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Post by CJ on Feb 11, 2007 3:29:34 GMT -5
VAULT
- Specials - B: Diamond Storm: Summons a hail of razorsharp icey Diamonds. A random number appears, and from there can be charged up to a max of 10. The diamonds disperse slightly as they travel, so it's best to be close when you use this. ^B: Kohenkyo: Like Mewtwo's Teleport, but it takes a little longer to do and she creates a flurry of leaves when she reappears. Anyone touched by these leaves will be teleported to where she was when the move was preformed. >B: Foxglove: A rapidly striking, blunt force punch combo. Increase number of hits by jamming the B button after preforming it. Holding the button causes a quickly charging final strike that has greater Smash potential depending on how many strikes were before it. The Smash power also caps after a certain number of hits. Using this move effectively is an excersize in knowing your limits. vB: Diamond Powder: Summons a hail of razorsharp icey diamonds and crushes them to send a large area blast of chilly dust in a circle around. The size and duration is random, the longer the better. The hits start to cause Freeze after a certain duration.
Supersmash!: Goner Dance. A dramatic flying kick... The one hit by the kick is the target. Vault sends them flying up, then uses Kohenkyo to trade places with them, then throw herself back down toward them with increased momentum, kicking them to the side, and again Kohenkyo'ing them, midair-dashing for another kick, Kohenkyo, kick, Kohenkyo, Kick... After tracing a few triangles in the sky, she kicks them straight up, lands, and forms innummerable Diamonds around herself, which all rush in towards her... But at the last second, she Kohenkyo's one last time, leaving the hapless target to become a pincushion.
- Throws - Up: Throws the enemy upward, leaps after them for a kick, then somehow flies up in midair to kick them again. Down: Tackles the enemy to the ground, stretches luxuriously while straddling their waist, and then kicks off them to land on her feet while they skid off. Backward: Brings her knee into the target's gut, spins them around by the head, then throws them behind her, jumping as she does so to deliver a triad of impossibly fast roundhouse kicks to them. Forward: Advances on the enemy with a series of brutal punches to the chest and stomach, and finishes it with a judo toss that sends them careening forward.
- General Stats -
Attack Power: 4 Smash Power: 4 Attack Speed: 2 Charge Speed: 2 Combo: 2
Speed: 3 Jump: 3 Double Jump: 3 Weight: 2 Balance: 5
- Speech - GENERIC ENTRY "WHOO! You better make this worth my while." "Let's savor this... Slow and hard."
GENERIC EXIT Low Damage: "Eh... I'm not impressed..." "You're boring. Come back when you learn how to throw a punch."
Medium Damage: "Ahh <3 That was pretty good." "Let's go another round..."
High Damage: "MMMM! <3<3<3 Let's do this again some time, baby..." "Was it good for you too?"
Loss: *panting* "You were amazing...But I'll get you next time~" "I think you've earned a kiss..."
TAUNT: Vault bends forward completely in half and touches her toes with a flick of her tail, then arches back with her hands locked above her head with the smallest sound of contented exertion, apparantly stretching. Also apparantly enjoying it more than she needs to be.
DESTINED BATTLES:
COSTUMES Basic; ... *drooool* Red; Gloves are red instead. Blue; Purple fading to blue instead of white, wearing Warp's hair-flower behind her ear. White; White fading to pink near the center, with a purple stripe down her center Black; Black stripe and eyes O.o Spookey. Other; Missing her gloves. Fanservice; Guess. Go ahead, just guess. Really. Take a wild shot in the dark.
- Quirks - When grabbing, Vault doesn't automatically stupidly let go after two hits. The enemy has to -earn- the escape =p Her taunt also stops ... certain characters... From moving until she stops doing it. This doesn't apply if they're in midair, at least until they land.
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Post by CJ on Feb 12, 2007 16:53:19 GMT -5
SORA
- Specials - B: Energy Shot. Fires a small, hard to aim, easy to dodge sphere of blue energy on a straight line. Deceptively powerful, getting hit by this causes semi-low damage but has a great deal of smash of you strike them dead center. ^B: Glide. Glide forward. Has great hangtime and control, but Sora is a sitting duck while he does it. >B: Strike Raid. Throws the Keyblade forward, and it can be aimed up or down. It travels as long as you hold B, damaging anything it touches a great deal, but causing mediocre Smash. A weakened enough enemy can be pushed back by this, though, and be struck again as it continues it's flight. Sora is, however, a sitting duck while he uses this, and there's a long dead time between stopping the attack and being able to fight again. vB: Parry/Counter. First press guards any melee range attack for a relatively long period of time, second press causes a flashy, graceful slash. The slash has crappy power unless an attack was blocked immedietly previous. More effective than Marth or Roy's counter, but obviously harder to use.
