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Post by Manspeed on May 29, 2008 17:37:52 GMT -5
This means that Supes is able to be hurt in battle... which means that Mario really is Nintendo's equivalent of Superman!
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Post by Arcadenik on Jun 10, 2008 12:42:28 GMT -5
HUNTING DOG Duck Hunt, 1985
The infamous Hunting Dog from the classic NES game Duck Hunt joins the brawl! The Hunting Dog is unique in that he needs to hide behind the bush to be a formidable opponent. When he is out in the open, he is practically defenseless and lacks many offensive moves. When he is safe in the bush, three colors of ducks (black, blue, and red of increasing strength) and the hunter from the fourth wall are his offense and defense. The Hunting Dog has two projectile attacks, but both require patience (and the bush) to successfully execute them. Ducks defend the bush and provide the dog protection with weak but very long reach of offense. To make up for some of his weaknesses, the Hunting Dog has two options for recovery.
APPEARANCE The Hunting Dog is a simple brown dog with black ears and a white muzzle. He moves on two legs with and without the bush. The bush is basically the dog's camouflague.
COLORS
Default Color The dog is all brown with black ears and a white muzzle. He also wears a black collar and wears no hats at all.
Red Team Color The dog is all brown-red with black ears and a white muzzle. He also wears a white collar and wears a black duck's head like a Kirby hat. This is in reference to the red ducks in Duck Hunt.
Blue Team Color The dog is all blue with black ears and a white muzzle. He also wears a white collar and wears a purple duck's head like a Kirby hat. This is in reference to the blue ducks in Duck Hunt.
Green Team Color The dog is all black with black ears and a white muzzle. He also wears a white collar and wears a green duck's head like a Kirby hat. This is in reference to the black ducks in Duck Hunt.
Other Color #1 The dog is all white with black ears and a white muzzle. He also wears a red collar and wears Mario's red cap. This is in reference to Super Mario Bros./Duck Hunt/World Class Track Meet (Fire Mario is on the box art).
Other Color #2 The dog is all brown with black ears and a brown muzzle. He wears a blue collar and wears a blue top hat that has a black stripe around it. This is in reference to Barker Bill's Trick Shooting.
FRANCHISE SYMBOL A duck with its wings spreaded open like in the box art of Duck Hunt.
SPECIAL MOVES
B: Duck This is the dog's most powerful move. The dog disappears into the bush then a duck flies out of the bush. You control the duck's flight path by holding down the button and moving the control stick. The hunter from the fourth wall shoots the duck when you let go of the button. The opponent caught in the blast suffers up to 30% damage. Be aware that the dog will be vulnerable to attacks while you're doing this move. To cancel the move, just press the shield button and the duck will just fly away. The fallen duck can be picked up and be thrown like an item. The bush is needed.
Side + B: Clay Pigeon The dog pulls out a white disc from the bush and throws it straight ahead. You can control the direction of the clay pigeon by holding down the button and moving the control stick either up, down, or straight ahead. The hunter from the fourth wall will shoot the disc when you release the button. The opponent caught in the blast will suffer up to 15% damage. The bush is needed.
Up + B: Fly Away Two ducks fly out of the bush and the dog immediately grabs them by their legs. They fly straight up very high. On their ascent, the ducks peck their way up to protect the dog from above. Try not to overuse this move because this move will make the dog leave his bush behind. It is best to use this move only when you need it to recover. The bush is needed.
Down + B: Bush This is the dog's most important move. Without the bush, the dog cannot perform special moves, smash moves, and aerial moves. The dog can get separated from the bush in two ways - using Fly Away (up + B) and getting hit with a meteor smash (eg. Zelda's forward/back aerial and Samus's down aerial). Only one bush will appear on the screen, so when the dog gets separated from the bush, he needs to make his way back to the bush so you can press down + B for the dog to jump back into the bush. If the bush remains unoccupied on the stage for too long, it will disappear. When that happens, the dog can produce a new bush out of thin air and just jump back inside anywhere on the stage. This move can also be used as a counterattack if you press down + B only when the dog is already inside the bush. The dog will hide inside the bush and the hunter from the fourth wall will shoot at the opponent when they are attacking the bush to protect the dog.
