B: Create Mega Ball (press B again to kick it) B>/B<: Rolling Cutter/Shadow Blade/Ring Boomerang/Quick Boomerang Bv: Leaf Shield/Skull Shield/Dust Shield/Junk Shield/Star Shield B^: Thunder Claw (Tether Recovery)
Throws: Grab: Magnet Missile Z: Super Arm Z>: Charged Buster Z<: Metal Blade Zv: Hard Knuckle Z^: Thunder Beam
Final Smash: Support Call (summons Rush, Beat, or Auto to use a specific support feature unique to the character).
Roll: Appears on the battlefield and attacks opponents recklessly with her broom Gutsman.EXE: Slams his fists on the ground repeatedly, stunning any ground-based enemies and creating shockwaves Zero: Unleashes that swirling aerial move he's had in every game since MMX4 Tron Bonne: SERVBOT STAMPEDE ;D Vent/Aile: Um...gets lost because the area has no map, I guess. Warrock: Sets fire to a section of the course that lasts for a while.
Weight: 4.1 Height: 3.7(a little shorter then Link. Rememeber, Kirby is 8') Jump: 3.8 Speed:1.8 Power:3.75
A:Swing hammer A A:Backswing
>A Overhead hammer-Dedede swings his hammer overhead ^A Swat Hammer-Dedede swings his hammer upward as if sawting a fly (much like Marth's ^A). Helps during summer VA Sweep Hammer: Dedede sweeps his hammer across the ground
>A Hammer Flip -Swings his hammer like a golf club. POWERFUL (Kirby's >Y in Super Star) ^A Overhead smash: Look out foes from above. Dedede does a mighty opver head swing vA: Round-sweep hammer: Dedede sweeps his hammer in front of him and behind him
B Wind-up Hammer: (from Kirby 64) Dedede swings his hammer above his head (to charge) and them comes with a mighty one handed hammer slam ^B Jump Hammer: Dedede jumps up with his hammer above his head and come down hard. So hard it leaves a little star. He is also resistant to flinching during this move (from verious Kirby games, when yopu fight Dedede) VB Suction: Dedede sucks in a victum and shots them out as a star. Making the player a projectile. While it's powerful, the star-ed player is invincible. So it wont help shotting them into an explosive items or foe's attack(various Kirby games) >B Hammer Throw: Dedede throws his hammer foward. It's a powerful, slow moving projectile. It luckily comes back to Dedede though(One of Kirby's Hammer skills in Super Statr)
A Giant Swing: : A foward swip with the hammer(from Super Star) >A Ultragiant Swing:Much like Kirby's twilting sword attack (Meta-Knight's A air he does in Trailer 2) Dedede swings the hammer in a circular motion ^A Sky Jab: Dedede punches upward. Great for juggling <A Backswing hammer: Dedede does a full 360 and nails foes with his hammer. VA: Belly Flop: Look out below! Dedede hits foes with his belly on the way down
Grab: Dedede grabs a foe: Short/Med Z Hammer hit: Hits foes over the head with his hammer
> Belly Smack: Juts his belly outward to smack the foe V Sumo pin: Dedede jumps up to pin them down. This is going to hurt in the morning ^ Upward Toss: With one hand( ) Dedede hurls his foes upward < Back hurl:With one hand, Dedede hurls his foe backwards
Running Trip attack: Dedede trips and slids foward to hit the foe (Used in numerous Kirby games)
Synopsis: While Dedede may not be as heavy or as strong as other heavy weights, he still has one thing over them. Recovery. While lighter, he can inflate himself to do 3 extra jumps. In fact, Dedede is a good jumper, and has a little less gravity then other characters(similar to Kirby). Of course, don't take him to lightly. While few of his attacks are resistant to flintching, and not as strong, his hammer packs a mightly wallop, sending foes flying. He is still slow though, so don't expect much. Utilize his powerful smash and special attacks, an d foes will fear your prowess.
Last Edit: Sept 17, 2007 19:34:54 GMT -5 by Smashchu
Was going to make a "change" American Kirby, but I'm not that skilled at Fireworks.
