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Post by CJ on Jun 9, 2007 23:50:01 GMT -5
EDWARD HUNTER
- Specials - B: Chronokinesis. Chargeable for a few seconds. Once let go, time will revert to when charging began, and all combatants but Edward will do exactly what they did while it was being charged before control is given back. This can only be done roughly once a minute. ^B: Bottle Rocket. Fires a bottle rocket of random size, which deals great damage with it's explosive power, as well as giving Edward a kick upward with the force of it's flight. If it strikes a person, it's Smash will go through, but the explosion will not and thuss it will deal only very minor damage. If on the ground, Edward will fire it at the ground several feet from himself, blowing himself harmlessly backwards and making the thing more likely to detonate. >B: Taser/Paintball. Edward takes aim and fires off a pair of taser balls on a string. They don't travel very far, and will not hit if their arc degrades too much. Once locked onto a target, they will routinly shock them for minor, no-smash damage until shaken off. If the B button is held, Edward will instead take a potshot with a paintball gun full of blue paint, which deals moderate damage but has much greater range. vB: Draw/Copy/Unmake. Creates a random item, or copies one that Edward is holding onto the ground below. This takes time to do, leaves Edward a sitting uck, and is prone to 'duds' where nothing, or something useless, is created, and depending on the item created, Edward will take damage. If the item is Drawn, this damage goes away when Edward reabsorbs it. If it is copied, or the Drawn item is destroyed, the damage will go away at 1 point per second he holds still.
Supersmash!: Zero Hour. Edward charges up, forming a clock of energy behind him that begins as a sliver and rotates clockwise into a full circle. He then throws out his hands, and freezes time for however long the clock was forming (a maximum of 10 seconds) by shattering that clock. While time is frozen, random objects form in the air in random places, fall, and explode on contact, dealing random elemental damage. The long time is frozen, the greater the chance of great damage. Objects form until the very end, but they are easily dodged once time moves again.
- Throws - Up: Hikes the target straight up with telekinesis. SLOW recovery as Edward rubs his head. Down: Takes a potshot at the enemy's groin that floors them, then blasts with a bit of time energy. Target recovers from this in slow motion. Backward: Clumsily dances past the enemy and gives them a mighty shove with telekinesis, without facing them. Forward: Smacks the target away with a baseball bat.
- General Stats -
Attack Power: 1 Smash Power: 1 Attack Speed: 3 Charge Speed: 4 Combo: 2
Speed: 4 Jump: 3 Double Jump: 5 Weight: 2 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Brown tunic with white sleeves, armor tied to him with rope, light brown hair, cloth shoes with blue laces, black glasses, leather knapsack. Red; Wearing Ness' baseball cap. Blue; Happy Happiest Cult outfit. White; Wearing Poo's karate gi under his armor. Black; Dressed like Neo, complete with shades. Other; Wearing Jeff's overshirt under his armor.
- Quirks - Edward carries items with telekinesis, like Mewtwo. 5 times per battle, Edward can double-tap B when Cloning or Copying something to assure that it doesn't dud. When Edward grabs a robotic enemy, there is a 2% chance he will Hack them, and a 1% chance he will take control. Hacking them causes them to either act randomly, disables certain actions, or take steady damage. Taking control forces them onto his "team" for a certain period of time.