Final Smash: Open Season When the dog manages to get the Smash Ball, press B and the dog will jump to the foreground. If the dog has the bush, he will just leave it behind on the stage - if not, a new bush will just appear. 30 ducks - 10 black ducks (1% each), 10 blue ducks (2% each), 10 red ducks (3% each) - will fly out of the bush and peck at everyone but won't knock anyone off the stage. They can be knocked down by the opponents. While all this is happening, the crosshairs will appear on the screen. The hunter from the fourth wall (that's you) will aim the crosshairs around the screen and shoot up to 9 bullets (3 clips x 3 rounds). Every time a duck is shot down, the dog appears on the foreground holding the duck by its neck. If a character was shot off the stage, the dog appears and holds the character by their neck, hair, cape, tail, etc. before the character returns on the stage on a small platform from above. At the end of his Final Smash, the dog comes up laughing and jumps back into the bush.
BASIC MOVES
A The dog uses his left paw to scratch. The bush is not needed.
A + A The dog uses his right paw to scratch. The bush is not needed.
A + A + A The dog lunges forward and bites. The bush is not needed.
Running + A The dog leaps and pounces. The bush is not needed.
Side + A The dog uses his leash to whip the opponent. It has a long reach. The bush is not needed.
Up + A The dog does a flip kick. The bush is not needed.
Down + A The dog uses his paws to do a low sweep. The bush is not needed.
SMASH MOVES
Smash Side + A The dog points straight ahead and the hunter from the fourth wall shoots at where the dog is pointing at. This is very powerful. The bush is needed.
Smash Up + A The dog points straight up ahead and the hunter from the fourth wall shoots at where the dog is pointing at. This is very powerful. The bush is needed.
Smash Down + A The dog hides inside the bush and two ducks poke out of both sides of the bush and peck very hard. It has a long reach. The bush is needed.
AERIAL MOVES
Aerial + A Two ducks fly out of the bush and fly around the bush. They peck the opponents multiple times. It has a long reach. The bush is needed.
Aerial Forward + A A duck lunges out of the bush in front of the dog and pecks repeatedly. It has a long reach. The bush is needed.
Aerial Backward + A The dog turns around and points behind him and the hunter from the fourth wall will shoot at where the dog is pointing at. It is a meteor smash. The bush is needed.
Aerial Up + A A duck flies over the bush above the dog and pecks repeatedly. The bush is needed. The bush is needed.
Aerial Down + A A duck nose-dives out of the bottom of the bush like a drill. It will strike the opponents multiple times. It can be a meteor smash when the opponent is hit by the duck just when the duck is coming out of the bush. The bush is needed.
GRABS & THROWS
Z The dog uses his leash to grab and reel in opponents. This move can also be used for tether recovery when the dog cannot use Fly Away due to being separated from the bush. The bush is not needed.
Grabbing + A After the dog grabs an opponent, he holds them in a bear hug and bites. The bush is not needed.
Forward Throw The dog spins once and throws the opponent away. The bush is not needed. But if the dog has the bush, the hunter from the fourth wall will shoot the opponent while they are up for added damage.
Backward Throw The dog spins three times and throws the opponent away. The bush is not needed. But if the dog has the bush, the hunter from the fourth wall will shoot the opponent while they are up for added damage.
Up Throw The dog throws the opponent straight up. The bush is not needed. But if the dog has the bush, the hunter from the fourth wall will shoot the opponent while they are up for added damage.
Down Throw The dog throws the opponent down on the ground and mauls them. The bush is not needed. But if the dog has the bush, the dog will simply pull the opponent inside the bush. The bush will shake violently and the opponent is launched up from the bush and then the hunter from the fourth wall shoots them while they are up for added damage.
JUST FOR SHOW
Entrance The dog sniffs the bush on all fours and then barks and leaps into the bush and stands up on two legs.