I always felt Mega Man should have his Buster be his Standard B, but as his A it sounds kinda cool too. I don't know what I'd rather have... I feel that if it were his A, Mega Kirby wouldn't make sense firing Mega Balls--it's not very Mega Man-esque. Likewise, it's kinda cheaper to make it a standard move, IMO. I don't know how that's different, but it just seems that way.
Also, awesome Dedede moveset Smashchu. Mine were a bit different, but mostly the same. Forward B was the Suction, while Down B became his version of Kirby's Freeze ability. He is a penguin, afterall. The Fire Drive was his Forward Smash, because it rocks so hard. I also figured, maybe, that the Fire Drive could be his Forward B and his Standard B is the Suction; his Forward Smash could be spinning the hammer.
I went back and added costumes to all my movesets, because I can. I might add another later tonight. I'm thinking... Jill, Muddy, or Little Mac. Maybe all three?
Post by Arcadenik on Sept 19, 2007 15:23:31 GMT -5
My Duck Hunt Dog moveset
The dog can stand on two legs. He can do that in Vs. Duck Hunt (he ran around the field on two legs!) so don't say it is out of his character to walk on two legs. And besides, even if he ran on four legs, it would still work. Ivysaur runs on four legs and he is in Brawl. Anyway, this moveset is based on if he runs on two legs.
Anyway, like I said before, he stands on two legs.... and he has a duck on his back. It is like Banjo-Kazooie, only with a dog and a duck instead of a bear and a breegull. The duck is used as part of his moves.
And the duck would enable the dog to glide like Pit, Meta Knight, and Charizard. And he could do five jumps because he has the duck to help him.
To balance out his good recovery, he is fairly light (like Yoshi) and fairly weak (like Pikachu) and fairly slow (like Yoshi).. making it easier for him to get knocked off the stage often (which is why he has good recovery).
If more than one player choose the dog, the alternate colors would be nothing more than giving the dog a top hat. The top hat comes in six colors (red, blue, yellow, green, black, and white) - the blue top hat is a reference to Trick Shooting.
STANDARD MOVES A: Scratch Left A + A: Scratch Right The dog uses his paws to scratch.
Running A: Pounce The dog leaps forward to bite and scratch.
Side A: Lance Duck The dog uses the duck as a lance to stab ahead
Up A: Upperpaw The dog does an uppercut punch
Down A: Crouching Dog The dog stays low and scratches rapidly.
SMASH MOVES Side Smash: Croquet Duck The dog swings the duck like a croquet mallet similar to Peach's Side Smash.
Up Smash: Spear Duck The duck lunges upwards away from the dog's back like a spear to peck
Down Smash: Tail Spin The dog spins around with his tail sweeping the ground
AERIAL MOVES A Aerial: Rubber Duck The dog grabs the duck's neck and swings it around similar to Marth's A Aerial.
Forward Aerial: Pecking Duck The duck lunges over the dog's head to peck rapidly.
Backward Aerial: Reverse Pecking Duck The duck lunges away from the dog's back to peck rapidly.
Up Aerial: Flying Dog The duck gives the dog a boost so the dog can do a somersault kick.
Down Aerial: Duck Drill The duck nosedives like a tornado.
GRAB MOVES Grab: Chain Leash The dog whips out his chain leash to reel in his opponent like Link's hookshot. It can also be used to tether recover.
A or Z: Bite The dog bites as he holds on to his opponent.
Forward Throw: Fetch The dog carries his opponent around by holding their neck and then he throws them away.
Backward Throw: Homing Duck The dog throws the opponent overhead and then the duck pecks through the flying opponent and lands back on the dog's back.
Up Throw: Trick Shooting The dog throws his opponent above and then pulls out his Zapper Light Gun to shoot the opponent.
Down Throw: Piledriver Dog The dog turns the opponent upside-down and performs a piledriver.
SPECIAL MOVES B: Zapper The dog uses the Zapper Light Gun to shoot. He can shoot up to three times at a time. It makes the opponents stunned as if their shields broke.
Side B: Clay Pigeon The dog throws a white frisbee. He can control the trajectory of the frisbee like Link can with his boomerang.
Up B: Fly Away The duck carries the dog on its back and freely flies around.
Down B: Break Time The dog hides in a bush. If the bush is attacked, the dog pops out holding the duck by its neck and uppercuts them. It is used as a counter.
