D
Deleted member
Guest
1. Six-gun Gorilla
2. Coleman Trebor
3. Kite-Man
2. Coleman Trebor
3. Kite-Man
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I HAD NO IDEA MORBIUS WAS FILMED IN MANCHESTER AND I LIVE HERE WHAT?? #MANCHESTERSWEEP #WONDERWALL
okay actually job time
Job #2:
We see footage of the open desert. The sun is high in the horizon as the camera slowly pans to reveal a village, over the shoulders of Waluigi in a Mario Party-inspired attire based on a cowboy, and Morbius himself with a black umbrella to protect him from the sun (as I presume he's a vampire? I have no idea and I'd best keep it that way "for the lulz.") Entering the village, they see a clock counting down, with the vibes being that of a traditional Western. Suddenly, both Clint Eastwood and McCree from Overwatch step into the road in the middle of the place. People are scurrying away, afraid as we get the traditional, tension-inducing shots. Of course, Waluigi and Morbius are behind a crate nearby, intrigued as to if they could recruit one of the two for the game.
Noon strikes. The clock in the town hall chimes, and two gunshots go off.
Both contestants fall down dead, simultaneously.
Waluigi starts going ape**** when SIX-GUN GORILLA LEAPS FROM THE ROOF OF THE TOWN HALL AND STARTS EATING BOTH CLINT EASTWOOD AND MCCREE FROM OVERWATCH (it cuts away and we can hear the sounds as Morbius is intrigued and Waluigi is horrified.) Suddenly, MARTY MCFLY FROM BACK TO THE FUTURE III ARRIVES and Six-Gun Gorilla shoots him from across town.
Cut to splash screen: SIX-GUN GORILLA - SHARPSHOOTING SIMIAN.
The stage options:Job 2:
We open on Waluigi and Morbius arriving at Donkey Kong island. They know they won’t be able to get DK himself, but maybe someone like Kiddy or Lanky would be open to joining. When they arrive however, they see Donkey Kong facing of against King K. Rool, and losing. Waluigi and Morbius are about to leave when DK lets out a mighty battle cry that calls thousands of different apes to his side. King Louie, Curious George, even King Kong himself appears. But then, out of nowhere, Six Gun Gorilla shows up and starts firing on everyone. It starts tearing through the monkeys until it sees Waluigi and Morbius. Terrified, they start running for their lives. It chases them all the way back to the fight club, where they manage to trap it in a cage, and decide, they should use it in the fight club.
Move Input | Move Name | Description |
---|---|---|
Neutral Special | Six-Gun Shoot-Up | Simply tapping the special button will have O'Neil fire a bullet straight forward. The bullets themselves are pretty fast, but small, projectiles that do flinching knockback but surprising damage. However, if you hold the button, O'Neil takes a more traditional stance, allowing you to aim the revolver in any direction you tilt the stick into. When you let go of the button, O'Neil will fire the bullet in that direction - tapping it multiple times will have O'Neil fire in that direction multiple times, but leaving it for a moment will have O'Neil exit his stance and return to normal. Notably, O'Neil has a mechanic where he has to reload his revolver, which works essentially identically to Inkling's Shield Special - except for the fact that it's much faster. The catch? O'Neil will only reload if the chamber is empty - so you need to keep an eye on your ammunition in order to get one up on the opposition. Of course, he does have an infinite number of bullets though - in keeping with stereotypes surrounding Western media's inability to count to six. |
Side Special | Chain Smash | In reference to the chain that O'Neil would usually be affixed to during his sleep by his beloved master, and the very same chain he violently pulls from the wall upon the discovery of his master's death, this attack has O'Neil summon a large chain that he'll suddenly swing forward. Whilst slow, it's a very long-range disjointed attack that can be aimed upward and downward, dealing massive damage and knockback at the tip - think of it as Simon's Side Smash, but taken to the logical extreme. Of course, this can also be charged - and even used as a ledge-grab. |