No-Bush Taunt The dog stands on two legs and turns to face the screen and laughs.
Bush Taunt #1 The dog disappears into the bush, then emerges from the bush laughing before disappearing back into the bush again.
Bush Taunt #2 The dog disappears into the bush, then emerges from the bush holding a duck by its neck and smiles before disappearing back into the bush.
Bush Taunt #3 The dog disappears into the bush, then emerges from the bush holding two ducks by their necks and smiles before disappearing back into the bush.
Victory #1 A duck flies above a patch of tall grass. The hunter from the fourth wall misses the duck three times. The sky turns pink as the duck flies away. The dog comes out of the grass laughing at the screen.
Victory #2 The dog sniffs around a patch of tall grass. He barks and leaps into the grass and two ducks fly out of the grass. They hover above the grass.
Victory #3 Three ducks fly above a patch of tall grass. The dog jumps out of the grass to try and catch a duck. He misses and falls down into the grass. He tries again and keeps missing the ducks.
Loss The dog has a surprised expression on his charred-black face. He leans on a crutch and angrily shakes his paw (also holding another crutch). He has a white cast on his leg. He grumbles "shoot the ducks, not me!"
Victory Music A country version of the Duck Hunt theme. I think it might be fitting because duck hunting usually takes place in rural areas such as the Midwest, right?
Kirby Hat Kirby wears the Hunting Dog's head like a hat just like the Hunting Dog wears duck heads like hats. Think Kirby's Pikachu hat.
ADDITIONAL INFORMATION
The dog can only jump twice without the bush but he can jump fairly high enough. He gains one extra jump and the up special move with the bush for a total of four jumps. It is because the ducks that live in the bush help the dog perform multiple jumps. The dog does not glide despite having ducks. He is about Yoshi's size and is as strong as Pikmin & Olimar with and without the bush. The dog is very fast and light without the bush but is slightly slower and a bit more heavier with the bush. It is because the bush gives extra weight for him to carry around as camoflague. The dog can crawl with or without the bush. When he crawls without the bush, he appears to be sniffing the ground while wagging his tail. When he crawls with the bush, he simply hides in the bush and the bush appears to be walking on two legs.
RATINGS
No-Bush Stats Offense - 3 Defense - 3 Projectile - 0 Final Smash - 8 Throwing Ability - 5 Speed - 8 Overall - 5
Bush Stats Offense - 6 Defense - 6 Projectile - 9 Final Smash - 8 Throwing Ability - 8 Speed - 6 Overall - 7
STAGE
Duck Plains
The stage is completely flat and without holes to fall in. What sets this stage apart from the rest is that very tall grass obscures the characters from view. It can be sometimes hard to tell which direction the characters are facing unless they are up in the air or are too big to hide completely. A very tall tree is at the far left end of the stage. Five bouncy branches with a bunch of leaves serve as pass-through platforms. A large bush is at the far right end of the stage. It can be attacked to make ducks fly out of the bush. Sometimes a Smash Ball will come out of the bush. Ducks can be knocked down and picked up to be thrown as items. Black ducks are not very strong and red ducks are very strong. Blue ducks fall in the middle.
Weather plays a big role in this stage. Strong winds sometimes blow either left or right. You can tell which way the wind is blowing by looking at the grass. Rainstorms are frequent here. Lightning bolts strike the grass, the tree, and the bush and they will burn down. Ducks fly up away from the flames. Flames hurt the characters by 1% but it all adds up. The rain will make the flames go away and then it becomes sunny again but the plant life is all gone. Eventually they grow back and the stage is back to normal again.
Clay pigeons occasionally fly through the skies from the foreground and disappears into the background. They can cause 5% damage. The background resembles the vast grassy plains with sparse trees leading up to the high mountains like in Duck Hunt's Clay Shooting mode. The stage music is a remixed version of Duck Hunt and Vs. Duck Hunt themes.
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Post by The Qu on Jun 10, 2008 14:13:07 GMT -5
I've gotta say, I like the moveset and the idea. It makes it a fairly compelling character. Kudos, Arkadenik!
