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Re: Super Smash Bros
Posted: Fri Nov 18, 2011 1:01 am
by Nap1000
Wrong. Ammy beats all. Except maybe Megaman.
No Street Fighter. Why? Think about Ryu's moveset in his games for a minute.
Fireball
Uppercut
Spin Attack
Sound familiar?
Re: Super Smash Bros
Posted: Fri Nov 18, 2011 1:08 am
by Madican
Vyse from Skies of Arcadia.
B = Cutlass Fury (multislashes on the ground, drop-slash aerial)
Forward B = Skull Shield or Counterstrike
Down B = Change Moonstone
Up B = Rain of Swords or Pirate's wrath
Final Smash = Moonstone Cannon
Re: Super Smash Bros
Posted: Fri Nov 18, 2011 6:30 am
by Omnithea
You've stepped into my realm now, the realm of ideas about other people's works.
Little Mac
Up Special: Star Punch, high damage, high knockback, short range, short recovery
Special: Charge Punch
Down Special: Dodge Punch, works like Counter
Side Special: Barrage, charges to unleash multiple quick strikes
Final Smash: Mega Mac
Crono
Up Special: Spincut/Cleave, decent recovery vertical, high damage, low knockback, triggered like Falcon Dive
Special: Cyclone, hold to charge, longer charge results in longer spin with more wobbling to and fro
Down Special: Lightning, lower damage and knockback than Pikachu's Thunder but can be somewhat targeted
Side Special: Wind Slash/ Kamaitaichi, slow setup, quick moving projectile that travels horizontally, goes through targets
Final Smash: Luminaire, High damage, massive range, low knockback
Isaac
Up Special: Psynergy Lift, non-damaging move that is highly controllable with good range
Special: Flint, strong slash with sword empowered by Djinn, high damage, low knockback, quick release, requires recharge time
Side Special: Spire, stone spikes rise out of the ground and recede, always starts at ground so relatively ineffective in air
Down Special: Growth, longer charge time equals further distance that plant originates from, may trap opponent
Final Smash: Megiddo, high knockback and damage, small impact area, will drag in anybody in Isaac's dive path
Re: Super Smash Bros
Posted: Fri Nov 18, 2011 8:06 am
by Blitz Walrus
Captain Commando!
b = Cap'n Collider!
Side + b = Cap'n Fire!
Up + b = Super Jump from MvC!
Down + b = Cap'n Kick!
Final Smash = Cap'n Sword!
Re: Super Smash Bros
Posted: Fri Nov 18, 2011 12:19 pm
by Nap1000
Omnithea, how did you know my idea of a Crono moveset. Though I think Luminaire would be a better final smash than Lightning2.
Anyway, MOVESET IDEA TIME!!!
Scout (Team Fortress 2) (...DON'T RUIN MY DREAMS, OKAY?!?!)
Neutral B-Stunball: Uses the Sandman to hit a baseball as a projctile. Getting hit from a far away enough distance will stun the opponent, a la Mewtwo's Disable.
Side B-Scattergun: Shoots a scattergun blast. The bullet travels at the speed of Sheik's Needle Storm. Getting hit will cause medium damage and knockback.
Up B-Triple Jump: Scout brings out the Atomizer and jumps one more time. The jump causes low damage and knockback to opponents, but has great recovery. Falls into a helpless state after use.
Down B-Force-A-Nature: Scout brings out the Force-A-Nature and fires it in the direction of the control stick. Firing downward will cause some recovery, but not nearly as much as the Triple Jump. The bullet causes low damage but high knockback to the opponent. It will also send the opponent flying in the direction fired.
Final Smash-MEDIC!!!: Scout calls for the Medic, who comes and immediately Ubercharges him, rendering him invincible. Scout then drinks a bit of Crit-a-cola, which makes him 1.5x as strong. The effects last about as long as the average transformation Final Smash, then he goes back to normal.
