I decided to do two characters this time, one who I had a set for and another who I did not. So... enjoy!
SukaponJoy Mecha Fight, NES, 1990B: Tondeker -- Sukapon leans forward and tosses a copy of head at the opponent. It travels slowly and deals moderate knockback, but if it is attacked while flying it will explode and deal slightly more damage than normal. Sukapon quickly replaces this head with another upon tossing.
Forward B: Konaniran -- Sukapon shoots his head forwards, knocking back opponents with some force. His head returns, intact, and nothing changes. However, if the direction forward is held, Sukapon will slide his body along the ground towards his head, connecting it again. This works great as an evasion technique, as Sukapon is invincible while sliding his body forwards. He also remains standing on air at the same level, so you can cross platforms this way without jumping too.
Up B: Sukapon's Top Spin -- Sukapon spins rapidly on the ground, creating a slash of air around his body that deals damage. Pressing B makes him extend his arms to widen the damage radius. In midair, this can be used to get horizontal distance rapidly. Also, since B extends his hands, you can easily grab the ledge if you are within a close enough distance by tapping B madly.
Down B: Sukapon Roll -- A cartwheel that flies forwards at breakneck speeds, slamming opponents far much like JPuff's Rollout. This can't be charged, and Sukapon's direction can't be changed once launched, but letting go of B will cause him to unroll and skid along the ground, saving you from the edge if timed right. When he hits opponents, he will fly off still spinning and still in damage mode for a second before unfolding. While rolling, Sukapon can also leap into the air to hit opponents on the move.
Final Smash: Boom-Boom Dance -- No.. he doesn't summon those minibosses from Mario 3... Sukapon leans back all the way and from the top of his head he produces a fuse. His body flashes red slowly, then gets more fierce. During this time, Sukapon can fight opponents per normal. However, after 6 seconds, as his body flashes more rapidly and then starts flashing white, Sukapon stops and explodes with the force of a Bob-omb. His limbs fall apart on the floor, then repiece as he screws his head back on and the fight resumes.
Notes:
-Out of 5 -- Speed: 3, Power: 3, Weight: 2, Jump: 4, Gravity: 1.5
-As his fighting style in JMF was, Sukapon is constantly spinning. All his attacks involve throwing out his limbs and thus he has incredible reach. Sukapon can dash fast and jump high, making him a very mobile fighter.
-His mouth only appears when he's hurt
-Since Sukapon is mostly a distance fighter, he can keep himself safe by keeping the opponent at bay. Just keep throwing kicks and punches from a safe distance. It's hard to combo, but it's easy to bust into a Special or Grab. Remember that.
Taunt: Claps his hands above him and dances
Entrance: Pieces together off the floor, finishing by screwing his head on
Kirby Hat: Kirby wears a Sukapon helmet
Costumes:
1. Regular pink
2. Sky blue color --> Zak
3. Lime green color, central triangle, red stripes --> Sukapokon (rival)
4. Completely white color
5. Yellow color --> Star
6. Orange and red --> Fire
Win Poses:
1. Dances uncontrollably
2. Explodes and falls apart all over floor
3. Acts so surprised his head bounces off
Victory Music: "Stage Clear" music from Joy Mecha Fight
Franchise Logo: Sukapon's head
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Little MacPunch Out, NES, 1987B: Knockout Punch -- Mac crouches and concentrates his power into his right glove, then let loose a nasty hook. If it connects, your opponents are sent for a wallop. The catch? It has some lag before he punches, so if you're opponents aren't still... you're kinda screwed. With high damage, Mac becomes fatigued and his punching power decreases. Lag also increases with damage, so start early with this one.
Forward B: Hurricane Rush -- Borrowed from Piston Honda, Mac ducks and dashes forwards, then catches his opponents with a flurry of wild punches. If the opponent was held till the end of the combo, he finishes with a low bow that sends them packing to the ground. A high damage meter shortens the length of the flurry and power of the body blow.
