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Todd_Ingram
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« on: May 19, 2012, 04:14:30 PM »


Hello! I'm Todd, and I am very new and have a lot of ideas that need bettering. (Totally a word.)
So, this is where I'm going to put all my ideas for movesets when I come up with them.

Right now, what I need is criticism. Tell me what you guys think would work and what you think wouldn't. The more criticism I get, the better I will become overall.

Here are the ones I have so far.
Forgive the differing formats, these will be fixed once this gets more attention.


PAPER MARIO over Mr. Game & Watch (Model:http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23892)

Weight: 3/10. He's made of paper, but he's not an absolute twig.  (about 85)
Height: Game and Watch's. Definitely shorter than the real mario.
Power: 4/10. Only slightly below average, because he has a few good finishers as well. (Bombette, smash attacks) Should be fairly more powerful than GW, but not as much as Mario.
Fall Speed: 3/10. Not a floater, but slow enough to allow him good air-travelling.
Jump Height: 7/10. Above-average, allowing him to get in the air where he can travel most efficiently.
Running Speed: 5/10. Not fast or slow, making land travel average.
Air Movement: 9/10. Pretty extraordinary, allowing him superior air travel and unaided recovery.
OVERALL FEEL: A good traveller in air, getting to where he needs to go to do the most damage he can.

Attacks:
AAA Jab: Identical to Mario’s. Damage may be lowered slightly.

A>: Forward Headbutt (Similar to Mr. GW’s forward smash animation)

Smash A> :Fire Drive (A Hammer Attack, with an animation that looks like Mr GW forward smash but with a hammer, causes fire damage)

A^ Hop: (A short jump, about half of a literal “short jump” [aka tapping the jump button) that causes damage. Not an Ideal juggler, but it works. Like Dedede's.)

Smash A^: Power Smash (An up-and-around Hammer Swing, much like King Dedede’s up smash but nowhere near as much power.)

A v: Sweeps his glove out in front of him, like Donkey Kong's.

A v Smash: Super Hammer (Mario spins his hammer around himself. Similar animation to Ice Climber Side B.

Dash Attack: Spin Dash (What he does in the original Paper Mario when you press Z. Similar to Mario’s Down Aerial, except not as many hits, slower, and each hit does a little more damage Similar in animation to the first part of kirby's side taunt.)

AERIALS:
A: Spin (Spins in a circle. Similar to Kirby's neutral air, except improved range and damage make it less of a travesty.

^: Up Headbutt (Like Donkey Kong’s up air animation)

>: Sex Kick ( Like Mario's.)

v: Multibounce, (heads downward fast at a slight angle to the direction PM is facing. If an enemy is hit, PM hits it for damage and bounces back up again. Can be used in quick succession as a combo. Identical to the Scott Pilgrim over Lucas PSA's Down Aerial.

<: Elbow Shove (Stops, Brings elbows back forcefully, continues momentum. Similar to the Back Aerial of the Scott Pilgrim PSA.)

SPECIALS:

Neutral B: Hammer (Holds his hammer behind him with both hands, then brings it down on release of the button. Has two levels of charge based on how long the button is held, each level adds to the damage.
IN AIR: Automatic Hammer Spin (AKA Kirby’s Side B Air)

Side B: Kooper: (Identical to Link's Boomerang, but with a blue Koopa Shell instead of a boomerang. Damage would also be shell damage rather than wind or whatever the boomerang was.)
IN AIR: Parakarry(: Paper Mario holds a koopa shell over his head, like he'd hold an assist trophy, and he moves to the side a short distance. Similar in execution to the Spiderman-over-Sheik Down B Midair attack.)

Down B: Bombette: After some start-up lag, Spawns a Bob-omb that immediately starts walking forward. Gains enough armor during the startup that it doesn't explode in his face.
IN AIR: (Drops a Bob-omb (same damage and lag) straight down that explodes upon hitting a platform.) If he hits the ground before the bomb drops, he takes explosion damage but no knockback.)

Up B: Paper Plane (Shoots in a loop and glides, like Meta Knight’s Up B. If it’s too hard to make a paper plane model, he can just lie flat as he glides.)
 

Grabs, Pummels, ledge attacks, floor recovery, etc: Identical to Mario’s, although slightly less fly distance and damage.

