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Post by CJ on Mar 11, 2007 20:31:41 GMT -5
Feel free to post your own versions of Smashified characters here. They can be uhm... Unlockable characters or something. Yeah. Go wild. Also feel free to post items, stages, modes, special costumes, what have you.
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Tony
Footsoldier
Posts: 21
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Post by Tony on Mar 11, 2007 16:51:28 GMT -5
ROXAS (Unlockable: Sora)
- Specials - B: Blizzard: Holds both Oathkeeper and Oblivion in front of him and fires repeatable balls of ice straight forward, much akin to Fox's blaster. Mediocre damage, no Smash, but spammable. ^B: Reaction (Reversal) - Roxas literally scoots a huge distance forward. This is a near instant move, allowing him to move through an enemy to dodge an attack. This can also be used in midair to recover, and can be controlled by the stick when done so. >B: Dual Strike Raid: Roxas flings both of his Keyblades forward, one right after the other. Their path can be guided by the player, and work like boomerangs in the sense of going and returning. vB: Orbs of Light: Roxas holds his Keyblades over his head, and many huge orbs of pure Light form around him, spinning rapidly. High damage, high Smash. If a character is caught in it but doesn't move, they can be hit repeatedly.
Supersmash!: Beat Down: Roxas starts pounding and pounding on one character, regardless of shield up or guard or parry or anything, dealing huge damage, and will continue beating for a good couple of seconds before finally slamming both Keyblades into them into a huge Smash off the screen.
- Throws - Up: Runs up the target's body and kicks them skyward. Down: Leaps up and throws them straight down, simple. Backward: Preforms a backflip and lets them go halfway. Forward: Stabs them in the stomach and unleashes a burst of lock opening power, sending them flying.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 3 Charge Speed: 3 Combo: 5
Speed: 2 Jump: 4 Double Jump: 4 Weight: 3 Balance: 4
- Speech - GENERIC ENTRY "Let's see what you got!" "I'll show you 'Nobody'!"
GENERIC EXIT Low Damage: "Don't tell me you're through already!" "That all you got? I'm disappointed!" "That is how you fight!"
Medium Damage: "You're pretty good." "I've seen better."
High Damage: "Phew ... that was a close one!"
Loss: "I'm ... fading ..."
TAUNT: Roxas tosses both Keyblades into the air and catches them again. "Come on, already!"
DESTINED BATTLES: Sora Axel Riku
COSTUMES Basic; Twilight Town outfit Red; Sora's Valor Form Drive outfit. Blue; Sora's Wisdom Form Drive outfit. White; Sora's Final Form Outfit. Black; Organization XIII cloak Other; Organization XIII cloak, hood up. Fanservice; Sora's KH2 outfit.
- Quirks - Roxas can perfectly dual wield anything. Picking up one beam saber will give him two and double the damage with them. If he picks up two Hammers, he'll go Berserk and hold one out to each side, two parasols will be treated as two beam sabers, etc. This also applies with blasters, and other attack items. Reaction (Reversal) will double damage on the first strike delivered to an opponent, but not afterwards.
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Post by Spyke on Mar 11, 2007 18:02:28 GMT -5
Ephraim (To unlock: Obtain at least three secret dragon characters.)
- Specials - B: Thunder: Chargeable. When released, unleashes several lightning bolts from above rapidly one after another in the direction Ephraim is facing, relative to the time charged. Medium damage per bolt, low smash. If fully charged, there is a small chance that each bolt will knock nearby foes into the following thunder bolts, and the last one will have extreme knockback. ^B: Lance Pogo: Ephraim turns his lance and uses it as a pogo stick, releasing pure magical energy at the bottom to keep him bouncing. Timing is required to repeatedly bounce forward along the ground. Can be used to recover in the air, but only for one bounce. Using it in the air makes it impossible to bounce once he lands and has a slow-medium recover time. The impact from the lance is the only part that does damage, making it extremely unreliable, but as such, has high damage and knockback. >B: Elfire: A powerful blast of fire that flies straight ahead. Slow moving (about Samus' Charged Shot speed), with a medium smash and decent damage. Very slow recovery time. When performed in the air, the fire is shot straight down. vB: Lance Spiral: Spins Ephraim's lance back and forth in front and behind him, making for a more effective defense than the bubble shield. It blocks ranged and melee moves, and deals several hits of minor damage to anyone caught in it. However, there is a lag time between uses preventing this from being spammed.