Final Smash: Duck Hunt The dog reenacts the game Duck Hunt with him sniffing around the ground before jumping into the bushes in the background. Ducks fly out of the bushes and you control the crosshairs that appears on the screen. You shoot the ducks for points (Bonus Mode) and shoot your opponents to instantly KO them (it is only fair since it is hard to aim at your opponents since they will be running away from the crosshairs like crazy) and if you shoot your opponent(s) down, the dog will come out laughing along with you (or at you if you are the opponent(s))
I decided to do two characters this time, one who I had a set for and another who I did not. So... enjoy!
Sukapon Joy Mecha Fight, NES, 1990
B: 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
Little Mac Punch Out, NES, 1987
B: 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
EDIT: Moved here from later post....
A bit bored so I added another. Enjoy!
Muddy Mole Mole Mania, GB, 1996
B: 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
EDIT: Sorry about the double post earlier. I fixed it. "This is what happens Donnie when you wizzle people in the ASS!"
Geno Super Mario RPG, SNES, 1996
A: 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
Post by Boo Destroyer on Sept 21, 2007 18:39:01 GMT -5
Special Moves Standard: Hammer Swing Side: Wheelie Bike (like Wario's thing) Up: Jet Jump (charge jetpack, from Kirby's Jet Ability) Down: Belch (again) but if not, his Yoshi/Bowser-style Drop with stars
Grab Suction: Chews like Yoshi does, and spits out foes in various directions.
Final Smash Goodie Bag: Pulls out a huge sack and gets out three random Pokeball Pokemon or Assist Trophy characters
Man, those specials need work. For one, side side B is better off as a running attack. Becasue that's pretty much what it does. Down B feels uncreative and B should be down B, in my opinion. Up B is good, but overall, this needs work.
Was going to make a "change" American Kirby, but I'm not that skilled at Fireworks.
I'm in the process of editing Geno's moves and adding those ideas in, finally.
Then I'll edit this with a few more movesets. I'm feelin' Dedede, Mega Man, and... oh, let's say Ray MK II.
EDIT: Here they go..
Mega Man Mega Man, NES, 1987
B: Mega Buster - The famous attack makes it into Smash! Mega Man can tap B to fire 3 plasma shots at a time, slightly stunning opponents and dealing slight damage. He can run and jump while firing these as well, just like the Mega Man games. Holding B will charge the Buster. About a half charge, where Mega glows blue, is just a larger radius; but a full charge, where he flashes green, deals much more damage. Hold B to keep your charge with you while you run around the stage.
Forward B: Master Weapon - The first Side B that NEEDS to be Smashed to execute. If Mega Man has a charged Buster Shot in stow, this attack won't work. Regardless, Mega will randomly use one of 13 Master Weapons, one from each of his games and a secret surprise. Most all of these work in mid-air, and they're all variably controlled. Here's the "master" (oh!) list: MM1 Rolling Cutter - a rotating scissor blade that flies out in a circular arch. Can go either up or down before returning to Mega MM2Leaf Shield - a circle of leaves circles around Mega, staying with him for a brief 2 seconds before disappearing. pressing B again, and a direction, fires the ring MM3Search Snake - fires a robotic snake that crawls along the ground, exploding on contact. can fire up to 3 at a time MM4Dive Missile - fires 3 torpedoes that may or may not home in on the same target. long flight time before blowing up on own MM5Gyro Blade - a spinning fan blade that drills into opponents. pressing up or down immediately after firing sends the blade 90 degrees towards that direction MM6Yamato Spear - a powerful direct shot with a short-range spear tip MM7Thunder Bolt - a large ball of electricity. splits into two pieces that fly in opposite vertical directions on contact MM8Fire Sword - slashes with a flaming blade RnFIce Wall - a wall of ice that can be pushed around or used a platform MMXTornado Hold - the most memorable, a large funnel of air that pushes opponents back Xtra1Confetti - the buster does nothing, and instead poofs smoke and confetti Xtra2Proto/Blues Shield - blocks all incoming attacks Xtra3Hadouken - a-DUH!
Up B: Dragon Uppercut - Taken from Street Fighter, Mega Man lets loose a powerful DRAGON UPPERCUT! If his Mega Buster is charged when he uses this attack, his fist is swarmed in blue fire and this attack becomes more powerful.
