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« on: February 11, 2014, 03:09:37 PM » |
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 Hey everyone! I decided to (re)make my PSA thread! Here are all the PSAs I've done so far:

Work in Progress

WIND KING SABER
IntroductionGeneral InformationMovesetBefore we start, le me tell you that I precised the origins of every moves. Everything approved 
AAA Jab : 1 horizontal slash, a thrust and a diagonal downward slash. Low knockback, quite good to start easy combos (Fate/Unlimited Codes)
Dash Attack : A hop followed by a downward slash. (Fate/Stay Night)
Side Tilt : A spinning horizontal slash. Low knockback (Fate/Unlimited Codes)
Up Tilt : A rising slash. Medium knockback. (Fate/Unlimited Codes)
Down Tilt : A down slash. Low knockback, chances of tripping. (Fate/Unlimited Codes)
Side Smash : 3 powerful slashes chained together. Low, low and medium knockback (Fate/Unlimited Codes/Unlimited Blade Works mix)
Up Smash : 2 upward slashes with the 2nd one making Saber leaps in the air. High Knockback (Fate/Unlimited Codes, slightly modified)
Down Smash : A powerful down slash. Makes the opponent slip on the floor, or can meteor smash (Fate/Unlimited Codes)
Neutral Air : A weak upward slash. Low knockback (Fate/Unimited Codes)
Forward Air : A fast forward slash, spikes the enemy if hit with good timing. (Fate/Unlimited Codes)
Back Air : A 250° backward slash, high knockback, but really slow startup, making this move quite hard to connect with (Fate/Unlimited Blade Works)
Up Air : An upward slash, giving Saber a little vertical momentum, medium knockback (Fate/Stay Night)
Down Air : A frontflip downward slash, with a high chance of spiking the opponent. (Fate/Unlimited Codes/Unlimited Blade Works)
N-Special - Strike Air : A thrust which unleashes Saber's wind power forward. Allows multihit strike and has a medium knockback. Weaker than the original move though. (Fate/Zero)
N-Special Air - Wind Breaker : Saber uses her prana to create a light wind barrier around her and breaks it to repel the opponents around her or the items thrown. Pretty powerful, has a long endlag to avoid spam. (Fate/Zero)
S-Special - Elfin Boost : Saber dashes and performs a combo of 5 quick slashes which leaves no chance to the opponent for a counterattack. The 5th slash is a decapitor-ish slash. (Fate/Unlimited Codes/Unlimited Blade Works)
U-Special - Strike Air Spin : Saber spins 3 times and swings her sword to create a huge tornado slash which multihit the foes around her before releasing a terrible blow. This move is a mix from Link and Toon Link's spin attack. Saber uses it to rack up damage, then send her opponent flies away. (Fate/Unlimited Blade Works)
D-Special - Avalon : Saber summons Avalon in front of her. Can counter ANY attacks and unleash a powerful Excalibur slash. This move is actually in Fate/Stay Night, but it has been well done in Fate/Unlimited Codes. Besides, there are more useful informations for this move in Unlimited Codes than Stay Night (Fate/Unlimited Codes)
D-Special Air - Invisible Air Cutter : Saber dives onto the ground, does a frontflip and swings her swords which release 3 air blades towards the opponent. Quite powerful, this move allows Saber to land safely on the ground. But be careful, better not use it off-stage (Fate/Unlimited Blade Works)
Ground Final Smash - Sword of Promised Victory : Saber faces her enemy with her back in front of her, slash once to activate the FS combo. A flurry of 7 slashes before sending the enemy in the air, blasting a yellow beam from her sword while yelling : "Ekusu---KALIBAAAAAAAAAAAAAAAAAAAA!!!!!" The name is self explanatory, once you land this move, it's a promised victory. (Fate/Unlimited Codes)
Air Final Smash - Sword of Promised Victory : Saber stops in mid-air, raises her sword with both her hands, and slashes a yellow blade beam towards the ground. When it lands, the power of Excalibur unleashes a rising beam that OHKO eveything on its path. Works like Entei's attack, but WAY more powerful! (Fate/Zero) GILGAMESH EXTRA CODES
IntroductionGeneral InformationMoveset I put between [...] the weapons he uses when using the Gate of Babylon mode (GoB).
