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Create your own Smash Character!

Post by Simply David on Fri 24 Oct 2014, 3:19 pm

Ok so here's how this will work! If you have a character you wish was in smash but they aren't there yet, or maybe you want to rework the moveset of one that's already in the game, then this thread is for you! You don't have to follow the format I'm putting here, and I don't think we need to put any rules other than try to describe the character as best you can!

Here's an easy to use copy/paste format if you can think of a full moveset! Courtesy of Ragna.


Name:
Franchise:
Weight: (Light, Medium, Heavy)
Speed: (Slow, Average, Fast, Super Fast)
Appearance:

A Combo:
Dash Attack:
←/→ Tilt:
↑ Tilt:
↓ Tilt:

←/→ Smash:
↑ Smash:
↓ Smash:

Neutral Air:
← Air:
→ Air:
↑ Air:
↓ Air:

Neutral Special:
←/→ Special:
↑ Special:
↓ Special:


Grab: (If non-standard)
← Throw: (Throws assume you are facing right)
→ Throw:
↑ Throw:
↓ Throw:

Taunt 1:
Taunt 2:
Taunt 3:

Final Smash:

Extras: (In case your fighter has some bonus effects of some sort)

Stage: (Image link!)
Music: (Youtube link!)


Last edited by Simply David on Fri 24 Oct 2014, 8:21 pm; edited 2 times in total

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Re: Create your own Smash Character!

Post by Simply David on Fri 24 Oct 2014, 3:57 pm

Name: Masked Link
Franchise: The Legend of Zelda: Majora's Mask
Weight: 
-Link: Light
-Deku Scrub: Light
-Goron: Heavy
-Zora: Medium
Speed: (Slow, Average, Fast, Super Fast)
-Link: Average/Fast
-Deku Scrub: Fast
-Goron: Slow
-Zora: Average
Appearance:
Spoiler:


((As Link Transforms with each of his specials, there's going to be four movesets below this point.))

Human Form:

A Combo: Two slashes followed by a forward jab.
Dash Attack: A downward slash as he comes to a stop.
←/→ Tilt: Hard vertical slash
↑ Tilt: Slash through the air
↓ Tilt: Stabs at the ground in front of him

←/→ Smash: Hard Vertical Slash that can be followed by a second slash- first slash will stun at the base of the blade and launch at the tip of the blade.
↑ Smash: One very hard upward slash
↓ Smash Slashes at the ground in front of him then behind

Neutral Air: A horizontal slash in front of him and behind him
← Air: A fast slash
→ Air: A launching slash
↑ Air: A launching straight up stab
↓ Air: He launches himself downwards while stabbing straight down

All transformations are permanent until a different transformation is used. Link starts the battle as a human.
Neutral Special: Transforms into a human and starts charging a bow shot. When released, it fires the arrows which will do damage, doing more based on how long it's charged.
←/→ Special: Transforms into a Goron and starts charging a roll. If not fully charged, he will move relatively fast and stop after hitting an enemy, not launching very far. If fully charged, will move very fast while covered in spikes, increases hitbox slightly, and sending enemies flying while passing through them.
↑ Special: Transforms into a Deku Scrub, summons flowers and hops high into the air, then floats gently down. Pressing A during this time drops a single deku nut projectile that does aoe damage, but doing this will also release the flowers making Deku Link fall at normal speeds.
↓ Special: Transforms into a Zora and puts up a projectile-reflecting electric field around himself on the left and right only. Projectiles reflected do not gain power. Causes damage to enemies if they touch the hit box.


Grab: Hookshot!
← Throw: Slams enemy into ground behind him
→ Throw: Slashes enemy and sends them forward
↑ Throw: Throws them upwards just a little bit then slashes them into the air
↓ Throw: Drops enemy onto ground then body slams them

Taunt 1: Puts on the Mask of Scents and sniffs at the ground for a bit
Taunt 2: Puts on the Bremen mask and plays his ocarina briefly while marching in place
Taunt 3: Puts on Kamaro's Mask and dances momentarily

Final Smash: Puts on the Fierce Deity Mask, turning into Fierce Deity Link (Two times the height of normal Link) then stands in place. Pressing A will slash on both sides of him, and pressing B will fire off vertical spinning sword beams. After a short duration, Fierce Deity Link will pull back his sword and dash across the screen doing huge knockback and damage in a line.

Extras: Just like Toon Link before him, the one he's more directly copying here, his shield will block projectiles if he's standing still and one hits the shield

-----------------------

Deku Scrub Form:

A Combo: Twirls in place, hitting enemies with is hat on both sides. Minor knockback for clearing space
Dash Attack: Twirls while moving, hitting enemies once per enemy with minor knockback.
←/→ Tilt: Whips out his hat to hit for decent damage
↑ Tilt: Whips hat upwards in a sweeping arc
↓ Tilt: Slips and kicks in front of him before getting back up

←/→ Smash: Fires hit snot bubble in front of him, and charging it longer makes the hit-box bigger. (Think Megaman Front Smash) Not a lot of knockback, instead stuns.
↑ Smash: A short hop in the air and he whips his hat upwards for a solid knockback effect at the tip, but can miss easily.
↓ Smash: Whips the hat on the ground in front of him, stunning enemies like Zero Suit Samus' down smash

Neutral Air: A spin that hits multiple times with his hat
← Air: Whips his hat backwards with more speed than force
→ Air: Whips his hat forwards with more force than speed
↑ Air: Whips his hat upwards for a juggle attack
↓ Air: Drops a Deku Nut below him that knocks enemies downwards but doesn't spike hard

All transformations are permanent until a different transformation is used. Link starts the battle as a human.
Neutral Special: Transforms into a human and starts charging a bow shot. When released, it fires the arrows which will do damage, doing more based on how long it's charged.
←/→ Special: Transforms into a Goron and starts charging a roll. If not fully charged, he will move relatively fast and stop after hitting an enemy, not launching very far. If fully charged, will move very fast while covered in spikes, increases hitbox slightly, and sending enemies flying while passing through them.
↑ Special: Transforms into a Deku Scrub, summons flowers and hops high into the air, then floats gently down. Pressing A during this time drops a single deku nut projectile that does aoe damage, but doing this will also release the flowers making Deku Link fall at normal speeds.
↓ Special: Transforms into a Zora and puts up a projectile-reflecting electric field around himself on the left and right only. Projectiles reflected do not gain power. Causes damage to enemies if they touch the hit box.

Deku Link is incapable of grabbing enemies of a certain size or higher due to being so small.
Grab: Regular grab in front of him; smacks enemies with his hat.
← Throw: Just tosses them backwards
→ Throw: Just tosses them forwards
↑ Throw: Just tosses them upwards
↓ Throw: Throws them on the ground

Taunt 1: Does a slow spin in place, and when he stops he winks
Taunt 2: Pulls out his pipes and plays some notes really fast
Taunt 3: Does a little dance

Final Smash: Puts on the Fierce Deity Mask, turning into Fierce Deity Link (Two times the height of normal Link) then stands in place. Pressing A will slash on both sides of him, and pressing B will fire off vertical spinning sword beams. After a short duration, Fierce Deity Link will pull back his sword and dash across the screen doing huge knockback and damage in a line.

Extras: Deku Link's attacks with his hat are stronger at the tip than up close. Deku Link has very little knockback power even on his good knockbacks, aside from his upsmash's tip. 

-------

Goron Form:

A Combo: Left punch, right punch, then a butt attack. Has as much knockback as Ike's combo
Dash Attack: Turns and slams forward with his butt. Hits hard but is painful if it misses
←/→ Tilt: Hits forward with a right hook
↑ Tilt: Swift uppercut
↓ Tilt: Slams fists down hard on both sides

←/→ Smash: Slams forward with a powerful punch
↑ Smash: Hits into the air with a powerful uppercut- has great upwards range
↓ Smash: Hops in the air and slams down while rolled up, doing powerful aoe

Goron Link cannot jump normally. Instead, he jumps a short ways into the air and drops back down rolled up to do some aoe damage, less than his down smash because he goes higher and can move around while in the air. For recovery, he is limited to turning into a Deku Scrub.
Neutral Air: N/A
← Air: N/A
→ Air: N/A
↑ Air: N/A
↓ Air: N/A

All transformations are permanent until a different transformation is used. Link starts the battle as a human.
Neutral Special: Transforms into a human and starts charging a bow shot. When released, it fires the arrows which will do damage, doing more based on how long it's charged.
←/→ Special: Transforms into a Goron and starts charging a roll. If not fully charged, he will move relatively fast and stop after hitting an enemy, not launching very far. If fully charged, will move very fast while covered in spikes, increases hitbox slightly, and sending enemies flying while passing through them.
↑ Special: Transforms into a Deku Scrub, summons flowers and hops high into the air, then floats gently down. Pressing A during this time drops a single deku nut projectile that does aoe damage, but doing this will also release the flowers making Deku Link fall at normal speeds.
↓ Special: Transforms into a Zora and puts up a projectile-reflecting electric field around himself on the left and right only. Projectiles reflected do not gain power. Causes damage to enemies if they touch the hit box.


Grab: Goron Link grabs his opponent and punches them slowly but heavily.
← Throw: Slams the enemy into the ground behind him then uppercuts them away
→ Throw: Punches the enemy and sends them forward
↑ Throw: Uppercuts the enemy into the air
↓ Throw: Smashes the enemy into the ground then does a goron jump on them. Sends them straight up into the air

Taunt 1: Balls up and rolls in place for a second
Taunt 2: Pulls out a set of drums and bangs on them for a second
Taunt 3: Pounds his chest like DK while making goron sounds

Final Smash: Puts on the Fierce Deity Mask, turning into Fierce Deity Link (Two times the height of normal Link) then stands in place. Pressing A will slash on both sides of him, and pressing B will fire off vertical spinning sword beams. After a short duration, Fierce Deity Link will pull back his sword and dash across the screen doing huge knockback and damage in a line.

Extras: As stated previously, he can't jump. His knockback is very high and he is hard to send flying, however he is pretty slow so it's similar to playing a Ganondorf that can't jump.

--------------

Zora Form:

A Combo: Slashes twice with his fins, then a kick for knockback
Dash Attack: 'Swims' through the air forward while spinning, striking through enemies.
←/→ Tilt: Up-angled kick with minimum knockback
↑ Tilt: Slashes upwards with his fin
↓ Tilt: Sweeping kick

←/→ Smash: Shoots out his Fins to slice enemies. Does barely any damage on the way back without causing flinching, but is decently powerful going forward
↑ Smash: Stabs upwards with both fins for two hits, with the second one launching
↓ Smash: Kicks in front of him then slashes behind him with his fin, the kick sends enemies behind him to be slashed and the slash has knockback

Neutral Air: Surrounds himself in electricity briefly for aoe damage and decent knockback
← Air: 'Swims' backwards through enemies while spinning
→ Air: 'Swims' forwards through enemies while spinning
↑ Air: Strikes upwards with his fin
↓ Air: Strikes down hard with both feet, spiking enemies hit

All transformations are permanent until a different transformation is used. Link starts the battle as a human.
Neutral Special: Transforms into a human and starts charging a bow shot. When released, it fires the arrows which will do damage, doing more based on how long it's charged.
←/→ Special: Transforms into a Goron and starts charging a roll. If not fully charged, he will move relatively fast and stop after hitting an enemy, not launching very far. If fully charged, will move very fast while covered in spikes, increases hitbox slightly, and sending enemies flying while passing through them.
↑ Special: Transforms into a Deku Scrub, summons flowers and hops high into the air, then floats gently down. Pressing A during this time drops a single deku nut projectile that does aoe damage, but doing this will also release the flowers making Deku Link fall at normal speeds.
↓ Special: Transforms into a Zora and puts up a projectile-reflecting electric field around himself on the left and right only. Projectiles reflected do not gain power. Causes damage to enemies if they touch the hit box.


Grab: Regular grab
← Throw: Puts enemy behind him, then slams a kick into his gut
→ Throw: Slashes enemy with fins and sends them flying forward
↑ Throw: Throws enemy above him then punches them into the air
↓ Throw: Drops enemy on the ground then bodyslams them to send them away

Taunt 1: puts his hand in the air and shouts "OWW" enthusiastically
Taunt 2: Pulls out his guitar and plays a couple notes real fast
Taunt 3: Punches forward twice then puts his fist in the air while head banging

Final Smash: Puts on the Fierce Deity Mask, turning into Fierce Deity Link (Two times the height of normal Link) then stands in place. Pressing A will slash on both sides of him, and pressing B will fire off vertical spinning sword beams. After a short duration, Fierce Deity Link will pull back his sword and dash across the screen doing huge knockback and damage in a line.

