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Post by metalsonicex on Jan 27, 2009 7:01:27 GMT -5
Yeah, at the time I made this, I hadn't played Sparkster. Even then, I didn't know about Sparkster's gold armor until a little while later.
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Post by Flip on Mar 25, 2009 22:43:49 GMT -5
I was looking at some of Fry's older Famicom fanart on DA and got inspired. I came up with movesets for some classic Famicom/Arcade era characters, so I think you might wanna check these out. Enjoy! ----------------------------------------------------------------------- SKY SKIPPERfc49.deviantart.com/fs13/f/2007/029/2/9/Sky_Skipper_by_fryguy64.jpgSky Skipper, Arcade, 1981 The famed pilot of the Wonder Kingdom returns! Sky Skipper, never revealing his real name, takes on the cast of Smash both in and out of his biplane using a variety of sky-high attacks. Will he rise to the top?Standard MovesFistfighter, pretty much. Like most basic characters, Skipper relies on punches and kicks to get through. His attacks are most similar to a cross between Falco, Captain Falcon, and Mario. Interestingly, his attacks pack a lot of punch but are also surprisingly slow. Special MovesB: Propeller Punch -- A little lag and the pulled back fist, then WHAM! Skipper punches forwards in a very Falcony way, blowing back opponents. The force of his fist is strong, but when he punches he also creates a whirling gust of air to cyclone around his arm for the brief time it is extended. Foes who stand directly in front of the fist will be hit with an even more powerful "air blast" that deals no damage but tons of knockback. In other words, it's better to stand back when using this move to strike foes. Forward B: Divebomber -- Skipper rides his biplane for this attack. Similar to the Wario Bike, Skipper has a summoned vehicle he can use in battle. Pressing Forward B drives the plane forwards across the stage; tilting upward takes the plane into the air. You need to hold B to keep the prop spinning as the plane has a limited fuel supply, which will end its flight on its own after 6 seconds. When fuel depletes, the plane will sputter, become harder to control, and dip toward the ground. In mid-air the plane can do loop-de-loops and has full vertical control (with some horizontal yawing if you really want it). The plane can also land gently, with fine control, to refuel and drive around on land, or come crashing down headfirst into the ground. If the plane crashes, for whatever reason (you drive it into the earth or it runs out of fuel), it will explode and Skipper cannot summon another plane for a full 5 seconds. At any point Skipper can leap from the plane Wario style, leaving the plane to take its fate elsewhere and downward. Hopping in requires just pressing Forward B again. The plane is destructible, even with Skipper in it, and will crash downward with a trail of smoke if too damaged. Up B: Parachute -- Pressing Up B on the ground just rips the cord and sends a parachute bursting from Skipper's bag. It has a good punch when it first launches, but otherwise the parachute drags behind uselessly. If Skipper attempts the dash the parachute will snag him, and if it is out while he is airborne he can press Up to float down. The chute disappears on its own similar to FLUDD. In midair, this works most similarly to Game and Watch's Up B, without the huge leap. Down B: Powderpot Bomb -- Skipper pulls a powderpot bomb from his bag and holds it as an item. You can toss it like Link's Bombs. The explosion is more sudden, like a Deku Nut, and leaves a trail of smoke behind. If you are holding a Powderpot Bomb when you jump into the biplane, Skipper still holds the bomb midflight. Press A to drop the bomb directly below the plane before it explodes. Final Smash: Air Raid -- Skipper hops into the biplane and this time flies off the front top of the screen. A crosshair appears. Pick a spot, like the Dragoon, and Skipper will dash by, knocking back with near-KO power (it's not quite Dragoon strength) and veering off the side of the screen after the striking. You get a second crosshair. Aim again, and this time he crashes through and veers off the back top of the screen. He reappears Snake-style, falling from the ceiling. Misc. Notes-Skipper's moveset was a lot of fun to imagine. I used Fry's concept art for all of my own "visualization." -Skipper is a fastfaller and actually kind of heavy. I picture him around Link weight. -His moves are slow to execute but pack good power. In