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For any future PSAs, should I include Custom Specials options??
Yes. I'd love to have more variety between PSAs. - 8 (30.8%)
No. It's too gimmicky and more work than it's worth. - 4 (15.4%)
Yes, but only if there's a high demand for it and if the Custom options are actually possible to do. - 13 (50%)
No opinion. - 1 (3.8%)
Total Voters: 26

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Author Topic: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews  (Read 523930 times)
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KingJigglypuff
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    « on: March 16, 2011, 05:45:13 PM »




    Select your character:



    Other characters who are on my Vault:
    Physical Combat Marth (Requested by fighter20brawler10).
    Scizor (Pokemon franchise).
    Cheat-a-chu.
    Carchar-Yoshi Version (Original character).
    Raptor/Velociraptor/Deinonychus/Utahraptor (Extinct animal). *Public Demo*
    *New!* Solo Charizard.

    Who's next?

    Currently Working On (Not in order):
    -Solo Charizard.
    -Raptor/Velociraptor/Deinonychus/Utahraptor (Extinct animal).
    -Eldiran's Wisp update.
    -Waluigi (collaboration with Marioking64DS).

    Put on Hold (But will be resumed):
    -Veemon (Digimon franchise).
    -Dark Lord Ganondorf (Legend of Zelda franchise).
    -Soldier (Team Fortress 2).
    -Xenomorph (Alien franchise).
    -Tyrannosaurus Rex (Extinct animal).

    Canceled Projects (May be resumed at a later time):
    -Hitmonchan (Pokemon franchise).
    -Porygon Z (Pokemon franchise).

    Possible Characters (More likely):
    -Predator (Predator franchise).
    -Deoxys (Pokemon franchise).
    -Sceptile (Pokemon franchise).
    -Blaziken (Pokemon franchise).
    -Swampert (Pokemon franchise).
    -Team Rocket's Meowth (Pokemon franchise).

    Possible Characters (Less likely):
    -Godzilla (Godzilla franchise).
    -Mothra (Godzilla franchise).

    Possible revamps (Less likely):
    -Zoroark (Pokemon franchise).
    -Scizor (Pokemon franchise).
    -Carchar (Original character).
    -Silver the Hedgehog (Sonic franchise)...

    Current Collaboration Characters:
    -Waluigi (Mario franchise). Other user(s): Marioking64DS, _Data_Drain_. *Currently on the Vault*
    -Kit Ballard (Kit Ballard). Other user(s): Ӄit ßallarɖ.
    -Cerabella (Skullgirls). Other user(s): Ӄit ßallarɖ.
    -Tifa Lockheart (Final Fantasy franchise). Other user(s): Ӄit ßallarɖ, Snoopy. *Currently on the Vault*
    -Battletoads (Battletoads). Other user(s): EarthwormJames, ShadowMarth. *Currently on the Vault*
    -Ridley (Metroid franchise). Other user(s): Carnage, SonicBrawler, Anivernage, Kagemaru, KGN Nappdagg, Snoopy, _Data_Drain_. *Currently on the Vault*

    Moveset Ideas for Upcoming Characters (Click on the character names to view the moveset plan):

    Xenomorph

    Goat Simulator
    « Last Edit: June 08, 2015, 05:02:31 PM by KingJigglypuff » Logged

    I don't take requests. :v

    My PSA Thread

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    Psycho Philia
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    « Reply #1 on: March 16, 2011, 05:47:56 PM »


    I apologize, Psycho. But I'm going to have to claim your post for room to put more planned movesets in.

    More Planned Movesets:

    Deoxys:
    Deoxys will use all 4 of its forms in this moveset. And if possible, Attributes will be different between Forms.

    *Normal Form*

    -Attributes-

    Walking Speed: 2/10.

    Dash Momentum: 5/10

    Running Speed: 5.5/10

    Ground Jump Height: 6/10

    Air Jump Height: 5/10

    Falling Speed: 4/10

    Air Mobility: 6/10

    Shield Size: 5/10

    Weight/Knockback Resistance: 5/10

    Size: 5/10

    Attack Power: 6/10

    -Special Attributes-

    Air Dash. When preforming an Air Dodge, the Control Stick can be tilted in any direction, and Deoxys will dash in the direction pressed. The Air Dash is only useable four times for Speed Form, three times for Attack Form, twice for Normal Form, and once for Defense Form. After that, Deoxys will Air Dodge normally.

    Wall Jump.

    -Standard Attacks-

    Neutral Attack:

    Side Tilt:

    Up Tilt:

    Down Tilt:

    Dash Attack:

    -Smash Attacks-

    Side Smash:

    Up Smash:

    Down Smash:

    -Air Attacks-

    Neutral Air: Normal Form Deoxys pulls its arms inward, before swinging them outward on both sides. 10 damage (shoulders/torso), 8 damage (elbows), 6 damage (hands).

    Forward Air:

    Back Air:

    Up Air:

    Down Air: Normal Form Deoxys crosses its right arm upward, before swinging it downward. This move has a 1 - 2 Frame spike. Non-spiking: 10 damage (shoulder/torso), 8 damage (elbow), 6 damage (hand). Spiking: 10 spike damage (shoulder/torso), 8 spike damage (elbow), 6 spike damage (hand).

    -Throws-

    Pummel (Option #1): Normal Form Deoxys constricts its victim with its arms. 3 damage.

    Pummel (Option #2): Normal Form Deoxys punches its victim. 3 damage.

    Forward Throw:

    Back Throw:

    Up Throw:

    Down Throw:

    -Specials-

    Neutral Special:

    Side Special:

    Up Special: Teleport.

    -Down Special and Final Smash are shared by all 4 Forms-

    *Attack Form*

    -Attributes-

    Walking Speed: 2.5/10

    Dash Momentum: 5/10

    Running Speed: 6/10

    Ground Jump Height: 6/10

    Air Jump Height: 5/10

    Falling Speed: 4/10

    Air Mobility: 5/10

    Shield Size: 4/10

    Weight/Knockback Resistance: 2.5/10

    Size: 5/10

    Attack Power: 10/10

    -Special Attributes-

    Air Dash. When preforming an Air Dodge, the Control Stick can be tilted in any direction, and Deoxys will dash in the direction pressed. The Air Dash is only useable four times for Speed Form, three times for Attack Form, twice for Normal Form, and once for Defense Form. After that, Deoxys will Air Dodge normally.

    Wall Jump.

    -Standard Attacks-

    Neutral Attack:

    Side Tilt:

    Up Tilt:

    Down Tilt:

    Dash Attack:

    -Smash Attacks-

    Side Smash:

    Up Smash:

    Down Smash: Attack Form Deoxys will cross its arms, before swiftly swinging them both downward, on both sides. Uncharged: 17 damage (shoulders/torso), 15 damage (elbows), 13 damage (hands). Full charge: 22 damage (shoulders/torso), 20 damage (elbows), 18 damage (hands).

    -Air Attacks-

    Neutral Air: Attack Form Deoxys pulls its arms inward, before swinging them outward on both sides. 12 damage (shoulders/torso), 10 damage (elbows), 8 damage (hands).

    Forward Air:

    Back Air:

    Up Air:

    Down Air: Attack Form Deoxys crosses its right arm upward, before swinging it downward. 13 spike damage (shoulder/torso), 11 spike damage (elbow), 9 spike damage (hand).

    -Throws-

    Pummel: Attack Form Deoxys constricts its victim with its arms. 4 damage.

    Forward Throw:

    Back Throw:

    Up Throw:

    Down Throw:

    -Specials-

    Neutral Special: Zap Cannon. Attack Form Deoxys fires off an electric orb, which will stun a struck foe for a bit. The projectile will weaken as it travels. Start: 16 electric/stun damage. Decay #1: 10 electric/stun damage. Decay #2: 4 electric/stun damage.

    Side Special: Superpower. Attack Form Deoxys raises its arms, before slamming them into the ground, producing a short-traveling shockwave. 16 damage (shoulders/torso), 14 damage (elbows), 12 damage (hands) + 12 damage (shockwave-no decay), 10 damage (decay 1), 8 damage (decay 2) = 20 - 28 damage total.

    *Attack Form Deoxys shares the same Up Special as Normal Form Deoxys*

    -Down Special and Final Smash are shared by all 4 Forms-


    *Defense Form*

    -Attributes-

    Walking Speed: 1.5/10

    Dash Momentum: 4/10

    Running Speed: 4.5/10

    Ground Jump Height: 4.5/10

    Air Jump Height: 4/10

    Falling Speed: 6/10

    Air Mobility: 4/10

    Shield Size: 7/10

    Weight/Knockback Resistance: 8.5/10

    Size: 5/10

    Attack Power: 4/10

    -Special Attributes-

    Air Dash. When preforming an Air Dodge, the Control Stick can be tilted in any direction, and Deoxys will dash in the direction pressed. The Air Dash is only useable four times for Speed Form, three times for Attack Form, twice for Normal Form, and once for Defense Form. After that, Deoxys will Air Dodge normally.

    Attack Armor. During any of Defense Form's Attacks, Deoxys will have Heavy Armor for the duration of the preformed Attack's hitbox(es). As Defense Form takes damage, this Armor will weaken.

    Attack Hurtbox Invulerability. During any of Defense Form's Attacks, the hurtboxes, depending on the attack done will be invulnerable to any damage. Ex: Deoxys' arms will be invulerable during arm attacks.

    -Standard Attacks-

    Neutral Attack: 3 Jabs. Defense Form Deoxys will pull back its right arm, before swinging it forward. It will do the same with its left arm as well, before crossing both its arms. It will then swing both arms forward, and outward. 2 damage (shoulder/torso/elbow), 1 damage (hand) + 2 damage (shoulder/torso/elbow), 1 damage (hand) + 3 damage (shoulder/torso/elbow), 2 damage (hand) = 4 - 7 damage total.

    Side Tilt: Defense Form Deoxys rears back its arms, before thrusting forward with a dual punch. This move can be angled. 8 damage (shoulder/torso), 6 damage (elbow), 4 damage (hand).

    Up Tilt: Defense Form Deoxys lowers its right arm, before swinging it above itself in an arch. Has "sex kick". No decay: 7 damage (shoulder/torso), 5 damage (elbow), 3 damage (hand). Decay: 6 damage (shoulder/torso), 4 damage (elbow), 2 damage (hand).

    Down Tilt: While crouching, Defense Form Deoxys will cross its right arm, before swiftly swinging it forward, at a downward angle. 6 damage (shoulder/torso), 4 damage (elbow), 2 spike damage (hand).

    Dash Attack: Defense Form Deoxys will lunge forward with a shoulder bash. Has "sex-kick". No decay: 7 damage (head/torso), 5 damage (waist). Decay: 5 damage (head/torso), 3 damage (waist).

    -Smash Attacks-

    Side Smash: Defense Form Deoxys will move its arms outward, before slamming them together in a forward fashion. No charge: 14 damage (shoulders/torso), 12 damage (elbows), 10 damage (hands). Full charge: 19 damage (shoulders/torso), 17 damage (elbows), 15 damage (hands).

    Up Smash: Defense Form Deoxys will lower both its arms downward, before slamming them together in an upward fashion. No charge: 13 damage (shoulders/torso), 11 damage (elbows), 9 damage (hands). Full charge: 18 damage (shoulders/torso), 16 damage (elbows), 14 damage (hands).

    Down Smash: Defense Form Deoxys will cross its arms, before swiftly swinging them both downward, on both sides. Uncharged: 11 damage (shoulders/torso), 9 damage (elbows), 7 damage (hands). Full charge: 16 damage (shoulders/torso), 14 damage (elbows), 12 damage (hands).

