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    TheLastDragoon
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    Other movesets

    Post by TheLastDragoon on Tue Sep 02, 2014 8:47 pm

    Kamek Koopa: Basically a well rounded fighter with projectiles for most special moves.

    Stats
    Attack: 7/10
    Attack Speed: 6/10
    Running Speed: 6.5/10 Same as Yoshi's
    Weight: 5/10 Same as Mario
    Height: 5/10  Same as Mario


    Basic attacks. All of Kamek's attacks are magic infused and so his wand leaves a short trail of magic and his attacks could have a aura effect to them.

    A KK swings his wand horizontally.
    AAA KK does 3 quick hits with his wand.
    >.A KK does a quick dash forward and swings his wand downward.
    ^.A KK swings his wand upward
    v.A KK hits the ground with his wand.
    Dash. While dashing KK does a quick spin before sending a small ball of energy a few feet ahead.

    Airs

    Nair KK swings his arms and legs out to attack in every direction. He has a after image that increases the amount of hits he does.
    Fair KK dashes forward in the air a few feet and hits opponents with his head.
    Dair KK does a magic infused downward stomp that can meteor smash opponents.
    Bair KK quickly turns around and does a backhand hit with his wand.
    Uair KK repeatedly waves his wand in the air.

    Smash attacks KK uses his wand to hit combined with a explosive magical energy.

    >.smash KK swings wand creating a trail of small explosions the last one sends opponents flying
    ^.smash KK holds his wand up and creates a multi colored flame above his head it deals continuous damage like Ness's pk fire before making a small explosion.
    v.smash KK strikes the ground with his wand creating a medium sized explosion and sends opponents flying.

    B attacks KK uses a variety of spells including magical projecttiles, summoning, and his trusty broom.

    .B Mirror Magic- KK creates a copy of himself behind him that mirrors evething he does. Attacks and movements. It has 20% stamina and only one can exist at a time. the spell takes 2.5 seconds to use.

    ^.B Broom Ride- gets on his trusty broom and can fly in any direction workw like Pit's ^.B except if you push a attack button he shoots forward hitting anyone who get's in his way. It can only attack straight ahead and deals 14% damage.

    >.B Magic Wave KK fires a chargeable ball of energy that scatters the further it flies. No charge 1 shot, med charge 3 shots, full charge 5 shots. Each shot deals 5% damage. The closer the opponent the more attacks will hit.

    v.B Block Drop- KK summons one of 3 blocks that crash down infront of him. Either a regular (wooden) block, a super (stone) block, or a ultra (metal) block. this attack causes meteor smash in the air or "buries" opponents on the ground the damage for them is regular 12%, super 17%, and ultra 22%. it takes about 1.5 seconds to summon. They break right after being used.

    FS Big Baby Bowser- KK hops on his trusty broomstick and flies into the background carrying Baby Bowser there's a bright flash then you see a giant silhouette of baby bowser with glowing yellow eyes. Then boulders fall from the sky (PK Starstorm style) while Baby Bowser spits fireballs aimed at your opponents from the background. Once over KK flies back to the stage. Each boulder deals 15% damage while the fireballs deal 17% damage. The boulders cause meteor smash while the fireballs have pretty high knockback however there's a target reticule just before the fireball reaches the stage.

    I'll post more soon.


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Tue Sep 02, 2014 8:54 pm

    Dark Matter mysterious sword master and a form of the main villain of 3 Kirby games and counting. A sinister being capable of firing dark waves and balls of energy also quite agile. He doesn't "float" jump like the all of the current kirby reps while in his humanoid form in his true form  He does float and attacks with energy beams and the spikes covering his body.


    Btw I refer to Dark Matter as male because "his" humanoid form resembles a male. I will also refer to his humanoid form as H and his eye form as E.


    -attack- 7-7- His humanoid form He mostly relies on close ranged attacks with his sword While- In his Eye Form Attacks mostly with projectiles and with the Spikes on his body

    -speed-6-8- He's much faster in his eye form do to the size difference.

    -size-5-3- Since his humanoid form is bigger he's naturally harder to knock around.


    -Special Attributes- Special Attributes are attributes like wall jumping, wall clinging, etc.

    He Transforms via v.B.
    As H can only jump twice but he can glide using his cloak. As E he can do several smaller jumps.


    -Standard Attacks-

    Neutral Attack: H does quick horizontal slash- E does a quick headbutt.

    Repeated attack: H does a 3 hit combo ending with a upward slash- E does 3 headbutts.

    Side Tilt: H does a quick forward stab- E quickly turns around and hits his opponent with his spikes.

    Up Tilt: H stabs the air above him.- E does points his spiky side up damaging his opponent.

    Down Tilt: H does a quick downward slash- E does a quick bellyflop.

    Dash Attack: H does a running spin attack- E dashes forward and does a drill like spin.


    -Smash Attacks-


    Side Smash: H covers his sword with darkness then does slash creating a medium ranged energy wave. It can deal 2 hits the sword swing deals 12% damage and the dark wave 7%-E creates a small explosion of darkness just ahead. It does 1 hit and16% damage.

    Up Smash: H covers his sword with darkness and stabs it straight up deals 1 hit and 15% damage- E points his spikes up and makes them double their size and covers them with darkness then stabs his opponent deals 1 hit and 15% damage

    Down Smash: H stabs the ground and creates a small shockwave of darkness. deals 1 hit and 21% damage- E points his spiked side down and spins like a top while covered in darkness deals multiple hits and upto 18% damage


    -Throws-

    Pummel:H hits with the hilt of his sword- E headbutts

    Forward Throw: H backhands his opponent away- E creates a small blast of darkness.

    Back Throw: H spins and throws his opponent behind him- E holds his opponent behind him and hits them with his spikes.

    Up Throw: H throws his opponent up and quickly slashes them- E throws his opponent up then hits them with several small balls of darkness like Mewtwo does.

    Down Throw: H slams his opponent down on the ground hard- E pushes his opponent onto the ground then bodyslams them.


    -Specials-


    Neutral Special: H Darkness Sphere H charges a ball of darkness on the tip of his sword(by holding B) then throws it (long ranged). It explodes in several directions once it hits a opponent, wall, stage hazard the main sphere deals 25% damage fully charged while the smaller spheres (from the explosion) deal 13% takes 2.5 seconds to charge- Darkness Cannon E charges a powerful medium ranged beam of darkness that deals multiple hits and upto 30% damage and takes 3 seconds to charge.

    Side Special: Darkness Striker H covers his sword and himself with darkness and rockets forward dealing 1 hit and 18% damage- Spike Bomb Barage E Fires 6 of the spikes from his back which make small explosions when they hit any thing and they hit a opponent, wall, or hazard. They deal 3% damage each and 18% if all hit 1 opponent. there's a wait time of 1.5 seconds between uses so E can regrow his spikes.

    Up Special: Dark Haze H surrounds himself with a cloud of darkness and swiftly flies in the direction you aim plus you can curve his trajectory while moving. It deals no damage has long reach- Dark Rocket E covers himself with darkness and shoots in 1 of 8 fixed directions. He deals on hit and causes a explosion on contact with any thing. He also deals 15% damage.

    Down Special: Transform.


    Final Smash: 02- Same for both forms. Dark Matter summons the sorce of his power. The background fades to black and in the middle appears 02. It fires Powerful blast of energy similar to what Andross does except they break up like a shotgun blast a little while before reaching the stage. They deal 6% per hit and each shot consists of 5 smaller blast so upto 30% per attack. While it is easy to dodge on its ownDark Matter continues to fight during the FS making them harder to avoid it last for 15 seconds.


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    Re: Other movesets

    Post by TheLastDragoon on Tue Sep 02, 2014 9:00 pm

    The Ultra-Intergalactic-Cybot G from Mischeif Makers 64 Marina Liteyear she can single handily stop missiles, lasers, and giant detachable robot arms and throw them back in her foe's face. she stared in mischief makers (trouble makers in Japan)


    Stats On a scale of 1-10
    Size: 4 Mario's size
    Speed:Walking speed average.5 Between Mario and Pickachu. Run speed fast 7 almost Fox's speed
    Strength: 6.5 about as strong as Lucario.