Up B: Star Uppercut -- Mac crouches then leaps into the air with a jumping uppercut. He leaves a small trail of stars behind as his glove glows. This attack is similar to Luigi's Up B in the sense that it hits only one, but it deals obviously more damage and knockback. If he does catch a person at the very height of the leap, he will instead punch them downwards ala Falcon's Raptor Boost. A high damage meter lowers his power and jumping height.
Down B: Feint -- Mac guards quickly from attack. Like Marth's Counter, he is more or less immune to attacks while using Feint. If a direct physical hit does contact him, he counters with a powerful punch. As far as projectile or energy attacks are concerned, Mac will simply absorb them as best he can. A high damage meter lowers his ability to block and counter attacks.
Final Smash: Pep Up -- A bell rings and Mac kneels on one knee to take a breather. He wipes his brow, and an image of Doc Louis appears in the background. "You can do it, kid!" Mac is magically revived and he feels great! He's no longer fatigued! Mac automatically recovers 100% damage and gains 8 seconds of slightly heightened agility after receiving this nostalgic pep talk from the Doc.
Notes:
-Out of 5 -- Speed: 2, Power: 4.2, Weight: 4, Jump: 1, Gravity: 4
-Mac gets fatigued as he takes damage. So be sure to play it safe and avoid getting hit too often!
-Mac will use the opposite hand to punch than the opponent is using, like real boxing, presuming the two get into blows.
-Fight strong and early. If you start getting tired, take a breather and strategize, right? Mac has fast dodges and his Feint is a lifesaver. If you can grab a Smash Orb, DO IT.
-This is the SNES style Mac, btw. You know.. the real one.
Taunt: Facing one direction, he cracks his neck. The other direction, he punches his gloves together and motions the opponent's to come on.
Entrance: A bell rings and Mac appears, throwing his towel off his shoulders and running in place a few times.
Kirby Hat: Kirby wears old-school Mac's hair and green gloves
Costumes:
1. Green gloves, blonde hair
2. Blue gloves, reddish hair
3. Red gloves, American emblemed shorts, black spiky hair
4. Golden gloves, yellow shorts, darker hair, throws off robe in entrance
Win Poses:
1. Jumps up and down with both fists raised
2. Does a few punch combos, then ends with a K.O.
3. Wipes the sweat off his brow, then smiles at the camera
Victory Music: "Title Bout" from Punch-Out
Franchise Logo: A boxing glove
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EDIT: Moved here from later post....
A bit bored so I added another. Enjoy!
Muddy MoleMole Mania, GB, 1996B: Mogura Bombs -- Muddy produces a bomb and leans back. Holding B determines your arch, and the bombs explode in mid-air at the end of their trajectory. Occassionally, Muddy will produce two items that are not bombs: a spike or a cabbage. The cabbage falls to the ground as a healing item, while the spike falls to the stage and damages those who touch it.
Forward B: Iron Ball -- Muddy summons a heavy, black ball and flips it over his body, sending it careening forwards along the ground. It will flatten people caught in its path while rolling, and knockback with insane distance if it hits people in the air. Tapping B moves the ball out of his grip faster. If you don't tap B, he is weighed down and drops the ball, flattening himself in the process.
Up B: Screw-Diver -- Muddy spins ferociously, with his claws extended before him. Pressing a direction makes him fly off that way, including into the air. While spinning, he deals combo damage to the opponent similar to Samus's Screw Attack. If Muddy does this attack downwards into the level, he spins on his claws and can move sideways like a top.
Down B: Dig! -- Muddy slashes away the earth and digs into the ground. His head is surfaced, but by moving left or right he will duck underground and move unharmed through the earth (leaving a trail behind, of course). If you dig towards the edge, you can go over. Stopping produces Muddy's nose through the soil. If you press A or B, Muddy will burst from the ground and knockback anybody he is under. Also, if used on a platform Muddy will fall through and automatically dig into the stage if he lands. In mid-air, this attack is a weak limb flailing move that deals no damage. Oh, and if Muddy stays underground for too long he immediately surfaces to get some air, dizzy. This prevents, y'know... cheapness.