Supersmash!: L4 Trinity Limit. Preforms Trinity Limit with a golden Smash Emblem over his head, just as the normal Trinity Symbol is below his feet. Once the golden flash goes out, causing only damage, the Smash Emblem explodes, dealing only Smash force. Sora then harnesses the remaining golden energy and attacks twice with huge golden slashes, which send out beams that hit the four edges of the screen from where he is.
- Throws - Up: Runs up the target's body and kicks them skyward. Down: Leaps up and throws them straight down, simple. Backward: Preforms a backflip and lets them go halfway. Forward: Stabs them in the stomach and unleashes a burst of lock opening power, sending them flying.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 3 Charge Speed: 5 Combo: 3
Speed: 2 Jump: 4 Double Jump: 4 Weight: 3 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Normal KH2 outfit. Red; Valor Form Drive outfit. Blue; Wisdom Form Drive outfit. White; Final Form Outfit. Black; Anti Form Sora. Other; Halloween Town Outfit. Fanservice; Wearing his too-small KH1 clothes
- Quirks - Using Parry while holding any item will cause Sora to attach it like a Keychain with a stylish parrying motion. This modifies his attacks in various ways, nearly always better than the item normally. Countering when a touch item touches him will grab it in a similiar way, as will picking up a consumable item while Parrying. The change wears off after a while. Doing this again while already holding a modded Keyblade will form a second one, increasing Sora's attack speed depending on which two items he used, but this disallows him from picking up any items.
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Post by CJ on Feb 12, 2007 20:22:12 GMT -5
GIROUETTE
- Specials - B: Z Divide. An exceptionally powerful three hit combo move preformed after a lightning-fast step forward. Good for catching enemies off guard. ^B: Dash. Zips forward quicklike. 'A' and 'B' each preform a slightly different Charging Attack while dashing instead of their normal function. Angles slightly upward if in midair. >B: Bandit Combo. A slower, less powerful Z Divide. But if all three hits strike and the area is carrying an item, the third shot will deal intense damage and cause them to drop their item. Girouette instantly picks it up if he isn't carrying one himself. This can even be used to gank Equip Items. vB: Twin Dream. Creates a second Girouette that uses the same normal attacks he does. The first special used will be doubled, but will also stop Twin Dream. Takes a relatively long time to do, and takes some time to preform again after it's stopped.
Supersmash!: Omega Power. Girouette flips out and somehow activates OX, becoming the freakish Omega Zero. He immedietely activates Dark Hold, freezing the entire stage completely and darkening it slightly. Girouette has a short time to run around attacking the frozen enemies, and his B moves all become sin against nature god attacks for this time, as well as a general oh my godding of all his stats. At the end of the period, he quivers and then falls to rest, and all the accumulated damage and Smash potential he dealt out strike the enemies at once.
- Throws - Up: Swings the enemy down, around, and up, letting go at the apex of the spin. Down: Grabs them simply by the face, then slams them to the ground. Backward: A backward judo toss type thing. Forward: Punches the ground, blowing the target away with a yellow ball of energy that sparks out of the punch.
- General Stats -
Attack Power: 5 Smash Power: 3 Attack Speed: 5 Charge Speed: 2 Combo: 3
Speed: 2 Jump: 3 Double Jump: 2 Weight: 4 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; The usual ROCK ON'd Gir. Red; Red bodysuit under the already red armor. Blue; Blue zero-style armor. White; White zero-style armor with a white head crystal, red lining. Black; Absolute Zero-esque outfit. Other; More MMX-ish armor, rather than the MMZ style. Fanservice; no Zero armor, just normal Girouette.
- Quirks - Girouette's normal attacks reflect projectiles of the same or lower damage. Girouette's version of the Beam Sword is superlatively good, as is his skill in general with Swing items. Metal Box doesn't slow him down at all.
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Post by CJ on Feb 12, 2007 21:58:22 GMT -5
SASUKE
- Specials - B: Chidori. Charges up a viciously powerful charging lightning-elemental slash. The long it's charged, the more damage it does and the farther Sasuke travels. Deals the most damage to those at the very end of the travel. ^B: Katon Gokakyu no Jutsu. Fires a large fireball from the mouth at an upward angle. When in air, he instead fires it downward as a flamethrower, gaining himself precious extra hangtime. >B: Shadow Shuriken Jutsu. Throws a shuriken forward, which splits into three when you let the button go and spreads out, one forward, one down, one up. The top and bottom ones are slightly less powerful. vB: Sharingan. Must be on eye level with the target. Not unlike Mewtwo's Disable, but it instead dramatically slows down the one hit for a certain period of time. Using this again on an already slowed enemy will copy the last B move they used to the vB Slot. Taunt while guarding to return to Sharingan.