    She can jump upto 4 times the first being a normal distance jump but the others only cover half that distance.

    basic attacks

    a Marina does quick jab.
    aaa Marina uses the machinegun she stole from Lunar. She can fire several shots medium range.
    ^.a Marina punches up above her.
    >.a Marina does a backhand slap.
    v.a Marina brings both of her fist down to clobber her opponent.
    Dash.a Marina charges forward and does a 2 handed attack

    Airials would consist of simple punches and kicks


    n.air Marina does a quick spin attack.
    u.air Marina does a short jump with her fist raised.
    f.air Marina does a powerful clap that makes a small shockwave.
    b.air Marina does a dropkick while moving backwards.
    d.air Marina does a diving stomp. (similar to Link's d.air)

    Grabs

    grab. Marina does a basic grab motion
    pummel. Marina shakes her opponent roughly.
    ^.throw Marina throughs her opponent straight up.
    >.throw After a quick wind up Marina throws her opponent far ahead.
    <.throw Marina turns quickly and throws her opponent like a football.
    v.throw. Marina jumps up a bit and throws her opponent straight at the ground.

    Smashes

    ^.smash solid uppercut Marina delivers a powerful uppercut close range deals 17% damage

    >smash shield bash Marina draws a shield (she stole from the same boss) Marina deflects attacks with a shield then she thrust said shield forward close range. deals 19% damage.

    v.smash boulder break Marina smashes a boulder on a nearby foe's head close range deals 21% damage.

    .b moveset.

    up.b rocket uppercut
    Marina launches into the air with her powerful blow then punches her opponent down with both fist. deals 6% damge on then 10% on the followup attack
    .B shak'n throw
    Marina randomly throws either a bomb, a missile, or a laser sphere
    attack power and knockback go in this order laser>missile>bomb. Normaly the Laser does 18% missile deals 14%, and the bomb 10%. also the , the lasers move the fastest, the missiles have slight homing, and the bombs have the shortest range. She can shake (charge) whichever one she gets to add 1/2 extra attack power i.e laser does 27% missile 21%

    >.B full speed ahead
    Marina rides a cat creature that is riding a rocket (think Wario's motorcycle) can change directions and jump off at any time except it explodes on contact with opponents or the stage. (note I mean the rocket not the cat)

    v.B impenetrable defence
    Marina stops close ranged attack and catches any long range attack and throws it back. thrown attacks move 1.5x faster and deals 1.5x damage.

    Beastector (large mech that is the final boss of Mischief Makers 64) appears in the background and fires his rocket arm at Marina. She catches said arm and his pushed infront of the stage and she can aim at your opponents similar to the Dragoon. deals 50% damage and heavy knockback.

    I can't post links here due to being a new member.


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    Re: Other movesets

    Post by TheLastDragoon on Tue Sep 02, 2014 9:06 pm

    he'd be a slow moving character excluding his ^.b but would make up for it with his various projectile attacks and would have very slow but strong physical attacks with his trident. also this would be good for people who want a more true to his games moveset without changing the other Ganon's moveset for people who use him.


    he'd largely rely on his trident for his basic attacks utilizing his strength and the range of his trident.

    a trident stab.
    aaa burning trident combo.
    >.a trident swing a basic attack.
    <.a 180 swing Ganon quickly turns and swings his trident back-handed.
    ^.a fire wave Ganon waves his trident in the air leaving a trail of fire
    v.a stomp pretty self-explanatory.

    grabs
    Ganon holds his foe by their head then...
    >.throw Ganon throws his opponent slightly into the air then swings his trident like a bat.
    <. Ganon stabs his opponent then throws them far behind him.
    ^. Ganon holds his opponent above his head and creates a small explosion.
    v. Ganon slams his opponent down then stabs them with his trident.

    smashes

    >.smash Ganon summons a flaming bat that flies straight ahead. It leaves a trail of fire that last 2 seconds. Med range the bat itself deals one hit and 13% dmg but the fire deals light continuous dmg.

    ^.smash Ganon raises his trident into the air and shoots a lightning bolt straight up. Med range, single hit, and deals 14% dmg.

    v.smash Ganon spins his trident with both hands hitting infront and behind him. deals continuous dmg and upto 16% dmg.

    B.moves

    .B-Dark Volley Ganon holds his trident up and charges energy and then fires upto 3 energy balls like a scatter shot dark energy. Deals 7% dmg per ball.

    ^.B-Shadow Teleport Ganon turns into a shadow and warps. Can be aimed like Zelda's but the animation is him fading out.

    >.B-Trident Throw Ganon's trident is covered in blue flames then he throws it in the direction you aim. It works like a boomerang but deals one hit and 13% dmg. (moves pretty slow)

    v.B Flame storm Ganon creates upto 6 balls of fire that surround him by holding B then he fires them in different directions. he can't move while attacking

    fs

    Demon Aura Ganon Surounds himself with a powerful purplish aura that doubles his speed, attack power, and defense.


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    Re: Other movesets

    Post by TheLastDragoon on Wed Sep 03, 2014 1:10 pm

    Ghirahim is powerful character who is both fast and has great defensive capabilities he fights with magic arrows and swords. he can switch between 2 swords scimitars (for really fast attacks) and a buster sword (for heavy attacks and longer range)


    Stats D stands for dualwield and B for buster
    Attack D 5/10 B 8.5/10
    Attack Speed D 8/10 B 4.5/10
    Running Speed D 7/10 B 4.5/10
    Height DB 6.5/10
    Weight D 6/10 B 8/10


    Basics

    A Ghirahim does a single horizontal slash.
    AAA Ghirahim does 2 horizontal slash fallowed by a upward slash.
    ^.A Ghirahim does spins his sword above his head.
    >.A Ghirahim stabs his sword forward.
    v.A Ghirahim does a downward vertical slash.
    Dash Ghirahim dashes forward and does a spinning slash.

    Air's

    Nair Ghirahim creates 3 energy arrows that spin around him for a short time.
    Fair Ghirahim does a vertical full body spinning slash.
    Uair Ghirahim creates 4 energy arrows that go up one at a time. (good for juggling)
    Bair Ghirahim does a sharp kick behind him.
    Dair Ghirahim does a strong stomp attack. (Causes meteor smash)


    Smashes

    ^.smash - rising arrows Ghirahim fires a volley of arrows straight up each does 3% and he fires upto 6.

    >.smash - twin slash/great slash Ghirahim uses his 2 swords and slashes in a x pattern. deals 2 hits and 16% dmg. or his buster sword in a downward vertical slash. deals 1 hit and 23%dmg and heavy knockback.

    v.smash - blade spin Ghirahim spins in place swinging whichever weapon he's wielding. if dbl.swords this is a fast attack. It deals 4 hits and 4% dmg per hit and trips opponents. if he's wielding his buster sword it's a slow but powerful attack. It deals one hit and 21% dmg and good knockback.

    -Specials-

    Neutral Special- Dark Arrows
    first hold neutral.b to summon upto 5 that circle him then press neutral.b to fire all 5. there is a 2.sec period between summoning and 1.sec between each attack. each arrow deals 4% dmg and some knockback.

    ^.Special- Dark Dive.
    Ghirahim teleports in the direction you aim. then follows up with a diving stab. deals 11% dmg and meteor smash in air.

    >.Special- Blade Lunge
    Ghirahim charges forward and viscously slashes his opponent. 1hit and deals 9% dmg.

    v.Special- Demon Guard.
    Ghirahim's hand glows red and he blocks and counters any close range attack with a slash from whichever sword he's currently using. deals 13% dmg if he's using his scimitar's or 20% if he's using his buster sword.


    FS Demon King's Revival
    Demise breaks free of his seal and wields Ghirahim in his sword form and can use lightning to further increase his attack power.

    Demise's B.attacks are a bit different

    .B Burning Skyward Strike
    Demise unleashes a powerful wave of electrical energy. deals 24% dmg and significant knock back.

