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Post by Linkshot on Mar 16, 2007 17:04:17 GMT -5
Stage: Dark Aether (Unlocked by spotting all the Samus cameos hidden throughout the cutscenes)
A wider battlefield-esque platform combination makes up this stage. The wider platforms have small light beacons in the middle of them that, when hit, will extend a small-radius aura of light that protects you from the atmosphere. The atmosphere damages you as if you were in the magnifying glass at the edge of the stage. KOing somebody on this stage is quite hard, as there are walls preventing you from flying off to the side and falling down. However, if you are hit high enough, you can fall outside of the walls, making for an almost-certain death. The walls and bottom floor of the stage will sometimes cover themselves in Phazon, which deals 25% ELEC damage when touched, with tremendous Smash Power in a direction perpendicular to the way you were moving when you touched it. On rare occasions, both walls and the floor will be covered in Phazon at the same time. The SuperSmash Orb randomly switches from one light beacon to the other, but you can't ever see it.
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Post by Linkshot on Mar 20, 2007 18:40:19 GMT -5
Items: 1. Chickie. 2. Who? Paint. 3. Lantern. 4. Bottle. 5. Dooragon Seed.
1. Chickie: A chick from Pop Star that will randomly hop now and then. Picking this up causes all opponents' controls to be reversed. This is how it works: Normal Attack -> Special Attack Special Attack -> Normal Attack Left -> Right Right -> Left Up -> Down Down -> Up SuperSmash -> Fighter Stance The duration of this is 2+0.05x seconds (where x = Damage in %). Category: Shape-Shifting
2. Who? Paint: A bucket with paint hanging off the rim. Picking this up blurs all opponents and paints them pseudo-clear. Lasts for 3+0.05x seconds (where x = Damage in %). Category: Shape-Shifting
3. Lantern: A small old-style lantern with a gentle fire burning inside of this. Picking this up applies Night Shade to the stage, with the exception of a small radius around you and infinitely in the direction you are facing. Pressing A will cause you to swing it, dealing minor Fire Damage and little Smash Power. Throwing it has larger Smash Power, but less burnination. Effect will die after 20 seconds, at which the whole stage becomes unseeable until the Lantern is thrown. Category: Swinging
4. Bottle: A Hyrulian style bottle that, once picked up, cannot be picked up again by somebody else. Press A to swing the bottle to catch a magic projectile or an item. The Bottle cannot break. You may drop the bottle and use the contents later by pressing A, which launches them out like an air pump. Category: Shooting
5. Dooragon Seed: When this small seed hits the ground, a Dooragon grows in that spot over the course of five seconds. It stays closed until a second Dooragon reaches maturity, at which point it opens and can be used as a warp. This effect's timer starts when the door opens, and lasts for 1 minute. If you have minor skill with snatching items, you can grab the seed in midair and drop it where you want the door to grow. Try putting them at the edges of the stage to recreate that Super Mario Bros. 2 effect! Category: Throwing
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Tony
Footsoldier
Posts: 21
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Post by Tony on Mar 28, 2007 10:51:55 GMT -5
KAIJO PHANEX (To Unlock: Defeat Story Mode with Pikachu and Ephraim [seperately])
- Specials - B: Normal Attack: Depending on the 'mode' his weapons are in, Kaijo will either shoot twice (guns) or slash twice (swords) ^B: Mobile Action: Kaijo uses this to leap into the air and hover for a period of time. When used from the ground, he can jump once and hover for approximately three full seconds; when used in the air, he can jump/double jump to recover, and hover for another three seconds. Kaijo's movement is unhampered during this period of floating, but he can not readily attack. >B: Flash: Kaijo holds his weapons down at his sides and dashes forward in a streak of electricity to attack. This attack is very quick, and does mediocre damage but insane Smash. This may attack more than one character should more be within range. vB: Bolts of Sorrow: Chargeable - Kaijo draws his hands behind him in a 'kamehameha' style and begins charging a large sparking ball of electricity behind him. Upon release, he releases huge lances of electricity all around him in an 'explosion' style. The longer the charge, the broader range of the bolts. These bolts have high damage but zero smash.
Supersmash!: Ultima Shot - Kaijo's weapons morph back into their gun forms, and the screen goes dark as Kaijo raises his guns into the air and fires 75 red Crystal bullets into the air. These bullets go offscreen for a couple of seconds before crashing back into the stage completely decimating every piece of standable area. The succeeded explosions will Smash severely and if not in danger range of smash, will cause huge damage. The shots come down in a single crash, not in waves, so after the initial landing, there won't be another.
- Throws - Up: Grapples an enemy in a chain of lightning and throws them into the air. Down: Grapples an enemy in a chain of lightning and raises them over his head then crashes them back into the ground. Backward: Grabs the enemy by the shoulders and hurls them behind him. Simple. Forward: Presses his hands to the opponent's chest and unleashes a bolt of electricity to send them flying.
- General Stats -
Attack Power: 2 Smash Power: 4 Attack Speed: 4 Charge Speed: 4 Combo: 2
Speed: 3 Jump: 3 Double Jump: 4 Weight: 3 Balance: 5
- Speech - GENERIC ENTRY "Think you can handle it?" "You ready for this!?"
GENERIC EXIT Low Damage: "Hah! And you thought you could win."
Medium Damage: "Not bad ..."
High Damage: "Close only counts in horseshoes and hand grenades!"
Loss: "This is bullshit!"