Final Smash:
NOTE: This seems a little complicated to me, so if it's unprogrammable, Mario’s Fire Final will work fine.

APPEAL: Mario waves to the audience, and everyone on stage is stunned. About three or four Warp Stars appear on the stage. Mario's speed is enhanced enough for a brief window that he can score a Warp Star hit on everyone in the vicinity.


SUPER DIMENTIO over Luigi (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13338
Weight: 7/10. More on the heavy side, but not an absolute brick.
Height: 6/10. Should be a little taller than Luigi if possible. If not, Luigi's height is fine.
Power: 7//10. A pretty good powerhouse in his own right.
Fall Speed: 8/10. A bit of a clunker. His jump height counters it a little, but not by much.
Jump Height: 8/10. Would be more respectable if not for his dismal air speeds, both horizontally and vertically.
Running Speed: 2.8/10. Fairly below average, relying on his specials to move efficiently, like the boss character he is.
Air Movement: 1.5/10. Fairly abysmal.
OVERALL FEEL: A heavy character with good range. Can play a pretty decent game of keepaway.

SUPER DIMENTIO MOVESET:

AAA: The first two would be animated identically to Luigi’s first two attacks, but the last one would have the animation of Mario’s forward tilt.

Forward Tilt: Both arms go forward to hit, like Diddy’s forward tilt.

Forward Smash: Claps in front of him, like Donkey Kong, but with shadow GFX.

Downward Tilt: SD stomps once in front of him multiple times. Like Waluigi’s Kick Attack but more damage.

Down Smash. SD brings his hands down on either side of him, like GW’s down smash.

Up Tilt. Brings both hands over his head, like Wario’s up tilt.

Up Smash. Brings one hand over his head in a back-and-forth arc, hitting twice.

Dash Attack: Rockets forward, like Luigi’s original Side B at the lowest charge.

Neutral Aerial: Spins around in a wide-armed circle, like Donkey's nAir.

Forward Aerial: Forward side-kick, similar to Mario fAir or Squirtle’s bAir.

Back Aerial: Brings both heels backward. Similar to Ness’s bAir, but no electricity.

Down Aerial: Brings both his feet down. Similar to Captain Falcon’s, but with less start-up.

Up Aerial: Swings both arms up multiple times. Like ROB’s uAir.


SPECIAL MOVES:

Neutral B: SD charges up an energy sphere, like Samus or Lucario. Upon release, it flies slowly, but does more knockback than a Samus or Lucario-fired one.

Side B: SD does a sliding kick, like Luigi’s original down tilt. The more you charge up the move, the farther the kick goes and the more damage it does. No chance of misfiring, though.
IN AIR: Identical to Captain Falcon’s Down B on the ground, but in midair with no fire effects.

Down B: A Counter-style move in which SD would flash with invincibility (like he does in the game before he is weakened by the Purity Heart). Anybody who attacks him during this phase will recieve damage.
IN AIR: Identical.

Up B: Identical to King Dedede's Up B.
IN AIR: Identical.

OTHERS:
Ledge attacks: Identical to Luigi’s.
Floor (“recovery”) attacks: Identical to Mario’s.
Grab and Pummels: Identical to Luigi’s.
Throws: All except down throw are identical to Ness’s. Down Throw is identical to Mario’s but with more damage.

Taunts: Luigi’s.

Final Smash: SD extends all four of his limbs and neck in a five-directional star, doing damage to everyone caught in it's path. They then return to normal size.


SHY GUY over Kirby (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26554)
Weight: 2/10. A little heavier than Kirby, but not significantly. (about 79)
Height: Kirby's.
Power: 4/10. Only insignificantly below average.
Fall Speed: 4/10. Fairly light.
Jump Height: 7/10. Respectable to make up for his lack of astounding abilities.
Running Speed: 6/10. Nimble. Close to Toon Link.
Air Movement: 5/10. Pretty average, as he doesn't posses a spectacular air game.
OVERALL FEEL: A good pick-up-and-play character. Not really of a high-tier quality.

SHY GUY MOVESET:

Neutral A Combo: First two hits are identical to Kirby’s two, and the third is a short jump accompanied by a spinning kick.

Forward Tilt: A short range spinning kick. Similar to Jigglypuff’s forward tilt.

Forward Smash: Cartwheels forward, like Fox.

Up Tilt: Hops upward with head, like Squirtle’s

Up Smash: Headbutts above itself, like Jiggly’s upsmash.

