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    New movesets for old characters. Smash 4

    TheLastDragoon
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    New movesets for old characters. Smash 4 Empty New movesets for old characters. Smash 4

    Post by TheLastDragoon Tue Jun 30, 2015 11:27 am

    My current projects... In no specific order.

    http://metroid.wikia.com/wiki/Samus
    https://sp.yimg.com/ib/th?id=JN.s%2fLm7PAPluncnAf50gjXnw&pid=15.1&P=0


    http://koei.wikia.com/wiki/Ganondorf
    http://cdn.gamerant.com/wp-content/uploads/Hyrule-Warriors-Ganondorf-570x570.jpeg


    http://kirby.wikia.com/wiki/Kirby_and_the_Rainbow_Curse#Transformations
    http://thechronicleherald.ca/sites/default/files/imagecache/ch_article_main_image/articles/B97435930Z.120150317165557000GT28STG6.11.jpg


    http://www.mariowiki.com/Mario_%26_Luigi:_Bowser%27s_Inside_Story
    https://sp.yimg.com/ib/th?id=JN.YaFDytQJ%2bGusUd19ZmluFQ&pid=15.1&P=0


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by Raymu Tue Jun 30, 2015 5:25 pm

    That Ganondorf one might be interesting.

    Maybe Windwaker Ganondorf too at some point he was epic


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    New movesets for old characters. Smash 4 TowersignatureBorderSmaller
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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Tue Jun 30, 2015 7:02 pm

    -Stats-
    Statistically he'd be more or less the same. (no changes in stats drastic enough to talk about them) the changes are more about his actual moveset then that.

    -Status Complete-


    -Standard Attacks-


    Neutral Attack: Same punches.

    Side Tilt: Bowser winds up and throws a hard punch.

    Up Tilt: Bowser breaths a small wave of flames that go just over his head.

    Down Tilt: Bowser jumps angrily in place. It hits opponents on both sides of you.

    Dash Attack: Bowser curls into a spiked ball and rolls forward (about 5 feet)


    -Smash Attacks-


    Side Smash: Same... Honestly, would you change it?

    Up Smash: Bowser summons his goomba minions and throws a hord of them  upwards in a arc, then spits a fireball at them. The fireball causes a explosion and sends flaming goombas in every direction. The explosion deals from 22%-28% dmg and each of the goombas deal 3% for each that hits a opponent. (it sends out a total of 3-6 goombas that fly away from the blast. depending on charge time.)


    Down Smash: Bowser jumps up then curls into a ball then slams down full force on his opponent's head. This attack "buries" opponents and deals 26% dmg if uncharged. Fully charged Bowser's shell will catch on fire and when you hit the ground it causes a explosion that sends his opponents flying. Also once in the air you can change the trajectory of your attack aswell regardless of whether you charge or not.


    -Air Attacks-
    They stay pretty much the same except they have a fire effect to them for more visual flare.


    -Throws-


    Grab: Bowser uses his vacuum to inhale opponents. similar to Dedede's special, except his has almost 2x the range. When "holding" opponent Bowser's speed goes down and his cheeks are puffed out somewhat comically.

    Pummel: Bowser bites down on his opponent.

    Forward Throw: Bowser spits up his opponent with a quick burst of fire.

    Back Throw: Bowser does a quick spin and spits his opponents behind himself.

    Up Throw: Bowser spits his opponent straight up then spits a single fireball at them.

    Down Throw: Bowser jumps abit then spits his opponent at the ground hard.


    -Specials-


    Neutral Special: Super Fire Breath- Bowser takes a deep breath as he charges his SFB(for short), the longer you charge the more dmg/knockback he'll do and the flames are much larger when fully charged. Bowser's SFB  has a range of 4-7 feet length and is 3-4 feet high. It deals 23%-33% dmg and at full power it has good knockback aswell. One last note, Bowser can hold it in and move (though with slightly more effort) at full power for 4 seconds before he cant hold his breath in.