effect, they look a lot like a blend between Falco's tilts and aerials, Mario's grabs, and Falcon's smashes. -His goggles only come on when he's flying the plane. -Also, characters can ride the wings of the plane if they so choose, though they can be shaken off too. -The plane itself is actually comically small. It is not "realistic" in its size by a longshot. Taunts: Gives a v-sign for victory; wipes lip with his wrist and gives a thumbs up "Right-o!"; unfolds a map and looks at it, confused Entrance: Plane flies in, Skipper jumps out, plane flies off Kirby Hat: Kirby wears pilot's helmet and goggles Costumes:1.Blue/gray 2. Red 3. Green 4. Sky blue 5. Orange yellow 6. Brown Win Poses:1. The plane does a turnaround and Skipper waves from the cockpit 2. Skipper takes his goggles off his eyes and has one fist on his hip, "Looks like another safe landing" 3. Leans forward then punches a fist high into the air, a gust of wind whipping around him: "'Attaboy!" Victory Music: Level Clear from Sky Skipper Franchise Logo: A Spade Suit Stage: ....later -------------------------------------------------------------------- GOKUteen-robot.deviantart.com/art/ssb4-charths-Goku-101721656Yuu Yuu Ki, NES, 1989 A monkey boy born from a sacred rock, Goku travels in search of enlightenment and the lost statues of his Buddhist monk sidekick. Along his journey westward, Goku comes across a tournament of epic proportions. His friends beside him, Goku decides to challenge these new warriors in the only way they know how: the game of Super Smash Bros.!Standard MovesGoku uses his bo staff to fight. It can magically extend, lengthening the range of his attacks; strikes come out fast, but are laggy on the return. In other words, you can hit opponents fast but it is difficult to chain multiple attacks into one long combo. Because of the reach of his standard moves, Goku can quite often strike foes on the other side of walls and other protective barriers. Special MovesB: Windbreath -- With mighty lungs, Goku inhales a gulp of air and blows out a stream of gale-force wind that pushes back foes without dealing damage. The initial force gives kickback to Goku and can be used as a reverse recovery in mid-air. Hold B to hold Goku's breath and build power until his head turns bright red, in which case he will unleash the attack on his own. The wind travels about as far as a fully-charged Water Gun at full blast and "capes" foes, just like Water Gun. Forward B: Freezy Ki Burst -- The second element Goku commands is Cold. Goku fires from both his palms a burst of blue flame that travels about the distance of a PK Fire. When it strikes, it will burst to deal damage. At higher damages/closer range, the attack has a higher chance of freezing the opponent into an ice block. In mid-air, this attack is fired downward at an angle. Up B: Nimbus -- Goku somersaults into the air and a flying nimbus cloud appears beneath his feet. Working like a mobile platform, he can fly freely (with poor "traction") and strike with any of his attacks. Goku can leap from the nimbus at any time and, like any platform, by standing on it he will recover both his regular and mid-air jump. The nimbus counts as a "passable" platform, so tapping down drops him through. While riding, the nimbus lasts for about 6 seconds before dissipating (it cannot be summoned again until Goku touches ground or is hit in mid-air). If Goku leaves the nimbus, and it is still intact, it will remain in the air for 6 seconds before disappearing; during this time, another one cannot be summoned. Other characters are able to ride Goku's nimbus if they can hijack it, but it will only last 4 seconds for them. He can be struck off the cloud. Down B: Protect -- Goku spins his staff above his head and creates an circlet of energy around his feet that slowly rises to create a protective aura. The longer B is tapped, the stronger/wider the aura becomes. Goku is invulnerable while within the protective aura, but he also cannot attack; those who stumble into the aura will also receive its protective/no-attack status. The aura remains around Goku for roughly 3 seconds if you stop pressing B, but once he leaves the circlet it will disappear; while standing in the aura, he is still invincible but cannot attack. This attack cannot be used in mid-air. Final Smash: 72 Monkeys -- Goku plucks two hairs from the top of his head and blows on them; the hairs multiply and form around him into 72 miniature Gokus, all screeching and screaming like a troop of monkeys. The 72 mini-clones run