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Post by CJ on Jan 15, 2007 20:51:48 GMT -5
Just for shites and giggles. I'll explain the format!
NAME - Specials - B: Move Name. Desc ^B: Move Name. Desc >B: Move Name. Desc vB: Move Name. Desc
Supersmash!: Move Name. Desc.
- Throws - Up: Desc Down: Desc Backward: Desc Forward: Desc
- General Stats - General stats of non-special moves and character's aspects, rated on a scale of 1-5.
Attack Power: Damage attacks deal. Smash Power: Launching power of attacks. Attack Speed: How fast attacks go. Charge Speed: How fast Smashes charge up. Combo: 1 = No comboing ability. 2 = One-two punch combos. 3 = Hit, hit, powerful hit combos. 4 = Extremely rapid attack capability (IE, PIchu's headbutting). 5 = Can preform a super rapid flurry of attacks at the end of the three-hit combo (IE Fox, Link)
Speed: Movement speed Jump: Obvious Double Jump: 1 = Shorter than the first one. 2 = Equal to the first one. 3 = Slightly higher than the first one. 4 = A great deal higher than the first, and with better control (IE; Luigi, Ness) 5: The character flies. Weight: Obvious Balance: The higher this is, the more range of attacks the char has outside of their 'norms' listed above. A 5 here means that the char has at least one or two Meteor Smashes, Super Smashes, Comboes, and "elemental" attacks, regardless of how low the other stats are.
- Speech - GENERIC ENTRY "---" "---" "---"
GENERIC EXIT Low Damage: What they say when they win by a landslide. "---" "---"
Medium Damage: What they say when they win in decent health. "---" "---"
High Damage: What they say when they win while near death. "---" "---"
Loss: What they say after losing "---" "---"
TAUNT: Describes what happens when the char gets cocky.
DESTINED BATTLES: Speech when fighting relevant or important to the character chars. --Name of Opposing Char Entry Quote Low Damage Victory Quote Medium Damage Victory Quote High Damage Victory Quote Loss Quote
COSTUMES Basic; Just out for a walk.. Red; Seein' Red! Blue; I'm in my blue period... White; ~~^^~~ Serene angel Black; WAHAHAHA DARKSIDE Other; Costumes that are like... O.o whoa. Fanservice; FAAAAANservice~~
- Quirks - Anything else!
BLANK COPY, for my use
- Specials - B: Move Name. ^B: Move Name. >B: Move Name. vB: Move Name.
Supersmash!: Move Name.
- Throws - Up: Down: Backward: Forward:
- General Stats -
Attack Power: Smash Power: Attack Speed: Charge Speed: Combo:
Speed: Jump: Double Jump: Weight: Balance:
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Red; Blue; White; Black; Other; Fanservice;
- Quirks -
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Post by CJ on Jan 15, 2007 20:52:05 GMT -5
BLITZ - Specials - B: D Down Pound. Chargeable attack. Low damage, but lowers the target's 'weight', and when fully charged, will instantly smash shields, ala Marth/Roy ^B: Hammer Splash. Fly up and over in a high, short arc and slam the hammer down on contact with the ground. Hard to aim and low knockback, but grounds the enemy and deals great damage. Rotating the control stick while you fly upward damages you, but increases the knockback. >B: Hammer Throw. Throw the hammer forward! Anyone in the zone in front will be struck twice. Those at the very end of it will be repeatedly struck by the spinning mallet. The mallet can be aimed up, causing it to go forward on a tall arc, but cannot be aimed down. vB: Quake Hammer. Acts the same as DK's, but is slower and more powerful with a wider horizontal range.
Supersmash!: Terra Drive Rush. Smash the enemy into the air like a golf ball, then chase them up and preform a swift three hit combo, the last knocking them to the ground. Blitz then Hammer Splashes them where they lay, getting them stuck in said ground, before vaulting away and landing, striking a pose, and charging up... The charge is unleashed as a vicious golf-style swing of the hammer, which sends a tidal wave of ground at the enemy, crushing them from every side.
- Throws - Up: Drive a knee into the target's gut, then golf-swing them straight up. Nearly impossible to regain control of the character before you hit the ground. Down: Bring down the target by trip/throwing them, smash the top of the hammer into their back, then bounce off the handle of it, catching the hammer as it bounces up and sending the target flying to the left or right. Backward: Smash the hammer into their side, spin around 900 degrees, and then throw them backwards. Power comperable to Mario's backthrow. Forward: Smash the hammer into their side, spin around 180 degrees, then bring them in a high arc back to the ground in front. Great damage, low launching power.
- General Stats -
Attack Power: 4 Smash Power: 5 Attack Speed: 2 Charge Speed: 2 Combo: 2
Speed: 4 Jump: 2 Double Jump: 2 Weight: 4 Balance: 2
- Speech - I don't know. I'm not Blitz.
- Costumes - Basic; Blitz' usual link-ish suit. Red; Red bandana and shirt, with a long brown coat and rustcolored slacks. Sunglasses. Blue; Good ol' blue jeans and a matching cap and jacket, unbuttoned. White bandages around the stomach. White; White jersey and khaki shorts. Backwards baseball cap. Black; Leather jacket and pants, with a grey shirt and a biker helmet. Lots of thuggish gold jewelry. Other; Mario outfit O.o Complete with M on the hat.
