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Post by DGN on Sept 10, 2011 8:55:35 GMT -5
I changed the order a bit Sheen is next EDIT:
Sheen
Control Style: Although somewhat controlled at first, the accurate way to play as him to be awfully crazy through his odd moves.
Abilities: Crawl
A: Kicks in front. AA: Moves the hand that's behind him over his head and slaps. AAA: Spins around and kicks. The combo as a whole is based on his combo in Super Brawl 2.
FTilt: Moves forwards a bit and slices downwards with both his hands. Based on a move from "Crouching Jimmy, Hidden Sheen". UTilt: Moves his foot up right above him, to reach right above his shoulders. Based on his amazing stretch that the monks loved. DTilt: Puts his hand on the floor and kicks upwards. Based on his kick attack in Super Brawl 2.
FSmash: Does a side kick in front of him. After it is performed, his foot slouches. From "Crouching Jimmy, Hidden Sheen". USmash: Points diagonally upwards with his finger like a disco star. DSmash: Jumps and does a split downwards. You hear a crack, though, and it takes sheen a bit to get back up.
Dash Attack: Jumps and touches with his finger, pushing against the enemy, doing great knockback. Based on "Ultra Sheen" when he goes to turn off Robo-Fiend. Ledge Attack: Jumps up and does a karate chop. Ledge Attack(weak): Climbs up and slides, whilst having a straight body, albeit horizontal. Then he gets back up. Ground Attack: Kicks with both feet in one place, then punches with both hands in front of him, then goes back up.
NAir: Does a headbutt downwards then an axe kick. Based on his aerial attack in Super Brawl 2. FAir: spins on a circle, going forwards. Does knockback if hits. Based on "Ultra Sheen" when he does this over Robo-Fiend. BAir: Backwards hook kick. DAir: Sheen goes immediately downwards with no left or right movement, and hits with his head. Meteor Smash. Uair: Backflip, attacking upwards with his feet.
Pummel: karate chop. FThrow: Jumps onto the opponent and rolls with him a bit, then punches him two times. Based on a move from "Crouching Jimmy, Hidden Sheen". UThrow: Does a mexican hat dance in his face, then kicks him upwards. DThrow: Jumps on the opponent's head and stomps on them a few times. Taken from "Crouching Jimmy, Hidden Sheen". BThrow: Sheen holds onto the opponents arm, punches him a few times, then throws him behind him. Whilst doing this, he says "SWING YOUR PARTNER ROUND AND ROUND, AND HURL HIM DOWN ONTO THE GROUND". Taken from "Crouching Jimmy, Hidden Sheen".
NSpecial: Ultra Blast: Sheen charges and shoots a kamehameha-style blast, coming from "Ultra Sheen" when he gets an Ultra Crystal. Once you press it, he'll start shooting, and after that, the more you hold the further it will go. Projectiles will make it go back though. SSpecial: Head Dash: Based on his special move in Super Brawl, Sheen immediately dashes forward with his head. Doesn't focus on specific damage or knockback, the move is Hit & Run. USpecial: Rocket Cap: Sheen puts on an Ultra Lord style cap with the rockets, which boosts him upwards. After that, you're free to move around in the air, slowly, and do aerials to get out of it. However, staying in midair too long will make the rockets fly off and go someplace to explode. Like Diddy Kong's Up special, but not. DSpecial: Ultra Shield: Sheen uses Ultra Lord's Ultra Shield. He can move around while you hold the button, and if you touch an enemy and run into them you'll make them go backwards the more you run, like a pusher thing. Any projectiles are sent behind you. Final Smash: Sheen's Brain: Sheen's brain grows extremely large. He can easily float around, and if you use a special button he'll shoot a psychic power that pushes the opponent far, and does damage. If you hold this, you shoot an electric ray that does quite a few hits. If you press the grab, he'll shoot a different projectile that, if touches, Sheen will stop moving and the control stick will go to controlling the person you're holding. You can't throw, and once you realease, the opponents are then back to a normal gameplay. Do a combo between this and a special button. If you taunt, Sheen will laugh. Whilst flying, thunderstorms may appear that may randomly strike lightning down. At the end, Sheen's brain shrinks, and then you are in a falling phase, as if you just used your up special.
Taunt: Sheen does the "Crazy barpress" which has him crawn on the floor like a worm, I guess, then goes back up. Taken from "Crouching Jimmy, Hidden Sheen".