around the stage tackling foes, similar to Excitebikers, leaping about and dashing over the side of the stage. Goku is free to move around and fight during this time as well. Any monkeys left behind after the short duration of the spree will all stop moving, salute, then vanish into a puff of smoke. Misc. Notes-Goku sounds like a cheap character, I know, but he has some balancing factors: great range with standard attacks, fantastic recovery, high jumps, powerful specials; lightweight, fast faller, slow chains between attacks, average speed, specials are often blockable/slow/"stolen" -The aura and nimbus can both be "stolen" by other characters. The aura is also slow to execute, meaning Goku can easily be hit out of the start-up for the move -The 72 Monkeys Final Smash rushes the stage with miniature monkeys, who are all invulnerable, but they become useless on some stages (Big Blue and Temple come to mind) -Goku has the notoriety of having the longest Utilt in the game, and is tied with Ivysaur for farthest reaching Fsmash: his staff extends for the latter, and he will ride the staff upwards for the former. -Unlike the other two primates, Goku does speak amidst his monkey squeals and howls. Taunts: Scratches the back of his head and lets out a hearty laugh, "This is fun!"; spins the staff and catches it across both hands, facing the screen, smirking; spins around and moons the other players, slapping his butt and laughing Entrance: Hops from his flying cloud and poses Kirby Hat: Kirby wears the golden crown and gets a few tufts of brown monkey hair Costumes:1.Red 2. Blue (darker fur) 3. Green (lighter fur) 4. Golden (red fur) 5. Gray (black fur) 6. Purple (white fur) Win Poses:1. Goku sits Indian style and blows a puff of air as he wipes his brow with a cloth: "What a fight..." 2. Goku sits Indian style and lights up as he takes a huge chomp out of a large peach: "Mmm..MMPH... MMPH... Mmeah!!" (can't hear what he's saying) 3. Spins the staff and holds it behind his back in one hand, staring down the screen: "I'm the Great Monkey King, and don't you forget it!" Victory Music: Remix of Goku's Theme from Yuu Yuu Ki Franchise Logo: The character for "Ki" ("spirit") from the game's boxart Stage: ....later
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Post by somemannerof on Mar 29, 2009 0:07:25 GMT -5
Two of the things I love about the Smash sequels are: A)Playable Villians, B) More Mother content. I can't really play the series, due to the rarity of the games and an apprehension towards emulation, so Smash has really been my only chance to Mother it up. Ergo.... Porky MinchAppearance: To blend the character and present him as the rival of both Ness and Lucas, I suggest putting Old Porky (M3) in the Spider Mech from Earthbound. Going by the overworld sprite, The mech wasn't much bigger than Ness: So I picture Porky himself being roughly Ness' size, while the mech bulks him out to about Bowser size. Moves: His standard A-Moves would all be random stabbing and ramming with the mech. Specials: Standard B: Porky-Bot. From Mother 3. Porky Bot charges forward, exploding on contact. Randomly, a Pigmask Trooper (less power, but doesn't explode) or a chimera (More power, doesn't explode) comes out instead. Up-B: Stinky Gas. The mech wafts out a quick rush of noxious air that causes poison damage and slight push-back (similar to FLUDD). Can be used as recovery, similar to the Wario Waft, but without the need to charge (in exchange for reduced power). Down B: PSI Counter. Porky absorbs projectiles, boosting his attack power temporarily. Side-B: ?! What did Porky Do?!/Porky Did Something! Porky makes a random movement of his legs causing an opponent to flinch, change direction, or become dizzy randomly while dealing damage. Final Smash: Giygas. Porky turns off the Devil Machine, causing that horrible fetus/skull/what-have-you to manifest itself in the stage's background, dealing high damage to all opponents, leaving them ripe for Porky to pick off. Taunts: -Porky faces the screen, cackling and saying "I must be experiencing absolute terror!" -Porky flails his front legs up, shouting "I'll never die!" -Porky pops open the cockpit, faces away from the screen, and smacks his bottom while saying "Spankety Spankety Spankety!" Stage: the Devil Machine from Earthbound. The pulsing, uneven surface makes it difficult to run on. Occasionally, the eye in the background will open, revealing Ness' face. Music: "Porky Means Business", "Porky's Theme". I'll try to come up with a Codec later.