Extras: His jumps are really high, and he can move fluidly through the air. His forward and backward aerials can be used for superior movement through the air while fighting enemies.

Stage: Canon stage that's been removed in recent games! http://supersmashbros.wikia.com/wiki/Termina:_Great_Bay
Music: 


Last edited by Simply David on Fri 24 Oct 2014, 10:13 pm; edited 7 times in total

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Fri 24 Oct 2014, 4:43 pm

Name: Archer (EMIYA)
Franchise: Fate/stay night
Weight: Heavy Medium
Speed: Fast
Appearance:
A Combo: A three hit combo- one slash with Kanshou, one slash with Byakuya then a kick with little knockback.
Dash Attack: Archer swings both of his swords down at the enemy.

←/→ Tilt: Big sweeping slash with one of his swords.
↑ Tilt: Simple swing of the sword at the air.
↓ Tilt: A sweeping kick.


←/→ Smash: Archer charges up Kanshou and Byakuya into Overedge and swings them both down. Does decent damage and has decent knockback.
↑ Smash: Archer shoots Caladbolg straight up into the air, exploding at a set height or if it his an enemy. Has high knockback and great killing power.
↓ Smash: Archer prepares Caladbolg. When released, Archer leaps back slightly and fires the explosion just to where he’s safe. Has high knockback but doesn’t deal much damage.


Neutral Air: A kick in the air.
← Air: Archer slashes at his back with one of his swords.
→ Air: Archer swings in front of him with one of his swords.
↑ Air: A skyward kick.
↓ Air: Archer performs a downward kick that has meteor spiking properties.


Neutral Special - Caladbolg II: Archer charges up Caladbolg II. The longer he holds it, the stronger it becomes. The longer it’s charged, the sooner it will explode when released.
←/→ Special - Crane Wing Three Realm: Archer throws Kanshou and Byakuya at the opponent. Doesn’t have much knockback, but if the button is pressed a second time - Archer dashes forward for a swing at the enemy with newly summoned Overedge projections. This is the part of the attack with high-knock back.
↑ Special - Hrunting: Archer leaps up into the air with a third jump, summoning up his bow. He fires Hrunting straight down to give him that extra lift. Hrunting will explode if it makes contact with the ground. If it hits another opponent, they will be launched UP instead of down.
↓ Special - Eye of the Mind: Works like a counter but it isn’t. When an attack hits Archer (while the move is active), he will simply move out of the way of the attack without initiating a counter. He will leap out of the way of the attack. You can control the way Archer goes while in this state (Up, away from the opponent, toward the opponent.) Super Armor while active and receives no damage.



Grab: Grabs the opponent up with his hand. Knees them in the gut to rack up damage.
← Throw: Performs a judo flip on the enemy to send them rolling on the ground.
→ Throw: Throws the enemy up then slashes at them.
↑ Throw: Archer throws the enemy straight up into the air.
↓ Throw: Archer does a chokeslam! It hurts!


Taunt 1: Archer folds his arms up in his signature pose, shaking his head as if he’s talking to a certain Tohsaka.
Taunt 2: Archer slashes at the air with Kanshou and Byakuya then does a little pose. Makes him look a little chuuni!
Taunt 3: Archer does this pose while the wind blows his way, “Can you keep up with me?”


Final Smash - Unlimited Blade Works: Archer starts out the chant of Unlimited Blade Works and a ball of fire expands around him. Whoever it hits is brought into the reality of endless blades. Archer commands the swords to impale his opponents over and over. There he summons up Excalibur-Image and swings it straight down. The explosion shatters the RM and sends everyone flying.

Music:
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Re: Create your own Smash Character!

Post by Simply David on Fri 24 Oct 2014, 6:16 pm

Name: Emiya Shirou
Franchise: Fate/Stay Night
Weight: Medium
Speed: Average
Appearance:
Spoiler:


A Combo: Two punches and a kick that moves him forward. The kick has ok knockback
Dash Attack: Projects Kanshou and Bakuya for a cross slash. Good knockback at an upward angle but leaves him open if it misses
←/→ Tilt: Roundhouse Kick that drops opponents to the ground. Can be ducked under by most characters
↑ Tilt: A kick at an upward front angle, hitting in front of and above him
↓ Tilt: Sweeping kick

←/→ Smash: Projects Kanshou and Bakuya to strike the foe with two quick slashes, the second one having ok knockback.
↑ Smash: Projects Kanshou and Bakuya and stabs with both above him, then pulls them down for a second hit which hits wide and has upwards knockback.
↓ Smash: Projects Kanshou and Bakuya and spins on the ground for a quick and powerful strike.

Neutral Air: Punches in front of him
← Air: Kicks behind him
→ Air: Delayed Meteor Smash kick
↑ Air: Spins to kick upwards for a strong launching attack that leaves him open afterwards
↓ Air: kicks multiple times downward

Neutral Special: Trace On: he charges up his magic, making all uses of projection more powerful for a short time
←/→ Special: Shirou projects Kanshou and Bakuya, then fires them off one at a time in the direction pressed. If a different direction is pressed before the second one is fired, it will go that way instead, in any of the four directions. The second shot is stronger than the first, but the first will stun them long enough for the second to hit (These shots are in very very fast succession of each other)
↑ Special: Shirou projects Caliburn and slashes upwards, moving his body up with the slash. (Think of Marth's recovery)
↓ Special: Poster Shield: Shirou puts up a poster that he's strengthened to defend himself from attack. He takes no damage and this has very little punish time and an instant startup. Shirou is still knocked back by the attack, being sent further away than he would normally. If he's on the ground, he won't be sent off the ground, and if he's in the air he is sent upwards without exception.


Grab: Just a grab
← Throw: Spins and kicks an enemy to behind him, sending them flying
→ Throw: Punches his enemy in the gut, sending them flying
↑ Throw: Punches his enemy in the gut, sending them flying upwards
↓ Throw: Slams enemy into the ground

Taunt 1: "People die when they are killed" is said while he looks at the screen 
Taunt 2: "I am the bone of my Sword" shirou will eventually say the whole chant, one chant per input, but nothing comes of it
Taunt 3: Shirou sits down, pulls out a small pot and starts cooking. This taunt only ends after performing an action, at which point he accidentally knocks over the pot

Final Smash: "Nine Lives Blade Works": Shirou catches all enemies right in front of him, then projects the great Axe Blade once held by Berserker. He slashes eight times in rapid succession, and a ninth time to send them flying.

Extras: When Shirou projects any weapons, they immediately break after use. A small bit of damage is caused in an area around where he had attacked doing damage to anyone in the area and causing slight flinching. This can make it safer for him to miss, but it's easy to avoid this.

Stage:
Spoiler:
 
The bridge goes off screen, creating the same effect as Bridge of Eldin, except cars can be seen driving in the background. Occasionally, a warning comes up and a car will drive across the screen from the right to do damage. A player can land on the car and be taken across the screen, potentially KOing them off if they don't get off right away (The car is fast). The arch at the top are pass-through platforms that can be stood on as well, and there's added platforms for the sake of being able to get up there, connecting the vertical beams.
Music: (Youtube link!)


Last edited by Simply David on Fri 24 Oct 2014, 7:08 pm; edited 2 times in total

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Fri 24 Oct 2014, 6:29 pm

Name: Sonic & Tails
Franchise: Sonic the Hedgehog
Weight: Medium
Speed: Super Fast
Appearance:


A Combo: Sonic punches the enemy three times before moving in with a spindash.
Dash Attack: Does a simple rollout toward the enemy with Tails helping out.
←/→ Tilt: Sonic does a scissor kick that hits the enemy twice.
↑ Tilt: Sonic does a double-clap above him. Has low damage/high knockback.
↓ Tilt: Sonic performs a horsekick that’s similar to Sonic’s own →tilt.


←/→ Smash: Sonic brings back both hands then CLAPS! High damage but low knockback.
↑ Smash: Sonic crouches low to the ground then throws both of his hands up. If it hits the enemy, they do a few somersaults in the air then come back down. When they come back down, Sonic leaps up into the air and hits them back to the ground. THIS is when the formal knockback comes in, which is fairly moderate.
↓ Smash: Sonic and Tails perform circular Spindash on the ground and go around in a circle. Does decent damage/knockback with just Sonic, with both present it deals even more.


Neutral Air: Sonic spins so fast a blade of razor wind manifests around him. Low damage, low knockback.
← Air: Sonic performs a dropkick with both of his legs. Strongest air move - high damage/knockback.
→ Air: Sonic does a simple kick forward. No special properties.
↑ Air: Sonic does an aerial clap up into the air. Same properties are ground ↑tilt.
↓ Air: Sonic does a hammerblow with both of his hands. Has spiking properties.


Neutral Special - Box Breaker: Sonic’s Neutral special produces the power-ups of old! Primarily they’re from Sonic and Knuckles 3. There’s different chances of getting different kinds! They are as follows:

  • Blue Shield: Protects whoever grabs it from one hit.
  • Fire Shield: Places a veil of flame around whoever grabs it.
  • Lightning Shield: Places a field of lightning around user. Gives a third jump on recovery.
  • Water Shield: Places a bubble around the user. Has the power to reflect projectiles.

Bad part of the special is that Sonic has to throw the boxes TOWARD someone before being able to get them himself. If they shield and the enemy hits it, they get the power-up too!
←/→ Special - Peel Out: Sonic performs the famous Peel Out from Sonic CD! He runs superfast across the stage while Tails struggles to keep up. Deals repeated damage, low knockback. Invincible on start-up.
↑ Special - Tails’ Assist: Tails grabs onto Sonic and helps him from falling into the abyss! It’s a long lasting recovery with the added bonus of whoever ends up touching Tails’... well, TAILS will get damaged. Cannot be used if Tails is KO’d.
↓ Special - Double Spindash: Sonic and Tails both do a Spindash then charge forward. Unlike Sonic’s Spindash, this one cannot be controlled. This is a single hitting move with knockback (two hits if Tails is following after Sonic).



Grab: Sonic grabs the enemy up and starts slapping them in the face.
← Throw: Sonic leaps onto the enemies head, does a spindash and rolls off. The enemy goes flying away from Sonic.
→ Throw: Sonic lets go of the enemy and does a simple spindash forward to knock them away.
↑ Throw: Sonic does an uppercut to send the enemy flying straight up into the air!
↓ Throw: Sonic STOMPS on the enemies foot, causing them to fall down to the ground. Can probably be picked up with another move afterward.


Taunt 1: Sonic does a finger wiggle saying, “That’s no good!”
Taunt 2: Sonic lies down on the ground, putting a hand to his cheek and looking bored.
Taunt 3: In a reflection of one of Mario’s own taunts, Sonic will imitate his own ‘death’ by jumping up in the air and waving his arms.


Final Smash - Hyper Sonic and Super Tails: Calling on the power of the Super Emeralds, the duo transforms into their super modes! All moves and stats get buffed, Neutral B is replaced by Hyper Flash that damages everyone on screen. Completely invulnerable during this time.


Stage: Sky Sanctuary
Music:
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Fri 24 Oct 2014, 7:32 pm

Name: Gianna Capello
Franchise: [GATE]
Weight: Medium
Speed: Average
Appearance:


A Combo: One kick then a flurry of kicks that ends with a flaming roundhouse.
Dash Attack: A running dropkick.
←/→ Tilt: A reverse kick with low knockback.
↑ Tilt: Flexible kick that goes up and around.
↓ Tilt: Sweeping kick.


←/→ Smash: Gianna steps backward then moves forward to perform a front skip turning kick. High damage/knockback.
↑ Smash: A powerful backflip kick that sends the enemy straight up. Decent damage.
↓ Smash: Gianna does a handstand and kicks both front and back of her. Moderate damage and knockback.


Neutral Air:
← Air: Throws a leg out to hit behind her.
→ Air: Standard kick forward.
↑ Air: Backflip kick with similar properties to her ↑Smash.
↓ Air: Powerful dive kick with amazing forward momentum. Can be cancelled for some nifty recovery.


Neutral Special - Phoenix Gatling: Gianna starts kicking at the air rapidly. If enemies get caught in this, they’ll receive light damage and be knocked away. When fully charged - the attack will release a large POWERFUL flame phoenix that deals MAJOR damage and knockback. Functions similarly to Hiroshi’s Dragon’s Summit.
←/→ Special - Riding Wave: Giana throws herself forward with a burning kick. If she hits the opponent, she’ll use them as a ‘skateboard’ along the ground then send them flying with one last kick.
↑ Special - Rising Sun: Move that Gianna shares with Hiroshi. Gianna performs a somersault kick straight up into the air. Goes up much higher than Hiroshi’s version but has less knockback.
↓ Special - Whirl Phoenix:Gianna moves forward and performs a tornado kick. She hits one, two, three, four, then five times and ends with one last kick that sends the enemy FLYING. Has invincible start up.