    ^.B Rising Demon
    A powerful slashing uppercut similar to Marth's ^.B except Demise goes straight up. It deals one hit, 21% dmg, and significant knockback.

    >.B Demon Lunge
    like blade lunge except it deals much heavier knockback and 20% dmg.

    v.B Wrath of the Heavens. Demise summons a lightingbolt that strikes his sword It increases the damage and knockback of one of his other attacks by half. It gives his attacks electric based damage and slightly increases their range. the charge disappears after 7 seconds of non use or after a attack.

    Taunts
    1- Ghirahim floats just above the ground and laughs at his opponents.
    2- Ghirahim holds out his sword then licks it as if thinking of the blood he'll spill.
    3- Ghirahim snaps his fingers and materializes either his duel scimitars or a buster sword depending on his currently equiped weapon.


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    Re: Other movesets

    Post by TheLastDragoon on Thu Dec 11, 2014 9:45 pm

    Ryuko Matoi. Is a heavy hitting character yet a fast one too, she has stat altering abilities. However using said abilities come at the price of her stamina. Each different ability cost stamina points or sp for short.

    Senketsu Senjin: This ability gives Ryuko upto twice as many hits with her basic, dash, tilt attacks and her smashes and specials deal 1.3x dmg. Cost 3% per second  

    Senketsu Shippu: This ability lets Ryuko jump 1.5x her normal jump distance and lets her move significantly faster in the air. Cost 3% per second.

    Senketsu Shippu Senjin: By combining the 2 abilities Ryuko becomes a much bigger threat however it cost 7% per second so use it wisely.

    Stats
    Attack: 7.5/10
    Speed: 8/10
    Weight: 5/10
    Height: 4.5/10



    Basics

    A Ryuko does a horizontal slash.
    AAA Ryuko does 2 horizontal slashes then fallows up with a upwards vertical slash.
    ^.A Ryuko stabs upwards with her scissorblade.
    >.A Ryuko does a downwards vertical slash.
    v.A Ryuko stabs downwards with her scissorblade.
    DashRyuko spins rapidly like a whirlwind. (similar to Megaman's dash attack)


    Air's

    Nair Ryuko releases a small shockwave that reaches 2.5ft around her.
    Fair Ryuko does a short air dash and stab forward.
    Uair Ryuko gets a short boost upwards while doing a corkscrew slash.
    Bair Ryuko spins backwards and deals a horizontal slash.
    Dair Ryuko does a falling stab attack that causes meteor smash but greatly increases her fall speed.


    Smashes During these attacks Ryuko uses the fully extended form of her scissorblade "Decapitation Mode" If the smash is fully charged

    ^.Smash Ryuko stabs her scissorblade up while generating a strong wave of energy around herself. It deals 24% when fully charged

    >.Smash Ryuko swiftly dashes ahead and delivers a powerful horizontal slash. It deals 27% when fully charged.

    v.Smash Ryuko does a spinning slash with her scissorblade close to the ground to trip opponents then if you push the aA button again she'kl deliver a upward slash. The first hit deals 6% and the second doels 25%


    Specials

    B Satsuki Tagteam Clash- Ryuko calls for backup and so Satsuki Kyurin appears ahead 1/3 of FD's length and then the 2 of them charge towards the center between them and their blades clash dealing heavy dmg and knockback to those caught between them. It deals 30% dmg.

    ^.B Life Fiber Booster- Ryuko flies upwards swiftly 1/3 of FD's length and deals a (optional) 2 part combo. The first hit is like Marth's ^.B but then she'll do a vertical spinning attack that drags opponents downward with her dealing several weak hits and upto 23% dmg

    >.B Sonic Slash- Ryuko can charge up a slash that creates a wave of energy that flies forward upto 1/2 FD's length. And it deals upto 20% dmg

    v.B Life Fiber Pulse- Ryuko generates huge amount of raw energy that pushes opponents and items away. (Think Mario's FLUDD that hits in every direction.However you can't hold a charge.)


    Final Smash Dual Decapitation Final- Ryuko does a slash that leads to a cutscene of her and Satsuki(with the other half of the scissorblade) dealing several slashes then Ryuko takes the other half of the scissorblade and does a flashy final attack that makes a cross shaped explosion. Deals a total of 58% dmg.


    Taunts In order to use "Shippu Sennin" you start using either her >. or ^. taunt then quickly use the other mid transformation

    >.Taunt. Ryuko spins her scissorblade and then yells "Senjin" and changes to her blade covered form.
    ^.Taunt. Ryuko does a short jump and yells "Shippu" and changes her form.
    v.Taunt. Ryuko stops and meditates breafly and returns to her normal form.


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    Re: Other movesets

    Post by TheLastDragoon on Fri Mar 06, 2015 5:54 pm

    Vyse http://ts3.mm.bing.net/th?id=HN.608053509938217970&pid=15.1&P=0 is an expert swordsman who fights with twin cutlasses. He can focus his spiritual energy through his weapons to perform high-powered attacks beyond the ability of normal fighters.


    Moveset


    -Stats-
    Attack: 6/10
    Movement Speed: 6/10
    Attack Speed: 7.5/10
    Height: 5/10 (A inch or two shorter then Link.)
    Weight: 5/10
    Recovery: 6/10


    -Standard Attacks- Vyse can dish out long swift hitting combos and chain together any of his tilts. Although he can only chain upto 4 tilts(his basic combo counts as 1 tilt but can be used only once per combo) before stops and has a cool down time of 1.5 seconds.



    Neutral Combo: A 3 hit chain of quick slashes.

    Side Tilt: A forward stab.

    Up Tilt: A single overhead slash with a cutlass.

    Down Tilt: A downward sweeping slash with one cutlass.

    Dash Attack: A running double cutlass slash.


    -Smash Attacks-


    Side Smash: Cross Slash- Vyse charges before slashing with both swords releasing a cross shaped wave of energy forward about 5ft. The sword slash deals 13% dmg and the wave deals 8% dmg. together they have a fairly high knockback.

    Up Smash: Cyclone Slash- Vyse does a spinning slash that generates a small cyclone that goes straight up carrying opponents away while dealing light continuous dmg. The spin attack deals upto 9% dmg and the cyclone deals upto 11% while traveling about 12ft. depending on if it's fully charged.

    Down Smash: Soul Slash- Vyse gathers his soul energy into his swords above his head before dealing a powerful downward slash on each side. This move has a sweetspot on his right side. (Since that cutlass is quite abit larger) it deals 17% and decent knockback on his left, and 23% and heavy knockback on his right.


    -Air Attacks- While he can't use his combo skills in the air he does deal somewhat more damage per hit do to his sky pirate spirit.


    Neutral Air: Vyse does a horizontal spinning attack.

    Forward Air: Vyse gets a slight boost forward while slashing with both cutlasses.

    Back Air: Vyse does a backwards drop kick.

    Up Air: Vyse does a quick spin before a cross shaped slash.

    Down Air: Vyse does a falling stab that causes meteor smash.


    -Throws-


    Pummel: Vyse hits his opponent with his right sword hilt.

    Forward Throw: Vyse throws his opponent forward then follows up with a quick slash.

    Back Throw: Vyse flips his opponent behind himself then delivers a quick kick to their back.

    Up Throw: Vyse holds his opponent up then sends them flying with a upward slash.

    Down Throw: Vyse slams his opponent on the ground.-Specials-


    Neutral Special: Pyrulen- Vyse gathers his soul energy before creating a large magic explosion ahead of himself from the power of the red moon. It has a range of upto 5ft. ahead and a blast size of 2/3 of a smart bomb. but has a longer prep time then a Warlock Punch. It also deals 26% dmg and pretty high knockback.

    Side Special: Cutlass Fury- It starts out with a 4 hit combo while he charges forward. (has some arial recovery) before he jumps into the air and finishes with a stronger double bladed fall slash. Deals upto 20% dmg

    Up Special: Sword Storm- Vyse jumps into the air while creating multiple energy blades above his head before sending them flying downward. Deals multiple hits it's good for guarding edges and upto 16% dmg.