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Post by Flip on Apr 8, 2009 20:02:31 GMT -5
If they ever made a Sega vs. Nintendo, this character would HAVE to be in there. He's the perfect double for Pit, IMO. ------------------------------------------------------ VYSESkies of Arcadia, Dreamcast, 2000A young and brash Blue Rogue, Vyse follows bravely in his father's footsteps to stop the Valuan Empire from controlling the skies. With the help of his friends Aika and Fina, Vyse sails the winds and robs from the rich to give to the poor. Wielding twin sabers and a wicked eyepatch, Vyse is ready to enter the fray of Super Smash Bros.!Standard MovesVyse fights similar to Pit's dual-wield style, however his sabers fancy a bit longer reach. The larger of the two deals more damage and has more range, but the smaller comes out quicker, making most of his attacks more combo-friendly at lower percentages. Vyse can also pull out a mean kick or punch if he needs to; for his Ftilt, he tosses "energy" off the slice of the saber. Special MovesB: Skull Shield -- Vyse goes into a defensive pose and a pirate skull flashes in front of him, blocking or canceling any and all manner of attacks. Vyse stalls when using this move in midair, cannot move while it's out, and stronger attacks will cause him to skid backwards. Unlike Mirror Shield, this does not reflect attacks nor does it stay out; the shield goes away in about the same time as Toad. Sometimes says: "Defend my cause!" Forward B: Cutlass Fury -- Vyse charges both his sabers, then dashes forwards. The first target he comes into contact with causes him to stop and slash three times with the sabers, holding the foe, then finish with an upward strike. If you press B early during the dash, Vyse will slash once. If you press B at the end of the combo but before the upward strike, Vyse will hit them upward but lower and finish with a double-bladed downward slice, blowing the opponent away with its sheer power. This works much better at lower percentages. "Yaaaa! Cutlass Fury!" Up B: Rain of Swords -- Vyse crosses his blade and leaps into the air. At the height of his jump, he slashes the blades outward and sends a wave of sword-shaped projectiles downward at an angle. These have the same power as one of Falco's Laser, but burst to deal a bit more damage if they strike the ground. The angle on this move can only be changed slightly, making it more vertical than horizontal. However, you can end the leap at any point by pressing B again (Vyse will stop where he is and toss the blades there). "Ha! Rain of Swords!" Down B: Counterstrike -- Vyse goes into a defensive pose and will counter any physical attack during a brief period. He will strike twice no matter what, usually meaning that he can either hit twice or will hit with the second attack if the first misses. He does not reflect projectiles with this move, but he does slash them to bits. "Bring it on!" Final Smash: Pirate's Wrath -- Vyse charges in an aura of light, holds one saber into the air which creates a whirlwind and a bolt of lighting. He then sends the lighting/whirlwind raving forwards to paralyze an unfortunate foe. Vyse dashes toward them, not being damaged by the elements himself, and begins to slash like crazy while a giant skull and crossbones appears in the center of the screen. At the end of the frenzy, Vyse deals one final strike that KOs the opponent. "Behold!... Pirate's Wrath!" Misc. Notes -Vyse is pretty much the same as Pit stats wise. I really can't see it otherwise. -Because of his eyepatch, Vyse, like Wolf, has a different look depending on how he's facing. That's all. Taunts: Stretches one arm into the air and smirks; slashes once with each saber, "I'm ready!"; puts away one of his sabers, stands tall, and salutes, "Aye aye!" Entrance: Falls from the Blue Pirate ship, which whirls off into the background. Kirby Hat: Kirby wears the eye patch. Costumes: 1. Blue 2. Red 3. Green 4. Orange -- Aika 5. White/Silver -- Fina 6. Brown -- Dyna Win Poses: 1. Stands with one hand on his hip, smirking, "That wasn't so bad!" 2. Leans forward, hands on his knees, breathing heavy, "That was close!" 3. Spins one of the sabers and slings it over his shoulder, "Blue Rogues never give in!" Victory Music: Battle Victory from Skies of Arcadia Franchise Logo: Blue Rogues Emblem Stage: Sky Pirate Island -- Later, tho I would definitely say it needs plenty of Harpoon Cannons!
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Post by somemannerof on Apr 10, 2009 22:47:16 GMT -5
Coming in WAY late here, but regarding Flip's idea for Mike: How about alt. colors referencing Nester and Captain N? (I imagine Captain N would be easier to reference, given that his clothing items are already basically the same.)
