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Warlord Mike
Hey all!

As the topic indicates, if you (or a character of your own creation) were in the Smash Bros. Series, what would your fighting style be? You can submit multiple characters at once or in sequences, but for every character, be sure to give all special attacks (standard attacks are optional), plus your Final Smash. Damage %s are also optional, but not required.

EDIT: You may include your taunts if you wish as well. Not necessary, though.

FURTHER EDIT: Stages are also optional for inclusion.

LATEST EDIT: On-Stage Appearances (how the character shows up) and Victory Speeches are also optional for inclusion.

I'll start things off.

1st Character - Mike (me!)

Neutral A (1st): Forward swing of his staff.
Neutral A (2nd): Back swing of his staff.
Neutral A (3rd): Overhead swing of his staff.
Dashing A: Holds his staff in front of him, pushing back opponents as he stops.

Side A: Short elemental flash.
Up A: Swings staff above his head like a windmill.
Down A: Makes a downward sweep with his staff in front of him.

Side Smash A: Makes a small elemental explosion.
Up Smash A: Elemental Vortex, similar to Mewtwo's Smash Up A.
Down Smash A: Elemental Shockwave; will affect fighters on both sides within a few feet of him.

Neutral Aerial ("Nair"): Surrounds himself with the element in use.
Forward Aerial ("Fair"): Swings staff in front of him, dealing elemental damage.
Backward Aerial ("Bair"): Drill-Kicks behind himself.
Up Aerial ("Uair"): Swings staff in a 180-degree arc above his head.
Down Aerial ("Dair"): Swings his staff strongly downward. Is a Meteor Smash.

Grab: Uses grappling claw. Is twice the length of Link's Clawshot.
Grab Attack: Smacks his opponent with his staff.
Forward Throw: Just throws his opponent over his head.
Back throw: Around the World. Swings his opponent around with his grappling claw, then flings them backward. While the opponent is swinging, other opponents can be damaged.
Up Throw: Uses his staff like a bat and smacks his opponent upwards.
Down Throw: Throws his opponent on the ground and jumps down on them with the head of his staff, dealing elemental damage.

Neutral Special - Elemental Ball. Kinda like Samus' Charge beam, except it deals damaged based on the element in use (the color of his staff indicates the type he's using). It requires 3 seconds to charge fully.
Forward Special - Elemental Beam. Mike fires a short stream of the element he's using in front of him. Strikes multiple times.
Up Special - Jetpack/Parachute Cloak. Mike rockets off on a Xenon-class Jetpack, with a 2 second fuel supply. When it runs out, he deploys his parachute cloak to drift slowly downward. On the ground, he shoots across the stage. The flames from the pack deal fire damage, and anyone in front of him when airborne will also take damage.
Down Special - Switch elements. Order is as follows: Fire->Water->Wind->Darkness->Ice->Earth->Lightning->Light->Repeat

FINAL SMASH: Elemental Annihilation. "Elements of Chaos, RELEASE!" Mike Summons all 8 elements at once, firing a massive, solid beam of energy across the stage; the beam's size is equal in width to Tabuu's Dragon Cannon. Will easily KO at 20% or higher.

On-Stage Appearance: Mike emerges from a blue Inter-Dimensional Time Gate, then pulls his Staff from his back.

Up Taunt: Mike raises his staff above his head, and the element's color glows brightly.
Side Taunt: Mike faces the audience and snaps his fingers into a "thumbs-up" sign.
Down Taunt: Mike draws a small beam from the top of his staff into his hand, then comments "Cool, huh?"

STAGE: Planet Xyber XVII. The fight takes place on a street of one of the Imperial Capital's many cities that dot its surface, but this one's smack in the middle of an invasion by the JR/VA. The buildings in the vicinity can be entered and stood on, but some have sustained damage to such a serious degree that they can't hold your weight for long, and will crumble. About every 2 minutes, a bomber will fly by and drop its payload on the city; if you're not inside one of the buildings, the shockwave will send you flying. You'll be able to see its approach similar to Norfair's Lava Swell.

Victory 1: He uses Fire to create several firework-like explosions, and basks in their glory.
Victory 2: He spins his staff like a baton a few times, then slams the shaft down on the ground with his right hand, looking off to the horizon as his cape flutters in the wind.
Victory 3: He fights off a few Renegades and Voinians, and once they've fallen, shouts, "NEXT!"

I've more to tell, but for now, let's see your own warriors!
G-Spark
Hmm. I would have to say something virutally similary to Marth with a few acceptions. Well anything with a sword really is how I would fight.

Basically it would be like this:

Side-Special: Bow. Charges to increase distance and power.
Up-Special: Cyclone spin. It's basically the same as the one Inferno has from SoulCalibur II. I can use that for recoveries and attacks.
Down-Special: Barrier. It's basically an energy shield that reflects ranged attacks and heals a little damage. So a mix of the Psi Magnet and the deflector.

Final Smash: Chaos Smash. Basically a giant slash with my sword that tosses my opponents back. Less damage than other Final Smashes but more distance. There's also an explosion.

So kinda a mix of Marth and Link.
riddlemaster GX
My character: Riddle

Riddle is a medium class character. That is hard to use but once you learn how to he can be an extremely good character. He has a normal sized katana that he uses with both hands in some attacks. has Platemail and Chain leggings on. Black hair that almost goes down to his shoulders in the back, and hair that goes halfway down his eyes.
final smash: one man volley
Riddle raises his sword and alot of arrows hit the top of the stage momentarily stunning everybody hit, riddle shoots an arrow (with a tip that explodes on impact) straight over (whichever way he is facing) to the nearest target, if there.
Warlord Mike
Next up: Commander

Neutral A (1st): Left Punch
Neutral A (2nd): Right Punch
Neutral A (3rd): Left Uppercut
Neutral A (rapidly): Punches furiously with both hands.
Dash A: Does a running Right Hook.

Side A: Does a roundhouse kick.
Up A: Kicks up above him.
Down A: Trip.

Side Smash A: Psionic Thunder. Commander emits a small bolt of Psionic Energy from his fist. Can hit multiple times.
Up Smash A: Psionic Storm. Commander creates a powerful Psionic Field above his head. Can hit multiple times.
Down Smash A: Psionic Shockwave. Commander charges his fists with Psionic Energy, then violently slams the ground, creating a small explosion in an area around him. Can be a Meteor Smash if used near the edge of a platform.

Nair: Psionic Field. Emits a sparking field of Psionic Energy that damages anyone who makes contact.
Fair: Judo Kick.
Bair: Kicks both feet backwards.
Uair: Windmill Kick. Commander does a full 360-spin, damaging everyone kicked, but there's a sweet spot at the very top of the kick.
Dair: Psi Stomp. Commander makes a hard kick downwards, charged with Psionic Energy. Is a Meteor Smash.

Grab: Grappling Claw. Same function as Mike's.
Grab Attack: Gut Punch.
F-Throw: Piledriver. Leaps forward, then slams his opponent into the ground, head-first. Can be used to commit "Commandercide."
B-Throw: Around the World. Nearly identical to Mike's, but a little stronger.
U-Throw: Heavenly Ascension. Flings the opponent upward, and will knockback anyone in the way.
D-Throw: The Executioner. Grabs his opponent by the neck, then body-slams them into the ground.

Neutral Special: Arm Cannon. Again, like Samus' Charge Beam, except the beam fired is solid, and travels the entire length of the stage. A full discharge (5 seconds) will work similar to Ike's Eruption: massive damage (and almost certain KO), but deals about 15% damage to Commander.
Side Special: Psi Burst. Commander creates a small explosion of Psionic energy a few feet in front of him. If he uses it close enough to his opponent, he'll grab on to them, and create an explosion that knocks the victim back.
Up Special: Psi Levitation. Commander envelops himself in a Psionic energy field and can float around for about 2 seconds. Anyone who makes contact with the field will suffer minor damage. It provides no protection from projectile attacks, however.
Down Special: Timed C-4. Commander takes out a C4 charge, clicks the sides in, and throws it. It'll detonate after 4 seconds, or upon impact with an opponent. Blast damage is around 14%.

FINAL SMASH: Nuclear Strike. "Target is <stage name>!" Commander pulls out a communicator, and orders an attack on the stage he's on. He then envelops himself in an invincible Psionic Field, and the sound of a Missile firing is heard. About 5 seconds later, the missile impacts the stage, dealing an instant KO to everyone (except Commander himself). If you want to be spared his nuclear fury, get the Smash Ball before he does!

On-Stage Appearance: Descends from the sky in a Psionic Levitation field, in a Crucifixion-like stance, then enters his fighting stance.

Up Taunt: Commander spreads his arms out and fires bolts of Psi Lightning a few feet from his hands, showing his mastery of Psionics.
Side Taunt: Commander busts a few break dancing moves.
Down Taunt: Commander faces the crowd, clicks his heels together and salutes, saying, "At ease!"