    -Air Attacks-

    Neutral Air: Defense Form Deoxys pulls its arms inward, before swinging them outward on both sides. 6 damage (shoulders/torso), 4 damage (elbows), 2 damage (hands).

    Forward Air:

    Back Air:

    Up Air: Defense Form Deoxys slams its arms together in an upward fashion. 7 damage (shoulders/torso), 5 damage (elbows), 3 damage (hands).

    Down Air: Defense Form Deoxys crosses its right arm upward, before swinging it downward. This move has a 1 - 2 Frame spike. Non-spiking: 8 damage (shoulder/torso), 6 damage (elbow), 4 damage (hand). Spiking: 8 spike damage (shoulder/torso), 6 spike damage (elbow), 4 spike damage (hand).

    -Throws-

    Pummel: Defense Form Deoxys squeezes its victim. 2 damage.

    Forward Throw: Defense Form Deoxys backhands its victim. 5 damage + 3 throw damage = 8 damage total.

    Back Throw:

    Up Throw:

    Down Throw:

    -Specials-

    Neutral Special: Protect. Defense Form Deoxys will throw a barrier around itself, making it invulerable to all attacks for a few Frames. The move starts quickly, but ends slowly.

    Side Special: Mirror Coat/Counter. Defense Form Deoxys strikes a pose. If Deoxys is attacked during this pose, it will lunge forward at its attacker, dealing the same amount of damage of the attack the foe used on Deoxys. Deoxys will not go into Helpless after this move, but if the counter is triggered, it will not be able to use the move again until it lands Also, if possible, I'd like to make Defense Form Deoxys able to deal double the damage, rather than the exact damage. I'd also like to set a minimum damage Deoxys will do as well (Ex: Deoxys will do 6 damage if hit by an attack that does less than 6 damage).

    Up Special: Zen Headbutt. Defense Form Deoxys strikes a pose, before launching upward with a headbutt. The launch can also be angled. 8 damage (head/torso), 4 damage (waist).

    -Down Special and Final Smash are shared by all 4 Forms-


    *Speed Form*

    -Attributes-

    Walking Speed: 4/10

    Dash Momentum: 7/10

    Running Speed: 10/10

    Ground Jump Height: 7/10

    Air Jump Height: 6/10

    Falling Speed: 5/10

    Air Mobility: 7/10

    Shield Size: 5/10

    Weight/Knockback Resistance: 3.5/10

    Size: 5/10

    Attack Power: 2.5/10

    -Special Attributes-

    Air Dash. When preforming an Air Dodge, the Control Stick can be tilted in any direction, and Deoxys will dash in the direction pressed. The Air Dash is only useable four times for Speed Form, three times for Attack Form, twice for Normal Form, and once for Defense Form. After that, Deoxys will Air Dodge normally, untill it lands.

    Wall Jump.

    Early Attack Interruption. Speed Form Deoxys is able to interrupt its actions earlier than the other Forms.

    Agile Attacks: Speed Form's attacks are executed at twice the normal speed.

    Swift Smashing: Speed Form Deoxys is able to charge its Smash Attacks at 1.5 times the normal speed.

    On Hit Cancel: Speed Form Deoxys is able to interrupt its current attack with another attack, but only if the hitbox of the previous attack connects.

    -Standard Attacks-

    Neutral Attack: 2 Jabs + Loop. Speed Form Deoxys will swiftly jab with its right arm, then swiftly jab with its left arm, before going in with a barrage of punches. 2 damage (shoulder/torso), 1 damage (elbow/hand) + 2 damage (shoulder/torso), 1 damage (elbow/hand) + 1 damage (Looped 3 times, but can be held infinitely) = 5 - 7 minimum damage total.

    Side Tilt: Speed Form Deoxys jabs forward with both arms. This move can be angled. 5 damage (shoulders/torso), 3 damage (elbows), 2 damage (hands).

    Up Tilt:

    Down Tilt: While crouching, Speed Form Deoxys jabs forward with its right arm. 4 damage (shoulder/torso), 2 damage (elbow), 1 damage (hand).

    Dash Attack: Speed Form Deoxys dashes forward with a spin. Has "sex-kick". No decay: 5 damage (head/torso), 3 damage (waist). Decay: 3 damage (head/torso), 1 damage (waist).

    -Smash Attacks-

    Side Smash: Speed Form Deoxys will make a quick dash backward, before swiftly dashing forward with a headbutt. Uncharged: 12 damage (head), 10 damage (body). Full charge: 17 damage (head), 15 damage (body).

    Up Smash:

    Down Smash: Speed Form Deoxys will swiftly cross its arms, before swiftly swinging them both downward, on both sides. Uncharged: 10 damage (shoulders/torso), 8 damage (elbows), 6 damage (hands). Full charge: 15 damage (shoulders/torso), 13 damage (elbows), 11 damage (hands).

    -Air Attacks-

    Neutral Air: Speed Form Deoxys pulls its arms inward, before swinging them outward on both sides. 5 damage (shoulders/torso), 3 damage (elbows), 1 damage (hands).

    Forward Air: Speed Form Deoxys raises its arms above its head, before whipping them outward, in-front of itself. 6 damage (shoulders/torso), 4 damage (elbows), 2 damage (hands).

    Back Air:

    Up Air:

    Down Air: Speed Form Deoxys crosses its right arm upward, before swinging it downward. 5 damage (shoulder/torso), 3 damage (elbow), 2 damage (hand).

    -Throws-

    Pummel: Speed Form Deoxys constricts its victim with its arms. 1 damage.

    Forward Throw: Dashes backward, then dashes forward at its victim with a barrage of punches, before slugging him/her off with a swift jab. 1 damage (looped 5 times) + 2 damage + 0 throw damage = 7 damage total.

    Back Throw: Speed Form Deoxys swiftly dashes behind its victim, before slugging him/her with a dual punch. 4 damage + 2 throw damage = 6 damage total.

    Up Throw: Speed Form Deoxys swiftly uppercuts its victim into the air, then swiftly dashes underneath the victim to preform a barrage of punches, before slugging him/her with an upward dual punch. 1 damage + 1 damage (looped 5 times) + 2 damage + 0 throw damage = 8 damage total.

    Down Throw: Speed Form Deoxys swiftly dashes above its victim, then strikes down with a barrage of punches, before slugging him/her off with a swift jab. 1 damage (looped 5 times) + 2 damage + 0 throw damage = 7 damage total.

    -Specials-

    Neutral Special: Double Team. Speed Form Deoxys moves rapidly to create illusions of itself. Speed Form Deoxys will be invulnerable to all attacks during various Frames. Foes will have to look for an opening to attack.

    Side Special: Agility. Speed Form Deoxys strikes a pose, before dashing forward at a high speed. This move does no damage, but Deoxys is able to interrupt its attack with either an attack, shielding (if on the ground), an air dodge (if in the air), or a grab (if on the ground). But if Deoxys does interrupt, though it may not go into Helpless, it will still be unable to use the move until it lands. But if Deoxys doesn't make contact/interrupt, then it will go into helpless. This move can also be angled and charged for more distance.

    Up Special: Extremespeed. Works similar to Lucario's Up Special. But unlike Lucario's, Speed Form Deoxys' Extremespeed does damage.

    -Down Special and Final Smash are shared by all 4 Forms-

    *Shared Attacks*

    Down Special: Form Change. Deoxys changes its Form, depending on which way the Control Stick is held when the move is executed. Up will change Deoxys into its Speed Form, Forward will change Deoxys into its Attack Form, Backward will change Deoxys into its Defense Form, and Down will change Deoxys into its Normal Form. But if Deoxys is already in its respective form when pressing the Control Stick (i.e. Pressing Down when in Normal Form), Deoxys will randomly change into a different Form. The same thing will happen if the Control Stick isn't tilted at all.

    Final Smash: Psycho Boost.

    -Other-

    Entry:

    Up Taunt:

    Side Taunt:

    Down Taunt:

    Win1:

    Win2:

    Win3:

    Lose:

    Raptor/Velociraptor/Deinonychus/Utahraptor:
    Attributes:

    Running Speed: 7/10 Above average.

    Jump Height: 6/10 Above average

    Fall Speed: 5/10 Average

    Weight: 5/10 Average.

    Height: 6/10 Above average.

    Air Mobility: 5/10 Average.

    Power: 4/10 Below average.

    Attack Speed: 6/10 Above average.

    Attacks:

    *Neutral Attack: A swift, left hand slash. 1 damage (shoulder), 2 damage (elbow), 3 slash damage (hand). Then a swift, right hand slash. 1 damage (shoulder), 2 damage (elbow), 3 slash damage (hand). Followed by a roundhouse kick, Talon style. 4 damage (leg), 5 damage (knee), 6 slash damage (foot). The kick can be angled. 6-12 damage total.

    *Side Tilt: Talon's lunging bite. Can be angled. 5 damage (body), 8 slash damage (head/mouth).

    Up Tilt: A jumping bite. 5 damage (body), 10 slash damage (head/mouth).

    *Down Tilt: Talon's sliding kick. Has a 30% chance to trip the foe. 3 damage (leg), 5 damage (knee), 6 slash damage (foot).

    *Dash Attack: Raptor preforms Riptor's Bicycle Kick. 1 damage (body), 2 damage (leg), 3 damage (knee), 4 slash damage (foot)-Repeated 10 times. 10-40 damage total. To balance out the total damage, the kicks will be fairly easy to DI out of, the final kick will send the opponent off, and will be unable to KO.

    *Side Smash: Steps backward, then lunges forward with a shoulder bash in a similar fashion to Riptor. 13 damage (no charge). 18 damage (full charge).

    Up Smash: A jumping, upward double slash. 3 damage (shoulder), 5 damage (elbow), 7 slash damage (hand) + 3 damage (shoulder), 5 damage (elbow), 7 slash damage (hand). 6-14 damage total (no charge). 8 damage (shoulder), 10 damage (elbow), 12 slash damage (hand) + 8 damage (shoulder), 10 damage (elbow), 12 slash damage (hand). 16-24 damage total (full charge).

    Down Smash: A tail whip that hits on both sides. 10 damage (base of tail). 8 damage (middle of tail), 6 damage (end of tail). + 10 damage (base of tail). 8 damage (middle of tail), 6 damage (end of tail). 12-20 damage total (no charge). 15 damage (base of tail). 13 damage (middle of tail), 11 damage (end of tail) + 15 damage (base of tail). 13 damage (middle of tail), 11 damage (end of tail). 22-30 damage total (full charge).

    Neutral Air: An aerial double kick. 3 damage (leg), 5 damage (knee), 6 slash damage (foot)+3 damage (leg), 5 damage (knee), 6 slash damage (foot). 6-12 damage total.

    *Forward Air: A right handed, downward aerial slash in a similar fashion to Talon's move. 4 spike damage (shoulder), 6 spike damage (elbow), 8 slash/spike damage (hand). To balance out the fact that this character has two spike moves, the spike of this move will be weak.

    Back Air: An aerial, backward, horizontal tail whip. 9 damage (base of tail). 7 damage (middle of tail), 5 damage (end of tail).

    *Up Air: Kicks upward 3 times. 2 damage (leg), 4 damage (knee), 6 slash damage (foot) repeated 3 times. 6-18 damage total. For each kick that hits, Raptor will be moved upward by a small amount. To balance this out, the kicks will have slightly high knockback, and will be fairly easy to DI out of.

    *Down Air: A downward, aerial kick with both legs at the same time in a similar fashion of Talon's aerial downward kick. 8 spike damage (leg), 10 spike damage (knee), 13 slash/spike damage (foot).

    Grab Attack: Bites the victim. 3 slash damage.

    Forward Throw: Shoves the victim forward, then proceeds with a lunging headbutt. 6 damage + 3 throw damage. 9 damage total.