    Down Special: Skull Shield- A pirate skeleton wielding a single large cutlass wil protect Vyse from the front then counter with a powerful slash of its own. It deals 22% dmg.


    Final Smash: Pirate's Wrath- Vyse creates a large tornado around himself before infusing it with a huge amount of electricity then sends it forward trapping opponents while dealing continuous dmg before he follows with a powerful flying cross slash that destroys the tornado leaving a large glowing Jolly Roger in its place. It deals upto 58% dmg and heavy knockback.


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    Re: Other movesets

    Post by TheLastDragoon on Fri Jun 19, 2015 11:32 pm

    Sora is a fast hitting fighter with both "sleights" (his physical attacks delt with his keyblade) and even some magic. (No magic swordsmen in Smash yet) He's good at getting in close fast and has some ranged attacks.



    Sora (I'll go primarily with KH:3D Sora due to that being the most recent Nintendo exclusive version of Sora but I will have a couple of Re:Coded and Re:CoM inspired moves)

    http://ts4.mm.bing.net/th?id=HN.608009155812459947&pid=15.1&P=0
    http://kingdomhearts.wikia.com/wiki/Sora
    http://www.khwiki.com/Form:Sora#Kingdom_Hearts_3D:_Dream_Drop_Distance_version



    -Stats-
    Attack:6.5/10
    Run Speed:7/10
    Attack Speed:7.5/10
    Height:5.5/10
    Weight:5/10


    -Standard Attacks-


    Neutral Attack: Blitz- Quick Blitz- Sora jumps forward a couple of feet and swings his keyblade down it has abit more range then most "swordsmen's" basic attacks.

    Side Tilt: Elemental Raid- Sora throws his keyblade and if it hits opponents it'll randomly do fire, ice, or electric dmg to opponents. the blizzard raid freezes opponents temporarily and the thunder raid moves faster then the other two.

    Up Tilt: Judgement- Sora throws his keyblade straight up, and if it hits a opponent it'll stay spinning in place dealing upto 3 hits.

    Down Tilt: Fira- Sora surrounds himself with small flames that circle around him dealing multiple weak hits.

    Dash Attack: Sliding Dash- Sora rushes forward swiftly slamming into opponents with his keyblade out.

    -Smash Attacks-


    Side Smash: Prism Windmill- Sora dashes forward While his keyblade spins rapidly while surrounded by a rainbow of light energy. This does 24% damage and average knockback for a smash.

    Up Smash: Magnet Spiral- Sora creates a magnet Spiral- Sora creates a magnetic field to draw in opponents before he does a spinning slash to knock opponents away. This does 23% damage and average knockback for a smash.

    Down Smash: Zantetsuken- Sora takes a dualing stance before delivering a fierce slash that sends opponents flying. This is Sora's strongest smash with 28% damage and great knockback.

    -Air Attacks-


    Neutral Air: Spark- Sora moves forward while surrounded by prismatic energy crystals that quickly spin around him dealing damage to opponents.

    Forward Air: Circle Raid- Sora moves forward abit and throws his keyblade which circles around him. This has more range then Spark, but the keyblade only hits his opponents once each per attack.

    Back Air: Ariel Slam- Sora turns around and swings his keyblade down. This attack will spike opponents downwards.

    Up Air: Tornado Strike- Sora does a horizontal spinning attack that creates a whirlwind that flies up carrying opponents away.

    Down Air: Gravity Raid- Sora throws his keyblade straight down and if it hits a opponent it'll double their fall speed until they hit the ground or fall into oblivion.

    -Throws-


    Pummel: Sora hits his opponent over the head with his keyblade.

    Forward Throw: Sora throws his opponent ahead then throws his keyblade at them using strike raid.

    Back Throw: Sora throws his opponent backwards then turns around and hits then in their back.

    Up Throw: Sora throws his opponent up then jumps up and hits them away from him.

    Down Throw: Sora swings his keyblade down on his opponent's head to send knock them away from him.


    -Specials- Since every character has alternate moves DLC characters will to IMO. So here's a complete Specials moveset.


    -Specials- Part of Sora's appeal is his large variety of attacks that fit just about any situation. So here's a complete Specials moveset with each alt move being completely unique.

    Neutral Special: Ragnarok- Sora gathers a lot of light energy into the end of his keyblade before firing a volley of energy beams forward simultaneously. It deals 22% damage. Takes as long to charge as Samus's neutral B. (CoM)

    Neutral Special2: Zone of Ruin- Sora covers his keyblade in a strong golden aura before delivering a single powerful slash. This does 24% damage and has about the same startup time as a falcon punch and has 2x range as a normal slash of Sora's. (Re:Coded)

    Neutral Special3: Deep Freeze- Sora does a spinning slash that hits nearby opponents with a arctic blast of magic that can freeze them solid. It has a range of 4ft, has a 1.25 second startup, and deals 14% damage. (Re:Coded)


    Side Special: Judgement Triad- Sora Throws his keyblade forward and when it hits a opponent it'll break into 3 normal sized parts that deal multiple hits on a opponent. It deals upto 15% damage initially then each fragment deals 5% to opponents on the other side. and little knockback. Sora can't use other attacks until his keyblade returns to him a couple of seconds later so if you miss you'll be wide open. (Re:Coded)

    Side Special2: Faith- Sora flies forward surrounded by 4 columns of light. The columns circle around Sora before separating form around Sora on his left and right sides. This does upto 19% dmg and very little knockback. (KH3D)

    Side Special3: Balloonra- Sora creates 4 balloons made of light magic ahead of him then leaps forward and sends each them flying at at different angles. If he hits a nearby opponent with all the total damage is 20% with each balloon doing 5% damage. (KH3D)


    Up Special: Tornado Strike- Sora does a flying spin attack that creates a tornado around himself. Has a good recovery distance and deals upto 14% damage. The tornado continues flying a few feet in the direction Sora was going even after he stops spinning. (KH3D)

    Up Special2: Flight/Glide- Sora can fly up, down, left, and right, for a limited time but it takes awhile to change directions so you should know where you want to go to avoid wasting time. It travels roughly the same distance as Villager's up special. (Most KH games)

    Up Special3: Tornado- Sora doesn't recover with this move rather he creates a tornado that you can move in any direction. It's about 4ft tall, moves somewhat slowly, deals 3% dmg per second, and is best for sending opponents up off of the screen. (KH3D)


    Down Special: Salvation- After charging up briefly Sora creates a vortex of light around himself that does several hits before knocking opponents into the air. It deals upto 20% damage. (KH3D)

    Down Special2: Meteor- Sora brings meteors crashing down on the area ahead, triggering a small explosion from each meteor. This move is chargable. Sora can summon upto 4 meteors above from the same height as Pikachu's thunder cloud. Each meteor does 14% damage but they can overlap, especially on larger targets. (Re:Coded)

    Down Special3: Mega Flare- Sora creates a large sphere made of powerful flames that will detonate after either 3 seconds or if a opponent touches it. It has the same prep time as Ganondorf's warlock punch, the blast radius is 6ft, and it deals 27% dmg making it Sora's strongest special atleast in damage. (Re:Coded)


    Final Smash: Nightmare's End- Sora creates a long keyblade made of pure light, then he does a far reaching slash upwards sending opponents up between him and a image of Riku with a dark keyblade. They combine the two blades creating a mighty keyblade that deals several powerful hits in a and like Kirby's Ultra Sword he'll only do the long combo if the first slash connects. It deals 58% damage.


    -Other-


    Entry: Sora falls through a portal of light a few feet above the stage.

    Up Taunt: Sora puts his hands behind his head and say "That all you got?"

    Side Taunt: Sora leans forward ready for a fight and makes a fierce (for him atleast) face.

    Down Taunt: Sora does that goofy grin from KH1 (you know the one I'm talking about)

    Win1: Sora holds up his keyblade which is radiating light and a crown symbol appears under him.

    Win2: Sora triumphantly holds up a gold trophy he won in Olympus.

    Win3: Sora gets knocked over by Pluto who's barking exitedly.

