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Question: DEADPOOL! (cheers to Nano for the vid)
Delicious like a chimichanga - 7 (15.6%)
SDo0m and Mephisto classy mofos ಠ_ರೃ - 9 (20%)
OMG A MOD WUT SORCERY IS THIS?!?! - 2 (4.4%)
- 13 (28.9%)
Seriously Classy Option™ ಠ_ರೃ - 6 (13.3%)
wherez vegeeeta? - 8 (17.8%)
Total Voters: 45

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Author Topic: SDo0m's Dark Void: Deadpool Release (pg 512)! Major thanks to Mephisto!  (Read 999933 times)
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SiLeNtDo0m
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    « on: October 12, 2010, 11:44:47 AM »




















    Bomberman PSA - Early Beta Moveset


    Animation Progress: 90%
    Graphic/Model Progress: 70%
    PSA Progress: 90%
    Extras Progress: 0%
    Approximate Release Date: April 18th 2012 (Beta Version)

    MOVESET

    The explosive protagonist of the Bomberman series White Bomber has burst into the Smash scene.  A rather unorthodox character with a variety of bomb specials, securing his spot as a ranged character.  Bomberman plays best when on the defensive as his moves are for the most part quite sluggish.  He makes up for this by having outstanding stage control with his bombs when used correctly.  He's tricky to ease into at first, but when you do he can be a dominating force!

    Character Over - Luigi
    Size - 5/10 Mid sized.  A little smaller than Luigi.
    Running Speed - 5/10 Average.  Again, about the same as Mario's (maybe a little less)
    Air Speed - 3/10 Poor air speed and manoeuvrability
    Combo Speed - 4/10 Rather limited in his combo ability, since he's a character that focuses much more or keeping his opponent away.
    Priority - 6/10 Pretty average overall priority.  He has a mix of regular and disjointed hitboxes.  
    Jump Height - 6/10 Average height but floaty jumps.  Think kinda like Luigi's jumps.
    Power - 3/10 Very low kill potential.  None of his main attacks do particularly good knockback or damage
    Weight - 90 (Lightweight)

    AA combo - A quick punch to kick combo.  Fastest startup of all his moves.  Good for getting foes out Bomberman's face.  8%

    F Tilt - A double mule kick much like Sonic's F Tilt.  Another defensive move with decent damage and reach but mediocre knockback.  9%

    U Tilt - An upward kick across the body.  His strongest tilt and overall quite effective for anti air due to it's fairly large vertical hitboxes.  10%

    D Tilt - A quick startup low slide kick.  Great horizontal range but punishable endlag that sends the foe behind Bomberman with low knockback.  7%  

    Dash Attack - A diving sliding headbutt.   Long lasting sex kick hitbox that comes out fairly quickly, but again has quite a bit of endlag.  9-5%#


    F Smash - A fairly strong overhead fist.  Similar to his Bomb Punch attack in Bomberman II (but a little more dynamic).  Decent well rounded attack.  13-18%

    U Smash - An explosive flaming uppercut.  Fairly slow on startup but his strongest killing move and not all that much endlag compared to some moves.  17-22%

    D Smash - A ground punch that causes an explosive wave around Bomberman.  His slowest smash but the one with the best horizontal reach and decent kill potential.  15-20%


    N Air - A spinning attack with arms out stretched.  Works as a sex kick with a very long lasting hitbox.  One of Bomberman's better approach and defensive tools.  12-6%

    F Air - A forward kick.  Fairly strong but pretty slow on startup and mediocre range.  11%

    B Air - A double back kick almost identical to Luigi's but a little more endlag and less damage.  10%

    U Air - A quick upward headbutt.  Bomberman's fastest but weakest aerial.  9%

    D Air - A divebomb strike from Dream Mix TV World Fighters.  The divebomb itself causes very minimal damage, but upon landing it causes an explosion.  3% dive, 12% explosion


    Neutral B: Bomb - Now this is where Bomberman's whole playstyle comes.  To make up for his mediocre normal attacks, he has an extremely diverse projectile.  When B is pressed, Bomberman will take out a bomb and hold it in his hand casually throwing and catching it in one hand.  Then you can do one of a few things:

    - Pressing nothing/forward whilst releasing B will let you throw the bomb forward in an arc.

    - Pressing up (on the ground) whilst releasing B will throw the bomb upwards right above you, allowing for amazing anti air capabilities.

    - Pressing up (in the air) whilst releasing B will allow you to jump off you bomb and get hurtled straight into the air at a high height.  You end up in helpless state afterwards though.

    - Pressing down (on the ground) whilst releasing B will drop the bomb in place.  This is the 2nd fastest way to get rid of a bomb, and since there is a delay before it explodes (think a bit like Snake's grenade when you shield cancel it)

    - Pressing A after dropping a bomb will allow you to kick it forward.  The kicked bomb goes a further horizontal distance than the thrown bomb, but it doesn't have that additional vertical reach like the

    - Holding B will allowing you to charge up your bomb much like in Bomberman 64 the Second Attack.  Whilst doing this you are able to walk back and fourth (much like Snake can with his grenade but note that walking does not charge up the bomb.  You must be still if you want the bomb to actually charge).  Charged bombs deal more damage and knockback in general and have a larger blast radius, but they can't be thrown as far/high.


    Side B (Ground): Speed Booster - A power up from Bomberman II (DS).  A very fast command dash with a few frames of invulnerability.  It can be charged up to go faster and further by holding B.  The move can also be jump and run cancelled part way through.  0%

    Side B (Air)/Up B: Rocket Pack - Bomberman thrusts up/sideways.  He can do three of these thrusts per jump and they only get restored if you land on the ground or grab a ledge (only one gets restored upon grabbing a ledge).  This allows Bomberman a solid recovery and a little extra overall mobility.  0%

    Down B: Bomb Switch - Much like in Bomberman 64 the Second Attack, Bomberman can switch between his bombs at will.  He has 3 main types of bombs:

    Fire Bomb - The standard bomb.  Good blast radius, decent damage and knockback and overall well rounded bomb.  No special properties.  8% regular, 18% fully charged.

    Ice Bomb - An ice powered bomb that can freeze foes at higher percents.  Weaker than standard bombs, similar blast radius.  5% regular, 15% fully charged.

    Gravity Bomb - A mysterious bomb that causes a black hole.  Deals very weak damage, but hits foes at an amazing gimp angle and combo angle and has slight suction power.  The fully charged version also reverses and sucks in foes and spits them out.  Massive blast radius and long lasting explosion (since it is a black hole after all)  3% regular, 12% fully charged.


    Final Smash: Bad Bomber Armageddon - Remember how if you die in the standard multiplayer Bomberman games you'd end up in the hovercraft thing around the edge of the stage and throw bombs in it to get back to life?  Well now Bomberman's taken a hold of one and is using it to blow the rest of the cast sky high.  Bomberman will warp into the background and board his Bad Bomber.  You can scroll yourself left right, up and down and shoot a bomb with A/B which will deal 15%.  You have a maximum of 10 bombs.  

    « Last Edit: April 21, 2013, 01:06:49 PM by SiLeNtDo0m » Logged


    SiLeNtDo0m
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    « Reply #1 on: October 17, 2010, 03:34:12 PM »


    Future PSAs


    Deadpool

    Deadpool's back again and revamped and even more crazy than ever!  With his unique blend of agility and keep away, Deadpool can potentially be deadly when you master his spacing and range of projectiles.  However, we all know the main reason why anyone would want to pick up Deadpool is of course his craziness.  With his plethora of wacky animations, Deadpool is sure to make you smile and leave a lasting impression.    

    STATS

    Character Over - Snake
    Size - 7/10 Tall.  Same height as Snake and other human characters
    Running Speed - 6/10 Mid speed.   Nothing special
    Air Speed - 6/10 Decent air mobility and medicore air speed.  Better than Snake's
    Combo Speed - 4/10 His attacks don't combo together quickly, relying more on spacing his opponents with projectiles and high base knockback attacks.
    Priority - 6/10 Mediocre priority.  But since he has projectiles and long lasting hitboxes on some moves those help to offset his lack disjoints.
    Jump Height - 7/10 Solid, high jumps.
    Power - 5/10 Average power.  A couple of select killing moves.  A number of his attacks have high base knockback but low knockback growth.
    Weight - 100 (Middleweight)


    MOVESET

    AAA Combo - A karate chop jab (his standing light in MvC3) followed by a swipe then a jumping roundhouse.  As quick and efficient as Snake's though with less damage and knockback.  10%

    F Tilt - A jumping reverse roundhouse (his standing heavy in MvC3).  High base knockback to get foes out of Deadpool's face and as a result has decent hit and shield stun, however poor knockback growth means it's not too good at killing.  11%

    U Tilt - An uppercut with a single katana in front of him.  Think somewhat like the second slash of Sheik's beam sword smash.  Hits foes directly up and is good for juggles.  7%

    D Tilt - A ground stab.  Fairly slow startup, but the tip of the blade meteors foes.  8%

    Dash Attack - A far moving slide kick with a long lasting hitbox and sex kick properties.  However, doesn't have much of a disjoint and a fair bit of endlag.  10 - 6%    


    F Smash - A two part attack like Link's F Smash.  Deadpool slashes his katana in an X shape for the first attack, then slashes them back out for the second.  Good well rounded F Smash with moderate startup and good range.  18-24%

    U Smash - Deadpool's signature Shoryuken.  Fast and powerful but has poor range, priority and leaves him fairly vulnerable if you miss.  16-21%

    D Smash - A spinning sweep kick that goes round twice.  Think like Luigi's D Smash but twice and faster.  Fastest startup of his smashes and good horizontal reach but also his weakest smash.  14-19%


    N Air - A fast knee attack (jumping heavy in MvC3).  Mediocre range, mid startup but a sweetspot on the knee which creates a graphic that says "POW" when landed.  Not as strong as Falcon's knee of justice however the weaker hitboxes are much better.  Also has a long lasting sex kick hitbox.  16% sweetspot, 8% sourspot, 5% lingering.