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Post by CJ on Jun 10, 2007 1:17:35 GMT -5
ROCK LEE - Specials - B: Gates!. Move that requires charging and can only be done every so often. Every use has a slightly different effect, which builds to the final Gate. Every time he opens a gate, Lee takes 5 irreversible damage, and speeds up a constant damaging effect of himself until at 8 gates, it is going up by 10's every second. The -first- use, though, deals no damage, but takes longer to do and simply increases his Speed and Smash Power by 1. 1st. Increases Attack power by 1. 2nd. Sets Lee to 10% damage. 3rd. Combo increases by 1. 4th. Reduces recovery time of all actions to practically nothing. 5th. Reduces damage taken by 1/4. 6th. Doubles all consumable items used. 7th. Removes and prevents any kind of bad status. 8th. Increases all stats to 5 except Double Jump, and Attack Power by 1 more. Wide area light damage when opened (damage equals 300 - current %). All damage taken halved, but prevents healing. Stock loss doubled while in this state. ^B: Bandage. Sends out a bandage in the direction pressed after a moment of charging. Grabs the target, even in midair, and yanks them to him! After the first gate is opened, the Down throw will become a grab, followed by a harsh, quick spin down to earth which deals HUGE damage. After the third, the left or right will become a chorus of kicks, ended with a spiked one downward. >B: Konoha Senpuu. Lee disappears, after a second of dashing in the direction he's facing, for a length of time double how long he holds the button, a maximum of 3 seconds (so he is gone a maximum of 6 seconds). When this time ends, Lee appears directly behind the nearest grounded target and kicks them with incredible power. If no targets are on the ground, Lee will remain gone until someone lands, then home in on them, and it will be completely impossible to avoid being struck. This attack strikes targets even in the middle of a rolling dodge, and smashes all but a full power barrier, so it takes canny guessing or a VERY quick eye to avoid. Lee can be knocked out of this attack by an explosion of some sort, and there -is- a maximum range he can move on, though it's a very wide one. vB: Secret Weapon. Lee pulls out a bottle of sake and downs it o.o()()! Increasing all his stats by 1, but making the direction buttons on the player's controller change calibration randomly, and allowing Lee to strike teammates, whether Friendly Fire is on or not. Charged attacks will also go off at random. This wears off either after Lee eats a food type item, or after a random time elapses. Supersmash!: Final Lotus. Stomps on the ground, which sends everyone on the ground skyward, stunned. He then leaps into the air himself and preforms Reverse Lotus on everyone who was knocked up except the last, who will get a Primary instead, the impact of which shakes the stage and damages anyone on the ground. Power increases as the Gates are opened, and if the final is opened, the final Primary Lotus will erupt in a massive explosion, dealing incredible damage to anyone remotely near where he hits the ground. This move closes all the Gates, but doesn't heal Rock Lee of the damage they caused.. - Throws - Up: Preforms a leaping knee bash to the target's face that sends them skyward. Down: Kicks off the target, sending himself upward and them to the ground. In the air, may become Primary or Reverse Lotus while under the Gates' influence. Backward: Flicks the target over his shoulder with his bandages. Forward: A series of quick punches to the target's sternum, followed by a leaping judo toss forward. - General Stats - Attack Power: 4 Smash Power: 4 Attack Speed: 4 Charge Speed: 3 Combo: 4 Speed: 4 Jump: 3 Double Jump: 2 Weight: 1 Balance: 5 - Speech - GENERIC ENTRY GENERIC EXIT Low Damage: Medium Damage: High Damage: Loss: TAUNT: DESTINED BATTLES: COSTUMES Basic; Green spandex. Lots of green spandex. Red; Naruto outfit drawn onto spandex. Blue; Blue spendex. White; Gai's jacket. Black; Sasuke outfit drawn onto spandex. Other; upload.wikimedia.org/wikipedia/en/thumb/c/ca/Naruto_lee0075.jpg/180px-Naruto_lee0075.jpg <--- Whatever the hell that is. Fanservice; Black karate pants, no shirt, bandages around stomach. - Quirks - Rock Lee is immune to any Stock loss not caused by a ring out (he continues fighting with muscle memory), and after losing his last stock will reappear for the same reason. Grabbed targets do not instantly escape from his Grabs.