TAUNT: Kaijo takes a gunslinger pose and idly spins his weapons on his index fingers.
DESTINED BATTLES:
COSTUMES Basic; A black Organization cloak. Red; A scarlet red suit with an untucked black shirt, casually worn and halfway unbuttoned. Blue; A navy blue suit, worn the same as above. White; Rufus Shinra's four-piece white suit combo. Trenchcoat, white pants, white shoes, white shirt, white suit jacket, white vest. All worn correctly, buttoned. Black; A black dress shirt worn halfway open with a black t-shirt beneath. The sleeves are rolled up to his forearms. Darkwash denim jeans and black shoes. Other; A Shinra Incorporated officer's uniform. Blue suit with black beret and black dress shoes, all decorated out with his rank and commendations. Fanservice; Black leather pants and black boots that he wears beneath his Organization cloak. His body constantly crackles with streaks of electricity that ring around and run down his body.
- Quirks - Kaijo's weapons are a combination of Desert Eagles and Gladius short swords; he carries two of them. By using the 'L' button, the player can switch between them.
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Post by CJ on Mar 29, 2007 18:18:10 GMT -5
GRADIUS
- Specials - B: Wave Crush. Fires a rediculously fast stream of super weak bullets. They will keep coming unchecked as long as you hold the button, and can be aimed. The barrage ends if you sohot 60 bullets with it, and then can't be used for a certain period of time. ^B: Dragon Call. 7 red or blue dragons grab Gradius and hoist him up. Red ones cause damage, while blue ones deplete ammo or stop the target from using specials. Damage, depletion, and duration of special-silencing depends on how much light Gradius is exposed to at the moment of use. >B: Outta Sight. Runs so fast that he can't be seen or hurt, becoming extremely difficult to control. Takes a moment to charge up. Hitting >B again while dashing will end the attack with a double-footed Star Fall attack preformed in the direction he's moving, with increased power depending on velocity at the time of attack. vB: Solar Veil/Lunar Baring. Solar Veil soaks a certain amount of % after being used, greater if Gradius is in the light more. Lunar Baring drops a moon-shapped ball of blue energy from above that instantly crushes any kind of defense.
Supersmash!: Eclipse Fusion Wave Crush. An Eclipse occurs, and Gradius transforms into a fox-dragon of dramatic appearance, half blue and half red. He then absorbs a huge amount of solar and lunar energy, and fires a Wave Crush of intense power, half the bullets causing sheer damage, and the other half stopping those struck from using abilities for a certain period of time. Despite there being sixty of them, the attack is over within 15 seconds.
- Throws - Up: Traps the target in a sun or moon and throws them upward. If there is a sun or moon in the background and the target lines up with it while trapped, they will take heavy damage. Down: Dashes through the target, appears below, and stomps them into the ground with a charged up foot. Backward: Appears behind the target and straight kicks them backward. Forward: Blasts the target back with a sonic burst from his harp or flute.
- General Stats -
Attack Power: 2 Smash Power: 2 Attack Speed: 5 Charge Speed: 2 Combo: 2
Speed: 7 Jump: 3 Double Jump: 3 Weight: 2 Balance: 2
- Speech - GENERIC ENTRY "I'll make this quick." "Try to keep up."
GENERIC EXIT Low Damage: "You can't harm what you can't catch.." "You okay?"
Medium Damage: "Don't feel bad, you did fine..." "I have to say, I'm surprised."
High Damage: "S-such power..." "That was -way- too close."
Loss: "Vulcan..." "Luna...Sol...Why?"
TAUNT: Plays a short riff and bows politely, saying "I'm sorry, were we doing something important?"
DESTINED BATTLES:
COSTUMES Basic; A simple loincloth made of scales, with some light armor on his legs, cute red gloves on his hands, a scouter-looking scanner on his head, and only the lightest pauldrons serving as chest armor. Runic tattoos in his black fur. Red; Wrapped perpetually in adorable squirming red dragons. Blue;Wrapped perpetually in adorable squirming blue dragons. White; Beautiful white fur, wearing shorts instead of a loincloth and no armor. Black; Tattoos and armor are gone, leaving only the loincloth. Other; Looks like an adorable blackfurred fox-dragon. Fanservice; What Costume?
- Quirks - Gradius can dash to varying degrees by tapping the direction three or even four times rather than just twice, if your fingers are fast enough. All of his stats increase by 1 when he's in the triple dash, and they all increase by 2 in the quadra dash. Any of these effects being utilized knocks him down to a walk, though.
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Tony
Footsoldier
Posts: 21
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Post by Tony on Apr 1, 2007 3:32:25 GMT -5
SEIFER ALMASY (To Unlock: Use every starting character's taunt five times total.)
- Specials - B: Fire/Fira/Firaga (Chargeable) - Seifer lowers Hyperion down to his side and holds out his hand to charge a fireball. He can fire it without charge but it will shoot straight ahead and do little damage. However, the higher it charges, the bigger it gets, the more damage it does, and at full charge (the fireball will glow) it will lock-on to the closest enemy and will very loosely follow it for a good two seconds before finally moving into a projectile. ^B: Demon Slice - Seifer spins his gunblade around his body to create a small whirlwind which will vault him upwards. This can be used on the ground or in the air, but after the initial 'launch' he will swing Hyperion in huge circles around him which will put off a small shockwave that will do light damage but high Smash to an enemy. >B: Fire Cross - Seifer swings his gunblade in a large arc in front of him, which sends out a blade shaped beam of energy directly in front of him. This is an insane Smash move, but won't deal much damage otherwise. vB: Counterguard - Seifer raises his gunblade up to deflect an attack. If it's a physical attack, Seifer will block and immediately counter with a rather painful attack that will deal large damage and reasonable Smash. If it's a ranged attack, it will deflect the attack off at a perfect 45 degree angle.
