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Post by Prince~Of~Light on Mar 5, 2011 3:55:20 GMT -5
I didn't want to clutter the Moveset Factory-topic with wierd character additions, so I made this up. Besides, I was very bored.
Simply, write out yourself or your character in SSB: his moveset, stage, and items, maybe based on this forum and everything.
*Goes to work on his ideas*
EDIT:
Here's a template for you. Since Flip made the best compherensive movesets so far in my opinion, thought of taking them and make a base for others to use. (-lwl-) Ya don't have to, if ya don't want to, but I think the best movesets are born from this.
*Character name*
Appearance:
Bio:
Basic Moves
A:
Ftilt:
Utilt:
Dtilt:
FSmash:
USmash:
DSmash:
Dash A:
Recovery:
Ledge Recovery:
Desperate Recovery:
Nair:
Fair:
Uair:
Dair:
Bair:
Grab:
A/Z:
Fthrow:
Uthrow:
Dthrow:
Bthrow:
Special Moves
B:
Forward B:
Up B:
Down B:
Final Smash:
Misc. Notes
(Out Of 10)
Size: Power Speed Jump Usage
-Tips & Stragedies-
Taunts: 1- 2- 3-
Entrance:
Kirby Hat:
Costumes: 1. 2. 3. 4. 5. 6.
Win Poses: 1. 2. 3.
Victory Music:
Franchise Logo:
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Post by Shrikeswind on Mar 6, 2011 14:05:01 GMT -5
I didn't want to clutter the Moveset Factory-topic with wierd character additions, so I made this up. Besides, I was very bored. Simply, write out yourself or your character in SSB: his moveset, stage, and items, maybe based on this forum and everything. *Goes to work on his ideas*
So, basically, submit ideas that would never hit SSB? Or submit things entirely by you?
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Post by Prince~Of~Light on Mar 25, 2011 16:19:12 GMT -5
Thanx for correcting Koopaul!
Anyway, here's something I did for boredom today:
Indigo "Indy"
Appearance: He looks somewhat cute latin american boy with orange, bushy hair, big eyebrows, and sharp canines. He usually wears lightly, since he loves going for adventures without preparing himself.
Bio: A huge traveller at heart, Indy is a pretty goofy latin american little boy, but pretty intelligent for his age: this is unfortunately hid most of the time because of his wild nature. The only thing he is setting his travels on is to find two ingredients he has devoted his life for: Peffermint and Mjölk Chocolat. Mixing these together into a mint-flavored chocolate is the best thing he knows- so it’s no wonder he’s dragged at heroic quests by people who need help, wishing to be rewarded with either, or more preferably, both ingredients.
Indy runs through the lands with music as his aid most of the time. The boy infuses the power of music with his parkour skills, and talentedly avoids the hazards of the landscapes he runs through-Most of the time! Due his travels he has picked many kinds of things- and is not hesitant to put everything in use. His weapons of choice are Crescent Moon Blade, Pink Diamond fused with Dracula’s Parasol and Pow-Pow Crackers.These are all being fused items he concocted with Indicotton, a crossbreeding spherical bag. The bag uses a golden ring attached to a elastic line, to catch projectiles and enemies afar. When acguiring two items, he can mix these by grinding the bag in rugby-cube fashion. As the bag spits out his concoction, none ever knows what might come out.
Some people though say he has few psychic powers in disposal despite his weakness on non-weapon combat. The explanation at that he is capable to sense "Aura" and use it. Indy though can't use Aura yet much, since so far it bursts out with soundwave energy. Indy rarely puts these powers on use, and almost always, uses them for defense. However, he has mastered a way of retaliating or even absorbing damage of an opponent's attack into his own use, and use the Aura by infusing it with soundwaves going through his body. As mentioned above, Indy is more of an anti-hero, who doesn’t much care about his origins, and but bluntly is ready for anything if it involves getting his fond ingredients. Indy seems quite strong with his attacks, but is very light, making him easy to send flying about.