STAGE: Imperial Battle Zone. The stage is similar to Lylat Cruise, with the match taking place on an Imperial Ship flying through space, but is like Corneria in the fact that it's a side-view. Imperial, Renegade, and Voinian fighters will frequently run on by the stage, sometimes blasting away at the ship. At a few spots, you'll fly across the surface of the C.N.S. Oblivion, having to dodge laser fire as you skim across the hull. A few times when you warp in front of it, the Chaos Laser will lock on to the vessel; unless you're quick enough to get to another ship that will fly below at that point, the laser will fire and KO all onboard.

Victory 1: Fires his arm cannon right twice, left once, then kneels looking somewhat like Samus does.
Victory 2: Folds his arms and says, "You still have much to learn."
Victory 3: Turns the victory area into a break-dancing suite.
Jalisurr
Guess wink.gif

Can't? OK, I'll tell you.

Jalisurr the Paladin:

Primarily close range character with roughly the same attack mechanics as Ike. Two handed sword. It glows though smile.gif

Standard Special: Divine might. Jalisurr holds his sword up and it glows even brighter. He will do 2x damage on his next hit.

Side Special: Searing Light. Jalisurr shoots a beam, like Falco's blaster, except white/yellow and a bit longer.

Up special: Ring of Jumping +10. Like Marth's Dolphin Slash, just higher and more vertical

Down special: Summon holy mount. Like Wario bike, but a horse.

Final Smash: Divine Wrath. Jalisurr is invincible, unflinching, and his attacks now do 150% damage.
G-Spark
QUOTE
Guess
I guess you will be Jalisurr the Paladin. Really. It's not that hard to figure out.

Character: Nexus
Fighting style: Fighting/Physic

A-Neutral: Just a regular overhead slash

A-Down: Same but crouching

A-Up: A widw sweep over head

A-Side: Stab

My A attacks will be basically the same for any character I post since most of them will have a sword.

Standard Special: Psi Shock: A blast of electric energy shoots out in a sphere around you. You need to charge it up to increase range and damage.

Side Special: Psi Slash: He slashes out with his sword inflicting 15% damage. It has a little flash on contact. There is a little bit of knockback as well.

Down Special: Recover: Must I say more?

Up Special: Psi Teleportation: Teleport in the direction that you push the Control Stick in. There is a flash of energy that deals a little bit of damage.

Final Smash: Void Burst: Giant explosion with a lot of damage and knockback.
Thom
Banjo/Kazooie

Jump Like regular jump
Double-Jump Like high jump

A Punch
A-Running Roll

A-Up Upward wing sweep
A-Side Swing backpack horizontally
A-Down Swing backpack around low

Smash-Up Upward beak thrust
Smash-Side Beak Bayonet
Smash-Down Breegull Bash

Air Wing Whack
Air-Up Upward wing sweep
Air-Forward Rat-A-Tat Tap
Air-Back Rat-A-Tat Tap backwards
Air-Down Repeated kicks

B Egg (straight)
B-Up Like a flight pad, sans red feathers
B-Side Beak Barge (power or range and speed increased)
B-Down Beak Buster

Grab Taxi Pack
Grab-Attack Punch backpack
Throws (all) Sling backpack in specified direction

I wish that they were Nintendo IP so badly…
gray_shirt_ninja
Marine a.k.a. the 10th MJOLNIR Mark IV cyborg

Side-smash: Fusion Pistol
Down-smash: duel Shotguns (shoots at ground on both sides)
Up-smash: Shotgun

B: assault rifle (like Fox's gun. Loads of small bullets with very slight knock back)
Side-B: Granade launcher
Down-B: TOZT-7, charges up like Mario's Down-B
Up-B: Granade jump, self-damages, hurts people next to you and below you

Final Smash: SPNKR. You get four shots, each does 40% damage + massive knockback (and splash damage). You are invulnerable, missiles quickly shoot in the direction you're facing. You get 20 seconds to wreck havoc.

Stage: UESC Marathon

Smash taunt activates famous terminal conversations with all your favorite characters.

/endterm
gray_shirt_ninja
Gray Shirtninja

Appearence: human with a gray shirt tied around his head.

A: Punch
AAA: Punch, punch, kick
Side A: Kick to the groin
Down A: Ankle slice with a dagger
Up A: Stab with dagger

Side Smash: Katana slice
Down Smash: Spinning Katana slice
Up Smash: overhead Katana slice

B: Shuriken throw
Side B: Applies explosive tag to opponent, floor, or wall. It blows aftter four seconds
Down B: Blend In. Becomes invisible until he attacks, moves, or is struck. The floating ID tag disapears to. The AI is fooled by this move.
Up B: Ninja Jump. Super jumping Katana upper cut

Final Smash: Becomes invulnerable and yells SHIRT NINJA... STRIKE! You have until he yells STRIKE! to dodge, block, or hide. Easy to time out a block, but instant KO if you get hit. He strikes all players.

Up taunt: Draws Katana and poses like Link
Side taunt: Rolls a shuriken through his fingers
Down taunt: Draws his Katana, points, and says "My honor is the mop for your blood!" in Japanese.
JoshTigerheart
Lemme throw out a couple. I tried to make mine balanced with Brawl, unlike some...

Josh

Average speed character and somewhat light. All of his attacks do not make direct physical contact with the character, but rather strike with psychic energy. Has an average attack rate and damage, but grab attacks and throws are quite powerful and can rival his smash attacks in terms of launch power when his foe is at a high percentage. Average roll and dodge speed, has good jumps and slow fall speed. Aerial combat capabilities are high, though is more difficult to use on the ground.

Standard Special - Psychic Bolt: Josh is able to rapidly fire small bolts of psychic energy that, while not having the highest range and damage, do have a set knock back and can keep enemies at bay.
Side Special - Telekinesis: Close-ranged attack that causes a character to spin helplessly in the air and take damage before dropping downwards as if they had just been foot stooled. If a projectile is caught in it, it too will drop in front of him. Items that have effects when thrown, like Pokeballs, capsules, and Smart Bombs won't activate if Telekinesis connects with it.
Down Special - Reciprocate: Josh can catch non-physical projectile, like Samus' charge shot, Lucario's Aura Sphere, or stars from the Star Rod. Using this move again, Josh will then launch the projectile with speed and power multiplied by 1.2. While holding a projectile, Josh flashes like most characters do when one of their specials is fully charged.
Up Special - Flight: Josh is able to fly freely through the the sky in a manner and speed similar to Yoshi's Super Dragon FS for two seconds. However, he doesn't cause damage on contact nor does he start spitting fire. Does not cause the "helpless" status when it ends, though attacking or getting hit ends it. When it finishes for any reason, he cannot use it again until he touches the ground or catches a ledge, like Pit's Wings of Icarus.

Final Smash - Psychic Flare: Josh teleports from the battlefield, causing negligible damage to anyone in very close contact. He appears in the background and begins to gather tremendous psychic energy in preparation for an attack. After a couple of seconds, he lets out a single wave very similar to Tabuu's off-waves, except the damage and launch power is based on his off-waves in Boss Battles on hard mode. In other words, if your percentage is low enough, you can survive it. Otherwise it's lights out. The wave travels as a speed proportional to the size of the stage, so it travels faster on levels like New Pork City than it does on Battlefield. Once the attack is over, he says "Good game!" if it connected with anyone and teleports back to the stage as close to the center as possible while still being on solid ground.

Taunt 1 - Says "Good for you!" in a sarcastic tone.
Taunt 2 - Radiates psychic energy around himself in a vague spherical shape.
Taunt 3 - Crosses his arms and says, "I was expecting a challenge..."

Stage - Lost Temple: Simple, mostly flat stage. Each end has a shallow staircase on it and the center has the remains of a small dome. On each end, above the platform, are two platforms, in a -_ for the left and _- for the right, though they're both the same size, unlike the dash and underscore. Music theme is Victory Road. And yes, this stage does exist. smile.gif



And for one some of you might be more expecting...

JoshTigerheart

Faster and heavier than average character with shorter jumps and fast fall speed. Uses a sword to fight, often utilizing quick and powerful thrusts as opposed to the slashes other sword users tend to use. Grabbing and throwing is fairly weak and aerial combat is weak, but ground combat is strong and quick. Dodge and roll speed is high.

Standard Special - Triphammer: Charges up for a moment before releasing a powerful, short-ranged, arcing beam in front of him that instantly destroys shields and cannot reflected nor absorbed. The beam is continuous for about a second.
Side Special - Thunderhead Lance: Fires a very short, continuous beam with very high damage and a set knock back. Only fires forward, but Josh can move around while using this, but not jump or turn. Can be held.
Down Special - Ionic Particle Beam: Stationary attack in which Josh fires a continuous beam that can be held. Short ranged, but it automatically adjusts angle for the nearest opponent in the 270 degree arc in front of him. Fairly powerful.
Up Special - Azdara: JTH pulls out an Azdara which he uses to recover by hanging from the bottom of it. Similar to Snake's up-special, but Josh's is as horizontal as Snake's is vertical, and vice versa.