- Misc Quirks - Blitz can wield the Hammer weapon without going berzerk. Instead it just slows down his attacks, gives him a Level 5 Combo similiar to the normal Hammer item, and greatly increases the damage of his attacks. Also, when Blitz strikes a shell with his hammer, it deals much greater damage than normal if it hits someone, and always goes at terrific speed.
- Synopsis - Blitz is, to put it simply, a powerhouse. Being surprisingly fast for his heavy weight makes him hard to KO, but being surprisingly low on jumping ability for being an MKer makes it difficult for him to Recover or manuever around the more vertical levels. He excels in striking with great, though difficult to aim, power, and his specials are designed to make targets more vulnerable to his mostly single-target normal strikes, as well as get him out of sticky situations where his clumsy nature has gotten him surrounded. Blitz is marginally difficult to use, but in the hands of a true Smash master, one of the most dangerous characters one can choose, making him an upper-tier kind of character. The best way to beat Blitz is to snipe him mercilessly from afar, or keep to the air where his lack of manueverability will protect you. It's also important to move almost constantly, to keep his hammer out of your spine.
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Post by CJ on Jan 16, 2007 0:22:39 GMT -5
SPYKE
- Specials - B: Ground Hammer. Chargeable. Roll into a ball, gather up rocks in the spines, and shoot forward (Rollout-like) ^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. >B: Saber Dance. Marthish combo attack. Faster and harder to time, but there are 6 hits. IF you can get it right... vB: Twin Ice Slasher. Slashes the air one to three times by pushing B while the move is preformed. Each slash slightly damages nearby enemies, but the real attack comes at the end when the great cross of ice flies off. When in midair, the ice fires at a downward angle.
Supersmash!: Call to Arms. Spyke rushes the enemy, drawing a bevy of sabers with electromagnetic control. While they spin around him like an atom, striking the enemy, he expertly manipulates the two in his hands to combo the hell out of them, the final 6 slashes striking with elemental power. He then jumps back, sheaths all the blades, and preforms a final attack chosen at random from six, after the image of the one who inspired it flashes in his eyes. Tiam: Leaps up, growing phantasmal wings, surrounded by a white aura. He concentrates this aura into his mouth, couples it with electricity, and blasts the enemy with the resulting breath weapon. Sandslash: Rolls at the enemy rapidly, kicking up rocks at them until he himselves crashes into the hapless opponent. When he lands, spikes of earth rush up from under the enemy, drag him/her into the ground, and smashy him. Kayouki: Pelt the target with bombs on the way to deliver a four hit combo, each strike kicking up a cross of ice, which all strike toward the center at the same time. Warp: Punches and kicks the enemy around a bit before throwing them bodily upward, forming a portal, and stabbing it with his sword. Similiar portals open all around the target in air, and an identical sword comes from each to stab the enemy. Ombre: Snaps, and the ground turns to lava O.o While they're so trapped, Spyke unleashes a flurry of bullets, finishing with a charged shot that strikes at the same time as a Magma Dive from above. Li: Forms his sword into two very short ones and preforms a long martial combo laced with darkness, before hopping up and finishing it with an axe drop kick.
- Throws - Up: Tosses the enemy slightly upward, curls into a tight ball, and bounces up into their flying body, sending it up with electricy goodness. Anyone in that span of distance will also be struck by the boing. Down: Trips the enemy onto his back and stabs him with the Beamsaber. Backward: Lifts the target with with magnetism and offhandedly flings them aside. Forward: Punches the target in the stomach, trips them, and sends them back with an electric palm.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 4 Charge Speed: 4 Combo: 3
Speed: 3 Jump: 2 Double Jump: 2 Weight: 4 Balance: 2
- Speech - ??
COSTUMES Basic; Spyke's usual silver armor and general hawtness. Red; Zero style armor XP With a pine in it! Blue; Megaman style armor XP With a pine in it! White; Pearly armor with a white feather embedded in the chest jewel. Black; Alastor's armor. With a p-*KOd with a rock* Other; Has yellow dragon wings and Dragon Ore armor... For some reason. Fanservice; Jeans. That's all. *drool*
- Quirks - Any time Spyke's guard is broken, he enters Dual Wield mode. His attack speed, attack strength, and Combo go through the roof, but any attempt at using a special will simply revert him to normal. While in this mode, Spyke can pick up two 'Swing' type items, but no other kind except consumables.
- Synopsis - Spyke is a defensive dynamo, best suited for picking away at the target with his quick attacks while relying on his heavy body to keep him in the game, and then finishing the target with a Smash Attack or one of his powerful Grabs. His specials are extremely powerful, but very difficult to apply, while his normal attacks are steady and easy to use. Spyke is also not easy to gang up on, as even his grabs have a tendency to strike anyong nearby when he does them. His Dual Wield stance makes a good trump card if pressed to the breakage of his shield, and can be used to power out of the tight spot this breakage generally puts one in. Spyke is another high-tier character, for a different reason. It takes patience and quick reflexes to use him to his max potential, as three of his specials are almost minigame-esque in their application. Again, though... In the hands of a master, he is a true immortal. The best way to defeat Spyke is to attack from afar and stay near the edges, where he'll be less happy about using his riskier moves, and try to spyke him downward. It's also important that you don't hover around him too much, trying to block a recovery, as it could easily backfire and lead to you falling prey to Storm Mace, which also increases his Recovery ability.