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Post by StayPuft on Sept 10, 2011 10:00:25 GMT -5
Seems good.
Great job, I'm GLaD you reconsidered.
...
*exalt*
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Post by DGN on Sept 16, 2011 22:06:40 GMT -5
HERE'S PAPER MARIO Paper Mario moveset Playstyle: Pretty controlled. Relies mostly on RPG-esque style moves to attack. Abilities: Crawling, gliding(turning into a paper airplane) Combo: Punch, Punch, Hammer attack. Ftilt: Backfist-style hammer strike. UTilt: Jumps upwards, attacks with fist. DTilt: Foot slide. Dash attack: Paper Mario dashes and spins in place, doing several hits. Like that thing he could do in Paper Mario 1. Ledge Attack: Goes up, slide kick, and stands up. Ledge Attack(weak): Gets up and punches. Ground Attack: Stands up and strikes hammer in both sides. FSmash: Hammer smash. Self-explanatory. USmash: Jumps ups and hits with his head, based on Goomba attacks. DSmash: Papes drops a bomb which explodes in a few seconds. The bomb will either be Bombette, Admiral Bobbery, or Boomer at random. NAir: Paper Mario uses Barry who makes a spiky sphere around him. This does a few hits, and once you do this you are heavily affected by gravity and you can't move to the left if you move to the right, for example. It's a bit hard to explain, and it goes away quickly. FAir: Hammer attack forwards. BAir: Side kicks backwards. DAir: Paper Mario uses Thudley to do a ground pound. UAir: Kicks upwards, doing a full flip to go back to fall. Grab: Papes throws Thoreau. This is a long-ranged grab(like Link), and if you use it in mid-air it will be a tether. Once you grap the opponent, Thoreau comes back to you and you hold him normally. Pummel: Head bonk. Like Mario, somewhat. FThrow: Fleep appears and spins around the opponent, dizzying them. After that, they are open to a hammer smash. Uthrow: Throws up and immediately punches him upwards. BThrow: Paper Mario turns, flat and style, and swaps places with the enemy and kicks them. DThrow: Throws the enemy on the floor, and jumps on him a few times(up to 4). If you press A at the right moments, you'll get an extra jump on the opponent. If not, it's one hit. NSpecial: Rally Wink: Goombella appears beside papes, and winks at her. If you attack an opponent with any move, it attacks twice. Combo, specials, aerials, throws, specials, and normal special are unaffected. This runs out after 15 seconds, and if you press B again nothing happens. FSpecial: Kooper Kick: Kooper appears and goes into a shell. The more you hold the STICK, not button,, the more you charge to make a stronger kick. When a bar that is above you goes all the way, then it will automatically be kicked. DSpecial: Dimension Flip: A Mouse highlights Pape and spins him around, making his image facing a different direction, and if you were to look at him from a view that, for example, appears 2-D like a platformer, he would be so flat he'd almost be invisible. You can use any attack here once you're in here, and is mainly a form of defense and hiding. If you're hit, though, you go back to the other dimension and if you press Down B you also go back. USpecial: Parakarry's Air Lift: Parakarry appears, picks up Pape, and brings him upwards. Afterwards, you can slightly move to the right or left, until Parakarry will get exhausted and let go and fly away. After this, you descend downwards with your feet downwards, able to hit an opponent and bounce. Final Smash: Skolar Attack: Pape summons Skolar to use PK Starstorm. This makes a bunch of yellow stars and of different sizes come down diagonally from the direction he is not facing. If it touches a platform, then it bounces, falls down off the stage, and from then on is rendered useless. Taunt: Piccolo appears, and makes the 1-up jingle from the classic Super Mario Bros. sound. Also about to add a poll for a few characters whom I want to make a moveset for. EDIT: SHOULD I MAKE IT FOR: NIGHTMARE: DR. ROBOTNIK: E-102 GAMMA: WILFRE: DARK SAMUS: ADAM MALKOVICH: LANKY KONG: DEOXYS: VOTE NOW
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Post by Slissith on Sept 17, 2011 7:13:02 GMT -5
Nightmare.
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Post by PartisanDaw on Sept 18, 2011 1:29:21 GMT -5
I got an Idea. Why not make a Shulk moveset. You would be the first.