Final Smash - Thunderforge: Josh leaps straight up into the air, declaring "I'm sure you saw this coming." When he descends again, he his piloting his (in)famous Thunderforge build. He can fly it around freely and unleash it's potent forward-firing weapons that inflict heavy damage and often KO those caught in it. Similar in a sense to the three Landmasters, though the Thunderforge causes no damage when it rams victims and it cannot barrel roll those on top, though it can carry them off the top of the stage. Lasts for about thirty seconds, or however long the Landmaster FSes do.

Taunt 1 - Says "Long range is for cowards..."
Taunt 2 - Puts his hands on his hips, shakes his head with a sigh, and mutters "Too easy... again."
Taunt 3 - Turns to face the screen and, in an ad-like fashion, states "Brought to you by JoshTigerheart's Department of Useless Plugs".

Stage - Tigerheart Arena: The bottom of the stage is "U" shaped, with spikes inside the U and a falling block on each side. A pair of horizontal moving platforms spans the spikes. Above the falling blocks, vertical scrolling platforms carry fighters tot he top, where there is a pair of diagonal platforms making a wedge and a small platform directly beneath it. Music theme is Corneria. And, like Lost Temple, this stage also exists.
gray_shirt_ninja
I'd kill to have the Marine added to Brawl as DLC. Bungie owns the Marathon IP, so why not?
Warlord Mike
Okay, next up!

Tech Bowser

Yeah, it's still the Koopa King we know and love, but he's outfitted himself with a lab coat, and some new moves. His shell attacks will deal electric damage.

Neutral A (1st): Left Scratch.
Neutral A (2nd): Right Scratch.
Neutral A (rapidly) Drill claws.
Dash A: Forward roll.

Side A: Koopa Knuckle.
Up A: Ceiling Scratch.
Down A: Floor Scratch.

Side Smash A: Hammer Head.
Up Smash A: Electrical Spike. Like the original's, except it'll deal electric damage like he was Giga-Bowser.
Down Smash A: Seismic Stomp. Slams the Earth with all his weight, causing a shockwave to attack both sides of him. Recovers faster than the Original's Down Smash A.

Nair: Electric Gyroscope. Same as Original's, except electrified, obviously.
Fair: Hammer Fist. Similar to DK's Fair. Is a Meteor Smash.
Bair: Backwards Spike.
Uair: Headbutt.
Dair: Electric Blender. Again, same as Original's, except, once again, electrified.

Grab: Reaches out with his claws.
Grab Attack: Headbutt.
F-Throw: Same as Original's. Launches his opponent with his head.
B-Throw: Rolls backward and hurls his opponent.
U-Throw: Grinder. Bowser throws his opponent onto his spiked shell and grinds 'em up on the spikes.
D-Throw: Submission Slam. Bowser throws his opponent on the floor and rolls on them, crushing them with his weight.

Neutral Special: Fire Breath. 'Nuff said.
Side Special: Rocky Wrenches. Remeber those dudes called Rocky Wrench from SMB3 and SMG? Well, Bowser's got a toolbox full of their wrenches, and he'll toss them at enemies. However, if he's close enough to his opponent, he'll perform the Flying Slam just like Bowser does in Brawl.
Up Special: Whirling Fortress. Just like the original's, except Bowser's shell will be surrounded with an electric field as he spins. The field can damage anyone around him.
Down Special: Shell Bowling. Bowser retreats into his shell and rolls along the ground, impaling whatever happens to be in his way. Somewhat like Yoshi's Egg Roll, but it also deals rather substantial knockback.

FINAL SMASH: Thor-class Battle Walker. "I'd like to show you my new toy!" Bowser summons the new walker that's debuting in StarCraft II, and climbs inside. He's impervious as long as he's in the walker, and can unleash its heavy artillery on his opponents. It's a bit on the slow side, but you can angle the weapons to strike at whatever angle you wish. It takes forever to turn around, so it's best to be at the edge of the stage when you use this. You can also stomp on opponents with the walker. The 250-mm Bombardment cannons fire in a straight line and will deal roughly 25% damage with each hit, while Stomping deals close to 50%. The walker lasts for about 20 seconds.

On-Stage Appearance: Descends from the sky in a Drop Pod, then exits it and enters his fighting stance.

Up Taunt: Bowser takes out three wrenches and starts juggling, whistling as he does.
Side Taunt: Bowser points in front of him, saying "You're next!" while holding a wrench in his left fist.
Down Taunt: Bowser sits down with his back to the screen, tinkering on something. After a second or two, he'll look over his shoulder, with one of two reactions:
1. He grins nervously, sweat drop and all. Nothing else happens.
2. He gives a sly grin, and unveils an item that he hand-crafted, shouting "Got a present for ya!" If he's in his lab, he'll sometimes put the finishing touches on one of his projects (the stuff you see in the background), or he'll arm himself with a unique weapon, like the Stasis Cannon.

STAGE: Commandarian Industries, Inc. The stage is in Bowser's main research lab, where you can witness all the projects he's currently working on. If Tech Bowser Down-Taunts, he'll sometimes "introduce" you to a finished product of his. However, the lab is also host to weapons testing, and the Imperials there may find that you'd make for an excellent "volunteer" for the test. It's not all bad, though; sometimes, you'll be asked to test the hardware on a target of your choosing (namely, your opponents), while other times, you are the target of the test. It's quite an involved level.

Victory 1: Bows a few times to the audience, then says, "Don't mess with the best!"
Victory 2: Attempts to connect a pair of wires, which explodes and blackens his face. Wheezes, then shakes the ash off.
Victory 3: He holds wrenches in both his hands like swords, and shouts, "WHO ELSE WANTS SOME?!"

And yes, for the record, you can put your own spins on characters that currently exist.
EKHawkman
Rashiel: A relatively light character with good just and speed but not as great attack(sorta like young link) Spear and fire fights Spear is firey looking
Can glide
A-spear thrust and all the others variate from this
Side smash- Like Marth's B but less powerful and does a colorful fire burst
Up Smash- His armor bursts up in flames
Down smash- Stomps the ground shooting out flames

B-Spear Burst-Causes spear to burst into flames for 5 second that boosts damage.
Side B-Spear Throw-Throws spear travels horizontally but can but moved to angle up (Spear reappears in hand)
Smash Side B-Flame Spear Throw-Throws spear horizontally that rockets of screen (Spear reappears in his hands)
Up B-Phoenix leap-Jumps up with phoenix wings goes really high and then rides the wings down.
Down B-Fire Vortex- Flames spin around him trapping opponents and deflecting projectiles

Final Smash-Phoenix Dive-Launches wings off back that form into a phoenix that must be controlled like snakes side B but is faster and easier to control. After it hits the person Rashiel and then jump into the stratosphere and divebomb back down in a blaze of glory!

Taunts
Up Taunt-Holds spear over head and fire bursts with a YA!
Side Taunt-Spins spear and then stabs going Water is for the weak
Down Taunt- Stops and fire slowly swirls up him Saying I will purge them with fire.
Warlord Mike
Alright, people, sort of a shameless bump, but you can also submit weapons of your own design for the Smash Bros. Universe.

Laptop Gun - Perfect Dark, anyone? The Laptop gun can be used as a weapon (each shot dealing about 3% damage), but if you throw it (using the grab button), it'll turn into a sentry gun (like in the game). It holds 50 rounds, and the turret will last for 45 seconds or until it runs out of ammo, whichever is sooner.

Titan's Mitt - From LoZ: ALttP, this glove doubles the damage (and knockback) of your attacks. It also allows you to carry heavier objects with ease (you can even grab on to edges while holding something like a crate, or one-hand the Cracker Launcher). The glove lasts for about 15 seconds.

That's all for the moment; I'll report back later. Now show me your weapons!
gray_shirt_ninja
Bubble shield. Oh wait, that one Pokemon does that. Plasma granade: nope Brawl has that too. Um... flare? No there's a Pokemon that sorta does that (though the CPU isn't blinded).

Overshield: Makes you invulnerable for 15 seconds or until you take 50 points of damage.

Gravity Hammer: Almost guranteed KO like the Home-run Bat. Less windup then the bat, but can only be used for an insta-kill 5 times. Swing and miss will drain the charge too. After the charge is gone you can still whack people with for good damage. Throwing doesn't cause much damage.

Catch card (Super Paper Mario): throw at opponent to spin them around and deal 20% damage. Can only be thrown once. Has area of effect. No knockback.

Assist trophies:

Arwing: an Arwing makes a flyby, blasting at your foes.

The Arbiter: Runs around for a bit slashing people with his plasma sword.

Louie: runs around and throws Pikmin on people. Lasts for 15 seconds. Can be damaged to knock him out early.