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Post by Flip on Apr 12, 2009 14:25:05 GMT -5
Coming in WAY late here, but regarding Flip's idea for Mike: How about alt. colors referencing Nester and Captain N? (I imagine Captain N would be easier to reference, given that his clothing items are already basically the same.) Doesn't Nester wear basically the same clothes? Captain N would be epic, though. If Falcon can get a costume from a damn commercial, I think an American cartoon can get a nod somewhere ;D Oi, Mike would need a really drastic update his appearance for a Smash game. He has such a lame design. EDIT: On Bonk's moves, since I went back and reread that post, they are pretty much the following now. And yes, I do keep a log of all these ideas somewhere B: Bonk -- headbutts forwards, can be 180 degreed, strong, when used against a wall he "wall kicks," in midair can be used repeatedly to do the "bonk 'n flip," otherwise he will fall downward a short distance FB: Genjin Growl -- leaps forwards gnashing his teeth, grabs foes like monkey flip, can footstool jump off, holds in midair/on ground, press B to bite them with your teeth, if used against a wall he will chomp down and can climb the wall by mashing B UB: Propeller Flower -- same as before, works like Cypher DB: Meat! -- rubs tummy, if 1 min has passed he will look a little hungry, will eat a peace of meat and become Angry Bonk who is slightly faster than normal for 30 seconds, if 2 min have passed he will look famished and eat a bigger piece of meat to become Butthead Bonk, who is very fast and lasts 30 seconds. Angry Bonk can stun foes with his Bonk attack (shoots a small star/headbutts ground from midair); Butthead Bonk does same, but also burns foes as Bonk attack now becomes wrapped in fire. Sometimes backfires if you wait longer than 3 min and Bonk eats green meat, becomes Pretty Bonk, really slow and weak attacks, lasts 30 seconds FS: Kronkzilla -- eats giant piece of meat, hulks into a giant dinosaur creature, invincible, can walk into players to deal damage, roar, whip tail, or lash tongue. lasts as long as Super Sonic
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Post by Hiker of Games on May 11, 2009 22:40:46 GMT -5
Courtesy of ExciteBots, this series can have a practical fighter now. ----------------------------------------------------------------------- FROG-BOTExciteBots, 2009 The default vehicle of ExciteBots, the Frog-Bot is the perfect balance of speed, balance, and weight to make for the average vehicle. As an Bot, it can transform to and from car form, making it a versatile fighter capable of hitting hard and fast.Standard MovesThough the Bot is fast on wheels, as a combatant it is not a very agile or quick combatant. Its style of attacks are using blunt attacks delivered through its metal fists. Special MovesB: Hammer Pound -- Frog-Bot pulls out a hammer with his tool arm and pounds it on the ground, causing a small localized earthquake similar to Donkey Kong's ground pound. It also works similar to Kirby's mallet, only with a vertical downswing. Forward B: Turbo Drive -- A chargable maneuver. Frog-Bot will drop down into car mode and rev the engines until release, at which point he will ram forward. This attack is like a cross between Luiigii's rocket move and Yoshi's egg move, meaning Frog-Bot can turn the other direction in the middle of a turbo drive to keep from falling off a cliff, though not without sliding some. If the move is charged too much, Frog-Bot will have a burnout and be unable to use B-Moves for a few seconds. Up B: Elevator Bar -- An elevator bar appears from mallet-space and Frog-Bot's external tool arm comes out to grip it, spinning up the elevator bar. At the height of the jump, Frog-Bot will spin in place before releasing automatically. . If the release is timed just right, Frog-Bot will fly off in such a way to attack whoever gets in the way. If released automatically, he is vulnerable to attack. Down B: Weapon Arm -- Much like Peach's turnip pool and random array of weapons (tennis racket, golf club, and so forth), the Frog-Bot can produce an item from its tool arm to use. These range, in order of frequency, to- Dart (projectile), Fake Teeth (latches onto opponent), Firecracker (small explosion after a few seconds), Soccer Ball (a less powerful version of the item) and Pie (does nothing). Final Smash: POW Mode - The entire stage is deformed into becoming a half pipe (this has the effect of just making all the solid parts of the stage made to look like two huge hills. Or possibly the ground just rises from below the stage). Frog-Bot gets a POW emblem, putting him into invincible power mode. Think of it as a combination of Super Sonic and Wario's Bike, but with better traction. This last for a short time, about ten seconds. Misc. Notes-Frog-Bot would be shrunk down to be human-sized. He'd be a heavy character. -Despite being a heavy character, Frog-Bot is capable of gliding like Charizard, Pit, and Meta Knight. -His grab moves are used by his tool-arm from his back, as well as grabbing on to ledges. -When walking, he is on his legs, but will shrink down into car mode while running around, kind of like Bowser. Taunts: Several gears and wheels twist around. Entrance: Drives up in car form and shifts into bot mode. Kirby Hat: Kirby has a metallic looking had with wheels on the sides. Costumes:1.Green 2. Yellow 3. Blue 4. Red 5. Black 6. White Win Poses:1. Spins around in car form before coming to a stop. 2. Stomps around several times before posing with fist upwards. 3. Expels flames from his turbo jets and then gives a thumbs up. Victory Music: Some of that horrid techno music that you can no longer replace with mp3s. Franchise Logo: Not sure
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Post by The Qu on May 12, 2009 0:47:13 GMT -5
Well, it is part of the Excite series, so the motercycle helmet or something should work fine.
That is really creative by the way. Nice job!