Down Tilt: Slides forward a bit, like Olimar’s.

Down Smash. Breakdance-style sweep with vertical knockback, like Luigi’s.

Dash Attack: Rolls forward, like Jigglypuff’s dash attack.


AERIALS:

Neutral Aerial: Spins in a quick circle, like Kirby.

Forward aerial: Aims feet forward, like Squirtle’s.

Up aerial: A headbutt spin, like Lucas’s.

Back Aerial: Arches his back behind him like Bowser’s back air.

Down Aerial: Jams a foot downwards in a pretty powerful Meteor Smash, like Ness.

SPECIALS:

Neutral B: Takes out a cork-gun (super scope with edited colors) and shoots a cork straight forward. Can be charged up, but does damage if charged to far. Similar to Diddy Kong’s Peanut Shooter, except no chance of spawning peanuts, and flies a little bit farther (even on low charge.)

Side B: Lights himself on fire (aka Fire Guy) ((using the body effect for Superspicy Curry)) and rushes forward at an initially highspeed that slows down after a distance. Does fire damage on contact, and has enough knockback to carry an opponent with it for more hits.

Down B: An inner tube appears around his waist and starts spinning, then disappears when the button is released. Reflects projectiles, and if it hits an opponent upon opening it slides them away with no damage like Puff Up.

Up B: Dons a propellor and rises upward similar to Corkscrew (Wario’s Up B). At the top of the jump, if the button is still held, the propellor will remain spinning and he can move left or right for about a second before going into special fall.

Throws, recovery attacks, etc: Identical to Kirby’s, except that his up throw only takes him up about four character lengths before coming back down.

FINAL SMASH: The screen begins to fade to black. The camera zooms in on Shy Guy as he faces the camera and moves his arm toward his mask. Just as he is about to take it off, the screen goes dark. All opponents suddenly take about 30-40% of damage in small, quick hits, then the camera resumes normally with all opponents experiencing Negative Zone-style effects (Luigi’s Final Smash) for a small duration or until hit.






ELECTIVIRE (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25192)
Weight: 9/10. Lighter than DOnkey Kong, a little closer to Charizard. (about 111)
Height: Donkey Kong's.
Power: 9/10. A powerhouse, which complements his ground game.
Fall Speed: 8/10. He's meant to stay closer to the ground.
Jump Height: 4/10 Below average to discourage frequent air travel.
Running Speed: 6/10. Insignificantly faster than Donkey Kong.
Air Movement: 3/10. Not completely abysmal, but enough to make air travel unappealing.
OVERALL FEEL: A heavyweight with a spectacular ground game, and his specials can bring airborne opponents down to the ground where Electivire can destroy them.
Neut. A: Same as Donkey Kong’s, but with less knockback and slightly more damage.

Forward Tilt: Attacks with arm, like Bowser’s Ftilt.

Forward Smash: Spins around with arms out, hitting twice. Similar to Diddy Kong’s, but with more power and horizontal knockback.

Up Tilt: Headbutts above him. Like Dedede’s, but with less knockback.

Up Smash: A spinning headbutt, like Wario’s.

Down Tilt. Stick’s his foot out in front of him, like Dedede’s.

Down Smash: Attacks with fists on both sides of himself fast. Similar to Wolf’s. One of his best ground finishers.

Dash Attack: Kicks out in front of him. Like Donkey Kong’s, but doesn’t slide as much. (So, more like Charizard’s)

Recovery, Floor attacks: Same as Donkey Kong’s.

AERIALS:
Same as Donkey Kong, except Neutral Air is identical to Dedede (he strikes a pose)

SPECIALS:

Neutral B: Thunder Punch
Rushes forward with an electrically charged fist. If it makes contact, Electivire lifts up the opponent, zaps them, and tosses them to the ground. Similar in execution to Ganondorf’s Side B,  except faster and less startup. And obviously with lightning GFX instead of shadow.
IN AIR: Travels the same distance horizontally, but has a meteor smash at the end.