Supersmash!: Fatal Lancer- Ephraim, when this is triggered, dashes straight ahead at slightly faster than normal running speed. The path of this cannot be reversed, but can be adjusted up or down gradually to account for odd terrain. Upon colliding with an opponent, he immediately sets into them with several rapid-fire set of lance thrusts, each one exploding on impact with a different, random element. The final blow is an explosion of darkness with extremely high damage and knockback in the upwards direction.
- Throws - Up: Sends the target upward with the butt of his lance. Not very good for height, but can set them up for other combos. Down: Tosses the opponent down, steps on them, and stabs them through with the point of his lance before hopping back. Backward: A simple, quick-wristed throw behind Ephraim. Forward: Lifts them from the ground with his lance, tosses them lightly, and then blows them back with a point-blank Elfire-like burst.
- General Stats -
Attack Power: 4 Smash Power: 4 Attack Speed: 2 Charge Speed: 5 Combo: 2
Speed: 3 Jump: 5 Double Jump: 2 Weight: 4 Balance: 5
- Speech - GENERIC ENTRY "I will not fail. For Renais!" "Regenleif has never failed me! Prepare to meet your equal!"
GENERIC EXIT Low Damage: "My battle tactics are unmatched!"
Medium Damage: "You were a worthy opponent. Perhaps we should have a rematch."
High Damage: "Incredible! Such power... I will train even harder."
Loss: "Impossible... Erika... I... I failed..."
TAUNT: Ephraim places the butt of his lance on the ground and looks towards the camera, cape fluttering in the wind, "This will be no contest."
DESTINED BATTLES:
COSTUMES Basic; Standard armor and cape. Red; Red armor and red inside his cape. Blue; Bright blue and teal armor. White; White robes. Lance is replaced by a staff. Black; Black, heavier armor. Lance is replaced by trident. Other; ... A chicken suit... O.o Fanservice; No shirt, no armor, barefoot... Just his pants.
- Quirks - Undo Anachronism: "Futuristic" weapons and devices, when picked up by Ephraim, are changed in appearance, and some in effect. Examples would be a beam saber becoming a beam lance, and replaces his normal one until it is discarded or removed. The ray gun becomes a cross bow with fire-charged bolts. Summon Boost: When holding items that become "active" such as Red Shells, Pokeballs, Proximity Mines, and Bomb-Ombs, Ephraim loses alot of speed and some jump and specials lose some damage and knockback. When he uses these items, however, they will not cause harm to him, and have increased power on other foes.
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Post by loran on Mar 11, 2007 18:44:49 GMT -5
Lady (To Unlock: Obtain all Reploid Characters)
- Specials - B: Hadoken: Chargable. Lady cups her hands and charges Ki into them, when released firing a ball of energy across the screen. Size, Damage, Smash and Distance the projectile travels depends on the amount of time charged. ^B: Shunshin: Lady vanishes and reappears in the direction that the button was held, after this move is preformed. Can be done up to twice, for those who need a nice long jump. >B: Ten Fragments: A close range, quick and multiple hitting tail stab. Has no smash and does little damage, but the enemy is pinned there until Lady is hit or the move is released. vB: Mug: Lady defends herself and braces for an attack, if hit she counters with a strike that has low knockback and mediocre damage, but steals any pick-upable item that the enemy is holding.
Supersmash!: Path to Glory - Lady Charges across the screen, shunshining through various obsticles. On contact with the first opponent she comes to, she preforms a quick strike as the screen shatters, revealing a black space. Focusing on Lady, Nine other forms suddenly appear beside her and they rush out toward the opponent one at a time. Each does it's own unique strike to the enemy. As the last hits, the group jumps back to the sides of Lady, who cups her hands together and unleashes the Hadoken to end all Hadoken.
- Throws - Up: A quick toss into the air then a cresent kick to the ground Down: Appears behind the enemy and grabs them around their waist, spinning around into a German Suplex. Backward: Jumps into the Air holding the enemy, before throwing them to the ground and planting a quick Hadoken into their back. Forward: A Simple over the shoulder judo fling.
- General Stats - General stats of non-special moves and character's aspects, rated on a scale of 1-5.
Attack Power: 4 Smash Power: 3 Attack Speed: 4 Charge Speed: 3 Combo: 3
Speed: 5 Jump: 3 Double Jump: 2 Weight: 3 Balance: 3
- Speech - GENERIC ENTRY "Heh, this will be easy." "Now you'll see how a true warrior fights."