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Post by somemannerof on May 12, 2009 15:37:23 GMT -5
Idea for another taunt: Plays "Shave and a Haircut: Two Bits" on a tambourine.
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Post by Arcadenik on Jun 20, 2009 1:27:51 GMT -5
Infantry & Tanks was an Assist Trophy in Brawl so I wanted them to be playable in the next game. My idea for the Famicom (Advance) Wars rep is Commanding Officer. Its Andy in his tank while he commands a team of Infantry soldiers. It was a challenge to come up with special moves but I think I have it down. I hope you like it.
First, you can select either Andy or the soldiers on the character select screen. They share one slot on the roster, of course, so it would mean Commanding Officer gets two movesets... except its not exactly two full movesets. Let me explain and hopefully you guys might understand where I'm coming from.
If you select Andy, you are playing as the tank (around Bowser's size) but you have no regular moves, no grab moves, no jumps - but the good part is that you won't get knocked around (a home-run bat won't knock the tank off the stage but it would still get damage) and you fight with special moves only. And to ensure that Commanding Officer can get KO'd like everyone, the tank breaks apart when it gets enough damage - forcing you to play as the Infantry soldiers while Andy stays in the background to repair the tank (it should take about a minute for Andy to fix it). That should be enough to balance Commanding Officer, we don't want gamers to stay in the tank during the whole match and never getting KO'd at all.
If you select the Infantry soldiers, you are playing as a team of two soldiers (a la Ice Climbers). They come with a complete moveset, including regular moves, grab moves, jumps, and different special moves. Their main weapons are the machine guns which they can use as melee weapons in close combat. Here's an outline of Commanding Officer's movesets.
The tank's moveset B: Artillery Side B: Cannon Rotor Up B: Anti Air Down B: Dismount Final Smash: Air Units
The infantry's moveset B: Machine Gun Side B: Bazooka Up B: Transport Copter Down B: Embark Finah Smash: Air Units
Tank's B: Artillery - the tank shoots straight ahead but it takes about two seconds to reload before it can shoot again. It is as powerful as Samus's fully charged Charge Shot.
Tank's Side B: Cannon Rotor - The cannon on the top of the tank spins around like R.O.B.'s side B move, and its the tank's only move without a charging period.
Tank's Up B: Anti Air - its not a recovery move, but since the tank cannot get knocked off the stage, what's the point of having a recovery move? Anyway, this move works the same as Artillery, only it shoots upwards at airborne opponents.
Tank's Down B: Dismount - the soldiers get out of the tank to fight while Andy stays in the background to repair the tank; its somewhat like Pokemon Trainer's stamina and down B move. I think its a pretty good reference to Andy's CO Power where he is good at repairing (he is a mechanic after all)
Infantry's B: Machine Gun - it works like Ivysaur's Bullet Seed move, only the soldiers can move their guns to shoot either straight up, straight ahead, or diagonally upward with the control stick. It has a shorter range than Ivysaur's but its better with two soldiers.
Infantry's Side B: Bazooka - its very simple, the soldiers just fire their bazookas straight ahead like Samus's Super Missile move - two bazookas are better than one, though.
Infantry's Up B: Transport Copter - the soldiers climb up a rope ladder the Transport Copter drops from above, unlike Ice Climbers, you don't have to have two soldiers to recover.
Infantry's Down B: Embark - the soldiers get in Andy's tank where you will play as the tank; this move works when the soldiers are standing in front of the tank and the tank is fully repaired.
Commanding Officer's Final Smash: Air Units - The tank and the soldiers share the same Final Smash. Andy commands the Battle Copters and Bombers to attack everyone on the stage. Also, the tank is fully repaired at the end of the move and you play as the tank, whether the soldiers were out or not when you executed the move.
Also, the default color is Orange Star, while the alternate colors are Yellow Comet, Blue Moon, Green Earth, Black Hole, and the original Red Star.