Grab: Grabs the enemy by the chin and holds them to her face. Kicks them to rack up damage.
← Throw: Gianna performs a hurricanrana, causing the enemy to fly backward.
→ Throw: Gianna throws her elbow into the enemy, making them fly away!
↑ Throw: Backflip kick that makes the enemy go bye-bye.
↓ Throw: GIANNA STOMPS ON THE ENEMY THREE TIMES THEN KICKS THEM AWAY.



Taunt 1: Gianna takes off her hat and dusts herself off.
Taunt 2: Gianna’s phone rings, she checks it then puts it away - shrugging.
Taunt 3: Gianna takes out a sucker and places it in her mouth (it remains for the rest of the match).


Final Smash - Capello Famiglia: Gianna calls for the Capello to assist her in a final attack. It starts up with a kick from Gianna. Garret calls in a turret to fire bullets at the enemy. Isabella performs a blasting sound wave for even more damage. Nigel takes a few shots at the enemy with his gun. Roxanne dashes in with her swords and performs an X-slash. Nate performs a combination attack with his scythe and Riley’s feathers. Razel appears to throw down a shadow spear to impale the enemy. It ends with Gianna performing a powerful kick that sends the enemy flying away.


Music:
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Fri 24 Oct 2014, 8:29 pm

Name: Weiss Schnee
Franchise: RWBY
Weight: Medium
Speed: Average (Super Fast with Haste Glyph)
Appearance:


A Combo: Stab, stab, slash and then another slash forward. Not much knockback after the final hit.
Dash Attack:
←/→ Tilt: Simple stab forward.
↑ Tilt: Sweeping movement with her sword.
↓ Tilt: Stab that hits the lower body of most human characters. Can possible cause them to trip.


←/→ Smash: Forward thrust that lets Weiss move forward just a bit. Decent damage, low knockback.
↑ Smash: Upward thrust that takes advantage of Weiss’ sword tip. Simlar to Marth’s.
↓ Smash: Multiple stabs that ends with another that hits the enemy away. Low damage, low knockback.


Neutral Air: Sort of ‘dancing’ movement with the rapier that travels from Weiss’ mid-section then outward toward her head.
← Air: Slash that covers Weiss’ back area. Hard to hit with the tip of the sword.
→ Air: Stab that goes diagonally downward.
↑ Air: Upward stab.
↓ Air: Simple downward stab. Only spikes if the tip hits.


Neutral Special - Haste Glyph: A special that doesn’t deal damage. The Glyph appears at Weiss’ feet and the clock hands start moving. When the special is released, Weiss is able to move faster in proportion to the amount of time that she was charging.
←/→ Special - Ice Glyph: Weiss stabs the ground, causing ice to blast forward and along the ground. Will freeze enemies the instant they touch it (though they will break out the same second they’re frozen). Deals damage over time, doesn’t have high knockback.
↑ Special - Air Step Flurry: Weiss performs a series of rapid stabs into the air while using Air Step to push herself higher into the air. Has high knockback on the final slash. She travels diagonally while doing this.
↓ Special: - Gravity Glyph: Weiss sets a black Glyph down onto the ground. If someone should run in/jump in DIRECTLY ontop of it, it will pull them into the ground. If they should run past it, the Glyph will start pulling them toward it until it vanishes. Will disappear after a set period of time. Only one can be set at a time. Can also be used in the air as an attractor field to make it hard for enemies to recover.



Grab: Traps enemy in a white Glyph. Focuses on the ‘glyph that snares them to deal damage.
← Throw: Stabs them with her rapier and trips them backward.
→ Throw: Directs the glyph to fire the enemy forward and away from her.
↑ Throw: Shoots enemy upward and out of the glyph.
↓ Throw: Weiss commands the Glyph to shoot the enemy into the ground where they end up bouncing back into the air.


Taunt 1: Weiss puts the rapier to her face while she takes in a deep breath.
Taunt 2: Weiss simply glares while looking around, then she huffs while getting back into her battle stance.
Taunt 3: “You can’t match me, no matter how hard you try.” Weiss says this while pointing her weapon toward her opponent.


Final Smash - Mirror Flurry: The attack starts out with Weiss performing a forward lunging attack that almost has infinite range (if performed in the air, it can KO Weiss herself if it’s not stopped). If the attack hits, Weiss will stab through the enemy and trap them in a Glyph. Multiple blue Glyphs appear all around the enemy where Weiss repeatedly stabs through and bouncing off of said glyphs. Weiss becomes a blurring white line as she continuously attacks. The final attack ends with another stab that sends all those trapped in the Final Smash to their doom.


Extras: Unlike most fighters of Medium-weight, Weiss has the power to jump to at least five times by Air Stepping. By using directional inputs, how she jumps can be controlled.


Stage:  White Theater - Castle featured in the ‘White Trailer’. Also features the knight too! It’ll come to life and attack if you’re not toooo careful.


Music:  
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Fri 24 Oct 2014, 10:20 pm

Name: Ruby Rose
Franchise: RWBY
Weight: Light
Speed: Super Fast
Appearance:


A Combo: Ruby performs two massive sweeps with her scythe. Deals damage and has some knockback.
Dash Attack: A large swing with her scythe that knocks enemies away.
←/→ Tilt: A lunge and pull with the scythe that brings enemies toward Ruby.
↑ Tilt: Crescent sweep over Ruby’s head with the scythe.
↓ Tilt: Standard low attack with the scythe.


←/→ Smash: A LARGE spinning attack done with the scythe. Ruby twirls the scythe around her body. Hits five times and has huge knockback. Hard to punish.
↑ Smash: Ruby releases three blasts from her rifle up into the air. The muzzle flash hits the enemy three times for moderate damage/knockback.
↓ Smash: Ruby performs a spinning slash in place while making use of her Semblance.


Neutral Air: Crescent Rose is spun around Ruby’s body for light damage/knockback.
← Air: Ruby turns behind her, turns Crescent Rose into its gun form and fires a large burst behind her. Can move her forward and can be used for recovery.
→ Air: Long-reaching slashing attack that hits in front of Ruby.
↑ Air: Sweeping arc in the air with the scythe. Low damage but high knockback.
↓ Air: Ruby throws Crescent Rose into gun form and fires straight down with a big muzzle flash that damages the enemy. Doesn’t have spike effect, does moderate damage/knockback. Can thrust Ruby up into the air.


Neutral Special - Scattering Petals: Ruby vanishes into thin air, replaced by only a series of petals. In this state, you can control where Ruby will appear and when. By holding in the command, she vanishes for a longer period of time. Has a time limit of second or two.
←/→ Special - Illusory Rose: Ruby vanishes into thin air then appears again in the same instant! Rose petals follow her movement as she performs a wide, damaging slash with Crescent Rose! Moderate damage, high knockback!
↑ Special - Muzzle Flash: Ruby shoots Crescent Rose down at the ground in its ‘gun-form’. The first burst lets Ruby travel through the air and the second sends her further up. Standard recovery move.
↓ Special - Crescent Flash: A counter where Ruby vanishes into thin air. Another counter? Not at all! During this phase the counter can be modified. By holding forward, Ruby slashes the enemy where she was standing. Holding back lets Ruby teleport BEHIND the enemy to swat them. Holding up lets Ruby attack from the sky! Holding down has Ruby do a sliding counter that trips the enemy with Crescent Rose’s blade.



Grab: Ruby throws out Crescent Rose to grab the enemy with the blade. She smacks them on the ground to get damage.
← Throw: Ruby tosses the enemy overhead.
→ Throw: Ruby SLAMS the enemy down then bats them away like a baseball.
↑ Throw: Ruby throws the enemy up then shoots them in the face pointblank. The flash of the gun blasts them away!
↓ Throw: Ruby jumps up in the air and SLAMDUNKS the enemy to the dirt.


Taunt 1: “Let’s go, Sweetie!” Ruby hugs Crescent Rose like it’s her baby (Protip: IT IS).
Taunt 2: Ruby pulls a stray hair out of her face while her hood blows in the wind!
Taunt 3: Ruby swings Crescent Rose in two wide swings then sets it on her shoulder.


Final Smash - Red Like Roses: The Final Smash starts with a Cross Clip-boosted aerial charge forward! Ruby spins her scythe in a circular motion that goes round and round. She’ll travel around Final Destination's size in length with this power charge. If no one is hit, the Final Smash doesn’t play out. HOWEVER if someone is hit, Ruby will perform a devastating combination of powerful slashes while in mid-air. She’ll spin like a buzzsaw and slash like a maniac until the final blow is struck. After each hit, petals scatter around! On the last hit the petals all energy the enemy(s). With one final slash the petals scatter through the air and the target(s) with them.


Stage: Cliffside Altar - The grave where Summer Rose sets as shown in the ‘Red’ Trailer. In this land of snow, there are creatures of shadow called Beowulves that prowl in the back. When they think it safe, they’ll try to attack you so watch out!
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Re: Create your own Smash Character!

Post by Simply David on Fri 24 Oct 2014, 11:22 pm

Name: Yang Xiao Long
Franchise: RWBY
Weight: Heavy
Speed: Slow/Average
Appearance:
Spoiler:


A Combo: Two straight jabs and a solid uppercut with ok knockback
Dash Attack: Small jump and a straight haymaker
←/→ Tilt: Small roundhouse kick that drops enemies down to the floor but also sends them back
↑ Tilt: Sweeping upward punch
↓ Tilt: Sweeping kick

←/→ Smash: Hard hitting straight punch that she moves into, does fire damage
↑ Smash: SHORYUKEN
↓ Smash: She punches at the ground, firing off blasts from her gauntlets to do explosive damage in front of her then behind her

Neutral Air: small spin in place that does decent damage and knockback
← Air: Punches hard behind her, does fire damage
→ Air: Pulls back her fist and slams forward, doing a meteor smash that does fire damage
↑ Air: Fires her gauntlet above her for explosive damage immediately above her
↓ Air: Hits below her for a spike attack (Doesn't spike if Yang has less than 25% damage on her)

Neutral Special: Charges for only half a second, then fires Ember Celica directly in front of her. Can fire above or behind her instead if direction is input. The charge cannot be cancelled. Will eventually have knockback if Yang has high enough damage
←/→ Special: Charge while holding, the longer the charge the farther she'll travel. When released, she dashes forward, immune to projectiles while charging. Stops at the first enemy hit, doing an uppercut to send them off the ground.
↑ Special: Fires a shot below her from Ember Celica, sending her flying upwards and doing damage to enemies that are below her. If pressed a second time she punches above her during the dash, but this reduces how much control through the air she has
↓ Special: Yang performs a 'counter', except she'll still take the damage and the enemy doesn't get stunned. Instead, she simply refuses to flinch for a short period of time, and if hit in that time she slams the foe with a VERY punishing uppercut.


Grab: Standard Grab, punching them to do damage
← Throw: Swings them backwards and follows up with a shot from Ember Celica
→ Throw: Punches them and sends them flying forward
↑ Throw: Uppercuts the enemy into the air
↓ Throw: Lays enemy down, fires Ember Celica at them three times, with the third explosion sending them away

Taunt 1: "Yeah!" and she does a fist pump "Bring it on!" (At high percentage, she says it more angrily)
Taunt 2: (If low damage) She puts on sunglasses and says "I'm way too cool for you". (If high damage or during final smash) She puts on her sunglasses with her hair flaring up behind her and says "Is it getting HOT IN HERE?"
Taunt 3: Unloads her gauntlets, then reloads them, full gun sound effects and all

Final Smash: Maximum Heat: Yang gets maximum effect from her semblance, making all of her attacks have extreme knockback. She also becomes invulnerable and has increased running speed for the duration. She can jump a third time in the air as well.

Extras: Due to her semblance, Yang has increased knockback on her attacks if she has higher percentage damage herself. She can really get to the point she's sending enemies flying even if they're at low percentages.