Up Special | Bison Launch! | A bison suddenly appears beneath O'Neil's feet, in reference to his fight with one such beast in Chapter Fourteen of his series. In this case, he'll hang onto the horns of the bison as it runs forward. If on the ground, it'll run forward much like the Pokemon Gogoat in Smash Bros - however, if in the air, it essentially acts as a falling platform from which to jump. It's not a particularly high recovery, but it can be a versatile stage control method! |
Down Special | Stand-Off | Entering a traditional gunslinger stance, this essentially acts as a counter move for attacks that hit O'Neil. If a projectile hits him, he'll auto-dodge in place - firing right back in response. Up close, a fist-based attack would be met with a harsh strike from one hand and a firing of his revolver from the other! Each successful use of Stand-Off takes up one bullet. This is mostly in reference to how O'Neil was actually trained to use his revolver - in regards to a "stand off" and the like, as well as people reaching for their own weapons (which is described in, if memory serves, Chapter Two.) |
Final Smash | The Highway-Ape | Suddenly, a coach arrives - laden with a box of oranges, O'Neil ravenously consumes them before leaping atop the coach as it begins manically moving across the entire stage. O'Neil's also able to shoot whilst moving around, with his shots targeting opponents nearby! |
Well Morbius is what Marvel Comics call a living vampire which means he can be fine in daylight.I presume he's a vampire? I have no idea and I'd best keep it that way "for the lulz.")
Yes it is Printworks by the way.I'm voting Otoad's trailer. I love the integration of more anthropoid adversaries as opposed to going the Western route, and it feels really fun and fresh overall! (Also, I love that Morbius and Waluigi are scared of him. It's weirdly funny to me!)
1. Manchester Vue Theatre (I'm guessing it's at the Printworks, and given it's in Manchester, it could possibly be an excuse to see some Oasis music here. Of course, not Wonderwall - everyone knows Wonderwall because of the memes! Nah, it'd be something reeeally obscure... but still something that feels Mancunian.)
2. Bat-O-Vision (I just think the idea of a stage with "echolocation" as the whole gimmick is so amazingly interesting. Like, whilst I don't know if it'd translate well to something like a platfighter, I'd love it if each source of "sound" in the area caused a raytracing effect with specialised contours in black and white to show where everyone is - meaning that staying still is, actually, a good way to stay hidden... unless you can keep quiet. Sounds like a gimmick with a ton of potential!)
Job #4:
So, in this case, I wanted to originally try to keep to an established canon... but to be truthful, there's not all too much to work with in terms of notable feats or "special attacks." Even so, Six-Gun Gorilla is a violent beast in the original story, and I wanted to convey that. Also, I'm presuming we're using a semi-Smash-based system here so I'll work from that.
I'd like to preface, most of O'Neil's attacks aside from the specials are your traditional gorilla fare. Rather than being like DK, though, he's very vicious - essentially a fusion between a rushdown and a grappler, but suffering in end-lag and low aerial mobility in order to balance his high ground speed and attack power.
Move Input Move Name Description Neutral Special Six-Gun Shoot-Up Simply tapping the special button will have O'Neil fire a bullet straight forward. The bullets themselves are pretty fast, but small, projectiles that do flinching knockback but surprising damage.
However, if you hold the button, O'Neil takes a more traditional stance, allowing you to aim the revolver in any direction you tilt the stick into. When you let go of the button, O'Neil will fire the bullet in that direction - tapping it multiple times will have O'Neil fire in that direction multiple times, but leaving it for a moment will have O'Neil exit his stance and return to normal.