Size:4/10 Power: 8/10 Speed: 7/10 Jump: 5/10 Usage:8/10
Entrance/On Screen Appearance: Runs at the stage very fast, then brakes himself for a brief moment with his feet.
Kirby Hat: Kirby get's Indy's 98-hat, and his Indicotton to boot.
Stance: Indy looks around the stage, and then gazes to the sky. Soon he looks forward.
Idle: The boy seems to be catched on the music's beat on his headphones, and snaps his fingers, while dancing little on.
Idle 2: Indy starts to sleep while standing, a snotbubble coming from his nose. Soon he wakes up as it explodes, startled and getting back at his usual stance.
Special Moves
B: Indicotton
Indy's signature move: he unleashes his turqoise spherical bagpack and in a brief second it opens its huge mouth, which covers the one square on front of him. This devours anything from the ground, including enemies and items. Indy can stuff enemies to his bagpack for a while and deal just a little damage. This isn't then much offensive to use against others.
But if he gets a projectile (which can be any item or projectile from his opponents or friends), he stuffes it into his bagpack. Indy would blink faint green light, until he gets another projectile. This is when Indy starts to blink in white quick flashes. Indy can now do either two things, spit out what he got as an Aura Sphere pulsing off from him from his open palm, dealing off the exact damage with no knockback, or grind up the projectiles inside the bag. This mixes them up, and brings him a new item.
-Assist Throphy can be got by mixing two Pokeballs. - Ray Gun again can become a Super Scope by mixing it With Fire Flower. -Mix also any item with a Super Mushroom, and they are twice the size. -Poison Mushroomised item again drains the enemy damage if took, and inflicts poison on hit enemies as well. -Lip Stick mixed with Beam Sword makes a flowery sword which has the functions of both weapons. -Mix Ray Gun with an explosive, and you get Cracker Launcher. -Gooey Bomb and Fire Flower gives out Hothead... -Don't EVER, EVER MIX FIRE FLOWER OR FIERY PROJECTILE WITH ANY EXPLOSIVE. (Just A Suggestion.) - Laser Beams with any item becomes a Ray Gun. -Samus's Charge Shot and any item lends you a Super Scope again. -What Happens if you mix Super Spicy Curry with food, Fire Flower, or even an explosive? Try it out. -Freezie with an explosive? Or Beam Sword with it? Or food as well? What could happen if you mixed them?
For more items, see Tips & Stradegies below.
Forward B: Beat Hazard 2-18%, Random Knockback.
Indy puts on his huge green headphones, and keeps holding on them as he bops his head in beat. The idea here is to press the B-button in time to the music of the stage by the use of soundwaves and his auratic energy infused attack. Indy then delivers these out with green luminous soundwave circles, which attack the enemy. Consisting of 6 different attacks, each attack follows each other in a circle-like motion, in any direction desired. While this combo can be started in anytime and changes along with the music, each attack follows each other in a set manner one after another, ending in the sixth attack. Also, the same attack will not be used twice.
- This move might seem similar to Marth's Dancing Blade at first, but since it infuses with the stage's music, this lets you pull off your own combo's much freely- for example, if the stage's music uses the "1-2-3"-beat, Indy delivers his strongest hits on them, but the additional beats and/or instruments let's him hit the enemy with rapid, or slow attacks. These aren’t any punches however: he radiates out pulsing circles of soundwave energy around him, which hit the enemy in the same manner as the soundwaves of DK's Final Smash. - The beat of the stage gives out biggest circles, but the main notes or instruments give mediumsized ones. These all last only a second or two, depending on the length of the notes. When doing this, he seemingly directs the circles by waving his hands, directing the fingers, opening his palms and sometimes makes even punching motions, all while dancing in beat. If there's no music, Indy would just radiate a small, pulsating soundwave circle around him. This makes just a little damage.