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Post by DGN on Sept 18, 2011 6:45:19 GMT -5
I got an Idea. Why not make a Shulk moveset. You would be the first. I've never played his game and I have no idea how he'd play, what he'd do, and the moveset would overall be Sakurai'd.
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DrSlavic
Forum Lurker
'Merica!
Posts: 42
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Post by DrSlavic on Sept 18, 2011 8:59:16 GMT -5
I may make a Shulk moveset.... and switch it out for a request of Armaldo, from Pokemon.
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Post by DGN on Sept 18, 2011 9:23:18 GMT -5
Armaldo? YES. I'D GET TO MAKE A MOVESET FROM MY TEAM FROM SAPPHIRE.
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Post by GoldenYuiitusin on Sept 18, 2011 11:22:17 GMT -5
Nightmare. How can you NOT want this guy's swagger?
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Post by DGN on Sept 18, 2011 18:51:36 GMT -5
Here's Armaldo! I've decided to use Slavic's template but added a few things, so that there's more stuff to observe. Name: Armaldo Origin: Pokemon Ruby/Sapphire Fighting Style: General heavyweight, but has diverse moves. Combo: Stabs with claw, turns around and strikes with Tail and back of foot together. 2 hits on second strike. Dash A: Runs a bit forwards, anime-run style, and has head in front while runs, ramming into opponent with head. FTilt: Does a full 360 and strikes with tail. Due to the two claws, this has three small hits. UTilt: Leans backwards, and slices downwards with Knock off to bring the opponent to the ground. A soft spike. DTilt: He uses bulldoze, stopming and then slashing twice. FSmash: Armaldo uses X-scissor, and slashes with both claws diagonally downwards. USmash: The gears on Armaldo's claws turn metal, and he strikes them upwards and slashes for a great knockback with Metal Claw. DSmash: Armaldo stomps the ground, which sends a shatter of the ground to both sides of Armaldo. This makes the ground irregularly goes up for a bit, sending opponents upwards. Ledge Attack: Jumps upwards and spins, tail striking. Ledge Attack (100%+): Climbs upwards and stabs with claw. Ground Attack: Goes on all fours and strikes both sides with tail, then stands up. NAir: Armaldo uses Rapid spin. He basically spins around at a decent speed, attacking with claws outward and tail that's behind him. FAir: Leans forward and slashes downwards with both claws simultaneously. This hits a lot of times, up to 5, and each consecutive time you hit you do more damage, as this is Fury Cutter. The first time does 1%, second 2%, third 4%, fourth 8%, and fifth 16%. If you get them all it's a whopping total of 31% damage! BAir: Elbows backwards. HOW ORIGINAL UAir: Leans back and attacks with head. DAir: Armaldo uses Smack Down. A rock appears from nowhere and he slams it down on an opponent, then drops it, which goes downwards. First time is a spike. He takes some time to wait before releasing the rock so it's not overkill. Grab: Grabs with both claws. Pummel: Powerful strike with claw downwards, like attacking with the upper part of your wrist. FThrow: Armaldo uses head butt, striking three times, third time doing knockback. BThrow: Turns and throws the opponent away. UThrow: Armaldo uses Stone Edge and several rocks come out of the ground, attacking multiple times and making them go upwards. DThrow: Armaldo uses Earth Power, which makes the ground on fire and Armaldo rests the opponent on the fire to burn. B: Ancientpower: Suddenly, Armaldo charges, and rocks come out of the ground! The more you hold the button, the more rocks will come out, to a limit. When you release, it will be sent to the nearest opponent and do several hits depending on the amount of your rocks. You control it with Psychic energy for a bit, and then it is effected by gravity. SideB: Water Pulse: Armaldo shoots three water rings from him. If hit by an opponent they will do non flinching damage and have a possibility of making the opponent dazed. UpB: Aerial Ace: Armaldo rises at a directional angle, and has his claws raised up, ready to attack an opponent. His feathers will blow, and his shells are lifted. If there is an opponent in the area, he will very swiftly go to the opponent, locked on, and slash them. Does a little bit of damage, and when you hit someone he'll bounce a bit and you can do any of your aerials from that point on as well as use your up special again. DownB: Rock Polish: Armaldo scratches his armor, and his back shells rise. The more you hold the button, the more he'll scratch off. And the more you scratch off, the higher his speed will raise and the higher his jump height will raise, but his