Supersmash!: Super Lion Barrage X2. Activates Sharingan to slow down everyone on the field, then splits into two with a Clone Jutsu. The second leaps off screen and sends an endless hail of Shurikens onscreen completely at random, while the first charges the nearest enemy and beats them around, finishing with a vicious axe kick. The second Sasuke hops back onto the farthest other side of the platform they're on, and they both quickcharge a powerful Chidori (one of them the super version Kakashi uses, the other the evil version he uses when he flips out) that meets in the center as an explosion, which fuses the two Sasuke's back together.
- Throws - Up: A trio of lightning fast punches to the stomach, a trip, and a grab of the leg followed by a brutal throw upward. Down: Takes a page out of Rock Lee's book, piledriving the enemy to the ground with a spinning leap. Backward: Expertly throws the target over his shoulder, flipping cooly to deliver a double boot to their back to help them get moving. Forward: Grabs one arm, braces down on it with the other, and spins the target around several times before throwing them, chasing them with a hail of Shurikens.
- General Stats -
Attack Power: 2 Smash Power: 4 Attack Speed: 5 Charge Speed: 3 Combo: 5
Speed: 4 Jump: 5 Double Jump: 3 Weight: 1 Balance: 2
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Awww, cute ninja kid. Red; Dressed in a red version of Naruto's jumpsuit. Blue; Dressed in a blue version of the Might Guy style gi and white jacket. White; Time Skip outfit. Black; Dressed like his brother O.o() Other; Wearing a pretty stylin' male-style kemono. Fanservice; Dressed in a manly version of Sakura's outfit, but no less smexy O.o His hair is down and all nice, and he's looking kinda bishi.
- Quirks - Sasuke is able to Throw things at a diagonal, and doesn't set off Mines no matter who set them. Shadow Shuriken Jutsu, when charged while holding an item, will cause him to the that item as if it were the SS.
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Post by CJ on Feb 13, 2007 18:04:12 GMT -5
ALAN
- Specials - B: Sunblast. Sends forward a beam of solar power. Charging this up causes a zone of darkness to fill a circle around the target when it strikes. ^B: ? >B: Dash and Dice. Dash forward and back in quick succession, slicing twice along the way. Stronger when preformed while running. Has horrible recovery time. vB: Envirograsp. Kicks up small pillars of earth on either of himself. Damage variable by terrain, and cannot be done in air.
Supersmash!: ?
- Throws - Up: Pushes the sword under the target's feet, then levers them sharply upward. Down: Encases the enemy in stone then calmly tips them over. Backward: Untilizes a shovel pulled from Hammerspace to throw the target over his shoulder. Forward: Grabs the target, encases them in stone, then swings them around a bit to throw forward.
- General Stats -
Attack Power: 3 Smash Power: 4 Attack Speed: 2 Charge Speed: 5 Combo: 2
Speed: 5 Jump: 2 Double Jump: 2 Weight: 2 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Weirdo Alan guy thing yeah kthx. Red; ? Blue; ? White; ? Black; ? Other; ?
- Quirks - Alan takes a good deal less damage from environmental hazards, and his attack power increases slightly the more damage he takes.
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Post by CJ on Feb 13, 2007 18:29:38 GMT -5
PITCH
- Specials - B: Nightmare Blaster. A simple blast of Dark power. Holding this down and inputting a button combination lets loose different versions, Alpha (a wider, shorter ranged wave instead of a blast), Beta (More damaging, smaller), and Delta (A triplicate of beams) ^B: Nightmare Cutter Alpha. Leaps upward and then comes down with a massively powerful strike. >B: Nightmare Pulse. Sends out a beacon dot of darkness. If it hits, Pitch connects to the enemy and pummels them with an endless pulse of dark beads. PItch can't move while the beacon exists, even if it misses, and it can connect to items to further waste his time. vB: Nightmare Corruption. Concentrates and sends tendrils of darkness out further and further. If they touch anything, they Corrupt it. This negatively effects enemies who have items equipped or are in a different state, as well as making items it touches more powerful, or in the case of restorative items, turning them into weapons.
Supersmash!: Dead Raid. Throws his sword upward off screen and shoots forward as a hail of dark needles over time, which deal very low damage but prevent the target from moving easily. He reforms on the other side, and dashes back, stopping at the first enemy he touches and letting loose one massive slash, capable of hitting multiple enemies if present, for each needle that struck, in rapid succession. He will be encased in a powerful aura, again dependent on how many needles struck, that deals damage to anyone it touches while he dashes, and is a fairly potent attack itself in case his slash combo misses.
- Throws - Up: Absorbs the enemy and then fires them upward in a dark aura, using himself as a cannon. Down: Slashes the enemy four times extremely quickly, the last blow slamming them down. Backward: Whips the enemy against the ground with a darkness tendril, then throws them by one foot. Forward: Holds the enemy tightly and bashes them with his eye.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 4 Charge Speed: 3 Combo: 5
Speed: 5 Jump: 2 Double Jump: 5 Weight: 1 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; The usual Pitch. Yey. Red; Bloodshot eye O.o Blue; Blackness instead looks like sparkling water, eye is gentler looking but still scarred.. White; Black mist is white instead. Black; Even the eye is pitch black, leaving only the scar white. Other; A spookier, spiderlike Pitch with two handsome black wings. Fanservice; Original Pitch, without the scarred eye and looking less surly.