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Post by CJ on Jun 11, 2007 16:10:00 GMT -5
CHANREE - Specials - B: Bone Crusher. A hard kick to the head, followed by a super powered strike to the ribs. The first must hit for the other to go through, but if it does, the second is VERY difficult to avoid. A strike with the second causes the target to crumple to the ground, stunned for a moment. ^B: Wheee!. A pterydactyl comes from the side of the screen and ferries Chanree straight up, damaging anyone in their path. The farther Chanree is from the screen, the longer it takes the dino to arrive, and the more people it has a chance of plowing through to get to her. The dactyl will return to the side of the screen after the shuttle loop, again having a chance of whamming into people. >B: Pounce!. Lunges forward at an alarming rate. If it strikes, the target is brought to the ground and subjected to damage and a Grapple. vB: Track Down!. Kneels down and sniffsniffs. This causes a rapidly growing sphere of influence where invisible things are visible and the contents of barrels, crates, pokeballs, and other such containers are listed in a little box above them. If Chanree is holding an item, she will instantly scamper to another of that item, too fast to be hit, even if said item is in a box. Supersmash!: Day of Fire Redux. Lavos appears in the background and rains down innumerable needles of fiery doom upon the arena. These needles deal VERY high damage, but have next to no smash power behind them. But oooooh there's aloooot. - Throws - Up: Flops on her back and kicks the target around like a kitty with a ball of yarn. Down: Flops on top of the target and flails around a bit, before kicking off them to get back. Backward: Rolls twice backwards, then kicks the target away. Forward: Forklifts the target sharply, sending them flying at a high arc and waving cutely. - General Stats - Attack Power: 5 Smash Power: 3 Attack Speed: 2 Charge Speed: 3 Combo: 1 Speed: 5 Jump: 5 Double Jump: 2 Weight: 2 Balance: 2 - Speech - GENERIC ENTRY "Meow?" "Hello~" GENERIC EXIT Low Damage: *Cheetah Bark!!* "You Mean!" Medium Damage: "Argh..." "Meanie..." High Damage: "Tadaa!" "Wheeee!^^" Loss: "Chanree Lost ;-;" "Chanree do anything!" TAUNT: Chanree wiggles her tail and grins a bit. She even scratches her ear a bit and give them V-victory pose DESTINED BATTLES: COSTUMES Basic; Hawwwwwwt cheetah girl in a black fur bikini @.@ Red; Red fur with tiger stripes. Blue; Blue spots? O.o White; Mountain lynx looking. Black; Black panther looking. Other; Timberwolf looking. Fanservice; Bikiniless after a swim. Yay! - Quirks - Bad status effects have a random chance of being negated when Chanree taunts. Enemies don't instantly escape after 2 strikes while grappled.
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Post by CJ on Jun 11, 2007 16:31:25 GMT -5
MARLUXIA
- Specials - B: Flower Petals. Sends out a hail of flower petals that deal no-Smash damage to any they strike. They come VERY quickly, so damage racks up fast if the target doesn't get out of the way. ^B: Dark Portal. First use sets the point, second use takes him there. >B: Assassin's Creed. Can only be used on the ground, behind the target. Marluxia flies into a rage of strikes, hitting 10 times with his scythe. Every third strike has minor Smash behind it, and the final has a decent amount. The others have none. Can only used every so often, and if used from the front, uses up that use anyway. vB: Death Sentence. Whispers a spell. MUST be behind target and facing them for this to work, and if at any point they move during the short animation, it fails. Once sentenced, the target's % will go up at a very quick rate until they lose a Stock.
Supersmash!: Death. Throws his arms out and calls down a hail of flower petals from above. These deal great damage, and anyone struck by at least 10 of them is attacked at the end of the move by a super powered scythe strike from Maluxia teleporting around. Only the heartiest, heaviest Smasher is likely to survive this death strike.
- Throws - Up: Target becomes trapped in a massive rose that flails them against the ground twice before spitting them upward. Down: Smashes the target to the ground with the blunt side of his scythe. Backward: Snatches the target with a vine shooting out of his sleeve, then whiplashes them over his shoulder. Forward: Shocks the target with pink energy, then toss them through a portal to the front.