GENERIC EXIT Low Damage: What they say when they win by a landslide. "Heh, you have no right to face me." "THIS is the strength of the Tails Clan!"
Medium Damage: What they say when they win in decent health. "That was fun! ^.^" "Not Bad, you have Potential."
High Damage: What they say when they win while near death. "Huff. Huff. Oooh, so close. Yet so far." "What a workout, let's go this again sometime."
Loss: What they say after losing "I didn't expect that one." "Maybe you should fight my brothers."
TAUNT: Stretches and announces that this is "Too Easy!"
DESTINED BATTLES: None
COSTUMES Basic: Normal Lady Red: Wearing Magician's Clothing Blue: Wearing Gamble's Clothing White: Wearing Arcangel's Clothing Black: Wearing Necro's Clothing Other: Megaman Zero Style! Fanservice: No Armor! Just her undermesh. <3
- Quirks - Any items lady aquires with Mug, keep their form from when they were stolen, and don't revert to the standard. Lady gets bonus damage and attack speed with any martial arts type weapons, and can actually integrate them into her moves.
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Post by loran on Mar 11, 2007 23:50:37 GMT -5
Maverick Zero (To Unlock: Unlock Zero and Beat X with him on Hard Mode)
- Specials - B: Darkness Finger: Chargeable. Maverick Zero gathers viral energy in his hand, before making a short leap forward. Firing a burst of energy from his hand. Or, if it hits dead on, catching the enemy by the face then firing the energy burst. ^B: Boost Kick: Maverick Zero stomps the ground, and rockets himself in the direction pressed, covered in a damaging aura. From the ground it can be used up to thrice, but in the air he can only change direction once. >B: Viral Crush: Maverick Zero steps foward and rams his hand into the enemy, clenching and ripping something out. No Smash, but Massive Damage. vB: Viral Aura: Maverick Zero kneels down, and becomes surrounded by a shifting viral aura, which slowly damages anyone standing close to him, as well as reducing knockback.
Supersmash!: Viral Rampage - Maverick Zero lets out a ROAR as an aura appears around him, the Wily skull appears and a faint laugher is heard. The screen freezes as Zero vanishes and starts appearing randomly and ripping up the field. Tearing up everything with his hands. After a moment, the screen returns to normal, as the Wily "W" appears on the screen and all the damage is suddenly given at once, resulting in massive smash.
- Throws - Up: Grabs the enemy by the face, and slams them into the ground. Down: Grabs the enemy with both hands and releases a quick burst of aura, throwing them back. Backward: Jumps on the enemy and starts clawing at them, before kicking off. Forward: Slams the enemy to the ground and laughs, stepping on their face.
- General Stats - General stats of non-special moves and character's aspects, rated on a scale of 1-5.
Attack Power: 5 Smash Power: 5 Attack Speed: 2 Charge Speed: 3 Combo: 2
Speed: 3 Jump: 3 Double Jump: 3 Weight: 4 Balance: 5
- Speech - GENERIC ENTRY "Gahahahaha. . . " "Gwaaaar!"
GENERIC EXIT Low Damage: What they say when they win by a landslide. "Kyaa!" "Heh. . Heheh. . "
Medium Damage: What they say when they win in decent health. "DIE!" "Master. . . Wily. . HAHAHAH!"
High Damage: What they say when they win while near death. "I am. . . THE MESSIAH!" "Liiight. . I will . . KILL!"
Loss: What they say after losing "Wha- What . . ." "Kill . . .You. . ."
TAUNT: Simply Laughs
DESTINED BATTLES:
COSTUMES Basic: Normal Red; A darker red, his hands are covered in blood. Blue: An X style costume. White: White Armor Black: Black Armor Other: Absolute Zero Fanservice: Omega Zero, with pained eyes.
- Quirks - All of Maverick Zero's attacks cause the opponents to become inflicted with a virus, becoming completely computer controlled for a short time. The length of time is doubled if this is a Robot/Reploid. All Swing type weapons are powered up when Maverick Zero uses them, though he becomes Berserk like if using a hammer. Beamsabers are further powered up and don't cause berserk. Using his Supersmash while a Beam Saber is equipped, increases the Supersmash's damage by double.
