Just needed a place to put some of these.
I feel like I put enough into them, I should at least have them somewhere ...
edited by Author | jan 23, 2011 1:36 pm
Simon Belmont [Castlevania -Konami]
Speed (same as)Link
Strength (same as)Samus
Weight (same as)Mario
A Attack:Whips in above to forward arc
A Combo:3 consecutive whip attacks
Utilt:Axe thrown up, with slight arc forward
Down:ground stab (with dagger)
Up:Holds axe and smashes up (doesn't throw)
Fair:whips straight forward
Bair:back kick (much like Zelda's)
Dash Attack Slide kick
Neutral B: Dagger
-Throws out a quick, low-damage dagger. Tap B to throw one straight forward, hold and release to throw 2, 1 angled slightly up, the other slightly down. Close opponants can be hit with both and dealt minimal knockback
Side B: Cross Boomerang
-Throws out a cross-shaped boomerang that flys out as far as Zero Suit Samus' charged Paralyzer shot, then returns. Deals decent knockback where it turns to return, and can stop projectiles
Up B: Slingshot
-whips up and forward (at an angle). If this hits an opponent, Simon then yanks on the whip, and launches himself up toward them with a high-knockback knee attack. This can also be used as a ledge grab
Down B:Holy Water/Fire Bomb
-Down B creates the bomb. While holding this, Simon can only walk/run, jump and dodge (basically no other attacks). When thrown, it explodes into a pillar of flame on impact which lasts 2.5 seconds. Only 2 onscreen at a time per Simon
Grabs and Throws
Grab:Grabs with whip
Melee Attack:Beats with whip pommel
DThrow:trips and hammer kicks
Final Smash: Purification
-Two giant glowing blue crosses come out a distance on either side of Simon, circle him horizontally (one in front, one behind), then come out further before their next "pass" before disappearing, dealing high knockback to those struck
Entrance Facing screen, one hand as fist on one side, while other cracks whip on other
1:Throws up dagger, catching it when it falls
2:Points, then makes "throat-cut" motion
3:Skeleton rises out of ground behind Simon, who quickly turns and cracks whip through it, reducing it to falling bones
1:Holds up cross and cracks whip
2:"Hero Pose" (hand on hip, chest puffed out)
3:Stands facing screen, a winged shadow with glowing eyes (Dracula) appears above/behind him, then disappears
Stage:Dracula's Castle -Candles can be hit to extinguish flames and drop items. Death will randomly fade into view. It's slow, but if you are near when he is fully visible, he will strike with his scythe for massive damage.
edited by Author | may 18, 2011 3:31 pm
Ridley [Metroid -Nintendo]
Size (A little taller than Bowser, but alot leaner)
Speed (same as)Bowser
Strength (same as)Ike
Weight (same as)Donkey Kong
A Attack: Horizontal slash with claw
A Combo: Claw, other claw, tail
Ftilt: Vertical claw slash with slight lunge
Dtilt: Tail whip at legs
Utilt: Hits up with wing
FSmash: Follows through with vertical claw slash to also spin and hit with tail
DSmash: Spins with tail whip at legs to add power
USmash: Slams up with shoulder
NAir: Snaps with jaws
FAir: Lifts a little and flies forward, dragging extended tail below him (keep tapping A to go a little further. End of tail sparks, if in contact with ground, does little damage otherwise)
DAir: Locks "fingers" and hammer fists down
UAir: Slams head up
BAir: Spins and kicks with both back legs (high knockback)
Dash Attack Head ram
Neutral B: Fireball
Tilting his head back, Ridley spews a projectile that arcs slightly up before falling. Can rapidly tap B button to fire up to 3 in rapid succession.
Side B: Flying rush
The same as his horizontal attack in Brawl, with the same "wind" visual effect, Ridley rushes forward the distance of Fox's Side B (but slower), dealing knockback and some damage.
Up B: Launch
With a great flap of his wings, and pushing off with all four limbs, Ridley quickly launches himself straight up, blasting fire below and slightly in front of him. Dealing some damage, as well as being a good evasive move. He can still attack after this (like Sonic and Snake), but cannot jump again until touching ground
Down B: Tail Whip
Stabs his tail straight forward, dealing damage, but only minimal knockback. Holding B and rotating the control stick causes the tail to stay extended and rotate as well (much like Sheik's SideB chain attack), recreating Ridley's attack from Super Metroid. If done in the air, Ridley falls considerably slower.
