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Post by CJ on Apr 6, 2007 23:04:42 GMT -5
OMBRE
- Specials - B: Capote. Hold down to fire his beloved machine gun from under his poncho. Nigh impossible to see coming, can be aimed. Deals extremely rapid, low smash, low damage bullets. ^B: Bandit Rave. Fires Capote straight down to hover for a short time. >B: Bandit Combo. A 4 hit combo with his sickle. Close ranged, but very quick and powerful. Can be combo'd directly into Capote and resumed just as easily. The first bullet if you switch to Capote will have the same damage and Smash as a blade attack. vB: Lava Roll. Kicks up a splash of lava by curling into a ball and rolling. Can be held to slowly increase amount of lava, but if done too long, Ombre will get stuck in the ground.
Supersmash!: Desperado Story. Has a short monologue while spooky sexy mexican music plays. Throws three grenades at a random arc, then leaps around in the area preforming frantic slashes. When these end, he stands in place and fires Capote with astounding rapidity until 20 shots are expended. The grenades blow up in a wide radius several seconds after the shooting ends.
- Throws - Up: Rolls up and crashes the ground hard enough to send the target skyward. Down: Rolls over the target. Backward: Rolls the target up, burns out, and sends them flying by uncurling suddenly. Forward: Blows the target away with spat lava.
- General Stats -
Attack Power: 3 Smash Power: 3 Attack Speed: 5 Charge Speed: 2 Combo: 5
Speed: 2 Jump: 2 Double Jump: 2 Weight: 5 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Lizard lion thing wearing ratty clothing and a burlep poncho and an old sombrero. Black fur intermixxed with green scales, with a fiery red mane. Red; Mane is larger and Ombre looks ticked. The mane has burned away some of the clothing around his neck. Blue; Blue fire mane and blue scales. White; White scales and white silk clothes of higher quality. Tiny Paladin-ish sword instead of a sickle. Black; Black scales and even rattier clothing, but a bigger gun. Other; Coated in molten lava. Fanservice; No shirt or poncho. Smexy!
- Quirks - Dual wields perfectly, even if holding a Swing and a Shooting weapon. Fire doesn't hurt Ombre. Super Scope fires, and charges, absurdly fast when he uses it.
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Post by CJ on Apr 7, 2007 13:59:50 GMT -5
DEREK STILES
- Specials - B: Mythril Syringe. Thrusts forward with a huge syringe. Push B again to pump out the contents one bit at a time. This can also be used to capture certain attacks and items it hits, or that Derek is standing on when he uses it. Up to three things can be held. If the 'pump' action is used while the syringe is stuck in a target, it's effect is doubled. If multiple identical effects are in the syringe, this is further increased. ^B: Rocket Syringe. Rockets self upward by emptying the Mythril Syringe. Height and damage increases the more is inside it, and the move is rather weak sauce with nothing at all. >B: Physical. Freezes the target in place to give them a physical. Can be used to stall and run out clocks, but the main use is that the next action preformed by Derek on that target is multiplied by 1.5. Time frozen can be halved by shaking out of the move. If the target makes no attempt at shaking out, the next move preformed will instead by doubled. vB: Surgery. Can only be used on downed targets. Removes good or bad status instantly. If no such status is present, the target is instead healed for however much damage Derek would do with a normal attack.
Supersmash!: Healing Touch. For a short time, everyone but Derek is put into Slow Motion and everything he does has double effectiveness.
- Throws - Up: Blasts the ground under the target with a giant medical laser pulled from nowhere. blowing them upward and Derek backward. Down: Turns the target around and Achilles' them with his scalpel so they crumple. Backward: Wraps the target completely in bandages and sends them rolling away with a weak toss. Forward: Blasts the target away with a pair of defribulators.
- General Stats -
Attack Power: 5 Smash Power: 1 Attack Speed: 2 Charge Speed: 2 Combo: 4
Speed: 4 Jump: 3 Double Jump: 3 Weight: 5 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Surgeon outfit. Red; Red scrubs. Blue; Blue scrubs. White; White Toga. Black; Black coat. Other; Golfing outfit, complete with a club carrier.