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Post by loran on Mar 12, 2007 0:44:11 GMT -5
Mr. Met (To Unlock: Beat Normal Mode with Lady)
NAME - Specials - B: Met Kick: Chargeable. Charges up with a green aura surrounding him, when unleashes he streaks forward with a leg outstretched, covered in green energy. Distance, Damage, and Smash are determined by how long the move is charged. ^B: Hat Hop: Takes off his hat and uses it to hop up into the air, before grabbing it with his scarf and putting it back on. Invincible to attacks from below while this is happening. >B: Hat Toss: Tosses his hat, which orbits around him once, before returning to his head. vB: Hide: Hides in hat. Unable to take damage or smash from ANYTHING, but only lasts for a Moment.
Supersmash!: Hyper Mettaur: Transforms to his Hyper Mettaur form, flying infront of the screen and spamming the map with various attacks, before making a pass with his arm outstretched, punching everyone on screen. Before returning to his normal form.
- Throws - Up: Rams the enemy in the gut. Down: Charges into the enemy's legs. Backward: Fires a small buster shot at their leg, then jumps up and lands on their head with his hat. Forward: Grabs them by the leg with his scarf, slamming them down behind him.
- General Stats - General stats of non-special moves and character's aspects, rated on a scale of 1-5.
Attack Power: 2 Smash Power: 4 Attack Speed: 2 Charge Speed: 4 Combo: 4
Speed: 3 Jump: 4 Double Jump:4 Weight: 1 Balance: 5
- Speech - GENERIC ENTRY "Beep" "Beep"
GENERIC EXIT Low Damage: What they say when they win by a landslide. "Beep" "Beep"
Medium Damage: What they say when they win in decent health. "Beep" "Beep"
High Damage: What they say when they win while near death. "Beep" "Beep"
Loss: What they say after losing "Beep" "Beep"
TAUNT: Stands there all cool with a flowing scarf
DESTINED BATTLES:
COSTUMES Basic: Normal Red: Red Hat Blue: Blue Hat White: White Hat Black: Black Hat Other: Megaman's Helmet Fanservice: No Scarf. Hubba Hubba.
- Quirks - Mr. Met can't pick up items except for Food types. Metal Box makes him able to defend for as long as it lasts. Mr. Met can store Metal Boxes, and use them later.
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Post by Linkshot on Mar 15, 2007 17:00:06 GMT -5
Stage: Planet Meteo (unlocked by beating Story Mode on Hard with Gus)
A peculiar stage with the center of gravity being the center of the stage, unless you stray to far, at which point you fly into the background on that side of the screen.
It has rising acid, occasional darkening of the screen (not at the same level as Night Shade, though.), and also occasional falling/rising objects. All three effects can occur at once, but the objects can't fall and rise at the same time until the stage has gone through 5 'cycles', which is basically a pattern of random combinations. The rising/falling objects are different elements depending on their colour -- actually, they're more like beacons of light. There are 5 layers of platforms, each randomly shifting around the center of gravity. Falling into the center of the stage causes you to take 50% damage (25 hits of 2%), all GRAVITY element, after which you are flung onto one of the platforms.
The SuperSmash Orb is located dead center of the stage, so you'll have to take some damage to get it.
Planet Meteo isn't really a planet. It's more of a swirling ball of flaming gas, but it's not really a star either, because the gases are quite dense and it never really performs nuclear fusion, and it's definitely not large enough. The closer to the center you go, the wider the platforms get. The background shows streams of what should be Lucky Charms in milk flying through space after objects start rising. When the objects start falling, they will stack and if they reach the area where gravity has no effect, all of the objects currently sitting on-screen explode. They also seem to sit on an imaginary barrier around the center of Planet Meteos. You can stand on the objects once they have landed, and they won't disappear until the condition for their explosion is met. If objects collide in midair, they explode with a slightly larger radius than if they were just falling and they all exploded. When the fire expands outward, the image of an eye appears on it, growing larger as it expands further. The music for the stage goes to a more intense version when the total damage on the bottom of the screen exceeds 400%, and increases once more once it surpasses 600%.
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Post by Spyke on Mar 15, 2007 18:04:43 GMT -5
YOUNG SPYKE (Unlock: Beat "Temple of History" segment of Story Mode with Spyke.)