Notably, O'Neil has a mechanic where he has to reload his revolver, which works essentially identically to Inkling's Shield Special - except for the fact that it's much faster. The catch? O'Neil will only reload if the chamber is empty - so you need to keep an eye on your ammunition in order to get one up on the opposition. Of course, he does have an infinite number of bullets though - in keeping with stereotypes surrounding Western media's inability to count to six.Side Special Chain Smash In reference to the chain that O'Neil would usually be affixed to during his sleep by his beloved master, and the very same chain he violently pulls from the wall upon the discovery of his master's death, this attack has O'Neil summon a large chain that he'll suddenly swing forward. Whilst slow, it's a very long-range disjointed attack that can be aimed upward and downward, dealing massive damage and knockback at the tip - think of it as Simon's Side Smash, but taken to the logical extreme. Of course, this can also be charged - and even used as a ledge-grab. Up Special Bison Launch! A bison suddenly appears beneath O'Neil's feet, in reference to his fight with one such beast in Chapter Fourteen of his series. In this case, he'll hang onto the horns of the bison as it runs forward. If on the ground, it'll run forward much like the Pokemon Gogoat in Smash Bros - however, if in the air, it essentially acts as a falling platform from which to jump. It's not a particularly high recovery, but it can be a versatile stage control method! Down Special Stand-Off Entering a traditional gunslinger stance, this essentially acts as a counter move for attacks that hit O'Neil. If a projectile hits him, he'll auto-dodge in place - firing right back in response. Up close, a fist-based attack would be met with a harsh strike from one hand and a firing of his revolver from the other! Each successful use of Stand-Off takes up one bullet. This is mostly in reference to how O'Neil was actually trained to use his revolver - in regards to a "stand off" and the like, as well as people reaching for their own weapons (which is described in, if memory serves, Chapter Two.) Final Smash The Highway-Ape Suddenly, a coach arrives - laden with a box of oranges, O'Neil ravenously consumes them before leaping atop the coach as it begins manically moving across the entire stage. O'Neil's also able to shoot whilst moving around, with his shots targeting opponents nearby! Also, I'd like to suggest that one of his victory animations be him eating a tin of pineapple chunks. How does he open the tin, you may ask? Read the caption. Whilst he's public domain, I wanted to reference the source material where I could. Why not, right?
Also, one more thing. This link is to a website where all fifteen chapters of the original tale of the Six-Gun Gorilla are present - in full! With them being in public domain, it's actually legal to distribute them in such a way, so it's not like I'm cracking a version of Morbius or the like. Admittedly, they are somewhat products of their time (particularly in regards to their presentation of Native Americans), but I think they might be an interesting read - or at least the first chapter. It might not be of interest to y'all, but I gathered it might be a useful resource! (Also like it's not an IP grabber or a crypto farm or anything, I'm really not smart enough to run scams like that LMAO)
Job 5: Submit a Six Gun Gorilla stage.I'm voting Otoad's trailer. I love the integration of more anthropoid adversaries as opposed to going the Western route, and it feels really fun and fresh overall! (Also, I love that Morbius and Waluigi are scared of him. It's weirdly funny to me!)
1. Manchester Vue Theatre (I'm guessing it's at the Printworks, and given it's in Manchester, it could possibly be an excuse to see some Oasis music here. Of course, not Wonderwall - everyone knows Wonderwall because of the memes! Nah, it'd be something reeeally obscure... but still something that feels Mancunian.)
2. Bat-O-Vision (I just think the idea of a stage with "echolocation" as the whole gimmick is so amazingly interesting. Like, whilst I don't know if it'd translate well to something like a platfighter, I'd love it if each source of "sound" in the area caused a raytracing effect with specialised contours in black and white to show where everyone is - meaning that staying still is, actually, a good way to stay hidden... unless you can keep quiet. Sounds like a gimmick with a ton of potential!)
Job #4:
So, in this case, I wanted to originally try to keep to an established canon... but to be truthful, there's not all too much to work with in terms of notable feats or "special attacks." Even so, Six-Gun Gorilla is a violent beast in the original story, and I wanted to convey that. Also, I'm presuming we're using a semi-Smash-based system here so I'll work from that.