weight, strength, and resistance will die down. Over time the shells will go back down and you're back at default. This can heavily turn the tables if done right. Final Smash: Superpower: Armaldo suddenly grows red with a red sphere surrounding him and dashes forwards. You can also jump during this time, but cannot turn. Once you hit an enemy, they'll be knocked back very far, and you'll stop moving. If you turn or reach the end of the stage, the FS will end. Kirby Hat: His upper part of his head goes on kirby's head, whereas the lower part would be Kirby. Up Taunt: Looks at the sky, raises his claws, his back shells will raise, and he'll say his cry from the game. Side Taunt: Scrapes his claws together to sharpen them(and has them shine). Down Taunt: Stomps the ground, looks at the screen, has both claws to the sides of him, and says his cry from the game when weak. Intro: A pokeball is thrown out, and Armaldo comes out of it. Victory Theme: Pokemon Victory Theme. Victory Pose A: Does a 180, slams the ground, and has claws to both sides of him. Victory Pose B: Slowly scratches at his gears to sharpen them up. Victory Pose C: An Anorith crawls onto Armaldo's head, and Armaldo roars his cry to both sides. He keeps on motioning for a roar afterwards, despite the sound effect not playing. Losing Pose: Looks towards the ground, swaying towards both sides. Strength: 9/10 Resistance: 9/10 Projectile: 5/10 for NSpecial, 6/10 for Side Special. Weight: 8.5/10 Speed: 2/10 Jump Height: 3/10 Recovery: 8/10 Control: 8/10 Color Palettes: Default: Bluish armor, black gear, yellow skin, white and red feathers. 1: Reddish armor, darker ed gear, yellow skin, white and red feathers. Shiny Armaldo. 2: Greenish armor, gray gear, white skin, white and red feathers. Essentially Anorith's colors. 3: Blackish armor, bluish gear, orange skin, black and blue feathers. 4: Yellowish armor, blackish gear, yellow skin, white and red feathers. Shiny Anorith's palette. EDIT: It appears that two people want Nightmare in, but there's only one vote in the poll. Voting in the poll>making a post of the poll. And there's 2 Gamma votes because I did a test on one to see how the poll would work, so render that one as pointless.
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DrSlavic
Forum Lurker
'Merica!
Posts: 42
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Post by DrSlavic on Sept 18, 2011 19:07:45 GMT -5
Nice! Forgot ground A and entrance, it looks like. And jump height. This moveset deserves so much appraisa;!!! I want Armaldo in Crusade now. Karma = +1!! Armaldo is one of my favorite Pokemon, and I usually have a moveset like this for him in the games. Keep up the good work!
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Post by DGN on Sept 30, 2011 8:26:47 GMT -5
FINALLY DONE Also removed a few things that I don't enjoy making. Name: Nightmare Origin: Kirby's Adventure Fighting Style: Very dark and unique moves, but surprisingly controlled. His moves can play mindgames. Abilities: Gliding Combo: Claw, elbow, shooting three dark stars. The three dark stars is in one hit, mind you, and they make for a good long range attack even if you aren't that close to the opponent. It shouldn't be a substitute for a Star Spray unless you're close to the enemy, though. Dash A: Dashes forward with Dark Matter's sword in front of him, stabbing any opponents he finds. Wait why does he have Dark Matter's sword, that dirty little- FTilt: Holds his cape and swings it around, attacking the enemy, and also blowing some wind farther away to make a person stay away. UTilt: Nightmare slashes upwards with an upper cut, doing a few hits. DTilt: Nightmare spins, and does a leg sweep. How does he do this without legs, you may ask? The air on the ground and the dust is swept forwards to hurt the enemy. Great hidden attack. FSmash: Nightmare scratches the air downwards in a bit of a curve, scratching off the background itself, creating an area that can hurt enemes. If you sweetspot it and hurt the enemy immediately, it does knocback. USmash: Nightmare holds his hands up above him, then parts them together to the sides. This creates an arch of dark stars, which stay for a bit to do damage. There are no sweet spots. DSmash: Nightmare cuts open space and makes a hole that can use the air to suck you in. If you get sucked in, you take a few hits, then are shot back out beside Nightmare. Aw come on Nightmare use your own moves don't copy off Marx Ledge Attack: Quickly ascends and shoots a dark star. Ledge Attack (100%+): Slowly ascends and touches the air for a dark star to appear, staying there for a bit, hurting anybody who touches it. Ground Attack: Nightmare rises upwards, and parts his cape away to make opponents