- Specials - B: Berserk Saber Storm- A charged attack that can't be charged while in the air. Young Spyke begins to crackle with electricity until he's shrouded by an intense, constant electric aura. When released (on the ground or in the air), he slashes in front of him with a lightning-charged series of slashes (number depends on charge time) and at full charge releases either a powerful overhead finisher (ground) or half-spin attack (air) that sends them flying straight back with high smash. Has nearly a 50% longer charge time than Samus or Donkey Kong's B button, and cannot be resumed once canceled. ^B: Storm Mace- Fly upward in a tight curl with an electric aura. By holding a directional button when it strikes, you can fly off in that direction and possibly hit another enemy. Chaining this against multiple enemies grants less distance and damage each time. >B: Lightning Cutter- A sudden dash with a lightning-infused saber that allows him to pass through opponents. Slower movement and execution compared to Fox Illusion, but similar in style of movement. vB: Ground Spark- Young Spyke kneels down and smashes the ground with his fist, causing a wave of electricity to erupt in front of him and deal several small hits of damage with weak smash. If performed in the air, he will charge up while in the air, and release the attack when he lands, increasing number of hits, range, and at certain heights, even smash. Deals a small amount of damage to Young Spyke, more-so if the attack was charged in the air.
Supersmash!: Wild Saber Concerto- When triggered, Young Spyke will warp to the nearest character he can deal damage to (A drawback in Team Battle with Team Damage on), and unleashes a fury of electric-charged slashes in such quick succession, the animations blur and linger up until the end of the 20+ attacks when he explodes with an aura of electricity, sending the opponent at a sharp 45 degree angle downward.
- Throws - Up: Impales the enemy with his beam saber and flings them straight up. Down: Trips the opponent with a quick sweep and then jumps on them backwards, impaling them with electric-charged quills. Backward: Drops onto his back, presses his boot the the foe's stomach (area) and simply tosses them back before returning to a standing position. Forward: Hefts the target shortly off the ground and delivers a heavy punch to the gut, sending the target back a small distance.
- General Stats -
Attack Power: 3 Smash Power: 3 Attack Speed: 5 Charge Speed: 3 Combo: 3
Speed: 4 Jump: 3 Double Jump: 2 Weight: 3 Balance: 1
- Speech - ??
COSTUMES Basic: Young Spyke in dark grey civilian armor. Light-weight compared to normal Spyke. His blue eyes, if you zoom in close enough, have a dull slate-like appearance to them as opposed to his normal self's bright blue eyes. His quills are shorter than Normal Spyke's. His Beam Saber is yellow instead of green. Red: Red civilian armor Young Spyke. Beam Saber is red. Blue: Blue civilian armor Young Spyke. Beam Saber is blue. White: Silver civilian armor Young Spyke. Beam Saber is yellow. Black: Black, angled looking armor. Very sinister appearance. Beam Saber is a dark purple, and his eyes glow with malice. Other: Young Spyke in Normal Spyke's "Basic" outfit. Beam Saber is still yellow. Fanservice: Jeans, and boots. Nothing more. Beam Saber is white.
- Quirks - Berserk Rage: When damage is over 150%, and his opponent is winning by one stock (or one point in Time Battle Modes), Spyke's Attack Power and Smash Power increase. When in this mode, his body crackles with electricity from time to time, and his Bubble Shield has a lower threshold.
- Odd Notes - Unlike Spyke, Young Spyke's movements are twitchy to control, and he has a lower "friction" in the air and on the ground, causing him to slide more and not stop on a dime. His moves are overbearing and difficult to aim properly at times, often not getting the fully desired effect, and moves like Ground Spark are highly variable, sometimes hitting enemies from farther away than it should, and often times not hitting enemies directly in front.
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Post by Linkshot on Mar 15, 2007 18:20:51 GMT -5
New SuperSmash for Sora (Japan Only)
SuperSmash!!: Win Game -- Has a 1% chance of working. When it succeeds, gives Sora 5 Stock, 5 Points, 500 Coins, or 5000 Bonus Points, depending on match type, and ends the match. This is NOT considered a 'Reset' ending (A+R+L+Start/Pause).