Supersmash!: Bloodfest - The screen darkens and Seifer takes this rather grounded stance as if powering up for something. His form suddenly vanishes, before literally blazing around the screen from the left to the right and back again, with enormous energy waves coming from Hyperion that take up most of the battlefield. NEar impossible to avoid... but it can be done. After three back-and-forths (six swings total), the screen returns to normal, and Seifer reappears in the middle of the screen.
- Throws - Up: Seifer reaches forward and grabs the opponent by the "shirt collar" and flings them up into the air. Down: Seifer grabs the opponent by the "shirt collar" again and swings his other elbow down into their face to put them into the ground. Backward: Seifer grabs the opponent by the "collar" and hurls them over his shoulder. Forward: Seifer raises his gunblade up and basically pistolwhips the opponent in the face.
- General Stats -
Attack Power: 4 Smash Power: 5 Attack Speed: 3 Charge Speed: 2 Combo: 3
Speed: 4 Jump: 3 Double Jump: 3 Weight: 3 Balance: 4
- Speech - GENERIC ENTRY "You don't stand a CHANCE!" "Hah! Think you can beat me?"
GENERIC EXIT Low Damage: "I totally OWNED you lamers!" "I didn't even break a sweat."
Medium Damage: "Well, that was exciting." "Not bad ... for a chicken-wuss."
High Damage: "Boy, that was close. Too bad I'm just too much for you."
Loss: "Hah! Be glad I threw that match."
TAUNT: Seifer swings his gunblade to the right, then to the left, and raises it to in front of his face, the point of the blade skyward and the sharp edge away from his face. He actions the handgun with a loud noise, then lowers the weapon down to his side. "Isn't this romantic??"
DESTINED BATTLES:
COSTUMES Basic; Standard grey trenchcoat, blue cross undershirt beneath and black pants. Standard silver HYperion gunblade. Red; Blood red trenchcoat. Blue: Navy blue trenchcoat White; White trenchcoat with white cross undershirt and white pants. Black; Jet black coat, black shirt, black pants, Hyperion turns black as well, but with a shine. Other; Navy blue SeeD uniform complete with decorations. Fanservice; Seifer's Kingdom Hearts II outfit; ruffled black pants, boots, and a sleeveless trenchcoat. He wields a Struggle bat that does just as much damage as Hyperion. O.o;
- Quirks - Seifer's 'Taunt' will actually inflict damage upon a target due to its supreme lack of context. However, if used more than once between being struck by an opponent, it will deal him damage himself because it's lack of context makes baby Jesus cry. If Seifer aquires a beam saber, Hyperion will simply take on a Lionheart gunblade look, with a bright blue energy blade <3
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Post by Linkshot on Apr 8, 2007 14:03:48 GMT -5
IngSmasher
- Specials - B: Element Absorb: Blocks its front with its fist with an orb of neutral affinity. Will absorb all elemental attacks, but flinches against non-elemental. You don't lose the charge, however. The more damage you absorb, the more unstable it becomes. After about 50% worth of damage, you can't take anymore without losing the charge and breaking the shield. ^B: Energon Cannon: This attack can be charged up. It fires a lobbing ball of electricity with smash power equal to PK Flash when fully charged. Smash-Executing this attack shoots it further. >B: Elemental Fist: Reels back and crackles with electricity for a half-second before unleashing all the damage you absorbed. If nothing was absorbed, this is a weak attack with moderate smash and no magic element. With absorbed damage, all the elements rush out at once for a flashy show. vB: Shockwave: Slams its fists down repeatedly to send out shockwaves that decrease in range after excessive use. Less damage but more smash than DK's vB.
Supersmash!: Crash Wave: The area goes dark as Ingsmasher raises its arms in the air and charges up energy. It takes 50% damage to flinch the Ingsmasher while it charges this attack. The charging lasts for 2 seconds. Afterwards, it slams its fists down in front of it and creates a 10 unit high shockwave with large smash that can't send foes off the top, and deals damage at 20% per second constantly while the foe is in the damage area. The shockwave travels across the whole width of the platform.
- Throws - Up: Stuffs the opponent in the energy cannon and fires them forward at a high angle Down: Slams the opponent into the ground with a fist. Backward: Throws the opponent backward and burns them with angled thrusters. Forward: Reels back and throws the opponent forward at a low angle. Also a Meteor Smash.
- General Stats -
Attack Power: 5 Smash Power: 4 Attack Speed: 1 Charge Speed: 2 Combo: 1
Speed: 1 Jump: 2 Double Jump: 6 (Hover Thrusters) Weight: 5 Balance: 3
- Speech - GENERIC ENTRY "Intruders will be terminated."
GENERIC EXIT Low Damage: "Self-reparation complete."
Medium Damage: "Infiltrator termination complete. Beginning auto-repair."
High Damage: "Quarantined area cleaned. Returning for repairs."
Loss: "IS-A fallen." "IS-B defeated." "IS-Y destroyed." "IS-X has been pwnd. Engaging self-destruct sequence, n00bz0rz."