Re-dead: shambles around trying to drain HP from foes. HP drained replenishes it's own health. Lasts until it's KO'd.

Zombie: one of those screeching things from LoZ:WW. Turns toward nearest foe and screams. Anyone in front of it when it screams gets paralyzed for five seconds (bad on scrolling levels).

Paper Mario (TYD): Activates the crystals stars to do one of the following:
*Heal you for 50%
*Earthquake to bury opponents in the ground and damage them
*Make you giant
*Slow down opponents
*Instantly KO opponents (only 2% chance of happening)
*Deal 25% (and KO if they're at a high %) to opponents
Warlord Mike
Oh, yeah, forgot about assist trophies.

Lesse now...

C.N.S. Vigilance: Makes 3 strafing runs across the stage. The directions of the runs is always right, left, and right. It'll fire its Antimatter cannons on all three runs, but the second run will be accompanied by some plasma bombs, and the third will be accompanied by Hellstorm Multi-Launcher rockets. The Cannons deal roughly 10% damage per hit, the Bombs about 20% damage, and the Rockets close to 30% per hit.

Galactic Federation (GalFed) Trooper (from Metroid): Draws his/her assault rifle, then will follow you around the stage. When you attack, they'll attack with you. Lasts 15 seconds.

Imperial Psyker: Uses one of eight Elemental Ultimates:

1. Inferno (Male - Fire) - "Smoking is bad for your health!" A massive sphere of flame explodes from the Psyker, dealing around 25% damage to all opponents.
2. Tsunami (Female - Water) - "Feeling a little washed-up?" A crushing wall of water surges from left to right across the stage. Can only be dodged by double-jumping above the level of the Psyker. Otherwise, will deal constant damage as opponent is pushed off stage.
3. Hurricane (Male - Wind) - "Got the wind knocked out of ya?" A swirling storm of destruction will surround the Psyker, constantly spinning opponents around; the summoner can attack opponents while they get flung about, but it's hard to hit 'em. When it ends, they'll be dizzied for about 5 seconds. Deals 20% damage, and is only avoidable by standing close to the Psyker. Lasts 10 seconds.
4. Black Hole (Male - Darkness) - "The Dark Void will consume you!" Charges for about 3 seconds, then creates an intense gravity disruption above the Psyker's head, instantly drawing anyone within about a quarter the size of Hyrule's Temple into it, including you, the summoner, if you're not fast enough. If sucked in, damage will escalate to insane levels (+250% onto current damage) within about 5 seconds.
5. Ice Storm (Female - Ice) - "Why the cold shoulder?" Summons massive shards of ice (about Ganondorf's size) down from the Heavens, which will freeze opponents if they connect. Upon impact, creates areas of intense cold that will do moderate damage (3% per second) if your foes get close enough to them. Will last 10 seconds.
6. Terra Shield (Male - Earth) - "I'll crush you like a tin can!" Channels the Earth around him into a Golem-like form that's roughly twice as tall as DK. Will run around the stage, dealing massive blows of power (25% or so) and knockback. Lasts 15 seconds.
7. Lightning Storm (Female - Lightning) - "Call down the thunder!" Thunderclouds materialize above the stage, randomly firing bolts of lightning that deal considerable damage (30%) with each strike. Strikes twice per second for 20 seconds. If there are underground areas, opponents will be safe by going under (it CAN strike through fall-through floors, however).
8. Fist of the Heavens (Female - Light) - "Begone, foul spawn!" Bolts of Holy Light strike your opponents (it is unavoidable), dealing 50% damage. Has only a 5% chance of occuring.

More Weapons:

Paper Plane: Can be thrown like a dart and will break shields, or can be used to glide.

Hurly Gloves (SMRPG): Allows you to throw items and opponents farther, and deal double damage. Lasts 20 seconds.

Okay, that'll do for the moment. More to come later.
G-Spark
Aw man. I wanted to do the Galactic Trooper.

Well as long as we're modifying/adding assist trophies I would take a look at this:

Isaac - Move = Me laughing really hard. Move is not really the best they can come up with.

Isaac - Ragnarok
Garet - Eruption - Fire and lava shoots out from the ground. Kinda like Ike's but different. Lava and fire will go up then fall back down. Don't get hit by the same piece twice or you'll feel like an idiot.
Mia - Hail Prism - Huge hail stones fall down dealing damage. Similar to the PK Starstorm.
Ivan - Destruct Ray - Giant bolts of lightning strike all over the stage.
JoshTigerheart
Red Shell - It's back, watch out!
Blue Shell - When thrown, it instead goes up and off the screen. After a few seconds, it comes back down, passing through terrain, and hits whoever is in first place, thrower included, and explodes and does quite a bit of damage and launch. It can be safely dropped by pressing grab and explodes if hit while on the ground. It's Golden Hammer rare.
Ray Gun MK2 - Much more rare than the normal Ray Gun, behaves like the original version on the 64. You know, with higher damage and much faster bolts.

Assist Trophy: Hector D. Byrd - All others players start bowing before you. The match ends and you win. hector.gif Though occasionally it backfires and everyone bow before Hector, causing the match to end in a draw. Pulling her in a AT is about as rare as Mew, Celebi, Jirachi, and Manaphy in a pokeball.
Warlord Mike
Just thought of some more weapons:

Ice Rod (LoZ: ALttP): Freezes enemies and deals 9-12% damage. Holds 10 Charges. Charges are used similar to the star rod; simple swings just deal freezing damage, strong attacks use the charges. A smash attack, if used point-blank, will send the target flying, and frozen. Effective range is roughly the length from one end of Luigi's Mansion to the other.

Fire Rod (LoZ: ALttP): Shoots balls of fire that will constantly burn enemies on contact for about 2 seconds, dealing up to 20% damage if target receives the full brunt of the attack. Also contains 10 charges, and works similarly to the Ice Rod. Effective range is about half the length of New Pork City.

Bouncing Betty Mine: Similar to the Proximity Mine, with a twist. When someone approaches the mine, it'll launch out of the ground to roughly waist-high on Ganondorf. It'll then explode, spraying shrapnel in a radius equivalent to the medium-length fall-through floors in the editor. The user can be hurt by this attack as well.

Assist trophies:

Gohdan (LoZ: WW): Flies around, pounding on various portions of the stage. Each hand slap has an area of effect equivalent to DK's Hand Slap; anyone who gets hit by the shockwave will suffer minor damage (about 3-4%) be sent upwards a little bit (at low damages, about as high as Wario's first jump). Those unlucky enough to suffer a direct hit by the hands will be pounded into the ground and immobilized and be dealt considerable damage (roughly 10-12%). He'll use his fire cannon twice, which can deal up to 20% damage if all hits connect. Lasts 20 seconds.

Bowser Jr.: Flies around in his gunship from Super Mario Galaxy, blasting away at the stage with missile bills and cannonballs. Missile Bills lock on to targets (unlike Bullet Bills) and can deal about 10% damage. The cannonballs are unguided but deal 20% damage if the explosions connect. He flies away after 15 seconds.

EDIT: Found some clarity issues. Fixed.
G-Spark
Who was Gohdan again? I remember the name but not the character.

QUOTE
Bouncing Betty Mine
They have those in Battletanx. It shoots up in the air and spins shooting lasers down at the ground. It has really bad accuracy though.
Warlord Mike
QUOTE(G-Spark @ May 29 2008, 10:20 AM) *
Who was Gohdan again? I remember the name but not the character.

Gohdan is the boss of the Tower of the Gods; y'know, the floating machine head dude?

I initially had Bongo Bongo, but then I thought "Gohdan is similar, but he's got a bit more flexibility."

QUOTE(G-Spark @ May 29 2008, 10:20 AM) *
They have those in Battletanx. It shoots up in the air and spins shooting lasers down at the ground. It has really bad accuracy though.

If you want to know the Bouncing Betty I'm speaking of, check out the wiki article on the M16 Land Mine, which is also called "Bouncing Betty."
G-Spark
I was thinking of either the Twin Snake from Majoras Mask, or Goht. I knew who Goht was, but they both start with a G so...
0101181920
My friend and I were thinking this up about a month ago, and decided we'd actually be a team. Not the most serious team, but pretty powerful. Mainly centered around me.

If the move has an M by it, it's by me. An H, by my friend. C is for both of us
Name: Not giving it. Has my friends and I.
Appearance: Just me and my friend. T-Shirts and jeans, War Games Hat for me.

A: Karate chop M
FA: Elbow strike to the gut M
UA: Punches up M
DA: Ducks and kicks at legs M

F Smash: Flips forward and kicks M
D Smash: Rolls forward past them and kicks at their back M
U Smash: Jumps up, does a half somersault, handsprings, and then kicks up M

B: Sniper Rifle M No idea how I got one of these, but it works. We decided it suits me. Swings off my back and shoots
FB: Arm lock. H goes over and traps the oponents arm and does a nerve pinch.
UB: M thrusts up and catches onto an invisible bar, then swings up and flys up a short way
DB: Offensive Blocking. M waits for about two seconds. If he is hit during this time by an A attack, he doesn't take damage, instead dealing 10% to the attacker.