.-If used when running, the attack is stronger and makes Indy more agile to control, letting him jump much flexibly. Indy can now jump on opponents in a Footstool Jump-esque way and crash on them hands open. The soundwaves radiate out much more larger when running.
- Improvising
Pulse Beat is very essential to use for scoring combo's in the time of the music. But Indy can hit his own combos to fool his foes a bit, and bring more succession to his combos. Indy uses the off-beat attacks for this.
When you hit the enemy in the time of the main beat, you can press B-button right away again to go "off-beat" and pull off an additional attack to continue the combo. For example, if the music had a moderate tempo which uses three-time most of the time (1-2-3, think about SMB-tune's usual beat), it would look like this.
1(-)2(-)3
The lines after the numbers are the off-beat, as you can see: if you press the button in those parts, you go off-beat. This lets you deliver four hits before hitting the third beat.
However, this must not be used too many times, since combos don't connect then.
Improvising and going off-beat is essential for quick damage racking. Your opponent might never know what you're going to do next.
Up B: Crescent Moon Sickle.
14% in the air, 18% in the ground, 14%-19% in the total combo.
When used in the ground, Indy slashes his enemy upwards- when hit, it stuns the opponent while dealing swiping damage. (9%) Indy then can pull two finishing moves by pressing either B or A:
A: Let’s the opponent fall at front of him and then thrusts the blade on him. Vertical knockback, 12%
B: Dashes in the air where the opponent is and swipes him down to the ground by descending quickly, like Ike's Aether. The enemies are knocked out horizontally if hit in the air, but vertically if hit in the ground. Indy can't be flinched when using this move.
- If used in the air, Indy throws his Crescent Moon Blade up in an arc, which can be controlled like Yoshi's Egg Throw. After then he darts in a flash to the direction where the blade was thrown and catches it from the air, and then again descends down. Pretty much like Ike's Aether, only being more controllable.
When used on the ground, the attack can be canceled by tilting the Control Stick after doing the first hit.
Down B: Power Chain Crackers
Indy starts to pull of something from the ground, with a good “PLUP”-heard when he pulls up his own-made explosives, Pow-Pow Crackers. Indy can have 10 of these at time in the stage.
Use Of The Pow Pow-Crackers
Pow Crackers are a dynamite-like explosive items which look like traditional cartoon tube dynamite, expect just blockier and every of em have a Kirby-smiley on em. ( (-lvl-), (-ii-), (-T_T-), (-0O0-). (-=3=-) They come in different colors, which can determine their damage, the yellow one being the strongest.
When thrown, it does just a little damage, and doesn’t explode, after this they can’t be picked by the opponents. The actual idea is to leave these on the ground in trails, and by every fifth cracker, you get an orange “detonator cracker”, which has this face: (-lwl-) If there are already 10 crackers planted on stage, Indy would pluck only detonator crackers, or the items (See Below)
If you throw or somehow let the “detonator cracker” make contact with the rest of the crackers, they explode. One explosion which is caught by the other cracker explodes as well: this results in a chain of explosions. When used strategically, this can scores lot of damage, and lets you attack from afar. Unfortunately this doesn't make any knockback, though.
Here are the colors and what damage they can pull off.
Violet Blue: Common one. 2% damage. A medium radius.
Red: After Violet blue one, this is common as well. 3-4% This has quite huge radius.
Mint-Green: little uncommon, 7% damage, medium radius, does rapid damage.
Light Blue: Uncommon, but peculiar at that: it makes clusterous explosions, which is good to tie up trails of crackers together. Weak though. 1-2%
Bright Yellow: The most powerful one, 12%, has the hugest radius.
Final Smash: Sound Laser
Breaking the Smash Ball, Indy gets his ingredients he’s been longing for! Taking out a little metal pot with a handle on it, he throws in the Mjölk Chocolat, and squeezes half of the Peffermint-extract to go with it.
Starting from this moment, an alarming, but very peppy and upbeat music (inspired by Gradius’s Air Craft Carrier) is played. You must now guard your dear candy boiling for 4 seconds. If it's hit several times, the pot will break and the Final Smash fails. If you succeed though...