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Post by Smashchu on Jun 11, 2008 14:07:04 GMT -5
It's a good idea. Also, can the dog move with the bush?
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Post by Arcadenik on Jun 11, 2008 17:59:42 GMT -5
Yes, Smashchu, the dog can move with the bush. He carries the bush around like a camoflague. Have you seen Looney Tunes before? Sometimes a predator (Wile E. Coyote, Sylvester the Cat, etc.) would hide in the bush and the bush would move around.
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Post by Flip on Jun 12, 2008 5:54:53 GMT -5
Sick, Arcadenik! I love it!
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Post by commanderflint on Jun 14, 2008 12:22:07 GMT -5
Only special moves... Andy(Advance Wars), I'll do one for Will from AWDoR too.
B Move(Bazooka)[Taken from Battalion Wars]
Andy pulls out a bazooka and launches in infront of him. There stronger then Samus's Missiles. But slower and more predictable. If you were to charge this move up. It would still do the same amount of damage. But cause much more significant knockback and it would go at a much faster rate. 15% Damage
B Upward Move(Magic Cursor)[Taken from Famicom Wars]
A little box(The cursor) appears. Andy dissapears front the battlefield and the cursor remains on the battlefield. You have 5 seconds to move the cursor to any area in the battlefield! It works similar to Zelda's recovery move. Except it goes for a shorter distance and the landing area is viewable. NO DAMAGE
B Downward move(Silo)[Taken from Advance Wars: Black Hole Rising]
A little white missile appears and jets directly upwards! It would land ANYWHERE on the battlefield. When it lands....a huge explosion occurs! The explosion is about the size of link's bombs. 8-12% Damage
B Left and Right move(Bomb kick)[Taken from Super Famicom Wars]
A large sphere falls on the grounds. Andy then kicks it! It starts off at a mild pace....then starts going faster and faster at a rapid pace! You can get seriously hurt if you were in the way of the ball. The ball falls off the stage after meanting a edge. If the bomb were to be hit by projectile....it would explode! At a fast pace...the bomb/ball is still slow Speed:8%-12%-15%-20% Explosion: 25% damage
FINAL SMASH(Hyper Upgrade)[Taken from Advance Wars: Black Hole Rising]
Andy recovers 25% of his Damage meter and then bomber units hit the land from above! Each bomb causes 10% damage!
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Post by Savage Adam on Jun 14, 2008 15:06:35 GMT -5
When it lands....a huge explosion occurs! The explosion is about the size of link's bombs. PARADOX. It's a good set I supose, though I would'nt know, as I have never played a Nintendo wars game.
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Post by Flip on Jul 12, 2008 22:14:39 GMT -5
I've been on another kick lately: Final Fantasy, once again. This time I present another FF character as well a concept for a stage. Enjoy!
----------------------------------------------------------------------- FIGHTER Final Fantasy, 1987
The generic world-weary and courageous fighter in the red armor. Fighter takes on opponents hand-to-hand with his broadsword, but also specializes in fistfighting when need be. He can dish it out just as well as he can take it. Fighter enters the fray as one of the Four Light Warriors, drawn to the Smash Bros. arena to prove his worth and defend the magical crystals from the influences of the Nintendo villains. For the ride, he brings his teammates, his Chocobo, some magic, an Airship, and a buttload of power. Can you handle it?
Special Moves
B: Powerbreak -- Fighter poses defensively with his sword over his shoulder and another hand stretched before him. After a very quick charge, a flash of light appears at the tip of his sword and he unleashes a hearty blow that shatters shields and cancels any and every attack that it connects with. The attack is quick and fierce with an automatically unleashed charge, so timing is key.
Forward B: Blowback -- Fighter slowly dashes forwards with his sword over his shoulder. He halts when he hits the first thing he comes into contact with, fighter or container, and lets loose a force of fiery energy from his sword. The explosion rocks back both Fighter and the victim, dealing a small amount of damage to Fighter in the process. This is most similar to Peach's Peach Bomber.