- Quirks - All support items have a doubled effect, and can be turned into throw items by holding the button when you pick them up (this condenses them into a pill). Swing items for Derek turn into short range, rediculously damaging scalpels. When charged, their attacks heal for as much damage as a normal strike hurts. Derek must pick up Poison Mushrooms or Super Mushrooms for them to activate.
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Post by CJ on Apr 7, 2007 14:21:29 GMT -5
PHOENIX WRIGHT
- Specials - B: Gavel. Strikes the target with a gavel. Prevents the use of one of their B moves for a certain time. ^B: Scales. The nearest target in the air is forced downward, while Phoenix is forced upward. Force of both is determined by the target's weight and evilness. >B: Call a Witness. Teleports another combatant directly in front of Phoenix. If they preform an attack at the moment of appearing, it will be at increased damage. vB: HoldIt!/TakeThat!. When used, Phoenix Wright shouts 'Hold It!'. If this is done while an attack is striking, the attack is negated and Phoenix will glow slightly. Using this while Phoenix is glowing will cause him to point and shout 'Take That!', dispelling the glow as a short range crackle of energy. If this strikes an enemy who is standing on the ground, they will be affected as though by their shield bubble breaking.
Supersmash!: Verdict. A judge appears from nowhere and passes a Guilty or Innocent verdict on all other targets. The lower their current points, the more damage is done. This is graded on a curve. Allies will instead be healed by this, more healing the more points they have (again, a curve is used).
- Throws - Up: Pounds the ground with a giant gavel so the shockwaves send the target up. Down: A tombstone piledriver O.o Backward: A simple judo toss. Forward: Wangs the target away with a gavel.
- General Stats -
Attack Power: 5 Smash Power: 1 Attack Speed: 5 Charge Speed: 2 Combo: 4
Speed: 5 Jump: 3 Double Jump: 3 Weight: 2 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Snazzy lawyer suit. Red; Red pimp suit. Blue; Blue southern lawyer outfit. White; Striped prisoner outfit. Black; Powdered wig and a judge's black robe. Other; Detective outfit.
- Quirks - Phoenix isn't harmed by Order type attacks (as few of those as there are...). If struck by an attack with a random damage, the middle damage is always done. Phoenix' bubble doesn't go down by being struck, but does slowly decrease.
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Post by CJ on Apr 7, 2007 14:49:31 GMT -5
ALDO & KIYA
- Specials - B: Rapid Assault. A frantic whirling motion made with his spear at incredible speed. Low Smash and very short range, but strikes extremely fast and can be maintained for some time if you keep hitting B. ^B: Spear Whirl. Whirls his spear around in a corkscrewing motion while Kiya pulls him upward. On the ground, he won't move but will strike more times. >B: Enchant Weapon. Enchants the weapon held. Cycles between fire, ice, lightning, and wind. vB: Breakdown/Craft. Striking an item with this breaks it down into a pile of parts. Hitting a pile of parts with this turns it into the selected weapon. Holding this and pushing left or right switches between the 6 weapon types he can make. Preforming this while holding another pile of parts uses up that pile of parts and creates a much stronger item. The best weapons are created by using two piles of parts from the same items to make a weapon of the same type. Swords: Balanced stats Axe: Heavy damage, slow attack. Chargeable to a high degree. Spear: Can be used in his other specials Drill: Super rapid, low attack by holding A. Forward smash attack is a drilling rush that deals heavily repeated damage. Fist: Fast, low range, high damage, high durability. Can preform an uppercut Ladle: ... ... Low stats in all respects, but indestructible. May have secret power if the right items are used...
Supersmash!: Great Twins. Summons Parista and Kuhrya to temper all items on the stage into godly versions of themselves in random forms. Only Aldo can use these items. This also makes Aldo into a dual wielding maniac with a great spear of ice and a godly sword of fire for a short time.
- Throws - Up: Zaps the target with a crackle of lightning from Kiya. Down: Brains the target with the butt of his spear, then Kiya blasts them into the ground with Fire. Backward: Catches the target on his spear and spin-tosses them with it. Forward: Blows target away with wind from Kiya.