    Side Special: Magikoopa Mob- First press v.B to call out to Bowser's magical minions, (you can have up to 4) and give the order to attack. If you don't press v.B or hold it the magikoopas will simply target the nearest opponents and each fire a small blast of magic. But if you hold the B button down then you can command them to work together and move your analog stick to aim the spell, ontop of that when they work together they can combine the spells shot into one stronger spell. Individual shots deal 3% (12% if all hit) and the large spell deals 24% dmg, with pretty good knockback.

    Up Special: Shyguy Squad- Bowser curls into a ball and 2 stacks of Shy Guys (4 Shy Guys tall) will appear on both sides of Bowser, with a rope held by the ones on top. Bowser lands on the rope and the Shy Guys use it to catapult him skyward. The longer he's on the rope on the ground the higher they can launch him. In the air it's held by 6 Propeller Shy Guys (3 on each side) Deals 13% dmg on the way up and 19% on the way down.

    Down Special: Similar except it generates a shockwave that travels a few feet on both sides. And it gets less landing lag because he lands feet first... Not butt first.


    Final Smash: Double Bowser Beat Down!- Bowser roars with all his fury, creating a shockwave roughly 5 feet around himself. All opponents caught in it are sent to a cutscene with Bowser and Dark Bowser's climactic showdown, where they are stuck between the 2 Bowsers and thus starts a 3 part attack. *Honest Trailers guy narrates* The 2 Bowsers roll into their spike balls then clash with the helpless opponents get hit by several hits, then the 2 bowsers jump away from each other and breath streams of fire at each other, finally it comes down to a single megaton punch. When the punches collide it creates a mighty shockwave that sends opponents to their doom. It deals 60% dmg and will ko all but the heaviest fighters with 30% dmg or higher before the attack.


    -Other-


    Entry: Bowser crashes his Koopa Clown Car on the stage.

    Up Taunt: Bowser yells "Showtime!"

    Side Taunt: Bowser stomps one foot and points ahead with a intense glare.

    Down Taunt: Bowser laughs hardily at his pathetic opponents.

    Win1: Bowser inhales the large steaks brought in by his koopa fallowers.

    Win2: Bowser triumphantly roars "That's it?"

    Win3:  Bowser goes into a long monolog about how awesome he is (via speach bubble) and if you leave it on the victory screen he goes on for awhile...

    Lose: Bowser crosses his arms and pouts...


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Wed Jul 01, 2015 7:15 pm

    Toon Link should wield the Phantom Sword becauseit has abilities that set it apart from from his other blades. Yes the Mater Sword is evil's bane but in Wind Waker the only differences from any other blade was it's ability to repel evil. Which doesn't really do much in Smash and it does more damage Wind Waker.And the Locomo Sword falls under the same categories powerwise.
    https://sp.yimg.com/ib/th?id=JN.sGPrKMzKqe5kPRwz4hSsIA&pid=15.1&P=0


    -Gimmick-
    The 3 Spirits: T.Link is fallowed not by Navi (Thank God!) but instead the 3 Fairy Spirits who represent the 3 Goddesses. Each with their own boon.

    Each spirit currently being used is rather telegraphed. Courage makes T.Link's sword glow and gives him a slight afterimage, Wisdom gives his shield a blue aura, and Power sets his sword aflame. To avoid him being cheap.

    1- Courage: Gives T.Link the ability to use sword beams for every sword slash T.Link  fires a energy beam that deals slight dmg and effectively increases his attack range to 2.5x as far and also allows T.Link to attack and move slightly faster via time magic.

    2- Wisdom: Enhances his shield, giving it the ability to not only deflect projectiles but to reflect most of them back at his opponents.  This excludes FS's, large beam attacks like Daybreak, pokeball pokemon, and Explosive stuff like bombs and missiles are merely guarded against).