    F Air - A double hammer fist to knock the foe down (jumping special in MvC3).  Pretty strong meteor with moderate startup.  Meteors slightly at an angle rather than straight down.  14%

    B Air - An upward slash behind Deapdool.  Similar to Marth's B Air except with more startup and less endlag.  Like his F Tilt has high base knockback but poor knockback growth.  11%

    U Air - Two consecutive kicks upwards.  Moderate startup and good damage and knockback but somewhat awkward to land due to lack of disjoint and has a fair bit of endlag.  6+7%  

    D Air - Deadpool grabs a katana and whirls it round below him.  Very similar to Dedede's D Air in terms of speed, damage and knockback.  Deals good shield damage.  Min 2%, Max 17%


    Neutral B: Trigger Happy - Deadpool's main projectile.  He fires of 5 quick gunshots that move at roughly the same speed as Falco's blaster shot.  He can do this 3 times before he has to reload his guns, and on the ground this has a fair bit of endlag so use with care and precision.  The air version is less punishable than the ground version, so short hopping this attack would be a good strategy.  2% each shot.

    Side B: Yoyo of Ultimate DOOM - Deadpool busts out a yoyo surrounded with whirling blades.  Slow startup but amazing reach and deals fantastic shield damage and has alterations depending on which direction you press.  On the ground, forward makes him lunge the yoyo infront of him.  Down makes him "walk the dog" much like with Ness' D Smash.  Up makes him swing it over him much like Ness' U Smash.  In the Air, forward again makes him lunge it infront of him.  Down makes him lunge it diagonally down.  Up again swings it over him.  8%

    Up B: Teleporter - A fast omnidirectional teleport that functions very much like Mewtwo's teleport except he doesn't get set into a completely helpless state in the air (he can still use aerials but not specials).  However, every third teleport causes a self damaging explosion that can also hurt nearby foes.  It thrusts Deadpool up slightly so still can be used as recovery, but he becomes completely helpless upon doing it.  0%, 10% explosion.  

    Down B: 4th Wall Crisis - A powerful counter attack that deals more damage depending on Deadpool's damage before he gets hit.  Deadpool swings a giant "%" symbol at the foe like a baseball bat The less damage he's taken, the stronger this counter is.  


    Final Smash: Ninjas? NINJAS?! - Deadpool looks to the side then teleports away.  Suddenly, out of no where an army of 2D ninja sprites come rushing in across the screen, running and slicing straight through any unfortunate victims that happen to be in their way.  Deals high damage but mediocre kill potential.  99%


    Tekkaman Blade

    Tekkaman Blade will be a slow and strong character with slow attack speed for the most part, but fantastic range thanks to his space lance.  Whilst his general movement is slow, he does have a couple of mobility options to get in, but a lot of the time you'll want to try and space your opponent with superior range

    STATS

    Character Over - Pit
    Size - 7/10 Tall.  Roughly the same height as Ike.
    Running Speed - 4/10 Quite slow.  And his walking speed is even slower.
    Air Speed - 3/10 Poor air speed and manoeuvrability in the air.
    Combo Speed - 4/10 His attacks don't combo together quickly, relying more on spacing his opponents with single strong attacks.
    Priority - 9/10 Absolutely excellent priority thanks to extended range and disjoints.
    Jump Height - 7/10 Mediocre.  Pretty high jumps.  He only has two though (unlike Pit)
    Power - 8/10 High power.  In particular, his Smashes pack a real punch
    Weight - 108 (Heavyweight)


    MOVESET

    A Infinite Loop - Tekkaman whirls his blade around his body (based off his Shamshir from TvC).  Think very much like Metaknight's A loop, except it's instantly more badass because Blade is doing it.  1% per hit.

    F Tilt (Normal) - A forward stab with amazing reach but low damage and good speed.  Think something like Dedede's F Tilt in application.  Excellent spacing tool.  7%

    F Tilt (Up) - An across the body swipe angled slightly upwards.  Think something like Pit's F Tilt in terms of knockback, but with faster startup and more endlag.  10%

    F Tilt (Down) - A slow but long reach downward angled swipe.  Amazing reach and the strongest of his tilts in terms of damage and knockback but also by far the slowest.  14%

    U Tilt - A single lunge of his space lance upwards.  Excellent for anti air due to its great reach.  10%

    D Tilt - A double sweep kick on the ground.  Knocks foes away at a low angle.  One of his faster attacks.  8%

    Dash Attack - Blade leaps forward and spins his lance around (based off his H Katzbalger attack from TvC).  Deals multiple hits and travels a considerable distance but has a lot of endlag and a fairly slow startup.  14% (if all hits connect)


    F Smash - A slow but strong overhead swipe with excellent range and power but massive endlag.  Blade's strongest knockback attack.  22-30%

    U Smash - An quick upward slash followed by a Blade whirling his lance around and above his head (based on M Katzbalger from TvC).  Deals multiple hits and does good damage and vertical reach, but a fair amount of overall startup.  18-25%

    D Smash - A double downward swipe of his lance on the ground infront and behind him.  About the speed of Ike's D Smash but the interesting thing about this move is that you can make it only do one swipe rather than two if you only press A once instead of twice.  Always sends the foe behind Blade.  19-26%


    N Air - A single spin of his lance with a very wide arc.  Very similar to Ike's N Air in function.  9%

    F Air - A forward lunge of his space lance.  Long lasting sex kick hitbox and amazing range but a lot of landing lag and fairly fast startup.  11% 8%

    B Air - A jab backwards with his space lance.  Similar to Pit's B Air aesthetically, but slower and with more reach.  11%  8%

    U Air - Blade spins his lance above his head.  Again, very similar to Pit's U Air as it deals multiple hits.  12%

    D Air - Blade rockets downwards with his lance pointing down.  The tip of the lance can do a weak meteor smash down at an angle.  The rest of it sends the opponent away.  Fast startup, but very long endlag (as with all stall and fall moves).  13%


    Neutral B: Baselard - Blade splits his lance into two blades and quickly throws them at the opponent.  A weak but extremely quick projectile.  If you hold B during startup, you can charge the projectile.  When the charged projectile hits the foe, Blade will quickly warp towards them and slash them away.  5% projectile + 10% slash

    Side B: Space Mach Dash - Using the thrusters on the back of his suit, Blade propels himself diagonally up forward on the ground, and straight forward in the air.  This deals no damage, but is Blade's fastest way to move and can be interrupted part way by aerial attacks.  If he does this in the air, he is unable to use his Up B. 0%

    Up B: Flight - Using his jet thrusters, he is able to fly momentarily.  Very much like Pit's flight, however it doesn't last for quite as long.  0%

    Down B (Ground): Falchion - A fast, invulnerable dash forward where Blade leaves his lance behind him spinning.  He then reels it in from behind, dealing multiple hits on any opponent stuck between, the final one knocking them up and away.  After he completes the dash, Blade is vulnerable to attack.  Excellent for shield pressure and cross ups.  12%

    Down B (Air): Crash Intrude - Blade does a full body dash down and forward.  If this misses, he is left in a helpless state.  If it hits, Blade will then proceed to rocket back and forth, hitting the foe numerous times and then ending with a dive downwards onto the foe, leaving him in a state where he cannot use it again.  Fairly slow to startup, but fairly easy to connect.  14%


    Final Smash: Omnidirectional Super Voltekka - Blade first readies himself to unleash his power then he releases a powerful wave of destruction, decimating anything in its way.  Similar to Samus' Final Smash in terms of appearance, only without the transforming bit at the end.  50%


    Dudley


    The ravishing star in the sky of battle is here to join the Brawl and fight like a gentleman!  The interesting thing about Dudley is the fact that his entire moveset consists of punches only (being a boxer).  However, his attacks are still swift and relentless.  Expect something similar to Captain Falcon in playstyle, pressuring his foes with powerful close-up aggression.  However, he'll still manage to keep it classy Wink
      