- General Stats -
Attack Power: 4 Smash Power: 3 Attack Speed: 2 Charge Speed: 2 Combo: 5
Speed: 3 Jump: 4 Double Jump: 2 Weight: 4 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Aldo! And his adorable wolfess! Red; Kiya is Parista-like and Aldo wears red armor. Blue; Kiya is Kuhrya-like and Aldo wears blue armor. White; Great white spear. Black; Great black spear. Other; Kiya and Aldo switch places. Mildly hilarious. Fanservice; Aldo is unchanged, but Kiya... ...
- Quirks - Kiya follows Aldo around at all times. She can be KOd with difficulty, but until that happens she allows his Enchant and Breakdown abilities, assists in his grabs, and can use items she picks up once each to preform special attacks when Aldo does a Smash Attack. If Aldo picks up the Hammer item and uses Break Down, the resulting pile of parts will be much finer. Aldo's damage increases if the target has some kind of defense in place, with spears only.
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Post by CJ on Apr 7, 2007 16:18:19 GMT -5
LUCE
- Specials - B: Splitting Stab. Chargeable stabbing attack. Deals subpar damage for a charge move, but at max power it disables one defensive Quirk or item per strike. ^B: Leo Blaze. Curls up sharply and blazes up and over at a short, high arc. >B: Leo Thrust. A single powerful stab with her rapier, which then explodes with fiery power. vB: Lava Roll. Kicks up a splash of lava by curling into a ball and rolling. Can be held to slowly increase amount of lava. Can't be done as long as Ombre's, but she won't get stuck for overdoing it.
Supersmash!: Daddy ^^. Luce's father, a MASSIVE dodongo, tears through the floor, only it's eyes seen. It fires out a huge cone of splashing lava from it's mouth before disappearing.
- Throws - Up: Rolls up and crashes the ground hard enough to send the target skyward. Down: Rolls over the target. Backward: Rolls the target up, burns out, and sends them flying by uncurling suddenly. Forward: Blows the target away with spat lava.
- General Stats -
Attack Power: 5 Smash Power: 2 Attack Speed: 3 Charge Speed: 5 Combo: 3
Speed: 2 Jump: 2 Double Jump: 2 Weight: 5 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Super fine silk, satin, and jewel studded white clothing. A fine ladies hat. Red; Longer mane and Luce looks ticked. The mane has burned away some of the clothes about her neck. Blue; Blue fire mane and blue scales. White; Jewels are removed from clothing, rapier is white and paladin-y. White scales. Black; Black scales and simpler, black clothing. Other; Coated in molten lava. Fanservice; Wearing only her fine poncho.
- Quirks - Deals more damage to chaotic aligned opponents. Fire doesn't hurt Luce. Runs by rolling, which damages slightly anyone she runs over.
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Post by CJ on Apr 7, 2007 20:17:54 GMT -5
ZERO
- Specials - B: Z Saber. Powerful charge up slash. Sends out a tall bladed shockwave of varying power if charged. K Knuckle. Smaller and faster, shorter range, but longer range and smaller shockwave more like a bullet. D Glaive. Long range and slower, higher damage. No shockwave, but charged, becomes a series of grassy rapid jabs. B Fan. When still, has a slight shield that deflects bullets that are weak enough. When striking a bullet with these, it flies back to the shooter with great speed. Increases Combo by one, charged attack is two strike. Shorter range but higher damage. ^B: Hyouryuushou. Spirals upward with an icey attack that causes freezing if it hits well enough. Spear increases range but adds a minimum one. Fists decrease range and increase damage. Fans cause the attack to be doubled up, so more hits are done and there are smaller weak spots in the cut circle. >B: Weapon Swap. Changes weapons, which slightly changes attack capabilities. vB: Tenshouha. Calls down a thick beam of light from above that goes through obstructions and stays in place for a moment after Zero stops doing it. Takes a moment to preform.
Supersmash!: C Flasher. Punches the ground and sends up 32 energy beams from the bottom of the screen upward, which deal drilling damage in a crazy spread.