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Post by Spyke on Mar 15, 2007 18:37:06 GMT -5
MEW (Unlock: ) - Specials -B: Psychic- Shadowball-style charged attack. Smaller size, and when fired, it doesn't move in a roller-coaster pattern. The kick from the attack sends Mew at an upwards angle instead of just straight back. Drastically less powerful. ^B: Teleport- Identical to Mewtwo's ability. >B: Metronome- Mew waggles its tail for a bit (during which it is completely vulnerable) and after it finishes, unleashes a random Pokeball ability. Some powers are excluded or altered in power and scope. Explosion, for instance, has no smash on Mew (still does for opponents), but deals 35% damage to Mew. Other Legendary Pokemon abilities have a drastically shorter lifespan and damage, and are naturally more rare. Splash is replaced with nothing happening. vB: Rainbow Shield- A powerful barrier forms around Mew and can be held. Acts much like the normal Bubble Shield, but prevents grabs and causes illusions of ranged attacks to deflect. Has a very low lifespan and if it breaks, Mew is not only stunned, but takes heavy damage. Supersmash!: Legendary Power- Mew unleashes waves of thunder, ice, and fire (like Arcticuno, Zapdos, and Moltres) and then finishes by sending out 8 charged Psychic blasts (all four diagonal and cardinal directions). Extremely high damage, but not too much smash. - Throws - All throws: Sends the target flying in the chosen direction using psychic powers. Down throw fires several small psychic balls of energy at them. - General Stats - Attack Power: 3 Smash Power: 2 Attack Speed: 3 Charge Speed: 5 Combo: 1 Speed: 5 Jump: 5 Double Jump: 4 Weight: 1 Balance: 5 - Speech - All: Mew... (Tone depends on situation) COSTUMES Basic: Pinkish mew! Red: Redish Mew! Blue: Shiny Mew! White: Albino Mew! Black: Black and purple mew! Adorable! Other: Mew with colored spots... O.o Fanservice: Mew with a karate gi... Someone's about to get owned. XD - Quirks - Mew's small size makes some moves not hit at all (Mew floats high off the ground), and can make some fights with different characters EXTREMELY challenging. However, most smash attacks will send Mew off the stage at high speeds at only 60% damage, making Mew a very challenging character to play. Psychic, at full charge, can be used as a partial recovery move and does not leave Mew defenseless in the air. most A Button moves are identical to Mewtwo's, but with a pinkish hue to them instead of darkness.
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Post by Linkshot on Mar 15, 2007 19:07:00 GMT -5
Wolf Link and Midna (Japan Only (too lazy to think of a way to unlock))
- Specials - B: Twilight Hold- Midna stuns opponents in a medium-length radius then Link pounces at each of them. Smash Power is equal to Fox's Illusion, but damage is slightly more. ^B: Taunt- Midna flies to the nearest platform and Link pounces toward her. Distance of pounce is moderate. Anybody caught in the pounce gets dealt moderate Damage and Smash Power >B: Mortality- Wolf Link pounces forward. If he hits somebody, he latches onto them. Continually pressing B after this deals 8% per pop until the opponent escapes. Pushing forward on the joystick will push the opponent down, and Link will slash his back claws against the foe. Pushing backward on the joystick will cause Link to bound backwards off the opponent. vB: Dig- Wolf Link digs into the ground. Most of the time he'll pull out a Green Rupee, which deals 1% damage when thrown at the enemy, but can be thrown multiple times, and lasts a while. This goes for all Rupees. If Link digs all the way under the ground, you can move him left and right. After a short amount of time, he'll spring out, which deals moderately high Smash Power and low Damage. Total Percentage(chance): Green Rupee (1%): 40%, Blue Rupee (5%): 20%, Yellow Rupee (10%): 10%, Red Rupee (20%): 5%, Purple Rupee (50%): 1%, Dig Into Ground: 24%
Supersmash!: Twilight Wrath- Midna turns into the spider thing and stabs each opponent 4 times, dealing very low Smash Power but 30% per pop. It also breaks shields in one hit. She then stabs into each of them and throws them to the very edge of the nearest side of the stage, making it insanely hard to recover.
- Throws - Up: Wolf Link grabs the opponent in his maws, tosses them upward into Midna's fist, which then crushes them in a grip 3 times before tossing them into the air. Down: Midna grabs the opponent and slams them into the ground 5 times before tossing them backwards. Backward: Wolf Link slashes the opponent into the air. Midna then grabs them and holds them at Link's rear. Link then bitchslaps them with his tail and backkicks them away. Forward: Wolf Link shakes the target around his mouth before tossing them forward with a jolt of his face.