Final Smash: Jinbe -- Muddy glows with fire and produces a large cabbage. He munches away, but then from the distance comes Jinbe! Jinbe chases Muddy with his rake across the stage, nailing people akin to a Hammer (but not as powerful). Anywhere Muddy runs, Jinbe follows with his flailing rake. Sometimes one of Muddy's kids appears on the stage; grabbing one will increase Muddy's speed and Jinbe's power. At the end of the attack, Jinbe is flattened by a large block and Muddy wipes his brow, relieved.
Notes:
-Out of 5 -- Speed: 4.2, Power: 1.5, Weight: 1, Jump: 2.5, Gravity: 1
-Muddy's tie blows in the wind. OoooOOOoooo...
-Sometimes the cabbage Muddy pulls is a Super Cabbage that heals twice as much damage as normal.
-Since he's fast and light, it's best to Dig as much as possible. It's possible to Dig, pop up, then immediately Dig again. But if you stay under too long, Muddy gets sick.
-Muddy is pretty much all evasion. So use his skills wisely.
Taunt: Rubs his glasses to see better.
Entrance: Pops from earth, looks around confused and scratching head, then leaps out of ground.
Kirby Hat: Kirby gets the Muddy glasses, unibrow, and tie.
Costumes:
1. Regular
2. Blue scarf, tint
3. Green scarf, tint
4. Gray, tint
5. Orange hard hat, black scarf
6. Yellow cowboy hat, bolo tie
Win Poses:
1. Tosses his kids into the air and twirls around, happy
2. Tries to dig underground, but his butt gets stuck and he kicks his legs crazily.
3. Fixes his glasses, then leans back and smiles.
Victory Music: "Boss Clear" from Mole Mania
Franchise Logo: A cabbage
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EDIT: Sorry about the double post earlier. I fixed it.
"This is what happens Donnie when you wizzle people in the ASS!"
GenoSuper Mario RPG, SNES, 1996A: Punch
A + A: Punch, Elbow
A, A, A: Punch, Elbow, Karate Chop
> A: Gun Arm Swipe (swipes with gun)
^A: Star Swipe (swipes above, shoots small stars)
V A: Fall Apart (falls apart, kicking legs out)
Smash > A: Rocket Fist (launches double fists)
Smash ^ A: Big Bullet (fires a large bullet from elbow upwards)
Smash v A: Cape (swings cape around him, clearing area)
Dash A: Star Swing (swings gun arm, trail of stars)
Air A: Sex Kick
> A: Flying Elbow
< A: Rainbow Kick (kicks feet behind, like a soccer player doing The Rainbow)
^ A: Up Kick (flips in mid air, kicking)
V A: Big Shot (fires a large star just down below him)
Grab: Swings out arms to grab opponent. Holding Grab, his hands can detach and swipe from further away.
A: Karate Chop
Forward: Spins them and tosses them away, followed with rapid bullets
Back: Kicks them backwards, followed with a large volley of stars
Up: Flips upwards and kicks them high
Down: Slams them down, then cracks his elbow and lets loose an explosion as he drives into them
B: Geno Beam -- Geno stands in place and starts charging his Beam. You cannot move while charging or firing this attack, and it takes its time. However, it becomes very, very powerful. You can let go of B to fire it at any time. The longer you charge, the wider and stronger the beam. It always goes through opponents, leaving them in place. You can hit multiple people at once with this attack. In mid air, Geno does that kickass "I'm gonna slowly float in midair while this attack fires" thing that Ryu does.
> B: Geno Whirl - Geno throws out his hand (with his cape billowing out, for the B.A. factor) and lets loose a slicing, horizontal energy blade: the Geno Whirl! Pressing B again at the right moment, as well as Smashing the attack, causes it to move faster and potentially deal more damage. If it connects perfectly with the center of a person's body (a la Rest)... instant KO! Of course, only a true master can figure out the timing to a "T." This attack will fly straight ahead and disappear when it hits an obstacle or enemy (as opposed to continuing on, like the Geno Beam).