Side B: Quick Attack.
Pauses for a brief moment, then travels forward (a shorter distance than his neutral b) at an almost instantaneous speed. If an opponent is hit, they receive moderate damage and are sent skyward with little knockback. Can be used in conjunction with Thunderpunch to rack up damage.
IN AIR: This move, guys. This move.
Due to his lack of good horizontal recovery (and air/ground speed) this is one of the main tools in Electivire’s arsenal, and it gets him places very, very quickly. When used, it carries him about ¾ the length of final destination at superb speed, doing a little lightning damage on contact. Can be only once, and can have the momentum canceled before it ends by using a netural aerial attack.. Can be used to recover from offstage extremely well, but can be a little hard to control. Very similar to the Dark Samus Side B in air. (It’s the most downloaded one in the Samus category)

Up B: Rock Climb
Does a quick spinning headbutt rising upward, ending with him taking a rock and headbutting it (a-la Charizard). Rising action is like Wario’s, but little to no horizontal control. The last attack also has a meteor smash. It’s not really meant to be used as a recovery, but to bring opponents down to the ground where Electivire can really let loose.
IN AIR: Same.

Down B: Earthquake
With about 60 frames of startup, hits the ground with such force that it grounds (a la Donkey Kong Side B) any opponents within a good range. Doesn’t really have a lot of times it can be safely used, but when it can, it’s a good trapper.
IN AIR: After the same amount of  startup lag, flies straight to the ground hitting palm first, (like Donkey Kong’s down throw animation) not grounding anyone but still launching opponents horizontally.

Final Smash: Close Combat.
A rush forward similar to his Neutral B. If it connects, Electivire basically goes to town on them. He initiates an unstoppable combo, ending with a HUGE punch that launches the opponent far enough not to knock them off the screen completely. but to make them hope that they’ve got a good recovery.

BLACK MAGE (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23970)
Weight: 1/10. Don't expect to take a lot of hits before you become vulnerable to KO's.
Height: Ness's should do fine.
Power: 8/10. Most of his normals are pretty weak, but his smashes, specials, and some aerials border on terrifying.
Fall Speed: 3.5/10. Slightly floaty.
Jump Height: 6/10. Above average to give him some room to play with his aerials.
Running Speed: 5/10. Nothing special, maybe a smidge faster than Mario.
Air Movement: 5/10. Again, nothing spectacular.
OVERALL FEEL: Typical wizard archetype: glass cannon. Can't even take half of what he's capable of dishing out.

Black Mage

Normal A: Hits twice with a staff swing (like Link’s first two jabs) and then brings it over his head for a third strike (Ike’s last jab)

Forward Tilt: Uppercuts with his staff, like Marth’s tilt.

Up Tilt: Hops with his staff held horizontally, like Ike’s tilt.
Decent knockback, but negligible damage.

Down Tilt: Pokes staff in front of him. Moves him slightly forward, like Meta Knight’s.

Forward Smash: A swing of the staff that does electric damage. Like Ness’s. Deceptive range.

Down Smash: A push out to both sides with magically-imbued hands, doing electric damage. Like Lucario’s. Great range.

Up Smash: Swings arm around in a circle, zapping opponents above him. Like Zelda’s. Good knockback.

Dash Attack: Charges forward with a magic burst. Like Lucas.

AERIALS

Neutral: Spins around, with zapping properties. Like Lucario.

Forward: Three zappy staff-hits forward. Like Meta Knight’s, but with more hitstun.

Downward: Swings staff in an arc below him. No GFX. like Marth.

Backward: Three non-GFX staff hits backward. Again, like Meta Knights.

Upward: Aims his staff straight upward like Links, but the staff creates a magic explosion like Zelda's.

SPECIALS:

Neutral: Fira

A fireball is launched out in front of him. Can be charged. Very similar to the Cloud PSA’s neutral B, except charge is much faster and range is a little lower. Not much, though.
IN AIR: Same as Clouds, but less startlag.

Side: Thunder

Black Mage releases a straight line of lightning out in front of him, somewhat similar to ROB’s neutral B but with no cooldown perioid afterwards where it gets weaker, and it moves slightly slower.  Start up and ending lag is punishable (60-90 frames) to avoid spamming.
In Air: Black Mage stops momentum and releases a flurry of tiny lightning bolts. Simillar to the attack Tabuu uses where he fires hundreds of tiny bolts then finishes with a huge ball, except without the finisher, slightly smaller range, and only takes up 50 frames or so. Can only be used once per jump, as it results in helplessness.