Down B: Beat - Mega Man whistles Beat into combat. The bird circles around him as long as he is summoned. Beat will attack anybody who comes close enough to Mega Man. However, he can only be in one place at a time, and CAN be hit by Mega Man's attacks. Pressing Down B again sends him back. Beat has a damage meter. When he takes too much, he's unusable for the rest of battle. Holding Down B after he's first summoned keeps him in place, protecting Mega Man with a bubble shield. This drains his HP faster, however.
Final Smash: Rush Power Adapter - DUHH! Mega Man calls down Rush, and the two fuse into the super powerful Power Mega Man! Mega Man can hover by holding the jump button, and instead of firing his Buster he punches. His normal A attacks are more powerful as well, but he loses access to his directional B attacks. Charging B makes the punches more powerful and sends them flying further from his body. Mega also gets the same density he has when he's Metal. This lasts as long as any other transformation Final Smash.
Notes: -Out of 5 -- Speed: 3, Power: 3, Weight: 3, Jump: 3, Gravity: 3 -Mega Man is perfectly balanced, just like Mario. -Rush and Beat will sometimes enter the battle with Mega Man, then teleport away when the fight starts. They may appear as a part of his taunt as well. -Don't abuse Beat. Please. He's just a little bird :< -Mega Man has a good mix of defensive, projectile, and up-close attacks. Obviously he gains power by charging his attacks, so try and play him like you were in a Mega Man game for real. Afterall, isn't that reason why he plays the way he does?
Taunt: Jumps and punches the air. Occasionally Rush and Beat will appear alongside him, teleporting down.
Entrance: Teleports onto the stage a la Mega Man 8. Sometimes Rush and Beat appear with him. When he pulls up from the ground, he exclaims, "Are you ready? I've been waiting!"
Kirby Hat: Kirby wears the Mega Man helmet.
Costumes: 1. Regular blue 2. Red and white (utility!) 3. Green colors, yellow "V" (Quint!) 4. Shades of black 5. Maroon and gray, yellow scarf (Protoman!) 6. Golden
Win Poses: 1. Poses with Rush. Gives a V-sign and beams a smile, like Marvel vs. Capcom 2. Poses with his helmet off, one arm in a fist and his hair blowing in the wind -- Mega Man 4 3. Jumps off screen, then appears in background and fires a large Buster shot at camera in another one of his famous poses
Victory Music: "Robot Master Entrance" from most Mega Man games
Franchise Logo: A "Master Tank," with the big M on it
King Dedede Kirby's Dreamland, GB, 1992 CONFIRMED (with different moves, of course)
B: Dedede Vacuum - Dedede puffs out his chest, then opens his mouth wide as he swallows massive quantities of air into his gullet. The vacuum lasts about as 3 seconds before he has to puff out and take a fresh breath again, but during that time Dedede will pull in and swallow any enemies who come close. When an enemy is inside his mouth, he can then press a direction to launch them off in the form of a star, pulverizing anything in their path. This works very similar to the Throw Ability from the Kirby games.
Forward B: Hammer Flip - Dedede pulls his hammer behind him in both hands, holding it downwards like a golf club. He charges it with energy, then unleashes it in a groin-shattering upward volley that ignites the hammer and sends enemies flying skywards. This is the same as the ability Kirby used in Kirby Superstar.
Up B: Dedede Crash - Dedede crouches, then leaps high into the air only to come crashing back down. When he lands, there's a little lag but it works similar to Yoshi's Hip Drop or the Bowser Bomb. There is a crazy horizontal distance that can be gained from angling this attack, giving Dedede quite the recovery potential.
Down B: Freeze - Dedede balls up and shivers, surrounding himself with ice crystals. This damages enemies that come near him, and freezes them at high damage (i.e. Ice Climbers' Blizzard). He cannot move while B is being held, however.
Final Smash: Dark Matter - Dedede glows with fire, and gets ready to pulverize when suddenly... What's that? A distant glow? A black hole appearing in the arena? OH NO! It's Dark Matter! And he's coming for Dedede! King Dedede is possessed by the Dark Matter against his will, and hovers into the air like a ghost. Energy from all over is funneled into his body, and then his stomach rips open to bare teeth -- a giant laser of dark energy is fired! Anybody hit with this attack is instantly stunned and their life sapped by miniature Dark Matters. When the beam disappears, Dedede falls down to the ground and Dark Matter flies away. Victims remain stunned for roughly as long as they would had their shield broke.