^ B: Geno Boost - Geno crouches, then leaps high into the air. His ascent is followed by a trail of stars and his body flashes red. He builds attack power as he rises, so the most potential damage will be dealt at the peak of the Boost. At the end of this attack, Geno does a flip and falls, cape out, and flashing blue. He cannot be "flinched" while falling, and the rate of this "defense" rises as he descends until just before touching earth.
v B: Geno Blast - Geno throws his hands to the sky, then falls down. A large beam of blue light falls down just before Geno. This works very similar to Pikachu's Thunder, except it will extend the full reach of the top of the screen and holds people into the beam like Pichu's Thunder. The more distance it has to travel, however, the narrower the beam becomes. Geno is vulnerable while this attack is being called. In mid-air, Geno will hover where he calls the attack before falling down, just like Pikachu.
Super Move: Geno Flash - Geno burns with fire, then pulls out his gun arm and charges. A large ball of energy appears on the tip, and as he is charging (and the wind whips around his cape. Remember, B.A. factor!) his body flashes white and starts to configure itself into the shape of a cannon around the gun. When the shot is fully charged, he lets loose a huge explosion that encompasses a wide radius around his body. He becomes a mere shadow in the explosion as he transforms back, and anybody caught will remain in place but sustain heavy damage. The explosion shrinks back to Geno's gun, now his arm once more, and anybody who took damage will fall down for a split second while Geno nods at the camera. Geno is invincible during the entire attack.
Notes:
-Out of 5 -- Speed: 5 Power: 3.5 Weight: 1.5, Jump: 2, Gravity: 2.25
-Geno's cape interacts with the wind. It's a bit more noticeable than it was in Mario RPG, but c'mon: it's effin' Geno!
-A lot of Geno's A attacks the require the gun have a long range, but are more powerful the closer the opponent is to the source of the attack. Keep that in mind when you try shooting elbow bullets at somebody
-Oddly enough, the Geno Beam, Flash, and Blast do not actually have any knockback. Geno is a projectile and damage whore, but not much of a death-dealer. Remember that, eventually, you're gonna have to knock those guys off the platform.
-Geno's grab has great reach potential, despite his grabs themselves being weak. Try stunning somebody with a grab, then before they can react letting off a quick Geno Whirl or Geno Beam.
-Geno's power lies in his speed and amazing special attacks. His weakness lies in the fact that he isn't exactly the most powerful character when it comes to knocking opponents back. Feel free to run circles around the enemy, but remember that you're still only just going to keep racking up damage. Don't lose your cool; just remember to utilize a few Smashes and Grabs once in a while. Geno's a pretty floaty character, so recovery shouldn't be
too big a problem.
Taunt: Turns the camera and folds his arms, nodding like he did Mario RPG. Facing right, he faces the background and nods.
Entrance: Falls from the heavens as a Star Spirit, entering the body of a small Geno doll on the floor. The doll spins and glows, then becomes full-sized Geno and nods.
Kirby Hat: Kirby gets the Geno hat and tuft of hair, as well as two lines beside his mouth like a wooden puppet.
Costumes:
1. Regular blue clothes
2. Color Swap--Red, black hair
3. Color Swap--Green
4. Color Swap--White, blonde hair
5. PJs (light blue and white striped clothes)
6. "Vaati" (purple clothes, red jewel in hat)
Win Poses:
1. Folds his arms and nods, like his taunt. Then turns back into an action figure as the Star Spirit floats away.
2. Spins around and faces away from camera, folding arms and looking over his shoulder. Says, "
3. Reaches under his hat and throws out a bunch of stardust. Then looks up and holds out his arms, cheering.
Victory Music: "Fanfare" from Super Mario RPG. That's right, it's DIFFERENT
Franchise Logo: Mario Mushroom