I'd like to preface, most of O'Neil's attacks aside from the specials are your traditional gorilla fare. Rather than being like DK, though, he's very vicious - essentially a fusion between a rushdown and a grappler, but suffering in end-lag and low aerial mobility in order to balance his high ground speed and attack power.
Move Input Move Name Description Neutral Special Six-Gun Shoot-Up Simply tapping the special button will have O'Neil fire a bullet straight forward. The bullets themselves are pretty fast, but small, projectiles that do flinching knockback but surprising damage.
However, if you hold the button, O'Neil takes a more traditional stance, allowing you to aim the revolver in any direction you tilt the stick into. When you let go of the button, O'Neil will fire the bullet in that direction - tapping it multiple times will have O'Neil fire in that direction multiple times, but leaving it for a moment will have O'Neil exit his stance and return to normal.
Notably, O'Neil has a mechanic where he has to reload his revolver, which works essentially identically to Inkling's Shield Special - except for the fact that it's much faster. The catch? O'Neil will only reload if the chamber is empty - so you need to keep an eye on your ammunition in order to get one up on the opposition. Of course, he does have an infinite number of bullets though - in keeping with stereotypes surrounding Western media's inability to count to six.Side Special Chain Smash In reference to the chain that O'Neil would usually be affixed to during his sleep by his beloved master, and the very same chain he violently pulls from the wall upon the discovery of his master's death, this attack has O'Neil summon a large chain that he'll suddenly swing forward. Whilst slow, it's a very long-range disjointed attack that can be aimed upward and downward, dealing massive damage and knockback at the tip - think of it as Simon's Side Smash, but taken to the logical extreme. Of course, this can also be charged - and even used as a ledge-grab. Up Special Bison Launch! A bison suddenly appears beneath O'Neil's feet, in reference to his fight with one such beast in Chapter Fourteen of his series. In this case, he'll hang onto the horns of the bison as it runs forward. If on the ground, it'll run forward much like the Pokemon Gogoat in Smash Bros - however, if in the air, it essentially acts as a falling platform from which to jump. It's not a particularly high recovery, but it can be a versatile stage control method! Down Special Stand-Off Entering a traditional gunslinger stance, this essentially acts as a counter move for attacks that hit O'Neil. If a projectile hits him, he'll auto-dodge in place - firing right back in response. Up close, a fist-based attack would be met with a harsh strike from one hand and a firing of his revolver from the other! Each successful use of Stand-Off takes up one bullet. This is mostly in reference to how O'Neil was actually trained to use his revolver - in regards to a "stand off" and the like, as well as people reaching for their own weapons (which is described in, if memory serves, Chapter Two.) Final Smash The Highway-Ape Suddenly, a coach arrives - laden with a box of oranges, O'Neil ravenously consumes them before leaping atop the coach as it begins manically moving across the entire stage. O'Neil's also able to shoot whilst moving around, with his shots targeting opponents nearby! Also, I'd like to suggest that one of his victory animations be him eating a tin of pineapple chunks. How does he open the tin, you may ask? Read the caption. Whilst he's public domain, I wanted to reference the source material where I could. Why not, right?
Also, one more thing. This link is to a website where all fifteen chapters of the original tale of the Six-Gun Gorilla are present - in full! With them being in public domain, it's actually legal to distribute them in such a way, so it's not like I'm cracking a version of Morbius or the like. Admittedly, they are somewhat products of their time (particularly in regards to their presentation of Native Americans), but I think they might be an interesting read - or at least the first chapter. It might not be of interest to y'all, but I gathered it might be a useful resource! (Also like it's not an IP grabber or a crypto farm or anything, I'm really not smart enough to run scams like that LMAO)
Sorry about the delay, I didn't get pinged lel (classic SmashBoards stuff don't worry)Huh. looks like Knee's moveset wins by default. Congrats! I was going to submit something but I got lazy.
Job 5: Submit a Six Gun Gorilla stage.
what it says on the pineapple tin. Same rules apply