Grabs and Throws
Grab: Grabs with claw
Melee Attack: Bites
FThrow: Throw forward
UThrow: Throws up while swiping with tail, adding height to throw (less height if air grab, as he doen't use his tail)
BThrow: Throw backward
DThrow: Slams into ground
Special Ability Gets extra jumps, and can glide. However, he has the slowest jump (with a long slow flap of wings with each jump)and a very slow walk and run. This is to balance his strength, and superior air game.
Final Smash: Kraid
Ridley flies up off the screen, and Kraid appears (head to navel taking nearly whole side of screen), launching a couple vollies of acid spit from mouth, and spikes from torso. Acid deals high damage, while spikes deal extremely high knockback.
1 :Drops on all fours, roaring with "wind blast" visual effect
2 :Extends neck and flaps wings a couple times
3 :Raises and arches wings, slowly whipping tail along to the front of him and back again
Entrance Silloette of Ridley, facing screen, "perched" with wings slightly parted above him. Eye glows, then body fades into view
1 : Flies up out of sight, then flies with great speed into view and toward screen, getting very close (large), and barely missing (just like end of first encounter in Super Metroid)
2 : Roars and sprays fire at screen, left to right
3 : On all fours, facing screen, with wings above him. Similar to entrance, but not a silloette.
Stage: Space Frigate -Similar layout to Shadow Moses Island, without the top platform going all the way across. Walls can be destroyed, other than bottom of one side, which is grey Metroid "blast door" (grey doesn't open). Occasionally, board will start to shake and wobble back and forth (the ship is being destroyed is the atmosphere, alarms, lights flahing, debris falling from the sky/ceiling in the background). When this happens, if one of the walls is destroyed (even the shorter one), the grey door will blink (like in Metroid, when a grey door is now able to open). After a couple seconds, it will open, and Space pirates will come out of it, attacking with low knockback attacks before jumping off the stage in whichever direction the wall is missing.
Kamek [Mario Bros./Yoshi -Nintendo]
Speed (same as)Toon Link
Strength (same as)Pikachu
Weight (same as)Pikachu
A Attack:Swings wand
A Combo:Swings wand wildly, as often as A button is pressed (after first few, turns head and "sweat drops" fly off face -purely visual)
Ftilt:Swings broom like baseball bat
Dtilt:Smacks broom toward the ground
Utilt:Circles wand above him
FSmash:Winds up and swings broom like baseball bat
Down:Brick forms, above and in front of him, that falls and shatters as he brings his wand down
Up:Blasts up with "magic" (Circle of square, triangle, and circle shapes -like in Super Mario World)
Nair:Swings wand down and up
Fair:Swats with broom
Dair:Stabs down with bristle end of broom
Uair:Stabs up with stick end of broom
Dash Attack Runs up and swings broom like bat
Neutral B: Koopa Magic
Shoots "magic" that deals the same damage and brief stun as Pikachu's Neutral B spark attack (also moves about as fast). While this attack passes over smaller items, if it hits larger ones like barrels, crates, or party balls, it turns them into Koopas -who only deal a little damage, but, if jumped on, are a useable turtle shell weapon
Side B: Broom Ride
-rushes forward on his broom, those hit by this aren't dealt much damage, but are spun around a couple times. Good for interrupt and confusion, on land and in air. Also, good for horizontal recovery
Up B: Teleport
-quickly fades than reappears elsewhere, aimable (same animation and sound as Magikoopas in Super Mario World)
Down B: Tiny Magic
-taking 3 seconds to wave around his wand, a puff of smoke directly in front of him temporarily shrinks opponents caught in it. This move can be held to compensate for the long initiation (casting). If it is held, Kamek will hold his wand (glowing) above his head. This is more of a defensive for the little guy (I dare you to come here...). Releasing the move will cause the "puff", and it can also stop projectiles. As a weakness, in this "defensive stance" Kamek is locked in this posision until it is released -so he is vulnerable from behind
Grabs and Throws
Grab:Jumps slightly up and toward to grab
Melee Attack:Beats with wand
FThrow:Blast from wand throws opponent forward
UThrow:Lifts wand up, telekinetically tossing opponent up
BThrow:Swings wand in arc from forward to back, telekinetically throwing opponent behind him
DThrow:Telekinetic lift and slam
Special Ability Can glide on broom
Final Smash: Huge Magic!
