Post by DGN on Jul 10, 2011 19:25:31 GMT -5
I liek making smash bros. movesets.
Give me judgement on dem plz
Vaporeon's Moveset, half taken from Super Smash Land just to fill it in.
Combo: Turns around and strikes twice with his tail.
FTilt: Vaporeon does a swift Headbutt, and moves him a bit forward.
UTilt: Vaporeon roars diagonally, making the opponent go far that way. No damage.
DTilt: Vaporeon crouches and bites in front of him.
Dash Attack: Vaporeon dashes quickly, turning white for a bit. Quick Attack.
FSmash: Vaporeon shoots a short Ice Beam that may freeze the opponent.
USmash: Vaporeon flips and attacks the foe with Aqua Tail.
DSmash: Vaporeon spits a ring of water above him, which then grows into a bigger ring and is dropped on both sides of him. This somewhat resembles Water Pulse.
Nair: Vaporeon spins around, attacking with the tail.
Fair: Vaporeon uses bubblebeam which shoots a bunch of bubbles, and propels Vaporeon backwards.
Dair: Vaporeon spins in a circle, going downwards. If he hits the ground, he'll bounce, than attack with a downwards strike of the tail.
Bair: Vaporeon strikes backwards with his tail.
Uair: Vaporeon uses Whirlpool above it, somewhat suspending his fall. If an opponent gets stuck in it, they'll take a few hits and then be spiked to the ground.
Grab: Vaporeon whips his tail around the opponent, and holds the opponent with his paws for balance.
Pummel: Strikes with the tail.
Fthrow: Uses a strong water gun which pushes the opponent a long way.
UThrow: Waterfall comes from beneath the opponent, doing a bit of damage and knockback, but not flinching.
DThrow: Vaporeon dives underground and comes back beneath the opponent, headbutting him upwards.
BThrow: Uses Quick Attack to go behind the opponent and headbutts.
Normal Special: Vaporeon shoots a water gun, which falls on the floor and stays there until you use it again.
Side Special: Vaporeon uses Aurora Beam. It goes quite a bit of distance, extending from Vaporeon's mouth, and can freeze the opponent.
Up Special: Vaporeon does a flip, and teleports to where the water gun on the floor was. If it hasn't been used, you turn invisible for a sec, then turn back to normal. If used on the ground, it creates a puddle and teleports to the other one, deleting it, and doing a flip for damage. If there isn't one, he stays in place.
Down Special: Vaporeon uses Acid Armor, which makes you invisible until you move, jump, or make an attack. Practically useless if you have Player Tags on though.
Final Smash: Really depends on whatever Rival Trainer has. I believe Giga Impact.
Hecks yes overpowered.
Dokuro-Chan's moveset:
Combo: Does 2 horizontal strikes with her bat, then two stabs. Taken from episode 7 while fighting her sister.
FTilt: Dokuro-Chan does a fast, wide horizontal strike. Taken from episode 5 soon after the moment that is used for the up tilt.
UTilt: Dokuro-Chan does a fast vertical strike. taken from Episode 5 soon after the moment that is used for the down tilt.
DTilt: Dokuro-Chan crouches, cocks her bat back horizontally, and strikes. Strength is close to a smash attack. Taken from episode 5 when Dokuro-Chan strikes Sakura-Kun after he attempts to do CPR on her.
Dash Attack: She slides on the ground like Megaman. Taken from episode 4 of the second season.
Forward Smash: Dokuro-Chan hits with a strong stab, doing great knockback and good damage. Probably her strongest neutral move. Taken from episode 4, after Sakura-Kun touches her...uh.......oval?
Up Smash: She spins her bat around in a circle above her, as seen in the OP, the second time the chorus plays, second section.
Down Smash: Dokuro-Chan does 2 spins. Based on the second OP, the second time the chorus plays, 1st section.
Nair: Spins her bat around in a circle. Think Ristar's Nair. Taken from her reviving dance.
Fair: She attacks with a diagonal strike with her bat. Comes from episode 3, after the faucet scenario.