    Lose: Sora falls down and looks sad. (but he claps for the win for the winner because he's a good sport)


    Sora's colors Valor Red, Anti Black, Wisdom Blue, Master Yellow, Final White, KH2 Greyish. http://ts4.mm.bing.net/th?id=HN.608040186947112015&pid=15.1
    DDD http://ts4.mm.bing.net/th?id=HN.607991460546218043&pid=15.1&P=0
    Original http://ts2.mm.bing.net/th?id=HN.608053174928475189&pid=15.1&P=0


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Fri Jun 19, 2015 11:34 pm

    Inklings are rather weak defensively and rely on their unique arsenal of ink based weaponry and natural evasiveness. When dashing or dodging on their ink they go into their Squid form and move at high speeds. Also your Inkling moves significantly faster even when just walking. Their ink stays in place for 3.5 seconds before disappearing.


    -Stats-
    Attack:6/10
    Movement Speed: (out of ink) 7/10 (in ink) 8.5/10
    Attack Speed: 7.5/10
    Height:5/10
    Weight:4/10


    -Attacks-
    A- Inklings fire rapid weak shots of ink from their Splattershot Junior.
    >.A- Inklings throw their waterballoon like Burst Bombs which do minimal dmg and spread abit of ink.
    ^.A- Inklings fire a quick volley of shots randomly above their head.
    v.A-Inklings set down Ink Splashers which create small fountains of ink that only last 1.5 seconds. Good for setting up combos.

    Dash- Inklings turn into squids and dive forward headbutting nearby opponents.

    Nair- Inklings perform quick cartwheels in the air while flinging ink a short distance around themselves.
    Fair- Inklings jump forwards and headbutt nearby opponents.
    Uair- Inklings swing 2 Burst Bombs above their head. They burst together spreading some ink and dealing slight dmg.
    Dair- Inklings fire a uncharged shot from their Splat Charger straight down.


    >.Smash- Inklings set a Seeker down which travels forward (about 1/3 the length of Final Destination) they explode on contact with a opponent or a incoming attack. Deals 16% dmg.

    ^.Smash- Inklings throw a Splat Bomb upwards in a arc. If it hits it'll do 17% dmg, or you can quickly press A to shoot it in midair which works for spreading ink farther around but deals less dmg.

    v.Smash- Inklings set down a Ink Mine that'll explode if a opponent steps on it, or after 4 seconds after being set. Deals 18% dmg


    B- Inklings use their Roller to quickly spread large amounts of ink manually. (by holding B) It deals 6% dmg per hit and decent knockback but leaves Inklings open for counter attacks. Also each time you hit B the Inkling will swing the roller splashing ink ahead and deflecting projectiles.

    >.B- Inklings fire their Splat Charger, which is the quickest way to spread ink from a distance. The shots can be charged (duh) and the shots travel from 1/4of FD's length uncharged to 2/3 FD's length fully charged. It also deals 12-18% dmg.

    ^.B- Inklings turn into Squids and Launch 2.5x higher then a normal jump before diving downwards headfirst. They deal 12% dmg and cause meteor smash if they hit a opponent in the air. But be careful... If you miss hitting a platform and/or a opponent over a pit...

    v.B- Inklings set up Splash Walls which pour ink straight down like a waterfall. It deals very little dmg, but pushes opponents straight down with the ink stream(perfect for using on the edges of platforms or the main stage) however they run on ink shot by the Inkling that set it up, so by shooting them with any ink based weapons you keep them active.


    -FS-
    Inkageddon 2 Inklings (of the same color as the one with the FS) will land next to the FS user and each will use a Super Weapon. 1 will use the Killer Wail (left or right) which is like a somewhat smaller Zero Laser, 1 use the Kraken power to attack opponents on the ground. While you prepare the Ink Strike (Think vertical Zero Laser) Which spreads alot of ink and meteor smashes opponents in the air. Altogether it deals upto 58% dmg.


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Fri Jun 19, 2015 11:37 pm

    http://ts2.mm.bing.net/th?id=HN.608035144664615100&pid=15.1&P=0
    Pokedex
    In its true form, it possess a huge amount of power. Legends of its avarice tell how it once carried off an entire castle to gain the treasure hidden within.



    -Stats- Hoopa Unbound is a slow moving but very powerful legendary pokemon. He fights with his 6 disembodied arms that float at his sides and has many other tricks up his many sleeves. Also he can reach quite far with it's floating arms.

    Attack: 8/10
    Movement Speed:5/10
    Attack Speed: 7.5/10
    Height: 8/10 About the same as Ganondorf.
    Weight: 7.5/10
    Recovery: 5/10



    -Standard Attacks-


    Neutral Combo: He does a quick flurry of jabs with its many arms.

    Side Tilt: He does a backhanded slap with 3 of his arms.

    Up Tilt: He does a somewhat high reaching uppercut without leaving the ground.

    Down Tilt: He does a quick headbutt.

    Dash Attack: He launches all of his arms forward about 5ft ahead.


    -Smash Attacks-


    Side Smash: Tri Punch- He charges up before delivering 3 different elemental punches (fire/ice/thunder) with 3 arms at once, and deals heavy knockback and 30% dmg. (Yes I took some liberties with this one but so does Sakurai at times)

    Up Smash: Uproar- He jumps a several feet into the air before shouting a battle cry as he wildly swings his arms outwards in each direction. It deals the least knockback out of his smashes and 26% dmg, but makes up for it with its larger vertical hitbox.

    Down Smash: Zen Headbutt- He gathers his willpower before delivering a psychic charged headbutt. It does heavier knockback then Tri Punch but only 27% dmg.


    -Air Attacks-


    Neutral Air: He spins his arms around himself in a clockwise motion.

    Forward Air: He punches forward with multiple arms.

    Back Air: He does a backwards dropkick.

    Up Air: He jumps up slightly while spinning around.

    Down Air: He shoots his 6 arms down at once causing meteor smash, but it increases his fall speed by half.


    -Throws-


    Grab: He shoots 2 arms a few feet forward to grab his opponent.

    Pummel: He punches with the arms not currently holding his opponent.

    Forward Throw: He tosses his opponent forward before backhanding them with 2 of his free arms.

    Back Throw: He spins his opponent around him multiple times before throwing them behind himself (without moving his main body)

    Up Throw: He holds his opponent up then jumps in place headbutting them.

    Down Throw: He piledrives his opponent.


    -Specials-


    Neutral Special: Focus Blast- He heightens his mental energy (charges for 2.5 seconds)before firing a concentrated blast forward 1/3 of Final Destination's length. It deals heavy knockback and 34% dmg.

    Side Special: Psy Shock- He creates a fast moving wave of psychic energy. It travels upto 1/3 of Final Destination's length and deals 18% dmg and has a cool down time of 1.5 seconds.

    Up Special: Warp Ring- He expands one of his rings into a portal that he'll enter before opening a second one upto 1/3 of Final Destination's length in the direction you aim.

    Down Special: Destiny Bond- If he is hit while using this move the opponent who hit him takes equal damage and knockback (scaled to their dmg%) it has a cool down time of 2 seconds between uses. Also he is still hit by the attack.


    Final Smash: Hyper Space Fury- He surrounds a nearby opponent (one withing 1/2 of Final Destination's length of himself) with 6 portal rings then rapidly assaults them with a barrage of powered up punches. It deals upto 58% dmg and can k.o most opponents at 75% dmg.


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Tue Jun 23, 2015 4:37 pm

    Megaman.EXE

     -Gimmick-
     Megaman has 2 unique abilities known as "Full Synchro" which happens when he's fighting well. And "Soul Unison" which allows him to combine his power with some familiar faces... But before I get into that I'll explain how it works and its limits.

      There's a picture of Megaman next to his dmg% meter. The picture will change depending on Megaman's current status. When in his default form if his 0% dmg Megaman enters his full synchro state and his attacks deal 1.5x dmg and knockback, or he can activate it by dodging attacks and using a set number (4x) different attacks without taking dmg. It will however disappear if Megaman takes dmg.