Final Smash: Best of Both
Kinda weird, but M says "That's it!", and pulls a small nuclear bomb out of his pocket, kneels down, fiddles with it, then chucks it into the air. Meanwhile, H has summoned a sort of holy light above C. When the bomb reaches that level, it starts glowing with a divine light, and then explodes, causing immense damage over the majority of the stage.

Taunts:
Kinda special. There are six taunts, three each for M and H. Randomly decided.
Up: M "What, tired already?" H "Hmmph. Weakling."
Side: M "Not bad, but I gotcha." H "Ooh, I'm scared now!"
Down: M shakes his head and says "Amazing." H "That was quick."

Victory:
C strolls onstage. Nothing special.
C Hi-five and say "Alright!"
C looks bored, and walks off.



Weapons:


Supply calldown: A special crate containing an item falls down next to you.

Power of the Ages: Just a glowing ball. Time moves randomly, from very fast to very slow, for all players except you for the next 10 seconds. You move at 125% speed.

Target Laser: One shot. When it hits an opponent, a three second timer counts down, and then a missile falls down and explodes for quite a bit of damage.


Assist Trophies:


Winter Chill: A harsh wind starts blowing across the stage, moving and damaging characters.
Chamrin
Marvin, with the point of view gun, which would immediately disable the target indefinitely when fired by Marvin.
king_of_manticores
QUOTE(G-Spark @ May 29 2008, 10:20 AM) *
They have those in Battletanx. It shoots up in the air and spins shooting lasers down at the ground. It has really bad accuracy though.

Such a fun game. Yet the lasers were only designed to fire everywhere. Not to lock on to someone and chase them down. It's why I never like using them.
G-Spark
QUOTE(king_of_manticores @ Jun 1 2008, 11:15 AM) *
Such a fun game. Yet the lasers were only designed to fire everywhere. Not to lock on to someone and chase them down. It's why I never like using them.
Yeah. If you use the A+B combo on the N64 then they are alright, but they tend to fire after I use a combo from a different weapon. I forgot which one but it always ended up causing me a bunch of damage. One thing I like doing is getting invincibility, two players, Family mode, then a lot of time. My brother and I position our tanks on top of two nuke spawn points then wait and do something else for a while. When we come back we have over 40 nukes where we sit in the middle and launch them all over. It's like the map is being bombed. laugh.gif Actually it is being bombed.

QUOTE
Zombie: one of those screeching things from LoZ:WW. Turns toward nearest foe and screams. Anyone in front of it when it screams gets paralyzed for five seconds (bad on scrolling levels).
Those are Re-deads aren't they?
Warlord Mike
QUOTE(G-Spark @ Jun 1 2008, 04:47 PM) *
QUOTE(gray_shirt_ninja @ May 22 2008, 12:17 PM) *

Zombie: one of those screeching things from LoZ:WW. Turns toward nearest foe and screams. Anyone in front of it when it screams gets paralyzed for five seconds (bad on scrolling levels).

Those are Re-deads aren't they?

Yessir, they are. They just have this tribal-voodoo look about them.

By the way, if you want to hear music that should've been in Brawl, search "Music that could have worked" on YouTube, and click the user Ryuji. He's got some pretty nifty fights.
Warlord Mike
Sorry for double-posting, but I have some more items/assist trophies to get in.

Assist Trophies:

Boo (Mario Series, either from Luigi's Mansion or SMG): Turns you invisible, and can steal an item from a random opponent (if they have one); will also apply to Dragoon Pieces.

Hunter Rundas (Prime 3: Corruption): Freezes the whole stage, making it very slippery and hard to stop. Also flies around firing Ice Missiles at your opponents, which freezes the target and deals 9-14% damage. He flies away after 15 seconds, at which time traction will be restored to normal.

Hunter Gandrayda (Prime 3: Corruption): Turns into a body double of your character with all your attacks. When you attack, she'll attack with you as well; this even applies to final smashes (very nasty). She has roughly a .5% chance of appearing to make things fair. She disappears after 20 seconds.

Pfhor Juggernaut (Marathon Series, preferably from Rubicon): Flies around (rather slowly), firing its machine guns and missiles. The machine guns fire in 3-second bursts, dealing up to 25% damage (each hit deals 2-3% damage). The missiles deal nearly 35% damage (ouch). It flies away after 15 seconds.

Items:

Mercury-Class Fusion Rifle (Marathon: Rubicon): Fires a burst of fusionic particles nearly 3 times as fast as the Super Scope, but spreads out like a shotgun. Each shot deals 4% damage. It really shines against shields, though; it'll rip through a shield in less than a second. Has a continuous-fire lifespan of 10 seconds (it'd be impossible to count all the shots).

Nuke (Turok: Evolution): The Nuke is split into 3 parts (like Dragoon). When you get all three, your character shoulder-mounts the weapon. Hold down your attack button for 3 seconds, then it'll fire the Fusionic Energy Burst, which instantly travels to a length either half the length of New Pork City, or the first object (be it a wall, item, or person) it hits. When it detonates, anyone caught in the blast (including you!) is instantly KO'd. The blast it creates is powerful enough to take out an eighth of New Pork City, so stand clear!

(Tech) Bowser's Crafted Items:

Stasis Cannon: Has 3 charges. It doesn't deal any damage, but it traps the target in stasis for 10 seconds. During that time, the target can't move, or be attacked (invincibility with a cost, I suppose you could say). Has infinite range.

Tau Cannon (Half-Life/HL2): Has 15 standard charges or 3 Super Charges. Just like in HL1, standard shots can ricochet off any surfaces (3 ricochets max), and deal 3-4% damage per shot. Holding the attack button will charge your shots, and they can shoot through solid surfaces; great for surprise attacks. Super Charges are Un-Reflectable, and shatter shields, dealing 20% damage fully-charged. If you charge for too long, though (more than 5 seconds; a 3-second charge is enough for full power), it'll deal 20% damage to you. Also has infinite range.

Tesla Coil: Brings back memories of CnC Red Alert, donnit? The Tesla Coil emits a short-range burst (not even a quarter the length of Luigi's Mansion), but it's still quite nasty. If shocked, the person is immobilized as long as you hold the attack button. Getting the full effects of the coil tops you out at 75% damage. Has a continuous fire lifespan of 10 seconds.

Proximity Fragmentation Mine (PFM) Layer (Turok II: Seeds of Evil): These are more powerful proximity mines, and there's three of 'em; what's more, they only harm your enemies. When fired, a PFM will constantly scan its surroundings (it only attaches to ground, by the way), emitting a green, pulsating field, roughly equal in diameter to the smallest fall-through platforms in the editor. When something (not just a person; even items will set it off) comes into its field of range, it shoots up, and detonates, sending out a powerful shockwave that has infinite length. Other mines caught in the shockwave (which is half Ganondorf's height from the ground up) will also detonate; a clever miner can set up quite fiendish minefields that trap their prey in multiple shock-blasts. Each mine lasts 30 seconds, or until an object enters its field; it will auto-detonate at the end of 30 seconds.

All of Bowser's items can be stolen from him, but you'll have to make him drop his weapon (for obvious reasons).

That's all for now; there's a lot more I've yet to cover, but I'll wait.

EDIT: I just realized these items actually would do better elsewhere than just his lab. That stuff will come later.
EDIT2: Toned down the Nuke's blast radius a bit. As JTH notes further down, NPC is bigger than half the stages.
0101181920
Weapons:

Claymore Proximity Mine: Can't throw this one. You stop, and place it. However, it's pretty powerful, and when you place it on a platform, it sticks through the bottom, too, and so can be detonated from below.

Imperialist: Sniper rifle from MP:H. Very powerful, and if it hits their head, it does even more damage.

Grenade: Standard grenade, with a three second fuse.
JoshTigerheart
You do know that half of New Pork City is bigger than half the stages, right?
gray_shirt_ninja
Some of your items sound a wee bit overpowered...
Warlord Mike
QUOTE(JoshTigerheart @ Jun 2 2008, 08:51 PM) *
You do know that half of New Pork City is bigger than half the stages, right?

Yep. I think I'll go and fix the Nuke now...

EDIT: ...Aaaaand done.

I couldn't think of how Ghor would work as an Assist trophy. JTH, GSN, a little help, please?

More items. This time, most inspiration comes from Paper Mario: TTYD:

Zap Tap Badge: Electrifies your body for 20 seconds. Anyone who comes near you takes 2-3% damage.

Return Postage Badge: Deals half damage back to melee attackers for 20 seconds.

Spike Shield Badge: Guess. tongue.gif Lasts 20 seconds.