Re: Super Smash Bros
Posted: Fri Nov 18, 2011 11:51 pm
by Omnithea
Lloyd Irving
Up Special: Psi Tempest, good vertical and horizontal recovery, good range, decent damage, low knockback
Special: Demon Fang, fast low knockback projectile, press the button with the right timing to unleash Double or Fierce Demon Fang
Side Special: Beast, high horizontal knockback, decent damage, slow setup
Down Special: Rising Phoenix, slow setup, high damage, vulnerable during setup but setup is skipped if used in air
Final Smash: Noishe, support animal rides knocking enemies aside and take Lloyd away to be healed then returns him
Belmont
Up Special: Whiplash, whip latches onto item, grabbing it, ledge, pulling you up, or enemy, switching places with them
Special: Axe, tossed projectile, unaimable but powerful
Side Special: Stake Throw, what it says on the tin
Down Special: Holy Water, damages enemy if it makes contact, if it hits ground it creates a flame that increases in size as more enemies get near it
Final Smash: Chain Whip, whip gets upgraded with spikes, links, and fire.
Kalas
Up Special: Wings of Heart, Kalas gains ability to fly for short time, by holding button flight time is reduced but Winglet emits damaging aura
Special: Water Blade, blade projectile that tends to carry enemies along with it
Side Special: Fangs of Light, long setup, heavy damaging spin attack
Down Special: Flash Explosion, travels through ground for short distance, only detonates if enemy steps over it
Final Smash: Guardian Spirit, Kalas unleashes an elemental attack based on environment
Spartan II
Up Special: Energy Sword, high speed, good range, low knockback lunge, afterwards Energy Sword is used in attacks till ammo runs out
Special: Gun, random gun (Plasma Pistol, Energy Rifle, Needler) is pulled out in Pikmin style
Side Special: Grenade, random grenade (Frag, Plasma, Spike, Fire) is thrown, can't be held but toss can be aimed
Down Special: Jackal Shield, pulls out energy shield that slows you down but prevents virtually all frontal attacks
Final Smash: Galilean Laser, multiple high damaging shots with no knockback which are not stopped by any obstacle
Re: Super Smash Bros
Posted: Sat Nov 19, 2011 1:33 am
by Guyperson
Lloyd's final smash would have to be Falcon Crest/Divine Justice. But I think the most important thing would be to get his first voice actor back, instead of the one from the sequel.
Re: Super Smash Bros
Posted: Sat Nov 19, 2011 1:35 am
by Gryewolf
Issac Clark
Neutral B: Bitch slap
Everything else: Stomp
Best character
Re: Super Smash Bros
Posted: Sat Nov 19, 2011 2:22 am
by YCobb
Remember a few pages back
We were talking about the Smash Bros Dojo
And Sonic being revealed
I'm not ashamed to admit I cried when I first recognized Live and Learn in the trailer.
Re: Super Smash Bros
Posted: Sat Nov 19, 2011 11:20 pm
by Omnithea
Black Mage
Up Special: Aero, good vertical recovery, low damage, difficult to escape
Special: Fire, quick fireball with relatively long setup, using Magic sparingly allows Fira and Firaga to be used
Side Special: Blizzard, ice shards that spread out as they travel, can be used more powerfully as Blizzara or Blizzaga
Down Special: Thunder, lightning auto targets nearest enemy, only striking the target.
Final Smash: Ultima, all enemies in large blast radius are badly damaged, no knockback, but exploding items or terrain can still pose a threat
Re: Super Smash Bros
Posted: Sun Nov 20, 2011 1:06 am
by Petah-Petah
Since everyone's doing it:
(I recall posting these two before, although I did tweak it a bit)
Isaac
Normal Special: Gaia, casts
Gaia in front of Isaac. Charge it up for more range and power.
Up Special: Carry, two hands grab Isaac and you can freely control the hands, allowing you
carry Isaac. After a few seconds, the hands disappear.
Side Special: Gale, casts a
whirlwind in front of Isaac. People caught up in it receive minor damage, but a lot of knockback.
Down Special: Growth, casts
Growth underneath Isaac, surrounding him in spikey thorns.
Final Smash: Summon, allows Isaac to summon either Judgement, Meteor, Thor or Boreas, who will attack the stage and all the fighters on it. (Save for Isaac himself.)
