quickly. Can be used in the air and on the ground. Does 6% and only moderate knock-back.
Special move: Pressing anything but Down Special will activate the Monkey Bullet. This move functions exactly like Fox's Side Special, but it goes much farther, has no lag, will cling to walls like Lucario's up b. The downside is that it travels much slower and offers no invincibility. 4%
Elephant
Shantae transforms into an elephant with the Left input. Elephant form makes Shantae as heavy as Bowser, slow as Jigglypuff, and the worst jump height in the game.
Attack Move: Elephant Ram. Shantae rams into the opponent as an elephant and it does a whopping 23%. This is Shantae's strongest move. This move functions like Wolf's forward smash, but it goes farther, travels more slowly, does a lot of shield damage, and has super armor during it. This can be used in the air. Despite having high knockback, at low percents this move can combo into the Elephant's Special Move if Shantae falls off an edge during the attack.
Special Move: Elephant Stomp. If used on the ground, this causes the elephant to jump and crash down automatically. This move does 15% and functions like Donkey Kong's Down Special, but with even more range. If used in the air this move causes the elephant to drop to the ground like the Bowser Bomb, but with full super armor. Hitting someone on the way down will also do 15%.
The reason I made Elephant Form so ridiculous is because she has very poor options in this form if the opponent tries to gimp her because she can't use Up Special. This way if the opponent tries to juggle her off the edge, she can get to the ground easily or push her way back on stage with an aerial "Attack Move".
Spider
Shantae transforms into a spider with the Down input. In Spider Form, Shantae retains all of her regular characteristics such as her weight and fall speed.
Attack Move: Spider Venom. This attack shoots balls of venom at the opponent rapidly. This move is exactly like Megaman's blaster while standing, moving and jumping, but it fires larger shots.
Special Move: Web Shot. This move fires a line of web at the opponent. If it touches them, they are stunned for an equivalent amount of time as they would be if they were buried at the same percent. If Shantae passes through their hurtbox while they are stunned, she will stun them even longer as though she is using Robin's Nosferatu. If the line of web she shoots touches the edge, it will act as a grapple. Kind of like Sheik's Brawl Side Special, but longer.
Harpy
Shantae transforms into a Harpy with the Up Input. In Harpy Form, Shantae becomes as light as Kirby, has the fall speed of Link, and has traction even worse than Luigi's. Her traction is really that bad in the game. However, Shantae has 7 jumps in this form.
Attack Move: Harpy Talon. Shantae use her talons to strike at the opponent. The attack is located toward the bottom of her body, so she must be above the opponent or right next to them for the most part. This move does 6% and doesn't have much knock-back. This move can be used in the air or on the ground.
The Harpy has no Special Move. I tried to make the Harpy primarily useful for being offstage and getting gimps.
Custom 1: Aggression Point - All of Shantae's forms do 1.3x as much damage at the expense of being 0.5x as light.
Custom 2: Healing Dance - For every 5% damage that Shantae's opponents have, Shantae can recover 1% by dancing. The move no longer heals her for the % of her opponents that she already used. For example, if Shantae's opponent is at 50% and Shantae uses this move, she will heal 10%. If her opponent gets to 60% and Shantae uses this move again, it will heal her for 2% as opposed to 12%. If multiple opponents are on the screen, it will divide the result by the number of opponents.
Jab/Dash Attack
Jab: Whips rapidly with ponytail. Attacks at the same rate as Villager's repeated jabs with the same amount of damage and cooldown, but with more range. 3%
Dash Attack: Does the "Tiara" ability from Shantae. The animation is similar to Megaman's dash attack, but Shantae floats upwards when she does it and it goes farther, which could be both a good and a bad thing. 6%
Tilts
Forward Tilt: Shantae leaps a bit forward and does a sideways kick with her foot. The same as in the Pirate's Curse trailer. 7%
Up Tilt: Shantae holds up a magic lamp that attacks people on the way up and as a secondary effect, it pulls in items from a distance. Also the same as in the Pirate's Curse trailer. 6%.
Down Tilt: Does exactly the same thing as her jab, but from a crouching position. 3%
Smashes
Forward Smash: The "Cuff" ability from Shantae. This ability's quirk is that it has no charging animation, so opponents can't tell what you're doing. When released, Shantae charges forward with an elbow dash that goes considerably farther forward than Wolf's, but at a slower speed. 12%-17%
Up Smash: The "Boot" ability from Shantae. Shantae does a backflip while doing two kicks directly upward. This move puts her into the air at about half her full hop height, where she can do aerial attacks. Kind of like Metaknight's Up Smash in Brawl Minus if you've ever played it. 9%-14%.
Down Smash: Shantae crouches and spins in a circle, while her hair attacks people. 10%-15%
Aerials
Forward Aerial: Flintlock Pistol. Shantae fires her pistol at the opponent. Works the same as Villager's slingshot, but is slower and does more damage. 9%
Back Aerial: Same as forward aerial, but in the opposite direction. 9%.