    Back Throw: Bites the victims face (3 slash damage), grabs onto the victim and rolls backwards while thrusting both sickle claws into the victim (5 slash damage), then pushes the victim away at the end of the roll (4 throw damage). 12 damage total.

    *Up Throw: Pounce and Flip. Shoves the victim forward, jumps onto their body, bites the victim twice (3 slash damage with each bite), then back-flips off the the victim (3 throw damage), and into the air. 9 damage total.

    Down Throw: Shoves the victim onto the ground, steps on their chest, then plunges its sickle claw into the victim's chest. 8 slash damage + 2 down/throw damage. 10 damage total.

    Neutral Special: Ambush. Raptor steps out of the stage and waits for someone to pass by. Raptor will wait for 5 seconds or if the Special Button (B Button) is pressed before 5 seconds is over before stepping back onto the stage. But if someone walks directly in front of Raptor, the victim will be stunned (0 stun damage). Raptor will then bite the victim (3 slash damage), rip out a chunk of their flesh (1 damage per second until the flesh chunk is fully ripped out), and then eat the said flesh chunk and recover 5 damage. This move cannot KO and can only be used on the ground.

    Side Special: Dash. Steps backward, then runs forward at 1.2x normal running speed. The move can be charged up to go to a maximum of 2x normal running speed. But can be charged up even further to go 3x normal running speed with Super Armor and inflict damage on any foe that's in the way (13 damage). And if this hitbox hits, the Special Button (B Button) can be pressed at anytime to cancel all forward movement and end the attack. But in return for the third charge, 1 damage every 2 seconds is taken during the third part of the charging stage until either Raptor takes damage from an outside source, cancels the charge, or finishes the charge.
     
    *Up Special: Brain Bash. A jumping pounce that can be angled. If the pounce hits an opponent, then Raptor will bounce off the foe's head. If the pounce fails to connect, then Raptor will go into helpless. If the pounce connects, then Raptor will not go into helpless, but will be unable to use Brain Bash again until Raptor lands on the ground, grabs a ledge, falls in water, grabs a ladder, dies, or gets hit by an attacker. The pounce and the bounce have sex kick priorities. 8 spike damage (legs), 10 spike damage (knees), 12 spike/slash damage (full distance-feet). 4 spike damage (legs), 5 spike damage (knees), 6 spike/slash damage (half distance-sex kick 1). 1 spike damage (legs), 2 spike damage (knees), 3 spike/slash damage (1/4 distance-sex kick 2).

    Down Special: Internal Instinct. Raptor crouches down and sits there for a few seconds. During this time, if any opponent is unlucky enough to get in its sight (5 feet away, or closer), that said foe will become stunned for a brief moment (0 stun damage), while Raptor quickly gets up and has a free attack. This attack has a small hitbox and can only hit if the foe is in front of the Raptor. But if Raptor hears an opponent behind itself (2 feet away, or closer), then that said foe will be briefly dazed (0 daze damage), while Raptor does a backward dodge, while reversing its direction. This hitbox is also small, but a little larger than the sight hitbox, but can only hit if an opponent is behind Raptor. This move only works on the ground.

    Final Smash: Adrenaline. The chemical that is found in every animal that tends to make an individual faster and stronger, and in some species, ignoring pain. Adrenaline is activated when an animal is in a critical situation. But can be fatal in high amounts. Raptor forces the flow of adrenaline to make itself faster, stronger, and have Super Armor for a period of time based on how much damage Raptor has. When the adrenaline flow runs out, Raptor will come to a stop and take 10 damage.

    Adrenaline Durations:
    0-75 damage taken: 10 seconds.
    76-150 damage taken: 15 seconds.
    151-225 damage taken: 20 seconds.
    226-290 damage taken: 25 seconds.
    291+ damage taken: 30 seconds.

    Tyrannosaurus Rex (T-Rex) Revamp:
    Attributes:

    Walking Speed: 2.5/10 Way below average.

    Running Speed: 4.5/10 Slightly below average.

    Jump Height: 6/10 Above average.

    Fall Speed: 8/10 Above average.

    Weight: 8/10 Above average.

    Height: 8/10 Above average.

    Air Mobility: 4/10 Below average.

    Power: 7/10 Above average.

    Special Attributes:

    Stamina: Since this is designed to be a boss (like the last version), this revamp will have HP as well and will die once that HP reaches 0 (i.e: reaches that said damage).

    Will be unable to be grabbed by anyone.

    Will have Super Armor until HP is diminished.

    Whenever T-Rex lands on the ground after jumping, a small shock wave will be released that can only hit opponents that are on the ground.

    Attacks:

    Neutral Attack:

    Side Tilt: A tail whip that can be angled.

    Up Tilt:

    Down Tilt: A crouching bite.

    Dash Attack:

    Side Smash: A strong, lunging bite.

    Up Smash:

    Down Smash: A tail whip that hits both sides.

    Neutral Air:

    Forward Air:

    Back Air: An aerial, backward tail whip.

    Up Air:

    Down Air:

    Grab Attack: Bites down on his/her victim (5 slash damage).

    Forward Throw: Throws his/her victim forward.

    Back Throw: Throws his/her victim backward.

    Up Throw: Throws his/her victim upward.

    Down Throw: Throws his/her victim downward, then stomps on the victim, releasing a small shock wave that can only hit opponents that are on the ground.

    Neutral Special: Roar. A loud, high velocity roar that pushes foes away. The roar can be looped by holding the B button. But be warned, if B is held for too long, T-Rex will run out of breath and will have to catch it, leaving him/her vulnerable. But the longer this move is not used, the longer duration and more powerful it gets. And if any opponent is near the base of the mouth, they will be stunned due to the high volume of the roar. The time the opponent is stunned varies on how long the roar has been held for.

    Side Special: Head Bash. A charge-up move that sends T-Rex forward at a quick speed while damaging anyone that is in his/her way. Distance and damage increase with longer charge time.

    Up Special: Cranium Crusher. An upward head bash at a 45 degree angle. Mainly used for recovery.

    Down Special: Dinner Time. T-Rex steps forward and bites downward and then steps back. If anyone is unlucky enough to be in the way, T-Rex will pick up that unlucky person and eat them. T-Rex will be able to move freely with the opponent inside its stomach, but will be unable to jump, block, and grab ledges. In addition, the opponent will slowly take damage and T-Rex will slowly heal (1 damage every 2 seconds). After some time, T-Rex will be unsatisfied with its current meal and spit up the victim. This move can only be used on the ground and will have slow start-up. The victim can also press B multiple times to quicken the process.

    Final Smash: Extinction. The sky grows dark. T-Rex looks up at the sky and runs off the stage. After T-Rex runs off the stage, the infamous meteor will come falling downward and hit the ground, blasting into pieces, which will fly upward and above the screen. The initial impact will incinerate those who are near and the falling meteor will send foes at a downward angle. The meteor will leave a trail of fire that will damage anyone who goes near it. After a couple seconds, the trail will go away and the chunks of the meteor that earlier flew upward, will fall back down, spiking those who are under them until they hit the ground, but the chunks will not leave a trail of fire on the ground, but they will "explode" upon impact with the ground. After all the chunks have hit the ground, the screen will return to normal, and T-Rex will step back onto the stage.

    Dark Lord Ganondorf Revamp:
    Attributes:

    Walking Speed: 3/10 Below average.

    Running Speed: 5.5/10 Slightly above average.

    Jump Height: 6/10 Above average.

    Fall Speed: 5/10 Average.

    Weight: 6.5/10 Above average.

    Height: 7/10 above average.

    Air Mobility: 5.5/10 Slightly above average.

    Power: 7/10

    Special Attributes: Wall Jump.

    -Standard Attacks-

    Neutral Attack: An elbow strike (2 damage), a sword swing (3 slash damage), followed by another sword swing (4 slash damage). 9 damage total.

    Side Tilt: Same as vBrawl, but slightly faster.

    Up Tilt: A weaker version of his vBrawl Up Smash. 12 damage.

    Down Tilt: Same as vBrawl, but slightly faster.

    Dash Attack: Ganondorf jumps upward shoulder first, while cloaked with darkness and a slight purple hue. 10 darkness damage.

    -Smash Attacks-

    Side Smash: "I swore I saw a similar move in a different game..." Ganondorf takes out his sword, draws it back, then throws it like a boomerang. Ganondorf will sheath his sword after it has returned to him. Has sex kick. No charge: 14 slash damage. 10 slash damage (sex kick). Full charge: 20 slash damage. 16 slash damage (sex kick).

    Up Smash: "Demise?" Ganondorf will take out his sword, and rise it in the air. A bolt of lightning will then strike the tip of his sword. No charge: 10 electric damage (body). 15 electric damage (tip of sword). Full charge: 16 electric damage (body). 21 electric damage (tip of sword).

    Down Smash: The Darkness Within. Ganondorf raises his right hand in front of himself and disappears into the shadows. During the charging phase, Ganondorf will be able to move left and right by using the control stick/pad. To help balance things out, he will have a GFX indicator. Ganondorf then comes out from the darkness while emitting a dark blast. No charge: 9 darkness damage. Full charge: 15 darkness damage.

    -Aerial Attacks-

    Neutral Air: Ganondorf unleashes a dark blast. 12 darkness damage.

    Forward Air: Same as vBrawl, except with a 1 frame spike.

    Back Air: Same as vBrawl, except slighly faster.

    Up Air: Since people seem to like Ganondorf's vBrawl Up Air, I'll leave it unchanged.

    Down Air: Since people seem to like Ganondorf's vBrawl Down Air, I'll leave it unchanged.

    -Throws-

    Grab Attack: Same as vBrawl, but slightly faster.

    Forward Throw: Brutal Warlord. Ganondorf lifts his victim with one arm, then punches the said victim with his free arm. 8 damage + 2 throw damage. 10 damage total.

    Back Throw: Ganondorf thrust kicks his victim (3 damage), grabs the victim before they get too far away, reverses his direction, and throws the victim (9 throw damage). 12 damage total.

    Up Throw: Ganondorf throws his victim upward (3 damage), then he takes out his sword, and hoists it above himself, followed by the victim landing on the sword (5 slash damage). Ganondorf will then use his sword to throw the victim forward, then suddenly puts out his hand to create a dark blast where his victim is (3 darkness damage), in order to pop him/her up into the air (1 darkness/throw damage). 12 damage total.

    Down Throw: Ganondorf shoves his victim onto the ground, and punts his victim (3 damage). Ganondorf then takes out his sword and throws it like a spear at his victim (5 slash damage). He then walks up to the victim, takes his sword out from the victim's body, and sheaths it while walking away (2 down damage). 10 damage total.

    -Special Attacks-

    Neutral Special: Orb of Power. Ganondorf takes out his sword and hoists it above himself. A small, yellow orb will then show up from the tip of the sword. If the Special Button (B) isn't held, then Ganondorf will swing his sword forward, and launch the orb like a projectile. But if the button is held, then he will charge up the orb, making it bigger and stronger. He will auto fire after a set time. No charge: 6 electric damage. Full charge: 24 electric damage.

    Side Special: Flame Choke + Gerudo Dragon. Same move as vBrawl, but with the ability to charge up to increase damage, and the option to hold the Attack Button (A) to preform Gerudo Dragon if the grab connects.

    Up Special: Levatation. Ganondorf jumps into the air, and levitates. During this time, Ganondorf can move freely. And if the Special Button (B) is pressed, Ganondorf will then stop, throw out a ball of dark energy (8 darkness damage), and resume levitating. Ganondorf will levitate for about 3 seconds before going into helpless.