Notes: -Out of 5 -- Speed: 2, Power: 4.5, Weight: 4.5, Jump: 2, Gravity: 2.5 -Dedede is slow and powerful, but he is also a floaty heavyweight. Wait... how does that work? -You won't get hit by Dedede's hammer if you avoid the head of it. But you knew that, didn't you? -Dedede gets a miraculous 5 jumps. They aren't quite as good as Kirby's or JPuff's, considering his jumping ability, but they are slow enough to let you recover properly. Follow them up with the Dedede Crash, and you will always keep coming back. -All of Dedede's grabs are sumo based. Fitting, huh? -The best tactics for playing as Dedede are similar to what you would use on any other heavyweight. Go for the kills, and keep coming back for more. His attacks are fairly laggy, so try to make sure they sting and you have enough time to follow them up. Don't attack too fast, because, well... you can't keep up with the enemy that way.
Taunt: Puffs out his chest like a bird and ruffles his feathers, then shrinks back and puffs out some air.
Entrance: Falls onto the stage and rallies the audience by alternating punches into the air. Turns and points to his face on the back of his robe and grins.
Kirby Hat: Kirby wears Dedede's hat.
Costumes: 1. Regular red robe with blue skin 2. A blue robe with yellow skin 3. A green robe with dark blue skin 4. An orange robe with pink skin 5. A black robe with white skin, a la Game Boy
Win Poses: 1. Ruffles his feathers and gloats out loud 2. Falls asleep 3. Rallies the crowd once more, this time holding out his hammer and blowing kisses
Victory Music: Kirby Dance, only more heavy on the goofy horns
Sonic the Hedgehog Sonic the Hedgehog, SEGA Genesis, 1991 CONFIRMED (with different moves, of course)
B: Fire Kick - Sonic does a sliding kick. Pressing B again repeats the attack in quick succession, with the addition of a fiery effect. This works similar to the Sonic Advance titles.
Forward B: Homing Dash - Sonic rolls into a ball and flies forwards at a slower clip than usual. If there is an enemy nearby, he dashes faster than usual and homes in to hit them. Pressing B repeatedly after a successful hit will start a combo of bouncing off the enemy's head, so long as B is pressed and they do not fight back.
Up B: Static Spin - Sonic leaps up a short distance and flashes his spines, creating a small wave of static electricity in a circle around his body. This destroys incoming projectiles and shocks opponents who touch with lower priority attacks. Think Sonic 3 and Knuckles for inspiration.
Down B: Spindash - How could his Down B NOT be the Spindash? This works exactly like the Sonic games. To a "T."
Final Smash: Super Sonic - Ah, but of course. Sonic throws out the 7 Chaos Emeralds in a circle, and absorbs their power, becoming Super Sonic. As Super Sonic, his speed and attack power double, lending to some nasty combo and KO potential. The problem? He runs out rings! After 50 rings are gone (roughly 25 seconds), Sonic loses his powers and he's a goner. Oh, did I mention he can potentially fly as Super Sonic as well? Yeah, just hold the jump button and you can hover around. Nifty. Just don't get caught over a gap when your rings run out.
Notes: -Out of 5 -- Speed: 5, Power: 3, Weight: 2, Jump: 3, Gravity: 4.5 -Sonic is more or less balanced, save his speed. He's a bit lighter than Mario but he falls faster, so jugglers beware. -His attacks have very little lag, making him a speedy attack. Get in there and combo all you can. -It's hard to reach Sonic's top speed since most levels are so small. But a place like Bridge of Eldin is a good area to test it out, for fun. See if you can break the sound barrier -When starting a battle versing Mario (and only Mario), Sonic has a secret entrance.
Taunt: Sonic does his waiting pose from Sonic 2, with his hands on his hips and constantly checking his watch. Sometimes he sticks out his tongue too.
Entrance: Appears in a burst of sound as he disappears from supersonic speeds. Says, "Alright, I've been waiting for this!" (something all third party fighters say for an entrance) Versing Mario, he instead growls and points an angry finger, saying, "You again? Hmph, looks like it's time to finish old promises." Or something equally "lol Sonic is badass" like.