Attack11: Like's Attack11 [sword]
Attack12: Ike's Attack12
Attack13: Ike's Attack13 [lance]
Dash: A dash thrust [lance]
Side A: Same than vBrawl Ike [lance]
Up A: Like's Up A [sword]
Down A: Same than vBrawl Ike [sword]
Side Smash: A jumping downward slash [swords or axe]
Up Smash: Ike's FS Start Hit. [sword]
Down Smash: A spinning down slash [sword]
Neutral Air: Same than vBrawl Ike [lance]
Forward Air: An air thrust [lance]
Back Air: Same than vBrawl Ike [Axe]
Up Air: Same than vBrawl Ike [Axe]
Down Air: Same than vBrawl Ike [Axe]
Neutral B - Gate of Babylon: Gilgamesh summons his spam-- I mean, his treasures all at once, and throws them all towards his opponent. Chargeable and multihits.
Side B - King's Treasure: Gilgamesh summons a sword, and dashes at extreme speed towards the opponent and slashes (more power on contact). IF he summons his axe, he will slam it into the ground and if the hit connects, he will chain with a second slash, harder than the previous one.
Up B (GoB) - Golden Hammer: Gilgamesh spawns his Golden Hammer, jumps and smash it on the enemy's face. This hammer has an outrageous power that can even kill at low percent.
Up B (Ea) - Sword of Rupture: Gilgamesh lifts his sword, charges a red tornado beam and unleashes it on the battlefield, causing multiple damages to the opponents.
Down B - Enkidu, the Chains of Heaven: Gilgamesh spawns his Chains of Heaven, binding his opponent for a few moment, allowing him to chain into any other attacks.
Final Smash - Enuma Elish, the star that splits Heaven and Earth: Gilgamesh pulls his sword into the ground, creates a red tornado around him. Those who are captured by the tornado will get caught in his Final Attack. Then he stands above everyone, with 3 huge meteors below him and sword, then he pulls out the sword of thin air, lift it overhead and points it towards the ground. The meteors starts to fall down on the enemies and brings them on the ground. When it lands, the 3 meteors explodes and everyone in the range will be projected. Absolute KO.
Other Projects DARK SABER UNLEASHED
IntroductionGeneral InformationMoveset AAA : An horizontal slash, spinning slash and a thrust.
Dash Attack : A down to up slash
Side A : An upward slash.
Up A : A circling slash with a slow startup
Down A : A spinning down slash
Side Smash : A slow powerful diagonal slash. Can break the shield if fully charged.
Up Smash : A strong rising slash, which makes Dark Saber jump when she hits her opponent. Hitboxes on the 1st strike, 2nd strike and invincibility during the jump and landing.
Down Smash : Dark Saber slams her sword into the ground, creating a black eruption of prana around her.
Ground Neutral B - Burst Air : Dark Saber slashes upward and creates a black wall before her, multihitting anyone who approaches too close.
Air Neutral B - Black Wheel : Dark Saber spins horizontally with her sword covered in black flames, causing hard damages around her.
Side B - Burst Air : Dark Saber makes a twirling slash, creating a black beam which travels the ground and hits twice
Air Side B - Aerial Burst Air : Dark Saber performs an aerial twirling slash, releasing a blade diagonaly.
Up B - Vortigern : Dark Saber grabs her sword with both hands, covers her sword in black energy and performs a hard spin slash followed by a circling slash. Mid-range, her most powerful move except the FS
Air Up B - War Hammer of the Vile King : Dark Saber twirls with her sword downward and rises it with black flames to leap in the air. Multihit.
Down B - Zenbu o Koroseru : Dark Saber puts her sword in the ground, leaving her open for any attacks. However, if she takes damages, she'll get angry and create a dark void which causes random effects.
Air Down B - Liner/Sparks : Dark Saber performs a circling slash, brings forward her sword and dives onto the ground. Upon landing, she'll create a black pillar and a shockwave which will hit the foe according to how far are they from Dark Saber
Ground Final Smash - Excalibur/Kokuryu : Dark Saber pulls her sword into the ground, places her hands on the hilt, charges her energy and waits for her prey. If an opponent is grabbed by her surrounding energy, he'll get hit by her black magic several times, Dark Saber pulls out her sword and slashes once, releasing an enormous black beam which destroys her enemy. OHKO move.