    STATS

    Character Over - Ganondorf
    Size - 8/10 Tall.  Roughly the same height as Captain Falcon.
    Running Speed - 6/10 Rather average.  Nothing special.
    Air Speed - 7/10 Pretty good to compensate for his rather mediocre jump height
    Combo Speed - 8/10 His attacks require some skill to link, but when done correctly he is relentless
    Priority - 6/10 Sort of average priority.  Some attacks tear through anything, others just flop XD
    Jump Height - 4/10 Mediocre.  Think somewhat like Snake's jumps or Link's jumps.  That, plus a rather fast fall speed.
    Power - 8/10 High power definitely.  Like Falcon, he is strong and speedy.
    Weight - 108 (Heavyweight)


    MOVESET

    AAAA combo - A right jab, followed by a left jab then a left hook then his signature Machinegun Blow to act as a looping attack.  10% + 1% each MGB hit

    F Tilt - A right hook that can be followed with a strong left hook (if you press A).  Good knockback and power, but fairly poor reach.  8+8%

    U Tilt - A medium strength uppercut.  Surprisingly has more horizontal reach than vertical reach.  Fairly basic move.  10%

    D Tilt - A super fast low straight punch whilst crouching.  Can be followed up multiple times in a rapid fire fashion just like Ness' D Tilt.  4%

    Dash Attack - A fast rushing gut punch.  Comes out quickly and goes a surprising distance forward, but has very punishable end lag.  10%

    F Smash - A strong, well rounded straight punch forward with good reach.  This, unlike my other PSAs, isn't his strongest killing smash attack.  17-22%

    U Smash - A strong uppercut with disjointed vertical reach.  His strongest killing smash and it sends the foe straight upwards.  19-25%

    D Smash - A double lifting strike, attacking the foe's legs and thrusting them backwards.  The odd angle allows for some interesting set p possibilities.  15-20%

    N Air - A spinning mid-air hook that can attack 360 degrees.  His weakest aerial, but his best for comboing.  9%

    F Air - A hard forward jab that sends the foe downwards at a slight angle.  11%

    B Air - A strong backfist.  Identical to Falcon's B Air, but it hits the foe at a lower angle.  12%

    U Air - A slow but strong double upward swing punch.  His strongest aerial and a good upward killing move.  15%

    D Air - A long lasting elbow drop with sex kick properties.  Initial hitbox is a medium power spike.  12%

    Neutral B: Corkscrew Blow - A very slow charge up move that is very powerful.  In terms of power, think Falcon Punch but it comes out a bit slower and deals less damage.  To compensate, it wrecks shields.  It eats through them like yesterday's dinner.  Cannot (however) be reversed like the Falcon Punch.  24%

    Side B: Short Swing Blow - A dashing attack forward.  If the dash connects Dudley will proceed to do three combo punches on the foe.  His main approaching skill.  In the air, he does a double hammer fist downwards to spike the foe down (a bit like Falcon's Side B).  You are also intangible during the startup of this move.  Ground 12%, Air 8%

    Up B: Jet Upper - A lightning fast uppercut that gives Dudley good vertical height.  Think somewhat like Marth's Up B.  It's is very hard to properly intercept whilst the move is coming out.  Initial hitbox is quite strong.  14%, 8%

    Down B Ground: Cross Counter - Dudley adopts a mocking pose to act as a counter.  The initiation is fairly slow, however if Dudley is attacked during his counter frames he'll follow up with a fast and powerful straight that causes him to dash forward quickly.  You can follow the counter up to 3 times by pressing B.  First hit deals 1.2x received damage, second hit deals 6%, third hit deals 8% and has high knockback.

    Down B Air: Thunderbolt - Dudley gains a bit of vertical height then rockets downwards at high speeds.  High chance of SD, but will drag foes down with him.  When he lands on the ground he creates a gust of wind that can blow opponents outwards (somewhat like how Toon Link's D Air works when it lands).  12%

    Final Smash: Rolling Thunder - Dudley rushes forward a good distance.  If he connects with the foe during the dash he will proceed with a powerful combo of punches.  However, since this'll be done my sort of way, instead of ending with just the uppercut, he'll end with his Rocket Upper super from SSF4 meaning he'll finish the attack with a powerful spinning hurricane uppercut.  55%

    Additional Moveset References:

    Large image is LARGE



    Travis Touchdown

    The Crownless King and ultimate otaku assassin joins the brawl in style!  With his trusty Blood Berry beam katana in hand, he's ready to slice and dice through his opponents in a crazy number of ways.  

    STATS

    Character Over - Ike
    Size - 7/10 A standardly tall character.  Normal human size.
    Running Speed - 6/10 Decent running speed, not amazing
    Air Speed - 6/10 Again, decent but nothing special
    Combo Ability - 6/10 Standard combo stuff.  Nothing too special in general.
    Jump Height - 6/10 Decently high jumps.  Both jumps give him the same amount of height.
    Power - 8/10 He's pretty dang strong and packs quite a good general punch.  Not Ike strong, but competent.
    Weight - 100 (Middleweight/Heavyweight)


    MOVESET

    Now Travis has a main gimmick that is centred around his Neutral B.

    Neutral B: Stance Change - Allows Travis to change the position in which he holds his katana.  He can either hold it high or low and depending on his stance, his ground normal attacks vary.  In high stance, his normals are generally fast but weak.  In low stance they are strong but slow.  As well as this, he has seperate Waiting and Running animations to go with each stance.  0%

    High Stance Attacks

    AAA - A fast 5 hit combo attack.  He starts with a quick low kick then follows up with 4 across the body slashes in quick succession.  The first hit of the move has low range so that it is slightly harder to land straight off the bat, but if all hits land then you get a pretty heft combo.  16%

    F Tilt - Travis spins his beam katana round with one hand.  Deals multiple hits of damage.  Comes out fast and deals ok damage but has fairly low knockback.  9%

    U Tilt - A quick uppercut with his katana.  Moves him forward a bit and has surprisingly good horizontal reach despite being an up tilt.  However it leaves him slightly open to attack at the end.  8%

    D Tilt - A fast sweep kick.  Low damage but with a good chance to trip the opponent.  4%

    Dash Attack - A forward jump kick.  Has pretty good knockback comparative to some of his other high stance mode moves.  And it comes out pretty fast too.  8%

    F Smash - A jumping back kick.  Hits the foe at a lower than usual angle but has fairly low knockback for a F Smash.  Still pretty reliable because it has decent reach and speed.  14-19%

    U Smash - A double handstand kick upwards.  Very small horizontal reach, but large vertical reach.  One of his stronger smashes knockback wise in his high stance mode.  14-19%

    D Smash - A spinning kick up off the ground (his "get up" move from No More Heroes).  In terms of damage and knockback, it is very similar to Sheik's D Smash.  12-17% (can get additional hits in at low % however)


    Low Stance Attacks

    AA combo - A slow double swipe vertically with good power, knockback and range.  Think something a bit like Marth's AA but stronger.  10%

    F Tilt - A slow, across-the-body slice with good knockback.  Think somewhat like Ike's F Tilt but instead of bringing his arm out, he brings it inwards across him.  13%

    U Tilt - A slower but stronger version of the high stance attack.  Funnily enough, it has a little less end lag but quite a bit more startup lag and knockback.  It also hits the foe straight up instead of outwards.  12%

    D Tilt - A low slash.  Strong but with quite a bit of endlag so it's pretty punishable.  12%

    Dash Attack - Same as Ike's dash attack.  9%

    F Smash - A spinning across the body slash.  It's fairly slow to start up but has great knockback and range.  It also helps move Travis forward a bit.  19-26%

    U Smash - A powerful jumping uppercut.  One of his faster low stance smashes with good vertical reach and good knockback and it hits the opponent up at a slight angle.  16-21%

    D Smash - A spinning low ground slash.  The most balanced of his low stance smashes.  Fairly strong, fairly slow.  17-22%


    Shared Moves

    N Air - Travis whirls his sword around his body (somewhat similar to how Pit spins his blades for his N Air).  9%

    F Air - Travis does a flip then an overhead slash.  Works as a powerful meteor smash.  13%

    B Air - A fast backward kick.  Very similar to Sheik's B Air.  9%

    U Air - A quick series of upwards stabs.  This move has pretty low end lag so it works nicely in combos.  10%

    D Air - A downward stab.  Doesn't send Travis downwards but can spike foes at the very tip of the katana.  11%


    Side B: Charge Slash - Pretty much the same structure wise as Ike's Side B, except when the hit connects Travis will do a series of slashes rather than a single one.  In the air the dash can be interrupted by the Up B part way.  4-16%

    Up B: Schpeltiger Burst - Travis boards his motorbike and (strangely) uses it's nitro exhaust to propell himself upwards at an angle.  He then jumps off his trusty steed.  The nitro fire at the back can deal a bit of damage as well as a spike and the motorbike whilst ascending can also cause damage.  5% nitro, 8% motorbike.