    Megaman can also combine with a fellow Net Navi changing his fighting style and appearance however it only last for a period of time. The picture of him also has a number next to it, ranging from 0-3. For every 5 seconds he's using Double Soul the number will go down by 1, at 0 he'll return to his default state and he'll be slightly sluggish till the number rises to1 or higher.

    His Double Souled forms are Proto Soul and Bass Soul. (I know it's referred to as Bass Cross but it's simpler to just use the same names) During his Double Soul state his Specials and Smashes will change to fit his form.



    Let me know if it needs revisions pls.


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    Raymu
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    ☯Reimu's husband☯

    Posts : 18088
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    Age : 21
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    Character sheet
    Character Information:
    Race:
    Health:
    100/100  (100/100)

    Re: Other movesets

    Post by Raymu on Tue Jun 23, 2015 5:12 pm

    TheLastDragoon wrote:Megaman.EXE

     -Gimmick-
     Megaman has 2 unique abilities known as "Full Synchro" which happens when he's fighting well. And "Soul Unison" which allows him to combine his power with some familiar faces... But before I get into that I'll explain how it works and its limits.

      There's a picture of Megaman next to his dmg% meter. The picture will change depending on Megaman's current status. When in his default form if his 0% dmg Megaman enters his full synchro state and his attacks deal 1.5x dmg and knockback, or he can activate it by dodging attacks and using a set number (4x) different attacks without taking dmg. It will however disappear if Megaman takes dmg.

    Megaman can also combine with a fellow Net Navi changing his fighting style and appearance however it only last for a period of time. The picture of him also has a number next to it, ranging from 0-3. For every 5 seconds he's using Double Soul the number will go down by 1, at 0 he'll return to his default state and he'll be slightly sluggish till the number rises to1 or higher.

    His Double Souled forms are Proto Soul and Bass Soul. (I know it's referred to as Bass Cross but it's simpler to just use the same names) During his Double Soul state his Specials and Smashes will change to fit his form.



    Let me know if it needs revisions pls.

    I like it! Although Full Syncro seems slightly vague, does he begin with it if his damage needs to be zero, or does he have to stay at zero damage for a certain amount of time for it to activate? Otherwise, it seems fine.


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Tue Jun 23, 2015 9:32 pm

    Megaman.EXE

     -Gimmick-
     Megaman has 2 unique abilities known as "Full Synchro" which happens when he's fighting well. And "Soul Unison" which allows him to combine his power with some familiar faces... But before I get into that I'll explain how it works and its limits.

      There's a picture of Megaman next to his dmg% meter. The picture will change depending on Megaman's current status. When in his default form if his 0% dmg Megaman enters his full synchro state and his attacks deal 1.5x dmg and knockback, or he can activate it by dodging attacks and using a set number (4x) different attacks without taking dmg. It will however disappear if Megaman takes dmg, until the qualifications are met.

    Megaman can also combine with a fellow Net Navi changing his fighting style and appearance however it only last for a period of time. The picture of him also has a number next to it, ranging from 0-3. He uses 1 point for every 5 seconds he's using Double Soul the number will go down by 1, at 0 he'll return to his default state and he'll be slightly sluggish till the number rises to1 or higher.

    His Double Souled forms are Proto Soul and Bass Soul. (I know it's referred to as Bass Cross but it's simpler to just use the same names) During his Double Soul state his Specials and Smashes will change to fit his form.



    -Stats-
    -Default- A Fast Run and Gunner.
    Attack Power: 6/10
    Attack Speed: 7.5/10
    Movement Speed: 7/10
    Height:5.5/10
    Weight:5/10
    Recovery: 6/10


    -Proto- A Close Combat speciallist.
    Attack Power: 7.5/10
    Attack Speed: 7/10
    Movement Speed: 7.5/10
    Height:5.5/10
    Weight:5/10
    Recovery: 6.5/10

    -Bass- A Mid-Ranged Powerhouse.
    Attack Power: 8.5/10
    Attack Speed: 6.5/10
    Movement Speed: 7.5/10
    Height:5.5/10
    Weight:5/10
    Recovery: 5/10


    -Normal Attacks-

    A- Megaman uses his vulcan chip to quickly fire energy bullets forward.

    >.A- Megaman uses his air shot chip to fire a rather weak projectile that has surprisingly high knockback for a basic attack.

    v.A Megaman uses his pulsar chip to create a sonic wave around himself. (about 2 feet in each direction)

    ^.A- Megaman uses his mini bomb chip to throw a small explosive ball upwards in a arc. It has very little knockback.

    Dash- Megaman uses his quake chip while dashing forward to create a shockwave that travels across the ground for about 5 feet.


    -Airs-

    Nair- Megaman uses his hot body chip to surround himself in a small whirlwind of fire.

    Fair- Megaman uses his moon blade chip to do a spinning slash.

    Dair- Megaman uses his wind rack chip to create a gust of wind that goes straight down. It does no dmg but is good at interfering with recovering opponents.

    Uair- Megaman uses his Fire hit chip to do a flaming uppercut nearby opponents. (Note, this attack only slows his decent rather then work as a extra jump)

    Bair- Megaman uses his boomer chip to throw a large boomerang behind himself. It goes about 4 feet before returning.


           -Specials and Smashes-
        -Default- (Reminder all his attacks deal 1.5x dmg and knockback during Full Synchro)  

    B Program Advance Giga Cannon- Megaman Gathers a large amount of enery with his Cannon Program Advance before firing a single powerful shot. It deals 24% dmg, heavy knockback, has range of 1/3 of FD's length. However he can not "hold a charge" like samus's neutral special.

    >.B  Mega Buster- Megaman charges up his signature move. It isn't very powerfull dealing 14% dmg. But you can move while charging it. (And I made it his side be for easier use while moving)

    ^.B Air Spin- Megaman creates a small whirlwind that carries him up. It carries him slightly higher then a normal jump, but even after that the whirlwind continues upwards without Megaman. It deals slight continuous dmg.

    v.B Double Soul- Megaman Uses his double soul ability to gain the powers of Protoman or Bass. After pressing v.b just move the control stick left for Protoman or right for Bass.


    >.Smash Hi-Cannon- Similar to Classic Megaman's charge shot. It travels about 1/3 the length of FD and deals 18% dmg and has good knockback distance.

    ^.Smash Megaman fires a heavy cannonball upwards in a short arc. It has similar knockback and fall speeds to the Villager's bowling balls. deals 20% dmg.

    v.Smash Time Bomb- Megaman plants a timebomb on the ground. It'll detonate after 3 seconds dealing 25% dmg, unless it's destroyed before detonation. (it has 25% stamina) Blast radius is 1/3 the size of a smart bomb item.

     -Proto-
    B Program Advance Life Sword- P-Soul Megaman gathers up energy before delivering a powerful slash with a long beam sword. it deals 29% dmg and heavy knockback but can't "hold the charge"

    >.B Swift Wide Sword- P-Soul Megaman dashes forward almost invisible to the naked eye and dealivers a single slash with his blade. It deals 19% dmg

    ^.B Aqua Whirl- P-Soul Megaman creates a small spinning water spout that he  uses to jump off of. It deals slight dmg but it moves downwards and can drag opponents down.

    v.B De-Soul By pressing v.b while transformed P-Soul Megaman will cancel the double soul early saving unused points.


    >.Smash Z Saver- P-Soul Megaman delivers 2 horizontal slashes then fallows up with a Strong vertical slash that sends opponents flying. Attacks deal 8%, 8% and 12% dmg in that order.

    ^.Smash Wide Blade Long Blade- P-Soul Megaman swings a wide arching overhead slash then fallows up with stabbing a long energy blade straight up. Deals 12% and 14% dmg.  

    v.Smash Lance- P-Soul Megaman summons bamboo spears that shoot up straight out of the ground. It creates upto 8 bamboo spears (4 on each side) and deals 24% dmg.


      -Bass-
     B Program advance Darkness- B-Soul Megaman gathers a huge amount of energy and creates Gospel's head as a arm cannon. Once it's fully charged he fires a dark flame blast that travels about 1/4 of FD's length and deals 35% dmg and it sends opponents flying hard and fast.