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Post by Wildcat on Jun 22, 2009 14:42:18 GMT -5
Like the Vyse moveset, Flip. I had plans of doing a SoA bunch here, but forgot. XD
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Post by Flip on Jun 22, 2009 16:19:28 GMT -5
Thanks Wildcat And that's a clever use of Advance Wars, arcade, but what happens on scrolling stages with the tank? >.< EDIT: MOAR! ------------------------------------------------------ LIPPanel de Pon, SNES, 1995A wicked magician and floral fancier, Lip is a young fairy who helped fight the goddess Cordelia and rescue the her elemental fairy friends. Lip has been nodded at twice so far in the Smash arena, but now she wants to bring herself into the mix to see how well she fares. Think she can do it?Standard MovesLip fights with her wand, which would no longer be an item were she in the game. Her standard moves would therefore be a variety of swipes and pokes with the wand, a few causing the "flower" effect (in particular her three smashes). For this reason, Lip is a unique character when it comes to even her basic attacks. Special MovesB: Flower Spell – this is the basic "flower" effect turned into a B attack. Lip spins her wand and a dash of magic flies forward, planting a flower on a foe's head. While her Fsmash has more knockback as it strikes with the wand (and creates a larger flower), the magic from this attack travels further and can be followed with another strike more quickly. >B: Garbage Block – Lip raises her wand above her head and a garbage block appears right before her. As she brings her wand down in front, the block plummets. This has about the same power as Kirby's Stone Drop and will fall all the way to the bottom. The block can be stood on like a platform. ^B: Butterfly Wings – using magic, Lip grows a pair of brilliant wings that give her limited flight (think Pit). Although she never used this skill in her own games, she swears it was something she could always do. vB: Photosynthesis – maybe the cheapest attack ever. maybe. Lip seals herself within a flower bud and remains inside, healing 5%/sec. The flower can hover in midair without falling and Lip will remain inside so long as B is held. However, while in the flower, her defense is zero and most strikes will send her bursting out of the flower at a high velocity. To prevent players from spamming the attack, say, below the stage, Lip enters her "no jump" flashing period upon exiting the flower (if she's not hit out, that is). FS: Petal Storm – Lip's eyes glow and she throws up her wand. Screaming out an incantation, the wind picks up on the stage and petals appear everywhere. All opponents are struck with large flowers on their heads and stunned temporarily. *”Flowers bloom in darkest gloom, a spring breeze of a sweet perfume, with these words I write your doom, come my blossoms… Ka-BOOM!” Misc. Notes-Lip is a very-lightweight character with average speed and low power. Her wand's magic, however, can give her some extra distance on attacks. -Lip has the ability to jump three times as well as hover. When he she goes into her mid-air jumps/hovering, she simply "sparkles" to imply she's moving. The wings only appear with her Up B. -Oddity note: Lip, being a flower fairy, has somewhat of a thing for flowers of all kinds, including Grass-type Pokemon. If you use one of Lip's taunts, any, near a Grass-type Pokemon (and this includes Ivysaur), she will coo and wave. If she is on a team with Ivysaur, and the two win, Lip will be seen petting Ivysaur and massaging its flower. Taunts: Jumps and waves with both arms; jumps throwing out her arms, causing a burst of flowers and petals to come out; turns her wand into a bouquet and laughs Entrance: A flower bed with one large bud appears. The bud blossoms out and hovers with Lip on top, ready to fight. Kirby Hat: Kirby gets the signature "flip" ponytail, complete with beads and bow. Costumes: 1. Yellow 2. Red -- "Flare" 3. Green -- "Sharbet" 4. Blue -- "Elias" 5. Purple -- "Neris" 6. Silver -- "Serene" Win Poses: 1. Surrounded by a bed of flowers, Lip cheers and tosses petals into the air 2. Lip is floating on a flower blossom and kicking her feet, says: "Nice job! Let's try again sometime." 3. Lip spins and curtsies, a burst of flowers coming from her body as she does it Victory Music: Puzzle Clear from Panel de Pon Franchise Logo: "Heart Block" piece Stage: Fairy Land -- I'm thinking a series of islands connected by rainbows? Maybe a scrolling stage? Other ideas: something similar to the current Yoshi's Island OR something that's basically a big Tetris Attack "game" and you have to survive the upward scroll. ----------------------------------------- CAEDAFire Emblem, NES, 1990The brave right-hand-gal to Marth, Caeda has proven herself to be a worthy warrior. But can she take on the new opponents Marth has been facing for two tournaments already? Can Caeda take on Marth himself? And is there really any room for a spear-user in Smash anyway?Standard MovesCaeda is unique because she has two standard movesets: one with the spear and one without. With the spear, Caeda has fantastic range and a lot of power focused on the head of her weapon. She has jabs, spins, and a few "enabled" kicks to get the job done. Her Dair is a "stall and fall," while her Fsmash has the longest reach of any non-mobile