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Post by CJ on Jan 16, 2007 1:21:53 GMT -5
LI - Specials - B: Flux. Sends an invisible beacon forward. The area around the beacon is bombarded with spears of Darkness from all directions once it starts. Very hard to aim, but also very hard to dodge. ^B: Shadow Jump. Go nearly-straight up an ungodly distance. Any attacks done before touching the ground have additional Dark damage. >B: Shadow Step. Dash forward extremely fast. Much like Fox Illusion, though Li goes farther, deals less damage, causes less recoil, and doesn't have to 'charge' it. vB: Thief Cloud. Short range radial attack, like Rest. The controller of any character struck temporarily goes dead. Supersmash!: Howling Night...: Plays the Song of Time to freeze the enemy and disappears, still playing it... The song seagues into a terrifying howl, and Li appears behind in Wolf form, preforming a superfast combo with his clawed hands from all angles, then flipping up above them and blasting downward with a dark-powered howl attack. - Throws - Up: Holds the enemy by the throat, squeezes sharply, and then hikes them straight up, dark energy trailing behind them from the squeeze. Down: Trips the enemy, and before they can even hit the ground, axe drop kicks them. Backward: Dances nimbly past the enemy, who is slashed twice by a light-fast attack, and then Sobats them away at a high arcing angle Forward: Puts his hands flat on the enemy and blasts them away with a burst of dark magic - General Stats - Attack Power: 3 Smash Power: 1 Attack Speed: 4 Charge Speed: 2 Combo: 5 Speed: 5 Jump: 2 Double Jump: 4 Weight: 2 Balance: 2 - Speech - COSTUMES Basic; Brown cloak & shoes, white shirt, grey pants. Red; Dressed like a desperado, red kerchief and shirt. Blue; Blue jumpsuit with a leather cloak. White; Acolyte robe with a white shirt and black pants. Black; His demony, glowy eyed, freakyass semi-trans. Other; ?? - Quirks - Li's beamsaber is VERY short, but his attacks with it are very quick and powerful. Compounding this, when Li uses a swing type weapon, he maintains the use of his main dagger weapon, much like Link does.
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Post by CJ on Jan 18, 2007 22:06:20 GMT -5
MYSTIC
- Specials - B: Neutron Blast. Charges up. At max charge, flickers from Ice to Fire and back. Stopping at the right time Freezes or burns the enemy up. ^B: Fire Stomp. Jump up and forward at a slightly low arc. Hitting the ground kicks up an explosion, hitting an enemy causes repeating fire damage. >B: Super Fireball. Can be combo'd into 2 one-handed and one huge 2-handed fireballs. Fly straight, with high damage and low Smash power. vB: Meditate. Float tranquilly. If you finish it, attacks are greatly empowered for 15 seconds.
Supersmash!: Burn!!. Kick up a huge fire aura, absorb it, then fire it as a beam to the left and right.
- Throws - Up: Stomps the ground, blowing the enemy upward with a flame pillar. Down: Bounce off the enemies head, then kick up a fire aura. Damages nearby enemies too. Backward: Arc of fire throws the enemy over the shoulder, then blast them with rapid fire pellets. Forward: Freeze the enemy and throw them casually over the shoulder with magic power.
- General Stats -
Attack Power: 1 Smash Power: 4 Attack Speed: 2 Charge Speed: 3 Combo: 2
Speed: 2 Jump: 5 Double Jump: 4 Weight: 3 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Magey outfit! Red; Leather pants +Shirt with flames. Red robe. Blue; Demin robe and overalls, glowing flamish shirt and cap. White; Metatron's robe. Black; Pale skin, Necromancer type robes and circlet, wrapped feet instead of shoes Other; Luigi outfit!
QUIRKS Fireflower can be dual wielded, and the area of it's flame is doubled. Star Rod has infinite 'stars'
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Post by CJ on Jan 18, 2007 22:55:43 GMT -5
SHADOW
- Specials - B: Chaos Beam. Fires a beam of mid-range Chaos energy. Can be maintained to cause repeated damage, but it has little Smash value. ^B: Chaos Control. Shadow disappears, and a beacon, controlled with the directional buttons, decides where he'll land. Deals no damage in any way, ever, but is an incredibly good recovery move. >B: Chaotic Edge. Charges up, then dashes forward with a powerful blade of Chaos energy. Can be 'retained' like Samus' charge, but if it is held for too long, or charged for too long without being let go, Shadow will take damage and be stunned. Fully charged, will destroy shields. vB: Chaos Blast. Takes a moment to preform, but once let go, surrounds Shadow in a dome of Chaos energy (or a sphere, if you manage to do it in midair). Has very high Smash value, and reflects energy missiles, while destroying physical ones.
Supersmash!: Hmph...: A punch. Whoever the punch hits is Chaos Controlled into space. Shadow floats down in front of them in Super form, combos them to hell and back, and then points up, sending a beam of Chaos energy upward. It strikes the Eclipse Cannon, which then fires down on the hapless target. Causes immense damage, and launches the target straight down toward a random place on the target map.
- Throws - Up: Backhands the enemy, the strike causing an explosion of Chaos energy that blows the target upward. HIghly stunning move. Down: Grabs the enemy with Chaos power, and makes a casual, no-look up and down motion with one hand. This causes the enemy to leave the ground, and just as suddenly slam back into it a few feet to the forward, stunned badly. Backward: The grabbed enemy flashes into negatives (taking damage once) and is suddenly flying backwards away from Shadow, skidding along the ground (taking damage again), stunned badly. Forward: Throws both arms out and Chaos Blast's the target back a great distance. They will take additional damage if they strike any objects and be bounced back toward Shadow in a state of stun.