Bair: She stabs backwards. Not taken from anything.
Uair: Dokuro-Chan attacks with an upwards headbutt. This attacks with both the head and halo.
Dair: Dokuro-Chan strikes her bat downwards, making it horizontal at the bottom. This is a meteor smash, and you hit with the front end of the bat. This is supposed to be taken from episode 4 when Sakura-Kun dies in the movie screen, but the scene is not too clear.
FThrow: Spins the bat in a circle to go through the opponent. Taken from episode 4 from the second season.
BThrow: Turns around, then shakes the opponent with arms with claws, then throws them. Based on the second OP.
UThrow: Opens up a bottle of blood that spurts upwards, boosting up the opponent greatly, but not doing damage. Based on the huge amount of gore in the episodes.
DThrow: She throws her opponent down and puts her bat in him, swinging back and forth, as in the OP in the second part after the chorus, IIRC.
Normal Special: She throws Excaliborg, her bat, and afterwards you can control its direction. When it hits someone, you can rapidly press A to hit more. The throwing is taken from episode 5 after she runs on the water, and the hitting is taken from the OP, when Excaliborg rapidly moves around.
Side Special: Dokuro-Chan uses her wings from the OP to fly forwards. She does not dash forwards, rather than flies her movement speed. She goes head first, so if someone hits her halo they get hurt. There is no up or down movement.
Up Special: Side Special, but vertically, and has no right or left movement. She is basically like Luigi in her recovery.
Down Special: Dokuro-Chan claps, stunning the opponent. Afterwards, you can attack. Taken from episode 6.
Final smash: She hits the opponent with her bat, killing them on the spot. Afterwards, she revives the opponent and the opponent respawns in that exact spot. Useful for being in the air away from the battle arena.
NiGHT'S moveset:
B: NiGHTS tosses a Blue Chip which travels a bit in an arc, then bounces a few times, getting slower and losing the amount of damage it gives, then disappears. 50% chance it does damage, 50% it stuns the opponent. Credit to ZeldaSmash for the thought of the blue chip being Normal special.
>B: Drill Dash: NiGHTS dashes forward really fast, head first, with sparkles going past her for quite a distance, but after its used you have to wait a 2 minutes for it to fully charge all the way, otherwise you’ll have to use it with very little distance, the amount depends on the time. At most, it probably goes 2/3 of the way through Final Destination. REALLY good for recovery. Whilst using, you can tilt up or down to make it tilt up or down a bit. Does knockback, not too much damage.
vB: NiGHTS implants a dream in the opponent, making them go into the sleep position. A thought bubble appears around the opponent, and if it shows a devil it takes the opponents health, if it shows ice cream the opponent stays asleep for longer, and if it shows a heart then HP is taken away from you.
^B: NiGHTS flys diagonally upwards, then makes a large loop behind it. If NiGHTS touches the opponent, it spins around the opponent, then kicks him diagonally backwards, making him blast off and NiGHTS going the opposite direction. If the rare chance happens that an opponent gets stuck inside the loop, they get massive knockback in the direction NiGHTS is facing.
Final Smash: NiGHTS turns into dragon NiGHTS, and can fly around the stage. Dragon NiGHTS is EXTREMELY long and quite a bit large, so you can spin around a ton, overlapping yourself, making a bunch of paraloops, and if an opponent stays on the ground or you can’t trap them in the loop, you can press the A button to attack them with your snout, making them go upwards. You can do this in the air too, but it’s not as effective.
Grab: NiGHTS possesses the opponent, and the opponent is in the dazed sprite.
FThrow: The opponent jumps and land on their back forwards, then NiGHTS comes out and jumps on them. For spriting, the enemies just use their “hurt” sprite and tilt to the ground.
^Throw: the opponent jumps, then NiGHTS goes below the opponent, and kicks them with both legs at the same time to make him go up
Bthrow: NiGHTS comes out of the opponent, and kicks them with both feet backwards. If “on the ground” states are ever influenced, the opponent goes into this.
vThrow: the opponent spins both ways, getting dizzy, and NiGHTS comes out for an attack.