- General Stats -
Attack Power: 5 Smash Power: 1 Attack Speed: 2 Charge Speed: 5 Combo: 2
Speed: 2 Jump: 4 Double Jump: 3 Weight: 5 Balance: 5
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Marluxia. Black robe, pink hair... Red; Roses blooming all over his robe. Fruit... Blue; Blue hair. White; Twilight Xemnas outfit. Black; Hood up. Other; Skeleton with a black scythe O.o() Grim Reaper zomg!
- Quirks - Lips' Stick flower heals Marluxia rather than hurting him. Immune to stock loss outside of ring outs. Using Lips' Stick causes instant full sized flower, which gets even bigger if Marluxia hits again.
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Post by CJ on Jun 11, 2007 17:06:26 GMT -5
XERA
- Specials - B: Bow and Arrow. Fires an arrow from her bow. Just like Link's move of the same name, except that it has less range, but can be aimed.. ^B: Grappling Arrow. Fires an arrow at a diagonal she's facing. If it strikes terrain, she tugs herself instantly to the spot she hit. Takes goo aim to use, but is very effective due to nearly endless range. This will also yank enemies toward Xera if she's on the ground, or her to them if she's in the air. >B: Ice Arrow. Knocks an arrow, then charges it with ice energy and begins drawing back, just like Bow and Arrow. This arrow causes freezing for either a very short time or a good long one. vB: Bomb Arrow. Places any item that she's carrying on her arrow for the next time she uses Bow and Arrow. If she's not carrying any items, she will pull out a bomb just like Link's, which can then be put on the arrow. If an item'd arrow strikes a target, the item's damage kicks in as well as the arrow, and there is a 10% chance of the item damage and effects being doubled.
Supersmash!: Rain of Arrows. Hops up and back, and begins machine gunning arrows in a 90 degree downward triangle in the direction she's facing. Normal, Bomb, Fire, Ice, Lightning, Light, and even Dark or Giant arrows will be shot, along with the super rare Fierce Diety arrow, which causes massive damage and kicks up an explosion of blue energy where it hits.
- Throws - Up: Hikes the target firmly up and shoots a triplicate of arrows at them. Down: Simply trip-tosses the target behind her. Backward: Judo tosses the target over her shoulder. Forward: Loads the target into her bow and fires them??
- General Stats -
Attack Power: 2 Smash Power: 4 Attack Speed: 2 Charge Speed: 4 Combo: 2
Speed: 5 Jump: 2 Double Jump: 3 Weight: 2 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Drool <3 Red; Red oufit reminiscent of a gypsie Blue; Shnifty Shiek like outfit, though without a hood. White; Fierce Diety oufit and face markings. Black; Dark version of self. Other; Wearing an upside down Triforce as a bikini, with a large white and gold robe over it. Fanservice; Great Fairy outfit.
- Quirks - Xera can preform Smash Attacks with ranged items where she shoots an arrow along with the item's projectile. The arrow charges while you hold the button to fire the item, and can then be released. Xera can also aim ranged items.
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Post by CJ on Jun 11, 2007 19:08:20 GMT -5
RYU
- Specials - B: Hadoken/Super Hadoken. Fires a ball of light energy. When held and charged for a fairly long time, instead fires a long beam that can be maintained. --Dark Hadoken/Dark Super Hadoken. Fires a more damaging ball of dark energy, or a much wider charged blast. ^B: Shoryuken. Spirals straight up in a spinning uppercut. Deals nifty drilling damage, but only if the target is directly above. --Yokairyuken. Spirals straight up in a spinning uppercut. If it hits directly from below, it deels dark drilling damage, and ends with a grab and kickoff, so it can be done again. >B: Ryu's Special Punch. Ryu advances slowly while continually punching, dealing constant, super low smash, low damage punches. Ryu cannot do this once he has at least 40% of damage. --Shun Goku Satsu. Same as above, only with more, Dark damage and faster punches. vB: Hamedo. A burning counter punch that is only triggered by short range attacks. Negates and sends back the attack with huge amount of extra. --Dark Avenger. The same, only with more, Dark damage, and it now reflects energy shots.