    Down Special: Ground Punch. Ganondorf will jump into the air, ready his fist, and plummet down to the ground, spiking those who are under him. 8 spike damage. Once he lands, the impact will cause 3 shockwaves to come out, with each wave being bigger than the last. 4 damage (wave 1). 6 damage (wave 2). 8 damage (wave 3). 12-16 damage total.

    Final Smash: Beast Ganon. Ganondorf will transform into Beast Ganon and is able to be controlled.

    Beast Ganon will last for about 10 seconds.

    Beast Ganon can only walk, run, jump, crouch, and attack.

    Beast Ganon will be immune to all damage.

    Beast Ganon will have one Standard Attack, a Dash Attack, one Aerial Attack, one Smash Attack, and one Special Attack.

    Standard Attack: Beast Ganon swipes with his right arm. 6 damage (shoulder). 8 damage (elbow). 10 damage (hand).

    Dash Attack: Beast Ganon lowers his head, and thrusts it upward. 8 damage (body). 10 damage (head). 12 slash damage (tusks).

    Smash Attack: Beast Ganon rears up on his hind legs, and stomps the ground, releasing a shockwave, then roars. Stomp: 10 spike damage. Shockwave: 8 damage. Roar: 6 stun damage. No charge: 24 damage total. Full charge: 30 damage total.

    Aerial Attack: Beast Ganon will rise upward by a small amount before falling at a fast speed (10 spike damage). Once he lands, the impact will create a shockwave (8 damage). 18 damage total.

    Special Attack: Teleport Charge. Beast Ganon disappears into a Twilight Portal. After a few seconds, he will charge out from the portal, damaging anyone who is in his way. 13 darkness damage. During the time that he is invisible, the trajectory of where he'll charge out from can be changed with the control stick/pad (For now, the amount of options will be 4. But if I can find out which coding to use that best represents the other 4 angles, then the amount of options will be eight). The direction will be indicated by a small Graphic Effect.

    Predator:
    -Attributes-

    Running Speed: 5.5/10 Slightly above average.

    Jump Height: 6.5/10 Above average.

    Fall Speed: 7/10 Above average.

    Weight: 6.5/10 Above average.

    Height: 6/10 Above average.

    Air Mobility: 5/10 Average.

    Will have Wall Jump.

    Character Mechanic: Extraterrestrial energy. Predator starts with 100% of the electrical energy. But some moves will use up some of the energy. Once it's all used up, Predator can no longer use those moves to their full power. But the Predator can recharge this energy by getting hit with an electric attack.

    -Standard Attacks-

    Neutral Attack: A left jab with wrist  blades extended (1 damage-shoulder. 3 damage-elbow. 5 slash damage-hand), then a right jab with wrist blades extended (1 damage-shoulder. 3 damage-elbow. 5 slash damage-hand), followed by a roundhouse kick (2 damage-thigh. 4 damage-knee. 6  damage-foot). 4-16 damage total.

    Side Tilt: A thrusting forward kick. 6 damage (thigh). 8 damage (knee). 10 damage (foot).

    Up Tilt: Predator looks up and fires a small blast from his plasma canon. This move uses us 1/16 of his energy. 8 electric/fire damage.

    Down Tilt: A crouching sliding kick. 3 damage (thigh). 5 damage (knee). 7 damage (foot).

    Dash Attack: A running shoulder bash in a similar fashion to Captain Falcon/Ganondarf/Samus. Has sex kick. 12 damage. 7 damage (sex kick).

    -Smash Attacks-

    Side Smash: Predator arches downward at an angle, and fires a simple blast from his plasma canon. This move uses up 1/16 of his energy. No charge: 15 electric/fire damage. Full charge: 21 electric/fire damage.

    Up Smash: Predator extends the wrist blades on both of his arms, thrusts his arms upward (6 slash damage), then quickly spreads his arms out (8 slash damage). No charge: 14 damage total. Full charge: 20 damage total.

    Down Smash: Predator takes out his spear, stabs it into the ground, then jumps while grabing his spear, and does a simple spin kick. Has sex kick. No charge: 13 damage. 8 damage (sex kick). Full charge: 19 damage. 14 damage (sex kick).

    -Aerial Attacks-

    Neutral Air: Snake's Neutral Air, but with better connection and lower damage.

    Forward Air: Predator takes out his spear and thrusts in front of himself. 3 damage (base). 5 damage (middle). 10 slash damage (head of spear).

    Back Air: Predator takes out his spear and thrusts it behind himself. 4 damage (base). 6 damage (middle). 12 slash damage (head of spear).

    Up Air: Basically the aerial version of his Up Tilt. This move uses us 1/16 of his energy. 8 electric/fire damage.

    Down Air: Predator takes out his spear and thrusts it below himself. 5 spike damage (base). 7 spike damage (middle). 13 slash/spike damage (head of spear).

    -Throws-

    Grab Attack: Predator stabs his victim with his wrist blades. 3 slash damage.

    Forward Throw: Predator tosses his victim up at a 45 degree angle, and shoots the victim with his plasma canon 3 times (4 electric/fire damage-repeated 3 times). 12 damage total. This move uses up 1/16 of his electrical energy.

    Back Throw: Predator tosses his foe behind himself (3 damage), then reverses direction and fires his plasma canon (7 electric/fire damage). Uses up 1/16 of his energy. 10 damage total.

    Up Throw: Predator tosses his foe above himself (3 damage), then fires his plasma canon upward (7 electric/fire damage). Uses up 1/16 of his energy. 10 damage total.

    Down Throw: Predator throws his victim down onto the ground, jumps into the air, and shoots from his plasma cannon. This move drains 1/16 of his electrical energy. 8 electric/fire damage + 2 throw damage = 10 damage total.

    -Special Attacks-

    Neutral Special: Plasma Cannon. Predator's shoulder plasma cannon will rise up and shoot. If the Special Button (B) is held during the warmup, he'll be able to charge up his plasma cannon in order to do more damage. The move uses up 1/8 to 1/2 the Predator's electrical energy, depending on the level of charge. No charge: 6 electric/fire damage. Full  charge: 20 electric/fire damage.

    Side Special: Smart Disc. Predator will throw his Specialized throwing disc based on Control Stick/Pad input (8 slash damage). It will later come back to him like a boomerang. The Special Button can be held to give the Disc an electrical boost, but will use up 1/4 of his electrical energy if done (12 electric/slash damage).

    Up Special (Ground): Hunter's Jump. A super jump that can be charged and angled. In the air, the move cannot be charged up.

    Down Special: Cloaking Device. Predator will use his cloaking ability to make himself invisible. The electrical energy will decrease while Predator is invisible (by about 1/24 per second). The invisibility will last until either the electrical energy runs out, is hit, or lands in water. Predator can cancel the invisibility anytime by using the move again. To balance out this move, Predator will flicker with GFX every few seconds, and this move can only be used on the ground.

    Final Smash: Bomb. Predator sets off the bomb that's embedded into his wrist computer, takes off the wrist computer, tosses it onto the ground, and runs off the stage. The wrist computer sits there beeping for about 3 seconds. After the time passes, the wrist computer will detonate, causing an explosion of energy that increases in size, engulfing anyone who is in the way (3 electric/fire damage-looped). The explosion will egulf a Final Destnation sized stage at maximum range (8 electric/fire damage). After the explosion clears, Predator will return to the stage, pick up his wrist computer, and put it back on. This move uses up all of his electrical energy.

    Veemon (Digimon):
    -Attributes-

    Walking Speed: 3/10 Below average.

    Running Speed: 5/10 Average.

    Jump Height: 5/10 Average.

    Fall Speed: 3.5/10 Below average.

    Weight: 3.5/10 Below average.

    Height: 3.5/10 Below average.

    Air Mobility: 4/10 Below average.

    Power: 6/10 Above average.

    Attack Speed: 6/10 Above average.

    -Standard Attacks-

    Neutral Attack: A left hand punch (2 damage-shoulder and elbow. 3 damage-hand), a right hand punch (2 damage-shoulder and elbow. 3 damage-hand), followed by a left sucker punch (3 damage-shoulder and elbow. 5 damage-hand). 9-11 damage total.

    Side Tilt: Veemon draws back his right arm, then does a thrusting punch forward. 5 damage (shoulder and elbow). 9 damage (hand).

    Up Tilt: A quick right hand uppercut. 4 damage (shoulder and elbow). 7 damage (hand).

    Down Tilt: A quick crouching kick with his right leg. Has a 45% chace to trip foes. 3 damage (thigh and knee). 5 damage (foot).

    Dash Attack: Veemon lowers his head and increases his running speed before halting his run. Veemon will stop if he hits an opponent or a wall. 9 damage.

    -Smash Attacks-

    Side Smash: Veemon takes a step backward, then jumps forward with a headbutt. No charge: 14 damage. Full charge: 20 damage.

    Up Smash: Veemon preforms a jumping uppercut. No charge: 13 damage. Full charge: 19 damage.

    Down Smash: Veemon raises his right hand, then slams it into the ground, releasing a shockwave that damages on both sides. No charge: 12 damage. Full charge: 18 damage.

    -Aerial Attacks-

    Neutral Air: Veemon raises his legs and preforms a double kick. 3 damage (thigh and knee), 5 damage (foot) + 3 damage (thigh and knee), 5 damage (foot) = 6-10 damage total.

    Forward Air: Veemon draws back his right arm, then thrusts it forward. 6 damage (shoulder and elbow). 9 damage (hand).

    Back Air: Veemon thrusts his right arm behind himself in a similar fashion to Captain Falcon/Ganondorf. 5 damage (shoulder and elbow). 8 damage (hand).

    Up Air: Veemon preforms an aerial upward headbutt. 10 damage (head). 8 damage (body).

    Down Air: Vee Head Drop. Veemon skyrockets toward the ground head-first. Upon landing on the ground, Veemon will roll forward a bit. This roll can even go off the side of the stage, so be careful. Veemon will also cancel the move if he hits a wall. Has sex kick. 14 spike damage. 8 spike damage (sex kick). 3 spike damage (second sex kick).

    -Throws-

    Grab Attack: Veemon headbutts his victim. 3 damage.

    Forward Throw: Veemon raises his victim over his head, and chucks them forward. 8 throw damage.

    Back Throw: Veemon jumps over his victim's head while reversing his direction before booting his victim with a dual kick. 8 damage + 2 throw damage = 10 damage total.

    Up Throw: Veemon tosses his victim upward, then preforms a jumping headbutt. 5 damage + 3 throw damage = 8 damage total.

    Down Throw: Veemon shoves his victim onto the ground, then jumps and sits on the victim's chest. Veemon will then punch his victim's face 4 times (2 damage per punch) before hopping off and giving his victim a punt (4 damage). 12 damage total.

    -Special Attacks-

    Neutral Special: Vee Beat-Em-Up. Veemon does a small forward hop. If someone is in Veemon's way, then Veemon will latch onto the said opponent and start bombarding the victim with a series of multiple punches (1-2 damage per punch) before sending them off with a slugger punch 3 damage).

    Side Special: Vee Knockout. Veemon rushes forward with his right arm stretched in front of him. Veemon will stop if he hits an opponent or a wall. 10 damage.

    Up Special: Vee Headbutt. Veemon shoots upward into the air head-first. Has sex kick. 12 damage. 6 damage (sex kick).

    Down Special: Vee Punch. Veemon swings his arms in a circular fashion. The Special Button (B) can be held to loop the attack. 2 loop damage (shoulders and elbows). 3 loop damage (hands).

    Final Smash: -Still in development-

    TF2 Soldier:
    -Attributes-
    Walking Speed: 2/10 Way below average. 3/10 (if current damage is 25-75) Below average. 4/10 (if current damage is 76-100) Below average. 5/10 (if current damage is 101-199) Average. 6/10 (if current damage is 200+) Above average.

