I really like that moveset for Ninten, I just wish Nintendo gave him and Ness different appearances enough such that people won't be all confused seeing them, you know?
Here's another from me. Enjoy.
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ALICEBalloon Fight GB/Balloon Kid, GB(C), 2000/1990A young girl whose brother was lost when he grabbed on to twin helium balloons and flew away. Alice traversed the many dangers before her, including Pencilvania and a whale's belly, to find her baby brother. For only being 6 years old, she's a pretty tough cookie. This little tyke wanders into the fray to help win big for her and her baby brother. Can the kindergartener do it?Basic MovesA: Slap
A, A: Slap, Slap again
Ftilt: Dive forwards
Utilt: Twirl with her bow increasing in size
Dtilt: Twirl on her knees
FSmash: Swings an air canister/pump
USmash: Spreads her hands above her like Sheik
DSmash: Stabs with her palms twice, once in front and once in back
Dash A: Twirling jump
Nair: Slap
Fair: Front flip
Uair: Twirl
Dair: Double kick
Bair: Bow slap
Grab: Short reach, grabs with hands. While she holds them she looks ready to sob.
Z/A: Kicks
Fthrow: Cries and runs into the opponent, pushing them
Uthrow: Ties them to a green balloon and they float slowly into the air. When it bursts it has good knockback.
Bthrow: Leapfrogs over the opponent.
Dthrow: Jumps on their back and dances, like Kirby.
Special MovesB: Slingshot -- Alice holds out a slingshot and can hold B to hold her fire. The pebbles fly in an arch and she can aim the slingshot directly up if she wants to by holding up, like Pit's Bow. In midair she falls, but with one balloon it slows her descent and with two she can float effortlessly in place. Shots deal minor flinching damage.
Forward B: Static Spark -- Does not require balloons, but animation does change if you have them. Without balloons she shakes and rubs her hands on her dress; with balloons she rubs the balloon against her. Holding B, she will build a static charge. At full charge this creates a short-lasting shield of electricity around Alice that flinches melee attackers and can be used both defensively and offensively. Pressing B fires a spark of electricity slightly downwards. Letting go of the charge holds whatever charge you had and pressing B again lets it go off as a shot; you cannot continue a charge.
Up B: Pop! -- Without balloons this attack is useless. With balloons, Alice will purposely pop one of her balloons with a pin and cause a burst of air to rush out. With some hard controlling, you can angle her ensuing burst upwards towards the left or right but it feels mostly like Dedede's ascent from his own Up B. Not a very powerful third jump and it wastes a balloon, but it works well for height.
Down B: Pump -- Alice immediately starts pumping a new helium balloon with her mechanical pump. Tapping B makes it go faster, and you must tap B to get any air in regardless. In midair she falls a bit slower when using this attack. It is possible to make balloons, then pop them with Up B and recover. The balloons pump a bit faster on land.
Final Smash: Magic Pencil -- Alice pulls out a giant green No.2 lead pencil as a kid's fanfare plays, she gives it a quick thought, then scribbles one of five possible "monsters" to aid her in battle. All the creatures she draws appear and move as if sketched in pencil by a little kid, and while in action she is totally invulnerable while she cheers the creation on. When this attack is finished, the monster disappears as if it were being erased.
Monsters are as follows: Golem, a big dude that walks like a mummy and just knocksback people as he wanders with immense power; Ninja Bunny, who bounces around and slashes players; Butterfly, who flies around the top of the screen and sprays a sleep-causing powder; Thunder Cloud, who flies across the top of the screen and shoots lightning at players; and Shark, who swims horizontally across the stage and attempts to eat players.
Misc. NotesOut of 5...
Speed: 4.5, Power: 1.25, Weight: 1.25, Jump: (Depends) 2/4/5, Gravity: (Depends) 1/3/5
-First, the mysterious balloons. These work like Pikmin. She starts with two and they each have special damage meters. By getting hit they typically just bounce around, but when taking hard hits or too much damage they will burst and Alice loses a balloon. She can recover one with her Down B, of course. Having no balloons makes her fall fast and have a low jump. With one, however, she gains a second mid-air jump (3 total) and her gravity decreases and jump power increases. With a second balloon this increases yet again to 4 total jumps and lighter gravity with better jumping. Her weight and power are weak but using balloons effectively gives her fantastic recovery potential.