Taunt: NiGHTS plays its flute. Its flute that is INVISIBLE.
Back air: NiGHTS puts its legs out, appearing like a split, and spins around twice. Knockback for each move.
Normal Air: NiGHTS spins around in a loop, appears a bit like Sonic’s nair. Knockback for each hitbox.
Fair: NiGHTS spins forward, clutches to one if its legs, other one in a different place. Two hits for each spin, knockback on second move.
Uair: NiGHTS does a mid-air cartwheel, doing multiple hits, trapping an opponent sometimes.
Dair: NiGHTS appears to spin upwards like a ballerina, UPSIDEDOWN, a leg spinning around her doing a bit of damage but little knockback, then at the end her legs spin over her, doing more knockback and damage but harder to hit with.
Dash Attack: Basically Olimar’s up-tilt, but horizontal and spins for a kick flip at the end.
Fsmash: A yellow ring appears in front of NiGHTS, and quickly shrinks, then disappearing. Does damage as it tightens an opponent, but pretty hard to hit with.
DSmash: NiGHTS points at the ground in front of her, and a medium size portal appears. This makes an opponent go straight and fall to the ground, but if that’s never going to happen, then the opponent is grounded without the ground thing. Reala did this once, that’s its backstory.
USmash: NiGHTS taps the sky above of her, and a green ring appears, going outwards, then disappearing. Does horizontal Knockback.
DTilt: NiGHTS transforms into two and dashes both directions, going a small distance and basically just pushes the opponent away, then the two things go back to NiGHTS. The clones look transparent.
Utilt: A Nightopian jumps upwards, hitting an opponent with his egghead(LO)
Ftilt: a blue chip comes from NiGHTS diamond thing, goes in an arc, hitting the opponent, and goes back into the diamond. NiGHTS never actually does this, but its supposed to be similar to the arc the blue chips make when they go into you.
Combo: NiGHTS does a Reverse Crescent Kick, a flip kick, then rises and does a front-flip kick on the opponent.
I'll probably add moar later.
Give me judgement on dem plz
Vaporeon's Moveset, half taken from Super Smash Land just to fill it in.
Combo: Turns around and strikes twice with his tail.
FTilt: Vaporeon does a swift Headbutt, and moves him a bit forward.
UTilt: Vaporeon roars diagonally, making the opponent go far that way. No damage.
DTilt: Vaporeon crouches and bites in front of him.
Dash Attack: Vaporeon dashes quickly, turning white for a bit. Quick Attack.
FSmash: Vaporeon shoots a short Ice Beam that may freeze the opponent.
USmash: Vaporeon flips and attacks the foe with Aqua Tail.
DSmash: Vaporeon spits a ring of water above him, which then grows into a bigger ring and is dropped on both sides of him. This somewhat resembles Water Pulse.
Nair: Vaporeon spins around, attacking with the tail.
Fair: Vaporeon uses bubblebeam which shoots a bunch of bubbles, and propels Vaporeon backwards.
Dair: Vaporeon spins in a circle, going downwards. If he hits the ground, he'll bounce, than attack with a downwards strike of the tail.
Bair: Vaporeon strikes backwards with his tail.
Uair: Vaporeon uses Whirlpool above it, somewhat suspending his fall. If an opponent gets stuck in it, they'll take a few hits and then be spiked to the ground.
Grab: Vaporeon whips his tail around the opponent, and holds the opponent with his paws for balance.
Pummel: Strikes with the tail.
Fthrow: Uses a strong water gun which pushes the opponent a long way.
UThrow: Waterfall comes from beneath the opponent, doing a bit of damage and knockback, but not flinching.
DThrow: Vaporeon dives underground and comes back beneath the opponent, headbutting him upwards.
BThrow: Uses Quick Attack to go behind the opponent and headbutts.
Normal Special: Vaporeon shoots a water gun, which falls on the floor and stays there until you use it again.
Side Special: Vaporeon uses Aurora Beam. It goes quite a bit of distance, extending from Vaporeon's mouth, and can freeze the opponent.