- Throws - Up: Picks the target up by the head, punches them in the stomach, then heave-hos them upward with a whirligig dragging motion along the ground. Down: A backbreaker followed by an absent minded toss. Backward: Picks them up by the head, smashes them into the ground, then throws over his shoulder off handedy. Forward: Picks them up by the head, boots them in the stomach, and throws simply and powerfully.
- General Stats -
Attack Power: 5 Smash Power: 3 Attack Speed: 2 Charge Speed: 2 Combo: 3
Speed: 4 Jump: 4 Double Jump: 4 Weight: 4 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Zero! Red; Maverick Zero Blue; Fadey Zero Virus look. White; White armor and black hair. Black; Black armor Zero. Other; MMZ1 Zero. Fanservice; Underarmor.
- Quirks - Beamsaber when Zero uses it is truly absurd. Zero can store items for later use by Weapon Changing. Can only hold 8 at a time. Zero can slide on and jump off walls and retain his double jump.
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Post by CJ on Apr 7, 2007 22:17:56 GMT -5
ALEXANDRO
- Specials - B: Tongue Smack. Sends his tongue out to grab an enemy! Second push swings his gondola paddle at the captured target. With really good timing, hitting with the rounded very end of the paddle, this attack can take on nearly Home Run Bat power. Holding B after the strike will cause Alexandro to yank the target back again. Not swinging will cause the target to be egg-ified. ^B: Propaddler. Coils his tongue in his paddle's handle and lets it go like a rubber band, spinning his way up. Has extremely good control and lasts a while, but can't attack with it, and takes a second to preform. >B: Lava Tongue. Shoots out his tongue wreathed in flames. Shorter ranged than Shiek's chain, but higher damage until the flames burn out. The tongue can't get behind Alex. vB: Gondola. Drops downward on a gondola he pulls from nowhere O.o() if he's going forward quickly enough or is on the ground, he will start gliding forward. Push the button repeatedly to paddle alone.
Supersmash!: Lava Stream. A thick blast of lava shoots across the stage, hurting those it strikes and leaving molten puddles on the floor in places. Alexandro can touch them. Others can't. Alexandros' Gondola attack travels VERY quickly on these flows.
- Throws - Up: Spits them upward. Down: Spits them into his paddle on a downswing into the ground. Backward: Plops the target on his back, then bucks them off like a bronco. Forward: Spits them straight forward. Makes a great missile.
- General Stats -
Attack Power: 2 Smash Power: 4 Attack Speed: 2 Charge Speed: 2 Combo: 5
Speed: 4 Jump: 4 Double Jump: 4 Weight: 2 Balance: 1
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Red yoshi with a silly beaded sombrero and a burro blanket over his back. Carries an X large gondola paddle. Red; No hat so more of his red scales show. Blue; Blue scales. White; White saddle instead of the blanket, which matches Luce's clothes. Black; Black saddle instead of the blanket, which matches Ombre's clothes. Other; Green yosheh. Fanservice; No blanket, still wearing his hat.
- Quirks - Anyone can ride Alexandro by holding Up while falling on him. His Power and Smash, and naturally his weight, will increase by the rider's Weight stat, but his speed and jump will decrease by half that same stat. Pushing C to jump will hop off him. A rider can also be knocked off if an attack sends one flying sufficiently farther than the other, but small differences will be averaged out. Other chars have varying levels of proficiency when riding Alexandros, some losing their Specials, some making him lose his own, some decreasing his Speed and Jump more... The best for riding is Luce. Both can fight as normal, and the reduction to Speed and Jump is waived. Alexandro has a ranged grab which can also be used to pick up items and spit them.