Supersmash!: Hadoken Spinner. Leaps up and preforms a super fast spin kick which kicks up not only a tornado that draws people into it, but shoots Hadoken orbs out of his foot routinly. The dark form instead fires thick beams of darkness and has a wider tornado.
- Throws - Up: A kick that brings his leg parallel to his body. Down: Double axe handle smashes the target into the ground. Backward: Judo toss-slams them into the ground, whirls them around once, then lets go to send them flying. Forward: Punches several times before simply tossing them away by the collar.
- General Stats -
Attack Power: 5 Smash Power: 5 Attack Speed: 2 Charge Speed: 2 Combo: 5
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; White gi, blackbelt, headband... Red; Ken's gi. Blue; Chun Liish gi O.o() why?? White; White belt and hair. Black; Black gi and darkish look. Other; Green skin and red hair. How silly...
- Quirks - Ryu's charged attacks cause burning goodness. By double tapping the direction used, B moves can be turned into fiery versions that deal less damage but have stunning fire properties. On his last life, Ryu can change styles to Satsui no Hadou, which changes his move list, adds a good deal of Dark power to all his attacks, and slowly adds to his %. This is done by breaking his shield.
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Post by CJ on Jun 11, 2007 19:53:22 GMT -5
LUFFY
- Specials - B: Gum Gum Double Barrel. A chargable, ranged double punch with huge Smash power and good damage. Can be aimed. ^B: Gum Gum Balloon. Luffy swells up to huge size, briefly shooting upward and then falling very slowly afterward. Those struck by him while rising will be scattered in random directions on a low trajectory. Being hit with a stabbing attack will send him flying around like a cartoon, and those struck by him while flying around will take great damage and Smash. >B: Gum Gum Bullets. Rapid fire, mid ranged punching that leaves Luffy winded. The longer you maintain the punching, the longer he leaves himself open afterward. vB: Rubber Up!. Stance that can be held as long as Luffy likes. While in this stance, any bludgeoning attack will bounce off, and solid projectiles will be bounced back.
Supersmash!: Going Merry!. Luffy whirligigs up off the screen while a whirlwind cuts through the center of it, sling stones pelt it from the upper right, and a ship falls from the top to the bottom O.o() Then he lands like nothing happened.
- Throws - Up: Tosses the target upward with a giggle and stretchy-punches them. Down: Whiplashes the target onto the ground with a long arm, then shoots his leg up and axe drops them with it. Backward: Shoots his hands forward, then jerks them back to catapult the target verrrrry fast. Forward: Shoots the target forward on his foot, hyperextending his leg.
- General Stats -
Attack Power: 4 Smash Power: 4 Attack Speed: 2 Charge Speed: 2 Combo: 5
Speed: 3 Jump: 4 Double Jump: 4 Weight: 2 Balance: 4
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Straw hat, jean shorts, red vest. Red; Wearing Chopper's top hat and shorts. Blue; Blue vest. White; Wearing his heavy coat from the arctic place. Black; Dressed like Sanji. Other; Dressed like Zolo.
- Quirks - Luffy cannot be harmed by Thunder that deals less than 10% of damage, and fire damage only increases his Weight. Water damage is doubled, though. Food has a doubled effect on Luffy.