    3- Power: T.Link's sword is engulfed in magical flames this effectively doubles his slashing attacks like his basic and smashes. It however only boost his actual knockback to 1.5x.

    -Standard Attacks- Same


    -Smash Attacks- Same


    -Air Attacks- Same


    -Throws-

    T.Link's hookshot is replaced with his grapplehook purely for aesthetics. It works the same.


    -Specials-


    b magic arrow. if it shoots a fire arrow deals some dmg and knockback, ice same dmg and knockback but might freeze your opponent, or light arrows deals more dmg and knockback. it randomly chooses 1 of these. Fire deals 12% dmg. Ice deals 12% dmg, Light deals 18% dmg and higher knockback.

    ^.B Hurricane Spin: Similar to the Great Spin except it last 2x as long as Link's, and it deals less dmg per hit but a higher total of hits, and when fully charged it deals several hits and higher knockback then usual plus T.Link can either move left or right (u pick just one cause it's hard to control while spinning that much) and after a fully charged attack T.L is left temporarily dizzy. So make sure it hits.

    >.B Bomb Chu: T.Link places a bomb chu on the ground that'll quickly crawl across the ground (much like Pikachu's Neutral.B) it'll explode from contact with opponents, attacks, active items, and stage hazards. It deals 18% dmg.

    v.B Change of Spirit: T.Link can cycle through his 3 helping spirits to use their boons. He can only use 1 at a time.

    -FS-
    The Might of 3: All 3 of the spirits use their full power at once. This doubles the strength of their effects and slows down time on the battlefield by 1/2 making T.Link very dangerous. It last for about 12 seconds.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Wed Jul 01, 2015 9:08 pm

    Link- Here's a moveset I made  to rep SS and TP he gets increased running and attack speed, when his skyward strike is charged he can use a different attack and it'll be abit stronger and have more range. But I'll get to that in more detail soon.

    Very basic cause it's one of my older works.

    smash attacks

    >.smash Lethal Draw- Link delivers a single powerful slash. deals 1 hit, and it deals 24% dmg.

    v.smash Mortal Blow Link jumps forward and does a downward stab if it hits someone laying on the ground it does double dmg and knockback. Regular hit 14% dmg, and when opponent's knocked down 28% dmg.

    ^.smash Helm Splitter- Link jumps up and he can go straight up or forward and do a vertical spin. deals multiple hits. It deals upto 22% dmg.


    -Specials-


    B Skyward Strike- has has little knockback but it can be charged for more damage and knock back and the charge can be "held" like samus's charge beam. Also by holding it Link can use it's strength to power up the next basic combo, smash, or great spin. Which effectively doubles the range of the attack and raises the dmg to 1.5x the normal amount.

    >.B Goddess Bomb Bow- Has the same range as his current bow. It does the same knockback as his old v.b. I moved it because the skyward strike play a larger role in his moveset. It deals 17% dmg.

    up.B Great Spin- same as current attack except you are propelled a little higher. On the ground it can be charged for a stronger attack Also deals 18% on the ground (fully charged) and 27% with a Skyward Strike held.

    v.b Magic Hammer- Link pulls out his hammer and attacks it "buries" opponents like DK's >.b attack and causes meteor smash in the air but it increases Link's fall speed.

    FS either keep the old and replace T.Link's or give him his Magic Armor and Sword of Light for 15.seconds making him invincible and doubles the attack powerof his sword based attacks.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Thu Jul 02, 2015 10:55 am

    amus- Her basicmoves would stay while her special moves mechanics would be similar however they'd better rep her 3d adventures.

      Her specials would be somewhat similar but they'd be buffed with these changes. And her Alt moves would instead be her different beam types. Namely her Dark and Sonic beams (Light Beam's speed fire attribute and piercing are to similar Nova's effects.) Also Theres a second Gimmick to her Neutral Special. If you fully charge and hold a shot then hit >.B she'll fire a missile combo. And depending on which beam she uses the effects vary dramatically.