HP Drain Badge: Vampirism, anyone? Every attack you deal heals yourself for a quarter of the damage you dealt.

Non-PM items:

Spiked Boots: On most stages, this only increases your leg damage by a little bit (2-3%), but in areas with ice, it prevents you from sliding around and getting better traction. It also prevents you from stumbling.

Slayer Missile Launcher (Perfect Dark): Fires a fly-by-wire missile with an operational diameter equal to the width of Luigi's Mansion. Deals 13-18% damage. Contains 3 missiles. This allows you to be like Snake without actually playing as him. The missiles travel only 75% as fast, though.

Assist Trophies:

Pixls (Super Paper Mario): The helpers from SPM assist you in one of 10 ways:

Cudge: Allows you to swing a hammer with your grab button that deals 15% damage per attack.

Fleep: When you use grab, a targeting reticule comes up. Use it on your target to make them dizzy for 5 seconds. Can only use his ability once.

Carrie: Engages automatically. You can use her to ride over spikes or water. However, you can't use aerial attacks (because you're technically still on the ground). Also increases (or reduces, depending on who you play as) your run speed to be on par with that of Mario Dashing.

Thudley: Allows you to do a ground pound using the grab button that deals up to 10% damage, and recovery is less than a second.

Thoreau: Gives you the ability to reach out and pull someone into your reach, again, using the grab button. Grab length is boosted to about a quarter the width of Luigi's Mansion. You can also get items this way.

Barry: When you use your shield, he reflects any projectiles (except Tau Cannon Super Charges) and deals up to 14% damage (each hit deals 3-4 damage). The barrier is deployed for about 1.5 seconds.

Dashell: Auto-engages when he's summoned. Boosts your run and attack speed to 2.5x faster than normal.

Dottie: Auto-engages. She shrinks you, but you can walk on water, and your knockback is not affected at all. Plus, you deal blows just as powerful as you'd be normally. The trade-off is that you're so small, you can't use any hand-held items (you can get badges and status altering items, though). You also become a very hard target to hit.

Slim: When you're attacked, there's a 50% chance that he'll "straighten you out," and the opponent's attack will miss.

Boomer: What else? Gives you infinite kaboom power. Press grab to set him down on the ground. Only your opponents will be damaged (10-15%), so make yourself ground zero if need be. He detonates after 4 seconds of being placed, or by pressing the grab button a second time. Has a 3 second cooldown. Ssss-BOOM!

Pixls not used: Tippi, Tiptron, and Piccolo. Tippi only tells you about things, and I can't think of what you'd use piccolo for.

All pixls last 20 seconds, or in Fleep's case, until used.

Blooper (Mario Series): Squirts ink on your opponents, dealing 5% damage. However, because they're now blind, your opponents' controls are now reversed for 15 seconds.
gray_shirt_ninja
Piccolo appears only if you haven't collected all the CDs yet. It plays a Mario tune and drops a CD.
Warlord Mike
QUOTE(gray_shirt_ninja @ Jun 3 2008, 08:36 AM) *
Piccolo appears only if you haven't collected all the CDs yet. It plays a Mario tune and drops a CD.

Actually, I just thought of something. She surrounds you with a sonic barrier like Barbara, except she moves with you. The barrier's only half as big, though.
G-Spark
Assist Trophy: Master Chief with a rocket launcher. Fires four random shots dealing 20% damage with a small blast radius.
Warlord Mike
Sorry for the bump, but I've been meaning to get this next character up.

Juno, from Jet Force Gemini.

Neutral A (first): Right punch
Neutral A (second): Left hook
Neutral A (third): Right kick
Dashing A: Forward roll, kicks when he exits it.

Side A: Roundhouse kick
Up A: Uppercut
Down A: Trip

Side-Smash: Shoulder Bash
Up-Smash: Explosive Uppercut
Down-Smash: Breakdance kick

Nair: Double kick
Fair: Judo kick
Bair: Reverse kick (kicks both feet backwards)
Uair: Helmet swing
Dair: Screwdriver kick

Grab A: Knee
F-Throw: Throws opponent over his head.
B-Throw: Throws his opponent backwards.
U-Throw: Grabs his opponent by the chest and throws them upwards.
D-Throw: Throws opponent on the ground and body-slams them.

Neutral Special: Plasma Shotgun. Can be charged, and will fire the moment the button is released. Requires 3 seconds to charge fully. Can walk around while charging.
Side Special: Grenades. Hurls a grenade that detonates after 2 bounces or impact with an enemy.
Up Special: Floyd. Grabs onto the little robot as he carries Juno upward. Will damage anyone on the way up.
Down Special: Proximity mine. When it detonates, it spews 7-10 pieces of shrapnel in all directions. Auto-Detonates after 30 seconds.

FINAL SMASH: Team Gemini. "Jet Force Gemini, ATTACK!" Juno summons Vela and Lupus, and all three start blasting away at their enemies. Lupus hovers while he drops Cluster Bombs once every 4 seconds, Vela fires homing missiles every 2 seconds, and Juno fires Tri-Rockets as fast as you can press A, with a 0.5 second delay in between. You have control over Juno; Vela and Lupus will engage targets automatically. Vela and Lupus will leave after 20 seconds.

On-Stage Appearance: Juno flies in on his shuttle, and jumps out as it flies away.

Up Taunt: Does a "Yes!" motion with his right arm.
Side Taunt: Does some disco moves.
Down Taunt: Spins his Plasma Shotgun, then holsters it.

STAGE: I've got 3 in mind, but for now, I'm working with the S.S. Anubis. The fighting takes place in the "Main Hangar" room (if you've played the game, the room I'm speaking of is the one with the huge pit in the middle). Every now and again, a Soldier or Sniper Drone will come on stage and attack the players. Additionally, the "Reactor" in the center (since there isn't any better name for it) sometimes overloads, emitting a large electrical field that zaps unlucky victims. After it overloads, the power goes out for about a minute before coming back on.

Victory 1: He takes a Shuriken out, and rolls it along his fingers, before throwing it at a target with a Soldier Drone's head on it.
Victory 2: He, Vela, and Lupus all gather together for a group shot.
Victory 3: Discos. If you've beaten the game, you know why. wink.gif
JoshTigerheart
Now this character should have been in the game.


Miles "Tails" Prower, obviously from Sonic the Hedgehog.

Tails' fighting style is fairly similar to Sonic's. He is smaller, weaker, slightly slower for running and much lighter than Sonic, but boasts better jumping capabilities, both horizontally and vertically, recovery, and aerial capabilities. Like Pit, Tails can recover from pretty much any knock-out, so long as he isn't careening out of the stage boundary. Tails can't do wall jumps like Sonic, but he can crawl.

Neutral A set: Same as Sonic.
Dashing A: Quick roll, like Sonic. It's shorter though, allowing Tails to attack again sooner.

Side A: Heavier punch, like Sonic's side smash, but with the damage and launch power of a side attack.
Up A: Jumping spin attack, like Sonic's up-smash, but, again, less damage and launch power.
Down A: Tail swipe.

Side-Smash: Attacks with both tails in a spin. Hit's twice, with the second tail having the launch power. Average smash speed and strength.
Up-Smash: Upwards tail swipes, using both tails again and hits twice like the side. Has better damage and launch power, however.
Down-Smash: Tail swipe to both sides on the ground. Not very strong, but fast and is good for keeping enemies at bay. Unlike the others, it doesn't hit twice.

Nair: Aerial spin, like Sonic.
Fair: Aerial tail swipe, Tails' aerial knockout move.
Bair: Backwards aerial kick, like Sonic.
Uair: Spinning tail attack that hits multiple times, like pits up air.
Dair: Reverse of his up air.

Grab A: Punch
F-Throw: Spins and throws opponent forward with his tails.
B-Throw: Same as forward, except the opponent goes backwards.
U-Throw: Throws the opponent straight up, similar to Jigglypuff.
D-Throw: Spins on the opponent, like Sonic, except lower damage with more hits.

Neutral Special: Homing Attack - Weaker than Sonic's but launches at an opponent much quicker and is more accurate.
Side Special: Spin Dash - Behaves exactly like Sonic's, except a bit slower and with less power. Like Sonic, he can use the side one to help recover if he hasn't done his second jump. Otherwise, Tails will probably fall off the stage since he'll be stuck in spin mode.
Up Special: Fly. As you probably expected, Tails can fly by twirling his tails. Like in the classic Sonic games, he isn't too terribly quick in the air, but he can stay there for eight seconds. Additionally, contact with his tails causes damage and has a set launch that knocks foes far enough to keep them from immediately attacking after getting hit. Tails cannot do anything else until he lands and becomes helpless if he stays up too long. However, while helpless he falls slower than normal. But if he does get hit during the attack, he can act again and even re-use the move. When he does this, he uses what whatever time he had remaining on the last Fly, as opposed to getting eight new seconds, much like R.O.B. Finally, when flying, Tails does not loose altitude unless the player moves him downward.
Down Special: Spin Dash - Behaves exactly like Sonic's, except a bit slower with less power.