- General Stats -
Attack Power: 5 Smash Power: 3 Attack Speed: 4 Charge Speed: 3 Combo: 3
Speed: 5 Jump: 3 Double Jump: 2 Weight: 2 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Shadow is teh hot =D Red; Red quills with black highlights. Blue; Red highlights are blue instead, and is wearing blue gloves. White; Broad white ribbon around one arm with a light blue M on it. Black; Red highlights are blacked out, wearing a black robe. Other; Green aura, glowing eyes, bracelets gone O.o
- Quirks - Shadow's specials all have special effects when they come in contact with Sonic's moves of the same 'direction', even his SuperSmash. Super Scope and Laser Gun have infinite ammo, and his version of the Beamsaber is green, and has a three-hit Smash attack.
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Post by CJ on Jan 19, 2007 0:32:30 GMT -5
SONIC
- Specials - B: Solar Beam. Fires a beam of mid-range Light energy. Can be maintained to cause repeated damage, but it has little Smash value. ^B: Chaos Control. Sonic disappears, and a beacon, controlled with the directional buttons, decides where he'll land. Deals no damage in any way, ever, but is an incredibly good recovery move. >B: Ancient Light. Charge up. Charge can be 'held', but it slows Sonic down. When unleashed, Sonic will move toward the closest enemy at incredible speeds, striking them several times before crashing them down to the ground, grounding them if they're already there. vB: Spindash. SUPER fast Rollout type move. As long as you're on the ground, Sonic won't roll off the edge, but it will stop the move and momentarily stun him. If in midair, this becomes a Bounce Attack.
Supersmash!: Boooooriiiing. A kick. The one struck by the kick is Chaos Controlled into space. A whistle sounds from above, and when the target looks up, Sonic gutcheck-headbutts them from below in Super form, and then forms a superpowered Sonic Wind to trap and constantly damage them. Sonic then smirks and points up, sending light energy to the Eclipse Cannon, which then fires, blasting the enemy down to a random place on the map.
- Throws - Up: Preforms a sharp backflip that blows the enemy upward with a sharp spike of wind that shockwaves off the ground. Down: Blows the enemy upward with a mini tornado, then axe-kicks them back down sharply. Backward: Sonic traps the enemy with the Magic Hand, bounces them a few times, then kicks them over his shoulder. Forward: Preforms a fancy breakdancing motion that kicks the enemy hard, blowing them back with a mach speed force of wind.
- General Stats -
Attack Power: 4 Smash Power: 3 Attack Speed: 5 Charge Speed: 3 Combo: 3
Speed: 5 Jump: 3 Double Jump: 2 Weight: 2 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; True blue Sonic. Red; Red spines, blue gloves. Blue; Blue alll over. White; White robe. Black; Has black highlights and gloves. Other; Looks like Silver.
- Quirks - Sonic's specials all have special effects when they come in contact with Shadow's moves of the same 'direction', even his SuperSmash. Sonic's dodges have much less 'dead time' than average after being preformed (IE, you get control back faster). His speed doesn't decrease as much when in 'Metal' form, and and the chili dog food acts as a Heart.
Sonic+Shadow Combos
Solar Beam + Chaos Beam: If the beams meet on level while still moving, they fuse and become a Solar Eclipse Beam of great power, dealing more damage than if the two were done seperately to the same target. 2x Chaos Control: If both of their 'beacons' are touching a character when both let go at the same time, they will appear at the same time on either side of that character, and it will be stunned for a moment. Ancient Light + Chaotic Edge: The ancient light will protect Shadow from self-detonating as long as Sonic remains nearby. Spindash + Chaos Blast: If the Spindash travels through the Chaos Blast, Shadow will immedietly shoot after Sonic, with the blast orb still surrounding him.
Booooriiing + Hmph...: ohgodwhy... If Sonic's kick and Shadow's punch strike the same target, said target will be tripped badly and, before they land on their back, Chaos Control'd into space. After looking around once, they will be struck around 15 times within 3 seconds, then Super Sonic and Super Shadow will appear, agree that this is far too easy, and trap the target in a double Chaos Control orb, before placing it nicely in front of the Eclipse Cannon, and causing it to fire a twisting doublebeam of Light and Chaos, all of which is concentrated into the orb before it's spiked down to earth by a double strike, causing a massive explosion. Removes one Stock (but never the last one) from the target and leaves them with incredible damage.
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Post by CJ on Jan 19, 2007 18:02:26 GMT -5
JAK
- Specials - B: Berzerker Blaze. Breath weapon that increases in size and damage as Jak takes damage. Can't be 'maintained' very long. ^B: Rising Anger. Glide swiftly forward at a slight upward angle, surrounded by blades of red energy. >B: Fury Harvest. Combo attack that increases in power and hit number as Jak takes damage. Every three hits striking the same char heals Jak moderately. vB: Fury Shockwave. Roar upward, sending out shockwaves of red energy all around.
Supersmash!: Feel Anger. Transforms into his hellish post-Tiam form and blasts a huge area to the front, before turning sharply and sending a flurry of red energy slashes in the same direction with claws and tail.
