|
|
« on: January 29, 2014, 10:42:31 PM » |
|
with the new cloning engine for brawl, I was wondering how many different characters could fit together and still make sense. which characters could be used to best represent the games they are from, while still keeping a sort of variety?.. cloud and sephiroth for ff series..? would it make more sense for sonic to have knuckles and tails playable alongside him, or just shadow, or maybe all of them? who else should be in then? who could be used as a base?.. i have some suggestions, and i recently got a new computer and have been thinking about making hacks... i have a few ideas of my own for specific movesets, but i'd like to start a discussion to hear what the perfect version of brawl sounds like... ....(using brawl minus and project m for inspirational ideas) Seriously, guys, mention ideas you have... i mean, for example, i haven't even played final fantasy, so i'd appreciate it if you could post any ideas for characters other than cloud or sephi that may belong in the game, and same thing for any games these characters are from.. Existing characters Mario Luigi Peach Bowser
An interesting idea I thought of for bowser was to keep his current neutral b, but make its input workn so that maybe spamming b faster keeps fire going, like fox's blaster, and then holding it down charges it for one slow horizontal moving, horizontal ellipse shaped fireball like in the Mario games. Then what'd be cool is giving the side b its slash from melee, and giving it the throwing options of Brawl Minus's current neutral b. Maybe replace his midair side B with the galactic crusher from Minus. I'd also want to add a little bit of horizontal movement with his side b, maybe the distance of pm lucario's down b, but make it able to be spammed A LITTLE. What I had in mind was similar to link's current FSmash, he could do a right-clawed slash first, then left handed next time, basically mirrored, so it could be used for an approaching tool like Minus's current neutral b, and if you keep pressing it (sideB), maybe he'll start to speed up. Maybe to keep it balanced, give it armor frames during the slash, but after the initial slash you can be hit..? final smash should still be gigabowser, but gigabowser should have much more powerful and larger fireballs.
DK Diddy Yoshi Wario Link
twilight link: (I want this moveset to resemble items and moves available in twilight princess) Neutral B = arrows- they arch much more when uncharged, but can be angled while charging, and when charged will be almost completely horizontal. Down B = bombs/bomb arrows- when down b is pressed you will pull out a normal bomb, just like before, and you can still throw it the same way, nothing changes in that aspect... but when down B is held down instead of just pressed, he will go into a slightly slower version of the arrow charge, with a bomb arrow instead of a regular one. the hitbox on this arrow is slightly bigger, but for this arrow to do decent knockback, it must be charged well... it will basically have the same damage and knockback as one of link's bombs at medium charge, but its utility will be its range and increased knockback if charged all the way. Side B = gale boomerang- this boomerang will no longer have a hitbox to smack away opponents when coming out. it will have the wind hitbox going out and coming in, but will have a refreshing hitbox to deal great damage if it it passes through people, and will help control distance between you and your opponent.. the wind's pushback effect will be increased greatly in order to be able to be used to keep people recovering at bay, and people approaching as well, without refreshing their abilities. however, it's ability to pull back is also upgraded, so be careful not to help them by throwing it too low and letting them use it to their advantage. but this could also help with setups for attacks, and the wind ability may help bring in items such as the smashball or push away items like bob-bombs, without setting them off (since the damage hitbox is centered in the boomerang itself, not the wind). Up B= spin attack- like it is now, except with much more kill potential if charged all the way. also, more momentum control in the air, and maybe the ability to link into one A attack if connecting in the air. this can be used to interrupt the up B, in case you're chasing someone upward, but are playing with more than one friend and don't want to go too high to ensure a kill (so you can be air vulnerable for less time). also may work well if you want to use a spike kill and are hitting someone from under the stage coming up. Final Smash= Sol fused master sword- link's sword will glow bright yellow and be able to shoot a small beam with your neutral A combo, slightly larger slashes of light with tilts, and larger, stronger slashes with air attacks, and the strongest, largest ones with smash attacks (get larger, stronger when charged longer).... up B fully charged will be a very strong move (0 percent one hit KO on smaller stages, except against heavy characters). during this final smash, you will be invulnerable, and you can stay this way for about one minute... (maybe more if it's decided that not being able to fly-- like sonic, etc-- makes it a less useful final smash.)