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Post by CJ on Apr 8, 2007 0:48:59 GMT -5
CHANCE - Specials - B: Heavenly Blaze Breath. The same as Tiam's. ^B: Jump. Flies upward and then comes down quickly with a stab with the spear. >B: Crystal Flames. Breathes out flames that form a cloud and then crystalize, giving anyone inside them a protective shield. vB: Full Defense. Take up a Full Defense with her Tower Shield. Renders her immobile, but completely unharmable by most attacks. Can only be struck from behind. Supersmash!: Leap Flare. Enchants her spear with incredible magic then throws it in the specified direction. She then flies after it cloaked in the same damaging magic power, picks it up, and throws it again. She does this about 5 times, then the path she took lights up with an intense flare burst. - Throws - Up: Spearbutt upper. Down: A reverse DDT. Backward: Contemptuously kicks the target in the leg, grabs them out of the air as they flip, and hikes them over her shoulder. Forward: Bashs with the Tower Shield. - General Stats - Attack Power: 4 Smash Power: 2 Attack Speed: 2 Charge Speed: 4 Combo: 2 Speed: 2 Jump: 3 Double Jump: 5 Weight: 5 Balance: 4 - Speech - GENERIC ENTRY GENERIC EXIT Low Damage: Medium Damage: High Damage: Loss: TAUNT: DESTINED BATTLES: COSTUMES Basic; Super heavy armor that barely shows her. Red; Super heavy red armor that barely shows her. Blue; Super heavy bloody armor that barely shows her. White; Super heavy white armor that barely shows her. Black; Super heavy black armor that barely shows her. Other; Tiamat styled armor. - Quirks -
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Post by CJ on Apr 8, 2007 1:27:15 GMT -5
PHO
- Specials - B: Secret Claws. A weak attack that can be preformed very quickly. It looks like a normal attack, only it comes from the opposite direction Pho is facing, a couple feet in front of him. If preformed while Pho is inside someone, it has a 10% chance of taking on a Home Run Bat power. Though it looks like a back attack, it doesn't activate Pho's special ability. ^B: Shade Walk. Teleports to a random shadowy area on the map. Great recovery move, but useless if there are no shadows. >B: Shadow Tag. Switches places with the nearest enemy that's in a shadowy place, as well as stunning them and causing some decent damage. vB: Intangibility. Enters Intangibility mode. As long as B is held, Pho can't be touched, can't touch anything, and goes right through walls and other combattents. Instantly snaps back to normal after B is released.
Supersmash!: Perfect Assassin. Pho takes on Intangibility and can fly limitlessly through any object, while still retaining the ability to attack, with enhanced power nonetheless.
- Throws - Up: Target suddenly holds their head and is flung upward. Down: Target suddenly is doubled over onto the ground as if powerbombed. Backward: Target suddenly holds their back and is sent flying backward. Forward: Target suddenly holds their stomach and is sent flying forward.
- General Stats -
Attack Power: 1 Smash Power: 1 Attack Speed: 5 Charge Speed: 3 Combo: 5
Speed: 5 Jump: 5 Double Jump: 2 Weight: 1 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Other; Pho is visible. Fanservice; Pho is visible and exibiting the usual dragon brashness.
- Quirks - Pho is always invisible, but still takes damage and can be Smashed. With a Cloaking Device, he can't be smashed or take damage. Items picked up by Pho float in his general location. If dropped, they hang in the air as if he were still holding them there. Mines dropped this way will in fact be active. If Pho is behind a target and attacks them, his attack has a 10% chance of taking on a Home Run Bat power level. Pho is completely silent no matter what he's doing, and there's never any real proof he's there at all.
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Post by CJ on Apr 8, 2007 2:09:12 GMT -5
ABOMIDABLE SNOCONE
- Specials - B: Flavor Arrow. Creates a very powerful arrow of flavor with high smash but slightly lower damage than a double shot of Flavor Burst. Has a 1/3 chance of very temporarily stopping B moves, but is hard to hit with and easy to see coming. ^B: Life Candy. Eat a delicious candy that causes Snocone to rise upward while healing in a holy delicious aura. Holding B while doing this will instead throw the candy, causing the same effect on whoever it hits. >B: Flavor Burst. Throws two balls of flavorful ice at slightly different trajectories. Causes good damage with lowish Smash. If both hit, the second is empowered. vB: Flavaura. Kicks up an aura around self that causes damage to those nearby and lowers certain stats depending on costume (the stat lowered is the same stat that that costume recieves a bonus to)
Supersmash!: Bombardment! The other six kinds of Snocone appear and begin bombarding the stage from above with Flavor Bursts and Flavor Arrows before diving down one at a time to finish with a Flavaura each.