- Throws - Up: Beats his knee into their gut and then lashes them upward with a flick of his tail. Down: Thrashes the target repeatedly against the ground, until finally jumping up and outright throwing them to it. Backward: Holds them by the foot and hands, brings them up over his body in an arc, and brings them spine-first onto his tail, before swatting them away with a backhanded slash. Forward: Bites the enemy, slashes them up a bit, and smashes them away with a spinning tail.
- General Stats -
Attack Power: 5 Smash Power: 4 Attack Speed: 3 Charge Speed: 2 Combo: 4
Speed: 3 Jump: 3 Double Jump: 5 Weight: 2 Balance: 2
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Jak~~ Red; Metal gone, revealing his red scales better. Blue; Metal gone, wearing blue armor. White; White eyes and loincloth instead of red. Black; Black metal instead of silver. Other; Red Eyes Black Dragon ripoff Jak. FanService; Nekkid O.o whoa.
- Quirks - Jak cannot use Healing or Support items, but attack items are doubled. Jak's speed increases the more damage he's taken.
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Post by CJ on Jan 19, 2007 18:15:50 GMT -5
NOBI
- Specials - B: Heaven Breath. Rapidly increases HP of allies caught in it. Can be aimed downward to heal self. ^B: Angel Rising. Float slowly, serenely upward, giving off light. Allies that touch you are recovered from bad statuses, including Nobi herself. >B: Holy Grace. Converts physical attacks to health. vB: Heaven Conversion. Converts energy attacks to health.
Supersmash!: Greatest Love. Floats upward and gives off a HUGE aura. Any allies touching the aura are set to 0%, lose their bad statuses, and recieve 1 Stock. Turns all items it touches into support items.
- Throws - Up: Shyly tosses the enemy upward. Down: Points behind the enemy, and when they look, she trips them. Backward: Trip-tosses the enemy over her shoulder, then rubs it with a frown. Forward: Blows the enemy back with her wings.
- General Stats -
Attack Power: 1 Smash Power: 1 Attack Speed: 5 Charge Speed: 5 Combo: 2
Speed: 5 Jump: 5 Double Jump: 5 Weight: 2 Balance: 1
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Cute perty dragoness with white scales and eyes, wearing a robe that looks like flowing metal. Red; Blushing cutely XP Blue; Wears some blue jewelry with "T"s on it. White; Feathered white wings instead of leathery ones. Black; Black scales, but eyes remain white. Other; Blue Eyes White Dragon knockoff! FanService; Nekkid O.o whoa.
- Quirks - Nobi cannot use attack items, but any support or healing items are doubled in either effect or duration. Nobi's Jump increases the more damage she takes.
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Post by CJ on Jan 20, 2007 21:32:25 GMT -5
TIAM
- Specials - B: Heavenly Blaze Breath. Like Bowser's, but it lasts longer, is at head-height, and isn't as wide. A blast of Light energy from his soul. ^B: Dragon Rising. Drill upward in a tight spiral, epee out. Screw Attack style move, but the damage is centered above Tiam rather than around him. >B: Thousand Fang. EXTREMELY fast comboing stab. Strikes with very low damage, but extremely quickly, perhaps 5-8 times per second, but you must mash the button to keep it going. Becomes exponentially more difficult to keep it going the longer you do. 1/100 chance of a 'crit' attack that deals insane damage and vicious knockback. vB: Counter Stance Delta. Deals intense damage by countering an attack with a vicious stab. Longer window of countering than Marth or Roy, but the stab doesn't have any Smash power.
Supersmash!: Fencer's Pride. Strikes a pose with the rapier held parallel to the body and vertical, then takes a more fighting stance and leaps upward, beating his wings to get a little extra height as Heavenly Blaze Breath charges in his mouth. He shouts a taunt and breathes it, then sucks it back in and breathes it out again twice as hard, creating a huge blasting zone of white light. At the end, there's a slight chance that he'll land, and an image of Spyke will appear around him before concentrating into the dragon, and he'll charge everyone the breath weapon struck with a mach speed flying stab.
- Throws - Up: Fly a shuttle loop, letting the enemy go halfway through and launching them upward. Down: Stabs the enemy three times in rapid succession, then frontflips and smashes them with his tail. Backward: Spin around 540 degrees, grabbing with his tail and throwing them at the 360 mark, then turning one last time to chase them with a Breath attack. Forward: Blow the enemy back, at an extremely low, ground-skidding trajectory, with a gust of wind from the wings.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 4 Charge Speed: 2 Combo: 5
Speed: 4 Jump: 2 Double Jump: 5 Weight: 2 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Usual smexy Tiam~ Red; Red ribbons on the wings and baggier pants. Blue; Basic, except shirtless. All the blue you could ask for ^^ White; White dress clothes with handsome lattice in places. Black; Slightly blackened scales, wearing oddly placed metal weights. Tiam wore this to his failed Berzerker ritual. Other; Wearing Spyke's armor. Fanservice; Dragons aren't very shy, are they? >.>
- Quirks - Beamsaber will become a Beam Epee, and it's charge attack will be a very powerful stab which sends out a small ball of energy. Metal Box turns off Tiam's specials, but greatly boosts his attack speed, attack power, Smash power, and throws, but lowers his range (he fights bare handed). It also doesn't lower his Speed or jumping ability.