FINAL SMASH: Hmmm, I have two I think could be good for Tails. Not sure which to use. So, I'll list both.

Super Tails - Very much like Sonic's except Tails moves slower and does a bit less damage. This does make him easier to control, however. Additionally, Tails has four balls of light (as seen in Sonic Heros) which attacks anyone nearby, also making hits easier to land when zooming by at high speeds.

or

Cyclone - His walker from Sonic Adventure 2. Tails leaps into the air and comes down in the Cyclone, which can hover like the Landmasters. He is invincible like this. His Vulcan Cannon isn't nearly as strong as the Landmaster cannons, but it shoots faster and, if held down, can lock on to an opponent and fire a homing laser. He can hover and also, while he can't run anyone over, barrel roll, or lift them off the stage, he can use the boomerrang punch on anyone close by, which has very high sideways launch power. Tails can use all three attacks while hovering. At the end, he'll either fire a Laser Missile at the closest foe, launch Homing Missiles at all foes (like Jeff the AT, except more of them), or fire the Power Laser, which is like a heavily toned down version of the Zero Laser, but you still don't want to get hit by it. Lasts 10 seconds + however long it takes for the last move to end, with the shortest time for the Laser Missile and longest for the Power Laser.

On-Stage Appearance: Either spins in like Sonic, flies in on one of his planes, or flies in using his tails. Not sure which.

Up Taunt: Spins once, faces the screen, and waves.
Side Taunt: Twirls and says "I'll beat you!"
Down Taunt: Does a flip and then does a little jump, pumping his fist in the air, and says "Yeah!"

STAGE: Green Hill Zone. Note that if Tails is present as a player, he won't show up in the background.

Victory 1: Does a flip, then stands facing to the side with a thumbs-up, and says "Alright!"
Victory 2: Flies in the air, doing a couple of tricks.
Victory 3: Floats down from the air, lands, and says "I did it, Sonic!"
Victory 4: Only if Sonic is present. Does Victory 3 except says "How was that, Sonic?"

Also, if Sonic wins and Tails was in the match, Sonic does his victory pose where he runs by except says "Better luck next time, Tails."
Vell-os
Tori
Martial arts robot

Symbol is the smash logo. Black and blue, has a visor for eyes. Slightly taller than samus, stance similar to capt. falcon, but fists raised in front of face. Running style similar to Marth (low to the ground). faster than R.O.B., slower than sonic. Slightly heavier than bowser. Falls slightly slower than Falco. Jump height higher than Sonic.

Stage Appearance: Comes in diagonally, slamming into the ground, and gets up from a crouched position.

A: Forward punch.
AAAAA: Punch, punch, upper cut, elbow, palm strike.
A>: Side kick.
Av: Spinning sweep kick.
A^: Backflip kick.

Air:
A: Creates a sphere of lightning around himself.
A>: Thunder palm.
A<: Spinning back kick.
A^: Backflip kick.
Av: Thunder palm meteor smash.

SA>: Double palm strike, with electric element.
SAv: Ponds the ground in front of him. Destroys platforms, but long wind up.
SA^: Same as SA>, but upwards.

B: Thunder punch.
BBB: Triple thunder punch. Moves forward a lot, needs a lot of space.
B>: Lighting ball. Throws a ball of lighting, goes through all barriers, but little damage.
B^: Lightning thrust. Blasts lightning downwards to propel himself upwards, about 15 m.
Bv: Explosion. Massive explosion, 5 m in radius, deals 5% damage to himself

Z: Grabs by the neck, with palm on enemy's chest.
Z-A: Electric shock. Shock paddles is style.
Z>: Electric shock that sends them flying straight forward.
Z<: Throws backwards without looking.
Z^: Same as Z>, but upwards.
Zv: Puts enemy on the ground, places palm on their chest, HUGE explosion. Sends surrounding enemies flying, but takes a long time to execute.

T^: Draws lightning in to his palm from sky. Damages those who get in the way of the lightning a little.
T>: Touches side of visor, targeting reticule appears on closest enemy in front of him, and the word "SCANNING" appears above his head.
Tv: Sits down, cross-legged, with hands on knees and head down, and lighting runs over his body.

FINAL SMASH: Tori Storm Selection.

B: Hyper thunder punch combo. Longer range, TONS more damage (70% per hit). Finishes with a third and final lethal punch that does 300% damage.
B>: Lightning ball Barrage. Like The super scope and hot curry combined, but he stays in one place like Mario and fires them off. Each ball does 10% damage. Fires 500 balls.
B^: Lightning Storm. Blasts himself into the air like his normal B^ move, but begins firing lightning bolts at the ground. Each bolt does 90% damage.
Bv: Self Destruct. Basically blows himself apart with a massive 15 m radius explosion. Takes 2 seconds to repair himself (like the Iron Giant), and his body parts can be thrown at enemies.

Stage: Universe City. The city is in a space station, with the stars visible above. A set of platforms fly around the city, and land in various spots. When buildings are destroyed, the military and media are deployed to the fight. The medial provide different camera angles, while the military attempt to kill you.

V1: T^ and Tv added together.
V2: Leans over on a jet of lightning coming out of his elbow with one foot up, and creates a gun with his fingers and fires a bolt of lighting out of it.
V3: "RECEIVING ORDERS" appears above his head, and he uses his B^ move to leave the screen.
JoshTigerheart
Tori sounds freakishly overpowered, especially with his Final Smashes. Very few FSes break 100% damage (and those that do aren't auto-hitters like Great Aether, but the Landmasters, Super Sonic, and the like), with most dealing around 50% or less. I mean, your first FS deals an absurd 510% damage.
Warlord Mike
QUOTE(JoshTigerheart @ Jul 7 2008, 10:56 AM) *
Tori sounds freakishly overpowered, especially with his Final Smashes. Very few FSes break 100% damage (and those that do aren't auto-hitters like Great Aether, but the Landmasters, Super Sonic, and the like), with most dealing around 50% or less. I mean, your first FS deals an absurd 510% damage.

Agreed. It'd make him less cheap if he was toned down a little.
Vell-os
Ok. He is a bit over powered, so lets say...

- Heaviest guy around.
- Falls faster than Fox.

FINAL SMASH: Tori Storm Selection.

B: Hyper thunder punch combo. Longer range, TONS more damage (30% per hit). Finishes with a third and final lethal punch that does 90% damage.
B>: Lightning ball Barrage. Like The super scope and hot curry combined, but he stays in one place like Mario and fires them off. Each ball does 5% damage. Fires 200 balls.
B^: Lightning Storm. Blasts himself into the air like his normal B^ move, but begins firing lightning bolts at the ground. Each bolt does 30% damage.
Bv: Self Destruct. Basically blows himself apart with a massive 15 m radius explosion. Does 90% damage. Takes 5 seconds to repair himself (like the Iron Giant), and his body parts can be thrown at enemies.

Better?
JoshTigerheart
Well, for the sake of being nitpicky for who knows what reason lurking in my mind (I'm clueless there myself), the first one is still doing a whopping 180% damage. If all the balls hits on that second one, you're doing a whopping 1,000% damage, down from 5,000%. The third and fourth ones seem fine, assuming they aren't auto-hits (even Olimar's can be dodged, FYI). I'd say for the first one, something like 10-10-10-40, for 70% damage, which is around Link's and Ike's FS damage and will likely KO if they're 30% or higher, depending on weight. For the second, well, based on how I understand it, it has a short range spread and longer super-scope like attack? If so, I'd say perhaps 20 balls for each attack type, for a total of 40, at your 5%. If all hit, you'd still do 200% damage, but it'd be unlikely and probably do roughly 50%, which seems fair for the amount of coverage it sounds like it has.

I'd probably slow him down too to compensate for his weight. If he's heavier than Bowser, than he's also harder to knock out than Bowser.
Vell-os
QUOTE(JoshTigerheart @ Jul 8 2008, 02:02 PM) *
<knit-picking>


Slow down, SLOW DOWN! Jesus.

None of the FS's are auto-aimed. The balls are all really short range as well, making him have to chase down the

Scrap that. Just the hyper combo is good enough. But he covers 20 m in the process, so on small stages he can kill himself.

QUOTE(JoshTigerheart @ Jul 8 2008, 02:02 PM) *
I'd probably slow him down too to compensate for his weight. If he's heavier than Bowser, than he's also harder to knock out than Bowser.


Then again, he is a robot. Oh well. Make it so.
JoshTigerheart
Isaac Tigerheart, a character of my own creation and the main protagonist of my novel. This version is based on him when he's a bit older than the current book I'm working on, so this particular version would be in a later one. For quick physical appearance reference, Isaac is human, young adult. He has a lithe, but athletic, stature. He wears a suit of form-fitting armor that looks best like a diving suit. Over this he wears a military uniform, dark green. The blade of his sword looks like sapphire, but isn't that material.