- Quirks - Immune to blinding effects (the area immedietly around him will always be visible), any energy-using attack item turns black and deals a dark burny type thing. Button combos can be put in while charging attack items that make it stronger.
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Post by CJ on Feb 15, 2007 17:13:21 GMT -5
TERESA
- Specials - B: Full Defense/Shield Boomerang. Teresa brings her shield to bear, and it protects her more prominantly than Link's constant shield effect, even when moving. When the button is released, Teresa throws the shield, causing damage depending on how much damage the shield took while it was held. Too much damage however, breaks the shield, and the butotn must be held while holding still for a long time to regenerate it. Holding this down slows Teresa substantially and won't allow a second Jump. ^B: Shield Spin Attack. Attacks by spinning swiftly in typical LoZ way, though she instead holds her shield out to inflict bashing damage, while tucking her sword slightly so as not to disbalance the torque. Has more hits and greater airtime than Link's version, but the range is much smaller and it can be difficult to hit with, especially if you aim to strike with all of the blows. If the last strike happens to be with the shield, though, it inflicts pretty good Smash to the target. >B: Taranis' Strike. Sends a beacon along the ground that is struck viciously by lightning when you let the button go. The lightning comes from above and can be blocked by obstacles, but you can't jump over it so it balances nicely. Very painful. vB: Liv's Protection. Wind swirls around, very slowly recovering HP. Has poor recovery time.
Supersmash!: Goddess Triad. Sticks her sword in the ground and strikes a pose with her shield, which glows with a golden Triforce. The Triforce peices spin and then glow red, blue, and green, each firing off and growing huge to fly across the stage in a boomerang path. One of them will also fly backwards. The three then reassemble into a Triforce around Teresa, glow, and burn up into nothing, damaging heavily anyone dumb enough to be there.
- Throws - Up: Bearhugs the target, crushing them with the inside of her shield before throwing them upward and kicking to her feet. Down: Spins the target around with her shield, then spikes them down with the butt of her sword. Backward: Backhands the enemy with her shield, sending them flying to the side of her. Forward: Knocks the targets legs out from under them with her shield, grabs their arm between her wrists, and hikes them with a snapping motion.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 4 Charge Speed: 2 Combo: 3
Speed: 3 Jump: 2 Double Jump: 2 Weight: 3 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Perty swordsmistress! Red; Goron Dress, complete with attractive rock hairclip Blue; Zora Dress, complete with wet hair and seashell jewelry. White; Oni Dress, complete with super nifty white hair and pretty face tats Black; Black Garudo style dress. Shouldn't this go under fanservice!? Other; The music-themed dancing outfit Korin gave her. Fanservice; Medieval bikini tunic.
- Quirks - Teresa's shield offers a certain degree of constant protection as long as she's not moving. She has a slightly longer than average Reflect time built into her Bubble Guard as well, and is immune to sleep.
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Post by CJ on Feb 17, 2007 14:42:29 GMT -5
YOH
- Specials - B: Celestial Slash. Cannot be done in Fenn Unison. Gains power in Amidamaru Unison. Becomes something else in Fenn Medium. A single powerful slash that gives off a wide shockwave of cutting force, which gets bigger in Unison and deals more damage. In Fenn Medium, this becomes a one-two punch with great claws, which also give off light in a cross pattern. ^B: Twin Upper. Rises upward with a flourish, two spirit orbs flying around his body in random paths. The orbs are unpredictable, but provide fairly good cover and decent damage. Has good vertical distance, too, and high air time. In the Unison and Medium forms, it changes in minor ways, but is mostly the same move. Amidamaru forms add a single powerful slash at the end (Double slash in medium), while Fenn forms add blinding speed (which damages those it touches in medium), while both remove one of the spirit orbs. >B: Fox Raid. Cannot be done in Amidamaru Unison. Gains power in Fenn Unison. Becomes something else in Amidamaru Medium. Rushes forward. The first enemy touched will become the victim, with Yoh rushing around them at insane speed. If they move or attack, Yoh will flash, and if A is hit, the trapped target is struck with a flurry of slashes. Voluntarily ending this move before it's done will place Yoh behind the target, facing them, and they will be stunned.. The length this move can be held increases in Unison. Amidamaru Medium causes this to viciously cut anyone who's close when he moves, as well as one to the one actually struck. vB: Spirit Unison/Spirit Medium. Yoh looks concentrated, and images of a fox and a samurai cycle back and forth over him. Whichever one he stops on he fuses with and takes on a new form. If Yoh is holding the correct item, he also fuses with said item and takes on a more powerful new form. Amidamaru tends to increase his weight, attack power, and Smash, while Fenn mostly increases his speed, jump, and attack speed. They also both slightly change his moveset, both Special and Normal. Preforming this again turns him back to normal, or switches to the other form if held (can't be done with Medium, though). Medium has a time limit as well, as the item is used up to maintain the form.