    >.B  Hell's Rolling B-Soul Megaman Bass charges for a couple of seconds then fires a pair of dark energy rings forward. they travel across the ground and deal 18% dmg and moderate knockback.

    ^.B  Red Wave B-Soul Megaman summons a wave of lava that he can use to jump off of. His jump has the same height as normal jumps. When he jumps off of it the lava will fall on his opponents head but unlike P-Soul's this attack has less downward range before the lava disappears, meaning to ko someone you need to get closer.

    v.B  by pressing v.b while transformed B-Soul Megaman will cancel the double soul early saving unused points.


    >.Smash Tank Cannon- B-Soul Megaman fires a somewhat slow explosive cannon shell that travels upto 1/3 of FD's length. But it will detonate on contact with a opponent, strong attack, stage hazard/assist trophy/pokeball pokemon. It deals 29% dmg.

    ^.Smash Drill Arm- B-Soul Megaman creates a large drill on his arm then stabs it straight up. It deals several small hit before sending his opponents straight up. It deals upto 31% dmg.

    v.Smash Asteroid- B-Soul Megaman calls down small asteroids from a worm hole roughly 4ft. above himself. They rain downwards onto his opponents heads. He calls upto 4 asteroids that deal 8% dmg each (32% total) and cause meteor smash (no pun intended)to opponents in the air.


        -FS-
      Deux Hero X Dark Messiah Neo
    MegaMan and ProtoMan charge up side by side, and both unleash a large volley of buster shots and energy waves before Bass appears from a dark rift and fires a massive ball of pure destructive energy downward. The buster and energy slashes deal upto 26% dmg and the destructive energy ball deals 32% doing a total of 58% dmg. This attack will easily K.O. most opponents with over 40% before the attack.


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Fri Jun 26, 2015 1:08 pm

    -Gimmick-
    Pokey fights alongside Giygas (In his dark sphere form) and while Pokey does most of the fighting himself in his heavily armored form, Giygas will intervene for his specials and fs. Giygas fallows Pokey similar to how Luma fallows Rosalina, however Giygas stays behind Pokey waiting to be called upon.


    -Stats-
    Attack Power: 8/10
    Attack Speed: 5.5/10
    Movement Speed:5/10
    Height: 6.5/10 To be clear roughly Bowser's height.
    Weight: 7.5/10
    Recovery: 5/10



    -Standard Attacks-


    Neutral Attack: Heavily Armored Pokey stabs forward with 2 of his mechanical legs repeatedly.

    Side Tilt: Heavily Armored Pokey swings 2 of his legs in a scissor like motion.

    Up Tilt: Heavily Armored Pokey generates a electrical field around himself that damages nearby opponents.

    Down Tilt: Heavily Armored Pokey spins in place with his mechanical legs out tripping nearby opponents.

    Dash Attack: Heavily Armored Pokey uses thrusters in his mechanical suit to propel himself forwards to ram his opponents.


    -Smash Attacks-


    Side Smash: Heavily Armored Pokey gathers power then shoots a strong blast of energy forwards from the eye on his mechanical suit. It travels about 5 feet before bursting and deals 29% dmg and has high knockback.

    Up Smash: Heavily Armored Pokey fires a missile straight up from the back of his mechanical suit that travels upto 7 feet high before detonating. It deals 27% dmg and has high knockback.

    Down Smash: Heavily Armored Pokey fires a barrage of smaller missiles both on his left and right sides which fall downwards in a arc. It deals 25% dmg.


    -Air Attacks-


    Neutral Air: Heavily Armored Pokey spins rapidly with his mechanical legs out.

    Forward Air: Heavily Armored Pokey uses his mechanical suit's thrusters to ram forwards a few feet.

    Back Air: Heavily Armored Pokey stabs backwards with his mechanical feet.

    Up Air: Heavily Armored Pokey gains a little altitude with his thrusters while doing a spinning attack.

    Down Air: Heavily Armored Pokey free falls swiftly and meteor smashes any opponent underneath himself.


    -Throws-


    Grab: Heavily Armored Pokey uses a tractor beam to grab ahold of his opponent from a safe distance (roughly 5 feet)

    Pummel: Heavily Armored Pokey swings one of his mechanical legs at his opponent.

    Forward Throw: Heavily Armored Pokey reverses the hold on his opponent and sends them flying away.

    Back Throw: Heavily Armored Pokey swings his opponent over himself and slams them headfirst on the ground behind him.

    Up Throw: Heavily Armored Pokey holds his opponent above himself and fires a small missile straight up.

    Down Throw: Heavily Armored Pokey jumps onto his opponent sending them flying.


    -Specials-


    Neutral Special: PK Rockin Alpha-Omega- Giygas gathers energy before creating a mighty blast of psychokinetic energy ahead of Pokey. The more it's charged the more powerful of a form it takes. no charge= 19%, 1.5 sec= 24%, 2.5 sec= 29%, 3.5 sec= 34%, and 4.5 sec(fully charged)= 39% and at full power it has massive knockback. However the energy held makes Pokey's mechanical suit's functions (other then moving around) unusable while holding a charge.

    Side Special: Dark Crash- Giygas radiates pure darkness then charges forward while spinning. It works similar to Rosalina's >.B except Giygas deals upto 24% dmg and the last hit has moderate knockback.

    Up Special: Pokey Rocket Recovery- Pokey's mechanical suit's thrusters use their full power to lift Pokey up through the air. Just think R.O.B's ^.B except it moves up slaghtly slower but has more horizontal recovery.

    Down Special: Dark Cyclone- Giygas swiftly flies around Pokey creating a cyclone of darkness around him. It sucks in nearby opponents and does continuous dmg before knocking them away. It deals upto 26% dmg and stops projectiles, but has a 2 second cool down period.


    Final Smash:Devil's Machine Off Switch- Pokey turns off the device that massively limits Giygas's power. It causes a mid sized dimensional vortex that sucks in nearby opponents (roughly a 10 foot radius from the center) and traps them in a cutscene where Giygas uses his incomprehensible powers to dmg then and send them flying. It deals 57% dmg and can ko most characters wth 30%+ dmg (before the attack)




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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Sat Jul 04, 2015 6:50 pm

    http://finalfantasy.wikia.com/wiki/Chocobo_Knight_(Tactics_A2)
    http://fc00.deviantart.net/fs71/f/2011/340/e/9/jur_de_chocobo_by_selvix-d4ie8xe.jpg
    http://finalfantasy.wikia.com/wiki/Chocobo
    http://finalfantasy.wikia.com/wiki/Moogle_(Race)

    Just a heads up. I will just call the them Mog and Choco for short. As far Gimmicks go Mog and Choco are pretty straightforward. Mog sits ontop of Choco and fights with his sword and Choco fights with his claws beak and some special chocobo magic.

    -Stats-
    Attack Power:6.5/10
    Attack Speed:7/10
    Movement Speed:7.5/10
    Height:5.5/10
    Weight:5.5/10
    Recovery: 5/10


    -Standard Attacks-


    Neutral Attack: Mog slashes with his sword.

    Side Tilt: Mog with jabs his sword.

    Up Tilt: Mog swings his sword above himself.

    Down Tilt: Choco kicks forward.

    Dash Attack: Choco dashes forward then delivers a flurr of quick kicks to his opponent.


    -Smash Attacks-


    Side Smash: Choco Burning Beak- Choco rears back and veils himself in fire then jabs his beak forward with surprising force. It causes a small explosion, and 22% dmg.

    Up Smash: Lance - Mog stabs his sword straight up cloaked in a magic wind. The wind attack continues up further then Mog's sword would normally reach. It deals 19% dmg.

    Down Smash: Flame Tongue- Mog covers his sword in flames then swings his sword downward. (with more force then you'd think the little guys got in him) Though the magic flame extends his range slightly. It deals 23% dmg.


    -Air Attacks-


    Neutral Air: Choco kicks his feet around.

    Forward Air: Choco pecks forward hard.

    Back Air: Choco flaps his wings forward to fly back and does a quick dropkick like attack.

    Up Air: Mog swings his sword upwards.

    Down Air: Choco free falls while kicking his feet down repeatedly.