    .B Nova Beam- Samus charges a green energy ball. It charges a little faster then her current power beam, deals fire based dmg, and goes through opponents. It can hit multiple opponents in a row (can't go through the stage) and moves a bit faster. But deals the same dmg% then the power beam. Missile combo Nova Flare. Samus fires a rather fast burning sphere shot. Once it hits a it'll detonate creating a miniature sun like blast of energy that does 35% dmg.

    Alt-1: Dark Beam- Samus fires slower moving shots of dark energy. They deal about the same dmg% but will trap more damaged opponents (charge shots trap opponents longer and work even in lower damaged opponents then uncharged shots) Missile Combo Blackhole Buster. Samus fires a really slow moving sphere of pitch black energy that sucks in nearby opponents and projectiles. It deals upto 30% dmg plus the projectiles that get sucked in dmg opponents aswell.

    Alt-2: Sonic Beam- Samus fires weaker shots that move very fast and have 1.5x as range before dissipating. Fully charged shots deal about 29% dmg. Missile Combo Sonic Boom. Samus fires a very fast blast of sonic energy that detonates on contact with opponents. It deals 30% dmg. It gives opponents less time to avoid it.

    ^.B Burning Screw Attack- Samus turns into a spinning fireball. Unlike her current screw attack it deals fewer hits with more knock back and can be used for most time she's falling after the initial use. It deals upto 16% dmg.

    >.B Ice Missiles/Homing Missiles- When you hit >.B Samus fires a missile that instead of burning opponents it'll freeze them temporarily. She can charge the attack to fire multiple normal missiles. With no charge she'll fire 1 missile if she charges for 1.5 seconds she'll fire  3 missiles. They have the similar flying speed, blast size, and knockback as regular missiles.

    v.B Power Bomb- Samus can lay only 1 energy bomb at a time. It stays in place for 3 seconds before detonating. A power bomb has a much larger explosion (1/2the size of a smart bomb) and much more knockback then a regular Morph Ball Bomb. It deals 26% dmg.

    FS Hyper Mode- In hyper mode Samus's suit is overloaded with the dangerous "element" known as Phazon making all of her attacks become much more powerful and even altering their nature. It last about 15 seconds.

    .B Phazon Beam- Samus fires rapid shots of phazon energy when not charged but if she charges up she'll fire a stream of phazon energy dealing upto 38% if al of the stream of shots hit. Also has pretty high knockback.

    ^.B Phazon Screw Attack- Just like burning screw attack except it deals 2x the normal dmg and knockback.

    >.B Hyper Missile- Samus Fires 1 faster moving missile that has a much larger explosion (3times the size of a super missile)and much heaver knockback. And it deals 34% dmg however it has a brief animation of Samus's launcher flashing to give opponents who're paying attention a quick warning.

    v.B Phazon Tendrils- Samus turns into a morph ball and generates energy tendrils that attack opponents on all sides if they get too close. hold the b button to keep attacking however you can be hit from long range attacks and can't jump. deals strong continious dmg, but has little knockback. If you use it on a character without interruptions for 5 seconds you'd rack up 40% dmg. (or 8% per second)


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Fri Jul 03, 2015 3:44 pm

    -Stats- His overall statistics can stay.

    -Standard Attacks- Most can stay, but...


    Neutral Attack: His neutral combo should be replaced with a forward sword jab that causes after images of his sword that fly forward about 4 feet. This would give him more horizontal range while taking from his all direction neutral that hasn't even been in a Kirby game. (that I know of)


    -Smash Attacks-


    Up Smash: Meta Knight stabs his sword straight up and is engulfed in a fiery whirlwind, which burns his opponents as it caries them up. It deals upto 20% dmg and the attack rises 4 feet above Meta Knight's head.

    Down Smash: Meta Knight stabs his sword into the ground and generates a powerful electric field around himself to send his opponents flying. It deals a couple hits and upto 22% dmg.