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Post by CJ on Jun 19, 2007 15:38:35 GMT -5
GENO - Specials - B: Geno Flash. Geno transforms into a cannon O.o and charges up to fire a huge ball of energy that explodes on impact. Can of course be charged, increasing damage and size of the detonation. The ball travels slowly and doesn't pierce obstacles. ^B: Geno Whirl. Geno shoots straight up very very rapidly and spins once, sending a wide blade of energy that deals massive damage and stunning. The thin-ness of the blade makes it difficult to hit with though, especially in midair, as Geno is completely immobile when sending it out (meaning the energy doesn't travel up and down and thus have more chance to strike). Chargeable to increase the already potent damage. >B: Geno Beam. Fires a thin, super intense beam of energy. It travels extremely quickly and pierces through targets to strike behind them as well, and even goes through terrain, and continues to the end of the screen. Chargeable to slightly increase the beam's thickness and damage, and can be aimed just before firing. If Geno is on the ground, pressing B again after the beam is fired will cause it to erupt in an explosion. Geno cannot move until the beam touches the end of the screen. vB: Geno Blast. Geno crosses his arms and charges up, shaking with power. When the B button is let up on, Geno throws his arms up and flashes green, and shortly afterward, a massive torrent of green energy blasts from the sky around him, similiar to Pikachu's Thunder attack. This attack has less Smash than Pikachu's, but can be charged up to increase the number and spread of the bolts. If you press B again the absolute moment the bolts hit the ground, Geno will absorb the energy and reemit it as a sphere around himself that deals tremendous damage. Supersmash!: Secret of the Seven Stars. Geno leaps into the sky and charges up massively, glowing green and putting off energy like a furnace as the seven stars appear rapidly and line up in front of him single file, spinning at a moderate pace in staggered opposite directions (first fires clockwise, second fires counterclockwise, third fires clockwise, ect). He then fires a thin beam of green energy through this array, which amplifies it into a huge blast which sucks in targets. For the several seconds this beam exists, Geno can fairly slowly aim it around to suck in more people, damaging them fiercely and constantly. When B is pressed after this move is done, Geno will cross his arms, causing the stars to turn on their sides, and then throw his arms out again, sending them flying along the trapping beam like shurikens, but you only get so many seconds to do this before the attack ends. - Throws - Up: Grabs the target with both hands and holds them over his head, then sends his true star form sharply out to knock them upward. Down: Leaps up and spins the target around his body 360 degrees, before slamming them down with the built up momentum. Causes the target to erupt in green energy. Backward: Throws his arm back with the target in it, firing it off. It orbits around him to the front, fires that direction some, then snaps back to hike the target over his shoulder while he reattaches it. Forward: Gives the target a firm jolting shake, then fires his arm off with them still on it, the disembodied arm slamming them into the ground several yards away before returning. - General Stats - Attack Power: 5 Smash Power: 2 Attack Speed: 3 Charge Speed: 4 Combo: 3 Speed: 4 Jump: 3 Double Jump: 4 (very high, well controlled jump somewhat like Ness') Weight: 1 Balance: 5 - Speech - GENERIC ENTRY GENERIC EXIT Low Damage: Medium Damage: High Damage: Loss: TAUNT: DESTINED BATTLES: COSTUMES Basic; img.photobucket.com/albums/v306/Cold_Rhapsody/Geno2.jpg This awesomesauce thing. Red; Geno as if he had taken the toy Mario body. Blue; Lighter blue clothing. White; White, feathery cape. Black; Black, leathery cape. Other; Original Geno. Fanservice; smaller, leaner Bowser toy form. - Quirks - Geno is at his best when wielding the Star Rod. His normal moveset changes to incorporate it with nifty tricks, the stars he fires are much larger, and he has twice as many of them at his disposal. He even focuses all of his B moves, including his Supersmash, through it, turning them gold and greatly increasing damage, but using up a star every time he uses them. Geno's stats also increase when using a Starman, which lasts twice as long. God help the enemy if he ever has both at once...
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Post by CJ on Jun 20, 2007 2:22:46 GMT -5
TRON
- Specials - B: Gustaff Buster. Fires off a wide ball of damaging energy, but deals very little Smash. Can be charged up to fire 3-9 smaller bolts rapidly and aimably (depending on how long the button is held), two of which being equal to a normal shot. ^B: Eject!!. A highly effective recovery move that sends Tron flying up and forward on a wide trajectory, invincible and highly damaging to touch, but without her mech. If it lands, she can climb back in by using this move whiel standing next to it. If it falls off screen, it has a 10% chance of dropping from the sky like a spawned item. Out of her walker, all of Tron's stats are decreased by 1, and she no longer has a powerful Buster, having to rely on a Buster Pistol that cannot be charged. >B: Get 'Em!. Tron points in the direction she's facing, and the Servbots toddle that way flailing their arms and on the warpath. They deal skidding, mid Smash with no damage to anyone they touch while doing this, and will continue to mimic Tron once she lets the button go, maintaining that relative distance as best they can. vB: Switch Servbots/Rally Servbots. Calls the Servbots in close by shouting to them. They will move as if being moved by Get 'Em! and come right up alongside Tron. If she just pushes the button, they will hop into the Gustaff, and #41 will hop out, or vice versa. If she holds the button, she will instead patiently encourage them, slowly lowering their % and removing any status effects they might have. This will even bring them back from the grave if held, falling hillariously on either side of her with maxxed %, or if just pressed, send out the one that lives.