- General Stats -
Attack Power: 4 Smash Power: 4 Attack Speed: 5 Charge Speed: 3 Combo: 2
Speed: 5 Jump: 2 Double Jump: 2 Weight: 2 Balance: 3
- Speech -
Entry "C'mon boy." *grrrrrrrrrrrrrrrowl*
Low Damage "Good boy. You've earned a corpse." *ruff*
Moderate Damage "Don't try that again." *grrl*
High Damage *pats Wolf Link* *pants with tongue out, then snaps up and sits with pride*
Loss "No...we can't...here..." *hooooowl*
COSTUMES Basic: Basic Midna and Wolf Link colours Red: Blood red on the tip of Wolf Link's fur. Brown Midna helmet. Blue: Ice on the tip of Wolf Link's fur. Blue Midna eye. White: Golden Wolf and Cursed Midna Black: Just shadows with no colouring. Other: Green Doggy Tunic with hoodie included ^^ Midna's helmet is cracked along the eye cover. Fanservice: Midna has no helmet and slightly larger chest. Wolf Link has a bare spot in his fur on each side.
- Quirks - Midna is separated from Wolf Link when hit, but will quickly float back the shortest way. Wolf Link can rip shapeshifting items away from opponents with his Side+B and his Down Throw, claiming them as his own. Midna can also be hit during recovery, which could slightly alter the direction of Wolf Link's pounce.
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Post by Linkshot on Mar 16, 2007 16:13:27 GMT -5
Stage: Aether: Temple Grounds (Unlocked by finding one Samus cameo during Garden cutscenes (finding includes pointing and clicking))
A bright stage with a sun in the background that might impair vision at certain camera angles. The sky will turn dark now and then, removing the sun from play, but keeping the stage bright enough to see. Foes sent into the sky during this time get zapped downward by electricity and darkness. The battlefield takes place in the Sunchamber, but with a metal bridge and tunnel extended to the tower that holds the Sunburst. The cage is opened at the top, and holds the SuperSmash Orb. There are 'warps' at each end of the stage, and you can walk right off the side. Ducking on one of the warp will cause it to fire you in a clockwise motion around the stage until to reach the other side. There is a not-so-commonly active cannon that fires you to the SuperSmash Orb. At each end of the stage are the doors to the adjacent areas, but walking to far will guarantee certain death. The bridge does not extend all the way to the solid rock, so you can fall easily.
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Post by Linkshot on Mar 16, 2007 16:19:47 GMT -5
Stage: Aether: Torvus Bog (Same unlocking method as Aether: Temple Grounds)
A series of rising/zigzagging platforms makes up this stage. They become invisible from time to time, but there is also a large platform at the bottom of the stage that has the same appearance rate as the turtle at Great Bay. The stage will fill with water, randomly, which is so murky that you can't see your character, and your movement is impaired. The platforms are metallic, FYI. The same dark sky thing as in Temple Grounds occurs here, but without the bright sun at other times. The large platform at the bottom takes up the middle third of the stage and is always seen when it exists. The SuperSmash Orb rests on the bottom platform.
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Post by Linkshot on Mar 16, 2007 16:45:13 GMT -5
Stage: Aether: Agon Wastes (Same unlocking method as Temple Grounds)
A stream of sand flows towards the center of this stage from all sides. Getting caught in the sand will have the same effect as getting caught in a river. There is a large gap underneath a bumpy formation of rocks being supported in front of it and behind it. Occasionally and swarm of Sandflyers will fly from one side to the other. Getting caught means minor damage and no smash power. There are two SuperSmash Orbs, one at the edge of each sandfall. Same sky thing as Torvus Bog.
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Post by Linkshot on Mar 16, 2007 16:55:40 GMT -5
Stage: Aether: Sanctuary (Same unlocking method as Aether: Temple Grounds)
This stage has a platform in the center that rotates every once in a while. The sides of the stage will hurt you if stood on while the stage rotates. There is a tube that stretches across the stage from one side to the other, only accessible at certain angles. It has platforms inside of it that you can go through from both below and above. They are shattered over the middle of the stage, and don't really have a solid wall in the front nor back. Where they would have met before is where the SuperSmash Orb is held. Getting caught during a rotation whilst on the glass will deal more damage, and there is a very good chance of being KO'd due to the height. Sentry Robots will randomly fly overhead, not doing anything to you. They can be hit away by a gentle touch, however, sometimes dropping a capsule. There is also a significant gap around the middle platform.
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