    Running Speed: 4/10 Below average. 5/10 (if current damage is 25-75) Average. 6/10 (if current damage is 76-100) Above average. 7/10 (if current damage is 101-199) Above Average. 8/10 (if current damage is 200+) Way above average.

    Jump Height: 3/10 Below average.

    Fall Speed: 5/10 Average.

    Weight: 7/10 Above average.

    Height: 5/10 Average.

    Air Mobility: 5/10 Average.

    Power: 3/10 Below average. 4/10 (if current damage is 25-75) Below average. 5/10 (if current damage is 76-100) Average. 6/10 (if current damage is 101-199) Above Average. 7/10 (if current damage is 200+) Above average.

    -Special Attributes-
    Wall Jump.
    Equalizer: As Soldier takes damage, his running/walking speed and damage will increase.

    - Standard Attacks-
    Neutral Attack: Left punch (2 damage), right punch (2 damage), then a swing with the Equalizer [3 damage (weapon handle), 5 slash/normal damage (weapon head)]. 7-9 damage total.

    Side Tilt: A basic swing with the blunt end of the head of the Equalizer (3 damage with the handle, 5 normal/slash damage with the head). If the Attack button (A) is pressed with accurate timing, he'll swing with the sharp end of the Equalizer (5 damage with the handle, 8 normal/slash damage with the head). 8-13 damage total.

    Up Tilt: Swings upward vertically with the Equalizer. (5 damage with the handle, 8 normal/slash damage with the head).

    Down Tilt: A crouching swing with the Equalizer. (4 damage with the handle, 7 normal/slash damage with the head).

    Dash Attack: Halts to a stop and swings with the blunt end of the Equalizer. 4 slash/normal damage with the handle, 6 normal/slash damage with the head.

    -Smash Attacks-
    Side Smash: Soldier grabs one of his grenades and throws it. This move can be angled. The longer the move has been charged for, the sooner the grenade detonates. 14 explosion/fire damage (no charge). 19 explosion/fire damage (full charge).

    Up Smash: Slightly crouches, and then rises up with a headbutt. 12 damage (no charge). 17 damage (full charge).

    Down Smash: Soldier grabs one of his grenades, jumps, and throws it downward. The longer the move has been charged for, the sooner the grenade detonates. 13 explosion/fire damage (no charge). 18 explosion/fire damage (full charge).

    -Air Attacks-
    Neutral Air: Swings forward with the blunt end of the Eqaulizer (3 damage with the handle, 5 normal/slash damage with the head), then turns around while swinging with the sharp end of the Equalizer (5 damage with the handle, 8 normal/slash damage with the head). 8-13 damage total.


    Forward Air: Does an overhead, forward swing with the sharp end of the Equalizer. (5 damage with the handle, 8 normal/slash damage with the head). Has a 2 frame spike hitbox. (6 spike damage with the handle, 9 normal/slash/spike damage with the head)

    Back Air: Quickly turns around while swinging the Equalizer horizontally (3 damage with the handle, 6 normal/slash damage with the head).

    Up Air: An upward headbutt. 6 damage (chest), 10 damage (neck and higher).

    Down Air: A downward thrust kick with his right leg. 8 damage (base of leg), 10 spike damage (knee), 12 spike damage (foot).

    -Throws-
    Grab Attack: Headbutts his victim. 3 damage.

    Forward Throw: Brings his victim close to himself, yells in their face (3 stun damage), and then throws them (5 damage). 8 damage total.

    Back Throw: Throws his victim behind himself. 6 damage.

    Up Throw: Throws his victim upward. 5 damage.

    Down Throw: Throws his victim down onto the ground (3 damage), then proceeds onto stomping on their back (5 damage + 2 throw damage). 10 damage total.

    -Specials-
    Neutral Special: Rocket Launcher. Soldier will take out his Rocket Launcher and fire it. The rocket does 16 explosive/fire damage if it hits an opponent directly just as the rocket is fired. The damage decreases as the rocket travels. 8 damage explosive/fire.

    More information on Rocket Launcher: If the control stick is pressed in any direction during the starup, he'll point in that direction and fire. If pointed downward, Soldier will preform his infamous Rocket Jump which propells him into the air while taking damage (8 damage) from the explosive blast. If fired forward near a wall, he'll get blasted backward while taking damage (8 damage). After firing 4 times, he will reload when the move is usedrather than firing, regaining 1 rocket. But if Soldier has less than 4 rockets loaded, the B button can be held at startup to reload until he either has 4 rockets loaded or the B button is released.

    Side Special: Shotgun. Soldier takes out his Shotgun and fires it. The force of the shot brings Soldier back a bit due to the recoil. This can be used as a good horizontial recovery tactic. It can be used endlessly, but is a slow move to use. The initial bullet does the most damage at point range (10 damage), then the bullet spreads in an attempt to hit multiple enemies (2 damage per spread).

    Up Special: Screaming Eagles! Soldier makes a spectacular leap into the air while shouting "Screaming Eagles!". I might have him equip a pair of "wings" during this move for a cosmetic effect. After the leap, Soldier will comically flap his arms. Press the Special Button (B) repeatably to make him move higher up before falling into helpless. Can be moved left and right as well with the control stick.

    Down Special: Buff Banner. At first, the move does nothing, but upon dealing a considerable amount of damage, Soldier will take out his Buff Banner and use it to temporarily power himself up for about 5 seconds. Once used, Soldier cannot use his Buff Banner again until it wears out or Soldier is KO'd and deals considerable damage again afterward.

    Alt Down Special (if Buff Banner causes balance issues): Battalion's Backup. At first, the move does nothing, but upon taking a considerable amount of damage, Soldier will take out his Battalion's Backup and use it to temporarily make himself immune to knockback (Super Armor) up for about 5 seconds. Once used, Soldier cannot use his Battalion's Backup again until it wears out or Soldier is KO'd and takes considerable damage again afterward.

    Alt Down Special 2 (If Buff Banner and Ballalion's Backup would cause balance issues): Concheror. At first, the move does nothing, but upon dealing a considerable amount of damage, Soldier will take out his Concheror and use it to temporarily heal himself by 1/4 of the damage dealt whenever a move makes contact on an opponent for about 5 seconds. Once used, Soldier cannot use his Concheror again until it wears out or Soldier is KO'd and deals considerable damage again afterward.

    Final Smash: Ubercharge. Soldier becomes Ubercharged and is immune to all damage for about 5 seconds.

    Swampert:
    -Attributes-
    Walking Speed: 2/10

    Dash Momentum: 3/10

    Running Speed: 4/10

    Ground Jump Height: 4.5/10

    Air Jump Height: 4/10

    Falling Speed: 7.5/10

    Air Mobility: 2/10

    Shield Size: 8.5/10

    Weight/Knockback Resistance: 8.5/10

    Size: 6/10

    Attack Power: 7.5/10

    Priority: 4/10

    -Special Attributes-
    Crawl.
    Bulky Tank: Like P:M Bowser, Swampert will have Knockback-based Heavy Armor on its attacks.
    Mega Evolution: After striking enough hits, Swampert will be able to Mega Evolve into Mega Swampert. Mega Swampert's attacks will have a 1.25x damage increase and a 1.1x knockback increase. It will also get a 1.5x armor strength increase.
    Swift Swim (Mega Swampert): 3 Frames prior to an attack's hitbox, Mega Swampert can press/hold the L/R button to double the speed of its attack, but at the cost of halving the strength of the attack's heavy armor.

    -Standard Attacks-
    Neutral Attack: Swampert swipes with its right arm before swiping with its left arm.

    Side Tilt: Swampert lunges forward with a headbutt.

    Up Tilt: Swampert swipes upward with its arm.

    Down Tilt: Low Kick. Which crouching, Swampert turns away and strikes with a kick.

    Dash Attack: Body Blow. While coming to a stop, Swampert lunges forward with its body.

    -Smash Attacks-
    Side Smash: Mega Punch. Swampert draws back its arm before lunging forward with a thrusting punch.

    Up Smash: Stone Edge. Swampert raises its arms above its head before forcibly thrusting its arms into the ground, creating two stone pillars on both sides.

    Down Smash: Ground Pound/Earthquake. Swampert raises its arms above its head before slamming them down onto the ground.

    -Air Attacks-
    Neutral Air: Swampert sprawls out its arms while preforming a 360 degree spin.

    Forward Air: Swampert lunges forward with a slugger punch.

    Back Air: Swamp Hand. Swampert backhands behind itself with a closed fist.

    Up Air: Swampert "claps" upward.

    Down Air: Swampert brings its arm up before slugging it downward.

    -Throws-
    Pummel: Swampert gut punches its victim.

    Forward Throw: Swampert delivers a headbutt to its victim.

    Back Throw: Swampert reverves its direction while throwing its victim.

    Up Throw: Swampert uppercuts its victim.

    Down Throw: Swampert forces its victim to the ground before slamming its fist into the said victim.

    -Specials-
    Neutral Special: Stealth Rock. Swampert will toss out a sharp stone. The said stone will slowly move to a hault, then stay in place until a foe runs into it. There will be a max 4 stones on the field. And once that max is reached, older stones will be removed.

    Side Special: Superpower. Swampert strikes ferociously with 1 of 3 attack options. Each attack will decrease Swampert's overall attack power and armor strength by 1.25x. It will also remove one storage of Curse (assuming Cruse was used beforehand). If there are no Curse storages, then Superpower will bring Swampert into a negative storage with the minimum being -3. The decrease will only occur if the attack hits an opponent (their shield does not matter).
    Attack 1 (Neutral): Swampert pulls back both of its arms before lunging forward with a dual punch.
    Attack 2 (Control Stick Tilted Upward): Swampert pulls its arm back before lunging forward with a fierce uppercut.
    Attack 3 (Control Stick Tilted Downward): Swampert raises its arms before slamming them down on the ground in front of itself. In the air, Swampert will plummet down slightly.

    Up Special: Waterfall. Swampert lunges upward, covered with water. At the end of the move, Swampert will strike with a punch before going into helpless, though Swampert can end with the punch early by pressing B.

    Down Special: Curse. Swampert sacrifices attack speed for attack power and stronger armor. Curse can be used up to 3 times, with each use increasing attack and armor power by 1.25x, while decreasing attack speed by 1.25x. The only exception to this is if you used Superpower enough times to bring yourself down to -3. In that case, Curse can be used without any speed decrease until Swampert is back to a neutral state.

    Final Smash: Muddy Smackdown. Swampert grabs in-front of itself. If Swampert grabs a victim, it'll dig underground and start beating on its victim. Swampert can move left and right while beating up its victim. The move will end after a short time with the victim being flung upward and Swampert emerging from the ground. If used in the air, Swampert will plummet down to the ground with its victim.

    -Misc-
    Entry: Swampert enters from a puddle of mud.

    Up Taunt: Swampert rises before flexing.

    Side Taunt: Swampert smacks its fists together twice.

    Down Taunt: Swampert rises up before slamming onto the ground with a mighty roar.

    Win1: Swampert rises up before slamming its arms into the ground.

    Win2: Swampert roars and flexes.

    Win3: Swampert preforms a front flip into a puddle of mud.

    Lose: A simple clap.

    Sceptile:
    -Attributes-

    Walking Speed: 2.5/10

    Dash Momentum: 6.5/10

    Running Speed: 8/10

    Ground Jump Height: 7.5/10

    Air Jump Height: 6.5/10

    Falling Speed: 5.5/10

    Air Mobility: 6.5/10

    Shield Size: 5/10

    Weight/Knockback Resistance: 4/10

    Size: 6/10

    Attack Power: 3/10 - 7/10

    -Special Attributes-
    Wall Jump.
    Wall Cling/Slide.
    Crawl.
    Wall Crawl.
    Blade Tips: The tips of Sceptile's leaf blades will not clang with other attacks when using a Leaf Blade Attack.
    Mega Evolution: When Sceptile lands enough hits, Sceptile will be able to Mega Evolve into Mega Sceptile.
    Mega Sceptile's attacks will do 1.15* more damage, have 1.15* more knockback, and have 1.25* more speed. Mega Sceptile will also move 1.25* faster than regular Sceptile.
    Lightningrod (Mega Sceptile only): Is immune to electric attacks.
    Overgrow (Standard Sceptile concept): When Sceptile has at least 150 damage, its attacks will increase in damage by 1.5*. They will also increase in range.