Supersmash!: Bonne Armada. The screen is assaulted viciously by the Gesselschaft flying overhead one day and bombarding the air around it with missiles and laser shots, while a swarm of 39 Servbots go running in a panic across the stage, flailing their little arms and dealing rapid smashless damage to anyone they touch, occasionally stopping to hike someone they meet into the air through sheer loyalty and desperation. Tron stands in the middle of all this turmoil with a look of mixxed pride and embarassment. When the attack ends, the Gesselshaft cruises off, and the ride-less Servbots go toddling off the stage in their panic to catch their ride.
- Throws - Up: Tractor beam from above yanks the target painfully, suddenly upward while Tron grins mischieviously. Down: A giant, fat Servbot leaps from inside the Gustaff (Where he was exactly, no one knows) and lands on the target. If not in the gustaff, it will just hop from her clothes, which just raises more questions. Backward: Tosses the target cockily over her shoulder with little effort, then chases them with three shots. Without the Gustaff, it is ...Noticably more difficult for her, and she only has the strength to pantingly fire one shot. Forward: A booster punch with the Gustaff Buster full charged. Does this even out of Gustaff, but the blast is weaker and she shakes her hand painfully afterward.
- General Stats -
Attack Power: 5 Smash Power: 5 Attack Speed: 3 Charge Speed: 3 Combo: 2
Speed: 2 Jump: 4 Double Jump: 4 (Hovers with booster jets.) Weight: 5 (becomes 1 when out of Gustaff) Balance: 3
Servbots #1 & #7: All Stats = 1 Servbot #41: All stats = 2
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Smexy Tron in her shnfity Gustaff death machine. Red; Roll outfit, Work Van coloring of Gustaff. Blue; Megaman helmet and Megaman-Motif Gustaff. White; Juno outfit and white-decald Gustaff. Black; Black spandex spy suit and Sam Fisher goggles, Gustaff looks more stealthy-model. Other; Dressed as a giant Servbot. Fanservice; Wearing a Reaverbot motif bikini. Oddly, so is the Gustaff.
- Quirks - Tron is, at all times, assisted by either 2 very weak Servbots or one only slightly weak Servbot. They mimic her every action, can pick up weapons and items, and will break Tron out of grabs if they are close enough. If you hold A while making one pick up an Item, he will happily frolic back and give it to Tron ^^! Aww, how cute. The weaker ones have their own little Busters which they will fire just like Tron does, and the stronger one has a very powerful Bazooka that cannot by charged, but deals intense damage and sends the poor user flying. The stronger one, #41, is also immune to very weak energy attacks. Tron cannot be made to drop items. Sticky fingers.