Up Special: Vaporeon does a flip, and teleports to where the water gun on the floor was. If it hasn't been used, you turn invisible for a sec, then turn back to normal. If used on the ground, it creates a puddle and teleports to the other one, deleting it, and doing a flip for damage. If there isn't one, he stays in place.
Down Special: Vaporeon uses Acid Armor, which makes you invisible until you move, jump, or make an attack. Practically useless if you have Player Tags on though.
Final Smash: Really depends on whatever Rival Trainer has. I believe Giga Impact.
Hecks yes overpowered.
Dokuro-Chan's moveset:
Combo: Does 2 horizontal strikes with her bat, then two stabs. Taken from episode 7 while fighting her sister.
FTilt: Dokuro-Chan does a fast, wide horizontal strike. Taken from episode 5 soon after the moment that is used for the up tilt.
UTilt: Dokuro-Chan does a fast vertical strike. taken from Episode 5 soon after the moment that is used for the down tilt.
DTilt: Dokuro-Chan crouches, cocks her bat back horizontally, and strikes. Strength is close to a smash attack. Taken from episode 5 when Dokuro-Chan strikes Sakura-Kun after he attempts to do CPR on her.
Dash Attack: She slides on the ground like Megaman. Taken from episode 4 of the second season.
Forward Smash: Dokuro-Chan hits with a strong stab, doing great knockback and good damage. Probably her strongest neutral move. Taken from episode 4, after Sakura-Kun touches her...uh.......oval?
Up Smash: She spins her bat around in a circle above her, as seen in the OP, the second time the chorus plays, second section.
Down Smash: Dokuro-Chan does 2 spins. Based on the second OP, the second time the chorus plays, 1st section.
Nair: Spins her bat around in a circle. Think Ristar's Nair. Taken from her reviving dance.
Fair: She attacks with a diagonal strike with her bat. Comes from episode 3, after the faucet scenario.
Bair: She stabs backwards. Not taken from anything.
Uair: Dokuro-Chan attacks with an upwards headbutt. This attacks with both the head and halo.
Dair: Dokuro-Chan strikes her bat downwards, making it horizontal at the bottom. This is a meteor smash, and you hit with the front end of the bat. This is supposed to be taken from episode 4 when Sakura-Kun dies in the movie screen, but the scene is not too clear.
FThrow: Spins the bat in a circle to go through the opponent. Taken from episode 4 from the second season.
BThrow: Turns around, then shakes the opponent with arms with claws, then throws them. Based on the second OP.
UThrow: Opens up a bottle of blood that spurts upwards, boosting up the opponent greatly, but not doing damage. Based on the huge amount of gore in the episodes.
DThrow: She throws her opponent down and puts her bat in him, swinging back and forth, as in the OP in the second part after the chorus, IIRC.
Normal Special: She throws Excaliborg, her bat, and afterwards you can control its direction. When it hits someone, you can rapidly press A to hit more. The throwing is taken from episode 5 after she runs on the water, and the hitting is taken from the OP, when Excaliborg rapidly moves around.
Side Special: Dokuro-Chan uses her wings from the OP to fly forwards. She does not dash forwards, rather than flies her movement speed. She goes head first, so if someone hits her halo they get hurt. There is no up or down movement.
Up Special: Side Special, but vertically, and has no right or left movement. She is basically like Luigi in her recovery.
Down Special: Dokuro-Chan claps, stunning the opponent. Afterwards, you can attack. Taken from episode 6.
Final smash: She hits the opponent with her bat, killing them on the spot. Afterwards, she revives the opponent and the opponent respawns in that exact spot. Useful for being in the air away from the battle arena.
NiGHT'S moveset:
B: NiGHTS tosses a Blue Chip which travels a bit in an arc, then bounces a few times, getting slower and losing the amount of damage it gives, then disappears. 50% chance it does damage, 50% it stuns the opponent. Credit to ZeldaSmash for the thought of the blue chip being Normal special.