Up B:  Aero
Black Mage spins slowly upward doing slashing damage with his staff, creating a tornado effect. Similar to Donkey Kong’s Up B, but vastly superior range, vertical travel, and somewhat superior damage.
In Air: Identical.

Down B: Stun
With a little startup lag, Black Mage rushes forward with his staff over a distance that covers a little less of a half-FD. If it hits, it causes the opponent to shoot up and land with a stun effect, like when you’re using a shield and it breaks (Obviously it doesn’t last as long, though) Functionally similar to Weavile.
IN AIR: Identical, but vertical.

FINAL SMASH: Death
Black Mage raises his staff menacingly over his head and slides forward a short distance. (Not even a quarter of FD) If an opponent is hit, his damage increases by 300%, but no knockback is inflicted. The foe is now easy, easy prey. Meant to be hard to use, should be saved for a stunned opponent or else you will be left vulnerable. Very vulnerable.


DREAM SETS: (i.e. too complicated to actually code but are examples of my ideas)

FIREMAN (i.e. firefighter) Over Snake or another humanoid character (Ike, Link, etc.)
NOTES: Can crawl.

General Feel: Hard to knock off stage, but fall speed is pretty slow, allowing for a good aerial game. Power is close to Marth, but a little more. Speed should be pretty similar to an above-average speed character. Somewhat techy like Snake, but still able to be used for traditional fighting.

AAA: A series of arm swipes, ending with a slash of a wrench.

Forward Tilt: Brings an axe forward in a horizontal baseball swing.

Forward Smash: With little startup, brings a circular saw in front of him over his head. When it hits, it does a series of small slash damage hits before knocking the opponent down. If it misses, there’s punishable lag.

Upward Tilt: Two punches aimed upwards. First one does damage with negligible knockback, keeping the opponent close by so they’re hit by the second one, which does more damage.

Upward Smash: Fairly unorthodox. Fireman unfolds a ladder upwards at high speed,  doing damage, then climbs it, it disappears,  and then Fireman falls without entering helplessness (i.e you can still perform a double jump and aerial attacks). The more you charge the smash, the higher the ladder extends, up to about two character lengths.

Downward Tilt: Swings a fire extinguisher out in front of him. Sends opponents upward at fairly low damages. Deceptive range.

Downward Smash: Points a “Jaws Of Life” downward (basically a huge claw) and extends it, doing damage on both directions. Short range, but stays for a while and prevents on-foot approaches.

Dash Attack: Swings his axe once, fairly horizontally, keeps running but slows down, and then golf-swings the axe another time while stopping.

Floor Recovery and Ledge attacks: Identical to Link’s, but with an axe.

Grab: Uses a fire hose to pull opponents in. Similar range to Lucas, but slightly longer.

Pummel: Tightens the hose.

Forward throw: Tosses forward w/Hose, Similar to Samus.

Back Throw: Turns the opponent around and slams them, like Snake’s.

Down Throw: A downward toss, like Captain Falcon’s.

Up Throw: A short upward toss, then Fireman spins his axe above him like a baton, hitting the opponent multiple times and finishing with a heavier strike that can launch an opponent at average percentiles. At low percentages, it’s good at building up damage.

AERIALS:

Up: A “rising punch” that can be used as a double jump if you’ve only jumped once. Only hits once.

Down: Flips into a headfirst dive and heads downward at a slightly faster speed. If it hits the ground, he kick-flips up into a regular fighting stance, doing damage on the way up. If it goes about four character lengths without hitting a platform, he does a mid-air backflip that brings him backwards a bit, then continues falling.

Neutral: Swings axe forward in a fast turn, starting over his head and ending behind him a little less then two turns later.

Forward. Brings fire extinguisher down in front of him in a fast quarter-circle, functioning as a good range meteor smash.

Backward: Delivers two fast kicks with almost no end lag whatsoever.

SPECIALS:

Neutral B: Fire Hose
Starts shooting a spray of push-away water similar to Squirtle, but aimed slightly lower so that opponents aren’t pushed away as much, Also, no charge, so it just continues for about two seconds, even if you’re not holding the button down. Fireman can move around and jump. while doing this, like holding a Super Scope or Cracker Launcher.
IN AIR: Identical.

Side B: Take Down the Wall
Takes out a sledgehammer, and begins a series of swings in front of him, each one taking him distance. Similar to Marth’s, except it goes slower and you can perform up to six swings.
IN AIR: Swings the hammer in front of him parallel to the ground, letting it carry him forward a distance.