    Down B: Dark Step - Travis gets into a counter position.  If the opponent hits him, he'll quickly evade behind them and throw an attack.  In the air, he flips over the enemy then follows up with an attack.  7% (as well as the multiplier he would normally get from Ike's Counter)

    His throws are all based off of wrestling moves:
    F Throw - Travis does a spinning drop kick on the foe to smash them forwards. 9%

    B Throw - A backwards suplex.  Fastest of his throws and sends the foe backwards.  9%

    U Throw - Travis turns the foe upside down, jumps up then smashes their head on the ground.  10%

    D Throw - A DDT.  Sends the foe upwards.  8%
     

    Final Smash: Tiger Maul - Travis transforms into a giant tiger, let's off a mighty roar to stun foes then rushes both forward, then back to maul enemies.  Structured very much like Ganon's Final Smash.  65%


    Zero (TvC and MvC3 Style)


    I think we all know Eldiran's great Zero PSA from a while ago, as well as Hollow's great Omega PSA.  However, my Zero will be more up to date and have a larger focus on his movesets from Tatsunoko vs Capcom and Marvel vs Capcom 3 rather than the Megaman X games.  He will primarily be a very fast character, with unparalleled manoeuvrability.

    STATS

    Character Over - Link
    Size - 6/10 Medium height.  His general stance is slightly lower than Link's.
    Running Speed - 8/10 He's fast on the ground.  Running speed similar to Metaknight
    Air Speed - 6/10 Kinda average.  Think similar to Mario's air speed
    Combo Speed - 8/10 Quick at dealing the combos thanks to his overall superior mobility
    Priority - 8/10 Multi hit attacks as well as large range help him out a lot
    Jump Height - 6/10 Rather regular height jumps. Nothing special but he's fairly light so that makes up for it.
    Power - 3/10 His damage and knockback outputs are fairly poor, but his combo ability makes up for it
    Weight - 85 (Lightweight/Featherweight)


    MOVESET

    AAA combo - His standing light to standing medium to standing heavy attack from both TvC and MvC3.  A simple triple slash with good reach and decent damage, but punishing end lag on the last hit (so it's less of a combo tool and more a defensive tool).  10%

    F Tilt - A two hit combo.  He does his two different slashes (Light/Medium followed by Heavy) that he would normally do when doing his Hadangeki slash projectile (except there's no slash projectile).  The two slashes are quick and only require one button press.  9%

    U Tilt - His launcher from TvC and MvC3.  Very fast start up and decent knockback but a bit of end lag.  7%

    D Tilt - His low Light attack from TvC and MvC3 (a fast kick).  Again has a very fast start up but pitiful damage.  You can use this repeatedly, or if you press A+B you can follow up with a ground slash (his low Medium attack) which does more damage and knockback but has a longer end lag.  2% first hit, 4% follow up

    Dash Attack - His forward Heavy Shippuga from TvC and MvC3.  Deals 3 hits of damage whilst rushing forward and is a good well rounded dash attack. 8%

    F Smash - His low Heavy attack from TvC and MvC3 which is a powerful overhead slice.  Most well rounded of his smashes.  Decent speed, power and knockback.  13-17%

    U Smash - A half moon slash upwards with great vertical reach and speed.  His fastest, but weakest smash.  More useful for comboing if anything (combos nicely into Up B).  10-14%

    D Smash - Zero punches the ground, creating a field of energy that surrounds him.  His most powerful smash with wide horizontal range but it comes out slowly and the main power hitbox lasts for not very long.  Has weaker hitboxes afterwards (it has sex kick like properties), the final one having almost no kill potential.  15-19%, 12-16%, 9-12%

    N Air - His aerial Heavy in TvC and MvC3. Medium initiation time and pretty long landing lag but has massive range and fairly low end lag so it is fairly easy to combo with.  8%

    F Air - His aerial Special in MvC3.  Very similar in animation to his forward smash, but it's a tad faster to initiate, slower to end and has a weak/medium 45 degree spike.  9%

    B Air - A back kick similar to Fox's except a tad faster and with a longer lasting hitbox, but with significantly less power.  9%

    U Air - An upward spinning slash.  Somewhat similar to his N Air, except it only does one slash and it is a tad slower.  Knocks the foe straight up.  9%

    D Air - His Sentsuizan from TvC and MvC3.  Zero shoots downwards at sort of a 155 degree angle.  Has a weak spike and can bounce off of foes when it connects.  One of Zero's faster aerials with good follow up ability, however it can cause an SD if you aren't careful.  8%

    Pummel - Zero knees the foe in the stomach.  He can do this pretty quickly.  2%

    F Throw - Zero does an energy blaster punch in the foe's face.  Same as his forward throw from TvC and MvC3.  9%

    B Throw - Zero zips behind the enemy and blasts them in the back of the head, sending them away from him.  Same as his backward throw from TvC and MvC3. 9%

    U Throw - Zero throws the foe up, then extends his sword out to stab them and zap the foe whilst they're on the sword.  Knocks foes up but can be heavily DIed.  7%

    D Throw - Zero chucks his foe onto the ground, then jumps up and stabs them down with his sword.  9%

    Neutral B - Hyper Zero Blaster: Over time this projectile will charge up.  Depending on how long you wait and save the shot, the more powerful the shot is.  3% weak, 6% medium and 12% strong

    Side B - Hienyaku: Zero's signature teleport dash.  He rushes in a chosen direction at high speed.  On the ground he can go forward, back or diagonally up/forward.  In the air, it can go forward, diagonally up/forward or straight down.  This can also cancel into the Up B or Down B (air only) if you press B and the set direction.  0%

    Up B - Ryuenjin: Zero's fiery uppercut.  The height isn't amazing, but it's pretty damaging, has super armour on the first few frames of initiation and the final hit deals great knockback.  12%

    Down B (Ground) - Rekkoha: Zero punches the ground, causing lasers to rain down from the sky in a pillar of light.  A contrast to the rest of Zero's moveset.  It's extremely slow on start up and end lag and has a very minimal knockback growth, but does very impressive damage and sends the opponent upwards.  Zero is susceptible to hits from behind when you use this move.  20%

    Down B (Air) - Raikousen: Zero rockets downwards diagonally at high speeds, leaving behind a trail of electricity in his wake.  Zero himself does no damage, but the lingering electric trail does (it deals a weak stun and a very weak spike).  8%

    Final Smash - Genmurei Hold: Basically, he does the Dark Hold (a quick upward slash to initiate), captures his foe in his negative sphere then he backflips backwards a good distance (or he could telepot/dash etc). Then, he throws out the Genmurei whilst time is stopped which slices through anything in his way.  Whilst the Genmurei is moving, Zero will teleport dash forward and catch up with the Genmurei.  Both he and the Genmurei will then reach the opponent in the Dark Hold at the same time and Zero will do the final slash through (so the stab and the Genmurei hit the foe at the same time).  Then time unfreezes and the opponent will most likely die.

    Other Tidbits

    - Zero will be able to wall cling and wall jump in the same fashion as my Cloud PSA can
    - To reflect how Zero is a has low HP in the fighting games, he will be a lightweight character (85 weight which is the same as Sheik)
    - Zero's Hyper Zero Blaster will be a real projectile (hexing Link's arrow ftw)!


    Black Knight (Fire Emblem)


    Zelgius, the Black Knight will join the Brawl to finally settle the score with Ike once again.  This'll be different from most of my movesets in the fact that he will be a slow, heavyweight powerhouse kind of character (I wanna show some diversity as a PSAer).  He'll still be balanced, but in a different way.  A way that almost no one has properly tried and nailed before.


