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Post by Kanna on Dec 20, 2007 20:35:12 GMT -5
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Post by Quill on Dec 20, 2007 20:47:31 GMT -5
Heeee...:3
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Post by Kanna on Dec 20, 2007 20:49:05 GMT -5
<3 Your turn.
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Murray
Full Member
Knight of Space
Posts: 249
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Post by Murray on Jan 2, 2011 7:34:40 GMT -5
Okay, this sounds like everything I've ever thought about ever.
So I'll write up special attacks for four two of my five mains. (Be warned, I use a lot of Metalanguage).
Zei: General pros - Fast attacks, above average movement and air speed, long range, disjointed hitbox (sword), good recovery, small for a human character, decent priority, Nair is a sex kick. General cons - Floaty, low knockback, mid to light weight, doesn't have too many attacks that deal a lot of damage, easy to ledge guard, poor defenses in air.
^B: Zei throws a portal upwards, if it hits someone, he will switch places with them, otherwise he will just warp out of the second one. Direction of portal can be aimed slightly. B: Zei throws a bolt of darkness, darkness damage is dealt at 5-4 on hit, with three more damage dealt over two seconds. Can be charged up for extra range, and to increase the original damage up to 10-7 vB: A unique move that reflects projectiles and can avoid physical attacks - Zei glows purple for a moment, and if hit by a projectile, he will immediately create a portal to send it flying back. If hit by a physical attack, the attacker will be sent to the other side of Zei, hopefully far enough that it stops him from being hit. B>: Zei boosts forward engulfed in darkness, has a bit of windup, but Zei can turn around a moment before boosting.
Final Smash: Enters his Eclipse Shift, and proceeds to gain increased speed, jumping ability and an aura that deals damage on contact., holding B for a moment and then releasing it will allow you to return to your original location. When it ends, the aura will do knockback, but otherwise it only causes flinching.
Clidef: General pros: Moderate speed, deals damage rapidly, has powerful smash attacks, Meteor Smash Forward Aerial, has few attacks with lots of windup, above average weight, falls at a fair speed, average priority. General cons: Tall, short range on non-smash attacks, laggy, poor jumps and air speed.
^B: Takes off Exo-arm and throws the hand upward, using it as a tether recovery. If it hits an enemy, it will pull them down to where he is, giving him an effective suicide move. B: Electrocutes the area before him with his tazer (which is, in fact, two of his fingers), deals 18-15 damage, but has very short range. Briefly stuns those that are hit at high percentages. B>: Pulls out his blow torch, and can move left or right and angle the torch up and down. Generally used to rack up damage along long flat areas, but can be used for edge guarding. Eventually runs out of gas if used too rapidly or for too long, which takes a few seconds to recover. vB: Charges jet-shoes, which allow for short bursts of speed. Charge can be saved by rolling or shielding, when fully charged, use down-B to activate. In the air, it slows descent. On the ground, it send Clidef forward at a high speed. While moving, Clidef can use strong, special and standard attacks, but not smash attacks, useful as an approach to overcome Clidef's low range.
Final Smash: Calls in the Kalmer Toppler, a large bipedal robot that has a simple move-set which ultimately boils down to aiming at your opponent and mashing buttons.
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ღMax
Quad-Digit Member
Mischief managed.
Posts: 1,040
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Post by ღMax on May 12, 2011 21:23:47 GMT -5
I loved reading this...especially when all of the older ones about Max make her seem like an evil genius... 83
I believe updates and revisions must be made! -triumphant idea music-
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Murray
Full Member
Knight of Space
Posts: 249
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Post by Murray on May 12, 2011 23:32:52 GMT -5
Yes. Yes. Yes.
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Post by Quill on May 14, 2011 0:01:59 GMT -5
Mm, Quill needs an update.
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Quill
Strengths: Very speedy and maneuverable, excellent for getting around large, open stages, and can deliver flurries of rapid attacks.
Weaknesses: Very much a Fragile Speedster, with a light weight class that leaves her very vulnerable to being knocked around. Her strength is terrible, made up for by her short cooldown times. Her high speed can disorient unfamiliar players and send her rocketing straight off the edge of smaller stages. Possibility of stun-lock makes her a major offender for cheesing, particularly by newer players.
B: Tap repeatedly for a series of rapid jabs (pushes enemies back, but if Quill moves slightly forward before the enemy recovers, she can stun-lock them). Hold and release for a 2-second charge that releases a three-kick combo with a small knockback. B^: Quill gives one short bounce before springing high into the air. Great vertical assent, but poor horizontal movement. Free fall can get her back onto a stage if she's close, but if she's knocked too far out she'll have to rely on her grab technique. <B>: Quill throws herself into a low slide that covers massive distance. When she comes in contact with an enemy, the enemy is knocked into the air, and Quill skids to a stop for a split-second cooldown. Quill cannot change directions mid-slide, but can be brought to a stop by pushing the control stick in the opposite direction. Quill does not stop on a dime and will keep sliding for a moment after she comes out of the ducking position. Bv: Quill sends out a three weak, fast quakes that form a radius around her. Knocks low-weight enemies off their feet and momentarily stuns heavier enemies.
All of Quill's non-special moves consist of jabs, knees and fast kicks.