Extra:: Isaac can Tether recover. His recovery rope is represent by two hands, one which carries Isaac, and the other who'll grab the stage.
Extra: All of Isaac's strong, smash and aerial moves are Psynergy attacks, his strong side attack for example is Move, which pushes other fighters away a bit (Not as devastating as in Brawl, so it's a lot shorter ranged and smaller).
Felix
Normal Special: Ragnarok, casts
Ragnarok in front of Felix. It takes some time for Ragnarok to be cast, but it's pretty powerful. Felix can also hold down the button for a while for the much more powerful Oddesey.
Up Special Planet Diver, Felix jumps up in the air, then lunges down with his sword, while being surrounded in fire. The jump in completely vertical, while the plummet down is rather completly diagonal.
Side Special Halt, casts
Halt in front of Felix and be charged. A target caught in the attack won't be able to move for an amount of time, depending on how long Felix held down the button. A target caught in Halt can also be freed by being attacked.
Down Special Sand, Felix burrows underground, and can move freely along the ground for as long as you hold down the button (though he'll be forced to move out eventually). If someone's above Felix, Felix can jump out the ground and deal a heavy strike to his target.
Final Smash Summon. allows Felix to summon either Azul, Daedalus, Catastrophe, Charon, or Iris, with Iris having the least amount of change of appearing, yet dealing the most devastating attack. Felix's summons are alot more powerful than Isaac, but Felix needs to have targetted someone first, or else the move will fail.
Extra: If Felix is in midair, he can
Hover for a short time. Hover will be canceled if Felix tries to attack someone or is attacked himself.
Extra: All of Felix's strong, smash and aerial moves are Psynergy attacks, with his strong side special being Move, just like Isaac's. (With a difference being that Felix's hand is larger than Isaac's, yet moves only half the distance.)
Might make more later.
Re: Super Smash Bros
Posted: Sun Nov 20, 2011 2:23 am
by Omnithea
Sora
Up Special: Ragnarok, spinning strike upwards that can pull in enemies and launch them
Special: Strike Raid, Keyblade is thrown and returns like boomerang, disappears and reappears in hand after hitting an enemy
Side Special: Blitz, short flip leading into downward slash with Keyblade, also works as a dodge
Down Special: Sonic Blade, lightning fast attack where Sora slides across the floor
Final Smash: Faith, Sora floats into the air and unleashes blasts of light randomly across screen with high damage and knockback
Bomberman
Up Special: Bomb Jump
Down Special: Time Bomb
Side Special: Rolling Bomb
Special: Bomb
Final Smash: BOMB
Megaman
Up Special: Teleport, good recovery, aimable, no damage Or maybe the platform thing
Special: Mega Buster, chargeable, changes to different gun based on which character was last defeated
Side Special: Metal Blade, fast, high damage, low knockback, catchable
Down Special: Bubble, follows along ground, long range, low damage
Final Smash: Crash Rush, equips Crash Bombs and rides Rush across screen firing them as aimed
Re: Super Smash Bros
Posted: Sun Nov 20, 2011 2:30 am
by Gryewolf
Omnithea wrote:Sora
Up Special: Ragnarok, spinning strike upwards that can pull in enemies and launch them
Special: Strike Raid, Keyblade is thrown and returns like boomerang, disappears and reappears in hand after hitting an enemy
Side Special: Blitz, short flip leading into downward slash with Keyblade, also works as a dodge
Down Special: Sonic Blade, lightning fast attack where Roxas slides across the floor
Final Smash: Faith, Sora floats into the air and unleashes blasts of light randomly across screen with high damage and knockback
If he was in the game I'm almost positive his Final Smash would be him either turning into Ultimate form or Heartless form.
Re: Super Smash Bros
Posted: Sun Nov 20, 2011 2:38 am
by Omnithea
The Final Drive would be pretty cool, but it usually needs other party members so it isn't just his move. Though with several of these characters, you have a really extensive move list to choose from...and then there's Bomberman.
Re: Super Smash Bros
Posted: Sun Nov 20, 2011 2:44 am
by Gryewolf
Bomber man
Every move: Bomb