Up B: Climhazzard -- Stolen from Cloud Strife, Fighter leaps into the air at a set angle. The initial leap has strong knockback, but during the jump his knockback power is meager at best. At any point a second press of B will cause Fighter to spin in midair with his sword, meteoring anybody he connects with properly. The spike becomes stronger the higher in ascent he is. If he does not attack, his ascent ends like any other jump and enters the refractory "flashing" state.
Down B: Speedbreak -- A counterattack that works unlike any other, Fighter enters a counter stance for a moment. If he is attacked or hit by a projectile his stance is broken. However, if an opponent dashes into him or uses a fast moving body blow attack towards him he will counter them with his fist and force them to become dazed. The more damage they have the longer they are dazed. This counter can be avoided if the opponent is NOT dashing or using any attack that moves at a fast speed or requires dashing (Fire Fox, Rollout, Egg Roll, Fox Illusion, Gerudo Dragon, etc.).
Final Smash: Phoenix -- Fighter goes into a casting pose and "summon circles" emanate from his body. "Phoenix" appears in a textbox at the top center of the screen, and a large phoenix summon appears and blazes from one side to the next. This works similarly to Ganon's Final Smash in that it pushes opponents forwards and has incredible OHKO potential. Phoenix only covers the area where Fighter is standing but will attack across the entire horizontal; behind itself it leaves a trail of fire that will burn opponents with damage similar to that which they suffer on spikes.
Misc. Notes
-Fighter's stats are very similar to Roy's, with a bit more weight to him. -To match the RPG origins, Fighter has terrible jumping skill. -He does not carry a shield, but Fighter does protect himself with one during his Shielding animation. -Fighter should be played much like Ike. His attacks are faster, but he has similar strengths and weaknesses overall.
Taunts: Pumps both his fists in midair over his head classic FF style; holds his sword out before him and cheers; holds one of the four crystals before him in both hands and stares in awe.
Entrance: Appears spinning inside a crystal of light and poses with his sword.
Kirby Hat: Kirby gets the red/blond hair and a bit of the armor.
Costumes: 1. Regular 2. Green armor, black hair, bandana -- "Pseudo-Locke Cole" 3. Blue armor with green bits, brown hair -- "Bartz Clavier" 4. Black armor, helmet -- "Cecil" 5. Blue armor, gray shoulder, blond hair -- "Cloud Strife" 6. Yellow, whitish-blond hair -- "Tidus"
Win Poses: 1. Pumps both his fists like a FF Victory. 2. Stabs his sword into the ground and the four crystals spiral around him. 3. Spins his sword and swings it over his shoulder.
Victory Music: Final Fantasy Victory Anthem
Franchise Logo: The Final Fantasy Crystal, a la FF9
Stage: AIRSHIP -- A high-flying stage, the fighters take it out on a flying airship from the Final Fantasy games. The layout is similar to the Rainbow Cruise stage from Brawl with the bow acting as one platform held above the deck which is below the stern. The rigging is climbable/able to be stood on, and like Rainbow Cruise there are propellers all over this thing. The Airship is much larger than the Pirate Ship and Rainbow Cruise stage, however. As scenery the airship flies amidst the clouds high above a generic FF landscape. As it moves along it will slow down or speed up, rise and fall, letting the players get closer looks at the ground below: deserts, hills, mountains, lakes, castles, grassy plains, forests, fellow airships, Chocobo herds, and more. When the airship gets low enough players can actually hop onto the ground for a brief second before being pulled away as in Big Blue. As far as stage hazards, there are more than a few. The Airship is often accompanied by visitors. Smaller airships will pass by as moving platforms; Hiryu from FF5 will catch up with the airship and work much like non-aggressive Arwings; and a small Moogle hot air balloon floats gently by as a sinking platform to spar on. When fights begin to last long enough, the background grows dark and lightning appears. In the background the large dragon, Bahamut, appears in the distance and buzzes towards the offscreen. Within moments the screen spans out and he flies before the Airship menacingly. There is a slim chance he will do nothing, but there is more likely the chance that Bahamut will fire off Giga Flare. A textbox appears at the top of the screen to name the attack before it is fired off, clearing everything but the main deck of players. Anybody standing anywhere else is obliterated. Then Bahamut leaves and the stage returns to normal. Touching Bahamut behaves like touching the Chimera.