- Throws - Up: Traps the target in the fez and fires them upward O.o Down: Traps the target in a fez and stomps on it. Backward: Squeezes the target between two segments of it's body, catapulting them out backward Forward: Squeezes the target between two segments of it's body, catapulting them out forward.
- General Stats -
Attack Power: 3 Smash Power: 3 Attack Speed: 3 Charge Speed: 3 Combo: ? (1 with Spear, 2 with Club, 3 with Sword)
Speed: 3 Jump: 3 Double Jump: 3 Weight: 3 Balance: 3
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Dark beige snowman with a half root beer glass fez and a sassafras root spear. +2 Weight, -1 Charge. Ice.
Red; Reddish snowman with a half cherry fez and a cherry sword. +2 Smash, -1 Weight. Fire.
Blue; Blueish snowman with a half grape fez and a grape club. +2 Charge, -1 Weight. Water.
White; White snowman with a half coconut fez and a coconut club. +2 Weight, -1 Smash. Rock.
Black; Brownish snowman with a half chocolate-ball fez and a chocolate club. +2 Double Jump, -1 Speed. Wind.
Other; Orange snowman with a half carrot fez and a carrot spear. Apparantly with the other half of the carrot on it. +2 Damage, -1 Double Jump. Plant.
Other Other; Light beige snowman with a half coffee-bean fez and a Mocha sword. +2 Speed, -1 Damage. Electric.
- Quirks - Costume actually matters, slightly affecting stats, and making their specials a certain element, as well as changing the range and Combo of their attacks. Spears have long range, clubs have medium range, and swords have short range. Stats cannot be changed, and statuses, good or bad, last a bit longer. Runs in a herky jerky sliding motion.
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Post by CJ on Apr 8, 2007 3:02:21 GMT -5
Alastor (The Beginning)
- Specials - B: Dark Fireball. A bouncy bit of evil flames that deals harsh damage and stuns badly. ^B: Dark Spin Attack. Rips around self with evil claws at great speed, darkening the air about him. >B: Great Flux. A super powerful flux attack let loose on a beacon aimed by the direction buttons. vB: Dark Stone. Turns into a lump of invincible brimstone that falls quickly, sending out a shockwave of power upon landing.
Supersmash!: World of Darkness. Summons an upside down, purple Triforce and fires a massive pair of black fireballs through it that spiral around eachother as they go. Anyone struck is turned temporarily into a giant food which Alastor can eat to regain health.
- Throws - Up: Bites the target with vile fangs, then hurls them skyward. Down: Rips the target with vile claws, then simply drops them. Backward: Spins around a few times before letting the target go flying. Forward: Puts both hands on the target's chest and blows them away with vile flames.
- General Stats -
Attack Power: 5 Smash Power: 4 Attack Speed: 2 Charge Speed: 2 Combo: 3
Speed: 4 Jump: 2 Double Jump: 5 Weight: 4 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Scary demon! Big and bulky, bat wings, biiig horns, biiig claws. Red; Shinier, redder carapace and a creepy bloody glow in his eyes. Blue; Blue veins show through his carapace. White; White feathery bat wings and a calmer face. Black; Darker, less shiney carapace and black void like eyes. Other; Alan Astor, his lawyerific human form. Fanservice; Smexy looking.
- Quirks - Items from Mushroom Kingdom, Fire Emblem, Popstar, or Hyrule have increased effects in his capable hands. Immune to dark and fire damage except, for some reason, from Mystic. Attacks have greater damage against holy enemies.
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Post by CJ on Apr 8, 2007 11:24:44 GMT -5
ALASTOR
- Specials - B: Bloody Claws. Sinks his claws into himself and begins rapidly losing HP. When released, Alastor will release a dark blooded slash with his claws that has range and size proportional to the damage it does, which is equal to how much damage he took preparing. ^B: Dark Contract. Reappears on the closest land with his damage doubled by vanishing into dark mist. Anyone standing too close has 1/4 of his pre-use damage inflicted on them. >B: Beelzeblade. Summons a giant dark sword to preform an overhead strike of great power. Easy to see coming. In the air, Alastor will preform a spinning attack. This attack deals -extreme- damage to holy enemies. vB: Demon Cure. Heals an ally by quickly draining their damage into himself. Can also be used to slowly drain HIS damage into enemies. If around an ally and enemy at the same time, it skips the middle man and transfers damage from the ally to the enemy at a medium pace.