Grab (Z): Quill produces a long rope of snakeskins which she uses to lasso and draw in enemies or pull herself to ledges.
Final Smash: Quill summons a massive army of mongooses which swarm the stage, dealing small but cumulative amounts of damage to any enemy they contact. Suspended platforms are swarmed, and knock any enemy standing on them loose without dealing damage. Very rarely KOs enemies but leaves them unbalanced while Quill is free to move around. (In extremely rare cases, this move can cause graphical glitches on huge stages such as Hyrule Castle, where some parts of the floor retain the texture of writhing mongooses after the final smash has ended.)
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Murray
Full Member
Knight of Space
Posts: 249
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Post by Murray on May 14, 2011 19:38:29 GMT -5
Toby
Overview: Toby is a relatively slow character with several sluggish moves, but capable of using vicious KO moves. Toby, like Pit, changes his weapon depending on the last attack he used. Typically, he stands holding a large pole with a black, metal cube on the end, alternatively, he carries the pole in one hand and the cube under his arm.
B: Toby produces a claw hammer from his carrier bag and throws it. They don't travel far, or very fast, but they go in an arc that is useful for edge guarding. 4-8 % damage per hammer. Can be grabbed like an item, though this is difficult, since the damage hitbox on the hammers' heads are bigger than the item hitbox. B > : A slow attack where Toby takes a large step forward and swings the hammer as hard as he can, this causes the head to come off, dealing 16-23%. A high risk, high return move, as the hammerhead stays off, and requires Toby to pick it up. Other players can also pick it up, but it gives them a movement encumbrance, like lifting a crate. Without the hammer head, Toby's stronger moves, including his forward smash, lose their major sweet spot. B v : If in the air, Toby slams down towards the ground, heavy cube first. This is similar to several ground pound based moves, but the difference is that, upon hitting the ground, or if used on the ground, move the control stick and mashing A will allow Toby to punch and kick. These attacks are much faster than Toby's standard attacks, since the hammer no longer weighs him down, and several have long range. The attack activates quickly, but is a bit laggy when pressing B to cancel it. B ^ : Toby throws a claw hammer upwards with a rope attached. Tether Recovery. If used as an attack, the hammer is a sweet spot.
Final Smash: [redacted due to spoilers]
Golem
Slow, but the new Heaviest character. Attacks that involve his entire body tend to be very strong, while his arms and legs yield short range, weaker attacks, but are faster comparatively. Many of its attacks involve rolling into a ball. Its fastest attacks are those that involve spinning in place.
B: Rock Throw - Golem throws a boulder straight up. The boulder isn't very effective as an anti-air weapon, but on its way down it increases in power, useful to help with combo attacks.
Up B: Self Destruct - Golem explodes in place, launching itself upwards. This attack damages Golem, and like Diddy Kong's Jetpack, it can be charged for further length. However, it charges much faster, and can launch Golem much higher, however, it, when charged to full, will launch Golem with enough power to KO it. The more damage Golem has, the faster it charges, causing Golem to charge to full almost instantly when it reaches 200%. While a fully charged Self Destruct can KO from 50%, the attack takes about a half-second between releasing the button and using the attack, which is usually enough time to allow Golem to be interrupted or let the opponent escape.
Down B: Dig - Golem slams towards the ground, tucked into its shell, it then starts spinning in place, flicking dirt everywhere into nearby enemies. Slowly caused Golem to pass through platforms, but solid objects will only allow him to dig halfway through. The dropping part of the attack can meteor smash enemies right below Golem if Golem has gathered enough speed.
Side B: Take Down - Golem dives forward to gain speed, then starts rolling forward. In this state, Golem's acceleration can be controlled by aiming the control stick with, or against him. Golem does higher damage at higher speed, but is likely to kill himself if the enemy dodges, since the attack has no easy cancel. In the air, controlling the acceleration is still possible, albeit not to the same degree.
A-A: Golem punches with one fist then the other.
A >: Golem scratches, reaching out its entire arm length.
A >>: Golem's legs fold in, and then it kicks both forward.
A v: Golem falls to the ground in front of it.
A vv: Golem withdraws into its shell and spins horizontally, stretching at the equator slighty.
A ^: Golem punches straight up.
A ^^: Golem crushes two rocks together right above its head (really, this is just to make up for its stubby arms).
Grab: Golem reaches forward to grab.
Throttle: Golem crushes the enemy against its shell. 3%, slow.
Forward-throw: Golem bounces the enemy off the floor in front of it.
Back-throw: Golem flips over backwards, knocking the enemies head on the floor behind it.
Up-throw: Golem drops the enemy in front of it, then slams the ground hard, launching them upwards.
Down throw: Similar to the Up-throw, only Golem lands on the opponent.
Nair: Golem tucks in and spins.
Fair: Golem reaches out with one arm.
Bair: Golem kicks one leg out backward.
Dair: Golem thrusts its back straight down.
Fair: Golem sticks its jaw upwards (because its head is too small for anything else).
Final Smash: Explosion - Several Geodudes link arms and make a horizontal line across the stage, holding Golem in the middle. Golem can then be moved anywhere on the stage (he's not intangible, though the Geodudes are). Pressing B or A will cause Golem to explode, as well as the chain of Geodude. Powerful, but slow. Thankfully, Golem is unharmed by exploding.
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