    STATS

    Character Over - Ganondorf
    Size - 8/10 Tall and bulky like Ganon
    Running Speed - 6/10 His running speed is surprisingly fast (it actually reflects his running speed in the CGI cutscenes of the games)
    Air Speed - 4/10 Rather subpar.  He's a tad faster than Ganon in the air, but falls faster
    Combo Speed - 1/10 The Black Knight says F*** combos!  Painfully slow but rewarding attacks.
    Priority - 8/10 His massive power helps to assist his priority.  It's roughly the same as Ike's
    Jump Height - 4/10 Kinda meh.  Again better than Ganon's though.
    Power - 10/10 The definition of a "one man army".  He makes Ike and Ganon look like flies.
    Weight - 115 (SuperHeavyweight)

    MOVESET

    The Black Knight will be a bit different from my other PSAs.  Most of my PSAs are speedy but balanced characters, however the Black Knight will undeniably be a slow, heavy powerhouse.  Think Ike, but slower, heavier and stronger and you have the Black Knight basically in terms of playstyle.  He'll require quite a lot of skill to master, but if you can master his supreme strength, you will decimate any foe.  He'll also be the first Ganon moveset to only use the sword for his almost all of his attacks (no alternatives here Tongue)

    A loop - BK spins his sword round a bit like Pit's Side B.  One of his few fairly quick attacks.  2% each hit

    F Tilt - A single slice forwards.  It's basically one of his regular attacks with Alondite in FE Radiant Dawn.  Pretty slow to start up but strong.  16%

    U Tilt - A single slice upwards.  Another one of his regular attacks fro FE Radiant Dawn.  Again pretty slow, but strong.  15%

    D Tilt - A double slice on the ground with fairly slow start up and ending lag.  A bit like Ike's D Smash except it's able to connect into both hits at the sweetspot (at the edge of the sword).  18%

    Dash Attack - A lunge forward with good reach.  Sort of a cross between Ganon's beam sword dash attack and Ike's dash attack.  12%

    F Smash - A really slow but insanely strong overhead slam with just one hand.  Think of Ike's but slower and stronger (very difficult to land, but if you do, you could probably kill a character like Jigglypuff from half way on FD on about 30% uncharged).  28-36%

    U Smash - A single stab upwards.  Similar to Marth's U Smash but slower and a generally better killing move.  His weakest smash however. 20-27%

    D Smash - BK smashes his sword into the ground, shaking the earth.  Great horizontal reach, however it is weaker at the edge of the reach.  The sweetspot is on the sword.  23-30% sweetspot, 14-21% mid range, 9-14% far range

    N Air - Very similar to Ike's N Air (if not identical).  I think it suits perfectly.  Early landing lag cancel frames  12%

    F Air - A forward stab with high power and decent speed. 14%

    B Air - Probably going to be the same as Cloud's B Air except with a pit more power, ending lag and landing lag.  14%

    U Air - A single stab upwards with good power although one of the weaker aerials.  11%

    D Air - He rockets downwards in the same fashion as Sephiroth does for his Hell's Gate D Air.  He doesn't produce a landing lag hitbox though, but he does produce a outward vacuum push like Toon Link does.  16%

    Neutral B: Slash Wave - BK raises his sword above his head then creates a slash wave the shoots across the stage.  The start up is pretty slow, but the speed and vertical height are good.  8%

    Side B: Adept - Think of Marth's Side B.  It works as a combo.  By pressing B at the right times you can follow up with up to four attacks.  One of his main combo techniques.  3+4+3+6% (total 16%)

    Up B: Warp - BK uses a Warp pad pentagram to warp straight upwards.  He is completely invulnerable during the ascent (as he is invisible), however he can only go straight up.  0%

    Down B: Nihil - BK waves his sword, then puts grounded foes in a confused state whilst stunning foes in mid air. It's slow to startup and hard to land, but if you do land it you can follow up with a strong attack.  6%

    Final Smash: Eclipse - BK stops time, then walks slowly but dramatically forwards (like a badass).  If he bumps into someone whilst walking forwards, he will unleash his a powerful series of slashes to form the Eclipse, forming into a devastating combo.  65%

    F Throw: One of BK's moves that doesn't use the sword.  He does Ganon's sparta kick to hit the foe forward.  10%

    B Throw: BK stabs the foe with his sword the flings them behind him without remorse.  9%

    U Throw: BK throws the foe upwards the stabs them whilst they're in mid air.  11%

    D Throw: BK throws the foe to the ground and stamps on their face in disgust.  8%

    Extra Tidbits

    - Black Knight is very heavy (as heavy as DK)
    - His walking speed is painfully slow (as slow if not slower than Bowser's), but his running speed is just a bit under Pit's
    - He has a high fall speed
    - It'll be impossible to put away his sword
    - BK also stands for Burger King XP

    Thanks to Thunda Dragoon for help with this moveset Smiley

    Vegeta

    The ruthless Saiyan Prince Vegeta has come to kick some ass in Brawl.  Vegeta is a rather technical character, utilising a variety of tools to approach and deal damage, similar to Falco minus the chain grab.  Carefully executed combos, tech chases and a versatile projectile.  To top that all off, upon dealing damage throughout the fight you can gain access the super move, Galick Gun by pressing B+A.  Oh and did I mention that there's SSJ mode FS and a scouter taunt too?

    STATS

    Character Over - Wolf
    Size - 5.5/10 Kinda average.  Vegeta's a bit of a midget though...
    Running Speed - 6/10 Moderate running speed.  Similar to Falco
    Air Speed - 4/10 Sub par air speed
    Combo Speed - 8/10 His combos take care and skill to execute, but when you can you can string together some awesome stuff
    Priority - 6.5/10 Some moves with good priority, others with bad.  Learning when and where to use his attacks is key.
    Jump Height - 6/10 Mid height jumps.  He has similar air mobility to Fox and Falco, lower jumps but a much better Up B to compensate.
    Power - 6/10 A couple of solid kill moves, but overall meh power.
    Weight - 84 (Lightweight)


    MOVESET


    AAA Combo - Two punches followed by rapid back roundhouse kicks.  Works like Fox's AAA combo.  2+3+1% for each follow up kick

    F Tilt - A quick and solid side kick.  Very standard.  9%

    U Tilt - An upward kick where Vegeta pushes his leg up.  Fast and decent vertical reach.  Good for juggling.  7%

    D Tilt - A rather slowish sweep kick that hits the foe upwards with decent knockback.  Strongest tilt.  11%

    Dash Attack - A rushing elbow attack.  Small hitbox, but comes out fast and lasts for fairly long.  10%


    F Smash - A forward lunging knee attack.  Comes out fairly quickly and lunges forward quite far.  Decent knockback and damage.  Fairly small hitbox.  Overall quite well rounded smash.  15-20%

    U Smash - A double upward kick.  Fast and powerful like Fox's U Smash, but piss poor horizontal range.  Good vertical reach though.  17-23%

    D Smash - Vegeta punches the ground and creates two bursts of energy either side of him.  Great horizontal reach, decent base knockback but mediocre damage and low kill potential.  13-17%


    N Air - A series of three kicks.  Think kinda like Snake's N Air but with only three kicks.  Quite a bit of end and landing lag.  4+4+5%

    F Air - A lunging headbutt.  Single fairly strong hit with a mid sized hitbox.  Mid speed, good knockback.  11%

    B Air - A backward reverse roundhouse kick.  Somewhat like Fox's but weaker and faster.  Much like Wolf's B Air, good for approach and pressure.  10%

    U Air - A scissor kick.  Basically a faster aerial version of Wolf's U Smash (or Sonic's U Air).  9%

    D Air - A double fisted hammer attack.  Guaranteed meteor smash, but quite hard to land (much like Wolf's D Air).  Comes out a bit faster than Wolf's D Air too, but is weaker.  11%


    Neutral B: Ki Blast - Vegeta's main projectile.  Moves fairly quickly and can be shot two at a time on the ground.  They can be fired a little faster in the air.  Similar to Falco's blaster in effectiveness.  2% each blast

    Side B: Spirit Breaking Cannon - Vegeta rushes forward similarly to how Falcon does for his Side B.  If he connects with the opponent, he'll punch them then uppercut them.  After the uppercut he'll kick them in the stomach (if you choose to press B) then finally elbow the foe downwards if you press B again.  In the air, he doesn't do the uppercut after landing the punch.  You can choose not to do the follow ups for some interesting mix-ups.  2+3+3+4% on ground, 4+3+4% in the air.

    Up B: Flight - Vegeta initiates a flight mode that lasts for just under two seconds.  Not as strong as Pit's Flight mode, but it can be interrupted by aerials or an air dodge and it doesn't make him go into helpless fall afterwards (though he can't use specials after using it).  0%

    Down B: Explosive Wave - This is another important tool for Vegeta.  It's a quick small burst of energy that surrounds Vegeta that lasts a good amount of time.  However, the main thing about this attack is that it can be jump cancelled, allowing it to work kinda like Fox's and Falco's Melee Shines (without the Waveshine).  6%


    Pummel - Same as Wolf's

    F Throw - A series of fast punches followed by a headbutt.  10%

    B Throw - A backward overhead throw that slams the foe into the ground and up.  6%

    U Throw - An upward knee attack to launch the foe upwards at an angle.  8%

    D Throw - Vegeta throws the foe down then leaps on them with his knees.  Think Ike's D Throw, but instead of landing with his feet he lands with his knees.  8%


    B+A Special: Galick Gun - Once Vegeta deals 69% (hehehe) his hands gain a purple glow and he is able to release the Galick Gun.  This is a large powerful beam attack that comes out very slowly but deals high damage and has great reach and power.  20%


    Final Smash: Super Saiyan - Vegeta transforms into his Super Saiyan mode.  He gains a speed and power increase on all his moves as well as powered up specials and heavy armour on his smashes:

    Neutral B (SSJ): Super Blast Volley - Same as his normal Neutral B, but much faster and can be shot up to 7 at a time.  2% each shot

    Side B (SSJ): Big Bang Breaking Cannon - Same as his normal Side B, except with one more press of B at the end he can teleport and fire his Big Bang Attack at the foe.  Big Bang Attack deals an additional 12%

    Up B (SSJ): Super Flight - The same only it lasts for twice as long.  0%

    Down B (SSJ): Super Explosive Wave - Again the same, but larger, stronger and can also be dash cancelled but has more endlag.  11%

    B+A Special (SSJ): Final Flash - Vegeta unleashes his ultimate wave of destruction, the Final Flash.  Think Galick Gun, but bigger, better, slower startup but even stronger.  Terminates the SSJ form upon use.  45%


    And of course, he will have is famed "Over 9000" as a taunt.