-Kamek grows as if eating a mushroom, and shoots blasts of magic. During this, he is stationary, and the control stick controls the direction his blasts are fired, able to rotate a full 360 degrees, B shoots. Blasts keep going until off screen, regardless of walls and floors. They still move as fast as his Neutral A blasts, but are bigger, and have Final Smash worthy knockback.
1:Flys in small horizontal circle on broom
2:Hole in air beside him opens, and Baby Bowser peeks out, looks around quickly, then pulls back in before hole closes. Question mark flashes over Kamek's head
3:Swings wand around like orchestra conductor
Entrance Appears in puff of smoke
1:Looks into crystal ball in front of him, waving hands around it as "spooky" music plays
2:Holds up wand, and it glows
3:Swings wand, Grows huge, then shrinks tiny. Jumps a little, "sweat drops" flying off him, and exclamation points and question marks flash above him.
Bomberman [Bomberman -Hudson Soft]
Speed (same as)Yoshi
Strength (same as)Yoshi
Weight (same as)Sonic
A Combo:Punch, punch, kick
Ftilt:Punch forward with slight lunge
FSmash:Wind up punch (with punching glove)
Down:Strong kick, with bomb exploding when connecting
Up:Punch up, with punching glove.
Fair:Punch (much like Mario's)
Dash Attack Running punches (like Luigi)
Neutral B: Bomb
-places a bomb, which has a 3 second fuse. After placing, a bomb can be picked up and thrown, but act as an obstacle (can't run through) if not picked up. Only explosions can detonate a bomb early. Explosion radius is about the size of Bowser
Side B: Roller Skates
-using the Roller Skate power-up, Bomberman quickly skates forward. Though dealing no damage, there are invincibility frames at the beginning of this move. A good way to get close in a hurry, or get away from attacks (or bomb blasts) just as fast
Up B: Boost Bomb
-detonating a bomb below him, Bomberman uses the blast to launch himself up and forward. Damage is dealt at the bottom of this move, with the explosion
Down B: Rubber Bomb
-Bomberman kicks a bomb that slides rolls (slides?) across the ground. If it hits a wall, or larger item, before it detonates, it bounces off and rolls back. It has a 4 second fuse. If this move is held, the bomb is still dropped, but Bomberman won't kick it until the down button is released. The bomb's fuse still starts as soon as it's dropped
Grabs and Throws
Melee Attack:Windmill punches
UThrow:Punches up with punching glove
DThrow:Trip and kick
Special Ability Starts able to drop 2 bombs on screen at a time. As damage goes up, he gains more. At 50% the number of available bombs goes up to 3, at 100% it goes up to 4. At 125% or more, the blast range of the bombs increase by 1.5%.
Final Smash: MegaBomb
-Bomberman tosses a large bomb, with a skull on it, in front of him. He then, using the roller skates, can move very quickly to move away from the very large blast radius (about the size of DK's Konga Beat). The mega bomb only has a 2 second fuse, and deals major knockback.
1:Dances (shakes hips and moves arms up and down in "driving" motion
2:Flails limbs out and falls down (old "hit by bomb" animation)
3:Shakes fist and makes "angry eyes"
Entrance Rides in on rocket, that explodes as "he" jumps off it.
1:Jumps and raises "fist" to the sky
2:Hops around riding kangaroo (or Charibom)
3:Sticks out hand, making peace sign, eyes "close" (appear as flat lines)
Knuckles [Sonic -Sega]
Speed (same as)Falco
Strength (same as)Captain Falcon
Weight (same as)Wolf
A Attack:Hook punch
A Combo:Hook, hook, uppercut
Ftilt:Spins horizontally with arms outstretched (similar to Mario's DAir)
Dtilt:Punches the ground in front of him
FSmash:Punches forward with both hands
Down:Spin dashes back and forth a short distance around him (same as Sonic's)
Nair:Spins in air (Classic Sonic spin)
Fair:Does a mid air somersault and kicks forward with both feet
Dair:Stall-Then-Fall (like Sonic, but with his fist)
Dash Attack "Sonic Spin" (same as Sonic)
Neutral B: Fire Punches
-Knuckles attacks with his fists aflame. Tapping B just does a jab that deals a little fire damage. Holding B charges the attack before he punches, the longer you hold it before releasing, the more attacks he does -up to a maximum of a 4-hit combo.