Zelda Shiek Ganondorf Toonlink Samus Zerosuit Pit Ice Climbers ROB Kirby Metaknight King Dedede Olimar Fox Falco Wolf Captain Falcon Pikachu Pokemon Trainer Squirtle Ivysaur Charizard Lucario Jigglypuff Marth Ike Ness Lucas Mr. Game n' watchSnakeSonic
Requested characters Megaman Zero Protoman Bass Shadow (the hedgehog) Knuckles Tails Mecha sonic Liquid snake Grey Fox Raiden Cloud Sephiroth Sora ...i'm putting here a dividing line between 'other' (above) and nintendo (below) characters paper mario-- (new moveset): I'd like to give him hammer moves, similar to iceclimbers.I'd make his Up B the Spring jump from thousand year door, and his down air to be a ground pound. his side B would be one of the THREE partner attacks.. that's right, no watt or vivian... there will be a bob-bomb partner, a goomba partner, and a koopa partner. his side and up smash could copy iceclimbers' smash attacks almost exactly. his down smash could be the spin attack from thousand year door. his crouch would look like his guard from the mario games (hiding under his hat), and his down B would be a counter/reflector, but only if you press it at the exact right moment. His side B on the ground would be one of three partner attacks: if you have gombario/goombella out, it will do a toss, similar to the purple pikmin, stick for a second, and hit once more before bouncing off... this one racks up damage, and if side b is pressed with correct timing, you can do multiple hits to rack up damage and stun lock. if you have kooper/koops out, it will do a shell toss, using the same animation from thousand year door to kick the shell out. if you do a smash side b, it will go further.. the longer you hold B, the longer they will stay spinning in place before returning like a slingshot back to the position they were fired from, NOT to you. if you have bombette/bobbery out, it will do an overhead bomb throw and they will walk once they hit the ground. if you hold B down instead of tapping it, you will continue to hold them above your head while the fuse runs short. you can "cook" them like this until they explode if you'd like, since it won't do any damage, but you walk slower than normal when holding them. if you release them at any point while "cooking" them, then the time you held them will count towards their bomb fuse and they may explode earlier. if you press side B at any point while they are walking, they will stop and force the fuse short and explode on that command.
IF, however, you use the side B while you are in the air, you will instead fold into the paper airplane mode from thousand year door and begin to glide. this can also be done after you've already used your spring jump, and this glide has a hitbox at the point, so if you dive into someone, it will do damage, but unfolding does not do damage and it leaves you vulnerable. also, "crash landing" forces you to unfold a bit more slowly and leaves you vulnerable a bit longer, still with no hitbox. for now, neutral b will be used to change your partner, although its input and the input for the counter may be traded if it feels more reliable that way. doopliss changes almost his whole moveset to match the copied character. also, whereas kirby just gets a hat resembling the copied character's head, doopliss will instead make a paper version of the character copied... this feature will be the most difficult to program out of every character, because with characters technically being clones, their khats and detected moves to copy will be next to impossible for the game to identify, and this character may not be completed until maybe more than a year after the rest of this pack is done... although, on a side note, his paper mario doopleganger will be almost exactly the same as far as moves and size go... only real difference will be the eyes, posture, voice, and MAYBE the coloring, if we decide to make the doopliss version of each character either color specific, or whatever. rosalina dixie kong king k'rool-- waluigi baby mario bros-- skyward sword link ghirahim/demise young link and adult link (OoT)*-- transforming characters, like zelda and shiek young link uses slingshot, adult link uses arrows. young link uses boomerang, adult link uses...dekunuts?.. young link uses bombchus, adult link uses normal bombs. younglink's fs is the flight of the cuckoos, adult link's fs is. well actually it could be the same as it is now... but another idea could be an ocarina of time fs that stops/slows all players except you so you can attack them all until the time lapse ends and they all blast off screen simultaneously... the way to switch between the two would be with an "ultrataunt" where adult link would stab the master sword into the ground and transform, or younglink would pull the master sword out and transform... the reason i'd include these characters is because i'd want one link from each timeline that branches off, except a link to the past... basically, the one from skyward would be neutral since it's before, then the one from OoT would be neutral as well. then we'd have the twilight link (brawl link) on the "no ganon" timeline side, and windwaker/phantomhourglass/spirtitracks link (toon link) on the "hyrule falls" timeline side four swords linkS-- (ice climbers style.. two at a time) to represent the four swords game, pre-ganon. in this moveset, lead link will be the color you chose, "nana" link will be purple... if you choose the purple color, you'll get the nes style link for your "nana", and so one... basically, red green and blue will not be a nana no matter what in order to prevent team battle confusion.... ok, so the moveset will basically take the hammer attacks and replace them with sword slashes. the UpB will be Roc's feather. the side B may be the great spin. basically, it'd be chargeable, like toonlik's, and once charged all the way would do the great spin instead of the quickspin. DownB would probably be the torch item (by the way, having any "projectile item" may be a little overpowered with the double cast of fourswords link, so no arrows/boomerangs), and would act similar to iceclimber's current downB, only with fire damage instead, and may be held down longer. the neutral B could MAYBE be the slingshot/scattershot if charged all the way, but i don't think it's totally necessary... now, for the fs, i'd definitely use the big bomb trap! it has a countdown, this time of three seconds, instead of ten, and the two fourswords links will dissappear for a few seconds to avoid the explosion, which will encompass a small radius.. in comparison to battlefield, if centered in the floor of the stage, it's height would be at the head of ganon while he stands on the center platform... hoizontally, its diameter's about the size of the landmaster, from the tip of the turret to the back of the tank. dark samus ridley black shadow-- Mewtwo Deoxys Meowth Roy
|