TAUNT: Spins hands, head, etc. "Purpose fulfilled."
DESTINED BATTLES:
COSTUMES Basic; Gray bulky ingsmasher bot Red; Red hue, shield fist on fire Blue; Blue hue, shield fist steaming with cold air White; Yellow hue, shining shield fist Black; Dark Ingsmasher hue, purple glowing shield fist Other; The Thing pattern painted on Fanservice; The Thing pattern painted on with speedo painted on, too, as well as larger muscles.
- Quirks - Ingsmasher's double-jump can deal very minor FIRE damage. Taking a recovery item heals the Element Absorb, which allows more damage to be accumulated by it. Attempting to absorb a Screw Attack does not cause flinching. It insteads causes Broken Shield status.
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Post by Linkshot on Apr 8, 2007 14:31:41 GMT -5
RAWK HAWK
- Specials - B: Air Ball: Balls up some air in his hands and throws it at an opponent for around 10% damage and minor smash. Straight trajectory that slowly succumbs to gravity. Smash-executing fires a wave of air. ^B: Hawkeye: Glows with light, then glides in the direction of the joystick in an instant. Deals medium smash that never changes, and minor damage. >B: Rawk Quill: Shoots out a large feather that flies through opponents, dealing more smash than damage. Can be jumped on. If it is, it triples its current speed toward the edge of the stage. vB: Quake Helmet: Jumps into the air and crashes to the ground, headfirst, causing buckets and stagelights to fall down on a random opponent. Meteor Smashes opponents that touch Rawk Hawk.
Supersmash!: THE RAWK: Snaps his fingers and a horde of fans comes rushing onto the screen, trampling foes into the ground. Rawk Hawk then jumps into the air and divebombs each opponent out of the ground, but through the bottom of the platform.
- Throws - Up: Tosses the opponent upward with his tailfeathers, launching them at the opponent afterward. Instantly regrows new feathers. Down: Pushes the opponent down and drill pecks them. Backward: Executes a German Suplex, then turns around, his sunglasses shining, and the opponent turns to stone and falls to the ground, shattering the stone skin on impact. Forward: Grabs the opponent and dashes forward with a throw, but reappears where he was standing when he grabbed them.
- General Stats -
Attack Power: 2 Smash Power: 3 Attack Speed: 4 Charge Speed: 3 Combo: 5
Speed: 4 Jump: 5 Double Jump: 5 Weight: 2 Balance: 3
- Speech - GENERIC ENTRY "The Rawk has entered!"
GENERIC EXIT Low Damage: "I'm just that good." "I warned you, scum!"
Medium Damage: "Still crying for your momma?!" "You ALMOST challenged me."
High Damage: "Nobody beats The RAWK HAWK!" "Go back to where you came from; stuck on the floor of your landlord's basement!"
Loss: "Dammit! Only Mush and Gonzales can beat me!" "You haven't seen the last of The Rawk Hawk!"
TAUNT: Pulls out a microphone with the free hand spreading out the wing above him. "FEEL THE RAWK!"
DESTINED BATTLES:
COSTUMES Basic; Basic Golden Yellow feathers and wicked sunglasses Red; Orange feathers and a red bandana instead of sunglasses Blue; Green feathers and blue gauntlets instead of sunglasses White; Beige feathers and a tuque instead of sunglasses Black; Gray feathers and a mask instead of sunglasses Other; Miniature Big Bird! Fanservice; No sunglasses, no feathers except for waist and underarms.
- Quirks - After he performs his Taunt, the crowd will cheer for him.
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Post by loran on Apr 8, 2007 14:31:42 GMT -5
MEGATRON
- Specials - B: Positron Cannon: A high powered, Energon Based cannon. Chargable. At low charges it fires slow powerful energy shots, at higher charge it fires lasers. Can be fired in all directions. ^B: Transform!: Transforms Megatron into his Gun form. Sends him into an Upward Arc when he does, so it can be used to recover with. It's slow though. >B: Backhand: Megatron turns around and delievers a fearsome backhand. Has decent damage and good smash, but oddly enough when used on allies, it recovers them. o.O; vB: Decepticon Leader: Megatron crosses his arms and laughs, summoning a Decepticon to preform an attack. - Starscream: Starcream flies by the stage and fires lasers, not unlike the Arwings of the Great Fox. - Soundwave: The recon decepticon appears and transforms into a Boombox, a few seconds later releasing a massive Sound blase. Low damage, but great smash. - Ravage: Soundwave appears and releases Ravage, who runs around attacking things for a few moments. - Devistator: The massive combined robot appears, behind the stage and slams his fists into it multiple times.
Supersmash!: Decepticons Attack!: Megatron summons all of the Decepticons, who appear on the screen and attack until the Supersmash runs out. During this time, Megatron is invincible, and doesn't need to charge his Positron Cannon.
- Throws - Up: Megatron grabs the enemy by the head and simply flings them. Down: Megatron holds the enemy by the head once more, giving them a solid punch in the gut, before simply dropping them and laughing. Backward: A Shoulder Charge to the torso Forward: Megatron backhands the enemy a few times, exclaiming "Fool!"