    -Air Attacks-


    Dair: His Dair should be a divebombing stab. It'd have similar properties to T.Link's Dair. Meaning it has less of a meteor smash then Link's but it can hit a couple more times in a row.


    -Specials- This is where a few changes are necessary.


    Neutral Special: Sonic/Triple Slash- Meta Knight readies his sword before slashing at high speed creating a fiery wave than can be angled straight, upwards, or downwards. It deals 11% dmg and some knockback. Or it can be charged and will instead he'll do 3 slower moving slashes that can also be angled. Each slower one deals 8% (together they all deal 24% dmg)

    Side Special: Mach Tornado- Same as his old neutral except it covers more ground horizontally then before. It deals the same dmg but moves left or right about 2x as fast. Making it a good recovery move.

    Up Special: Shuttle Loop- Same except it can be canceled (at any time mid attack) into a sword dive by pressing down and any attack button, to attack from above.

    Down Special: Dimension Cape- Same.


    Final Smash: Max Tornado- Meta Knight Starts out with a Mach Tornado that swiftly grows into a large cyclone that reaches up and down (10ft. in both directions) it splits into 2 separate tornados and 1 goes right and the other left. As they move nearby opponents will get sucked in and damaged by the tornados. The tornados quickly carry opponents up while damaging them. They cover 3/4 of FD's length together and deal upto 44% dmg.

    Think 2 of Ho-Oh's sacred flame pillars that move apart left and right.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Sun Jul 05, 2015 8:41 pm

    -Gimmick-
    DK's the leader of the DK Crew! And as leader he has his crew to help out... But I'll get to that soon. But like the games, they have limited stamina before they're knocked out. When this happens they fall of DK into the background temporarily before disappearing until DK calls them back. They have a total of 20% stamina (note DK takes dmg too. They don't shield him so much as the other way around. (He is the strong fearless leader afterall)

    -Stats- Pretty much the same except...
    Running Speed: Goes up with support. His old running animation is replaced with him rolling, and when he has support the supporting character runs ontop of him making him move faster (Like in DKC:R and TF)
    Recovery: It also depends on DK's support... I'll get to that soon.


    -Standard Attacks- Mostly the same but when Dixie or Cranky is around they'll help attack with their ponytail and cain respectively. Adding abit more dmg.


    Dash Attack: DK's rolling speeds up seemingly uncontrollable and he rams his opponents at full speed. His attack is faster and deals more dmg with Dixie or Cranky present.

    -Smash Attacks-


    Side Smash: DK whips out his coconut cannon and fires a strong mid ranged inexplicably explosive coconut forward. It's range goes from 3-6ft. depending on if you charge it and the dmg varies from 22-30%. (unaffected by partners)

    Up Smash:The same mostly... What DK likes to clap. But when Dixie or Cranky is out they play a quick tune on their guitar or record player (respectively) and DK claps multiple times to the tune. Alone this attack deals 26% dmg but with Dixie or Cranky he'll do multiple weaker hits that total in several fast hits (30%) and fewer stronger claps (32%)

    Down Smash: DK jumps a few feet then crashes down full force onto his unfortunate opponents. It deals upto 28% regardless of his partners.


    -Air Attacks- And air game in general depends on his partner or lack thereof. With Dixie his fall speed slows down and and she whips her ponytail around dealing slight extra dmg. Cranky on the other hand whacks opponents with his cain dealing more extra dmg. And DK's D.Air becomes a falling pogo like attack with Cranky's cain.



    -Throws- Same.


    -Specials-


    Neutral Special: The Same... Can't beat The Punch.

    Side Special: DK grabs a somewhat small barrel (from somewhere) with a familiar face of either Dixie or Cranky Kong (which it switches with each use.) And then DK throws the barrel a few feet forward. On breaking out the Kong who's face was on the barrel will join DK and ride piggyback. While the changes aren't terribly drastic they're noticeable. (and it's the little things...)