Supersmash!: Spirit Armada Bombardment. Two spirit orbs leap out of Yoh and start crossing him again and again, quickly turning as they do so and damaging anyone they touch. After going a full circle, they slam into Yoh one last time, briefly turning him into a freaky, yet somewhat adorable, vulpine samurai type form with three katana-size claws on each hand. This form leaps upward and brings the claws down in a cross slash, kicking up huge waves of energy on either side of him. He then changes back to normal and rubs his head like 'whoa'.
- Throws - Up: Fenn's spirit orb rams the target back, then moves like lightning to get below them and ram again, sending them skyward. Down: Amidamaru's spirit orb jumps up and comes down hard on the target, after Yoh trips them. Backward: Yoh pulls the targets arms wide while Amidamaru forms behind him, dealing a grievious slash to the hapless target before Yoh whirlybirds them away to the back. Forward: Yoh judo-takedowns the target while Fenn forms. The fox then runs between his legs and bites the target three times while rolling him along the ground, the final hit sending them flying.
- General Stats -
Attack Power: 4 Smash Power: 3 Attack Speed: 3 Charge Speed: 3 Combo: 4
Speed: 3 Jump: 3 Double Jump: 3 Weight: 3 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Yoh! Red; Wearing Amidamaru's pauldrons and a wide red sash. Blue; Hair dyed blue, wearing a blue undershirt under his jacket. White; Amidamaru's gi thing, hair tied with a white ribbon. Black; Wearing a black fur vest of some kind and sporting a luxurious tail =p Other; ??
- Quirks - Yoh's unison forms power up any item that would be used as a Medium for that form (which is helpful as well as a hint). Amidamaru-forms can also dual wield Strike weapons (but cannot Medium with two unless they are the exact same kind), and attacks made while running or jumping don't leave him vulnerable or stop his motion. Fenn-forms have a much greater than average chance of knocking the item out of an enemies hand on a Smash attack, and he becomes invisible while running/jumping, as well as leaves behind an afterimage that just stands there confusingly.
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Post by CJ on Feb 17, 2007 16:32:30 GMT -5
TOBIAS WHITESHADOW
- Specials - B: Air Render. A powerful blow that sends out a traveling riptide of air. It won't peirce targets, but is fairly wide, so it's possible to hit multiple enemies if they're clustered together very tightly. ^B: Spinfist. Much like DK's Spinning Kong, but with one fist that deals much better damage when it hits, and better upward movement. >B: Air Render Quickjab. A swift punch that manifests a whirlwind of power several feet to the front. Hard to aim, but even harder to predict and dodge. Very good damage and high Smash. Unlike the original, it doesn't actually 'travel', so anyone between Tobias and where it ends up is safe. vB: Prayer. Prays serenely, glowing with a white aura that removes bad statuses and reflects/negates Dark and Light damage attacks.
Supersmash!: Limit Attack!. Rushes forward very quickly. The first person he to be on the same vertical plane as him (as long as he can get to them, IE: No wall between them) is warped to and struck with a hanously powerful uppercut. Tobias appears in front and wails on them with a powerful martial combo, finishing with an elbow to the gut, a kick to the head, and a whirlwind fist to the back that sends them back to the ground. In Team Play, Tobias' allies jump in during this attack and have a chance to preform one attack.
- Throws - Up: Grabs the target and spins powerfully to gather momentum, then hikes them upward with what was gathered. Down: Yanks the target into a knee to the gut, then piledrives them into the ground. Backward: Spins the target ferociously by one foot, until finally letting them go to the back and chasing them with an Air Render. Forward: Shoves the target's head between his legs, punches them in the back, and then powerbombs them furiously, dropping to his tail when he does so.
- General Stats -
Attack Power: 2 Smash Power: 3 Attack Speed: 4 Charge Speed: 2 Combo: 4
Speed: 2 Jump: 2 Double Jump: 3 Weight: 4 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; White mantle decorated w/ green runes, cloth taped feet, ornate fingerless gloves Bangaa. Red; Redder scales and cloth on feet, wearing some handsome bracelets. Blue; Blue runes and gloves, as well as earrings. White; Wearing handsome silver armor and clawed gauntlets. Black; Gladiator outfit. Other; Looks kind of like Adramalech. Fanservice: Simple military skivvies.
- Quirks - Tobias' holding-strikes deal abnormally great damage, and his holds aren't escaped automatically. You have to earn it.