- General Stats -
Attack Power: 5 Smash Power: 5 Attack Speed: 2 Charge Speed: 2 Combo: 1
Speed: 1 Jump: 2 Double Jump: 3 Weight: 5 Balance: 3
COSTUMES Basic; G1 Megatron Red; Energon Megatron Blue; G1 Galvatron White; Star Megatron Black; Powerlink Megatron Other; Beast Wars Megatron Fanservice; Pepsi Megatron
- Quirks - In Megatron's Gun mode, he can be picked up and used as an item, like the Laser Pistol, except Megatron fires more powerful shots, albeit at a much slower rate. He can transform back, whenever he wishes. Due to Megatron's Size and Weight, it takes more damage and smash then normal to knock his around. And Megatron with a Metal Box is friggen crazy. When Megatron uses the Laser Pistol or Superscope, they become powered up, the Laser Pistol firing like Gun Form Megatron, and the Superscope not needing to charge, but it only has three shots.
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delfin
Footsoldier
~Smile~
Posts: 23
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Post by delfin on Apr 8, 2007 17:33:05 GMT -5
Naminé (To unlock, clear Kaijo's Organisation duel mode)
- Specials - B: Slap - Normal attack, very weak but fairly fast move, can sometime interrupt others. Minor smash effect. ^B: Portal Walk - A defensive move, Naminé disappears into a dark portal, reapping out of a new one either behind an opponent, or in the middle of the field, whichever is safest. Can be used in the air, but cannot be used often. >B: Sway - A somewhat fast charged attack that sways a target to hit themself with the same button move if it is an attack, aoe'like attacks will hit those it should except Naminé. If it is an defensive move, nothing happens. Added extreme smash effect. vB: Somebody, where? - Charged attack that stuns a target for 1second, becoming highly vulnerable to smash attacks.
Supersmash!: Chains of Memories - The background fades to black, showing a few silver chains around everyones heads before shattering on the screen along with the blackness, pushing all enemies down to the ground, causing high damage and stunning them for a while.
- Throws - Up: Naminé waves to someone off the screen, making Roxas make a stunt-in, smashing a target upwards with his dual keyblades. Down: Similiar to her up throw, she calls Sora for this, smashing a target down with Kingdom Blade Backward: Naminé pushes a target into a portal, flipping them upside down, released behind her. Forward: A simple childlike push, fairly weak, but also quite unsuspected somehow...
- General Stats -
Attack Power: 1 Smash Power: 6 Attack Speed: 2 Charge Speed: 5 Combo: 1
Speed: 2 Jump: 2 Double Jump: 2 Weight: 2 Balance: 5
- Speech - GENERIC ENTRY "...." "Why do you fight me?"
GENERIC EXIT Low Damage: "I didn't ask for this." "You should seek aid."
Medium Damage: "I don't give up that easily." "I'm sorry.."
High Damage: "I.. had to win." "You almost.. got me."
Loss: "This is.. my fate." "I'm sorry Roxas.. Sora.."
TAUNT: Naminé takes on a serious looking pose, saying "I want to exist.".
DESTINED BATTLES: Anyone from Organisation XIII Any Heartless.
COSTUMES Basic; Naminé in her white slip, looking innocent~ Red; Naminé is dressed like Little Red Riding Hood. Blue; Naminé wearing an Organisation Cloak, hood down. White; Dressed as Kairi, KH2 one (orange dress thingy). Black; Stolen clothes from Roxas, aren't they kinda.. big for her? Other; Black styled schoolgirl outfit, skirt, shirt and tie! Fanservice; Japanese schoolgirl swimming suit.
- Quirks - When Naminé stuns a target, they are still targetable by her sway, or any stunned/disoriented target.
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Post by Linkshot on Apr 8, 2007 20:11:42 GMT -5
DARNELL
- Specials - B: Holy Light: Fires a beacon of light forward. Press B again to detonate it and send a stream of light down from the sky, much like Pikachu's Thunder. It deals no smash, but saps life from the opponents it touches. This beacon can be charged before launching, causing a more damaging light. ^B: Dash Attack: Forms a Fishy virus and glides on it where you tilt the joystick. Deals minor damage if hit. >B: Judge Gun: Fires one of 6 guns. 1 = Shotgun: Hits one enemy and then deals minor damage with no smash directly past the enemy. 2 = V-Gun: Shotgun except V-pattern past. Forward and high angle if target is on ground. 3 = Sidegun: Shotgun except I-pattern. Does two units higher if target is on ground. 4 = Crossgun: V-Gun and behind, as well. 5 = Spreader: All around the target. 6 = Burst: Multiple times all around the target. vB: Holy Panel: Creates a Holy Panel under Darnell to halve damage taken for 2 seconds. Takes time to recharge.
Supersmash!: Life Aura: Darnell glows brightly for 2 whole minutes. She cannot be damaged during this duration until hit by a DARK attack or an attack dealing more than 25% damage.
- Throws - Up: Grabs the target and flicks them up with her foot, firing three weak shots at him/her Down: Body slams the target very inappropriately, kneeing them in the crotch during that time. Backward: Grabs the target and then swings them around with a Yo-Yo attack (spikes at all), letting go after 540 degrees. Forward: Blasts the opponent out of a High Cannon
- General Stats -
Attack Power: 2 Smash Power: 3 Attack Speed: 4 Charge Speed: 5 Combo: 4
Speed: 3 Jump: 2 Double Jump: 3 Weight: 2 Balance: 2
- Speech - GENERIC ENTRY "I may be a lady, but I ain't your average one."
GENERIC EXIT Low Damage: "Darn. Was that all?" "You look like you need help. Mind if I join ya?"