    Up Special:Same when alone, but with Dixie helping with her ponytail DK spins abit faster and has more horizontal and vertical movement making it better for recovery purposes. When with Cranky Cranky will smack DK hard causing him to jump pretty high both from surprise and soreness. This does no dmg, but he jumps up gaining (much)more vertical recovery.

    Down Special: The same when alone. But with Dixie or Cranky they'll play music on their guitar and record player respectively and DK slams the ground to the beat. With Dixie he'll slam his hands down noticeably faster and while each hit deals less dmg and knockback it "catches" opponents and makes it harder to escape then normal letting DK get more hits. However with Cranky he'll deal a couple normal hits then a stronger one (every 4th hit) that covers 1.5x the distance (the shockwave) and deals 2x the dmg of the normal ones.


    Final Smash: DK Moonfall- DK gets inside a rocket barrel and flies to upwards. All opponents hit into a cutscene of them in space where DK punches the moon from the dark side down at his opponents. All opponents hit into it are meteor smashed. If over a pit they're outa luck, if over the ground they hit it with enough force to send them flying towards the sky. It deals 56% dmg and ko's almost any opponent with over 28% prior to the attack.


    -Other-

    Entry:Same

    All taunts are the same except DK's current backup mimic his taunt.

    Wins and losses are the same, Except both of the ther Kong Crew are there either jamming along with the victory theme or giving DK a supportive pat on the back.

    Let me know what you guys think.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Mon Jul 13, 2015 5:39 pm

    I decided to add new custom specials as well.

    -Stats- Good as is.


    -Standard Attacks- Good as is.


    -Smash Attacks-


    Side Smash:Same.

    Up Smash: Flame Tornado- Mario covers his hands in fire then does his tornado attack except he becomes surrounded in flames during the attack and the oast hit knocks opponents away. It deals upto 23% dmg.

    Down Smash: Down Swing- Mario lifts his hammer over his head then delivers a strong downward swing that buries his opponent and deals 20% dmg.


    -Specials-


    Neutral Special: Hammer Swing- Mario takes a batter's stance then swings his hammer like a bat. He can reflect projectiles back at 1.5x times as fast and 1.5x times the dmg/knockback. as well. Also if he hits a opponent directly it'll deal 19% dmg and has decent knockback.

    C1: Hammer Up- Mario uses hammer in a uppercut attack. It deflects projectiles in a upward arc. And has the same dmg, but more vertical knockback.

    C2: Homerun Hammer- Mario prepares himself for a bat like swing, but his hammer catches on fire and is significantly more powerful. It reflects projectiles at 2x faster and 2x times the dmg/knockback. The drawback is it takes time to prepare. (Kinda like a Falcon Punch) It deals 27% dmg.

    Side Special: Fireballs- This should've happened earlier... This way he can run while using them just like the Mario games.

    C1: Ice Ball- Mario shoots out ice balls that freeze opponents. The higher a opponent's dmg% the longer they remain frozen. Also it deals the same dmg as a fireball, but has 2/3 the range.

    C2- Golden Flame- Mario shoots a golden fireball that explodes on contact with opponents. It has 2/3 the range of normal fireballs, and deals 13% dmg. However he can only have one out at a time so if your opponent dodges they may gain the upper hand.

    Up Special: Same.

    C1: His stronger custom ^.B.

    C2- Wing Hat- Mario dones his wing hat from SM64 and flies strait up with his old lift off animation then he can glide downwards. (rather quick falling glide) and he can't cancel out with a attack.

    Down Special:All Same. Except with abit extra range.


    Final Smash: Mario Final 2.0- Similar to Mario's current except one dragon's made of ice. It gives it more visual flare...


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Fri Jul 15, 2016 9:09 pm

    -Wario-
    In all his games, Wario is a brawns over brains kinda guy. And as such, I think his moveset should reflect that along with the... Somewhat odd nature of his.