After boiling a while Indy congratulatingly raises the chocolate bar to harden it by wind. Finally, he puts the rest of the icecold mint extract on to the chocolate, and eats it in few bites, and then one gulp.
Due to the DANGEROUSLY HIGH content of sugar and minerals, Indy gets what seems like an extreme sugar rush- his body trembles and shakes, and he has very goofy grin, while his eyes lose their shine.A sign that he's going to use his most powerful attack.
The stage oddly closes up into four walls which are made of mixture of light and glass. This is to make the next attack successful. The background turns white, having lines and waves which will emit light and vibrate by every hit. Indy does a backflip, his body becoming engulfed with vivid light of orange, and soon making his body almost disappear into it. When the head remains, you'll aim the attacks direction with the mote, and let it rip, turning him into a laser beam which ricoches from everywhere like a manic pinball: the walls, the enemies, the items, objects, water, lava... even the framed walls created during the Final Smash. His eye-blindingly fast during this time, so it is quaranteed that he will hit everyone during this attack (Inspired by Sonic Colors's Cyan Laser) Every hit makes 3% of damage first, but if Indy hits the same opponent again, the damage increases. (Think PKMN's Fury Cutter) To add in his own flavor, keep B-button down- you'll hear a tune made out by the sounds he makes when he hits things. The more he hits, the more it will sound clear.
When the attack has reached it's peak, the laser slams straight to the ground and explodes with huge knockback quake extending to the entire stage. (23%) Characters with lots of damage will fly away instantly. Indy again flies forcefully off from the explosion and after bouncing and flopping on the ground roughly, he stops on the ground sitting and rises up very dazed and happy, while murmuring dizzily "Woooaahhhh..."
Taunts:
1- Indy waves his hand at the screen, while saying "Try Try Try!" at the players. At the last word he makes stereotypic japanese cheeky gesture at the player. (Pulling his left eye's lower eyelid down, and sticking out his tongue cheekily)
2- Indy starts to think about his dear ingredients (while he has put his finger on mouth in funny anime-esque motion, with huge silly eyes) and a thought bubble appears above him, showing them. Instantly he realises he's in a battle, so he snaps out of it and concentrates back.
3- The most bizarre one: Indy throws out his clothes for no reason, and takes out two japanese fans (one already covering his private part), covering his private part many times. Then he turns quickly around as he waves his finger once, turned back to normal.
(I'll update this later with some additional moveset adds)
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- Tips & Stragedies -
Indycotton Alchemy List
If you are very good at mixing up items, here are some specials which are really fun treat.
- Bounasu (Game Tengoku): An eggplant with a stick penetrated through it. When hitting an opponent it explodes into 6 smaller identical eggplants. These can be recover for 5% damage each. 7% Get it from: Two food items.
- Ofuda Card - (Pocky & Rocky): Indy holds this ghost-repelling card between his two fingers, and throws this very fast. A sword-swipe sound is heard if hit. 5%. The enemy also suffers from poison for a while. Get if from: Any item and a fan.
- Bell (Twinbee): Yellow Bell from Twinbee-games, he throws this forward at the enemy in moderate speed. When hit, it chimes. This can be picked up again and thrown. 5% Get it from: Koopa Shell and any item.
If the bell is damaged over five times, it changes color. There are three: Green, Red and Blue. If picked up, they might give status changes!
Red: Gives a protection on projectile attacks ala Franklin Badge, but just few. After then it automatically disappears. Blue: Gives a little speed effect akin to Bunny Hood. Green: The most rare, this actually triples your damage for the next attack! You can use this only once. Hit or miss, it disappears after then.
Blue Spiny Shell (Mario Kart): Throw this, and this searches the one with most least damage, expect yourself. Boom! 23%, Horizontal Knockback.
Get it from: Two Red Koopa Shells.