Down B: Douse.
A fire starts, causing Fireman to leap backwards a few steps. He then automatically sprays with the hose at high pressure to extinguish the flame, which eventually goes away. This all happens in about 1.2 seconds. Both the water stream and the fire does damage.
IN AIR: A burst of damaging water appears on the ground below Fireman, then he goes into helplessness fall. If he has no ground beneath him, the move does nothing.

Up B: Fire Extinguisher.
Fireman aims the nozzle of the Fire Extinguisher downwards and fires. The exhaust from the extinguisher propels him upward with similar mechanics to ROB’s recovery. The exhaust does ice damage, like Ice Climber’s Down B.

FINAL SMASH: Adrenaline
Fireman brings his arms out in an “energy is flowing through me” pose and grows to about a Super Mushroom size (if he is already big than he stays the same size). Small patches of fire appear on random points on the stage, like in the aftermath of Mario Finale. He then takes on a Wario Man-style effect, with his speed increasing, his attacks getting faster and stronger, the Fire Extinguisher allowing zero-g flight, the Fire Hose’s range increasing dramatically, Take Down the Wall turns into a ridiculous, high-damaged frenzy, et cetera. After a while, he reverts to normal.

« Last Edit: June 10, 2012, 08:28:26 AM by Todd_Ingram » Logged


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    « Reply #1 on: May 20, 2012, 04:04:18 PM »


    It seems like these are a lot of odd moves. Like ones that wouldn't look or work well.
    Clapping, spinning into enemies.....some of them don't seem to fit the character's style and seem odd. Like dimento's B. And it seems like you're being overambitious with like final smash (summoning master hand and targetting)

    Do you really want these moves? I just don't think they fit the character, but I like the creativity. The best way that I found to make good character ideas was to make custom characters on my own. Original characters. No, I don't mean trying to learn to program things on your own, but make a moveset on your own. Have an idea in mind and an overall goal. Also, look at what is and isn't possible and try to keep that in mind. If you want any help, PM me.
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    « Reply #2 on: May 20, 2012, 04:42:20 PM »


    It seems like these are a lot of odd moves. Like ones that wouldn't look or work well.
    Clapping, spinning into enemies.....some of them don't seem to fit the character's style and seem odd. Like dimento's B. And it seems like you're being overambitious with like final smash (summoning master hand and targetting)

    Do you really want these moves? I just don't think they fit the character, but I like the creativity. The best way that I found to make good character ideas was to make custom characters on my own. Original characters. No, I don't mean trying to learn to program things on your own, but make a moveset on your own. Have an idea in mind and an overall goal. Also, look at what is and isn't possible and try to keep that in mind. If you want any help, PM me.

    Thanks for telling me all this. Dimentio's B was based off of the attack in the game where he brings his fist down, but if it doesn't work I can replace it with something else.

    And of course anything can be changed if programming it would seem like a hassle. I'll go through it again and see what I can do.

    Are there any specific moves you don't think work for a specific character? And by not fitting, do you mean the style of the character or the "feel" of the character? (For example, a projectile would not work well for a character based on heavy hitting at close range.)

    I'm only asking questions because I want to understand the criticism you're offering and make the sets better. Thanks again for leaving input!

    An original character sounds helpful, too. I have some characters knocking around in my head I'd like to put down on paper.
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    « Reply #3 on: May 20, 2012, 07:18:03 PM »


    Paper mario's crouch attack seems iffy. He just expands part of himself, right? Doesn't seem like a good attack choice and I feel like it would look weird.

    And the downsmash too. Hopping up and down 3 times? Smash attacks generally hit to either side of the character, and I can't see how hopping three times in place would be a good idea.

    Is the back arial like wario's?

    And dimentio's neutral B seems odd to be placed as neutral B. That should be the button for moves you will be using the most. Ease of access!..?
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    « Reply #4 on: May 21, 2012, 04:52:04 AM »


    Paper mario's crouch attack seems iffy. He just expands part of himself, right? Doesn't seem like a good attack choice and I feel like it would look weird.

    And the downsmash too. Hopping up and down 3 times? Smash attacks generally hit to either side of the character, and I can't see how hopping three times in place would be a good idea.

    Is the back arial like wario's?