    -Standard Attacks-

    Neutral Attack: Fury Cutter. This move is like a pseudo Marth Side Special, but with some twists. Sceptile can only transition if the attack hits. The damage increases by 1.5* for every hit, but there are only 5 strikes max.

    Side Tilt: Sceptile whips forward with its tail.

    Up Tilt: Sceptile brings its arm downward before thrusting it in an upward arch.

    Down Tilt: Sceptile preforms a crouching low kick.

    Down Tilt (while crawling): Sceptile thrusts forward with a crouching bite.

    Dash Attack: X Scissor. While running, Sceptile crosses its arms before thrusting them outward (with an X-shaped GFX) and coming to a stop.

    -Smash Attacks-

    Side Smash: X Scissor (Forward). Sceptile crosses its arms before thrusting them outward (with an X-shaped GFX).

    Up Smash: Sceptile sprawls its arms out before forcing them upward. Sceptile then forces it arms back down.

    Down Smash: Sceptile folds its arms in before forcing them downward while outstretching them.

    -Air Attacks-

    Neutral Air: Sceptile thrusts both of its arms outward while preforming a quick spin.

    Forward Air: Sceptile preforms a low hand uppercut.

    Back Air: Sceptile reverses its direction with a low hand uppercut.

    Up Air: Sceptile preforms a back flip with its tail outstretched.

    Down Air: Sceptile swipes below itself in a downward arch.

    -Throws-

    Pummel: Sceptile bites its victim.

    Forward Throw: Sceptile sends its victim off with an uppercut.

    Back Throw:

    Up Throw: Bullet Seed (Upward). Sceptile throws its victim up and spits 2-5 seed-like "projectiles" upward.

    Down Throw: Sceptile drops its victim before stomping on the said victim.

    -Specials-

    Neutral Special (Default): Giga Drain. A medium speed attack with healing properties.

    Neutral Special (Mega): Leaf Storm. Mega Sceptile fires a fast traveling vortex of leaves. The move can be charged for longer duration and more damage.

    Side Special: Agility. Sceptile dashes forward. For every consecutive use in the air, the effectiveness of the move decreases. If Sceptile is near a wall, it will have the option to Wall Jump.

    Up Special: Quick Attack. Sceptile dashes in any direction and will automatically Wall Jump when near a wall.

    Down Special: Detect. Sceptile strikes a pose. If Sceptile is struck in this pose (or if an opponent is near Sceptile), Sceptile will stun the foe for a free hit.

    Final Smash: Frenzy Plant. Sceptile thrusts its arms into the ground. A large, thorned vine then bursts out from the ground. The player will be able to whip around the vine by moving the control stick. Frenzy Plant will end after a few seconds. If Sceptile is in the air, it will plummet down to the ground until it lands or Self Destructs.

    -Other-

    Entry:

    Up Taunt:

    Side Taunt:

    Down Taunt: Sceptile take out a twig and sticks it in its mouth. The twig lasts until Sceptile is hit or uses Down Taunt again.

    Win1:

    Win2:

    Win3:

    Lose:

    Original Post:
    Hum, I know I will probably seem a bit silly, but we can suggest you absolutely any character to work with? Even import characters? Laugh Of course, if they are import characters, I suppose there will be some animations already available, so that you don't have to do all the work from scratch! Laugh
    « Last Edit: March 10, 2015, 03:44:59 PM by KingJigglypuff » Logged



    Oh bomb, no one understands you. You have to be expressive with your feelings. Don't worry, Philia will help you with that. Fu fu fu fu....

    Kitare, Saitan no Ikazuchi! Ikare, sousei no daichi! Ribaasukuruseidaaa!

    KingJigglypuff
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    « Reply #2 on: March 16, 2011, 05:49:15 PM »


    Current Character Movesets:
    (I might just remove this part altogether, and replace it with something more professional looking...)

    Dark Lord Ganondorf:

    This is my revamp of Twilight Ganondorf. I have added many new things for this moveset. This PSA is a combination of Brawl Minus Ganondorf, Marioking64DS' Fixed/Buffed Ganondorf, and my work. This moveset is meant to improve Ganondorf to make him a much better character.
    Now onward to the moveset!
    Just like Twilight Ganondorf, Dark Lord Ganondorf has two movesets in one based on if his sword is out or not.
    Normal Mode:
    A: Marioking64DS' Fixed/Buffed Ganondorf's A. 5 damage or 7-9 electric damage.
    Up-Tilt: Marioking64DS' Fixed/Buffed Ganondorf's Up-Tilt. 6-8 damage or 13 darkness damage.
    Down-Tilt: Marioking64DS' Fixed/Buffed Ganondorf's Down-Tilt with more speed and less damage. 8 damage.
    Side-Smash: Brawl Minus Ganondorf's Side-Smash. 5 darkness+16-24 darkness damage=21-29 damage total (uncharged). 7 darkness+22-33 darkness damage=29-40 damage total (full charge).
    Down-Smash: Marioking64DS' Fixed/Buffed Ganondorf's Down-Smash with more damage. 6+13-15 damage=19-21 damage total (uncharged). 8+18-21 damage=26-29 damage total (full charge).
    Neutral-Air: Brawl Minus Ganondorf's Neutral-Air with less landing lag.
    Neutral-Special: Warlock Punch. It's still the same, except that he fires a projectile when he throws the punch.
    Down-Special: Wizard's Foot. A combination of Marioking64DS' Fixed/Buffed Ganondorf and Brawl Minus Ganondorf's Down-Special. Also, when done in the air, he regains his second jump. 15-17 darkness damage (ground). 15 darkness/spike damage, 14 darkness/spike damage (sex kick).
    Up-Special: Dark Dive. A combination of Marioking64DS' Fixed/Buffed Ganondorf and Brawl Minus Ganondorf's Up-Special.

    Yeah, Normal Mode isn't very interesting, but Sword Mode should grab your attention a little more.

    Sword Mode:

    A: An elbow smash. 2 damage. You can hold A to start his combo.

    AA: A horizontal sword slash. 3 slash damage.

    AAA: A vertical sword slash. 5 slash damage. 10 damage total.

    Up-Tilt: A slow vertical sword slash with high power and knockback. 13 slash damage.

    Side-Smash: A quick stab with good range, average power and average knockback. 15 slash damage (uncharged). 21 slash damage (full charge).

    Down-Smash: Ganondorf stabs the ground and emits a dark eruption... 18 darkness damage (no charge). 25 darkness damage (full charge).

    Then he covers himself with his dark aura to lower his chances of getting punished, but the foe can easily DI out of this. 1 darkness (25 times)+5 darkness damage=30 damage total (uncharged). 1 darkness (25 times)+7 darkness damage=32 damage total (full charge).

    Neutral-Air: He swings his sword twice. 6 slash+12 slash/darkness damage=18 damage total.

    Neutral-Special: It's the classic ball of energy that Ganondorf attacks you with in the LoZ games. This move can be charged.

    No charge. 10 electric/stun damage.

    Full charge goes farther, does more damage, and has super armor that takes attacks that do under 15 damage. 20 electric/stun damage.
    But if it's done in the air, he will go into helpless after he shoots the projectile.

    Up-Special: Basically his entrance in OoT when he floats up (animation-wise).

    He goes in the direction you hold the control stick/pad (yes, all 8 directions) and his dark aura brings the foe in the direction he is going in. And he has super armor that takes attacks that do under 20 damage and can also reflect... 5 darkness damage.

    And then emits a dark burst. 10 darkness damage.

    Down-Special (Ground): Chance. The powerful move Ganondorf uses in the sword fight against him in TP. He runs and has super armor that takes attacks that do under 5 damage. He will keep running until you let go of B...

    When B is released, he will preform a slow, vertical slash while having super armor that takes attacks that do under 20 damage. 19 slash damage.

    Down-Special (Air): His attack in OoT in which he falls and punches the ground.

    He will fall straight down until he hits the ground. So be careful where you use this attack. 13 spike damage.

    When he hits the ground, he will emit 3 shockwaves with each doing more damage and having more range than the last. These shockwaves only hit grounded foes. 5+7+11 damage=23 damage total.
    That is all for Sword Mode.

    Theses are the attacks that stay the same regardless of mode:
    Side-Tilt: Marioking64DS' Fixed/Buffed Ganondorf's Side-Tilt with more speed, but less damage. 11-12 damage.
    Dash-Attack: Faster and has super armor that takes attacks that do under 15 damage, but is weaker. 13 damage, 8 damage (sex kick).
    Up-Smash: Marioking64DS' Fixed/Buffed Ganondorf's Up-Smash with more speed.
    Forward-Air: Faster, weaker, but has a spiking sweetspot and has less landing lag. 13-15 damage or 20 darkness/spike damage.
    Back-Air: Faster, but weaker, and had less landing lag. 10 damage.
    Up-Air: Faster, less landing lag, but does less damage, but trajectory is based on where his foot is. 11-12 damage, 9-11 damage (sex kick 1), 5-7 spike damage (sex kick 2).
    Down-Air: Still the same, except it has less landing lag.
    Pummel: Faster. 2 damage.
    Forward-Throw: The only change is that the throw does darkness damage. 5 darkness+8 darkness damage=13 damage total.
    Back-Throw: Nothing changed.
    Up-Throw: More damage and has darkness. 5 darkness+5 darkness damage=10 damage total.
    Down-Throw: Now has two hits, does more damage, and has darkness. 5 darkness+5 darkness damage=10 damage total.
    Side-Special: Flame Choke. Brawl Minus Ganondorf's Side-Special with a twist.
    Final Smash: Nothing changed.

    Other changes:
    -Changed Wait1 animation.
    -Changed Walk animations.
    -Changed Dash and Run animations.
    -Changed Guard animations.
    -Changed Back-Dodge animation.
    -Laughs during his entrance.
    -Starting mode is based on which direction your entrance is in. Right: Normal Mode. Left: Sword Mode.
    -Can wall-jump.
    -Slightly larger shield.
    -Walks and runs faster.
    -Jumps higher.
    -Falls slightly slower.
    -Slightly heavier.
    -Slightly taller.
    -Slightly more air mobility.
    -Larger grab range.
    -Flame Choke has a slightly larger grab range.

    Update: Balance fixes + an Easter Egg Taunt.
    ...

    "You dare bring light to my lair!? You must die!"

    *BOOM*...*BOOM*

    That is all for Dark Lord Ganondorf. I hope that you will enjoy this PSA as much as I do.

    And I give thanks to Wolfric, _Data_Drain_, Calamitas, and Pride for testing and giving feedback that helped further improve this PSA.

    Video(s):

    Thanks to ShadowsWrath, two videos showing Dark Lord Ganondorf in action are now in the OP. And now a moveset demonstration video has been added.
    #Invalid YouTube Link#
    #Invalid YouTube Link#
    #Invalid YouTube Link#

    Dragon Yoshi:

    This was just a side PSA that I made which took me a week or more to do. Now why does he have a long tail? Because I like animals with long tails (inb4pervjoke D:).
    Now onward to the moveset.


    A: A swipe of his "claws". 5 slash damage.

    AA: A second "claw" swipe. 5 slash damage. 10 damage total.