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Post by CJ on Feb 22, 2007 23:27:38 GMT -5
GUS
- Specials - B: Poison Fang. Creates an area of suction like Kirby's Inhale move, with a slightly smaller range. Rather than copying their power, though, it deals greater damage when you 'swallow', heals you slightly, and inflicts the target with stinging poison that damages them 5 times for 2 damage each at random times. ^B: Foul Stench. Similiar to Shiek's teleport move, bounces shortly up and explodes in a super short range burst of smoke, the ejection of which sends Gus flying upward. Anyone touched by the smoke will be surrounded by it, and every time they attack, there's a slight chance it will turn them in the opposite direction. This chance only happens five times. >B: Acid Beam. Fires a beam forward a medium range, which continues firing if you hold the button and slowly pushes Gus back. Those struck with this are damaged constantly, and every few hits there's a chance of either a Poisoning effect or a Burning one. vB: Acid Armor. Throws up a short range sphere of acid that blocks most damage and then sends out a wave of spores all around that causes low damage and will usually poison them.
Supersmash!: Meteos!!. Leaps up off the screen as a horde of Meteos rain down on the entire stage, random types that cause different damages. This is ended by him falling back down with one HUGE Meteos on each side of him, also random types with highly increased damage.
- Throws - Up: Trips the target, gets under them, then corkscrews upward to launch them up. Down: Sinks his fangs into the target and drains some of their health, lowering his % while increasing theirs. Backward: Scampers all over the enemy, freaking them out before hiking them away with a simple twisting motion. Forward: Tramples the target, latches on, and rolls forward powerfully to catapult them forward.
- General Stats -
Attack Power: 4 Smash Power: 3 Attack Speed: 2 Charge Speed: 4 Combo: 2
Speed: 2 Jump: 4 Double Jump: 2 Weight: 4 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; ? Red; ? Blue; ? White; ? Black; ? Other; ?
- Quirks - Gus heals when under the effect of any Poisoning type status, including the Lips Stick Flower, as will being in a Magnifying Glass. Many of Gus' Smash moves drain health.
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Post by CJ on Feb 23, 2007 0:58:46 GMT -5
AXEL
- Specials - B: Wall of Fire. Creates a wall of fire around wherever Axel is standing. It affords no actual protection, but it damages anything it touches, and may indirectly protect against projectiles by destroying them. Only so much of this wall can exist at any given time. Standing in one place while this move is used will cause a wall in one place that grows outward. The flames go out naturally after about 10 seconds. ^B: Dark Portal. Carries Axel a fair distance in whatever direction he's currently going. Axel cannot be harmed directly upon exitting the portal, and will deal mild darkness damage to anyone he touches. Hard to control. >B: Fireball. Hurls a powerful fireball to the front that can be angled up or down. This can be combo'd by pushing the B button again after the throw is done, but the timing gets harder every time another is thrown, and all of them follow the same path. Holding the button for a second while holding an item will convert that item into a stronger Fireball, marginally affecting every one tacked onto the first. vB: Pyrokinesis. Converts any energy attack into a swirl of powerful flames in a wide area around Axel. Works especially well on moves that are fire type already, and can be a potent attack when combined with Wall of Fire.
Supersmash!: BURN!!!. Throws his arms wide, sending out a flurry of fireballs in all directions before finishing with a single huge explosion. Random parts of the stage will remain on fire, causing damage to anyone who stands in them.
- Throws - Up: Sandwiches the target between his Chakram and hikes the sandwich upward, then calls back the Chakram, which cross through the target on the way back. Down: Opens a portal under the target and smashes them down into it. They take repeated damage and then emerge right where they started. Backward: An Assassin Nobody jumps on the targets back from behind and explodes, blowing them over Axel's shoulder while he comically ducks. Forward: A white hand grabs the target from below and hikes them away while Axel waves sarcastically.
- General Stats -
Attack Power: 3 Smash Power: 2 Attack Speed: 4 Charge Speed: 3 Combo: 4
Speed: 4 Jump: 4 Double Jump: 5 Weight: 3 Balance: 2
- Speech - GENERIC ENTRY "The name's Axel. A-X-E-L."
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT: Taps his temple and says "Got it MEMORIZED?"
DESTINED BATTLES:
COSTUMES Basic; Red; Blue; White; Black; Other;
- Quirks - Axel gains HP when struck with fire attacks, and is immune to being Frozen. ALL of his items gain additional fire type power, and his Fire Flower is hellaciously painful.
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Post by CJ on Feb 24, 2007 22:51:12 GMT -5
"FABLE"
- Specials - B: Hellish Blaze Breath. Fires a broad wave of dark-infused light from the mouth, which spreads slightly as it travels but also becomes less damaging. ^B: Jack's Trial. Throws a magic bean on a trajectory controlled by the duration you hold the button. If it hits a character, they will be wrapped up in a vine that makes them unable to attack, and if it hits the ground, it sprouts into a tall, violent vine that thrashes around. >B: Dragon Dags. Beats the wings, calling up shards of wind to the front. Pushing the button with good timing repeatedly creates more dags! vB: Big Bad Wolf. Huffs and puffs and blows your enemies away. Deals no damage, but deals repeated Smash, as well as blowing away items they may have. Even equipped ones like Metal Box!