Assists: CHOCOBO -- Chocobo does the "wark wark" thing and dashes off the platform. Once he exits a whistle sounds. Soon a whole flock of Chocobo is running by the same path, trampling players to the floor.
CACTUAR -- Cactuar bounces back and forth, then pauses and "1000 Needles" appears in a textbox above the screen. He fires off 1000 needles, just like Sheik's, that fly across the screen in multiple lines. After the attack, he dashes off the side.
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Post by smashaddict on Aug 12, 2008 16:30:06 GMT -5
some simple ideas
DIXIE KONG
B: Barrel Toss--Dixie whips out a small barrell and carries it in her hair like in DKC. Press A or B to throw it. The barrel, while held, can be used as sort of an umbrella, and will be broken when hit. Barrels are randomly explosive.
>B: Ponytail Twirl--On the ground Dixie simply spins her ponytail while lunging forward. (about the same distance as Peach Bomber) But in the air, it allows Dixie to glide at a bout the same rate of descent as peach's umbrella. Does moderate damage on ground, but small damage in the air.
^B: Barrel Cannon--Dixie immediately with draws into a barrel cannon and a fuse is lit. You will be able to aim the cannon in any direction until the fuse is up. Pressing B will fire the cannon at any time. In the air, the barrel will fall with you in it, so it would be wise to aim and fire quickly.
VB: Simian Slam--Like Yoshi and Bowsers Down B. Pretty straightforward.
Final Smash : Guitar Solo--Similar to Dk's final. Sound waves move out, and become progressively stronger until it times out.
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Post by Fryguy64 on Aug 13, 2008 2:56:17 GMT -5
Hmm. Which forum broke down to give us a handful of new members? ;D
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Post by Flip on Aug 13, 2008 19:46:07 GMT -5
----------------------------------------------------------------------- LITTLE MAC Punch-Out!!, 1987
Does he really need an explanation? All of his A attacks are body blows and punches. His Fair and Dair are meteors; his Dash and tilts are his bread and butter; and his Grabs all suck ass.
Special Moves
B: Mac Special -- Mac pulls his fist back and charges as he flashes a few times. This attack is charged like the Giant Punch, but the lag is not as bad as it fires more similarly to a Warlock or Falcon Punch. You may let go of B early to let the punch loose OR hold on and charge it fully, in which case he will flash faster to signify a full charge. When you let go of B is when the attack fires. This has a lot of power and knockback behind it at a full charge. The beautiful secret behind this attack, however, is that it can become a fake-out and fade into a punch from the other side. Pressing B again within a short window after letting go of the button, before his fist moves before his body, will cause him to step aside, pause, then punch with the other fist at 1.5x the power of the initial punch.
Forward B: Bull Charge -- Borrowed from the great Bald Bull himself, this attack is Mac's dashing/recovery move. Mac takes one step back, then charges forwards at about the same speed as Ike's Quickdraw. When he connects with an object or opponent he immediately attacks. Pressing B during the dash, however, will end the attack early and let him punch then rather than later. Any directions you press while Mac is punching will also alter the type of punch he unleashes. Forwards is a standard blow; Up is an uppercut; Down is a blow into the ground and works as a meteor when used in the air; and Back is a flurry of three quick punches.
Up B: ★ Uppercut -- The OTHER Mac Special. Little Mac pauses for a split second, then leaps into the air for a spiraling uppercut. This attack goes the same distance as the Super Jump Punch for Mario and behaves similarly, comboing the opponent during the ascent. However, if Mac hits anybody while he is on the ground with the initial strike of this attack the power is immense. Not Luigi SJP strong at close range, but strong nonetheless. In midair the attack lacks this punch, no pun intended.