    -Throws-


    Grab: Choco grabs his opponent with his beak.

    Pummel: Mog hits with his sword.

    Forward Throw: Choco spins his head around then tosses his opponent forward.

    Back Throw: Choco swings his opponent left and right a few times before spinning and tossing them behind himself.

    Up Throw: Choco tosses his opponent upwards and then Mog slashes them.

    Down Throw: Choco slams his opponent on the ground hard.


    -Specials-


    Neutral Special:Choco Comet- Mog & Choco use magic to open a portal above their heads that spits out a comet. (roughly 1.5-3.5ft. around.) It can be charged. Minimum dmg is 18% max is 26% dmg. And the comet moves at a downward angle so if used from a higher up platform it can travel pretty far before hitting the ground or a opponent.

    Side Special: Choco Flame- Choco gathers fiery energy briefly before shooting a burst of fire. (Think of it as a somewhat larger PK Fire.) it explodes creating a small pillar of fire that deals 16% dmg and decent knockback.

    Up Special: Choco Hop- Choco leaps upwards a few feet legs outstretched (about 1/2 his normal jump's height.) and if he lands on a opponent he'll use them as a spring board. (also sends him up about 1/2 the height of a normal jump)

    Down Special: Ultima Charge- Mog gathers a huge amount of bright blue energy before delivering a powerful slash. If it hits a opponent it creates a dazzling blue explosion (1/4 the size of a smart bomb's blast) and sends his opponent flying. It deals 30% dmg but once you hit v.B he auto charges his attack and can't cancel it. (Think Warlock Punch)


    Final Smash: Big Chocobo Meteor- Mog and Choco summon the great "Fat Chocobo" (Yes that's its official name...) into the background. It then uses a much more powerful chocobo meteor. (roughly 10ft. around) It explodes if it hits the main stage which sends opponents flying, or meteor smashes opponents in the air (no pun intended) also it deals 48% dmg.The fat chocobo appears in the background directly behind Choco and the meteor flies straight down.


    -Other-

    Entry: Choco and Mog appear in a puff of smoke and lose feathers.

    Up Taunt: Mog holds up his sword and gives a battlecry.

    Side Taunt: Choco runs in place while looking around quizzically.

    Down Taunt: Mog and Choco hop up and down while Choco shouts "Kwey" the Chocobo's well known call.

    Win1: Mog is standing infront of Choco and scratches his (Choco's) head.

    Win2: Mog stands up on Choco's back with his sword up triumphantly.

    Win3: Choco hops around in joy while Mog tries to not fall off his back.

    Lose: Mog sits sadly clapping for the winner while Choco lays his head on him comfortingly.


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    TheLastDragoon
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    Re: Other movesets

    Post by TheLastDragoon on Thu Oct 22, 2015 2:54 pm

    Representing the Yoshi series rather then being Another Mario rep, Yarn (To further visually set him apart from Jr.) Baby Bowser with a little help from his caretaker Kamek could unique from his adult counterpart and Jr. aswell.

    http://www.mariowiki.com/File:Main_Boss_6_Baby_Bowser.png


    -Stats-
    Atk: 7.5/10
    Atk Speed: 7/10
    Run Speed:6.5/10
    Height:5/10
    Weight:5/10


    -Gimmick-
    Baby Bowser is a competent fighter on his own, however he has his faithful caretaker Kamek ready to aid him in battle. Kamek uses his magic to enhance Baby Bowser's attacks from the background, and will swoop in to his aid and carry him to safety in Baby Bowser's recovery.


    -Standard Attacks-


    Neutral Attack: Baby Bowser swipes his claws at his opponent.

    Side Tilt: Baby Bowser bites his opponent.

    Up Tilt: Baby Bowser jumps slightly headbutting his opponent.

    Down Tilt: Baby Bowser stomps in place.

    Dash Attack:Baby Bowser runs forward before tripping and ends up doing a rolling attack.


    -Smash Attacks-
    With his Smashes if he fully charges the smash Kamek will use his magic to strengthen Baby Bowser's attack by making him or his attack grow to 2x the normal size.


    Side Smash: Baby Bowser jumps forward (about 2.5ft. per jump)upto 3 times in a stomping attack. It causes small shockwaves that dmg opponents and a direct hit will bury a opponent. Each jump deals 7% dmg un aided.

    Up Smash: Baby Bowser throws a 1/2 scale Para Bob-omb in a controlled arc. The Bob-omb drifts down towards the ground, also it has a shorter fuse then the item Bob-ombs and will explode on contact with the ground, a opponent, or if attacked. It deals 1/2 the damage and knockback as a normal Bob-omb.

    Down Smash: Baby Bowser breathes a stream of flames straight up before they split apart into separate small fireballs that rain down on both sides of himself. Each fireball deals 3% dmg unaided.


    -Air Attacks-


    Neutral Air:Baby Bowser swipes at the air as if he's trying to grab onto something.

    Forward Air: Baby Bowser does a bellyflop forward.

    Back Air: Baby Bowser uses his fire breath to propel himself backwards and rams his opponent.

    Up Air: Baby Bowser claws the air above himself, as if to avoid falling.

    Down Air: Baby Bowser breathes a stream of fire straight down to push his opponent towards a pit.


    -Throws-


    Pummel: Baby Bowser headbutts his opponent.

    Forward Throw: Baby Bowser tosses his opponent forward before sending a quick stream of fire at them.

    Back Throw: Baby Bowser tosses his opponent behind himself then jumps back hitting them with his spiky shell.

    Up Throw: Baby Bowser tosses his opponent up then jumps up headbutting them.

    Down Throw: Baby Bowser has a tantrum and stomps on his opponent.


    -Specials-


    Neutral Special: Fire Fall- Baby Bowser shoots a explosive fire ball rather small sized fireball (think Mario's Fire Orb) in a arc that you control. If you don't charge it, Kamek won't have time to strengthen it. A partially charged fireball is 2x larger and stronger. And a fully charged fireball is 3x larger and stronger. Uncharged 9%, partially charged 18%, and fully charged 27% dmg. It's also good to use from a highground since the fireball falls in a arc until colliding with something.

    Side Special: Shell Shocker- Baby Bowser goes into his shell and shoots forward several feet (1/2 the length of FD) before he gets back up. If you charge it Kamek's magic will increase his shell's size and attack power. It deals multiple hits (think completely horizontal Whirling Fortress) and upto 8%, 16%, or 24% depending on the charge time.

    Up Special: Kamek Carry- Baby Bowser will whistle at Kamek to come and help carry him to safety. It works like Villager's recovery except it has abit more horizontal recovery but less vertical recovery. It's good for quickly traversing the wider stages.

    Down Special: Lava Drop- Baby Bowser jumps into the air before slamming into the ground. He hovers via flutter jump if you charge it up, just before Kamek uses his magic to increase Baby Bowser's size and power. When Baby Bowser hits the ground it creates a pillar of lava on both sides of him. Each is 1.5x his current hight, and initially knock opponents straight up, before they fall to the side dealing light continuous fire dmg. the slam deals 9%, 18%, and 27% dmg. with the lava pillars do a additional 3%, 6%, and 9% dmg.


    Final Smash:Mega Yarn- Kamek gives Baby Bowser All the yarn he's collected causing Baby Bowser to grow massive. He then appears in the forground causes it to rain meteorlike balls of yarn. These cause meteor smashes and he attacks with randomly appearing lava pillars that carry opponents upwards while damaging them. The Yarn balls deal 11% dmg each and the lava pillars deal upto 12%. It last about as long as PK Star Storm.

    -Other-


    Entry: Baby Bowser wakes up from his nap on his throne and hops onto the stage.

    Up Taunt: A speach bubble appears over Baby Bowser and he makes fun of his opponent in his "baby talk". The taunts vary from opponent to opponent, like a simplified version of Fox and Pit's conversations.

    Side Taunt: Baby Bowser sticks his tongue out at his opponent then laughs.

    Down Taunt: Baby Bowser falls asleep and gets a snot bubble as he sits napping.


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    Re: Other movesets

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