fly off, only affected by air. NAir: Nightmare pulls his cape together, then releases it for a few dark stars to be shot out a little bit away from Nightmare. FAir: Nightmare reaches out and claps his hands together. Nothisisn'tNecrodious BAir: Nightmare touches the air behind him and a star appears, staying there for a bit, attacking anyone who tuches it. UAir: Nightmare brings his head backwards, letting his two horns go upwards, attacking. DAir: Nightmare slams his hand down as a meteor smash. *coughNecrodiouscough* Grab: Grabs with both hands. Pummel: Slices one claw down on the opponent, doing quite a few hits. FThrow: Gets the opponent caught in his horns, then lifts up and the opponent goes flying. BThrow: Holds onto the middle of the opponent, then brings him around in an arch around Nightmare and slams him on the ground beside him. UThrow: Makes a Dark Star in one hand, sets it on the opponent, which immediately makes the opponent rise up very quickly. High chance of KO if there are no platforms above, but does no damage and the opponent can easily get off. DThrow: Rests the opponent on the ground and shoots a few dark stars at him. B: Star Spray: Nightmare brings his cape backwards, protecting him from the front. He holds this for a few seconds, then shoots some stars. This is where you can have mindgames. If you held the button throughout the whole period, then he shoots quite a few, rapid stars away from him. If you only pressed it and released, then he'll shoot a few stars individually, that can be slightly turned by moving the control stick. If used in air, Nightmare will stay still and cover both sides up, then take them apart to reveal a star shooting downwards, two to slightly angled upwards, and two more to the sides of him, until turning helpless and falling. If an enemy hits the side you are not covering while you're charging, the move is cancelled. SideB: Star Blast: Nightmare shoots a few stars that are hard to see, which then explode and do several hits upon making contact with an opponent. Because 02 is Nightmare's grandfather.UpB: Flight of Evil: Nightmare flies upwards at a diagonal angle. While he files, several dark stars descend from him, doing several hits, although hard to land. DownB: Cape Tornado: Nightmare spins his cape around, moving slowly as long as you hold B, with his cape doing damage to anyone who touches. If you press the control stick to a direction twice or very quickly, he'll immediately turn so that the bottom of his cape will go that way, then turn back to the starting point. If caught, the move does quite a few hits. lolololmindgames Final Smash: Nightmare charges for quite a bit, then releases three extremely large, medium speed orbs that lock on to you. Very hard to avoid, and if you get hit then it's almost automatically a one-hit KO. Kirby Hat: Kirby get's nightmare's shades, crown, and necklace. Groovy. Taunt: Points upwards with one finger and a yellow star appears and spins for a bit, until dissapearing and going back to his stance. Think of it like a disco light. Intro: In sphere form, Nightmare crashes onto the floor, then turns into his normal form. Up next is Eggman! First, though, say whether he should be in the Egg Walker or Egg Mobile plz
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Post by DGN on Oct 2, 2011 10:25:42 GMT -5
As per request from StayPuft, I'm doing a moveset off of him. It is my favorite moveset I have ever created. SO BEHOLD, STAYPUFT Name: StayPuft Origin: Mrs. Puft Fighting Style: As I don't know anything about him(characteristic wise), he'll be weird. Expect one of my best movesets. Abilities: Three jumps, gliding, crawling. Combo: Does Toon Link's combo, but attacks with his amazingly stretchy foot. Dash A: Ledge Attack: Runs forward and does the Mexican hat dance. This does a few hits. FTilt: SP stretches his tongue out to attack the opponent. This stuns the opponent half of the time. UTilt: Spins around in midair, floating, and uses his stretchy foot to kick upwards, still spinning. DTilt: Bites in front of him. FSmash: SP points his finger forward and yells "OBJECTION!" This isn't like Phoenix Wright, though. It's more of a stretched out poke. USmash: StayPuft grows Twilight sparkle's unicorn and headbutts upwards. DSmash: SP touches the ground and one of Rainbow Dash's tornadoes appears, making the opponent spin around and then be sent flying upwards. Ledge Attack: Uses his stretchy legs to stretch them in an arch to land on the stage, attacking the opponent, then bringing his body back to the legs. Ledge Attack (100%+): SP slowly crawls upwards, then spins around in midair and goes back to normal. Ground Attack: Jumps upwards, and attacks with his back. NAir: SP