Medium Damage: "Goshdarnit, I thought you had me." "Thems were fightin' moves."
High Damage: "Do you need a recov'ry, too?" "I plum didn't know I could take that much."
Loss: "Ooh, you're good. Looking for a partner?" "I see I wasn't taken lightly."
TAUNT: "Opponent Logged Out!"
DESTINED BATTLES: AnonyMan
COSTUMES Basic; A purple humanoid female NetNavi with pigtails and pink striped sleeves. Red; A red humanoid female NetNavi redhead with a ponytail and a heart on her chest. Blue; A baby-blue humanoid female NetNavi with blue braided hair and blue jeans cut at the knees. White; A white humanoid female NetNavi with long bleach hair that reaches the waist and a sun logo on her fanny. Black; A gray humanoid female NetNavi with short hair that sort of ends in a sharp point. Black skirt and a crescent moon on each shoe. Other; Cowgirl outfit! Fanservice; Bikini and a sun tattoo on her right leg.
- Quirks - Super Scopes and all other shooting items sap health.
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Post by loran on Apr 8, 2007 23:27:01 GMT -5
LOXARN
- Specials - B: Random ^B: Random >B: Random vB: Random
Supersmash!: Random
- Throws - Up: Random Down: Random Backward: Random Forward: Random
- General Stats -
Attack Power: Random Smash Power: Random Attack Speed: Random Charge Speed: Random Combo: Random
Speed: Random Jump: Random Double Jump: Random Weight: Random Balance: Random
- Speech - GENERIC ENTRY ". . ."
GENERIC EXIT Low Damage: ". . .? ". . ."
Medium Damage: ". . .!" ". . .!?"
High Damage: "!!"
Loss: ";~;"
TAUNT: Random
COSTUMES Basic; Organization Cloak Fanservice; Whispy Bikini. O.O!
- Quirks - Loxarn's stats, attacks, supersmash, throws and quirks are dependant on who she's fighting at the moment. In a team fight, she mimics the person in the position opposite hers.
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Post by Linkshot on Apr 9, 2007 17:45:05 GMT -5
AQUILON
- Specials - B: Wind Wash: Fires a quick burst of water out of his buster. When it makes contact, the opponent spins around. Can be charged to force the opponent to spin uncontrollably longer, and deal more damage. No smash power. ^B: Water Tower: Summons a geyser to propel Aquilon upward. A mimic of Game & Watch's Fire, except the geyser itself will also propel enemies upward, but dealing damage at the same time. >B: Air Shot: Fires a quick blast that causes the enemy to slide back. Firing as a smash attack forces Aquilon to stand still during the duration of the attack, but fires a long-lasting gust of wind that light enemies will have much trouble overcoming. vB: Meta-Ice: Summons a Slimey virus to fall down toward you from above. If it hits an enemy midfall, they freeze for a while. If it reaches Aquilon, he will fill it up with a cold air until it bursts, sending out a moderate-smash but low freeze-time shockwave.
Supersmash!: Flash Pop: Aquilon forms an AquaBall, pointing it towards the sky, and pumps M-Bubbles at it constantly until it hits the ceiling or the top of the stage, at which point it pops and the screen is flooded with water that deals multiple hits and no smash (each hit does 5% for every M-Bubble pumped into it). It recedes slowly. Aquilon merely swims to the top without getting hurt.
- Throws - Up: Traps the enemy in a bubble that slowly floats upward before popping. Down: Blows the enemy to the ground with Wind, the blades dealing multiple slashes. Backward: Grapples the enemy and does two backward somersaults before releasing the enemy behind him. Forward: Slaps the enemy with fins that double as fan and triple as flightless wings three times, sending out a gust of wind after that blasts the enemy forward.
- General Stats -
Attack Power: 2 Smash Power: 4 Attack Speed: 5 Charge Speed: 5 Combo: 4
Speed: 3 Jump: 4 Double Jump: 4 Weight: 2 Balance: 3
- Speech - GENERIC ENTRY "The Wind shall guide me." "You shall not pierce the protection of the Water."
GENERIC EXIT Low Damage: "Mission Complete. Tell me, Wind, what's next?" "Was that slaughter necessary?"
Medium Damage: "The Wind shall guide my next course." "The Water's defenses pulled through."
High Damage: "I must rest before I continue my journey." "I put trust in the Wind and prevailed."
Loss: "Wind...I failed you." "The Water shall bury my soul."
TAUNT: Does a forward spinning double swimming somersault and lands, dusting his fins off with a flap.
DESTINED BATTLES: AnonyMan
COSTUMES Basic; Turquoise body with large cyan fins, purple stripes on arms and legs, and a teal helmet. Very fish-like. Red; Looks more like a robin. Blue; Looks more like a blue jay. White; Looks more like an angel. Black; Looks more like a raven. Other; Clownfish! Fanservice; Mermaid!
- Quirks - Shooting items spin targets around. It does 3 extra full rotations for every 15 damage. If under 15 damage, only the basic half rotation.