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Post by CJ on Jul 9, 2007 17:37:15 GMT -5
CASSIE - Specials - B: Overhead Stance/Orochi. Attack Power +2, Charge Speed -1. When used again, breaks stance to preform an extremely powerful chargable slash dealing masive Smash and Fire damage. Slightly changes attack sets. ^B: Yui Assist. Yui appears from nowhere, grabs Cassie, and flies upward with all her little strength before tossing her bathed in Darkness. Cassie is a formidable weapon once thrown, but until then she is very open to attack. >B: Ian Stance/Hyosetsu. Speed +2, Weight -1. When used again, breaks stance to preform a super fast dashing attack that deals low Smash, but decent damage and a chance of freezing, somewhat like Fox Illusion. Slightly changes attack sets. vB: Seigan Stance/Mikiri. Weight +2, Attack Power -1. When used again, breaks stance to preform a chargeable guard move. The longer it's held, the higher the damage multipliar when an attack is parried and sent back. If held too long, though, it will fizzle and leave Cassie stunned and open. Supersmash!: Perfect Stance. Cassie takes on a superlative stance for a random amount of time, during which she can preform any of her stance attacks at double the usual effectiveness, and Mikiri and Orochi become mobile and have no charge limit. If ^B is pressed at the -exact- moment the stance ends (there is a timer), Cassie preforms a massive swirling tornado attack infused with dark energy from a suddenly appearing Yui. - Throws - Up: Yui appears from nowhere and blasts the target skyward with a dark bolt O.o Down: Ties the enemies arms and legs in a messy knot, then stomps off them and lands to the side. Deals more damage when in Seigan Stance. Backward: Crashes her katana down into the target, then catapults them back and away with the sword. Deals more damage in Overhead Stance. Forward: Dashing slashes the target three times in rapid succession, the final blow sending them flying forward. Deals more damage when in Ian Stance. - General Stats - Attack Power: 3 Smash Power: 2 Attack Speed: 2 Charge Speed: 3 Combo: 3 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; delfin.zapto.org/nrpg/cassyui.jpg The swordy one. Red; Red samurai armor. Blue; Blue shinobi suit. White; Bright white sword and seath, painted face like a geisha Black; Pitch black sword and sheath, black Oni mask. Other; Final Fantasy 1 Fighter costume. Fanservice; Samurai plate two peice bikini O.o Still wearing her purple sash - Quirks - Any item carrier Cassie destroys has one more item than would have been in it. Beamsaber is extra powerful and replaces her usual katana.
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Post by CJ on Jul 9, 2007 18:33:33 GMT -5
KYUUI
- Specials - B: Howl. Doubles own damage and increases Attack Power and Smash Power by half again. The more damage taken when used, the longer it lasts. ^B: Heal. Bends spacetime around oneself. Reduces damage taken slightly and teleports the user upward a random distance. >B: Seidou Riboruba. Sends forward a beacon. When released, Kyuui will transform into the being it's touching. If it's not touching anyone when released, Kyuui will transform either into a random person on the stage, the nearest item to the beacon, a tiny bunny with 1 in all stats, or a massive monster with 4 in all stats. Gains the targets moveset, but not their Specials, which stay the same. vB: Too Slow, Maggot!. Doubles own damage and doubles Speed for a time. The less damage taken when used, the longer it lasts.
Supersmash!: Niner Raid. Sprouts 4 extra tails and absorbs his dragon skull to become a great dragon-kitsune hell thing, then goes into a furious rage of breath weapon shots and martial attacks that strike the screen in random places while he's porting around. Finishes with a shockwaveinducing howl.
- Throws - Up: Bends forward, and the skull on his head grabs the target in it's teeth and flicks them upward. Down: Smashes the target with all five tails. Backward: Transforms into a massive ogre, grabs the target, and hikes them like a football. Forward: Headbutts the target away painfully.
- General Stats -
Attack Power: 2 Smash Power: 3 Attack Speed: 4 Charge Speed: 2 Combo: 5
Speed: 4 Jump: 2 Double Jump: 4 Weight: 2 Balance: 2
- Speech - GENERIC ENTRY
GENERIC EXIT Low Damage:
Medium Damage:
High Damage:
Loss:
TAUNT:
DESTINED BATTLES:
COSTUMES Basic; Fancy foxxy <3 Red; Pretty scarlet foxxy coloring ^^ Blue; Blue flames around the dragon skull O.o White; Dragon skull is bleached white, white fur and red eyes. Black; Pitch black fur. Other; Tuxedo fox. Fanservice; Wearing the skull as a codpeice, and that's all ^^
- Quirks - No auto-escaping his holds. Has one bonus Life in all modes.
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