Supersmash!: Name Guess. Screen becomes a quiz game O.o Sillouettes of characters are shown, and each attack button is a different answer choice. 4 questions, 5 seconds each to answer. The damage of everyone on screen is multiplied by the number of questions they got wrong.
- Throws - Up: Stabs the enemy, points his sword up, then blows them off it with a gust of breath weapon. Down: Lifts the enemy simply over his head, then thrashes them down, following it up with a tail lash. Backward: Grabs target with right hand by the throat, turns sharply to the left, and hikes them. Forward: Grabs target with the left hand by the throat, brings them down under his right arm, then hikes them forward with a simple flick.
- General Stats -
Attack Power: 5 Smash Power: 3 Attack Speed: 5 Charge Speed: 3 Combo: 4
Speed: 2 Jump: 2 Double Jump: 5 Weight: 2 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Blue humanoid dragon wearing vagabon like clothing, scraps, and a scarf that hides his face. Mostly red clothing. Wings are singed and tatood. Red; Red scales, more blue clothing. Blue; Wings are unsinged and de-tatted, eyes are glowing blue. White; Angel robe. Black; Wartorn and badly injured, wearing a lot of black. Other; Eyes stitched shut, a scripture'd seal wrapped around each limb, including neck. Wearing Tiam outfit. (This is what Tiam looked like when he was first being turned into Fable) Fanservice; And you nearly forgot he was a dragon...
- Quirks - All attacks Fable makes have a slight crit chance, which causes the smash of the move to increase tremendously. "Bad" status effects also last twice as long as normal, and he can't dodge or defend against fire. He takes damage steadily when asleep. But his Defense Bubble lasts longer than average, and his dodging damages anyone nearby when he does it.
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Post by CJ on Feb 27, 2007 20:30:06 GMT -5
MEGAMAN
- Specials - B: Charged Shot. Simple chargeable energy shot. Much like Samus', only it travels faster and has less Smash Power. ^B: Rush Spring/Rush Support. Rush appears below and provides a spring to bounce on. Takes skill to use, as you have to land on the spring. It also takes a second to preform, making it bad for last second recoveries. This attack can actually be used multiple times, though, and Megaman is nigh invincible when traveling upward. It also deals pretty good Smash at low damage. When on the ground, this instead summons Rush to dig for an item. >B: Mega Kick. Flies forward a fair distance to deliver a powerful kick at mid height. Makes a fairly good recovery move in it's own right, and while difficult to hit with due to it's lead-up step, it peirces shields and other defenses(but doesn't break them) vB: Slide. Slides along the ground. Deals repeating damage to those who get caught up in it, and is a good defensive move because many attacks will go right over him.
Supersmash!: Family of Light. Megaman disappears. Roll and Protoman appear in his place, back to back. Protoman whistles and Roll poses with a giggle, before the two start attacking vigerously to either side, dealing heavy, short range damage. They then disappear, and Dr. Light fires a beam down over the area they were in before Megaman reappears.
- Throws - Up: Rush appears and springboards the target upward against their will. Down: Eddie appears and piledrives the target into the ground. Backward: Tango appears and blows the target over Megaman's shoulder in a whirl of claws. Forward: Megaman takes on the Guts Fist and flings the target with incredible power, turning them into a projectile. This throw can actually be aimed by pushing Up or Down during the throw animation.
- General Stats -
Attack Power: 4 Smash Power: 2 Attack Speed: 2 Charge Speed: 5 Combo: 2
Speed: 3 Jump: 5 Double Jump: 3 Weight: 5 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Megaman! Red; Gutsman type outfit. Blue; Gem and eyes are blue, some of his dark blue is turned to red. White; Light Blue becomes white, dark blue becomes dark blue. Black; Black gem, darker blue color. Other; Helmet missing. Fanservice; Wearing Protoman's scarf and hemlet and using his Buster. Looks kind of sad. Aww.
- Quirks - If Megaman pushes B while Guarding and holding an item, he can Assimilate most items. This allows him to freely summon one to hand by again pushing A while Guarding, and also changes his Charge Shot when holding one of the assimilated item. Megaman can move while charging most things.