Supersmash!: Dark Messiah. Does nothing on it's own, but the next Supersmash to be preformed, Alastor will absorb completely into himself. He will take all damage it would have possibly dealt, but will take no Smash. Until KOd, all of Alastor's specials will deal as much damage as he took, and he cannot heal until he has lost a stock.
- Throws - Up: Bites the target with vile fangs, then hurls them skyward. Down: Rips the target with vile claws, then simply drops them. Backward: Spins around a few times before letting the target go flying. Forward: Puts both hands on the target's chest and blows them away with vile light.
- General Stats -
Attack Power: 5 Smash Power: 4 Attack Speed: 4 Charge Speed: 3 Combo: 5
Speed: 4 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; Alastor with most of his carapace shaved off and his wings sliced in half. His horns and claws are toned down, leaving him more human looking, and he's a bit more good looking and less monsterous. Red; His red carapace is returned except for on his head Blue; Blue business suit. White; Angel robe. Black; Bahamut-styled carapace. Other; Alastor as a demon dragon O.o Fanservice; Scars from his mutilation are recovered completely, and damn he's looking good.
- Quirks - Immune to Dark and Fire damage, and has minor stat increases and defense increase to allies when fighting angel enemies. Gives minor stat increases to dark allies.
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Post by CJ on Apr 8, 2007 17:18:13 GMT -5
SEPHIROTH
- Specials - B: Supernova. Surrounds himself with 2 pillars, about twice as tall as him, of no-flinch fire that deal repeating Fire damage. ^B: Heartless Angel. Rises up into the sky slowly with his wing spread to full. Can only be attempted once every 5 minutes, but can still be used as a recovery after that. If uninterrupted for 7 full seconds, all enemies will be reduced to 10% of their current Stock, left at 999%, and have their Specials blocked for a minute. >B: Flash. Flashes brightly, then appears several yards in the direction he was facing in a 'slash' pose. Anyone caught in the collumn of the distance he dashed will be slashed repeatedly about 13 times. vB: Bizzaro Energy. Concentrates, sending out black energy from where he stands. If he happens to have this up at the same time as his regeneration Quirk kicks in, he will recover a jaw dropping 20%. If he just holds it, every other second he will recover 7%. If an ally is around and his Regeneration Quirk kicks in, the ally will recover 20% of however much damage Sephiroth has at the time subtracted from 300.
Supersmash!: Meteo/Holy. A dozen or so giant chunks of rock fall to the ground around him as he charges a giant green blast and rises into the sky. They spin around him for a while once they're all there, then he throws the giant green ball at a random target. It explodes tremendously and is pretty huge to start with, so unless everyone is spread out well, it's probably going to hit multiple targets anyway.
- Throws - Up: Slashes the ground under the target after a trip, causing sparks to blow them upward. Down: Black balls appear around Sephiroth and crush the target into the ground. Backward: A tentacle grabs the target and flings them haphazardly over seph's shoulder. Forward: Bitchslaps the target away with his wing, kicking up feathers cooly.
- General Stats -
Attack Power: 5 Smash Power: 2 Attack Speed: 3 Charge Speed: 2 Combo: 4
Speed: 5 Jump: 2 Double Jump: 5 (rather than a jerky series of jumps, Sephiroth flies smoothly as long as you hold Up) Weight: 2 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Black wing and standard outfit. Red; Red Shinra Commander armor. Blue; Blue Shinra Navy armor. White; White feathers on the wing. Black; Org cloak. Other; Zack outfit.
- Quirks - Beam Saber becomes a Beam Masamune, of course. Sephiroth takes 2% less damage from all attacks, with a minimum of 1. Every 2 minutes, Sephiroth naturally recovers 5% of however much damage he's taken.
