Todd Ingram's Moveset Ideas Thread

Started by Todd_Ingram, May 19, 2012, 10:14:30 PM

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May 31, 2012, 01:14:12 AM #45 Last Edit: May 31, 2012, 01:15:58 AM by Todd_Ingram
Quote from: Element on May 31, 2012, 12:28:39 AM
I was just saying personally what I liked. I only like movesets that seem real. Even if your moveset could work that way and worked exactly how you said, i'd probably pick someone else for my own preferences. Some people do like those types of movesets.

Alright then. If you ever start PSAing, I give you my promise that I won't complain if you avoid working on any of my sets.
I don't want to seem like a jerk that requests criticism and then bash the ones that I think are wrong, but what you're saying you prefer is that I alter my ideas from the original structure they were intended to be built upon. Many of your ideas for the Paper Mario and Super Dimentio set did end up being implemented, and I sincerely thank you for pointing out what may not have worked for the respective sets. But suggesting a removal of a constantly and canonically used effect (nowhere-objects) that I'm putting in amateur, custom sets that are literally nowhere near any sort of finish is, in my eyes, crossing a line.
Again, I thank you for your initial input, but I'm keeping my Hammerspace moves because I think they're going to work fine. If a majority of other people agree with you, however (which, judging by previous posts, they haven't), I will amend the moveset somewhat.

I was really trying tto avoid telling you to change the whole original idea of your moveset. I don't have much else to say though. If you'de like to rate my personal movesets, that might help us to get onto the same page.

For the garchomp or whoever, I was thinking of how you said B uses bowser's taunt. That taunt is pretty stationary (is this the right word?). I was thinking of having garchomp move a little bit or something, rather than just stand in space.
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

Well, the idea is that the bites would have more range than they appear to. People could actually be damaged from up to one and a half character lengths away. And if you used it in a run, it would probably slide a bit to make up for it's shortcomings.

He can't move his neck any? Whatever you sahy. It seems like a cool move though.
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

I'm sure the animation could be altered so that it's either farther reaching or that his head grows bigger like the Chomp effect for Wario.

Have you seen animations ported to new models? Don't always work too well if you don't know what you're doing. Garchomp should swing his head and step once or twice, but hardly move...or move his neck a little.
The taunt doesn't seem to have much range. Might worl for a grab though.
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

If each bite sends out a series of slashes in a short distance (like the Sephiroth PSA's up and side tilts) it might work better, and I'm sure it's more possible.
Thoughts?

Okay, that makes sense. But it's an attack where you have to force the foe to hit you, so like you said you can slide into the foe or just get them to hit you. Maybe it can 'eat' away at shielding foes.
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

They don't necessarily have to be hitting him. Just within range. It could mean they're trying to set up a grab or something.

On another note, I've got a new set up in the OP: the mysterious Shy Guy!




I like the shy-guy final smash idea...well, the 'going dark and everyone takes hits' part is kind of used a lot in psa ideas.
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

Well, Shy Guy is sort of meant as a rounded character, so having a Final Smash that leaves opponnents open is a good thing for him.

June 01, 2012, 08:35:41 PM #56 Last Edit: June 01, 2012, 08:38:56 PM by Element
I don't see how falling backwards quickly can be a meteor smash.. and what's with the fire-tackle? Are all of these moves from games?

Post Merge: June 01, 2012, 08:38:56 PM

I don't see how falling backwards quickly can be a meteor smash.. and what's with the fire-tackle? Are all of these moves from games?
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

He's not falling backwards. He's simply thrusting his back backwards like Bowser.
Fire tackle has to do with a seperate Mario enemy Fire Guy. WHich is basically a flaming shy guy.

A shy guy's backward thrust doesn't seem like it's that powerful to spike anyone.
"You can plan all you want but it won't matter if there's no execution."
Team thread (Nemesis): http://forums.kc-mm.com/index.php?topic=45472.0

Well, it doesn't do a lot of damage, Just provides a bit of a spike. Maybe not enough to launch them straight down, but enough to send them on a bit of a trajectory.