    Side-Tilt: Dragon Bite.
    This move has 3 different effects depending on the angle of the control stick.

    Angled up: A bite that heals 5 damage if it hits (does not overheal unless you have between 1 and 4 damage). 5 aura damage.

    No angle: A poisonous bite that embeds itself with darkness if it hits. 1 flower+9 darkness=10 damage total.

    Angled down: An electric bite which slows time if it hits. 5 electric damage.

    Up-Tilt: Ice Spit
    An attack mainly used to hit airborne foes. Has a sourspot. 5 ice damage (sourspot). 7 ice damage.

    Down-Tilt: Hatchling Exlposion
    A weak, yet quick explosion that has a high chance of tripping foes. 6 fire damage.

    Dash-Attack: Dragon Kick.
    A kick which propels him off of the ground and into the air. 7 aura damage. 5 aura damage (sex kick).

    Side-Smash: Dragon Headbutt
    The element of this attack changes depending which way the control stick is angled. But damage stays the same.
    (No charge)-23 damage. 19 damage (sex kick 1). 15 damage (sex kick 2). (Full charge)-32 damage. 26 damage (sex kick 1). 21 damage (sex kick 2).

    Angled up: Electric.

    No angle: Fire.

    Angled down: Ice.

    Up-Smash: Dragon's Fire
    A multi-hitting attack that can get both air and ground foes. 1 fire (10 times)+10 fire=20 damage total (no charge). 1-2 fire (10 times)+14 fire=27 damage total (full charge).

    Down-Smash: Dragon Stomp
    A stomping attack that only hits foes who are on the ground. 16 aura damage (no charge). 22 aura damage (full charge).

    Neutral-Air: Fire and Ice
    The effect is different depending on which hand hits the foe. 11 fire or ice damage. 7 fire or ice damage (sex kick).

    Forward-Air: Dragon's Wind
    An attack that pushes your foe forward and you backward. 5 wind damage.

    Back-Air: Dragon Tail
    A two hit attack, with the second attack being difficult to hit with. Time slows if the second part hits. 5 aura+10 or 15 electric=15 or 20 damage total.

    Up-Air: Dragon Twister.
    A multi-hitting attack in which if you press A rapidly, you will rise. 2 (5 times)+2=12 damage total.

    Down-Air:
    A poisonous blast embeded with darkness. 1 flower+14 darkness=15 damage total.

    Grab: Yoshi's new power compresses his foe into a ball of energy.

    Grab Attack: 2 ice damage.

    Forward-Throw: 2 electric (4 times)+2 electric=10 damage total.

    Back-Throw: 7+6=13 damage total

    Up-Air: Dragon Toss.

    He flies up...

    Flies down...

    And jumps back safely when hitting the ground while the foe takes damage. 10 damage.

    Down-Throw: 1 fire (5 times)+1 fire=6 damage total.

    Neutral-Special: Dragon Blast.
    An attack which changes element depending in which button is held before firing. But damage stays the same. 13 damage.

    No button held: Fire.

    Special button held: Ice.

    Attack button held: Electric.

    Jump button held: Aura.

    Shield button held: Poison/Darkness.

    Side-Special: Meteor Roll
    The move works exactly like Yoshi's Egg Roll but...

    He rolls up into a rock instead of an egg. 12 fire damage (10 fire damage when turning).

    Up-Special: Dragon's Flight

    On the ground, he lacks the air speed and cannot get into flight. 5 aura+2 fire (4 times)+4 electric=17 damage total.

    But in the air, he has the air speed needed, so he can fly...you have free control of his movement for a limited time or until you interrupt it with an air attack. When your time is up, you will go into helpless. If you interrupt with an air attack, you don't go into helpless, but you cannot use the Up-Special again until either landing or getting hit.

    He can turn and reverse his direction too! =D

    Down-Special (Ground): Dragon Counter:
    He just does a simple pose...but if he gets hit while he's flashing...

    He'll slow time and preform his Up-Special (Ground) and not go into helpless, while leaving your foe in place for a breif time (assuming the electric part hits). 5 aura+2 fire (4 times)+4 electric=17 damage total.

    Down-Special (Air): Dragon Divebomb
    He sets himself up to fall...

    And then divebombs straight down. This move gains power the longer you're falling. 10 ice damage. 13 fire damage (power gain 1). 15 electric damage (power gain 2). 20 darkness damage (power gain 3). 25 aura damage (power gain 4).

    Stars will come out when hitting the ground. 4 damage.

    Up-Taunt: He "roars" while spewing smoke from his mouth.

    Side-Taunt: He flies around in a circle.

    Down-Taunt: He lets his dragon energy flow through his body.

    Final Smash (Ground): Meteor Storm
    He summons a storm of meteors, varying with different elements. 30 fire, ice, electric, darkness, and aura damage.

    Final Smash (Air): Dragon Torando
    This is just basically Avatar Ness' Final Smash (Avatar Ness was made by kirbys246). Don't know what it does? Well it sucks in foes and items with a giant tornado and then spits them out after a bit. Though it does no damage, it has high knockback.

    Other changes:
    -Runs slightly faster than Sonic.
    -Can wall jump.
    -Has Melee dodge.
    -Has L-Cancel.
    -Shield can sometimes relfect.
    -New Entry.
    -New Wins.
    -New Lose pose.
    -New crouching pose.
    -Meteor Roll can take attacks that deal lower than 10 damage.
    -Slightly edited crawling animations.
    -Changed running and walking animations.
    -Made the Kirby hat and did the PSA for it.

    That is all for Dragon Yoshi. I hope you will enjoy this PSA.

    Video(s):

    I recorded a video showcasing his moves and a battle.
    #Invalid YouTube Link#

    Mewtwo:

    I was unimpressed by the progress of the Mewtwo Team (and that it's been ages since the last update to it), so I decided to make my own version of Mewtwo. Now let's not keep you waiting.


    A: A weak strike of darkness (animation will be changed). 3 darkness damage.

    AA: Another weak dark strike (animation will be changed). 2 darkness damage.

    A strike of darkness that brings the foe back into his repeating attack. 3 darkness damage. Then 1 darkness (repeating) damage. You can hold A to continue the attack.

    Side-Tilt:

    This is just a placeholder move until something better can be thought up. 11-13 darkness/slash damage.
    Up-Tilt:

    A rising jump. 10 darkness damage. 5 darkness damage (sex kick).
    Down-Tilt: Shadow Sneak

    This attack is like a dodge and attack in one move. He vanishes, sneaks forward, and then unleashes a dark blast. 12 darkness damage.
    Dash-Attack:

    Similar to his Up-Tilt, except the hitbox lasts longer. 10 darkness damage. 7 darkness (sex kick 1). 5 darkness (sex kick 2).
    Side-Smash:

    Nothing really exciting here (animation will be changed). Also on full charge, he fires three small Shadow Balls. 14-16 darkness damage (no charge). 19-22 darkness damage (full charge).
    Up-Smash:

    His Project Mewtwo Up-Smash, but with a better animation and less damage. 1 darkness (10 times)+5 darkness damage=15 damage total (no charge). 1-2 darkness (10 times)+7 darkness damage=20 damage total (full charge).
    Down-Smash:

    Also his Project Mewtwo Down Smash, but with a fixed animation. 16 darkness damage (no charge). 22 darkness damage (full charge).
    Neutral-Air:

    His Neutral-Air from Project Mewtwo with a revamped animation. 2 electric damage (7 times)+3 electric damage=17 damage total.
    Forward Air: Shadow Claw

    11 darkness/slash damage.
    Back-Air:

    A dark blast (animation+move will be changed). 12 darkness damage. 9 darkness damage (sex kick).
    Up-Air: Upward Shadow Claw

    12 darkness/slash damage.
    Down-Air: Dark Tail

    He spins with his tail straight out. 5-7 damage or 10 darkness damage (sweetspot). 10-12 spike damage or 15 darkness/spike damage (sweetspot). And then 5-7 damage or 10 darkness damage (sweetspot) again.
    Forward-Throw:

    A quick throw while throwing 3 small Shadow Balls. 10 darkness damage.
    Backward-Throw

    10 damage.
    Up-Throw:

    Project Mewtwo's Up-Throw, but with revamped animation and less knockback. 12 damage.
    Down-Throw:

    Lifts the foe and shocks them before sending them off. 1 electric damage (5 times)+10 darkness damage=15 damage total.

    Neutral-Special: Shadow Ball
    This is exactly like the Project Mewtwo Shadow Ball. Self explanitory.
    Side-Special: Confusion

    Just like in Melee, the foe actually spins before getting grounded. Works in the air too. 5 damage.
    Up-Special: Teleport
    This is exactly like the Project Mewtwo Teleport, but with revamped animations. Self explanitory.
    Down-Special (Ground): Earthquake/Earth Power

    A charge-up move. The final charge makes Mewtwo preform Earth Power.  But any other charge produces a wind that pushes the foe back if they didn't get hit by the Earthquake. 10 damage (no charge). 15 damage (charge 1). 20 damage (charge 2). 25 (damage) and then 5 fire damage (5 times)=25 damage total.
    Down-Special (Air): Flash/Incinerate/Thunderbolt/Giga Impact

    The move changes depending on charge.
    No charge: Flash. 10 stun damage.
    Charge 1: Incinerate. 1 fire damage (10 times)+5 fire damage=15 damage total.
    Charge 2: Thunderbolt. 20 electric/spike damage.
    Final Charge: Giga Impact. 25 damage.
    Final Smash:

    This is just a placeholder Final Smash until something better is thought up of.
    He teleports to the center of the stage, charges up, and then unleashes a giant dark blast. It almost KOs instantly, but has poor range. 40 darkness damage.
    ...But wait there's more.
    If you press B during the Up-Taunt...

    Recover. Heals 30 damage (but you cannot go into negative damage unless you have 1-29 damage).
    Press B during the Side-Taunt...

    Swift. Fires 3 stars that the foe can reflect. 8 damage (3 times)=24 damage total.

    Other Changes:
    -Mewtwo uses items with his hands now. Seriously, Mewtwo isn't THAT dependant on his Powers.
    -The tail has been fixed.
    -His Run is faster.
    -His weight is higher by a bit.
    -His eyes turn yellow when damaged.

    That is all for Mewtwo. I hope you will enjoy this PSA.

    Video(s):

    None at the moment.

    Carchar:

    Since Yoshi's and Lucas' spots have most likely been taken. I decided to totally revamp my Original Character, Carchar. But in a totally new way. I used Charizard's model instead of Yoshi, slightly vertexed his head, edited his bones, and ported him over Fox. Why Fox? Because I almost never use him and that there are just about no good PSAs on him. Now I will show you what I have done...

    A:

    A scratch. 3 slash damage.
    AA:

    Another scratch. 2 slash damage.
    AAA: Twirling Claws.

    There is no other move like this one. He can move left and right depending on control stick/pad direction. But the move only lasts for about 3 seconds, or if you let go of A before time is up. 1 slash damage (infinite times).

    Side-Tilt: Spartan Kick.

    The move you all know and love from all versions of Carchar still stays. But it's much weaker. Why is it weaker? I'll tell you soon. 10 damage.
    Up-Tilt: Matrix Kick

    He kicks twice at his foe. 5+5 damage=10 damage total.
    Down-Tilt: Tail Whip

    A swift tail whip that has a high chance of tripping at the tip of the tail. 6-8 damage.
    Dash-Attack: Tackle.