The first is a jab that deals a little fire damage. The second, a swing that deals a little more. The third, an uppercut that lifts struck (and burning) opponents off the ground a bit. And the fully charged 4 hit is a power punch that deals decent knockback and fire damage. When charged these attacks are done in quick succession -how many again depends on how long this move is charged.
Side B: Spin Dash
-Rolling into a ball, Knuckles launches himself forward like a buzzsaw. Initially a weaker move, holding over and tapping B charges this move for greater speed and power.
[While this is almost the same move as Sonic's, it is an attack Knuckles has had since the beginning ]
Up B: Spiral Upper
-Launching himself upward fist-first, Knuckles spins himself like an angry drill
Down B: Dig
-Spinning his arms like a windmill, Knuckles quickly burrows into the ground (about 2 seconds). Those right behind him can be hit up to 3 times (1% damage per hit) from the dirt thrown backwards. Knuckles then has a moment to press left or right to re-emerge a little ways from where he entered. He deals a little damage to those directly above where he comes out of the ground, but there is a slight "bulge" to show where he is while he's in the ground. This only works if he is actually on the ground. In the air, or on a "passable" platform, he still "windmills" his arms, and those hit by this are dealt only minimal damage, but are tossed a little way behind (and slightly above) Knuckles
Melee Attack:Hammer punches
FThrow:Punts opponent forward
UThrow:Uppercuts opponent up
BThrow:Lifts opponent and does a kickflip, throwing them behind him
DThrow:Throws opponent down and spins on them (same as Sonic)
Special Ability Can wall stick an Glide
Final Smash: Deep Impact
-First rearing back his fist, Knuckles then punches with enough force and power to split the hydrogen in the air. The result is an explosion at the end of his fist the size of an exploding fire/smart bomb with strong knockback
And now for some partials I may come back to and fill out...
WayForward Technologies' dancing half-genie is more popular than one would think...
A attacks would be kicks, elbow strikes, and whip-like attacks and spins with her hair.
Specials would be unique, in that instead of just being attacks, they transform Shantae into her various animal forms. Each have their advantages, and disadvantages. Each form can attack by pressing the A button.
Transformations are quick (not quite a second).
Neutral B: Monkey Form/Revert
-In this form, Shantae is faster, can jump higher, and can wall stick. As well as being smaller, so she can be harder to hit. Her strength and weight are also cut in half, and her defense goes down, too. This form only has one attack -a slash of her monkey paw. Holding B makes the transformation last a little longer, and releases a burst of energy that causes almost no damage, but deals a little knockback. Good for making a little room around you.
Pressing B again in any of her forms reverts her back to her "human" form with a flash of light and the same knockback burst.
Side B: Elephant Form
-In this form, Shantae's power goes up, but her speed is cut in half, as well as her jump (and no second jump). This form's attack is a ramming attack that deals decent knockback. Holding A and left or right makes this a running attack that deals even more knockback the more distance is covered before impact (In human form, holding Side B instead of tapping it goes right into this running attack). In the air, Down A makes her come down in an attack similar to Kirby's Down B .
Up B: Harpy Form
-In this form, Shantae's jumping ability works similar to MetaKnight's, making it good for recovery. Because of this advantage, this form cannot run, and it's strength, weight, and defense are all decreased. This form attacks with quick slashes with the claws on her feet, and Up A does a 360 flip kick, with these claws, that launch struck opponents upward -possibly setting them up to be attacked again.
Down B: Spider Form
-The weakest form, Shantae's attack and defense are cut in half. But, it has it's advantages. Being so low to the ground, most attacks and projectiles go right over her head. Her attack is a glob of venomous goo, which she spits out. It is shot straight out, but shortly arcs to the ground, possible to hit opponents below. Holding A charges it's distance and power, a fully charged shot travels as far as Samus' Super Missle, and stuns for a second.