Fsmash in the game. However, she can lose the spear. Without it, her standard attacks are kicks and punches, both of which do not share the range or power of the spear, but do have increased speed. Spearless, Caeda is not entirely harmless. Special MovesB: Javelin – this is how Caeda can lose her spear. By holding B, Caeda pulls back her arm and holds the polearm like a javelin. When letting go, she launches. The spear itself flies forward in an arch and although it does not have much knockback or deal damage that heavily, it IS a shieldbreaker. At higher charges the spear flies straighter and stronger, as well as faster; using the stick, the trajectory can be aimed somewhat. When the spear goes off stage it is gone for good, but if it strikes a platform it will remain "stamped" there until Caeda picks it up again with A or B. Without the spear, Caeda makes the motion to throw but "catches herself" and does nothing. >B: Critical Strike – Caeda takes one step back and then leaps forward for a powerful "slash" of the spear. Pressing B after the slash, which occurs upon landing, will result in a stab. Pressing B at any point during the leap slashes early and, like the Monkey Flip, this is actually a bit stronger than the normal blow. Without a spear Caeda still leaps forward, however she kicks this time. ^B: Vault – taking a page from Eric Lecarde in Castlevania Bloodlines, Caeda vaults off her spear straight up into the air, resulting in spinning drill kick to take out foes. This gets her very high into the air. Without the spear, Caeda leaps and drill kicks unassisted, which means she does not go nearly as high or as hard. vB: Guard – Caeda defends herself using the spear. This move will block every. single. attack. ...other than a Final Smash. It is essentially "summoned" Super Armor. Without a spear she throws up her arms and is completely vulnerable, though she does take half damage from attack. FS: Spear Rain – with the fire in her eyes, Caeda appears on a brilliant pegasus and zooms off the screen. Wielding a spear, she lowers herself to the top-center of the stage and holds the spear high. As it charges with light, she aims and tosses it straight and true all the way through the stage. Working like a somewhat aimable Light Arrow, this attack blasts away foes it passes through as it travels in its angled path. When finished, the pegasus flies off screen and Caeda falls down, alone, and with spear in hand. Misc. NotesCAEDA (SHIIDA) – “Pegasus Knight, wife of Marth” **lightweight character with long-range attacks and good maneuverability **standard attacks are all spear-based **must recover spear after using B, or reverts to weaker specials/standard attacks -Caeda is a lightweight character, similar to Marth, with long-range attacks and great agility. -Her spear has "tippers." Of course. -When the spear is lost off stage, the only way to recover it again is to either be KO'd or use a Final Smash. If the spear is stuck to the stage, pressing A or B will put it back in Caeda's grasp. It will never disappear until it has been taken or Caeda is KO'd. Taunts: LAZY Entrance: LAZY Kirby Hat: LAZY Costumes: LAZY Win Poses: LAZY Victory Music: LAZY Franchise Logo: LAZY LAAAAAAZY
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Post by Arcadenik on Jun 23, 2009 7:59:24 GMT -5
Thanks Flip. I just love the idea of a sprite-based AT promoting into a 3D playable character. And I really think Advance Wars deserves a rep because its one of Nintendo's long-running franchises since 1989 with more than 9 games and is a very popular franchise.
Now, about the tank in scrolling stages - I must have overlooked this detail when coming up with the movesets. Well, I think I implied that the tank can move along the stage - just no jumping because tanks don't jump. So, on horizontally scrolling stages like Mushroomy Kingdom, the tank could move along with the stage just fine except you would need to switch to the soldiers when you need to jump across the gaps so big the tank cannot go over. Then once you're past the gaps, switch to the tank and the tank will magically appear just like how Wario can pull out the bike out of nowhere. On vertically scrolling stages like Rumble Falls, I suppose the same can work, too. You might have to switch to the soldiers to keep up with the stage. I suppose there will be some stages where the tank is not suitable like Rainbow Cruise and Frigate Orpheon but most of the stages should be good for the tank like Halberd and Mario Circuit.
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Post by Flip on Jul 21, 2009 0:01:17 GMT -5
Note for later... I will update:
PULSEMAN
B: Slash Arrow Forward B: Lightning Dash Up B: Volteccer Down B: Discharge Final Smash: Upgrade
*by double-tapping the stick to dash (or using Lightning Dash), Pulseman can build up static charge in "Sparkling Mode." Whenever he is sparkling, any of his electrified attacks will be doubled in power at the expense of ending the sparkling effect.
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Post by Johans Nidorino on Jul 21, 2009 0:09:12 GMT -5
This begins to look good. Much like the Super Balls from Super Mario Land, I'm wondering how to implement the linear bouncing in Smash. Oh, and I noticed they translated the spelling to Voltecker
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