Air Final Smash - Excalibur/Akujin : Dark Saber points her sword forward. If anybody is caught in the range of her FS Start (less than 1/3 FD) She will activate her Final Smash. Dark Saber rushes towards her enemy and brutally slashes him with 4 slashes, then she dashes through her enemy with her sword, turns back and performs an upward slash which makes her leap and slashes through her enemy, stops in mid-air, shakes her sword in a "It's over" style and a black void surrounds the enemy before sending him skyward.
ARCHER FUSION PSA
Collab PSAs I'm working on:
  MATOI RYUKO Collab between Kokuto Kyouma and me
IntroductionGeneral InformationMoveset AAA: 45 degree slash(Right to left), Same but to the left, lunging horizontal slash.
Side Tilt: A hard punch with her left fist. Medium knockback
Up Tilt: A hard upward slash, Ryuko drags her sword along the ground momentarily so there are sexy spark effects. High knockback
Down Tilt: A powerful downward slash. High knockback, meteor smash on the tip of the blade(Very Similar to the last hit of Ike's jab)
Dash Attack: Headbutt from the 3rd video. 18s
Side Smash: 3 quick slashes. Medium Knockback.
Up Smash: 2 circle slashes. Low knockback.
Down Smash: Ryuko jumps into the air before slashing where she was before in a wide arc of like 150 degrees
Neutral Air: A highspeed spinning slash. Multihits. Low knockback
Side Air: 3 quick slashes. Medium knockback.Low Damage per slash
Up Air: An upward slash followed by a hard overhead up slash. Medium knockback, then high knockback. (gotta detail more that one).
Back Air: A vertical slash(Down to up). Low knockback
Down Air: A hard down stab. Meteor smash. High knockback
Neutral B: Ryuko dashes forward VERY fast(Closer to a teleport, will go 10-15 feet in 3-4 frames) and if she hits an enemy, they kind of explode. To make this look cool, I'll either slow down time or somehow get them to stay stunned for a longer than normal duration.
Side B: Ryuko dashes towards the foe and begins to spin at highspeed, the spin causes tremendous damage, and ends with a smashing diagonal slash.
Up B: Ryuko leaps and spins weirdly with her sword, slashing horizontally and diagonaly at the same time .
Down B(Up for change): Similar to Grey Fox's assist trophy attack, Ryuko slashes wildly, ignoring any projectiles that make contact with her. Still vulnerable to physical attacks.Not sure how this is going to be accomplished.
Forward Grab: 2nd video 5:30 to 5:32
Down Grab: 2nd Video 4:13 to 4:15
Up Grab: 1st Video, 3:04 to 3:10
Back Grab: Knock opponent away by spinning them around and hitting them with the handle of the Scissor Blade(Like a strange bat lol)
FS:Decapitation mode. Ryuko's Sword Scissor grows and lasts for 10 attacks which will all do more damage and have higher knockback.
Entry: Ryuko Crashes onto the stage, when the dust clears she rises and shoulders her sword "Ikuze" OR Something like Wario's with a purple bike
Taunt 1: Ryuko spins her sword around her wrist
Taunt 2: Something with a modified version of Wario's bike
Taunt 3:???? Had an idea, need a better one.