Anyways, onto how he'd be in Smash...

Isaac is a fast character with fairly powerful attacks that have good reach. He has a lighter weight than normal, but not enough to be a full fledged light weight. Has slightly below average jump height and falls a bit faster than normal. Throws don't send the opponent far, but his use of the sword adds damage to them, possibly making them good for chain grabbing. Rolls and dodges quickly. Not very maneuverable in the air, fights best on the ground with rapid, strong attacks.

Neutral A set: Horizontal swipe, kick, upward slash. Knocks opponents a bit in an upward trajectory on the final hit, but not very high unless they have lots of damage. Moves a bit forward as he does this.
Dashing A: Horizontal slash. Almost completely eliminates forward momentum and is quick, making it good for mind games by changing it up with the up-smash, which still causes a momentum slide.

Side A: Quick thrust with his sword. Not as powerful as many side-A's, but it is fast and has high reach, like Marth's standard special.
Up A: Upward swipe. Average power and speed for a tilt.
Down A: Low kick that has a high chance of tripping the opponent and has moderate power.

Side-Smash: Fast, diagonal-up slash. Fair power and sends the opponent at a more upwards trajectory than normal, allowing it to knock opponents out of the upper boundary easier than other side smashes.
Up-Smash: Quick, weak upward slash followed by a powerful thrust. First hit has a set launch power in an attempt to pull in opponent into the higher damaging and launching thrust. The slash also has a higher horizontal reach.
Down-Smash: Sweeping kick. Fast and ok launch power, but not a whole lot of damage. Works great as a quick attack to protect yourself from enemies from behind or to interrupt enemy attacks, as well as setting up for a more powerful blow.

Nair: Spinning swipe. Weak, but has good priority (compared to other swords) and coverage.
Fair: Forward swipe. Fair damage and covers a good range.
Bair: Backward thrust. Quick and has high power for an aerial attack, but not a bunch of coverage. Strongest aerial attack.
Uair: Upward swipe with decent power.
Dair: Downward swipe. Has a sweetspot on the tip that does more damage and spikes the opponent.

Grab A: Hits the opponent with the bottom of the hilt of his sword.
F-Throw: Steps back and thrusts his sword into his opponent. This, and the other throws, do good damage but have poor launch power and all have two hits, the weaker throw damage and the stronger sword part.
B-Throw: Throws opponent backwards and slashes them with his blade.
U-Throw: Throws opponent upwards and slashes them.
D-Throw: Throws the opponent onto the ground and stabs them.

Neutral Special: Elemental Slash - Chargeable attack that executes quickly and power ranges from weak to strong depending on the charge time. Can charge for three seconds at most, with the charge being release when the special button is depressed. Has either fire, ice, or electric element effect. Fire does damage over time for about five seconds to an opponent for another 10%, unless they fall in water or get hit by a water- or ice-based attack, which extinguishes the flames. Ice freezes the opponent for a moment to a few seconds, depending on their damage percentage. Fire based attacks will break the ice instantly. Electric has very high priority, interrupting most other attacks, even a regular hammer if fully charged (avoid the Golden Hammer though). Stuns the opponent for a brief moment, during which they are unflinching and locked in place. Once that period ends, the moves launch power kicks in and sends them off, but is lower than normal. Other players can abuse this by hitting the victim during the stun period, as they'll get credit for the KO if the victim dies and Isaac doesn't get the last hit.
Side Special: Joust - Shoots forward a short distance with a stab at a quick speed, like Wolf's forward smash. Very weak, but has a very long reach and can help slightly with recovery by increasing Isaac's forward aerial momentum. However, has noticeable lag at the end of the attack that, unlike the rest of his attacks, leaves Isaac vulnerable for at least half a second.
Up Special: Blitzspeed - Sort of a cross between Fox's Fox Illusion and Ike's Quick Draw with the added bonus of being able to choose one's direction. Isaac pauses briefly as he crouches, sword ready to swing. He then shoots forward like Fox and Falco's side specials, except in the chosen direction. However, like Ike, he does not pass through the opponent but instead stops and quickly strikes them with his sword. Fast and is a decent recovery and attack move, but is easy to edge guard against.
Down Special: Parry - Counter-style move. When struck during the brief counter period, Isaac will vanish and then reappear a moment later with a wide slash. Great power, but the opponent has a chance to escape it, unlike the counters of Marth, Roy, Ike, and Peach.

FINAL SMASH: Squadron Firebird - The final smash I'm sure everyone though Fox should have had. Isaac crouches and begins to mess with a communicator device for a brief moment. He then stands, saying "Attack formations, go now!" and making accompanying motions with his sword. After this, Isaac looses invulnerability and can be controlled again. Meanwhile, several space fighters make passes across the background of the stage, shooting at opposing players. Against a lone target, it can really be difficult to avoid. But three opponents won't be pressured nearly so much. Each shot does 10% damage and has a small explosion. The move lasts for 10 seconds, not including the phase where Isaac is invulnerable and uncontrollable.

On-Stage Appearance: Swoops by in his fighter craft, jumping out and withdrawing his sword before he lands.

Up Taunt: Throws his sword upwards, twirls once, and then catches it.
Side Taunt: Points his sword forward and says, "Surrender!"
Down Taunt: Twirls his weapon around some and then sheathes it.

STAGE: Training Yard 41 - A simple stage with walk-off boundaries. Normally, it is flat. Occasionally, various implements for training in various exercises appear. Some are simple, immobile obstacles. Others reach to being attacked or touched by moving or causing damage. And others are hazards. In the background, members of the Dominion Guard can be seen going over drills. Not sure what the music would be like here.

Victory 1: Throws his sword upwards, twirls, and catches it, with the blade pointed towards the screen. Afterwards, he says, "You never stood a chance."
Victory 2: Twirls his sword in one hand and then sheathes it, then says "All objectives cleared."
Victory 3: Does a fancy kata with his sword, ending with a crouch while looking at the screen.
0101181920
Well, since there's now an Isaac, we obviously need Felix in there as well.

Felix
Midrange speed, midrange weight. Nothing special there. He has no third jump, his up smash doesn't knock foes up, and his down smash only hits in front of him.

NA: horizontal slash with sword
SA: lunge, covering about half his height
UA: straight stab up
DA: leg cut

S-smash: series of three powerful cuts
U-smash: jump attack
D-smash: rising cut, starting from ankles up, knocks foes up

N-air: large, weak cut covering 120 degrees in front of him
F-air: stab in front
B-air: twirl and cut behind
D-air: slow, powerful down smash with sword

NB: Echo, two powerful sword attacks
UB: Spire, a pillar of rock stabs upward
SB: Helmsplitter, a powerful attack towards the opponents head
DB: Ragnarok, a huge sword comes down and hits the enemy

Final Smash: Megido
A huge meteor comes down on the stage, dealing 75% at the center and fading splash damage over the whole stage. At the edge of New Pork City, it'll do 10%.

Appearance:
A patch of the ground glows like the teleport pad from GS2, and then he teleports in.

Taunts:
UT: Flourish sword
ST: Flourish sword, then sheath it across back
DT: Plants sword in ground, and looks up at the sky

Victory:
1. Nods, and calmly walks off stage.
2. Teleports off
3. (Special. 5% chance of occuring.) Walks to the center, Jenna bursts in from the side and chases him off.

Stage:
Venus Lighthouse
Flat stage, like a big tower. Big hole in the middle, instant death if someone falls in. If an object gets in there, a burst of energy is released hurting everyone onstage. Isaac has twice the chance of appearing as an assist trophy. Random winds blow everything around, albeit weakly. Isaac's party is fighting the Fusion Dragon in the background, occasionally summons and attacks will hit the fighters as well.
JoshTigerheart
My Isaac wasn't from Golden Sun though.
G-Spark
Indeed. I was going to comment on that. He may have been talking about my Isaac though. I remodeled the Golden Sun characters a while ago because I thought it was stupid that Isaac uses his move psyenergy instead of quake sphere or Ragnarok or something. I was going to say "Now that we have a Felix, we need a Garet, Ivan, and Mia" but I already did that. laugh.gif

Assist Trophy:

Goht (Legend of Zelda Majora's Mask)

Goht shows up and charges all around the stage, destroying platforms and dealing damage. Not sure how much because I'm not good at making that stuff even. Stays for 20 seconds.
0101181920
Still, Felix is really cool. He never says anything, but a lot of people don't. Link, for instance.
G-Spark
He says stuff. Just look at the very beginning of the game in Golden Sun. He's calling for help when he's drowning. And he talks to you during the game. But yes. Very cool.
0101181920
Really? Maybe he has random screams and yells like Link, but he doesn't have any dialog, I'm pretty sure.
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