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Post by CJ on Jan 31, 2007 20:30:28 GMT -5
RIKU
- Specials - B: Aero. Throws up a shield of blowing wind. Causes damage to anyone who gets too close, and negates projectiles. Darkmode; Dark Shield. Surrounds self in an orb of plated darkness. Deals wide-radius damage with high Smash, blocks -any- incoming attacks, and counters projectile attacks with a Dark Aura bolt twice as strong as what hit it. ^B: Ragnarok. Flies forward at a low, mid-ranged horizontal trajectory, slashing five times. Any enemy close enough will be homed in on, which is a blessing and a curse. The move has decent damage, but next to no Smash. Darkmode; Dark Aura. Falls from the top of the screen several feet to the forward. If an enemy is close enough, Riku will instead fall directly on them from directly above. Pushing ^B again on impact will cause a second attack. High damage and very stunning, but little Smash potential. >B: Fire-Fira-Firaga. Charges up a Fire spell, every time increasing the splash range and damage of the shot. Has decent Smash ability and good stun time at higher levels, but is slow to fire even at level 1. Charge can't be 'retained' like other charge moves. Darkmode; Dark Firaga. Can be charged as well, slower, but even at first level is much stronger than Firaga. The blasts can be comboed fairly quickly, as well, and have huge splash range if they hit. vB: Darkmode. Surround self with an orb of pure darkness, then absorb it to take on a powerful alternate form. Changes move set and greatly increases Jump, Double Jump, Speed, Attack Speed, and Attack Power. Riku gradually increases % just from being in this form, and loses it in small chunks when he uses Specials.
Supersmash!: Mickey Miracle DX!. The Smash Orb becomes a simple black card with a green symbol on it, which Riku holds up with authority. Multiple waves of energy fly out of Riku in a very wide radius, dealing various No-Smash elemental damages to anyone caught in them (Electric, Fire, Ice, and Light) and finally one that deals nonelemental damage with tremendous Smash. Every wave recovers Riku's HP, more for every enemy struck by the waves, badly stuns those it hits, and reloads ammo-using items that Riku is holding. Darkmode; Call of Darkness. Riku screams, darkness flaring around him in a huge cloud of roiling black, which is then sharply absorbed into his form, turning him into Ansem. He then teleports around at random, dealing out 6 slashes to random combatants before appearing in the center of the screen and throwing his arms out with another scream, releasing the overload of darkness as an all-consuming wave of darkness that strikes pretty much the entire screen. Every hit has very high Stun and deals damage equal to half of Riku's current damage. The final wave deals damage equal to his full. When th emove ends, Riku's damage is set to triple what it was and he is stunned himself.
- Throws - Up: Bashes enemy in the stomach with the hilt of WttD, then swats them upward with an uppercut with the hilt. Down: Runs up the enemys body, kicks off, and comes down with a heavy vertical slash. Backward: Forms a Darkness Portal behind and throws the enemy into it. They come out of the portal several feet in the direction they were thrown. Forward: Pound an open palm handful of light energy into the target's chest and sends them flying back.
- General Stats -
Attack Power: 4 Smash Power: 3 Attack Speed: 4 Charge Speed: 2 Combo: 3
Speed: 4 Jump: 3 Double Jump: 2 Weight: 3 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; The hip 'Walt Disney threw up' outfit from 2. Red; Red sleeveless jumpsuit with way too many zippers. Blue; Blue fishing pants and a yellow shirt White; Sora's Final Form outfit, with an upside down white Heartless symbol for the mask Black; Organization robe. Other; Dressed like Darkside. Fanservice; Raggedy blue cutoff fishing pants and half a yellow shirt.
- Quirks - Darkmode, when preformed while holding or 'catching' (auto-activate items touching you) an item, and if the button is held for twice as long as the trans usually takes, will instead turn the item into a hellish incarnation of itself, usually with a great deal of power but a fairly dangerous nature. To use this on auto-activating items, the item must touch you while the transforming black orb is still present. Healing items can be turned into a Cure Potion for throwing at friends, by holding the A button when you pick it up. The potion will heal for double the amount the original item would have.
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Post by CJ on Feb 1, 2007 20:55:24 GMT -5
FELIX
- Specials - B: Rifle Shot/Life Bullet. Chargeable attack. Every level of charge increases damage a good deal, but also damages Felix. The charge can be 'caught'. The beams fired are slightly larger than Falco's laser shots, but move the same speed and roughly the same rapidity. Holding an ammo-using weapon while preforming this move will refuel it by a certain amount per 'charge level'. ^B: Heavy Kick. Flies forward on a low arc a short distance distance for a great crescent kick with a smexy bunny leg, the force of which equates to a third Jump if it strikes an enemy. Good Smash power, but poor range and next to no recovery value if you don't strike a target. >B: Target Equipment. Fairly quick laser attack that deals low damage to targets who don't have items, but destroys held items if they do. Some items may take multiple hits to destroy, and the attack does no damage if the target is holding one. vB: Geosplitter. Sends a fast moving shockwave forward along the ground. Deals very good damage and has decent Smash, as well as dealing more damage if on certain grounds. Trips up the struck enemy as well, and goes through targets.
Supersmash!: Final Gatling. Charges forward, unleashing a constant barrage of kicks that send those hit with them skyward, freezing them at a certain altitude. He then whips around, looking concentrated and forming targetting reticles on the frozen enemies. He then makes a stomping motion, which sends them to the ground toward the center of the distance he dashed, and leaps up when they hit, throwing both arms up and then throwing them down as a pair of gigantic gatling guns to unload a wide stream of laser shots in a diagonal. The bullets have low damage, but there's an ungodly amount of them fired at a rediculous pace. The final bullet takes a second to charge up (giving the targets a short time to escape, if they're very good at recovery), and is a large explosive round fired from both gatlings. Felix is very vulnerable while returning to the ground, and needs a second to recover once he does.