-If you use all your midair jumps and lose your balloons you can pump new ones and REGAIN the lost jumps, as your balloons are new. Just a word of advice.
-The air pump smash is fun and her Uthrow is actually fairly powerful. Abuse those moves.
-Basically just play like you would Olimar: Experts Only, and use a lot of items while biding your time. Alice is not an offensive character in the least.
Taunts: Spins and curtsies towards the screen; waves with both hands at the screen, "Hiiii!"; sniffs and makes a sad face as she looks about ready to sob
Entrance: Floats gently from the sky using a giant blue balloon that detaches, leaving her two red balloons behind.
Kirby Hat: Kirby gets a big bow, of course.
Costumes:
*Note: Color of her balloons also change to match color of skirt
1. Regular
2. All White
3. Orange and Blue, leopard-print bow -- "American Boxart"
4. Green and Blue -- "Jim," her brother
5. Yellow and Purple
6. Black and White -- "Game Boy"
7. Blue and Red -- "Balloon Fighter"
Win Poses:
1. Looks around smiling, then curtsies and bows for the audience.
2. Jumps up and down but falls on her butt and looks embarrassed.
3. Spins and smiles as a big batch of multicolored balloons release from behind her.
Victory Music: "Level Clear" from Balloon Kid
Franchise Logo: Either a Balloon OR the infamous Eggplant
Stages: Just some ideas, not really big descriptions...
Balloon Fight -- Classic 8-bit retro level modeled after Lv.1-1 from Balloon Fight
Crayon Land -- Pencilvania inspired world, fighters brawl on giant floating balloons over a fish-filled sea, pencil "spikes," and other oddities. Has a very "hand-drawn" look about some of the objects, like a kid's playroom.
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SIMONCAPTAIN N THE GAME MASTER!Simon is a pretty boy from California who fights Dracula and acts really effeminate but he's not. He loves to brush his air and smile. He is what every man aspires to be. .
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.
.
*ahem*
SIMON BELMONTCastlevania, NES, 1986Simon is the most famous in a long line of vampire hunters: the Belmont Clan. Said to be carrying a whip that is the bane of all evil, the Vampire Killer, Simon set out to stop Count Dracula and his minions at the vile lair Castlevania more than once. He was killed by a curse put on him by Dracula in the late 1600s but is still recognized for his greatness. He is succeeded by his descendants who rival him for fame, Trevor and Richter Belmont.Basic MovesA: Whip
Hold A: Spinning Whip (spins around him)
Ftilt: Side whip
Utilt: Up whip
Dtilt: Crouching whip
FSmash: Fire whip (end of Castlevania II, for doubters)
USmash: Axe (height depends on charge, similar to Snake)
DSmash: Whipsnap (snaps on ground before him)
Dash A: Sliding kick
Nair: Forward whip
Fair: Roundhouse kick
Uair: Whip Spin
Dair: Whip downwards
Bair: Hard kick
Grab: Throws out whip which has appearance of chains for the grab. He can grab the ledge with this.
Z/A: Punches
Fthrow: Pulls back and slams them into the ground.
Uthrow: Drops and kicks them into the air, tossing daggers after them.
Bthrow: Spins them backwards and kicks them, tossing daggers.
Dthrow: Shoulder drops them into the ground.
Special MovesB: Crystal -- From Castlevania II and SotN for doubters. Simon tosses a small red crystal diagonally up or down (hold direction). It has the same power and speed as Pit's Arrows, but cannot be curved. It bounces in completely mirrored angles off walls and works well when stuck facing a corner. Simon can toss out at least 3 before the first disappears.