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Post by CJ on Mar 1, 2007 0:20:44 GMT -5
MICHAEL
- Specials - B: Weapon Swap. Switches between his shield & sword and spear. Nearly instant, and can be done even when reeling from an attack. A good trump card. ^B: Great Divide/Great Dive. Beats his wings to fly forward at a low arc, bringing his sword down in an overhead vertical slash at the end. With the Spear, this has a higher arc, and ends in a stab downward rather than a slash. >B: Smite. Points forward boldly with his sword. After a second, anyone on the same Y axis as Michael in that direction will be struck by lightning from above not unlike Pikachu's Thunder, even across the stage. Certain characters will be struck by this if they're above or below Michael, but still in that direction. With the spear, this instead occurs in an area directly around Michael, and up and down from him, also boasting more power and area of effect. vB: Angel Counter. Takes a stance with his sword. Counters any physical attack with a vicious overhead strike. Deals grievious damage, but can actually be avoided due to it's slowness. With the spear, this attack is much longer than it is tall, but is roughly the same thing, though it goes even slower and deals more damage, and is followed by a spin behind him. Best avoided by jumping or ducking.
Supersmash!: The Scarab of Rolling Thunder. Michael leaps off screen, only to come charging across it in his Saint form, slashing viciously in front of himself with his hundreds of weapon'd arms and blasting above and below with random shots of lightning. The player can control his path slightly, but some places he really just can't fit.
- Throws - Up: Throws them upward simply. Down: Backward: Flips the target onto his back, electrocutes them by wrapping them in his sparking wings, then bats them away with his ...Spine. Forward: Impales the target, then boots them off to the forward.
- General Stats -
Attack Power: 4 (5 when using Spear) Smash Power: 2 (1 when using Spear) Attack Speed: 4 (3 when using Spear) Charge Speed: 2 (3 when using Spear) Combo: 3 (2 when using Spear)
Speed: 3 (2 when using Spear) Jump: 2 (3 when using Spear) Double Jump: 5 (Flight better when using Spear) Weight: 4 (5 when using Spear) Balance: 5 (4 when using Spear)
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Heavy armor head to toe, except for not having a helmet. Big white wings. Red; Wings are blood red. Blue; Wings are a lucid blue. White; Angel robes. Black; Wings are charred badly, and Michael is sporting horns and wearing black leather armor. Other; Dressed as Ganondorf. Fanservice; Only armored from the waist down.
- Quirks - Beamsaber is HUGE when Michael uses it, Greatsword size. It also becomes a Beamspear when Michael is in spear mode. When in Sword mode, Michael's shield provides minor protection against projectiles. When in Spear mode, Michael's range increases greatly, and many items change in use.
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Post by CJ on Mar 3, 2007 3:57:49 GMT -5
BAHAMUT
- Specials - B: Megaflare. Sends out a long, thick beam of light from the mouth. Can be rotated while he preforms it, but doesn't last very long. It deals great damage, but doesn't cause a lot of smash. When in the air, this attack is angled down at first. ^B: Shinryu Tail. Travel in whatever direction Bahamut is currently moving, preforming a front flip that smashes anything nearby with his tail. The area of greatest effect is the tip, which is extremely painful but difficult to hit with. >B: Shinryu Claw. Slashes once, sending out a triple blade of energy. The damage is more concentrated in the slash itself, and the target will often be knocked back just in time to be struck by the beam, which tends the hackisack targets along the ground if they don't recover. vB: Megaflare Ball. Shoots an extremely powerful, very large ball of white light that travels a long distance. When on the ground, he fires it upward. When in the air, he fires it downward. This version deals less damage, but has much greater Smash power and causes splash damage when it strikes anything. It can be aimed, but it requires precise timing and will sending Bahamut sliding back from the recoil.
Supersmash!: 100% Megaflare. Morphs into his full size and breathes a massive beam of energy that fills nearly the entire screen, from a random direction. The only way to avoid damage is to hide behind an object. After the initial wave ends, he shoots out the finisher, a giant ball that explodes on impact. This one you just have to run like hell from... He then lands calmly in the center of the ring.
- Throws - Up: Lifts the target in his teeth, and fires them straight up with a weakened Megaflare. Down: Grabs the target with his foot and stomps simply. Backward: Throws the target over his shoulder, only to catch them with his tail, spin once to further increase their inertia, then let them fly like pretty little birds far far away. Forward: Raises the target easily over head with one hand, then hikes them forward with a whipping motion.
- General Stats -
Attack Power: 5 Smash Power: 5 Attack Speed: 4 Charge Speed: 5 Combo: 5
Speed: 3 Jump: 5 Double Jump: 7 (Indefinate flight) Weight: 5 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Bahamut's humanoid form, tall, strong, big wings... Red; Neo Bahamut from FF7-esque form. Blue; Leviathan motif. White; Bahamut as an Acolyte O.o Black; Bahamut as a Berzerker O.o Other; Blue Eyes White Dragon coloring. Fanservice; <3 hummina....
- Quirks - If Bahamut is selected as a character, the other players must confirm the choice when the stage is being selected. Bahamut is pwn. He doesn't need fancy quirks. But nearly any item he uses is improved in some way.
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