- Throws - Up: Blows his ears out of his face, which accidently calls up a pillar of earth to knock the target skyward. Down: In desperation, gropes (or for some targets, kisses) the throw-ee, and while they're confused (Or in some cases, happily distracted), beans them on the head with a frying pan pulled from nowhere. Backward: Ducks, and a pillar of earth knocks the target over his shoulder. Forward: Punches the target confidently, then jumps back and forth holding his fist in pain. The target sweatdrops, and Felix opportunizes by smashing them with his rifle.
- General Stats -
Attack Power: 2 Smash Power: 4 Attack Speed: 4 Charge Speed: 4 Combo: 2
Speed: 5 Jump: 3 Double Jump: 2 Weight: 2 Balance: 2
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Standard smexy bunny, light scout armor, brown fur, general cuteness.. Red; Wearing courderoy pants with a red jacket and no armor Blue; Armor frozen blue, with several Icicle Carrots tucked into his belt White; Wearing the Snowbunny Cloak and hood(not Engaged, just wearing it normally.) Black; Wearing the Shade Cloak. Other; Can select RGB values of Eyes, Fur, and Belly while other players are selecting chars. Fanservice; Dressed as the Playboy Bunny O.o() The male one.
- Quirks - ALL of Felix' Smash Moves are ranged to at least some degree, and most will in fact not strike to full potential at too close range (the one struck will take very low damage with no Smash power, from the actual weapon striking them rather than the projectile it fires). Felix retains the ability to use Smash Moves when using ranged items, which will also empower Life Bullet, Geo Splitter, and Target Equipment. Thrown items are also fired out of his gun when he Smash Throws them.
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Post by CJ on Feb 10, 2007 16:01:03 GMT -5
SIR AMIK
- Specials - B: Red Hot Kick: Chargeable dashing kick, which deals intense damage with incredible, shield-breaking Smash power but harms the user if fully charged, ala Roy's Flare Blade. The main difference is that it travels horizontally and has less vertical strike radius. ^B: Zoom: Jump upward ALA Falcon Dive. If it hits, he can do it again. Decent damage and high stunning, but little Smash quality. >B: Voomerang: Fires very quick V shaped boomerangs, up to three at a time. They travel extremely fast and strike on the way back as well as forward. By holding B, Amik can double the damage as they return, but they will also harm him. vB: Ukemi: Counters physical attacks, ranged or not, and heals by the amount of damage it would have done. If it's done multiple times in too quick a succession, it gains a rapidly increasing chance of failure, and failed Ukemis double the damage and Smash of the move.
Supersmash!: Henshin a GoGo Baby!: Amik stands where he caught the Smash Emblem and strikes a nearly endless string of cool poses, every third one giving off a half circle wave of energy in a random direction. Stops after 15 poses. For every pose struck, Amik gains a good chunk of points, which activates his special ability. The real point of this move is the wrack up points, and the waves of energy are just there to help keep enemies from interrupting his posing.
- Throws - Up: Uppercuts the enemy upward with a flaming glove, standing scenically for a second afterward to let the wind blow his scarf. Down: Leap upward with the enemy, flipping cooly and then kicking them to the ground. Actually travels higher than Amik's normal jump and can be Double Jumped from. Backward: Moves faster than the eye can see behind the enemy, and then strikes a pose that blows them away with pure awesome. Forward: Strikes a super awesome pose and blows the enemy away with a wave of sheer coolness.
- General Stats -
Attack Power: 2 Smash Power: 2 Attack Speed: 4 Charge Speed: 1 Combo: 5
Speed: 3 Jump: 4 Double Jump: 4 Weight: 2 Balance: 3
- Speech - GENERIC ENTRY "Alright! Bring it on!"
GENERIC EXIT Low Damage: "Is that all you've got? Come on, gimmie a challenge!"
Medium Damage: "Hey hey, nice try, but I'm just too good."
High Damage: "Okay...still I won, though! Ha ha!"
Loss: "Oh, man...this is bogus..."
TAUNT: Amik strikes a larger than life pose, with a shout of "YAAAHOOO!". Anyone in the immediate surroundings of Amik will suddenly find themselves on the floor (No damage, however).
DESTINED BATTLES:
COSTUMES Basic; Basic Henshin outfit. Red; Viewtiful Joe's Henshin outfit. Blue; Captain Blue's Henshin outfit... Modified, thank goodness. White; Grey-scale Henshin outfit. Black; Alastor-like armored outfit. Other; Non-Henshin outfit. Fanservice; Dante outfit without the undershirt. Viewtiful O.o()
- Quirks - As Amik wracks up points (those that are listed at the end of the match), his stats steadily increase. Likewise, scoring negative points causes his stats to decrease. Amik is reset to normal stats any time he's KOd.