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Post by Linkshot on Apr 11, 2007 18:36:24 GMT -5
FLAMINT
- Specials - B: Freeze Bomb: Lobs a bomb that, on impact, sends out a shockwave with a large tendency to freeze. Low Smash, low damage. Shockwave greatens when attack is charged. ^B: Big Red Wave: Jumps into the air and comes down with a palm face down at his feet. Upon impact with the ground, sends out a wave a boiling water that travels roughly the same distance as Kirby's Final Cutter, but taller. Deals low smash, but high damage. >B: Cold Punch: Reels a fist backward that will move differently and have different stats depending on the input during that time. Low tendency of freezing originally. No input: High Smash, High Damage, only close range. Roll Down to Right: High Smash, Low Damage, fires forward. Down 3 Times: Low Smash, High Damage, fires into ground and creates shockwave. Backward and Forward: Moderate Smash, Low Damage, boomerange pattern. vB: Burner: Ignites the floor around you. If it hits something, ignites the area around it. Chain has no limit. Will not burn the same object twice.
Supersmash!: Ice Storm: Sends down a hail of large Freeze Bombs with high damage, very low smash, but the freezing tendency of a Freezie. Lasts for 10 seconds.
- Throws - Up: Stabs into the foe with a Fire Blade, spinning around and slugging them upward. Down: Throws the target below them, balancing on them with only his buster, firing a constant spread of ice before swinging around to land and kicking them forward Backward: Simply grabs the enemy and flings them backward. Forward: Shifts backward and spawns an Ice Cube, pushing it to slide the foe forward.
- General Stats -
Attack Power: 5 Smash Power: 1 Attack Speed: 3 Charge Speed: 3 Combo: 4
Speed: 3 Jump: 2 Double Jump: 3 Weight: 4 Balance: 2
- Speech - GENERIC ENTRY "Shall we play by a warrior's rules, or your rules?" "Come. Make my day!"
GENERIC EXIT Low Damage: "All in a day for a warrior." "I am proud of the lack of bloodshed."
Medium Damage: "A balance of powers is key to success." "A little magic never hurt anyone."
High Damage: "I have survived blizzards! Know your place!" "Playing with fire does have drawbacks..."
Loss: "Master...I failed my duty." "The balance has fallen into chaos..."
TAUNT: Huffs and a puff of blue fire comes out of his mouth
DESTINED BATTLES: AnonyMan
COSTUMES Basic; Humanoid figure in battle armor. Iron gray helmet, magenta chainmail, and cyan leggings. Red; Orange helmet with red feather, brown chainmail and purple leggings. Blue; Green helmet with blue scale attached, blue chainmail and yellow leggings. White; Shining silver helmet with bleach hair flowing out, shining silver chainmail with glowing diamond chestpiece, shining silver leggings with boots with white wings on the far sides. Black; Jet black helmet with white, bloody horns attached, dark rusted chainmail and spiked leggings with iron cleats. Other; Represents Fulgore from Killer Instinct Fanservice; No helmet; sports long, flowing blonde hair with blue streaks, no torso wear, and tathered shorts.
- Quirks - Shooting items undo shapeshifts attached to foes.
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Post by Linkshot on Apr 12, 2007 8:49:40 GMT -5
STORDOW
- Specials - B: Storm: Launches a crackling raincloud into the sky above him that flies back and forth a short distance sending down lightning bolts. If Night Shade is in effect, this deals double damage. Moderate Damage, Moderate Smash. ^B: Remobit: Summons a Remobit satellite to pull you with magnets. Can be controlled with joystick. Lasts for 3 seconds. Electromagnets deals low damage but high smash. >B: Thunder: Can be charged. Fires a homing ball of electricity that gets larger as you charge it. Adds Pichu's self-damaging effect to anybody that touches it (5 second duration). Moderate damage, low smash. vB: Shadow: Turns into a Shadow to counter attacks with a high smash and moderate damage sword. Sword and LIGHT attacks shatter this counter.
Supersmash!: AntiNavi: Sets up a 20-second guard that counters every special attack against him with a doubled power and smash version of it.
- Throws - Up: Grabs the foe, holding them up above him, and siphons darkness into them which smashes them upward. Down: Summons a Hole and throws the opponent in it, then grabs them when they fly out and chucks them forward. Backward: Throws the opponent into the air with a backwards arc, then blasts them backward with a burst of DarkAura. Forward: Grabs the foe and slashes at them with an Evil Cut.
- General Stats -
Attack Power: 4 Smash Power: 5 Attack Speed: 2 Charge Speed: 2 Combo: 4
Speed: 2 Jump: 3 Double Jump: 2 Weight: 3 Balance: 4
- Speech - GENERIC ENTRY "A storm is brewing..." "Darkness is rolling over..."
GENERIC EXIT Low Damage: "Did that shock you?" "Fear the ultimate power that is Darkness!"
Medium Damage: "What? Is something wrong?" *grimace and chuckle*
High Damage: "You nearly match the power of Light." "Darkness pays its toll in karma."
Loss: "No..." "Why here?..."
TAUNT: Stordow disappears for a moment and all that is heard is giggling.
DESTINED BATTLES: AnonyMan
COSTUMES Basic; Bulky black figure with the only discernable feature being shimmering yellow eyes. Red; Bulky red figure with green eyes and a red tail. Blue; Bulky blue figure with orange eyes and a blue petal on his ear. White; Bulky shining figure with many discernable features, such as glowing purple eyes and a yellow chestpiece. Black; Completely jet black. Much like a 3D Game & Watch. Also has a purple aura. Other; Yellow Navi with black gloves, blue arms, dark blue shoulder pads, green kneepads, turquoise leggings, brown shoes, black helmet, and yellow hair peeking out. Fanservice; Basic but with obvious abs and larger waist area.