Volt Ball (Pulseman)
The glowing yellow ball having lightning mark emblazoned on it. I thrown this emits out sparks, and can ricochet from anywhere: platforms, ground and enemies. This goes on bouncing until it leaves the screen, or has bounced over 30 times. 2-3%.
Get it from: Koopa Shell with Lightning Bolt.
Spread Gun (Parodius)
Indy gets Pentarou's signature machine gun from Parodius-series (which also refers to his father's gun from Penguin Adventure), and can shoot out white rocket-like bullets, which explode in contact, leaving blue colored spherical explosions. This can trap enemies in easily. 6% per shot.
Get it from: Super Scope with any explosive.
Ice Flower (M&L2/New Super Mario Bros Wii) / Super Icy Curry (?)
Ice Flower is exactly like Fire Flower, expect it spews out freezing breath. Super Icy Curry is same, expect it grants an icy breath.
Get It From: Mix Freezie with Fire Flower or Super Spicy Curry.
If you take in food with Freezie, it gives out Kakigori, an icy dessert with flavored syrup. 12% Recovery.
Beam Whip (Kirby)
Gives out the rod used in Kirby-games when acguiring Beam Ability. This unleashes the weaker version of Waddle Doo's beam attack in Brawl. Can be used many times. 4%
Get It From: Fan and Lightning Bolt
- Cutter Boomerang (Kirby): A sharp yellow cutter with a red plastic handle in it, which can be thrown at enemies. This can return back at Indy, and is like an itemised "Boomerang" from Link's Moveset. Get it from: Two slicing projectiles, or any item with a Beam Sword.
-Barrel (Donkey Kong Country): Indy takes a wooden barrel from DKC, and rolls it away. This never breaks when thrown, instead it always rolls when thrown. Aside from these facts it acts like an ordinary barrel, having items or even exploding. Get it from: Two Capsules.
Carbage Block (Puzzle League) This might either take Lip's or Yoshi's garbage blocks. 15%, horizontal knockback. Get it from: Two Green Koopa Shells.
Electrode (Pokemon): Shortly, Indy plucks up an Electrode. Executing Explosion right when it appears, leaving Indy an expression which tells everyone is going to be screwed. Yep. Throw it. FAST. Or you'll just doomed. Doomed. 32%, BOOM Knockback. Get it from: Two explosives, mostly Bob-ombs or Gooey Bombs.
Mewtroid (Warioware): It's a cute kitty! With a gun installed on its hand. Talk about badass adorable! Indy can use this as an shooting item. This kitty fires green laser beams which make opponents fly up horizontally. This can be charged for a supershot which stuns them.. When running out, Indy let's the kitty walk away, which disappears in Metroid-esque teleportation. 4-9% Get it from: Ray Gun and Super Scope
Tanooki Statue: (Keio Flying Squadron 2) Pretty rare and for a good reason: run, if you see this concocted up. When thrown, it deals heavy damage, even if it doesn't go far when thrown. How come Indy can hold this thing which is about triple times his size? 27%, Vertical Knockback. When thrown, it stays on the ground, and can be grumbled to bits. You can break it's head to reveals lots of coins inside which can be thrown at enemies. (Ganbare Goemon) 3-5%.
Get it from: Mix a Crate and a Barrel.
Sword Of Kings (Earthbound): Is that the legendary Sword Of Kings!? This can be very, VERY rare to get. The chances are about 1/128.
Get It from: Random.
But when it appears, tables are meant to be turned. Basic: 10%
Strong: 20%
Smash: 30%, fully 38%
Thrown: 30%.
Crescent Moon: 10%-38%.
- Background Playing
When using Beat Hazard, Indy can leave the music background playing on his headphones by holding forward B down for little time. This leaves the attacks mode "on" and make him attack the enemies rhythmically, and boost the attack's range by using the same pulsating soundwaves. Almost all the attacks are compatible with this move. Even if the enemy knows the music, you can switch to the other attacks the don't use the rhythmic power for succession. There are the "aura attacks" listed below in Down B. This mode though is temporary, meaning it lasts for 10 seconds. The mode then must be recharged for a minute.