>B: Drill Dash: NiGHTS dashes forward really fast, head first, with sparkles going past her for quite a distance, but after its used you have to wait a 2 minutes for it to fully charge all the way, otherwise you’ll have to use it with very little distance, the amount depends on the time. At most, it probably goes 2/3 of the way through Final Destination. REALLY good for recovery. Whilst using, you can tilt up or down to make it tilt up or down a bit. Does knockback, not too much damage.
vB: NiGHTS implants a dream in the opponent, making them go into the sleep position. A thought bubble appears around the opponent, and if it shows a devil it takes the opponents health, if it shows ice cream the opponent stays asleep for longer, and if it shows a heart then HP is taken away from you.
^B: NiGHTS flys diagonally upwards, then makes a large loop behind it. If NiGHTS touches the opponent, it spins around the opponent, then kicks him diagonally backwards, making him blast off and NiGHTS going the opposite direction. If the rare chance happens that an opponent gets stuck inside the loop, they get massive knockback in the direction NiGHTS is facing.
Final Smash: NiGHTS turns into dragon NiGHTS, and can fly around the stage. Dragon NiGHTS is EXTREMELY long and quite a bit large, so you can spin around a ton, overlapping yourself, making a bunch of paraloops, and if an opponent stays on the ground or you can’t trap them in the loop, you can press the A button to attack them with your snout, making them go upwards. You can do this in the air too, but it’s not as effective.
Grab: NiGHTS possesses the opponent, and the opponent is in the dazed sprite.
FThrow: The opponent jumps and land on their back forwards, then NiGHTS comes out and jumps on them. For spriting, the enemies just use their “hurt” sprite and tilt to the ground.
^Throw: the opponent jumps, then NiGHTS goes below the opponent, and kicks them with both legs at the same time to make him go up
Bthrow: NiGHTS comes out of the opponent, and kicks them with both feet backwards. If “on the ground” states are ever influenced, the opponent goes into this.
vThrow: the opponent spins both ways, getting dizzy, and NiGHTS comes out for an attack.
Taunt: NiGHTS plays its flute. Its flute that is INVISIBLE.
Back air: NiGHTS puts its legs out, appearing like a split, and spins around twice. Knockback for each move.
Normal Air: NiGHTS spins around in a loop, appears a bit like Sonic’s nair. Knockback for each hitbox.
Fair: NiGHTS spins forward, clutches to one if its legs, other one in a different place. Two hits for each spin, knockback on second move.
Uair: NiGHTS does a mid-air cartwheel, doing multiple hits, trapping an opponent sometimes.
Dair: NiGHTS appears to spin upwards like a ballerina, UPSIDEDOWN, a leg spinning around her doing a bit of damage but little knockback, then at the end her legs spin over her, doing more knockback and damage but harder to hit with.
Dash Attack: Basically Olimar’s up-tilt, but horizontal and spins for a kick flip at the end.
Fsmash: A yellow ring appears in front of NiGHTS, and quickly shrinks, then disappearing. Does damage as it tightens an opponent, but pretty hard to hit with.
DSmash: NiGHTS points at the ground in front of her, and a medium size portal appears. This makes an opponent go straight and fall to the ground, but if that’s never going to happen, then the opponent is grounded without the ground thing. Reala did this once, that’s its backstory.
USmash: NiGHTS taps the sky above of her, and a green ring appears, going outwards, then disappearing. Does horizontal Knockback.
DTilt: NiGHTS transforms into two and dashes both directions, going a small distance and basically just pushes the opponent away, then the two things go back to NiGHTS. The clones look transparent.
Utilt: A Nightopian jumps upwards, hitting an opponent with his egghead(LO)
Ftilt: a blue chip comes from NiGHTS diamond thing, goes in an arc, hitting the opponent, and goes back into the diamond. NiGHTS never actually does this, but its supposed to be similar to the arc the blue chips make when they go into you.
Combo: NiGHTS does a Reverse Crescent Kick, a flip kick, then rises and does a front-flip kick on the opponent.
I'll probably add moar later.