Forward B: Cross -- The infamous cross item. Simon pulls back a massive blue crucifix and hawks it in the direction pressed. This works almost exactly like the Boomerangs, more like Toon/Young Link's in directability. It deals combo damage and stuns opponents as it passes through them, however it does not travel as far from Simon's body as the Boomerangs would. It returns to Simon in the path it followed, so it does not always come back to his hand. btw, like Dreammix TV, this cross is HUGE compared to the characters. It's easily Kirby sized.
Up B: Barb Whip -- Simon whips upwards at an angle and the Vampire Killer flashes with a strange glowing barb. Is this the Morning Star....? This will work like all other tethers when it comes to grabbing the edge, including a tiny hop when used in midair. Great for nabbing the Smash Ball from below too.
Down B: Holy Water -- Simon tosses a vial of holy water downwards at an angle. Once it hits a target it shatters and bursts into bright blue flames that work pretty much like Ness's PK Fire but stretch horizontally. Not much else to this attack to be honest.
Final Smash: Stopwatch -- One of my two ideas for a Final Smash. Simon throws out the famous stopwatch subitem from the Castlevania games. Everybody in play but Simon slows down from its effects as it hovers above his head. The timer is set for 10 seconds, and the numbers tick down beside the clock. Can you survive the slowdown?
ALTERNATE Final Smash: Item Crash -- Simon was actually the first to use the famed Belmont "Item Crash," contrary to popular belief. Simon flies into the air and yells as one of his subitems flies from his body and has a fantastic effect on the field. Daggers will fly in all possible directions "Gradius-style," the Crystal will refract a large beam of light that surrounds Simon, Axes will swirl from his body and slice opponents, Holy Water will rain from the sky and burn everybody, a Stopwatch will slow time immensely, or the rarer Bible will swirl about his head and recover damage as he fights for the next 8 seconds. The effects are totally random, so which will it be?
Misc. NotesOut of 5...
Speed: 2.25, Power: 4, Weight: 4.25, Jump: 2.25, Gravity: 4
-As expected Simon plays a bit sluggish, like Snake. His whip gives his immense range potential, though. The majority of its power is in the tip, so remember that well.
-Simon can walljump and tether, but only with his grab and Up B. His regular whip does not grab squat.
-Cool Effect: Simon speaks in German!
Taunts: Turns to the screen and punches one fist into the air while yelling "Victory!"; turns to the screen and holds his whip between both hands, stretching it; stands a bit cocky and throws back his air, smirking.
Entrance: Steps up from the floor as if they were stairs, Castlevania style. Alternate: an axe armor shatters and explodes, Simon slides out from behind it resting his whip.
Kirby Hat: Kirby gets the hair, armor, and his own Vampire Killer!
Costumes:
1. Regular
2. Brown Armor, Blonde -- "Classic"
3. Blue Armor, Brown Hair -- "Richter"
4. Red Armor -- "Trevor"
5. White Armor
6. Black and Purple, Silver Hair -- "Alucard"
Win Poses:
1. Stretches his whip and smirks, saying something in German: "Nothing can stop the power of the Vampire Killer."
2. Turns his back to the screen and kneels, muttering a prayer in German.
3. Spins the whip in a flash and punches his fist into the air, yelling.
Victory Music: "Level Clear" from Castlevania.
Franchise Logo: The Castlevania Bat
Stages: (a mini-description)
Castlevania -- A "dark Temple," the stage is replete with a drawbridge that is drawn to open the way into a moat/sewer area, a clock tower to the right with a massive gear, an observation tower to the left, and numerous window ledges to fight on. There are candles that can be broken to gain items sometimes, bats that fly out to push players to one side of the screen in a flurry, and fishmen that leap from the moat on ocassion. Sometimes the large moon in the background is blood red, in which case the stage "picks up the pace" and the bridge will open and shut more frequently, the gears spin faster, the bats are more apparent, and the water is unswimmable.
Music:
Vampire Killer, Bloody Tears, Bloody Tears Beatmania Mix, Wicked Child, Dwelling of Doom, Bloodlines, Clocktower, and a ton of others