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#1
Knuckles Moveset
AAA=Mario's
If possible, by holding A could he just do a really fast repeated punch
A^tilt= May require a bit of custom animation, Knuckles does Sonic's up air but keeps one or two hands on the ground
AVtilt=Ganondorf's, but weaker and has a 70% chance of a trip
A>tilt=Sonic's, but with a small sweetspot at the tip of the boot, with a similar angle but not strength to sheik's arrow
>Smash=Just like Sonic's, but his arm stretches a bit and the fist grows a bit, think the werehog punch
VSmash=He does a tiny jump in the air and then stomps on the floor, which has a kind of earthquake. Think the same effect as DK's down B and the same size, and about the same strenght. The larger the charge the larger the wave and strength. At the max, it should be about two Bowser's to the left and right
^Smash= Sonic's exactly but with a powerful meteor smash at the end for combo's
>Air=Zelda's forward air, with a slightly larger sweetspot, but a weaker one. Also, no electric effect. Has a slight stall in the air
<Air=Sonic's back air, with a sweetspot on the tip of the shoe, just like Zelda's. The sweetspot is stronger than the forward air. Has a slight stall in the air
Vair=Sonic's Vair animation, but with a meteor smash
B=>Smash but with a longer stretch and more powerful if charged. Can be charged. Has a really strong fire sweetspot at the tip if fully charge. If it is charged more, the arm stretches further
>B=Snake's roll into a fiery punch. Has several hitboxes to carry the foe along with you until the punch
^B=Sonic's ^B, but with less height and more control left and right. Maybe replace the spring with a weak meteor smashing explosion
VB=Sonic VSmash but with several hitboxes, to carry the foe along with you until a final, medium strength hitbox, think slightly stronger than the end of Sonic's >Air. Can be charged a bit
>B air= Luigi's >B
Dash attack= Sonic's
Grab attack=Captain Falcon's
Run animations=Sonic's
Jump animation=Mastaklo's Shadow's, but without the jets
Run speed=Pikachu's
Jump Height=Mario's
Jump Length= Sonic's
Power= Similar to Ike's
Strengths=Is fast and good at combos
Recovery=About as good as Sonic's
How easy to knock off= Think Mario
Advantages= Great recovery, is difficult to knock off because he has great movement around the stage. Works well on large stages. It is important to keep distance with the enemy, as he is strong on distance. Is very good in 3-4 player matches
Disadvantages= Slightly weak on close range, relies on keeping the enemy away if he wants much chance to kill under 100%. Allmost all his moves take a bit of charge to be really effective
Best Move=FSmash, because it is quick and has reasonable strength. Is useful for keeping the foe's at bay
#2
to be honest, i dont really want to use this until the kinks are worked out. I'll definitely download it if you fix up b and the barrel grab. and, if vb cant be used in air, could you replace it with the b attack. then it will be like the old cloud, which was one of the good bits about him.
Oh and for the final smash why doesn't he shoot fire everywhere. it seems like a cloudy thing to do
#4
Portraits, Menus, (etc...) / Re: 808 CSP'S!?!(808)
June 12, 2010, 09:05:20 AM
please make a koopa csp
#5
this level is some crazy [censored],thanx
#6
k thanx mewtwo, i dont do wiiscrubber so ill leave it, but thanks anyway.
@canon could you please remove those leaves on the top though
@mewtwo, hyrule looks like its coming along nicely, it looks great. what stage is it over
#7
hi mewtwo2000, i asked you about pal rel's on esh, could you please answer my queries when you get time. thanx. also, about your kongo stage, why does the ground splash when you land on it, and could you please remove the rock and those annoying leaves which make it so you cant see the top, otherwise (apart from the background wierdness, it perfect)