    He attempts to tackle his foe. This attack has two hits. 13 damage, 8 damage (sex kick)+5 damage=13 or 18 damage total.
    Side-Smash: Sonic Punch

    Basically Sonic's Side-Smash with a little more power. But unlike Sonic, he doesn't chuckle he can't angle his punch. 15 damage (no charge). 21 damage (full charge).
    Up-Smash: Jump N' Nom

    He jumps and tries to bite his airborne foe. The bite is hard to hit, but it has high reward for hitting. If the bite hits, he heals 5 damage. 5 damage+17 slash damage=22 damage total (uncharged). 7 damage+23 slash damage=30 damage total.
    Down-Smash: Rock Bowling

    He takes out a small rock and rolls it like a bowling ball. After it hits the ground, it loses power and has a high chance of tripping the foe. 15 damage, 10 damage (sex kick) (no charge). 21 damage, 14 damage (sex kick) (full charge).
    Neutral-Air: Stolen Tornado (UMad? Tongue)

    Acts the same as Mario's Down-Air. 1 damage (5 times)+7 damage=12 damage total.
    Forward-Air: Knee of Justice

    Like the Spartan Kick, this move stays too. 19 eletcric damage (sweetspot) or 6 damage (sourspot), 3 damage (sex kick).
    Back-Air: Back Hand

    8 damage.
    Up-Air: Interrupting Carchar

    You'll see why it's called that. Tongue And if this move hits, then he'll bounce upward a bit. 5 slash damage.
    Down-Air: Kirb Stomp

    If this move hits, he'll bounce upward. 12 spike damage.
    Forward-Throw: Epic Knee.

    He throws his foe, jumps and knees them before sending the foe off. 5 damage+7 electric damage+3 electric damage=15 damage total.
    Back-Throw:

    12 damage.
    Up-Throw: Epic Explosion

    He throws his foe upward, jumps and produces an explosion before sending his foe off. 5 damage+7 fire damage+5 fire damage=17 damage total.
    Down-Throw: Epic Hammer

    He throws his foe on the ground, takes his hammer out and bashes them before sending them off. 5 damage+7 damage+3 damage=15 damage total.
    Down-Special (Ground) Hammer Time.

    Carchar's counter. If he's hit while his hand is out...

    STOP!

    Hammer Time! Tongue Damage given depends on damage taken. Example, he gets hit with an attack that does 15 damage, then he'll deal 15 damage.
    Down-Special (Air): Interrupting Kick.

    Probally my least creative move. ._. If the attack hits or you touch the ground, you can interrupt your move. 8 damage.
    ...
    Now why did I show the Down-Special first? Because his Neutral, Side, Up Specials, and Final Smash changes with taunts. Let's start with the default.

    Neutral-Special 1: Falcon Punch

    Just like Knee of Justice and Spartan kick, this move stays as well. 23-27 fire damage.
    Side-Special 1: Instant Headbutt.

    He swiftly flies forward in an attempt to headbutt his foe. 5 slash damage.
    Up-Special 1 (Ground): Fire Fail

    He sprouts a pair of wings and surrounds himself with fire, only to fall flat on his face. 1 fire damage (20 times)=20 damage total.
    Up-Special 1 (Air): False Glide

    He sprouts a pair of wings again and glides for a bit. He can be moved up and down for a breif
    period of time. But you can do one of two things, wait for the move to end or press B to roll up into a ball and direct yourself up, down, left, and right. 13 damage.
    Final Smash 1: Extinction

    He summons a giant rock to come hit the ground. And if the explosion doesn't kill the foe or they dodge it, then the poisonous atmosphere will certainly rack up their damage. 20 fire damage+30
    fire damage+1 stun damage (85 times)+1 down damage=136 damage total (good luck with dealing all that damage Tongue)
    Neutral-Special 2: Gun Shot

    He takes out his gun and fires it. 10 damage.
    Side-Special 2: Touchdown

    He takes out his rock again and runs like he's going for a touchdown in football. If he misses, he'll fall flat on his face or go into helpless.

    But if it hits...5 paralyze damage.

    TOUCHDOWN!!! 10 electric damage.
    Up-Special 2: Fart

    He blasts off by farting. "Once that smell gets on you, it'll stick to you for quite a while" Tongue This move has three hits. 1 stun damage+13 fire damage+5 flower damage=19 damage total
    Final Smash 2: Giant/Mecha Carchar

    He jumps, and lands 2 times his original size (or in a giant Carchar machine. You decide. Tongue). It lasts for the same amount of time as Fox's Landmaster. Oh and also...

    CROTCH LAZORS! Your argument is invaild. Tongue
    Neutral-Special 3: Carchar Pinball

    He rolls up into a ball, spins upward for a bit, and then launces himself. And if he hits the ground, wall, or a ceiling, he'll bounce off it and reduce his hitbox damage. You will be pointed out by a flash that you can interrupt your move. 10 damage, 5 damage (bounce)
    Side-Special 3: Buzzsaw Dash

    Carchar's version of the Spin Dash. He rolls up into a ball and sits in place. Flashes will indicate the level of charge. There are two charges. This move is very powerful, but the foe can easily DI out of it. The longer the charge, the longer the move will go. You can even reverse your direction by pressing the control stick/pad in the opposite direction he's going in.
    No Charge: 1 slash damage (80 times)=80 damage total.
    Charge 1: 1 slash damage (160 times)=160 damage total.
    Final Charge: 1 slash damage (240 times)=240 damage total.
    Up-Special 3: ROFLCOPTER

    "MAH ROFLCOPTER GOES swoi swoi sowi." Tongue You can move left and right, and also move upward by repeatedly pressing B. 1 slash damage (25 times)+5 slash damage=30 damage total.
    Final-Smash 2: Super Carchar

    Using his Epic energy, he transforms and can fly across the stage for a limited time. 10 damage. 20 fire damage on transformation.
    ...
    Which taunts activate which set of Specials you ask? Well...
    Up-Taunt activates the 3rd set of Specials, Side-Taunt activates the 2nd set of Specials, and Down-Taunt reverts back to the default set of Specials.

    Other Changes:
    -Has an On Hit Cancel system with some moves. The moves affected are, Side-Tilt, Up-Tilt, Down-Tilt, Dash-Attack, Side-Smash, Up-Smash, Neutral-Air, Forward-Air, Back-Air, Up-Air, Down-Air, Neutral-Special (1), Side-Special (1), Up-Special (1), and Down-Special (Air).

    That is all for Carchar. I hope you will enjoy this PSA.

    Video(s):

    None at the moment.

    Original Post:
    Hum, I know I will probably seem a bit silly, but we can suggest you absolutely any character to work with? Even import characters? Laugh Of course, if they are import characters, I suppose there will be some animations already available, so that you don't have to do all the work from scratch! Laugh
    It depends on how many bones they have.
    « Last Edit: May 25, 2013, 11:34:10 AM by KingJigglypuff » Logged

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    « Reply #3 on: March 16, 2011, 05:58:52 PM »


    Let me see... 132 bones, which of course, I'm fully aware of this, is a monstruous number of bones. The only thing good at least with this character is that I have a lot of animations for him taken from his game.

    I will tell you my story. This is the character I was thinking about.

    http://namco-ch.net/talesofsymphonia_wii/blog/nekonin/img/w-decus_1024.jpg

    I don't know if you know him, which I know can be a problem. I already made a moveset for him, and in fact in the moveset, only the up special needs to be done from scratch. All the other moves, so other specials, aerials, A attacks, tilts, smashes are already here. But of course, all the animations like jumps, swim are not here... It is just a suggestion, if you refuse, I will easily understand, because I'm comprehensive, it should be quite some work, because he is an import after all, with a lot of bones.
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    « Reply #4 on: March 16, 2011, 06:01:29 PM »


    Let me see... 132 bones, which of course, I'm fully aware of this, is a monstruous number of bones. The only thing good at least with this character is that I have a lot of animations for him taken from his game.

    I will tell you my story. This is the character I was thinking about.

    http://namco-ch.net/talesofsymphonia_wii/blog/nekonin/img/w-decus_1024.jpg

    I don't know if you know him, which I know can be a problem. I already made a moveset for him, and in fact in the moveset, only the up special needs to be done from scratch. All the other moves, so other specials, aerials, A attacks, tilts, smashes are already here. But of course, all the animations like jumps, swim are not here... It is just a suggestion, if you refuse, I will easily understand, because I'm comprehensive, it should be quite some work, because he is an import after all, with a lot of bones.
    No, I do not know about that character.
    How about Ichigo and Bankai Ichigo over Wario and Wario Man?
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    « Reply #5 on: March 16, 2011, 06:02:58 PM »


    Personally I don't follow Bleach at all, but I'm pretty sure there will be some people here to express their happiness if they reach this topic and read your post! Laugh
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    « Reply #6 on: March 16, 2011, 06:05:07 PM »


    Personally I don't follow Bleach at all, but I'm pretty sure there will be some people here to express their happiness if they reach this topic and read your post! Laugh
    Oh that's fine, I'm not a big fan of Bleach either.
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    « Reply #7 on: March 16, 2011, 06:10:56 PM »


    In that case why did you suggested this? Laugh Make something that pleases you! Anyway, I don't really see what other character I can suggest you, the characters I want, obviously you won't know them... Most of them comes from the Tales of series.

    But there are some who comes from the Fire emblem series, you don't know this game isn't it?
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    « Reply #8 on: March 16, 2011, 06:14:07 PM »


    In that case why did you suggested this? Laugh Make something that pleases you! Anyway, I don't really see what other character I can suggest you, the characters I want, obviously you won't know them... Most of them comes from the Tales of series.

    But there are some who comes from the Fire emblem series, you don't know this game isn't it?
    The only characters I know from Fire Emblem are Marth and Ike.

    I am thinking about importing Rayquaza over a character though.
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    « Reply #9 on: March 16, 2011, 06:20:12 PM »


    Sorry for the double post, but do you think I should import Raquaza's model over someone?
    If yes, who?
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    « Reply #10 on: March 16, 2011, 06:21:19 PM »


    I was pretty sure of this... It's strange though that you don't know Lyn and Roy, they are from fire emblem too and are part of the super smash bros serie, roy was in ssbm as playable character, and Lyn as an assist trophy in ssbb.

    Anyway, what other suggestion much more reasonable can I make you... Someone probably much well known...

    For example why not making a Psa of princess midona of zelda twilight princess over zelda as there is already a vertex?

    Or, I think the best suggestion, make a Psa of a character you like a lot? Laugh

    Edit: Rayquaza? I didn't know there was a model of him, can I see it before?
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    « Reply #11 on: March 16, 2011, 06:22:15 PM »


    I was pretty sure of this... It's strange though that you don't know Lyn and Roy, they are from fire emblem too and are part of the super smash bros serie, roy was in ssbm as playable character, and Lyn as an assist trophy in ssbb.

    Anyway, what other suggestion much more reasonable can I make you... Someone probably much well known...

    For example why not making a Psa of princess midona of zelda twilight princess over zelda as there is already a vertex?

    Or, I think the best suggestion, make a Psa of a character you like a lot? Laugh

    Edit: Rayquaza? I didn't know there was a model of him, can I see it before?
    Rayquaza's SSBB model.
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    « Reply #12 on: March 16, 2011, 06:22:41 PM »


    Make Ichigo! Wait no... MAKE ME! XD (red haired ichigo Pride)
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    « Reply #13 on: March 16, 2011, 06:23:52 PM »


    Make Ichigo! Wait no... MAKE ME! XD (red haired ichigo Pride)
    XD I had a feeling you would say something like that. Tongue
    Maybe I should make a poll.
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    « Reply #14 on: March 16, 2011, 06:24:48 PM »


    Ah, I didn't understand. The ssbb model of Rayquaza? I'm sure it would please some people, but make a Psa for Rayquaza, I don't really see how it is possible, I may be wrong of course but still...

    And Rayquaza as a playable character, I really don't see how it is possible, but this only my opinion!

    Ps: What I said seems to take place!  Laugh
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