- Quirks - Cloaking Devices last longer. Shooting items are more powerful with faster bullets. His Shield is a Dark Barrier.
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Post by CJ on Apr 15, 2007 2:38:51 GMT -5
DARKINGDOM
- Specials - B: Cure/Cura/Curaga/Curagun. Chargeable move that recovers damage Darkingdom has taken. Cannot be 'saved' by rolling. VERY slow move, even after charging. This move can be passed on to allies instead by holding a direction when you let the attack go. At FULL power, which takes a very long time, it will cure everyone on DK's team at once. ^B: Aero. Surrounds himself with an orb of spinning wind of random strength. It randomly gains a random number of the following three effects; Reduces Damage, No-Smash Damage to anyone who gets too close, Reflects Projectiles. The longer it's charged, the longer it lasts. This also greatly decreases DK's fall speed and gives him a minor upward thrust, making it a mid-to-weak recovery move. >B: Chain Rave. Shoots his right chain out until you let the B button go, then sweeps it upward in a very broad cutting motion that deals good damage and mid smash. If it hits anyone straight on, it will instead deal heavy, skidding Smash and low damage. It can be rather hard to hit with due to it's clunky motion. vB: Chain Burst. Punches the ground with his left hand, sending his chain into it. After a second, four chains pop out of the ground around him, flailing around in a roughly orb-shaped area. This area of lashing slowly shrinks until it stops altogether, leaving DK very tired if it's continued that long. This attack makes a good shield, a painful offense, and a hazard. The closer you are to DK, the faster this attack will damage you, and the greater the stun and smash of the strikes.
Supersmash!: Punisher Chains. Goes still and stretches his chains out sharply in all directions, where they twist and writhes and snap outward like snakes. Anyone touched by a chain is grabbed and tightly constricted. After this phase, anyone captured is crushed repeatedly by the coils, the damage increasing if A is pushed with good timing, which Keybladers on his team can do as well to help. Then anyone captured is beaten repeatedly against the floor, the damage increasing by whiplashing the control stick up and down in good tempo, which Keybladers on his team can do as well to help. Then everyone is tossed so they hang directly above Darkingdom. If DK is teamed with a keyblader, a final blow is preformed, DK turning into a cannon and firing straight up at the hapless targets. The more bladers present, the greater the beam.
- Throws - Up: Whiplashes his chain to throw the target straight up. Distance thrown increases the farther away DK is from the target. Down: Whiplashes his chain to smash the target into the ground. Damage increases the farther away DK is from the target. Backward: Shoots the target backwards as far as his chain will shoot, dragging them along the ground and letting them go at the very end. Distance dragged, and thus damage, increases the farther the target is from DK. Forward: Coils the target in chains then yanks them out, causing the target to spin away like a top. Time spent spinning out of control increases the closer DK is to the target.
- General Stats -
Attack Power: 4 Smash Power: 4 Attack Speed: 2 Charge Speed: 4 Combo: 3
Speed: 4 Jump: 2 Double Jump: 4 (Will Glide in the direction he was going after the second jump, if you hold the button. He can't attack while Gliding and is very vulnerable to being struck) Weight: 1 Balance: 2
- Speech - GENERIC ENTRY "I-I hope I do well..." "I have to make Father proud."
GENERIC EXIT Low Damage: "Father! I did it!" "I'm so happy!"
Medium Damage: "I guess I did okay..." "I really need to practice more."
High Damage: "I-I hurt!" "Why does it have to be this way??"
Loss: "FATHER!" "What was I thinking..."
TAUNT: Does a little paniccy dancing back and forth motion, then stops and fakes some deep breathing to calm itself down.
DESTINED BATTLES:
COSTUMES Basic; Tiny wooden puppet of a vague humanoid being, strung together by chains, with a head carved into a crown shape, a large pair of key-tooth-looking claws on its right hand, and blue tunic and leggings with an orange belt drawn onto him directly just as its eyes are. Finely lacqured! It also has a dangly chain tail poking out of its bum, with a Kingdom Keychain on the end. Red; Puppet of a phoenix, with the claws replaced by large feathers. The phoenix is colored darkly on the back with much lighter highlights on the front, as if approaching some great light source while darkness looms behind. The keychain on its tail is different... Blue; Puppet of a seablue crab, the claws more crablike, and a vaguely feminine form. The keychain on its tail is different... White; A puppet of an angel basked in holy light of love, with a vaguely feminine form. The keychain on it's tail is different... Black; A puppet of a demon that vaguely resembles Chernabog and seems more masuline in form. The keychain on it's tail is different... Other; Basic outfit, but looks rougher and more crudely put together. Has an apple growing from a twig on his head. Fanservice; Basic outfit adorably dressed in a tiny Sora, Riku, or Mickey outfit randomly.
- Quirks - Darkingdom's small size makes him rather difficult to hit by some of the larger characters. All of Darkingdom's Smash attacks can be charged, adding range, but changing damage little. Darkingdom has a ranged grab that can be aimed, and charged to increase range. Rather than pulling them to him, he simply binds them with chains until he throws them, the distance affecting his throw attacks. His throw can also latch onto items or terrain. Pushing A at too great a distance for DK to strike the held target will have him instead yank himself to it, or in cases of extremely light things like items, yank them to him. If DK grabs a target out of the air, they will fall to the ground immediately, dragging DK with them if they fall far enough to eat up the slack in his chain.
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