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Post by CJ on Apr 8, 2007 17:21:53 GMT -5
JESSE
- Specials - B: Violin Bow. Fires an arrow from a violin. Depending on which string he happens to launch it from, slightly different damage is done. ^B: Flip. Rotates his body 180 degrees, with the "foot" block serving as the axis. >B: Fall Over. Falls over into a horizontal line on the ground. Landing on people this way causes minor damage, but deals extreme damage and Smash, as well as costing a stock, if someone happens to stand in such a way that they complete the horizontal line he forms. vB: Elegy. Plays a song on his violin that stops anyone around for using specials for some time.
Supersmash!: Tetris!!. Tetris blocks rain from above for some time O.o if they land on anyone, they cause decent damage and knock them skidding, but if five or more line up, intense damage is done to anyone in the area. Jesse can line up with blocks to form form a tetrad at the cost of a Stock to cause a double powered burst. The more are lined up, the higher the damage.
- Throws - Jesse can't grab.
- General Stats -
Attack Power: 5 Smash Power: 4 Attack Speed: 4 Charge Speed: 4 Combo: 1 (Attacks by swinging himself)
Speed: 1 (moves by hopping) Jump: 5 Double Jump: 0 Weight: 5 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; 4 blue blocks stacked atop one another, with a violin floating mysteriously nearby. Red; 4 red blocks instead of blue. Blue; Violin matches him! White; Greyscale blocks. Black; Zebra stripe blocks. Other; Wooden blocks. Fanservice; No...Just...No.
- Quirks - Jesse falls at a very distinct rate, in one-block long bursts. When falling, he likewise scoots back and forth at roughly the same rate. Jesse uses swing items by attaching them to his head, which lends them great range. Any attacks made in Jesse's vicinity have a 10% chance of being canceled outright and leaving the canceled target stunned.
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Post by CJ on Apr 8, 2007 17:23:39 GMT -5
GRADIUS (Fox God of Creation)
- Specials - B: Feral Thunder. Sweeps his tail on the ground one way, then the other, over and over. Every sweep calls down a thick collumn of ultimate lightning right next to him, which heals allies and harms enemies severely. ^B: First Shining. Gracefully spins in the air once, then launches upward with great force, basked in dark purple energy. Any allies he touches will suddenly be holding a G Token. >B: Ultimate Foxfire. Sends a great duet of dark purple flames. Knocks those struck down and leaves them badly stunned, sometimes. vB: Creation. Generates a random item in a split second, with even items made by other characters possible. When standing on an item, instead will upgrade it in a random way (any way that other characters can), and 10% of the time will preform a super special upgrade with his own power. If he's holding an item already, he will instead preform Fusion instantly and be holding the result (whichever he is holding will be considered the first item added).
Supersmash!: Omega Ultima. Preforms two random Supersmashes of other characters, and then his own. Blasts the entire field with Pure energy summoned from a giant G Token that appears in the background.
- Throws - Up: Kisses the target gently. They're blown straight up by LIGHT energy. Down: Runs a claw down the target's front gently. They collapses, burning with DARK energy. Backward: Nuzzles the target affectionately. They're blown over his shoulder by CHAOS energy. Forward: Tenderly hugs the target. They're sent skidding by ORDER energy.
- General Stats -
Attack Power: 4 Smash Power: 4 Attack Speed: 4 Charge Speed: 5 Combo: 7 (attacks consecutively until you mash the button, then goes into a super rapid tempo attack until you stop, then preforms a final super shot)
Speed: 6 Jump: 6 Double Jump: 8 (indefinate hovering and flying) Weight: 1 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; A beautiful black furred fox wearing only his tail wrapped around his waist. Red; Normal fox coloring (red with black 'socks' and 'gloves' and a white belly/chin) Blue; Krystal coloring. White; White fur with a black belly and chin, wearing white Renamonesque gloves. Looks Renamon-ish too. Black; Black with red gloves and boots, 4 extra tails, and a silk kimono Other; 9Tail version with golden fur O.o Fanservice; Tail wagging slowly back and forth.
- Quirks - G Tokens can be used twice times when Gradius is a combatant, and three times if you're his ally. Items spawn at a much higher rate as well. Gradius must be 'agreed upon' like Bahamut and DF.
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