    Furthermore, there will be an alternative version.  The changes in this version are:

    - Final Smash is Final Flash (Rhyme +1)
    - SSJ mode can be triggered once per stock upon reaching over 100% via D Taunt
    - B+A special for SSJ mode here is still Galick Gun, just a little stronger




    Cloud Strife V2
    Arguably the most recognised FF character from arguably the most groundbreaking Final Fantasy game, Cloud, is back for more Brawl action.  The last moveset was a very powerful and rather extravagant one.  This new revamp will be a complete re-invention.  This time he'll take his FF7 JRPG elements, along with his Dissidia and Card Sagas Wars power, elegance and variety of moves to create a truly refreshing and rewarding Cloud.


    STATS

    Character Over - Ike/Olimar
    Size - 7/10 Tall.  Roughly the same height as Ike.
    Running Speed - 6/10 Mid/slightly above average speed.  Around the same as Pit's
    Air Speed - 6/10 Average overall air movement
    Combo Speed - X/10 Why is this not a specific value you ask?  Well because his combo ability varies.
    Priority - 8/10 Excellent priority thanks to extended range from his giant blade.
    Jump Height - 6/10 Pretty average jump height.  Little better than Ike's.
    Power - 7/10 Pretty high power.  A lot of his attacks pack a pretty strong punch
    Weight - 95 (Middleweight)


    MOVESET

    AAA combo - A quick left jab followed up by two diagonal body slashes.  A quick and an effective jab string.  8%

    F Tilt - Cloud's Double Cut attack.  A horizontal slash followed with another when you press A.  Great horizontal reach.  3+4%

    U Tilt - An upward slash.  A defensive move with a wide arc but a fair amount of endlag.  8%

    D Tilt - A single low slash that can trip opponents.  Same as haloedhero's Cloud's D Tilt.  7%

    Dash Attack - A forward stab attack.  Great forward range but fairly slow startup.  8%


    F Smash - A jumping somersault overhead strike.  Slow startup and endlag but great power.  17-23%

    U Smash - An powerful upward slash.  Somewhat like the U Tilt, but he brings the sword around his body and further.  Like his F Smash and U Tilt, has a large arc.  16-21%

    D Smash - A double ground sweep.  Interestingly, both strikes hit the foe towards Cloud rather than away.  15-20% (first), 13-18% (second)


    N Air - A single sword spin that deals a sex kick hit with quite a bit of endlag.  Large overall reach.  10-6%

    F Air - Very similar to Cloud's current F Air, except during the endlag he spins his body around back in place.  Attack also has less damage.  9%

    B Air - Pretty much identical to his V1 B Air.  Just slightly lower damage and speed overall.  9%

    U Air - Again, same as V1 but with less knockback.  10%

    D Air - Similar to Cloud v2.5's D Air, except better looking, more startup and it actually has endlag.  It also will only meteor airborne foes and not grounded ones.  7%


    Down B: EX Breaker - Now here is where Cloud gets interesting.  You may have noticed that Cloud's damage overall is subpar, and really the only thing he has going for his attacks is their range.  However, upon dealing 50% he can use his Down B to trigger his EX mode and upon dealing another 50% while in EX mode, he can trigger his Limit Break mode.  In these modes he gains access to new specials, as well as general speed and power buffs.  Here's more detail:

    Normal Mode:

    - Normal speed and power
    - Neutral B is Fira
    - Side B is Climhazzard
    - Up B is Aerial Spiral

    EX Mode:

    - 10% attack speed increase.  1% more damage to jabs, tilts and aerials.  2% more to smashes.  Increased general knockback.
    - Neutral B is Blade Beam
    - Side B is Revolver Slice
    - Up B is Rising Buster
    - Runs out after you use 10 specials (you can use as many normals as you want though)
    - You lose it if you die


    Limit Break Mode:

    - Can only be accessed if you're already still in EX Mode
    - 20% speed increase.  2% increase to jabs, 3% increase to tilts and aerials and 5% increase to Smashes.
    - Neutral B is Meteorain
    - Side B is Omnislash V5
    - Up B is Finishing Touch
    - Runs out after 5 specials (again, you can use normals however much you want)
    - You lose it if you die


    The trick with Cloud is to learn how to survive and use his range to play cleverly and defensively as you steadily power up.  Once you gain your power, you still have to play carefully if you want to keep it.  Don't go spamming specials otherwise you'll go back to how you were.  Also, if you haven't met the set requirements, Down B does nothing except a nice animation :3


    Neutral B (Normal): Fira - Cloud shoots a weak fireball from his hand.  Travels straight, fairly slow and not very far.  Much less useful than it was in V1.  4%

    Neutral B (EX): Blade Beam - Cloud does a slash and fires a fast moving beam of energy from his blade.  Moves quickly and goes fairly far, but kinda slow startup.  10%

    Neutral B (Limit Break): Meteorain - Cloud summons a barrage of meteors from the sky (6 of them).  They fall in a line and are a very powerful defensive projectile tool.  5% each meteor.


    Side B (Normal): Climhazzard - Cloud dashes forward with his sword.  If he connects with the foe Cloud will follow up with an uppercut on the ground and a downwards swipe in the air.  Standard but punishable approach move, kinda like Falcon's Side B.  7%

    Side B (EX): Revolver Slice - Cloud does a sword slashing cresent somersault that deals multiple hits of damage and then ends in a meteor smash.  You can also cancel the meteor smash hit before hand into a different aerial if you wish.  15%

    Side B (Limit Break): Omnislash V5 - Cloud slashes forward quickly.  If this initial slash connects, he will proceed to do a powerful series of fiery slashes on the foe, ending in a very powerful meteor smash.  25%


    Up B (Normal): Aerial Spiral - A simpel third spiralling leap.  Decent vertical height, but predictable, fairly slow and pretty easy to gimp.  Deals no damage.  0%

    Up B (EX): Rising Buster - A double upward slash with good vertical movement and fixed horizontal movment.  Deals two fairly strong hits and goes higher than his normal Up B.  12%

    Up B (Limit Break): Finishing Touch - An upward spinning spiralling attack that functions as an absolutely amazing recovery move.  Goes very high, has a large disjointed hitbox and some bone invincibility, making Cloud almost untouchable when he's doing this.  To top it all of, it ends with a weak meteor.  18%


    Final Smash: Ultimate Omnislash - My own take on the Omnislash.  First, Cloud rushes forward.  If he makes contact with a foe he slashes through them and stops time.  He then throws his blade up into the air and it splits into numerous pieces.  Cloud then flies past in a flash, grabs each piece, slices the foe multiple times upon grabbing each piece then lands infront of the foe and does his signature Omnislash, finishing in a devastating blow and the screen flashing white.  70%


    Reference videos:

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    Groudon
    The mighty Goliath of the earth has been laying underground for years after its fierce battle with Kyogre and has now resurrected out of the underground magma to join the Brawl!  He is an absolute giant character, being larger than any in vBrawl (though still quite a bit smaller than Giga Bowser).  His amazing brute force, varied moveset and constant 7% heavy armour will make him an ultimate powerhouse character.  
     
    STATS

    Character Over - Bowser
    Size - 11/10 Absolutely massive.  Nearing the size of Giga Bowser (just a bit less)
    Running Speed - 3/10 Slow, but actually since he's huge he can move across stages decently.
    Air Speed - 3/10 Also slow
    Combo Speed - 1/10 Combos?  What are those XD?  Sheer one hit wonders.
    Priority - 7/10 Pretty good priority.  Some hitboxes should be disjointed, others won't be.
    Jump Height - 4/10 Mediocre.  Decent-ish jumps, but they're hindered by a super fast fall speed.
    Power - 11/10 Stupidly powerful.
    Weight - 140 (Super-Duper Heavyweight)

    MOVESET

    AA combo - I'll probably just keep Bowser's AA combo here.  It suits just fine.  10%


    F Tilt - A powerful but slow shoulder barge forward.  A bit like Wolf's F Tilt, it has two hits.  This move represents "Strength".  16% (if both hits land).