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Post by CJ on Feb 10, 2007 18:05:18 GMT -5
KALLY
- Specials - B: Eat!. Chows down on an enemy with her huge prismatic tongue and spits them out as an egg. If she has eaten power, she will expend some of it and the egged enemy will be constantly damaged. Can be aimed downward or upward to eat items, and will also eat elemental projectiles. Items and attacks eaten will give certain elements. Kally defaults to the element she has the most of, and if she has equal ones, she goes alphabetically. Up to 10 'levels' of elemental charge can be carried. ^B: Throw Egg. Throws an elemental egg. Much stronger than Yoshi's version, and gains elemental affinity splash damage. Can be strengthened by using a more powerful egg. Kally throws the eggs in the order she created them, and is capable of throwing in rapid succession if you jam the button. If the egg misses, it will lay on the ground and become a potent restoration item only Kally can use, which will explode after a certain time. >B: Element Shift Wave. Chargeable slashing attack that deals huge damage with elemental affinity attached. Expends eggs, and charges up as many levels as she has eggs. Also sends out a wave of energy which deals less damage and has worse Smash, but is nicely ranged. vB: Shed. Creates eggs that follow Kally around. 'Charges' to create stronger eggs if you have more than 1 level of an element. You can carry up to three at a time. Up to 5 'levels' of elemental charge can be put into a single egg.
Supersmash!: That's No Moon... A timer appears over Kally's head, and her threshold for carrying elemental charge levels becomes infinite, and her tongue also grows much longer when she uses her Eat special, and capable of eating any energy, and even multiple things at once, and finally, her speed increases. At the end of the time period, every level of charge she has and every egg she's carrying will instantly disappear, and she leaps up off screen for a moment. A gigantic popping noise is heard, and a massive meteor of an egg comes screaming down to strike the level at a random place, creating a huge explosion surrounded by a ring of smaller ones at random places. The size of the meteor and explosions, as well as the type and number of the smaller explosions, is directly related to the number of elemental levels she had when the timer ran out.
- Throws - Up: Spits the enemy upward surrounded by elemental aura that damages them the longer they fly. Down: Whips the enemy around her head once, still attached to her tongue, then slams them down like a flail. Backward: Rears back, then throws her head forward with a whiplike turning motion to fire them like a cannon. Forward: Spits the enemy downward so they bounce off the ground, then swings her sword to send them flying away.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 2 Charge Speed: 4 Combo: 1
Speed: 4 Jump: 5 Double Jump: 4 Weight: 2 Balance: 2
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Standard uberkyut Kally! Red; Headband and platform sandles are red, design on headband is larger. Blue; Wearing blue headphones and music playwe, platform sandles are blue. White; Bare feet and no gi, so just the saddle, white headband with a different design. Black; Bare feet and no saddle, so just the gi. Other; Dressed in a silly poorly fitting Ombre suit. Fanservice; Bare feet, no saddle, no gi O.o()
- Quirks - Kally has a ranged grab, food has a doubled effect, and she gains defense against elements when she's the same color.
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Post by CJ on Feb 10, 2007 19:10:41 GMT -5
ANONYMAN
- Specials - B: ChargeBuster: Charge up a small, but powerful, ball of energy. Fully charged, has a 50% chance of instantly smashing shields, and has a great deal of Smash power. Moves fairly quickly, too, and traces a zigzag pattern. ^B: RapidBuster: Fires an extremely fast barrage of electric pellets with low damage and decent stunning, but low Smash. >B: Zapring: Fires a ring of electricity that badly stuns the target and deals decent, repeating damage. No Smash power, though. vB: SparkWave: Sends a very fast moving shockwave of electricity in one direction. It travels practically forever, and even goes around corners or upside down. Only two can be out at once, and Anonyman must be on the ground. Being struck with this wave shuffles you along the ground constantly if you don't recover quickly enough, and it has surprisingly good Smash power.
Supersmash!: Delta Ray ThunderEdge. Mimics Protoman's ultimate attack, appearing at the points of a triangle to unleash a great double-armed slash that hits a huge area and calls down thunder. When he finishes, he stands at the top of the triangle he cut in the air, and creates a Negative and Positive split of himself at the other two corners. The three create an immsensely damaging zone of electric current within the triangle, which is unescapable once you get caught in it.
- Throws - Up: Sends the enemy upward on a lightning bolt. Down: Punches the enemy to the ground with the buster and electrocute them. Backward: Smashes the enemy on the ground a bit with an aura of electromagnetic energy, then hikes them away. Forward: Punches the target brutally with a GoldFst O.o Sending them flying.
- General Stats -
Attack Power: 2 Smash Power: 3 Attack Speed: 2 Charge Speed: 4 Combo: 2
Speed: 4 Jump: 2 Double Jump: 3 Weight: 3 Balance: 5
- Speech - GENERIC ENTRY "This shall decide who contains the stronger current!"
GENERIC EXIT Low Damage: "You were no match for my speed!"
Medium Damage: "Well matched. We should tango again sometime."
High Damage: "As my blood boils with worry, my will boils with courage, and the electricity within rages."
Loss: "The law will prevail! Do not think this the end!" TAUNT: He skids to a stop, his feet crackle with electricity, and the sparks slowly rise up his body in waves.
DESTINED BATTLES:
COSTUMES Basic; Black, question marks, yellow stripies, face, and arms. Red; Red instead of yellow stripes, arms, and face. Blue; Blue question marks instead of white White; White with black question marks. Black; No question marks. Other; Elecman outfit Fanservice; Kanden Pattern(?) Some bug-larva bioexperiment Prime Hunters guy or something. Ask LS.
- Quirks - Anonyman can't be struck by -anything- when dodge rolling, as he does that weird Battle Net fading step thing. Anonyman can also use special attacks with any item that charges, by imputting specific commands when doing so.
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