Down B: Tiger Fist -- Another borrowed move (this time from Great Tiger), this has been altered somewhat into Mac's countering attack. Mac goes into a defensive pose and flashes as he steps to the side (like a dodge) and disappears before stepping back into the field of view and play and dropping the pose. The counterattack time is a short window, but if Mac is attacked at all while using the move he retaliates with a blow. Depending on the timing the blow varies in power. The best time to be struck is when Mac is invisible, believe it or not, while the worst are when Mac is physically in the field of view and standing in the normal plane. The counterattack varies slightly in actual effect/appearance: if it's timed perfectly, Mac socks the opponent perfectly for the "baseball bat" sound effect and major knockback. Otherwise, and it will usually be an otherwise, he lets loose a flurry of six punches that holds the opponent in place and deals variable damage.
Final Smash: Knockout -- A single-target Final Smash, Mac punches one fist into the air and then dashes forwards similar to his Assist Trophy form. When he connects with a player he lands a blow that sends them slightly above him and, true to form, he rotates to their front and begins pummeling them Punch-Out!! style. As Mac progresses the punches become harder and faster, his gloves glow, and he charges up for one last uppercut. The opponent goes flying off the screen as the bell rings and a giant "KO" appears in the middle of the screen. Mac poses, then returns to the fight. ...if Mac misses the initial "catch," he keeps going like Marth until he hits a wall. This is actually just like Marth's Final Smash in initial execution.
Misc. Notes
-Mac is about as heavy as Captain Falcon with similar jumping and power. His gravity is a little lighter, however, and he is much better at turning on a dime. He's Little Mac, after all. -Mac is best played as his own character. He's very defensive and needs to be aware of the opponents at all times. You can't go in their swinging your fists like Bruce Lee, y'know!
Taunts: Faces the screen and waves one fist; punches and leaps into the air, yelling "Yes!"; steps back and forth really fast and throws a few practice jabs, breathing hard like he's training.
Entrance: Appears running in place wearing his trademark sweatshirt. He stops running and turns his back, tosses the sweatshirt off SNK style (it just fades away), then punches and poses sideways ready to fight.
Kirby Hat: Kirby gets the short black hair and a pair of boxing gloves.
Costumes: 1. Regular 2. Blond hair, green shirt, black shorts, dark green gloves -- "Super Mac," sorta 3. Black hair, white shirt, blue shorts, red gloves, all with American stars 4. Black hair, red shirt, gold shorts, gold gloves 5. Black hair, very tanned skin, deep red shirt, white shorts, black gloves -- "Doc Louis" 6. Greenish hair, pinkish skin, blue shirt, blue pants, red gloves -- "Arcade Mac," sorta
Win Poses: 1. Jumps up and down with both his fists in the air, boxer style. "Hey, looks like I won!" 2. Hops back and forth on his legs and punches a few times at the screen, then poses and says, "You'll have to try better than that!" 3. Has a towel around his shoulders and tosses back a cold soda, then punches a fist out a la a very famous boxer and says, "Thanks for the help, Doc!"
Victory Music: Punch-Out Victory
Franchise Logo: A boxing glove with the Punch-Out Star and "!" on it
Stage: WORLD CHAMPIONSHIP -- A straight up boxing ring. No gimmicks. Just a crowd, a suspended ring, and ropes to stand on. I guess it works more like a wrestling ring in Smash Bros., but it's all the same. Enjoy.
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Post by Smashchu on Aug 13, 2008 23:48:36 GMT -5
Nice, but you seem to be missing the standard winning pose (two fist up as if he won a belt).
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Post by Flip on Aug 14, 2008 0:16:49 GMT -5
Nice, but you seem to be missing the standard winning pose (two fist up as if he won a belt). That would be the first one.
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Post by Smashchu on Aug 14, 2008 1:54:38 GMT -5
Nice, but you seem to be missing the standard winning pose (two fist up as if he won a belt). That would be the first one. OK. I misread it saying one. It would seem weird for him to talk though.
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