    U Tilt - A strong fiery uppercut.  Comes out fairly quickly, but has endlag so it can't really be comboed into.  This move represents "Fire Punch".  14%

    D Tilt - A low hitting tail swipe.  Hits foes away at a low angle.  Has high, relatively fixed knockback and a small chance of tripping foes.  This move represents "Dragon Tail".  12%

    Dash Attack - Groudon curls into a ball and rolls forward a set distance.  Comes out fairly quickly and deals multiple hits but has quite a bit of endlag.  Deals up to 5 hits, each hit in ascending power.  This move represents "Rollout".  1+2+3+4+5%


    F Smash - Groudon winds up a powerful fist then slams it forward.  Extremely powerful.  Both massive damage and knockback.  Painfully slow start-up and crippling endlag though.  More than Bowser's F Smash.  It does however, haver some pure super armour on release (a bit like how Wario's F Smash does).  This move represents "Hammer Arm".  28-40%

    U Smash - Groudon blows an explosive fireball above his head, that erupts sliglty outwards.  Good overall range, however it only works well if the foe is directly above you.  Otherwise it deals rather minimal damage.  This move represents "Lava Plume".  20-30%

    D Smash - Groudon stomps on the ground and roars ferociously, causing the earth to shake beneath his feet.  Very similar appearance to Charizard's D Smash, but slower and stronger.  Can only hit opponents on the ground.  This move represents "Earthquake".  20-30%


    N Air - Groudon spins around with his tail out.  Hitbox properties similar to Bowser's N Air.  Sweetspots at the tail for highest damage and knockback.  Another Dragon Tail representation.  15% at tail, 10% everywhere else

    F Air - A powerful slash forward.  Unlike Bowser's F Air, it's rather slow on startup, but an excellent killing move.  Compare it more to Ike's F Air.  This move represents "Dragon Claw" 16%

    B Air - A backwards slash.  Groudon's only truly fast aerial.  Fairly good knockback, but low knockback growth.  This move represents "Aerial Ace".  8%

    U Air - Most likely the same as Bowser's, except a bit more like how it was in Melee (i.e. slower and stronger).  18%

    D Air - Groudon does a flip and smashes the foe downwards with his tail.  Very slow put powerful meteor smash.  18%


    Neutral B: Fire Blast - A slow startup put powerful and fairly fast moving star shaped fiery projectile that surrounds the foe in flames upon impact.  On the ground, it can either be aimed forward or diagonally up-forward (by holding up).  In the air, it can either be aimed forward or diagonally down-forward (by holding down).  10%

    Side B Ground: Earth Power - Groudon punches the ground ferociously to cause pillars of flame to erupt from the ground and progress forward.  Each pillar deals high knockback and launches foes into the air.  10% (each pillar, but you'll only hit one of them)

    Side B Air: Giga Impact - Groudon spirals down-forward at high speeds.  The startup is fairly slow, and both the landing lag (if you hit the ground) and endlag (if you don't) are crippling, but the move is very powerful and it drags foes down with multiple hits.  If he hits the ground he causes a powerful burst of energy that hits foes outwards.  3% each hit in the air, 15% for the ground burst

    Up B: Ancientpower - Groudon surronds himself with a spiralling field of rocks.  On the ground, he stays in place and this acts more as a defensive move.  In the air, he levitates upwards, acting as his main from of recovery.  1% each rock hit.

    Down B: Solarbeam - Groudon charges up and absorbs energy for about a 90 frames, then releases a powerful last of light straight forward.  Large reach and very powerful, but obviously the charge up means it's his slowest attack.  25%  

    Final Smash: Eruption - Groudon causes a line of ten large fireballs to rain down from the sky, exploding and causing damage to foes caught in the blast.  This final smash is intersting in the fact that when used at 0%, it's absolutely devastating.   At high % however, it's very pitiful.  30% per fireball at 0%, 3% per fireball at 150% (then the damage will scale down proportionally).


    Extra Ability: "Drought" - When Groudon reaches 150%+, you can activate this ability with the D Taunt.  As long as Groudon stays over 150%, his fire based attacks all gain damage and knockback buffs.  Furthermore, Solarbeam charges at triple speed, but does a bit less damage and knockback


    Knuckle Joe
    Knuckle Joe is tired of being an assist trophy and now wants to join the Brawl as a proper playable character!  Being a powerful hand to hand combat Brawler, he attacks with powerful punches and kicks, and he can chain attacks Rekka style with his Side B, allowing for extended combos at close range.  He's a powerful force on the ground, and that is where you should stick, since his air game is rather terrible.  Now dish out some pain with your knuckles, Joe!

    STATS

    Character Over - Ness
    Size - 4/10 A little larger than Kirby and Metaknight, so overall kinda average
    Running Speed - 8/10 Fox level running speed.  Designed to constantly stay on the ground.
    Air Speed - 1/10 Abysmal air speed.  Down there with Luigi.  Stick to the ground.
    Combo Speed - 7/10 Specific attacks can link to others to create powerful chains.
    Priority - 6/10 Fairly average priority.  No where near as good as Kirby's or Metaknight's
    Jump Height - 7/10 High jumps so that he has some chance of recovering, but he has a pretty fast fall speed
    Power - 7/10 Pretty strong character.  Some moves can pack a real punch like his F Smash.
    Weight - 90 (Middleweight)


    MOVESET

    AA to A Loop - Much like Kirby's combo.  Two punches to the Vulcan Jab.  Pretty standard damage builder.  2+3% +1% for each A loop hit

    F Tilt - A decently strong side kick.  Fairly standard with mid level speed, power and knockback with decent reach.  10%

    U Tilt - An overhead flick kick much like Fox's U Tilt that's great for juggling.  8%

    D Tilt - A low slide kick that pushes Joe forward a bit.  Interesting thing about this move is that it bounces off the foe on contact, making it quite a safe approach move.  5%

    Dash Attack - A fierce flying headbutt at the foe.  Fairly slow start-up, but strong and smashes the foe forward.  12%


    F Smash - His signature smash punch move.  An overhead slam punch with great power but is fairly slow and has mediocre reach.  18-24%

    U Smash - A fairly quick and strong Shoryuken type uppercut.  Good vertical reach.  16-21%

    D Smash - A powerful ground pounding attack.  Massive area of effect and a set knockback since it shakes the ground, allowing for  but it only affects enemies on the ground and has slow start-up.  13-18%


    N Air - A double fist spin.  Think something along the lines of Lucario's N Air but lasts for less frames and comes out a little slower.  Fairly strong but slow.  11%

    F Air - An overhead fist.  Much like Mario's F Air but slower and not quite as effective and it doesn't meteor smash.  13%

    B Air - A backward roundhouse.  Comes out fairly quickly comparative to his other aerials, but the hitbox is small and does not last very long at all and is punishable if it misses.  9%

    U Air - An upward headbutt like Lucas' but with lower speed and kill potential.  10%

    D Air - A double stabbing downward kick much like Falcon's D Air.  Less vertical range so again, not as good.


    Neutral B: Vulcan Burst - Joe fires off a single small fireball straight forward (down forward in the air).  Kinda like Lucas' PK Fire in property.  Weak and fairly low range, but comes out pretty quickly.  6%

    Side B (ground): Rekka Rush - Now this move is the fundamental part of his gameplay.  This is a short range body blow primarily with pretty low range.  If it lands on th
    « Last Edit: July 08, 2012, 04:36:28 PM by SDo0m InFiNiTy » Logged


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    « Reply #2 on: October 22, 2010, 05:14:47 AM »


    SDO0M'S PSA AND BRAWLBOX TUTORIALS

    This is a series of tutorials made by me, essentially following on from where WackaAlpaca left off.  I hope you enjoy my complete lack of professionalism ^^

    Introduction




    Creating a Follow-up Attack






    Creating a Smooth Animation - Demonstration

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    « Reply #3 on: October 22, 2010, 05:16:48 PM »


    Well, I can tell one thing from the screen shots.

    Third picture: FIX DOSE GAWDANG HIPS! He looks like he broke his right leg!
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    « Reply #4 on: October 22, 2010, 05:41:35 PM »


    Gonna playtest this now and do a video.

    This needs so much more attention it's not even funny.

    EDIT: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

    I tried so hard to do a proper showcase video but there's only so much you can do with WMM. Guess I'll have to see about getting Sony Vegas.



    My only gripe so far? No Air Joe or Viewtiful Forever.
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    « Reply #5 on: October 23, 2010, 04:09:35 AM »


    Well, I can tell one thing from the screen shots.

    Third picture: FIX DOSE GAWDANG HIPS! He looks like he broke his right leg!


    Yeah that was kind of a difficult thing to do in Brawlbox.  Since this is my first time animating I had a bit of trouble.  But trust me, when playing it in-game you don't really notice it too much Wink

    Gonna playtest this now and do a video.

    This needs so much more attention it's not even funny.

    EDIT: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

    I tried so hard to do a proper showcase video but there's only so much you can do with WMM. Guess I'll have to see about getting Sony Vegas.

    http://www.youtube.com/watch?v=rSTdelww4OI

    My only gripe so far? No Air Joe or Viewtiful Forever.