Final Smash: Tinkerbat Form
-Her most powerful transformation, Shantae does her dance, and becomes a Tinkerbat (which, as best as I can tell, is a sort of black skeleton, pirate-ninja). In this form, both her jump and double jump is considerable, and her speed and power are greatly increased, as well. Pressing left or right, and A or B does a ramming attack, as long as it's held, that deals very high knockback, as well as recovery, if you need it after chasing down "fliers" (Kirby, Jigglypuff, Pit). Up A or B does a stronger version of the harpy's air-launching flip-kick, and Down and A or B makes her drop straight down with her sword.
Dixie is actually the 3rd most popular Kong.
She has appeared in 17 games, and is playable in 15 of them.
Neutral B: Hairwhip
Spins horizontally, ponytail extended, dealing damage and some knockback. B can be pressed rapidly to continue the spin. During this, tilting the control stick can move the spinning Dixie left or right)
Side B: Barrel Blast
Shoots herself out a Barrel Cannon. Unlike most moves of this nature, this move is not chargable. It takes a second to initiate (barrel appears around her, then fires, an animation and sound for each) but has moderate knockback.
Up B: Helicopter Hair
Twirling her ponytail like a helicopter, Dixie corkscrews upward. Holding B afterward continues to make her twirl as she falls, slowing her decent significantly, allowing a float effect similar to Peach's.
Down B: Backflip
Dixie does a backflip, any opponent that touches her during this move takes damage as they're kicked straight up. If this move is done when an item is thrown, the item is kicked up as well -though much higher, acting as if it was caught, and thrown upward -to fall back to the ground. There is also an invincibility frame during this move
A crate drops in front of Dixie. It breaks open (DKC style), and there's Rambi! Dixie jumps on him and can race around the stage, ramming into opponents, dealing high knockback.
Other than her Side B, this is a mostly defensive moveset. Making her more reliant on her A moves for offense, and possibly a more technical character.
edited by Author | may 04, 2011 8:07 pm
King K. Rool
Neutral B: Blunderbuss Shot
A storable shot, similar to Samus' Charge Shot, though with a little less knockback. K.Rool has to "load" his blunderbuss before each shot. Holding B starts the animation of loading. This takes about 3 seconds, 1 second per "load item" (powder, bullet, aim). Releasing, and pressing B before the shot is loaded (or just tapping it, and not holding it) causes Rool to swing up the butt of the gun, a close range attack that deals some knockback. Possibly to keep opponents back long enough to load. -Attack from DKC2
Side B: Boomerang Crown
K.Rool throws crown out like a spikey boomerang. This deals some damage, with some knockback where the crown turns to come back. It has the range of Zero Suit Samus' Plasma Whip Side B attack.
-Attack from DKC
Up B: Blunderbuss Launch
Shoots a blast downward from his blunderbuss to propel himself upward. Damage is dealt at the blast.
-Vertical version of attack from DKC2
Down B: Ground Slam
Slams into ground, creating shockwaves that knock opponants down. The higher off the ground Rool is when he does this move, the larger the radius of the shockwaves.
-Attack from DK64
Final Smash: Cannonball Barrage
-Making good on the boast he made in Donkey Kong Country , King K. Rool summons the Gangplank Galleon, which appears at the side of the screen, and three cannons come out the side and start firing cannonballs in slight arcs, pirate-style, that deal Final Smash-worthy knockback.
edited by Author | aug 18, 2011 6:13 pm
With stats very much like Lucario, Zoroark attacks with a similar quick and agile style using his claws.
Neutral B: Illusion
With a flash in his eye, Zoroark changes into one of the other characters on the board, with their full moveset. Which character he changes into is random, and he will change back if he is hit or taunts.
Side B: Fury Swipes
Dashing forward the distance of Fox' Side B (though quite a bit slower), Zoroark slashes with his sharp claws five times in quick succession, dealing decent damage a little knockback on the last hit.
Up B: Night Burst
Releasing a purplish burst of energy, Zoroak leaps upward, and slightly forward. Those close enough to be hit by this burst are spun around by it's accuracy-lowering effects
Down B: Claw Sharpen
Taking 2 seconds to sharpen his claws against each other, Zoroark's next two attacks are 50% stronger.