Taunt 4(You'll have to figure out how to trigger this, tis a secret) Ryuko's Evil Laugh from when she was wearing Junketsu
MEGA MAN STARFORCE Collab between LJSTAR and me
Introduction
General Informations
MovesetNormal FormA100: Mega Buster (Infinite shots, normal damage, 1%-3%, No knockback)
Dash A: Jet Ski (Dash on the Jet ski, ice Damage, 12%, low knockback) Side Tilt: Long Sword (Horizontal hit, slash damage, 10%, low knockback)
Up Tilt: Sword (Vertical hit, Slash Damage, 8%, low knockback)
Down Tilt: Boo Hat (Hat spins around Megaman, normal damage, 13%, low knockback)
Side Smash: Wide Sword (Hard horizontal hit, slash damage, 19%, medium knockback)
Up Smash: Destroy Upper (A deadly Uppercut, normal damage, 25%, high knockback)
Down Smash: Ground Wave (Sends a Ground Wave on each side, normal damage, 15%, medium knockback)
Neutral Air: Typhoon Dance (Spins 3 times and multihits, normal/slash damage, 2% per hit)
Forward Air: Freeze Knuckle (Smash his opponent with an ice rocket fist, ice damage, 14%, medium-high knockback)
Back Air: Great Axe (Hit behind with a giant axe, slash damage, 15%, high knockback)
Up Air: Scythe (spins a scythe overhead which multihits and draws in the opponent, 3% per hit, low knockback)
Down Air: Air Spread (points an air cannon below and shots V-shaped air burst, normal damage, 10%, low knockback)
Neutral Special: Cannon (Has 3 charges: Cannon, Plus Cannon and Heavy Cannon. Range, damage and knockback depends on the charge. Fire damage, 9%, 15%, 22%)
Side Special: Buki (Up to down hit with a hammer fast but long endlag, normal/bury damage, 20%, no knockback or high knockback)
Up Special: Jet Attack (Jetpack propulsing Megaman, normal and fire damage, 12%, medium knockback)
Down Special: Mini Grenade (Link's bomb replaced by the grenade. It's a true projectile, same properties than Link, hits 3 times in a row.)
Final Smash: Million Kick + Buster MAX (Megaman traps his enemy into a flurry of rapid kicks then points his Mega Buster in front of his victim and shoots a powerful beam. 5% per kicks, 30% for the MegaBuster) Zerker FormAAA: Rock Buster (Slower infinite shots, 2%, electric damage, no knockback)
Side Smash: Elec Slash (Same animation, electric/slash damage, 21%, medium knockback)
Up Smash: Thunder upper (Destroy Upper upgraded with Zerker's powers, 27%, electric damage)
Down Smash: Mummy Hand (Same animation however Megaman uses a Mummy hand to hit, 18%, paralyze damage)
Forward Air: Stun Knuckle (Same animation but Megaman paralyze his opponent in mid-air, paralyze/stun/electric damage, 13%, medium knockback)
Back Air: Stealth Laser (Same animation but Megaman shoots 2 laser beams, electric damage, 6% per laser)
Down Air: Plasma Spread (Same animation but Megaman shoots a X-shape plasma burst, electric/paralyze damage, 12%, low knockback)
Neutral Special: Plasma Gun (Same than Cannon except that Megaman shoots a paralyzing beam. Range, damage and knockback depends of the charge, paralyze/electric damage, 7%, 16%, 24%)
Side Special: Voltic Eye (Works like Zelda's Side B, Megaman aims, and shoots 3 electric explosions. 6% 6% 8%, no knockback for the first 2 and low knockback for the last one)
Down Special: Elec Grenade (Same except that Megaman throws a fake projectile, which explodes on the ground or on the opponent, electric damage, 13%, medium knockback)
Final Smash: Thunder Bolt Blade (Megaman raises his sword, then performs 2 quick horizontal hits, and a powerful overhead strike leading to a huge explosion, electric/slash damage, 30% 30% 50%, high knockback) Ninja FormAAA: Rock Buster (Infinite shots, 1%, grass damage, no knockback)
Side Smash: Wood Slash (Same animation, grass/slash damage, 18%, medium knockback)
Up Smash: Squall (creates a green tornado above him which sucks in the opponents and hit them 6 times, grass/slash/normal damage, 4%, low knockback)
Down smash: Double Stone (works like Ground wave, but with stones, which are more powerful, but has less range and less endlag, 20%, medium knockback)
Forward Air: Poison Knuckle (Same animation but Megaman paralyze his opponent in mid-air, paralyze/stun/electric damage, 13%, medium knockback)
Back Air: Needle Attack (Same than Zerker's Back Air, but with needles, grass/slash/normal damage, 6% per needle, low knockback)
Down Air: Puff Blast (Megaman shoots a line of 3 spiky balls, normal/slash damage, 9%, low knockback)
Neutral Special: Muramasa (A powerful katana slash, it grows more powerful according to Megaman's damages)
Side Special: Mop Lance (Megaman uses a wood spear to quickly impale his opponent, grass/slash damage, 13%, medium knockback)
Down Special: Wood Grenade (Same than Zerker's Heat grenade, grass damage, 9%, low knockback)
Final Smash: Demon Flurry (Megaman clones himself, jumps and throws a massive amount of shuriken on the battlefield, grass/slash damage, 10 per shuriken, no knockback)
Saurian FormThis form has the particularity to have alot of Heavy Armor, which makes it way stronger in a defensive or even an offensive gameplay.