Stage: (Image link!)
Music: 

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Sat 25 Oct 2014, 12:26 am

Name: Blake Belladonna
Franchise: RWBY
Weight: Medium
Speed: Fast
Appearance:


A Combo: A two hit combo with Gambol Shroud in katana form.
Dash Attack: Standard dashing slash attack.
←/→ Tilt: Blake throws out Gambol Shroud with her ribbon to cut those in front of her.
↑ Tilt: Blake throws Gambol Shroud upward to slash at airborne enemies.
↓ Tilt: Ground-aimed slash with Gambol Shroud (Katana form)


←/→ Smash: Blake builds up energy in Gambol Shroud and releases it as a slicing wave of purple. Has high knockback.
↑ Smash: Double-hitting attack from Gambol Shroud’s blade and sheath.
↓ Smash: Spinning slash


Neutral Air: Blake performs a spinning dance in the air where Gambol Shroud does three quick orbits around her in a blur.
← Air: Blake throws Gambol Shroud backward to hit enemies. Draws them in closer.
→ Air: Same as → Air with different direction.
↑ Air: Blake slashes up with Gambol Shroud in Katana form.
↓ Air: Gambol shroud transforms into gun form and fires diagonally down at the ground.


Neutral Special - Dust Change: Blake changes the properties of the Dust used in Gambol Shroud. Effects her ↑ and ↓ Specials. The effects are: Fire, Rock, Ice, and Haze.
←/→ Special - Cat’s Cradle: Blake throws out Gambol Shroud to ‘grab’ the enemy and pull them in. Repeated presses of the move will have Blake slash at them a first and second time then, finally, perform a somersault slash that ends it. Initial blows deal damage but no knockback, final move sends them FLYING!
↑ Special - Shadow Blitz: Blake uses her Semblance to create a ‘clone’ with different properties as she performs a recovery jump. Fire creates an exploding clone that deals fire damage, Rock creates a clone that crumbles with hard knockback, Ice freezes the enemy in place and Haze creates a smog that stuns the target temporarily.
↓ Special - Shade Cluster: A special ‘counter’ that is affected by Dust Change. When Blake is hit, she moves backward to replace her other ‘self’ with a clone. Fire blows up and sends the enemy flying, Rock has super-armor and crumbles, sending the enemy flying back, Ice freezes the enemy in place so Blake can come in for an attack. Finally Haze stuns the enemy and temporarily makes them move slower.



Grab: Blake has insane grab range with Gambol Shroud’s ribbon! It can also be used to recover from falling off the stage. When Black grabs someone, she gets them in a chokehold. She ‘chokes’ them to rack up damage.
← Throw: Throws them back with a violent heave.
→ Throw: Slashes the throat and sends them tumbling.
↑ Throw: Throws them up into the air then slashes at them.
↓ Throw: Throws them down to the ground then BOOTS them away.


Taunt 1: Blake places a hand to her chest, taking in a deep breath. Sometimes she’ll even mutter “Is this right?” or “Adam…”
Taunt 2: Blake pulls out a book and starts reading it. She’ll continue reading it, eventually blushing and acting embarrassed if the taunt isn’t cancelled.
Taunt 3: Blake will tighten up her ribbon and make sure that no one is really noticing her ‘twitching’ ribbon.


Final Smash - From Shadows: Blake throws out Gambol Shroud, saying something along the lines of “You can’t escape!”. After that, she brings them in and starts performing a flurry of wild slashes while she runs forward. She keeps summoning clones over and over as she continues to wale on the enemy (much to their confusion). It ends with a violent slash from Gambol Shroud that sends them to their deaths.


Stage: Black Cargo Train - The train that appears in the ‘Black Trailer’ featuring Blake and Adam tearing up robot ass. The train travels through Forever Falls while robots sometimes come into the fray and attack. Then a LARGE scorpion machine comes in to say hello with lasers of death.


Music:
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Sat 25 Oct 2014, 4:22 am

Name: Travis Touchdown
Franchise: No More Heroes
Weight: Medium
Speed: Average
Appearance:


A Combo: Travis performs a three-hit combo with his beam katana. The first hit is a normal swing, second hit is a draw back swing and the third Travis does a twirl then hits them back.
Dash Attack: Dash attack with the beam katana.
←/→ Tilt: Horizontal slash.
↑ Tilt: Upward slash that goes above Travis head.
↓ Tilt: Sweeping slash with the beam katana.


←/→ Smash: Travis does a baseball bat swing to smash the opponent away. Good damage/knockback.
↑ Smash: Travis brings the beam katana down then swings it straight up in an arc. Has low knockback but good damage.
↓ Smash: Does a slash forward then backward in a sort of X-formation.


Neutral Air: Does an exaggerated kung-fu kick!
← Air: Sends the beam katana through his armpit for a backward stab.
→ Air: Does an erratic swing forward with the katana. Good knockback.
↑ Air: Swipes upward with the beam katana.
↓ Air: Performs a downward stab with the beam katana. Forces momentum to go down. Has great knockback when enemy is hit. No spike potential.


Neutral Special - Katana Charge: Overtime Travis’ beam katana will start losing power! Repeatedly tap the B button to restore its charge. Amount of charge is indicated by the color of the katana. (Red = depleted, yellow = almost depleted, green = usable, blue = fully charged).
←/→ Special - Super Frankensteiner: Travis throws himself into a flip at the opponent. If he hits, he does a backflip with his legs holding onto the enemy. They flip into the air then come straight down with the enemy coming down straight to the ground. Functions similar to Bowser’s Koopa Claw.
↑ Special - Wild Swing: Travis performs three consecutive slashes while performing a third jump. Fairly standard recovery move.
↓ Special - Dark Side: By holding ↓Special, Travis will get progressively pissed off. He’ll get red… and redder… until he burstssss! While in this angered temporary state, Travis’ damage and move properties will increase! Though be careful, this angered state makes him that much easier to kill.



Grab: Travis grabs the enemy up into a Full Nelson and keeps putting pressure on them to get damage.
← Throw: Travis performs a German Suplex on the enemy.
→ Throw: Travis performs a rolling grapple on the enemy then throws them off.
↑ Throw: Travis heaves the enemy up then stabs them with his sword. They go straight up afterward for a little air time!
↓ Throw: Travis performs a Power Bomb, straight down into the ground!


Taunt 1: Travis will point straight at the enemy while scratching at his nose with the back of his hand, “You’ll be needing a body bag when I’m done.”
Taunt 2: The beam katana shuts off for a second. Travis will hit the bottom of his beam katana to see if it’s functioning right. It turns on, nearly cutting his head off.
Taunt 3: Travis runs a hand through his hair then sniffs his armpit, commenting about needing a shower when he got home.


Final Smash - Glastonbury: Travis exclaims “Let’s see what you’ve got, Fuck heads!” while leaping up to pilot the giant machine. Camera moves to a First Person view where Travis is able to slash at the screen with the Glastonbury’s sword. Eventually the timer runs out and Travis is back on his feet.


Stage - Santa Destroy, California: Battle location where Travis lives! Some pretty chaotic traffic goes by so you might want to stay off the road.
Music:
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Sat 25 Oct 2014, 4:37 pm

Name: Saber
Franchise: Fate/stay night
Weight: Medium
Speed: Fast
Appearance:


A Combo: Simple three-hit sword combo. Has some knockback.
Dash Attack: Two-handed sword strike.
←/→ Tilt: Horizontal sword swing.
↑ Tilt: Upward sword swing.
↓ Tilt: Sweeping sword swing.


←/→ Smash: Saber charges up energy in Invisible Air and performs a thrust. The energy increases the range of the hitbox with an explosion. Has good damage and knockback. Sweetspot is the sword.
↑ Smash: Saber brings Invisible Air down to the ground then looks up. She does a crescent swing above her head. Good knockback/damage.
↓ Smash: Saber faces forward and charges up the attack. She performs two consecutive horizontal blows then ends with an upward slash that sends the target flying.


Neutral Air: Saber simply swings Invisible Air forward.
← Air: Saber swings Invisible Air at her back to knock enemies away.
→ Air: Saber swings Invisible Air forward.
↑ Air: Saber swings above her head.
↓ Air: Saber swings at the ground. Doesn’t have spike effect.


Neutral Special - Excalibur: Saber starts charging up in energy into her glowing golden blade. The longer the button is held, the more energy she will stock into the sword. Even if Saber is hit while charging, the charge will not vanish. This attack only has two forms. Uncharged will only fire a violent wind out that cuts at the enemy from Invisible Air. The fully charged form is a violent beam of energy that rips outward and travels full-screen. Has long charge up and start-up time. Also it’s possible to lose the fully charged Excalibur if it isn’t used in time.
←/→ Special - Prana Burst: Saber blasts forward with prana blasting out of her body. While in this state, she has Super Armor where she will not flinched. On the first press it’s a simple charge, the second press causes Saber to twirl and bring down her sword on the enemy. If Excalibur is fully charged with the use of Prana Burst, Saber can unleash a POWERFUL slash at the enemy that deals heavy damage AND heavy knockback. Use, of course, will lose the Excalibur charge.
↑ Special - Excalibur Blitz: Saber funnels energy through Excalibur and causes a mad burst of energy that exits the sword. It propels her a bit upward and mostly in the direction that she’s facing. Decent recovery move and damages those that are on the ‘back burner’ of the sword.
↓ Special - Instinct: A strange counter that has different effects depending on the attack that is issued. If a projectile runs against Saber, Saber will use Invisible Air to reflect it. If Saber is hit by a physical attack, she’ll simply counter with an attack of her own (one with little knockback). If Saber is grabbed, she’ll break away from it with a kick. To compensate for its utility, the counters are relatively low damage.



Grab: Saber grabs the enemy with her armored hand and stabs the enemy to get that damage up!
← Throw: Saber throws the enemy behind her and slashes them with her sword, sending them further away.
→ Throw: Saber tosses them forward, slashes them, they go bye-bye.
↑ Throw: Saber throws’em up, slashes, they go flyinnnng.
↓ Throw: Saber simply slams them down to the ground.


Taunt 1: Saber brings up Invisible Air, causing the wind around her to distort.
Taunt 2: Saber swings Invisible Air in an x-formation before pointing the sword at her opponent, “Can you match me?”
Taunt 3: Saber pats her stomach a few times then shakes her head, saying “This fight first, Shirou’s dinner second.”


Final Smash - Avalon: Saber summons up Avalon to create a powerful barrier that NOTHING can pierce through. The Final Smash acts as a long-lasting counter and a ‘grab’ of sorts. Those caught in the space and those counter will be caught in the Final Smash. Saber throws all of her remaining energy into her sword (Avalon included) and then yells “EXCALIBURRRRR!” The waving blade of victory rips through the sky and comes down on the unsuspecting targets. Those hit are probably as good as dead.


Stage - Fuyuki Bridge (Past): A stage that starts out on the titular Fuyuki Bridge. The bridge is a set-piece with flat boundaries on both sides. In the background we can see Gilgamesh and Berserker from Fate/zero having their aerial dog fight. Missiles and Noble Phantasms will destroy the bridge eventually and, if you’re lucky, you can grab and throw some of the Noble Phantasms laying about… but that isn’t all! Eventually Gilgamesh will fly on by to whisk the fighters away into the sky on his shiny Vimana. There we can see Gilgamesh being his pissy self. The Vimana does loops and tosses about trying to get Berserker off of his tail and the fighters off his Noble Phantasm. Eventually he succeeds and everyone free falls from the sky and onto the ground near the destroyed Fuyuki Bridge. In the background we see Rider fighting against Cthulu with his chariot. He eventually calls for his power Reality Marble that AGAIN the fighters get sweeped up in! Here in the new desert battlefield, the background is alight with the scenery of war. Caster’s creature fights against countless soldiers. Sometimes even soldiers come in to fight with the Players if they’re able to defeat them! BUT after the RM disperses and the battle is ‘lost’ to a degree, everyone returns to the Fuyuki Bridge for the cycle to start over again.

Music:
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Re: Create your own Smash Character!