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Post by Shrikeswind on Mar 26, 2011 3:40:17 GMT -5
So your own characters? Okay, here's my crack at it. Tiamet BartomeoTiamet is the Imperial Prince of Lun. When he was 1, however, his mother was killed by a usurper. After being evacuated to Earth, Tiamet was raised by a pair of shepherds in New Mexico. An incident with a bear when he was 16 led him to obtain several animal forms and a magic staff which gave him plant powers, all to free Lun from its new Emperor and Tiamet's cousin, Sithik. A-Combo: Tiamet swings his staff left and right. Side-A: Tiamet thrusts with his staff. Up-A: Tiamet spins his staff over his head. Down-A: Tiamet does a low kick. Side-C: Tiamet spins on his staff in a double kick. Up-C: Tiamet swipes the air above him with his staff. Down-C: Tiamet ducks, spinning his staff around his body. Recovery: Thorns grow around Tiamet as he gets up. Ledge Recovery: Tiamet smacks with his staff as he comes up. Desperate Recovery: Okami pounces up. Dash: Okami pounces, then Tiamet drags enemies down. Grab: Tiamet vines nearby enemies in place. Pummel: Tiamet's vines constrict. F. Throw: Tiamet grabs and throws his foe in a lunge. U. Throw: Tiamet grows a tree under his foe. B. Throw: Tiamet does his F. Throw, but spins them behind. D. Throw: Tiamet slams his enemy with a falling elbow. N. Air: Tiamet spins his staff around horizontally. F. Air: Tiamet uses a flying roundhouse kick. U. Air: Tiamet performs a flipkick. B. Air: Tiamet spins around, swinging his staff downward. D. Air: Tiamet swipes below himself with his staff. Up-B: Taka Tiamet swoops upwards in the form of a hawk. B: Pine Cone Tiamet launches an explosive pine cone. The explosion isn't fiery, though. Forward B: Sapling Tiamet slams enemies into the dirt with a small tree. Down B: Thornbush Tiamet creates a thornbush, then has it pull down. Final Smash: Sequoia A large tree grows brutally quick. Beware of falling cones. Misc. Notes: Notice that I mention a character named "Okami" in two of Tiamet's attacks. When Tiamet dashes (and also for his Desperate Recovery,) he turns into a wolf. The wolf's name is Okami. That's it. Speed :: 8 / 10 (Okami=Pikachu, though Tiamet =Ganondorf.) Power :: 7 / 10 (Tiamet's got some solid attacks.) Jump :: 2 / 10 (Not Tiamet's strong suit.) Fall :: 4 / 10 (Here he be average.) Height :: 9 / 10 (Okami'd be more of a 5, though.) Weight :: 4 / 10 (For both.) Traction :: 7 / 10 (Again, for both.) Heavy Lifting :: 10 / 10 (Er, dragging. Okami can't throw well, but then, can YOU drag a 10-point buck around with your teeth? Okami can.) Taunts: Up Taunt: Okami howls. Side Taunt: Tiamet grabs his staff and bows his head. Down Taunt: Tiamet flinches and rubs his leg. Entrance: Tiamet teleports in, praying, then stands. Kirby Hat: Tiamet's ears and hair. Costumes: 1. Blue team: Above, default. (Wolf pelt.) 2. Green team: Greenish, leathery shirt. (Alligator pelt.) 3. Red team: Brown shirt. (Horse pelt.) 4. Tawny, spotted shirt. (Lynx pelt.) 5. Gray, course-haired shirt. (Peccary pelt.) 6. Black t-shirt, brownish pelt belted to him (Wolverine pelt.) Win Poses: 1. Tiamet is sitting, reading a book. 2. Tiamet plays his victory theme on the flute! 3. Tiamet leans on his staff and says "Good fight." Franchise Logo
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