    And dimentio's neutral B seems odd to be placed as neutral B. That should be the button for moves you will be using the most. Ease of access!..?

    I tried to go over all of what you said. Are my edits any better?
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    « Reply #5 on: May 21, 2012, 05:50:37 AM »


    A little better. Does PM bounce off of foes when he does the 'power jump' ?
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    « Reply #6 on: May 21, 2012, 12:43:28 PM »


    A little better. Does PM bounce off of foes when he does the 'power jump' ?

    Thinking about it, it would make sense. It could be used in succession for a good combo, and fits his archetype more than one huge hit that heads straight to the ground. I'll make the change.
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    « Reply #7 on: May 21, 2012, 06:19:46 PM »


    What is your overal goal for each of these characters? Is pm made for ground based moves, a comboer, an arial character, supposed to use special moves as killing moves, fast character, made for spikes, eats barbacue sauce, wall of pain style character...?
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    « Reply #8 on: May 21, 2012, 07:04:21 PM »


    Paper Mario is sort of meant to be an aerial character. Not as much of doing damage in air, but travelling well through air to places where he can do the most damage. Using moves like his Up B and Side B in air to get to the opponent where he can excel, i.e. doing enough damage to leave the opponent vulnerable to his strongest specials and smash attacks.

    Super Dimentio is more of a power character (and far less of an aerial one), but his style of play is keeping opponents farther away from him with his smash attacks and Counter special so he can use his moves that work best at a distance, like his Side B and Neutral B if that ends up being a projectile. While his other attacks do work at close range, they're not exactly K.O. material. They're more of a way of building up damage so the opponent can be knocked away, then hit with a good long range attack to finish the job. He shouldn't have as many moves that can K.O. from close range.

    Of course, it's incredibly likely that the movesets I have outlined above do not work AT ALL with the ideas I have here. If that is true, please point it out and mention ways that it can be fixed. I've only been playing Brawl professionally for a short while, and have spend a vastly superior amount of time playing casually. I'm learning about character strategies and comboing and everything, but slowly. So, any and all help is appreciated.
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    « Reply #9 on: May 21, 2012, 07:14:30 PM »


    Honestly I can't say much about what would work, that depends on the programming. Will he have wario or jigglypuff lightness/manueverability? Wario's back air sort of kills combos.
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    « Reply #10 on: May 21, 2012, 07:37:49 PM »


    Honestly I can't say much about what would work, that depends on the programming. Will he have wario or jigglypuff lightness/manueverability? Wario's back air sort of kills combos.

    *assuming you're talking about Paper Mario"
    I agree. And I think saying his back aerial was like Wario's was a little bit of misinformation, now that I think of it. Let me edit that to see if I can make it a little clearer.

    As for maneuverability, I think he would have more of the maneuverability of Jigglypuff (being able to get to people fast), but fall speed and initial upward speed would be a little faster. He shouldn't really be used as a Wall Of Pain character, as most of his aerial attacks should be used to prepare for his larger attacks, not as much of an edge-guarder.

    Again, this is all sort of theoretical depending on how well programming works, if it ends up happening at all.
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    « Reply #11 on: May 21, 2012, 07:43:42 PM »


    Actually sounds good then.do you have a model or texture in mind? Seems like it would be cool over g&w
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    « Reply #12 on: May 21, 2012, 09:07:28 PM »


    Actually sounds good then.do you have a model or texture in mind? Seems like it would be cool over g&w

    I do indeed. If you'll follow the stoic, unbouncing link to the right of the PM moveset spoiler, you'll find a delightful texture created by Starwaffle that I've tested many a time and can say that it looks very impressive. Not saying we can't do anything else with it, but it'll do more than fine if this thing ever finds its way onto the Vault.
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    « Reply #13 on: May 21, 2012, 09:42:30 PM »


    You....have a face.







    I'm too stupid to click links. I can't. Or view images. Do you need animators or psa-eratorificationarators?
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    « Reply #14 on: May 21, 2012, 09:45:11 PM »


    You....have a face.

    I'm too stupid to click links. I can't. Or view images. Do you need animators or psa-eratorificationarators?

    Not asking you to extrapolate on anything else, then.

    Strictly speaking, I don't NEED anything. These are just ideas that I'd like fleshed out to their full potential before anyone who's smart enough to make this into a final project takes a peek at this thing.
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