Post by Simply David on Sun 26 Oct 2014, 2:24 am

Work in Progress


Name: The Black Knight (This name is ironic considering alt-colors)
Franchise: Fire Emblem (Path of Radiance/Radiant Dawn)
Weight: Very Heavy
Speed: Very Slow
Appearance:
Spoiler:


A Combo: A knee strike followed by a sword strike
Dash Attack: A solid sword strike from above
←/→ Tilt: A slow sword strike with decent knockback
↑ Tilt: A slow sword strike in an arc with decent knockback
↓ Tilt: A stab at the ground in front of him

←/→ Smash: A VERY strong stab in front of him, with great launching power even if it isn't the tip
↑ Smash: A VERY strong stab in the air, with great launching power
↓ Smash: A slash in front of him pulling enemies behind him, then a slash behind him to send enemies flying

Neutral Air: He thrusts out his foot for a kick in front of him
← Air: Stabs behind him for a solid killing strike
→ Air: A slow meteor smash attack with a sweet spot on the tip, if this misses the sweet spot it glances 
↑ Air: Stab into the air for a juggling move
↓ Air: An unimpressive but still strong downward swing of his sword

Neutral Special: Raises his sword then swings down to fire off a sword beam. Not a charge move, more like Falcon Punch delay, but with only half the wait time. If hit by the sword, is as strong as his smash attack. The beam is strong but won't KO and passes through enemies to hit enemies behind them
←/→ Special: Eclipse: For the duration of this move, Black Knight has super armor. Each input is proceeded by a slash of his sword, each hit stunning long enough for the next move to hit, though it's definitely possible to escape the move if he only catches you on the edge. The final slash sends foes flying but probably won't KO
↑ Special: A teleport with very short range and has slightly higher range if used on the ground. Has a delay before any further attacks can be used after teleporting, so not good for getting close to enemies
↓ Special: A FIRE EMBLEM COUNTER OF COURSE


Grab: Strangles his enemy
← Throw: Throws backwards with one hand
→ Throw: Stabs the enemy and sends them flying forward
↑ Throw: Throws the enemy upward with one hand
↓ Throw: Drops enemy to the ground and steps over them. This will move the Black Knight forward and then send the enemy behind him

Taunt 1: Raises his sword in the air, and the light catches off of it
Taunt 2: Raises his sword in front of him at an upward angle, and cuts a crescent moon into the air in front of him, leaving a slight animation of said moon behind for a sec
Taunt 3: "Is that... all there is? No challenge? No... resistance?" He says while sticking his sword into the ground, pointing at the enemy with his hand, then drawing his sword back out.

Final Smash: Great Eclipse: He slashes in front of him then pulls the enemy into a cutscene of a forest with a full moon in the background. He slashes at the enemy five times, with each slash the moon is eclipsed stage by stage, until the final slash leaves it a New Moon and the enemy is sent flying.

Extras: As with a number of other sword users, his blade's tip is a sweet spot that does more damage than the rest. His weight and speed classes are not to be joked about, he would be heavier and slower than even Ganondorf. However, his blade gives him remarkable reach and his jumping height isn't terrible despite his armor. He actually has super armor mixed into a few of his moves, as well as laser-damage for extra reach beyond the tip that doesn't count as the sweet spot.

Stage: (Image link!)
Music: (Youtube link!)

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Sun 26 Oct 2014, 3:21 pm

Name: Magikarp
Franchise: Pokemon
Weight: Light
Speed: Slow
Appearance:


A Combo: Magikarp flounces around for a little bit dealing mostly no damage. It hits with low damage and has absolutely no knockback.
Dash Attack: Magikarp rolls a little faster than he normally does. Move has SOME damage and little knockback.
←/→ Tilt: Magikarp throws itself forward lightly to smack into the enemy.
↑ Tilt: Magikarp jumps UP and and does a flip. Low damage/knockback.
↓ Tilt: Magikarp spins in place. Low damage/knockback.


←/→ Smash: Magikarp throws itself forward with all of its weight! Deals decent damage/knockback.
↑ Smash: Magikarp tosses itself up and spins in place. Multiple hits, good knockback.
↓ Smash: Magikarp spins in place on the ground. Deals decent damage/low knockback.


Neutral Air: Magikarp spins in place, dealing multiple hits with no knockback.
← Air: Magikarp performs a fishy tail smash. Has good knockback. Probably one of his better moves.
→ Air: Magikarp throws himself forward into a momentum based tackle. Will arc toward the ground when used.
↑ Air: Magikarp flips backward to hit the enemy with his tail.
↓ Air: Magikarp lets himself fall down to the ground with rushing tackle. Decent damage/good knockback.


Neutral Special - Splash: Magikarp bounces around with water surging around him. This move doesn’t have any particular use other than to ‘push’ enemies away I guess?
←/→ Special - Flail: The higher Magikarp’s %, the more damage this move will do. Magikarp throws himself forward like he’s trying REALLY hard to swim through the air. On hit, 1/5th of Magikarp’s own damage is dealt to the enemy and they’re hit with an equal amount of knockback.
↑ Special - Bounce: Magikarp throws itself up with all of its might, flipping forward as it does do! On its decent, if Magikarp SMASHES into an enemy while airborne they will be SPIKED down to the abyss. Also gives the added bonus of giving Magikarp an extra bounce to get back onstage.
↓ Special - Hydro Pump: Magikarp bounces up into the air and lets out a blast of water that pushes enemies back AND damages them slightly! Not exactly strong compared when other Water types use it… maybe because he doesn’t get a STAB bonus?~



Grab: Magikarp latches onto the enemies ‘face’! Flounces around for damage.
← Throw: Magikarp falls to the ground, enemy slips and rolls forward.
→ Throw: Magikarp falls backward, enemy falls with Magikarp.
↑ Throw: Magikarp leaps off of their heads and pushes them down to the ground.
↓ Throw: Magikarp falls to the ground, enemy slips and rolls backwards.


Taunt 1: “Karp! Karp! Karp!” as it bounces in place.
Taunt 2: Magikarp does three really big jumps into the air!
Taunt 3: Magikarp’s eyes turn to X’s and he plays dead! Can be used as an actual move, causing the enemy to trip.

Final Smash - Magikarp Paradise: Magikarp flails in the air while a large rush of water blasts onto the stage. Dozens of Magikarp will appear and start flailing around on the stage. They will hit enemies, rack up damage and later on during the Smash, they’ll perform Flail to get that extra oomph! When all is done, another wave will rush in to carry the Magikarp off into the vast ocean.
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Re: Create your own Smash Character!

Post by Simply David on Mon 27 Oct 2014, 9:00 pm

Name: Chesnaught
Franchise: Pokemon
Weight: Heavy
Speed: Slow/Average
Appearance:
Spoiler:


A Combo: Two punches
Dash Attack: A Roll that passes through enemies after sending them directly upwards
←/→ Tilt: A hard smack with the back of his hand
↑ Tilt: Brings both fists upwards for a solid smack
↓ Tilt: A kick at the ground in front of him

←/→ Smash: Hammer Arm: Brings down his fist HARD to send enemies flying. Is a slow attack. Slightly stronger if opponent is on the ground rather than in the air.
↑ Smash: Wood Hammer: Swings arm through the air in an arc from front to back. Sends enemies behind him but mostly upwards, with decent power
↓ Smash: Low Sweep: Swings his foot under opponents in front of him and behind him

Neutral Air: Rolls up and damages around him with his spikes. This attack hits twice but both have the same damage and knockback
← Air: Needle Arm: Swings a needle covered arm behind him in a line. Does decent damage and has long hit-stun.
→ Air: Needle Arm: Swings a needle covered arm down wards in front of him. Does decent damage and has long hit-stun.
↑ Air: Punches directly above him, doing alright damage with little launching power
↓ Air: Brick Break: a karate chop like attack directly beneath him. Has spiking power

Neutral Special: Solar Beam: Charges the same as any other charge move, allowing him to hold the charge and dodge to the side to stop the charge temporarily, etc. However, this move cannot be fired unless it is FULLY charged. Once fully charged, input has an instant shot. It launches a beam that crosses most of the stage and deals very good damage. Has ok knockback but probably won't KO by itself. The beam is momentarily continuous but has very little ending lag.
←/→ Special: Spiky Shield: Chesnaught creates a shield made of grass on whichever side of him the direction was input initially. Will only put the shield away when button is released. Reflects projectiles and protects from all forms of damage that aren't final smashes in the direction he is blocking. The spikes coming out of the shield will deal significant damage with barely any flinching
↑ Special: Giga Impact: A jump in an upward/forward diagonal direction with very little distance but a LOT of launching power surrounding Chesnaught's body in the direction he's moving. If used on the ground, he'll charge forward instead, but after it's use he is stunned for a VERY minor duration.
↓ Special: Leech Seed: Drops a seed on the ground in front of him that only lasts a few seconds. Limit of one existing at a time. If an enemy steps on this, they get latched onto by the seed, unable to move. They take 2% damage at half-second intervals, and Chesnaught recovers damage equal to what's done. Duration is similar to other stun/sleep effect and can be broken out of.


Grab: Standard grab
← Throw: Spins and tosses the enemy behind them
→ Throw: Spins and tosses the enemy in front of them
↑ Throw: Puts the enemy close to the ground, then launches them into the air with a toss
↓ Throw: Hops himself into the air while holding his opponent and body slams them to the ground

Taunt 1: Raises two of his fingers up like a victory sign while releasing his cry
Taunt 2: Does some boxing punches in front of him, ending with a victory uppercut. All in imitation of Little Mac
Taunt 3: Stomps the ground with his left foot, then his right foot, as vines come up out of the ground then retreat back down

Final Smash: Frenzy Plant: Summons plants all along the ground in front of him, continuing off to platforms below (but not above) the one he's on if applicable. They thrash about for a while then fade away. These vines will keep enemies trapped inside them once they touch them, doing heavy damage for the duration, and the end of the animation launches any caught enemies into the air.

Extras: N/A

Stage:  (Not the best image but OH WELL)
As the image states, this is the Coumarine City Gym. While this location is hardly important in the game, and hardly directly important to Chesnaught himself, it's a great representation for a grass type pokemon and it follows the example of being crazy to explore that most Kalos gyms provide. It has ropes that can be climbed or swung on (special feature, the swinging), a shaky and breakable net in the top left that can be walked on, and grass type pokemon can be seen hanging out. It has two layers with primary platforms, with the higher platforms being pass through. 
Music: 

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Tue 28 Oct 2014, 5:16 am

Name: Saber Alter
Franchise: Fate/stay night
Weight: Heavy
Speed: Average
Appearance:


A Combo: Two horizontal slashes then a spinning horizontal slash.
Dash Attack: Diagonal running slash. Low damage/good knockback.
←/→ Tilt: A simple diagonal slash with some alright knockback/damage.
↑ Tilt: A wide-arc swing that goes above Saber Alter’s head.
↓ Tilt: Spinning sweep with Black Excalibur. Long reach, good damage. Can possibly trip.


←/→ Smash: Saber Alter builds up dark energy in her sword. She swings the blade forward in an arc, causing a surge of black to follow the sword. A ‘cloud’ branches off from the sword for some minor damage and a wave of dark energy travels along the ground for a second or so for even more damage.
↑ Smash: Saber Alter brings Black Excalibur back then brings it forward in a slash that reaches up. Black energy follows the arc of the blade for multiple hits after the sword even collides. Shadow remains for a few frames. Kind of slow on the charge. Good damage/knockback.
↓ Smash: Saber Alter stabs Black Excalibur into the ground. Black energy blasts up from her back then travels forward to attack the immediate space in front of her. Has hitboxes behind, above and in front of her. Safe attack with moderate knockback/damage.


Neutral Air: Horizontal slash in the air.
← Air: Spinning back slash that strikes with black energy. Can be used for edge-guarding.
→ Air: A downward swing with the sword with radiating black energy. Good range, has a sweet spot on the sword.
↑ Air: A sweeping arc of the sword travels upward! Has good arc, not a lot of damage or knockback though.
↓ Air: A powerful thrust downward that has energy radiating from it. If the sword is hit, it counts as a spike. If the energy hits, the target goes upward.


Neutral Special - Black Excalibur: Unlike Saber’s Excalibur which is a ‘charge up’ move, Saber Alter’s cannot be charged. Saber begins by building up energy in her sword. After waiting a little bit, the blade extends itself outward to its maximum length. After that, Saber Alter screams “EXCALIBURRRR!” and fires it off. A large wave blasts out with an accompanying trail. The wave hits moderately hard and sends the enemy flying. The ‘trail’ has the capacity to hit targets multiple times.
←/→ Special - Thrusting Dark: Saber Alter thrusts her sword forward right at the enemy! A dark aura accompanies the strike as well! If the attack hits, Saber impales the enemy, hoists them up then floods them with dark energy that sends them flying. Can be used as a recovery move in the air. If the attack hits in the air, Saber will stab the enemy then fall down with them to the abyss (or platform, whichever!).
↑ Special - Black Hammer: Saber Alter loads Black Excalibur with a burst of energy that sends her straight upward. Those hit by the back end of the attack will be SPIKED! She goes  up instead of to the side like Excalibur Blitz.
↓ Special - Black Swell: Saber Alter stabs the ground with her sword, causing a blast of dark energy to rise up from the ground. The energy blasts forward to impale the enemy if they’re in front of her. Once caught, the sword rips through the air to slash at the enemy. After that they go flying! Kind of a Command Grab from traditional fighting games.