    -Gimmick-
    Wario (when serious) is a real powerhouse, whether punching, stomping, throwing, or piledriving enemies into oblivion. Therefore his gimmick would be him being able to charge almost all of his attacks. His last hit in a combo, tilts, throwing opponents, and of course his smashes.
    Wario's charging animation starts off like normal with him winding up, but like in Wario World once he goes past a certain point, he'll start to glow with a golden yellow aura signifying he's going beyond a average person's limit.

    -Stats-
    Same-

    -Basic attacks-

    v.Tilt- Wario now does a shorter version of his old Down Smash.

    Dash- Wario does his forward flip from Wario World. It works similar to Little Mac's >.Special, except he's only invincible from the point that he jumps to when he reaches the highest point of his jump. So it can become predictable if over used.

    v.Air- Wario free-falls quickly in a ground pound attack that meteor smashes his opponents.

    -Pummel and Throws-

    Pummel- Wario shakes his his opponent roughly, like in Shake It.

    ^.Throw- Wario does the Pile Diver from Wario World.

    >.Throw- Wario now throws his opponents with one hand like in Wario Land.

    <.Throw- Same

    v.Throw- Same

    -Smashes-

    >.Smash- Similar to his original, but this time he'll dash a bit forwards. The more you charge, the further you go. With the max range of 6.ft.

    ^.Smash- Same.

    v.Smash- Wario uses his Earthquake Punch from Shake It. His punch itself has little range, but it creates a shockwave that stuns opponents based on how much you charge it, and the opponent's dmg%.


    -Specials-

    N.Special Inhale- Wario inhales nearby opponents. It has shorter range then Kirby and Dedede's inhale, but Wario can walk around (although very slowly). Once he catches a opponent the attack acts like his old N.Special.

    ^.Special Corkscrew Conk- Wario now uses his Corkscrew Conk from Wario World. The move is exactly the same, but with a different animation: https://www.youtube.com/watch?v=9VQlsTdUFSA

    >.Special Spicy Sprint- Wario eats a flaming hot pepper, then he catches fire. Similar to spicy curry, except rather then breath fire his body catches on fire and he deals damage by running into opponents. He runs slightly faster then his motorcycle would go, and by pressing B again while running he'll overheat and become a ball of fire that deals much more damage and knockback at the price of also taking damage himself.

    v.Special Fat Flop- Wario scarfs down a comically large donut and expands to 2x his normal size (but doesn't get taller) and weight. While in this state he is much harder to knock around and deals damage by simply landing on opponents and using aerial attacks. However his speed and jumo height are cut in half. It last for 2.sec and if used in the air, he'll immediately fall and damage any opponents underneath himself.


    -Final Smash- Same.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Sat Jul 16, 2016 11:20 pm

    -Dark Pit-

    -Overview- While physicaly Pit and D.Pit share all their stats, D.Pit would utilize the many other weapons that Pit doesn't. Specificaly he'd use the weapons gained/forged from the powerful monsters of the Underworld. Such as Twin Bellows, Pandora, the Great Reaper, etc.

    -Stats-
    Same


    -Tilts, dash, and air attacks-

    Most attacks are similar except his AAA combo now uses his Pandora Claws.

    Dash- D.Pit rushes forward with a stabbing attack with the Gaol Blade out. It only deals 1 hit.

    v.Air- Is changed into a diving kick.


    -Smashs- D.Pit relies on his heavier weaponry, including his Hewdraw Club and Twin Bellows Cannon.

    >.Smash- D.Pit dashes a couple of feet while swinging his Hewdraw Club in a slow starting upward arc.

    ^.Smash-D.Pit aims his Twin Bellows Cannon straight up and releases a explosive fireball that goes upto 4.ft above him before exploding.

    v.Smash- D.Pit swings his Hewdraw Club down hard, sending unfortunate opponents flying.