spins around and attacks with his stretchy tongue. FAir: SP stretches out his tongue and licks the opponent. Think the Haunter in the beginning of the old Pokemon intro. BAir: SP slaps behind him with his stretchy hand. UAir: SP claps upwards. DAir: SP stops in midair, and immediately and very quickly slams down to the ground and attacks with his butt. Think Mario's ground pound. If he touches the opponent in midair, it's a spike. Grab: Stretches foot and holds his foot around the opponent's neck. Pummel: Tickles the opponent. FThrow: Jumps, hugs his opponent, and lands on the ground with the opponent below him. Then he goes back up and the opponent is still on the floor. BThrow: Does a few backhand springs with his opponent, holding the opponent via Telekinesis. UThrow: Using his amazing floating powers, SP grabs the opponents head, floats upwards, and piledrives the opponent. DThrow: SP yells "HERE COMES TOM" and Tom comes and smushes the opponent to the ground, grounding them, and then disappearing. Tom is a rock, in case you didn't know. Partial credit to AEM on this. B: Shoop Da Whoop: SP gets a Shoop da Whoop face and immediately shoots a laser. This goes all the way across the stage, and can do great knockback, but it quickly becomes too thin to be of use (think Robot dinosaurs that shoot lasers when they roar). After that, he has to wait a bit for the beam to be of use. SideB: Random Throw: StayPuft will throw one of these: a cat, "The Thinker", Geno (the SSF2 dev, not the character), a harp, or himself. If he throws a cat (30% chance of happening), and the cat lands on an opponent, he'll stay on him for a bit, scratching to do damage, then run off. He can be hit. If he lands on the floor, then he'll run off the stage. If he throws "The Thinker" (20% chance of happening), a strong hit is landed on the opponent, but it does not go too far. If he throws Geno (10% chance) then he'll make a **** rainbow with his mind, tell the opponents that they're bitches, and jump off the foreground. The rainbow just stays on the background, messing up the level's appearance, making you upset. If he throws a harp, then it get's stuck on the opponent for a bit, making them very slow and can barely jump, but also can be barely knocked back. 20% chance. If he throws himself(20% chance), he just hurls himself at the enemy, then bounces off. This has great knockback, better than the Thinker's. UpB: Nyan Nyan: StayPuft flies in any direction freely for 5 seconds at an average speed. Behind him are rainbows that are kept on the stage even after the up special is finished. They stay for about 10 seconds after creation, and if you touch it, you will get hurt. DownB: Cosplamation: SP transforms into either Megaman, Twilight Sparkle, or Crash Bandicoot. These transformations last for 15 seconds. If he transforms into Megaman, then he can run around, jump, and if you press an attack button then he will start charging his gun. If it's just a normal shot, it will be a simple projectile. Half-way, it's a bit more powerful, and all the way, it's the best shot. If he transforms into Twilight Sparkle, he can also move and jump around, and if he presses an attack button then he will use Telekinesis to grab onto an opponent. From there, use the control stick to move around the opponent you grabbed, and the button again plus the direction to throw them in that area. If he transforms into Crash Bandicoot, he can move around like the other characters and if you press the attack button he spins around like Crash, drawing characters into him. Final Smash: Marshmallow Man: SP turns into the StayPuft Marshmallow man. In this form, he is huge and merciless. He'll move slowly, and the steps he makes become sticky piles of goo that if you stand on, you can't move off of. If you try to attack him with normal moves or go into him, then you'll bounce off of him. If you shoot normal projectiles at him, he'll gain health, but if you shoot fire at him, he'll lose health. If you press the b button, you shoot a laser from his eye that locks-on to an opponent. After a period of time, he shrinks back down to normal StayPuft, but the sticky piles of marshmallow are retained. Kirby Hat: Brown, artist-like hair and a necklace. Taunt: SP explodes into a Stegosaurus. He then says "I AM A STEGOSAURUS" then explodes back to SP. Intro: Kirby's intro, but SP is on the star.
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AEM
Forum Attendee
I'm mostly a kind gentlemen. I'm a big procastinator, so sorry if I seem lazy.
Posts: 122
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Post by AEM on Oct 3, 2011 1:05:16 GMT -5
lolorigin.
THat was rather hilarious
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