Grab: Saber Alter stabs the enemy and impales them on her sword. Continues stabbing them with the sword to get damage up.
← Throw: Saber Alter tosses them back while shooting them away with energy from her sword.
→ Throw: Saber Alter performs a slashing motion, enemy goes flying then she shoots them with a plume of dark energy.
↑ Throw: Saber Alter holds up Black Excalibur then releases a ‘jolt’ of black through the sword. Enemy goes flying up.
↓ Throw: Saber Alter stabs the enemy to the ground then release more energy. They go flying up right after.


Taunt 1: Saber Alter puts a hand to her face, manifesting her dark ‘mask’. If she already has it on, she’ll remove it. Cosmetic change to character.
Taunt 2: Saber Alter swings her sword in an x-formation then horizontally, after that she points the blade up at her enemy.
Taunt 3: Saber builds up energy in Black Excalibur as an aura of darkness surges around her.


Final Smash - Vortigern; Hammer of the Vile King - Saber Alter performs a LONG reaching horizontal slash with energy blasting from her sword. If the initial strike should hit, the rest of the attack plays out. The elongated energy blade performs a series of two slashes. The first knocks the target(s) up into the air then they come back down. The second slash sends them straight up again. Suddenly a wave of black energy smashes into the targets then smashes them back down to the ground. Saber Alter raises her sword again, shouting “EXCALIBURRRRRRRR!” and lets off the Noble Phantasm. After that, enemies are sent flying and to their deaths.


Stage - Womb of Evil: It’s the cursed Holy Grail in all of its evil glory! The final stage of the Holy Grail War as a stage for Saber Alter. It’s fitting, really! Anyway the stage is a single platform similar to Yoshi’s Island. There are two rock platforms to each side of the stage that are slightly tilted to the outside of the stage. In the background you can see some of Dark Sakura’s ‘demons’ prowling about. Nothing really to worry about though since they don’t seem to pay any mind to the fighting!

Music:
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Re: Create your own Smash Character!

Post by GenericSpider on Tue 28 Oct 2014, 6:35 pm

Name: Freddy Kruegar
Franchise: Nightmare On Elm Street.
Weight: Medium
Speed: fast
Appearance:

A Combo: Swings claws up and down at opponent several times to rake up damage; then slashes at them to launch them.
Dash Attack: uses claws to fling opponent into the air.
←/→ Tilt: Swings claws at opponent.
↑ Tilt: clawed uppercut.
↓ Tilt: Swings claws at his opponents kneecaps.

←/→ Smash: Stabs claws forward; they extend to twice their normal length when the smash is performed.
↑ Smash: He holds his clawed hand above his head, and it bursts into flames.
↓ Smash: Stabs the ground with his claws; and two freddy hands come out of the ground on either side of him to hit opponents.

Neutral Air:
← Air: spins around and kicks backwards.
→ Air: Kicks forward.
↑ Air: Points his claws upward.
↓ Air: swungs his claws downward.

Neutral Special: Holds out his clawed hand; and pulls any nearby opponents into it.
←/→ Special: He smacks the opponent with his tongue to inflict random status effects.
↑ Special: Teleports to a location and hits anything nearby with a claw-combo.
↓ Special: His shadow moves across the ground until it reaches someone; or someone stands on it. At which point a claw comes from the ground and hits them. Effect disappears if something hits him.


Grab: (If non-standard)
← Throw: Casually tosses his opponent over his shoulder.
→ Throw: lifts opponent over his head, then flings them forward.
↑ Throw: Tosses them into the air, then hits them with his claws.
↓ Throw: Throws opponent at the ground and claws at them several times; before kicking them out behind him.

Taunt 1: Says "I'm your boyfriend now," while sticking his tongue out at the screen.  
Taunt 2: Says "Welcome to prime time, bitch," while flipping off the screen.
Taunt 3: Starts humming "One two Freddy's coming for you..." song while tapping his foot.

Final Smash: Nice Graphics. Freddy takes control of a giant, pixilated version of himself that runs around hitting people with a towel.

Extras: The longer he avoids damage; the stronger he gets.

Stage: Boiler Room
Music:

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Wed 29 Oct 2014, 11:56 pm

Name: Crash Bandicoot
Franchise: Crash Bandicoot
Weight: Medium
Speed: Average
Appearance:
A Combo: Crash throws out his arms for a one-two hit. Low knockback.
Dash Attack: Crash runs forward then falls into a trip. Rolls forward to deal damage to the enemy. Moderate damage/knockback.
←/→ Tilt: Crash swats at the enemy in front of him.
↑ Tilt: Crash leaps up into the air to swat above.
↓ Tilt: Crash does a sliding kick forward! Has low damage, high knockback.


←/→ Smash: Crash throws himself into a … not very elegant punch. Good damage, low knockback. Only launches enemies horizontally.
↑ Smash: Crash performs a spin in place that hits multiple times before launching the enemy upward.
↓ Smash: Crash performs a split that hits both front and back.


Neutral Air: Crash kicks in both directions (left and right) like he does when performing a high-jump.
← Air: Crash pulls up a didgeridoo and ends up swinging it back for some moderate damage and good knockback. (He actually plays it before hitting the enemy with it)
→ Air: Crash flails his arms like he’s trying to fly. Hits multiple times, little knockback.
↑ Air:  Crash performs a sloppy backflip kick. Doesn’t even seem like he’s athletic enough to do that yet it’s in his arsenal.
↓ Air: Crash performs a body slam going straight down to the ground. Causes his momentum to go down like a dive kick. When he collides with the ground, a shockwave goes outward to damage nearby foes. If Crash is falling down to his doom and hits another target, they’re getting spiked and dying with Crash.


Neutral Special - Wumpa Bazooka: Crash pulls out a Bazooka and starts shooting! Well, he can shoot in any direction. Front, back, above, diagonal. Crash shoots three fruit out at a time then puts the Bazooka away. Has some start up and lag when the move if finished. The fruit deal moderate damage and have some good knockback.
←/→ Special - Crash Spin: Crash performs his signature move. He’s able to move around on the ground while spinning. Hits multiple times before the last hit sends enemies away. Can be used in the air for horizontal recovery. Lasts much longer while airborne.
↑ Special - Jetpack Crash: Crash adorns his jetpack and goggles. He blasts straight up into the air, hovering there for a little bit until the jetpack wears out. Good for recovery but not for offensive purposes.
↓ Special - Crate Throw: Crash has seen a lot of different crates in his adventuring career. Here he’s weaponizing them! Functions similar to Link’s bombs. Crash pulls out a crate that he’s able to treat as an item. There’s a red TNT crate that acts as a timed bomb (three seconds), a green ‘Nitro’ crate that explodes upon touch dealing some damage (can’t hold/throw, only acts as a trap), a ‘?’ crate that breaks, throwing out three Wumpa fruits (heals 7% each), and lastly there’s the Checkpoint Crate. Whoever gets it (breaks it or otherwise) can save themselves from death. Whenever Crash gets it, he automatically throws it… meaning he won’t be near it when it hits the ground. (Unlike the other crates that explode when throw, Checkpoint Crate falls to the ground first THEN it can be broken). For example, if Crash is sent flying through the air and beyond the boundary, he wouldn’t die. Instead he’d teleport where the Checkpoint create exploded. Good for saving throws! [Chances of getting a Checkpoint Box are lowwww, but still doable]


Grab: Crash grabs the enemy and smacks them in the face to deal damage.
← Throw: Crash throws the enemy back.
→ Throw: Crash slaps the enemy, sending them flying backward.
↑ Throw: Crash HEAVES the enemy up into the air.
↓ Throw: Crash heaves the enemy up then drops them to the ground.


Taunt 1: Crash jumps in the air for joy!
Taunt 2: The Bandicoot performs his signature Crash Dance which lasts a loooong while.
Taunt 3: Crash puts on fake wings and starts hovering through the air while playing the didgeridoo. The string hoisting him up breaks and he falls to the ground.


Final Smash - AkuAku: CRASH ADORNS THAT TRIBAL MASK AND HE’S COMPLETELY INVINCIBLE DURING THIS DURATION! He also gets a nice speed boost from it and infinite jumps. Crash deals damage by simply touching you. The faster he’s going, the more damage and knockback he deals! Think of it like a grounded Super Sonic.


Stage - Air Crash: It’s a strange area set in a forest with a river and ruins! The stage has a main platform in the center and two platforms on the sides elevated JUST a little bit above the central platform. This stage doesn’t have a freefall into the abyss. Instead there’s water! … And A LOT of it. The only way to get a smashing KO is to throw the enemies to the sides and above. They CAN get eaten by fish in the water so though be-careful.
Music:
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Re: Create your own Smash Character!

Post by GenericSpider on Thu 30 Oct 2014, 1:18 am

Name: Ninten
Franchise: Mother
Weight: light
Speed: fast
Appearance:

A Combo: Two quick punches, and a kick.
Dash Attack: Runs forward and zaps the enemy with PK energy.
←/→ Tilt: Does a single kick.
↑ Tilt: punches upwards.
↓ Tilt: kicks enemy in the foot.

←/→ Smash: Swings at enemies with a baseball bat.
↑ Smash: Stabs upwards with a sword.
↓ Smash: Swings his arms to either side of him with a pair of frying pans.

Neutral Air: Does a mid-air twist and swings his arms around.
← Air: kicks his feet backwards; and forms a ball of electricity at the end of them.
→ Air: holds out his hand and zaps anything he touches.
↑ Air: punches upwards.
↓ Air: kicks downwards.

Neutral Special: Bomb Special: Tosses an explosive in an upward arc. The size of said explosive will vary depending on how long it's charged.
←/→ Special: PK Beam: Fires a beam of energy at the target.
↑ Special: Dimensional Warp: Falls through a portal beneath his feet; and comes out through a portal several feet above him. Both portals will remain for a time; and enemies will take damage if they fall through them.
↓ Special: PK Vacuum: Sucks enemies in, and damages them when released.


Grab: (If non-standard)
← Throw: flings opponent backwards, then smacks them with the yoyo.
→ Throw: flings opponent forward.
↑ Throw: Spins opponent above his head; then flings them upwards.
↓ Throw: Throws enemy on the ground, zaps them, then flings them backwards.

Taunt 1: levitates his bat, looking somewhat bored.
Taunt 2: Holds bat up as if getting ready for a pitch; and spits at the ground.
Taunt 3: Sits down and meditates; starting to float in the air.

Final Smash: Summons the rest of his party, who each contribute to the final smash in some way.

Extras: Since Ness mostly had abilities from his other party members, I pretty much cranked up this aspect for Ninten.
Stage: Rosemary's Mansion: A dark mansion with numerous rooms and stairways; close in size to the Mii stage. Occasionally, three coffins will appear at random points in the stage. If you find the one with Pippi in it; she'll fight alongside you. If you find one of the two with zombies in them; they'll attempt to eat your brains. Also, the lights will occasionally all go out, forcing you to fight in darkness.
Music:

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Thu 30 Oct 2014, 5:41 pm

Name: Chosen Undead
Franchise: Dark Souls
Weight: Medium-Heavy
Speed: Average
Appearance:


A Combo: The Chosen Undead performs an upward strike with his sword then continues with a downward swing. Little knockback and damage. If the normal A attack is used against an enemy in a downed state (with help from the parry move), the normally bad A attack with turn into a Riposte or a Backstab that deals significant damage and knockback.
Dash Attack: Chosen Undead performs a leap up then a stab at the enemy.
←/→ Tilt:  Chosen Undead does a leap forward while slashing down his straightsword.
↑ Tilt: A two-handed strike above.
↓ Tilt: A strike that comes from above and hits downward.


←/→ Smash: The Chosen Undead performs a powerful lunge with the cursed greatsword. Has to pull the sword back afterward. Has some heavy recovery to it.
↑ Smash: An upward strikes that covers most of the distance above the Chosen Undead in an arc. Probably the most potent killing move in the Chose Undead's arsenal. Like all Smash attacks, has a lot of recovery.
↓ Smash: The Chosen Undead brings the sword back then swings it horizontally. Covers a lot of forward range. Has a lot of recovery.


Neutral Air: Simple swipe with the Undead’s straight sword.
← Air: Chosen Undead fires the Avelyn BEHIND him with three bolts. Same as → Air.
→ Air: The Chosen Undead pulls out the Avelyn and fires off three crossbow bolts. Each have low damage/knockback.
↑ Air: Chosen Undead throws up a throwing knife that travels straight up then falls down. Has a small chance of being poison.
↓ Air: Chosen Undead throws a Firebomb straight down to cause some damage. Has a chance to be a Black Firebomb. Has great knockback, almost no recovery.