AAA: Dino Buster (a single shot, fire damage, 10%, medium knockback)
Side Smash: Fire Slash (Same animation, fire/slash damage, 24%, medium knockback)
Up Smash: Heat Upper (same than Normal form but enhanced by the Saurian power, fire damage, 30%, high knockback
Down Smash: Taurus Fire (Unleashes a powerful eruption around him immobilizing and multihitting all the enemies nearby, fire damage, 5% per hit [5], low knockback. No Taurus Fire Model during this attack)
Forward Air: Hard Knuckle (same animation but with a slower startup, fire damage, 18%, medium knockback)
Back Air: Flame Axe (Move from StarForce 3, Megaman hit behind him with a giant flamed axe, fire/slash damage, 20%, medium knockback)
Down Air: Moai Fall (drops a rock below him which deals a powerful hit. Has a slow startup, normal damage, 25%, meteor smash)
Neutral Special: Mad Vulcain (charges a Gatling Gun and rains alot of shots on the opponent. Has some endlag, normal damage, 2% per projectile [10->30], no knockback)
Side Special: Fire Ring (throws a fiery ring towards the opponent. Acts like a boomerang and hits 3 times if well-used, fire damage, 10% per hit, low knockback)
Down Special: Heat Grenade (throws a fire grenade. Fake projectile, it explodes on the enemy or on the ground, fire damage, 20%, medium knockback)
Final Smash: Genocide Blazer (Megaman charges his energy and shoots a powerful fire beam which travels the whole battlefield horizontally. 130%, high knockback) [size=13]Tribe King Form[/size]
ROGUE MURIAN WARRIOR Collab between ShadowLuigi-NG, LJSTAR and me.
IntroductionGeneral InformationMovesetHis moveset is based on the games Mega Man Star Force 2 and 3 but there are also a few moves from the anime "Shooting Star Mega Man Tribe"
AAA: right jab, left hook, right uppercut (if B is pressed at the end, you can chain this with the Up Smash)
Dash A: rush left straight (chainable with the AAA)
Side Tilt: An up to down quick slash
Up Tilt: An upward slash
Down Tilt: A sweeping kick
Side Smash: Rogue Sword - A powerful combo of 3 slashes
Up Smash: A backflip Kick
Down Smash: Rogue Wave ver.2 - A powerful punch on the ground, creating a shockwave around Rogue.
Neutral Air: A spinning kick
Forward Air: same
Back Air: same, he just catches his sword with 2 hands
Up Air: same than up smash, but weaker.
Down Air: A "charged" punch towards the ground.
Neutral B - Flying Knuckle: Rogue charges his power, and unleashes several knuckles towards his foe.
Side B - Rogue Wave: Rogue performs an uppercut, unleashing a powerful ground wave towards the opponent.
Air Side B - Mu Technology: Rogue shoots a beam from his hand that looks exactly like the crest on his body.
Up B - Sword Shockwave: Rogue charges his enegy and performs a powerful slash, creating a long slash wave. Travels BF.
Air Up B - Teleport: Rogue teleports himself.
Down B - Rogue Break: Rogue's signature attack, he charges his power and smashes it down on a large area.
Final Smash - Laplace Slash: Rogue jumps and performs a powerful slash, letting his victims paralized and suffering from after-slashes of the attack.
Enjoy the store!
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« Last Edit: January 23, 2015, 10:50:50 AM by Akeno Emiya »
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Logged
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"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
 Best color, most stars, and least amount of power. The good life. Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.
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