    -Specials-

    B Blade Rush- A combo of slashes similar to Marth's Blade Dance, except it hits harder and ends with a shot from the blade.

    >.B Dark Staff Snipe- D.Pit charges a shot from his staff that moves quickly forward. While he can't aim it, it grows stronger the farther it flies, and has a range of 1.5x the length of Final Destination.

    ^.B Burning Flight- Similar to Power of Flight, except it has slightly shorter range but damages opponents with the blue flames of Pandora.

    v.B Hewdraw Flame- D.Pit gathers his energy for a flaming slash slash with his Hewdraw Club. The club does more damage in direct hits, but the explosive blame it sends out (upto 5.ft ahead) is pretty strong on its own. This attack will cancelout/overwhelm most incoming attacks.

    -Final Smash-
    Lightning Chariot Strike
    D.Pit calls the Lightning Chariot, which flies in from the background striking opponents directly ahead of D.Pit sending them into a cutscene where the twin unicorns pulling the chariot fire a few lightning bolts at the caught opponents then finishes by ramming them at full speed. It deals upto 40% dmg. Also it will most likely k.o. any opponents who get hit with 45% or higher prior to the FS.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

    Post by TheLastDragoon Wed Sep 28, 2016 2:40 pm

    Over the years Dedede has been the Most recurring boss in the entire Kirby series. And while his fights make use of his staple attacks, I think some of his better abilities and attacks should be implemented in the next iteration of SSB. Here's some ideas I have.

    -Gimmick-
    King's Revenge- Dedede like any other good boss saves his best for last. During battle he should have his normal stats, however once he's received enough damage he gets angry and unleashes his real strength. At 70% he'd start to steam abit and increase his overall speed by 1/3. And again at 140% he'd throw his old hammer aside and take up his axe (as seen in Kirby TD) which increases his swinging range by a foot, and increases his damage% output by 1/3. Making him a dangerous glass cannon fighter.


    His tilts, dash, and aerial attacks can remain as is.

    However some changes to his smashes, specials, and fs would be to reflect on his fights in SS:U & TD (Masked Dedede), his fight in Kirby's DL2, and his jump attack from Kirby's EY.

    -Smashes-

    >.Smash Dedede jumps up about 3.ft high and forward before bringing his hammer down on his opponent's head.

    ^.Smash Unchanged

    v.Smash Replace with his current v.Special but shorten the charge time abit.


    -Specials-

    N.Special Inhale/Breath Blast- It starts of the same as his normal inhale, but after 2.sec of inhaling, he'll stop with his lungs full, then spit a explosive shot of wind that deals 15% dmg.

    >.Special Unchanged.

    ^.Special Similar to current, however Dedede keeps his hammer ready, and at the highest point of his jump. Dedede free falls with his hammer out and crashes down on his opponent. His body does the same knockback and damage, but if his hammer connects it'll cause meteor smash in the air and bury opponents who get hit while on the ground. Dmg% unchanged.

    v.Special Tornado Swing- After winding up for a powerful swing Dedede deals a swing that sends him spinning rapidly. He can move left and right, and once his hammer connects with a opponent, it deals a single powerful blow that sends opponents flying. It takes 2.5 seconds to fully charge, and leaves Dedede dizzy for a couple seconds after use if over charged. It deals 30% dmg at full strength.


    -FS-
    Taranza Tag Team- Taranza appears in the background and throws 6 magic spheres at Dedede who can hit them in the direction you aim with the analog stick. Each sphere deals 4% dmg. Then Taranza pours all his magic into 1 large sphere. When Dedede hits this one, it'll ricochet off of the stage and opponents (it deals 6% dmg per hit and upto 3 hits) before causing a large explosion that deals a extra 14% dmg. (Upto 56% total)


    Extra- He should have a taunt where he puts his mask on, much like Lucina's mask taunt.


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    New movesets for old characters. Smash 4 Empty Re: New movesets for old characters. Smash 4

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