Neutral Special - Use: Chosen Undead has a variety of different effects depending on the items that are chosen in his ‘Inventory’. They are as follows:
Estus Flask: Typical of the Undead to use to heal their wounds. One each stock, has five uses that each heal 10% of the Chosen Undead’s percentage.


Pyromancy: Starts out with six ‘uses’ of Pyromancy. Can store up ‘uses’ to get different effects. A typical use is a simple use of the Fireball Pyromancy. Two ‘uses’ will charge up to Greater Fireball which has a larger explosion radius. Storing up three will get Chaos Fireball. Explosion radius is bigger and splotches of ‘lava’ remain to damage enemies overtime. Four uses will get Fire Tempest. Large pillars of fire will blast out all around the Chosen Undead, damaging all within range and knocking away enemies if they’re in the area of effect of the initial pillars.


Sorcery: Starts out with six uses. First charge will net Soul Arrow which is a horizontal traveling projectile that deals some damage and has little knockback. Two charges will get Homing Soulmass which props up four small orbs of light to follow the Chosen Undead around. When the enemy gets near/or after a small amount of time. the orbs will fly at the enemy to damage them. Third charge gets Soul Arrow which flies forward. MUCH stronger than Soul Arrow and has piercing properties. Has a lot of knockback. Fourth charge gets Homing Crystal Soulmass. Much stronger than Homing Soulmass, lasts longer, deals more knockback.


Miracles: Six uses. First charge uses a personal shockwave that forces enemies away, but deals no damage. Second charge uses Emit Force which throws out a transparent ball that, once it hits enemies, can knock them away or stun them in place. Third charge will get Wrath of the Gods which is basically a much bigger version of Force that deals heavy damage and knockback. Fourth charge gets Sunlight Spear which is a powerful horizontally traveling projectile that has a lot of knockback and hits multiple times.


←/→ Special - Roll: The Chosen Undead rolls in the assigned direction while enjoying a bit of invincibility.
↑ Special - Dragon Arrow: The Chosen Undead pulls out his Great Bow and fires a large arrow in the opposite direction that’s he’s facing. The arrow flies diagonally downward, capable of dealing damage at whoever it hits. Chosen Undead is sent flying in the other direction in hopes of recovery.
↓ Special - Inventory: Chosen Undead swaps between his Estus Flask, Pyromancy, Sorcery and Miracles.



Grab: Chosen Undead performs a stab with his sword. If you’re caught on the blade, he draws you in real personal-like. Will stab repeatedly for damage. Has a bit of slow execution but good range.
← Throw: Simply throws the enemy off of his sword behind him.
→ Throw: Impales the enemy, has them on their knees then does a baseball swing with the sword to send them flying.
↑ Throw: Chosen Undead throws them up while tossing a Firebomb upward for a nice explosion. Great knockback.
↓ Throw: Forces himself onto the enemy while gauging the sword REALLY deep into them before stepping off. Keeps them in a downed state for a moment, deals some good damage.


Taunt 1:  Chosen Undead performs the ‘Praise the Sun!’ emote by putting both hands up into the air and stretching up.
Taunt 2: Chosen Undead kneels down on the ground and puts down a message. Message is random, “big Chest ahead”, “Good view”, etc. Other players can read it by crouching near it.
Taunt 3: Chosen Undead does a fist-pump like you’d see someone at a football rally do. Seems really weird that he’d do it, but hey, it’s a taunt in Dark Souls.


Final Smash - Jolly Cooperation: Chosen Undead summons his brother in arms, Solaire of Astora! Solaire joins in with his miracles, his straight sword and his incandescence...? He moves around the battlefield, assisting the player in taking down other players. Will progressively use powerful sorceries. His preferred is Sunlight Spear and a BONUS is that he can also heal his teammate. After a certain amount of time or damage is dealt to him, he leaves the battlefield while praising the sun.


Extras:
Shield↓:A parry that acts like a ‘counter’ in a way. When the enemy strikes the Chosen Undead and he correctly parries the move, the enemy is sent into a ‘trip’ state. Unlike normal ‘trip state’, they are stationary for a set amount of time until they’re able to get up again. Can be followed up by another attack or special.
Shield←:  A simple slash that travels above the Chosen Undead to deal damage. Medium knockback.
Shield→: The Chosen Undead walks forward with his shield up.
Stamina Bar: A lot of the Chosen Undeads moves have strict Stamina requirements for use. (If we were to use 100 as a number, for instance, Smash attacks would cost 40-50 for use. Jumping would cost 5-10, normally attacking would cost a similar amount, etc.)
Stages - Illusory Throne Room: The sight of the legendary boss battle between Ornstein and Smough! In the background you can see a group of Chosen Undead trying to quell the two bosses. There are two versions of this stage - one where Ornstein is defeated first and one where Smough is defeated first. When Onrstein is defeated and Smough absorbs his lightning power, you can expect lightning bolts to fly erratically throughout the stage to damage the fighters. Also YOU can expect pillars to fall down on top of you as rubble disperses throughout the area. If Smough is defeated, well, you can expect Ornstein to actively try to gut you for fighting in the throne room.



Music:
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Re: Create your own Smash Character!

Post by GenericSpider on Sat 01 Nov 2014, 7:51 pm

Name: Bruce Lee
Franchise: reality
Weight: Heavy
Speed: Super Fast
Appearance:

A Combo: Punches opponent a bunch of times; then launches them off screen.
Dash Attack: runs towards opponent and launches them off screen.
←/→ Tilt: Knocks opponent off screen somewhat faster than the previous two.
↑ Tilt: uppercuts opponent through the top of the screen.
↓ Tilt: Slams opponent into the ground so hard that they break through it; and fall through the bottom of the screen.

←/→ Smash: Kicks opponent off screen.
↑ Smash: Kicks opponents upwards through the top of the screen.
↓ Smash: punches ground so hard that it knocks opponents to either side of him off screen.

Neutral Air: Drop kicks opponent off screen.
← Air: Spins around and kicks opponent off screen.
→ Air: Punches opponent so hard that it sends them flying off the screen.
↑ Air: Aerial uppercut that knocks opponents off the screen.
↓ Air: He kicks the ground so hard that it launches anyone near where he landed off the screen.

Neutral Special: Gives a battle cry so fierce that it suddenly raises everyone's damage to 300... including his own.
←/→ Special: Punches the air so hard that it creates a gust of wind that drags the opponent off screen.
↑ Special: Spins around and kicks the crap out of anyone unfortunate enough to be above him. And then knocks them off the screen.
↓ Special: He stomps on the ground. Has the same effect as a pow block. Cept much stronger.


Grab: (If non-standard)
← Throw: Casually throws opponent off the screen.
→ Throw: Same, but in a different direction.
↑ Throw: Also same.
↓ Throw: Throws opponent at the ground and stomps on their throat. Then then lifts foot and kicks them off screen.

Taunt 1: swings nunchaku around, menacingly. Does 300% damage to anyone who wanders into it.
Taunt 2: Gets into a fighting stance.
Taunt 3: Puts on blindfold.

Final Smash: Doesn't need one. Just him getting a smash ball causes the other characters to finally give in to despair; and jump off the edge of the stage.

Extras: His custom moves are even more broken. 

Stage: (Image link!)
Music:

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Re: Create your own Smash Character!

Post by Ragna the Saviour on Sat 01 Nov 2014, 7:51 pm

Name: Crystal
Franchise: Aether Cross
Weight: Medium
Speed: Average
Appearance:


A Combo: A two punch combination ending with a roundhouse kick. First two hits have little knockback and damage, last kick pushes enemy back with some knockback.
Dash Attack: Crystal raises her fist back, steps forward then punches. Low damage, good knockback.
←/→ Tilt: An uppercut that travels just in front of Crystal. Low damage, good upward knockback.
↑ Tilt: Quick somersault backward that looks almost like a Smash attack. Doesn’t send enemies up, instead it sends them to the opposite direction that Crystal is facing.
↓ Tilt: A crouching maneuver where Crystal ‘grabs’ at the enemies legs and pulls them out from under them. Sweeping properties, low damage/knockback. Can cancel into a quick smash attack.


←/→ Smash: Crystal draws her fist back, builds up Aether then lunges forward. The hit causes a small explosion of light. This is followed by Crystal shoving her fist into the enemy’s stomach, making the energy EXPLODE! Enemy goes FLYING horizontally away from Crystal. Great damage.
↑ Smash: Crystal builds up energy at her center then thrusts her arm up. Ball of energy remains then Crystal punches it, causing it to explode. Similar to Lucas’ ↑ Smash.
↓ Smash: Crystal centers an aura of Aether around her body and lets it explode everywhere. Has a good AoE, first part of the aura has great knockback. Overall attack deals good damage.


Neutral Air: Crystal centers a veil of wind around her that multi-hitting aura of cutting air. Little knockback.
← Air: Crystal focuses Fire Aether into her leg. She performs backward kick that causes an explosion. Good damage, good knockback.
→ Air: Crystal throws her leg out, causing ice-crystals to form up in front of her. Sweet spot on the tips that cause knockback. Multi-hitting mid-ranged attack otherwise.
↑ Air: A palm strike into the air infused with the power of striking Earth! Has a sweetspot that makes enemies fly up. Not a very good attack otherwise since it will just scrape similar to Falcon’s → Air.
↓ Air: Crystal performs a dive kick infused with the power of LIGHTNING! Doesn’t have a lot of good knockback but is a multi-hitting attack. Initial impact has good knockback.


Neutral Special - Aether Fusion: Crystal infuses Aether into her strikes which allow for her to ‘absorb’ magic and energy from her opponents. The longer it’s charged, the longer the attack lasts.
←/→ Special - Emer Combination: An attack that’s combination based. Will always start out with a forward punch.
If no buttons are pressed and the Neutral combination continues with an Aether combo that absorbs health from the enemy.
If → is pressed, the second hit is a kick followed by a second grab that freezes the enemy in place.
If ↑ is pressed, the combination continues with a roundhouse kick then a stomp that causes a pillar of Earth to fly out of the ground to strike the enemy upward.
If ← is pressed, the combination continues with a backflip kick and then a forward lunge with water accompanying the strike. The water explodes, making the enemy go fly horizontally.
If ↓ is pressed, the combination continues with a forward striking punch then a second blow that causes an explosion. Great knockback!


↑ Special - Shooting Star: If used on the ground, Crystal launches a grappling hook that goes out for good range. If it hits the enemy, they’re brought in. Crystal performs two punches, a kick, leaps over the enemy and then does a forward somersault that kicks them away! If used in the air, she fires the grappling hook upward. If it hits nothing, a magic glyph appears (if there is no edge to grab) and Crystal is launched HIGH up into the air. Pretty vulnerable in this state. If it hits someone, Crystal pulls herself upward to attack the enemy with a lunging punch (uppercut) with the assistance of the hook. After the initial hit, she performs a barrage of kicks then STOMPS the enemy downward for a spike.
↓ Special - Nullifying Kick: Crystal leaps forward with a powerful kicked infused with Aether. Has super-armor on the initial travel (for a few frames). The initial hit causes Crystal to rebound off! In this instance, B can be pressed again for a follow up kick with knockback. In the air, this can be used for recovery purposes by hitting another person in the air, leaping off of them and flipping back onto the stage. If the second hit is used in the air, it launches them up instead of down.



Grab: Uses the hook to grab the enemy similar to her Shooting Star move. Punches enemy to rack up damage.
← Throw: Performs a suplex!
→ Throw: Throws the enemy out with the hook, pulls them in and smashes them in the face. Knockback ahoy!
↑ Throw: Throws enemy up with the hook, pulls them down, uppercut. They go flying up.
↓ Throw: Throws them up with the hook, pulls them down, performs a knee press.



Taunt 1: Crystal performs a series of punches and kicks that materalize every Primary Element of Aether Cross (Aether, Light, Fire, Earth, Water, and Air)
Taunt 2: Crystal fiddles with the grappling hook on her wrist, causing it to fire upward. She leans back to avoid her head getting skewered. (If an enemy is above her, it immediately pulls them down to the ground.)
Taunt 3: Crystal starts stretching her arms up then does a squat or two.


Final Smash - Pillar Formation: Crystal puts her hand out, causing a magic circle to appear. If the enemy is caught, Ryndel and Eclair appear to assist! Crystal performs a punching combination to knock the enemy away. Eclair focuses her Mana into a powerful blast of energy that rises upward. Ryndel figures up an equation while telling it to Crystal. Eclair forces the magic circle expands out then explodes completely, making the enemies fly everywhere. Crystal says “I got it!”. After that, she leaps up into the air, using all of her spirit and the residual Mana to form a sphere. She throws it out with her palm, causing the enemies to be pulled into the sphere like a black hole. After that it explodes, almost instantly killing every enemy absorbed into the sphere.