Final Smash: Legendary Illusions
-A three-part transformation, inspired by the 13th Pokemon movie in which he stars, those in front of Zoroark during this attack are in trouble. First changing into Entei, flames are breathed out across the ground, damaging all who stand there as it it were lava. He then jumps to the top of the screen as Raikou, and rains lightning down on the flame-covered ground. As the fifth bolts hits the ground, he appears where he began, only as Suicune, who sends out a pushing tidal wave, -washing away the flames, and anyone caught in them, as Zoroark appears as himself once again.
edited by Author | mar 27, 2011 1:07 pm
The Masked Man (from Mother 3)
Slightly larger and heavier than Lucas, A moves are quick sword attacks and a couple kicks.
As a special ability, the Masked Man can glide, like other winged characaters.
Neutral B: Arm Cannon
Fires an energy blast from his arm. Similar speed and power to Wolf's Neutral B.
Side B: Thunder Focus
Claus raises his sword, which flashes with electric power, then slashes it down to point forward, emiting a fierce stream of lightning. Move takes 2.5 seconds to "charge" sword, giving a moment's notice before the powerful lightning bolt fires. Bolt has the range of Samus' non-super missle, but does the damage of a super missle. It's range is always reached, as it passes through opponents. It deals flinch but no knockback, and can be reflected by the Franklin Badge.
Up B: Steel Flight
Mechanical wings extend on either side of him, as he soars upward. Deals the damage and knockback of a running attack.
Down B: Electroshock
A counter. Masked Man becomes enveloped in a shield of electricity. Those touching him are dealt damage similar to Pikachu's Down B. as an adverse effect (and to deter spamming), having all that power run through him also deals the Masked Man a percentage of damage, even if the move doesn't connect.
Final Smash: PK Love
Power projects itself from the Masked Man in bright cyan waves to deal damage. This has a radius the size of Luigi's final Smash, but does not last like the green plummer's Final Smash and instead deals damage. It grows to it's full raduis as fast as Jigglypuff's Final Smash, then quickly retracts back into him.
edited by Author | may 18, 2011 3:55 pm
Black Knight (Zelgius)
As a playable character, I'd imagine him to be about the same size as Gannondorf (though wider), about as fast, with proportional strength. Essentially, he's a tank. Especially considering these B moves.
Neutral B: Ashera's Blessing
-Similar to Kirby's down B, the Black Knight is impervious in this form, but also immobile. Also, similar to Kirby, this form can be maintained for a short time. A difference being that if done in the air, he falls slowly. Also, direct attacks are repelled (not reflected), leaving the attacker vunerable for a second. The Black Knight glows and lowers his sword during this move so that the danger is recognizable.
Side B: Slash Wave
-A powerful slash with his sword sends out a wave of force along the ground. This has the range of Fox' Side B, and deals decent knockback and damage. If an opponant is hit with the actual sword, they are carried the distance of the wave, and are dealt the knockback at the end. To balance this, there is a 1.5 second start-up to the move, where the Black Knight first holds his sword up before delivering the slash.
Up B: Warp Powder
-A teleportation move that is aimable. A portal opens, than closes around the Black Knight, reappearing for him to emerge elsewhere. This deals no damage but has a few frames of invincibility when the Black Knight reappears. The first part (disappearing) is much slower an animation than Zelda/Shiek's teleport (though it still stops his fall in the air) and he can be hit out of this, but he reappears almost as fast as Hyrule's princess, with a little knockback.
Down B: Shove
-A push with the hand that knocks down an opponant directly in front of him (as if they slipped on a banana peel, and landed a little ways away from where they "slipped"). A quicker move that deals no damage, but is quite helpful to an otherwise slow character for keeping opponants back.
Final Smash: Eclipse
Swinging his sword around, as the screen temporarily freezes, he then points it forward (hopefully at an enemy). The screen unfreezes, and the Black Knight walks forward brutally slashing with his sword, waves of power increasing the range of his sword drastically, and dealing extreme knockback on the last (5th) slash. The slashes have the range of a smart/fire bomb and he walks forward the distance of Fox' Side B. If someone is hit by the last, high-knockback hit, the same life-bar depleting animation that accompanies a connect with Marth's Final Smash