    Thanks so much for this video!  I will put it in the OP and download links.  I think I may be able to do Air Joe for the aerial Down B.  It will be a tricky animation to do though Wink

    I plan on also adding the VFX powers (Mach Speed and Slow) to the grounded Down B as well, as well as doing some general fixes.
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    « Reply #6 on: October 23, 2010, 07:31:17 AM »


    The Viewtiful Joe PSA is great. Although, I think you should tone down on some of his fire graphic effects. I know it looks cool sometimes, but it tends to be a little too much. I don't even remember his red hot kick emanating fire when used, I think it was pink Cherry-bom tree petals.
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    « Reply #7 on: October 23, 2010, 07:40:24 AM »


    The Viewtiful Joe PSA is great. Although, I think you should tone down on some of his fire graphic effects. I know it looks cool sometimes, but it tends to be a little too much. I don't even remember his red hot kick emanating fire when used, I think it was pink Cherry-bom tree petals.


    I agree cherry bom petals would've looked way nicer.  Problem is though, there are no graphics of that sort Undecided 

    In a later release however, I could attempt to change some of the external graphic effects to petals.  It would be another learning experience Tongue
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    « Reply #8 on: October 23, 2010, 09:06:05 AM »


    Well, I can tell one thing from the screen shots.

    Third picture: FIX DOSE GAWDANG HIPS! He looks like he broke his right leg!


    Yeah that was kind of a difficult thing to do in Brawlbox.  Since this is my first time animating I had a bit of trouble.  But trust me, when playing it in-game you don't really notice it too much Wink

    Gonna playtest this now and do a video.

    This needs so much more attention it's not even funny.

    EDIT: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

    I tried so hard to do a proper showcase video but there's only so much you can do with WMM. Guess I'll have to see about getting Sony Vegas.

    http://www.youtube.com/watch?v=rSTdelww4OI

    My only gripe so far? No Air Joe or Viewtiful Forever.


    Thanks so much for this video!  I will put it in the OP and download links.  I think I may be able to do Air Joe for the aerial Down B.  It will be a tricky animation to do though Wink

    I plan on also adding the VFX powers (Mach Speed and Slow) to the grounded Down B as well, as well as doing some general fixes.


    Actually, even if it is your first time animating, it isn't that hard to make the hips tilt. All you need to do is use the X Rotation and the Z Rotation and have them cancel each other out (Meaning you use the X Rotation to move the model and the Z Rotation to reverse the direction in the same amount), this will cause the hips to start tilting up.

    I know this cause I tried to do an anatomically correct roundhouse kick with Falco, and if you look at the roundhouse kick that Captain Falco does with his F-Tilt, his hips also tilt up to accommodate the movement.

    It really is a simple fix. After you tilt the hips, tilt the waist up, then the chest, then the head. Then tilt the legs down.
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    « Reply #9 on: October 23, 2010, 10:34:50 AM »


    Actually, even if it is your first time animating, it isn't that hard to make the hips tilt. All you need to do is use the X Rotation and the Z Rotation and have them cancel each other out (Meaning you use the X Rotation to move the model and the Z Rotation to reverse the direction in the same amount), this will cause the hips to start tilting up.

    I know this cause I tried to do an anatomically correct roundhouse kick with Falco, and if you look at the roundhouse kick that Captain Falco does with his F-Tilt, his hips also tilt up to accommodate the movement.

    It really is a simple fix. After you tilt the hips, tilt the waist up, then the chest, then the head. Then tilt the legs down.

    As a matter of fact I already tried that when I was doing the animation >.>

    What seems to happen is that the X and Z axis do exactly the same thing for this animation, so I couldn't actually get the hip to face perpendicular to the ground. 

    And besides, there are more important things to be working on as far as this project goes.  I have to prioritize what to do and a slightly wonky animation that is barely noticable when playing in game isn't exactly at the top of the list.

    Sorry to sound like a [censored].  I'm kinda frustrated at the moment that's all...
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    « Reply #10 on: October 23, 2010, 11:13:23 AM »


    Just tested the PSA and it's definitely for keepers. The B attack should stay the same since VJ is awesome enough to be able to make some viewtiful combos and do tons of stuff to pwn. I even spammed the opponents out of the stage :3 The voomerang should damage more, the down B should have him throw a bomb and the up b should have a tornado hit box effect; it should hit multiple times and pull the opponent in. Try consulting KingJigs for that.
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    « Reply #11 on: October 23, 2010, 11:54:21 AM »


    When the B gives you a free 24% for just spamming it in the air, there might be a slight problem. Perhaps just a slightly longer start-up?

    Voomerang's actually really good as it is, as a poke for interrupting attacks. That and the fact he can cancel a dash with it to just keep sliding across the stage while throwing projectiles. I'll have to test this more with a live party but it seems like a wonderful approach tool. Maybe too viewtiful?

    Air down special can lead to people stalling a match. And that's just terrible. But you said you're changing it...I think...so, hey, that's cool too.

    Fun as hell, brb gotta use V. Joe more.
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    « Reply #12 on: October 23, 2010, 12:13:51 PM »


    Actually, even if it is your first time animating, it isn't that hard to make the hips tilt. All you need to do is use the X Rotation and the Z Rotation and have them cancel each other out (Meaning you use the X Rotation to move the model and the Z Rotation to reverse the direction in the same amount), this will cause the hips to start tilting up.

    I know this cause I tried to do an anatomically correct roundhouse kick with Falco, and if you look at the roundhouse kick that Captain Falco does with his F-Tilt, his hips also tilt up to accommodate the movement.

    It really is a simple fix. After you tilt the hips, tilt the waist up, then the chest, then the head. Then tilt the legs down.

    As a matter of fact I already tried that when I was doing the animation >.>

    What seems to happen is that the X and Z axis do exactly the same thing for this animation, so I couldn't actually get the hip to face perpendicular to the ground. 

    And besides, there are more important things to be working on as far as this project goes.  I have to prioritize what to do and a slightly wonky animation that is barely noticable when playing in game isn't exactly at the top of the list.

    Sorry to sound like a [censored].  I'm kinda frustrated at the moment that's all...
    Actually, even if it is your first time animating, it isn't that hard to make the hips tilt. All you need to do is use the X Rotation and the Z Rotation and have them cancel each other out (Meaning you use the X Rotation to move the model and the Z Rotation to reverse the direction in the same amount), this will cause the hips to start tilting up.

    I know this cause I tried to do an anatomically correct roundhouse kick with Falco, and if you look at the roundhouse kick that Captain Falco does with his F-Tilt, his hips also tilt up to accommodate the movement.

    It really is a simple fix. After you tilt the hips, tilt the waist up, then the chest, then the head. Then tilt the legs down.

    As a matter of fact I already tried that when I was doing the animation >.>

    What seems to happen is that the X and Z axis do exactly the same thing for this animation, so I couldn't actually get the hip to face perpendicular to the ground. 

    And besides, there are more important things to be working on as far as this project goes.  I have to prioritize what to do and a slightly wonky animation that is barely noticable when playing in game isn't exactly at the top of the list.

    Sorry to sound like a [censored].  I'm kinda frustrated at the moment that's all...

    -and that is exactly the thing you exploit to get it to work. After you make them like that, the Y-Rotation starts rotating the character on a vertical axis rather than horizontally.

    Trust me, when I tried making the animation I mentioned, it started getting on my nerves too.

    I would recommend making the animation in BBoxV0.62b.
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    « Reply #13 on: October 23, 2010, 12:38:14 PM »


    I got that version already. I don't have the ability to actually show the model though :'( =_=
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    « Reply #14 on: October 24, 2010, 11:42:31 AM »


    Ok I've decided to construct a nice big changelist.  I'll post it here first, then I may move it to the OP later but here it is:

    1) Animation Tweaks:
    Minor:
    -Edit the 3 AAA attacks
    -Edit the U Tilt
    -Edit the U Smash
    -Edit the F Air

    Major:
    -Change the Side B (air and ground)
    -Change the Down B (air and ground)
    -Add animations for Taunts and Win poses
    -Add animations for Mach Speed and Slow initiations

    Rebalancing:
    -Lower both his running and air speed
    -Lower the power of his D Smash
    -Increase the power of his U Smash
    -Make it so the Red Hot Kick cannot be followed up until the end of the flipping animation (if it connects)
    -Make the Voomerang reflectable (maybe)

    Large Moveset Changes
    - Add Mach Speed and Slow to Down B (if Joe takes hits, he goes to Mach Speed, if he deals them he goes to Slow)
    - Replace current Down B with Shocking Pink Bomb (generate recoloured Toon Link Bomb)

    Graphics and Vertex Changes
    - Vertex the Toon Link Boomerang into a Voomerang. (DONE)
    - Alter/reduce some of the fire graphics
    - External graphic swap some of Falcon's graphics with Peach's graphics (for cherry boms etc)
    - Vertex the Blue Falcon into the Six Machine

    Long list I know but there's a lot to do.  Not to mention that I'm trying to juggle this with another PSA project that I'm currently doing.  Thinking about it I'm wondering if it's even worth doing >.>
    « Last Edit: October 26, 2011, 06:08:37 AM by SiLeNtDo0m » Logged


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