Neutral Aerial: Shantae whips her ponytail forward in a similar animation to her jab. 3%
Up Aerial: Shantae holds her Pirate Hat above her head to attack opponents. Does almost no damage, but slows her decent dramatically and stays out for a while. 1%
Down Aerial: Uses the "Sash" ability. this causes Shantae to do a spinning dive kick at the opponent in a completely diagonal angle. 8%
Throws
Initial Grab: Longer than normal throw with slightly more start up.
Bash: Smashes her hips into the opponent while belly dancing. 3% each, about the same pace as Mario's.
Forward Throw: Throws them forward. Pretty straight forward. 7%.
Back Throw: Does a back flip and releases them as she's moving. 8%, better knockback.
Down Throw: Stomps on them while they're on the ground. 6%
Up Throw: Throws them straight upward. 7%
Final Smash
Protectors of Scuttle Town: Sky, Wrench, and Bolo appear on screen and follow around Shantae. Bolo swings his morning star weapon around in circles with massive range on both sides. Sky attacks enemies close to Shantae and knocks them forward, while Wrench flies above all of them to catch opponents that try to jump over Shantae.
Colors:Here's a preliminary moveset idea I had:
N-Special: Dance (Shantae begins to dance. Putting in another special input will create a transformation for Shantae to use.)
U-Special: Storm Puff (throws it underneath her as she bounces upward. It can also be used on ground like a shorter and less powerful version of Pikachu's thunder)
S-Special: Fireball (think Din's Fire, but explodes on contact)
D-Special: Pike Ball (Creates a Pike Ball that swirls around her. Hitting an opponent with it will cause it to damage them, and disappear. It has noticable start-up lag, but she can have two at once. They disappear once Shantae uses a transformation.)
Combined with her Dance, these inputs create new transformations. Shantae can actually chain the normal transformations and use two of them in succession, but will always end up in reverting back to normal and going into helpless. Chaining these combos allow for unique attacks and possibilities. However, due to the lag:
N-Special: Using dance twice won't transform her; instead, she'll fire a speedy Flash Bolt. Good for playing mind games.
S-Special: Monkey Bullet (transforms into a monkey and leaps forward in a powerful corkscrew. Can actually wall-cling if directed to a wall. After finishing, she'll transform back and go into helpless.)
U-Special: Harpy (becomes a harpy and bursts upwards. Reverts to normal and becomes helpless.)
D-Special: Elephant Stomp. (transforms into an elephant and does an extremely powerful ground pound. Reverts back to Shantae. Think Bowser Bomb. Unlike other attacks, this one can be acted out of quickly in chains to use one of Shantae's normal specials.)
Shantae's main unique feature is her large amount of possible specials, most of which allow for interesting combos. I might give the rest of the moveset a try eventually. My only problem so far is finding her Final Smash.
Red/Default
Blue/Sky
Green/Rottytops
Purple/Risky
Gray/Bolo
Black/Concept Art
Assist Trophy:
Risky Boots appears on the stage and attacks with her sword and she will also summon a group of Tinkerbats to help out.
Stage Ideas:
[collapse=Shantae's Lighthouse]
[/collapse]
Hazards: Risky's boat appears in the background every once in a while and shoots cannonballs at the stage. Sometimes the cannonballs will destroy sections of the bridge.
[collapse=Mermaid World]
[/collapse]
Hazards: N/A
MUSIC:
Dance Through The Danger
Title (Shantae)
Scuttle Town
Adventure
Theme of Risky Boots
Boss Battle
She's Got The Moves
Serious Genie Business
Sand in My Potion
*Insert other music from Half Genie Hero here*
*Insert music from Pirate's Curse here*
Trophies:
Shantae
Final Smash
Mimic
Risky Boots
Rottytops
Sky and Wrench
Bolo
Tinkerbat
Transformations (Monkey, Elephant, Spider, Harpy, and Mermaid)
Abner Cadaver and Poe
Squid Baron
Nega Shantae
Patricia Wagon (Extra WayForward Trophy)
Alternate Costume Ideas:
[collapse=Pirate Shantae]
[/collapse]
[collapse=Mighty Switch Force Shantae, Ninja Shantae, Swim Suit Shantae]
[/collapse]
[collapse=Dancer Shantae]
[/collapse]
What she has going for her
- From a company that has mostly released games on Nintendo consoles.
- Her games sell primarily on Nintendo consoles.
- A lot of moveset potential revolving around her ability to shape shift into different things.
- She has other games in the works that will be on Nintendo consoles.
- She would fit in perfectly amongst the cast.
Probably very unlikely but i think she deserves some thought and consideration.Videos for her games said:
Fan Art:
[collapse=3D Models]
[/collapse]
EXTRA LINKS:
https://www.facebook.com/pages/Shan...sh-4-3DSWii-U-version/769600476420657?fref=nf
http://nintendo.wikia.com/wiki/User_blog:Raheem_The_Dream
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Credits:
To the person who created the moveset.
N3ON for the awesome Shantae image!
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