Stage - Lorhill: The hometown of the main cast of Aether Cross! A nice nature town that has all kinds of races inhabiting it. You can see some of them shopping in the background or having idol conversation. A platform will come and whisk you away to show you different parts of the town! Shops, rooftops, whatever!



Music:
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Sun 02 Nov 2014, 4:47 pm

Name: Ryndel Ridgestone
Franchise: Aether Cross
Weight: Medium
Speed: Average
Appearance:


A Combo: A forward stab with the spear then a rushing attack that hits multiple times. Ends with another forward lunge.
Dash Attack: Twirling attack with the spear that hits three times, ends with another forward lunge.
←/→ Tilt: Performs a forward stab with the spear while ducking behind the shield on his other hand.
↑ Tilt: Upward stab with the spear.
↓ Tilt: Crouching stab at the feet.


←/→ Smash: Ryndel SMACKS the enemy with the face of his shield! Does low damage, high knockback. Can reflect attacks if timed right and has invincibility.
↑ Smash: Ryndel spins the spear above his head, hitting the enemy multiple times. Has little knockback.
↓ Smash: Ryndel expels an aura of Aether that hits all around him.


Neutral Air: Ryndel twirls the spear in place for a bit, multi-hitting and has some knockback.
← Air: Ryndel does a backhand with his shield. Good knockback, good attack for edge-guarding.
→ Air: Ryndel performs a forward stab with his spear in the air.
↑ Air: Rydel shoots his grappling hook up into the air. Attacks enemies and pulls them straight down. Multi-hitting, little damage. If timed right, can be followed up for a combo.
↓ Air: Ryndel shoots the grappling hook down at the ground. If it hits an enemy, it pulls them up toward Ryndel. If timed right, can be followed up with a combo. (↓ Air into ← Air is preferred)


Neutral Special -  Flurry Stab: Ryndel centers a mass of Aether on his body while charging up the attack. When finished, he starts stabbing at the air in front of him like a madman. The longer it’s charged, the more hits and damage the move does. When it’s done, Ryndel performs a forward stab with the spear that sends the enemy flying.
←/→ Special - Grapple Lunge: Ryndel throws out his grappling hook forward. If he hits an enemy, he brings them forward and lunges his spear out. The spear hits the enemy and they go flying! If used in the air, same effect. Can be used for recovery!
↑ Special - Twirling Spear: Ryndel leaps up into the air while spinning his spear. The first movement of the attack has multiple hits but no launching properties. The second movement comes with a directional input. Ryndel can perform a powerful Aether lunge in all eight directions for recovery. If this second movement hits the enemy, they go bye-bye.
↓ Special - Aether Fusion: Ryndel infuses Aether into his strikes for more potent attacks! A ‘sweet spot’ is placed on all of his moves so that the tip of his spear deals double damage and has more knockback. Overall moves are increased in power, slight speed boost and jump boost as well. Must be ‘timed’ right for the buff to activate. Lasts ten or so seconds.


Grab: Ryndel throws out his grappling hook to grab at the enemy and pulls them in! Kicks them to wrack up damage.
← Throw: Ryndel throws the enemy OUT (in the direction he’s facing) then HEAVES them over head to toss them away in the other direction. Has A LOT of launch power.
→ Throw: Ryndel throws the enemy back then heaves them forward while unhooking the grapple. Enemy goes flying horizontally.
↑ Throw: Throws enemy straight up then brings them down with the hook. Performs a shield bash to their face to make them go upward.
↓ Throw: Ryndel pulls in the enemy, leaps up into the air, performs a few flips then SLAMS them right down!


Taunt 1: “Nothing like a good field test.” Ryndel pats the grappling hook on his shield-arm while smiling.
Taunt 2: Ryndel pulls out his sword, poses with it then shakes his head while putting it away.
Taunt 3: Ryndel examines himself to see if he has any injuries. The higher up his percentage, the more he’ll note. (+40% “Think my arm is fractured again.”) (+80% “Did I just dislocate my shoulder again? … Nope, doesn’t feel like it.” (+100% “Y-yep, starting to feel it.) (150%+ “Going to be in bed for weeks when this is done… ouch.”


Final Smash - Team Formation: Ryndel calls out “Let’s get’em!” while performing a grappling motion with his hook. If Ryndel hits, he pulls them forward. While being pulled forward, Eclair performs a RUSHING stab that just makes her look like streak of light. She appears with ethereal wings, performing consecutive stabs (that still make her look like a beam of light dancing around the enemy). When that’s finished, she leaps back to let Melaya have her chance. She leaps in with her wings out, performing a forward spinning attack with her attack. Hits the enemy OVER AND OVER then she leaps out to let Willard have his chance. The guy runs in with guns ablazing, performing some great GUNKATA shit. After that the Aether-infused bullets home in on the enemy and explode. NEXT we have Crystal coming in, performing a rapid series of punches and kicks that end with a powerful uppercut that sends the enemy flying straight up. Ryndel leaps up into the air while glowing gold and he starts stabbing the enemy over and over then starts FLYING around the screen in a similar fashion to Eclair. “This is our power!” he raises his hand up, manifesting a MASSIVE spear of light that goes down to skewer the opponent(s). Enemies go flying and die.


Music: Alternate Music for Lorhill Stage
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Re: Create your own Smash Character!

Post by ScorpionWins on Sun 04 Jan 2015, 9:17 pm

Name: The Shrike
Franchise: Hyperion Cantos
Weight: Heavy
Speed: Super Fast
Appearance:
He's the spiky thing.


A Combo: Lightning fast claw slashes
Dash Attack: Instantly flicker forward, slashing anyone he passes through
←/→ Tilt: Backhands enemies away, high knockback
↑ Tilt: Thrusts head upward to stab at enemies
↓ Tilt: Ducks, thrusts claws out to both sides

←/→ Smash: Thrusts all four claws forward
↑ Smash: Raises claw up and slashes it down. Pulls enemies downward
↓ Smash: Rapid descending slashes on both sides

Neutral Air: Slashes four claws in all diagonal directions
← Air: Quadruple backwards elbow
→ Air: Quick barrage of slashes
↑ Air: Spinning upward headbutt
↓ Air: Punches all four arms downward

Neutral Special - Time Control: Hold to charge timeshifters. After fifteen seconds of total charge time, press again to freeze all opponents in time for 3 seconds. They still take damage while frozen.
←/→ Special - Temporal Duplicate: A Shrike clone instantly dashes forward a set distance, damaging all opponents it passes.
↑ Special - Freecast: Chargeable teleport in any direction, ignoring obstactles. The longer you charge, the further you go. Charge too much and you'll teleport yourself out of the stage.
↓ Special - Rewind: Rewind time, undoing damage dealt to you. Heals you 5% per second as long as you're holding the button, but Enemies can attack you while you're rewinding to heal themselves for the damage dealt.


Grab: Reaches left, right, diagonal up-left and diagonal up-right to grab. Can hold up to four enemies at once. Throws all enemies at once. Attacks held enemies by squezing them.
← Throw: Throws enemies backwards without looking
→ Throw: Throws enemies diagonally downward, causing them to bounce off the ground
↑ Throw: Smashes enemies together above its head. Deals more damage the more enemies are grabbed.
↓ Throw: Slams enemies into the ground and flings them away in all directions

Taunt 1: Raises its hands and clicks its claws menacingly
Taunt 2: Draws a line across its throat with both right hands
Taunt 3: Grips its own shoulders and grinds its claws along its arms

Final Smash - Tree of Thorns: All enemies The Shrike is currently grabbing are warped into the future and impaled upon a tree of massive metal spikes, KOing them instantly. Can only be used while one or more enemies is grabbed.

Stage: Time Tombs - Strange structures based on odd shapes and bizarre creatures dot the background of a shifting desert. Time fields move around at random, slowing or speeding up players as they pass.
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Re: Create your own Smash Character!

Post by Ragna the Saviour on Thu 26 Feb 2015, 7:16 pm

Name: Daisy
Franchise: Mario
Weight: Medium
Speed: Medium
Appearance: \


A Combo: Similar to Peach’s A Combo, except instead of slaps - Daisy punches! Has a lot more knockback and deals more damage.
Dash Attack: A running dash kick that you’d see someone perform in a Soccer game to score a winning goal. Has high knockback like the enemy’s a ball.
←/→ Tilt: Daisy pulls out a Tennis racket, swinging it casually into the air. Fast attack, good knockback, low damage.
↑ Tilt: Daisy snaps her finger upward, causing a flower to manifest above her and shortly dissipate in a floral explosion. Low damage, high knockback.
↓ Tilt: A low hitting blow with a baseball bat. Can spike near the edge. On the ground, hits enemies upward with good damage/knockback.


←/→ Smash: Daisy brings back her bat, tennis racket or… chain chomp? Huh, that’s new, but fun. The enemy nor player can’t see what Daisy is hiding to perform the smash attack with so it’s a surprise to everyone. Most of the time it’s a bat or a tennis racket, but there’s a chance of a chain chomp coming out to gib the enemy. Bat has high damage, low knockback. Racket is low damage, high knockback. Chain chomp is high damage AND high knockback!
↑ Smash: Seems to be a stronger version of Daisy’s ↑ Tilt. Daisy snaps her fingers three times, manifesting exploding flowers above her. First two deal low damage, last one has a lot of knockback and extra oomph to it.
↓ Smash: Daisy spins around, manifesting spinning flowers that deal multiple hits with high knockback. Similar to Peach’s with a bigger area of effect but less damage.


Neutral Air: Manifests a circular, spinning ‘shield’ of flowers around her. Multiple hits with light damage. Good for keeping people from getting back onto the stage.
← Air: A powerful kick that sends enemies backing.
→ Air: Takes an aerial swing at the enemy with her baseball bat. You can bet it’s going to hurt! Can strangely spike at a 180 degree angle, meaning the enemy will go flying STRAIGHT away from Daisy rather than up or down. Will curve downward as they fly of course. Has some bad recovery because of its strength.
↑ Air: Throws up a hand, crushing a daisy that explodes in the air. Functions similar to Zelda’s ↑ Air.
↓ Air: Another move shared with Peach with a bit of a difference. Daisy kicks down multiple times with the first kick being a spike if it connects to a sweet spot. To compensate, deals much less damage on whiff.


Neutral Special - Flower Special: It’s time to get some Mario Kart; Double Dash! up in here! Daisy manifests the joined special of Peach and herself as her neutral special! Flowers will spiral around her, collecting any projectiles or items used against her. The counter throws them back with enhanced attack and knockback.
←/→ Special - Mega Strike: Daisy manifests a glove created from petals and energy. She blasts forward, flying through the air until she makes contact with the enemy. On hit, she bounces back and the enemy goes flying in the same angle in the opposite direction. Has slow start up, but great damage and some bad recovery. Can be seen as a match for the Peach Bomber being a slower stronger alternative - but it’s much more punishable if missed. Good kill move.
↑ Special - Floral Ascent; Daisy creates a platform ‘hoop’ of flowers that throw her further into the air. The ‘blast zone’ of the flowers damages and blows enemies back as she rises to recover onto a platform. Very good recovery!
↓ Special - Baseball Bash; Time for some baseball! Daisy throws up a baseball, prepares for a wind-up and aims carefully. Trajectory can be altered by the timing of the press. Hitting the B-button again will have Daisy smack the ball in the desired direction. There IS a sweet-spot to the move but it’s somewhat hard to get. However getting this move on an unsuspecting fool with a sweet spot will definitely be a certain kill while they’re in the air.



Grab: Daisy just grabs the fool! She keeps kicking them in their stupid face to damage them.
← Throw: Daisy turns around and just horse kicks them away while clapping.
→ Throw: Daisy knees them, making the enemy fly away from her.
↑ Throw: Kick? No, an uppercut straight to the face. Up they go!
↓ Throw: Daisy just tosses them into the ground.


Taunt 1: Daisy waves, saying “Hi, I’m Daisy!”
Taunt 2: Daisy dances in place for some reason.
Taunt 3: Daisy claps like an AMERICAN.

Final Smash - Blast From the Past; SUDDENLY the game turns into Super Mario Land for the GBA. Tons of enemies from the game start leaping in and, as Daisy, you have to hit them. If you remember right - enemies exploded when they died in Super Mario Land. Exploding enemies deal damage to everyone (except you). Have fun and get to hitting!
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