Kirby Hat: Kirby wears the Sonic spikes.
Costumes: 1. Regular blue 2. Red 3. Green 4. Black with red tips (Shadow) 5. Silvery white 6. Orange
Win Poses: 1. Leans on one foot and waggles his finger, like the end of a stage in Sonic 3. 2. Gives the V-sign and says, "Another one for the record books." 3. Stands with his back to the screen and folds his arms, the fires off his fingers like a gun with a smirk as he looks over his shoulder.
Victory Music: "Stage Clear" from nearly every Sonic game EVER
Nester the Lark: Here's an archive of results from the Everybody Votes channel. I found my poll question in the US English section for September 1, 2009.
Apr 30, 2021 10:14:55 GMT -5
nocturnal YL: Do you consider yourself to be more of a ... Romantic: 39.1% Realist: 60.9% This one, right? So… what's your own vote to that question? (I'd have picked realist.)
May 6, 2021 9:58:40 GMT -5
Nester the Lark: ^ At the time, I think I picked romantic. Not sure what I'd pick today. I feel like I'm somewhere in between.
May 6, 2021 10:54:32 GMT -5
Nester the Lark: Lately, the forum feels more like "Nester & YL's clubhouse."
May 29, 2021 11:45:28 GMT -5
nocturnal YL: Looking at the other members' last online date, I can safely say that this place is pretty much inactive by now.
Jun 12, 2021 1:38:16 GMT -5
Nester the Lark: Looking at an old post I wrote two years ago, I noticed I misspelled "threw" as "through," and now I'm angry at myself.
Jun 13, 2021 16:05:31 GMT -5
nocturnal YL: …Why am I still seeking gaming news when I have 7 games yet to complete and at least 2 more that I plan to get? (EDIT — Oh right, Ys IX has a confirmed release date. That makes at least 3 games I'll get later.)
Jun 14, 2021 10:18:41 GMT -5
nocturnal YL: My current plan is to play Atelier Firis DX now, which online guides suggest is long. Atelier Lydie & Suelle DX will likewise be long (longer than the original too, due to DLC, DX additions and I'll make the best items). I'll maybe play Ys Origin after.
Jun 14, 2021 10:28:43 GMT -5
nocturnal YL: Not sure about what I'll play after. Another Atelier game will probably be out by then, either completing the Secret series or giving us Arland 5. Either way, I'll probably play those before going elsewhere. Dusk will have to wait for quite a bit…
Jun 14, 2021 10:31:02 GMT -5
Nester the Lark: Wondering if I should get Mario Golf at launch or wait a couple of months. I have so many other things to play that my gaming (and wallet) might need a little breathing room.
Jun 17, 2021 9:23:48 GMT -5
Nester the Lark: The problem with playing Hyrule Warriors and a modern Ys game at the same time is that even though the combat feels somewhat similar, the controls are completely different, and I get confused.
Jun 23, 2021 8:57:58 GMT -5
Shrikeswind: Yeah I'm here, but kinda vaguely. Sorry, I haven't had too much to say lately.
Jul 8, 2021 11:28:57 GMT -5
Shrikeswind: By the way, I don't know if you guys have been keeping up with OCR on YouTube, but apparently they're dropping an album for a game I grew up on, Jet Force Gemini. Really pumped; I'll post a review when they finish.
Jul 8, 2021 11:30:44 GMT -5
Shrikeswind: Or at least when my Top 3 from that game are on the Toobz. Just one more song to go.
Jul 8, 2021 11:31:13 GMT -5
Nester the Lark: I feel like I've been neglecting the forum more than usual lately. Been distracted by other things. I'll try to post something when I get the chance.
Jul 16, 2021 10:38:22 GMT -5
nocturnal YL: I don't have time to make posts. Atelier Firis DX takes forever to play. When I'm not playing, I'm in a read-only mode, reading guides and watching (unrelated) videos.
Jul 17, 2021 13:25:38 GMT -5
nocturnal YL: On that note, I'll probably make a review on the whole trilogy, so it will be a while until I talk about these games in details here. I can say Atelier Firis DX has far exceeded my expectation and has taken over Totori as my 3rd fav.
Jul 17, 2021 13:31:06 GMT -5