no but im gona check it out
no but im gona check it out
Hollow ichigo(plain white one)
B=hollow ichigo cries hyaaaaa in a whisper and stabs straight forward, like marth but he travels a distance everytime like fox's side B,if touched by the sword the enemy is sent back and stunned for a maximum of 2 seconds shrouded in a white aura.it does a minimum of 10% and a maximum of 20%
sideB=hollow ichigo yells zangetsu and a wave of white spirit energy is released, it reachs as far as ikes side B,it does 10%
upB=hollow ichigo jumps with an uppecut slash and comes down withhis sword,like ike's aether,then white energy is released sending the enemy back.it does 15%
downb=hllow ichigo grabs his sword with both hands and stabs the ground then a giant beam of white energy comes downward from the sky,like palkia and dialga,s attacks on spear pillar,while the enemy is hit he is stunned and then sent flying.it does a maximum of 20% if u hold the attack but if u just push it then it does 15%
final smash=bankai,hollow ichigo uses bankai like ichigo if the beam of spirit energy touches u then u get 30% of damage.while in bankai form hollow ichigos attacks become differnet.bankai lasts for 1 minute.
bankai b=hollow ichigostabs forward releasing a getsu-ga-tenshou
bankai up b=hollow ichigo uses flash stepfor a maximum of 3 times,on the last 1 hollow ichigo strikes his sword with no energy released.
bankai side b=getsuga tenshou
and then runs up and stabs u
bankai down b=hollow ichigo jumps and slashes at the ground
note:in bankai to hits will kill u depending wer ur located.
hollow ichigo(normal) grab= he throws his sword and ties up
up=he tosses u up
forwardhe tosses u forward
backward=he tosses u then strangles u with his sord
down=he tighten the rope on his sword
bankai grab=he teleports for .5 second andgrabs u with his hand in the same spot
up:tosses u up and does a cero
forward: he throws u out the field
backward; he slashes u with his sword
down he chokes u and he leaves u there.
a button=meta knights a
side a= runs and slashes
down a like ikes
up a like marths
in bankai hollow ichigo can flinch but is can get hurt by a few hits he has a barrier that heals like a shield but very weak is destroyed by two consecutive hits.
everytime hollow ichigo attacks he laughs for 1 second leaving him vulnerable.
up taunt puts his hand on his face.then his mask appears and disapears
side taunt=slices sword around(harmless) and sys that's it?
down taunt=throws his swoerd on the ground and laughs
up=points his sword up and says "if ur just gonn stand there u'll die!"
side=just shrugs and smiles
with a little laughter
down=spirit energy aura
his sword can brake in normal mode if u hit him while taunting
he can only punch and kick using a buttons and grab with his rm also flash step
if u dont hit him for 5 seconds he will get his sword back
Last edited by Envek; 03-14-2009 at 06:35 PM.
CoD:WaW is dead to me.
Getting cod MW reflex soon.
Ok, for those of you who keep asking for sets that have already been created (Krunch) here are all the sets I have made so far.
As requested by Bodine.
B: Hypnosis: Haunter shoots six rings in front of him in rapid succession, one after the after. They travel slowly, about the length of Pikachu's Thundershock. If three of the six rings hit the foe, they are put to sleep for 1.5 seconds. if all six hit, the foe is put to sleep for 3 full seconds. Has a .5 second charge time, does no damage, .5 second cooldown.
Side B: Sucker Punch: Haunter shoots his fist forward like a rocket. it goes the distance of Link's boomerang, then dissappears. A new hand immediately forms on Haunter. If the Hand hits anything while being shot, it deals 7% damage, no knockback, and 1 full second stun.
Down B: Curse: A needle appears in front of Haunter, and stabs him. Haunter takes 55% damage from this. Then, a small ghost floats around the foe(s), inflicting 10% damage per second for 10 seconds. The only way to alleviate the Curse is by being killed or by waiting the full ten seconds. In addition, all Haunter's moves have their knockback power reduced to very low. It has a 4 second charge time. Haunter takes 12% damage per second that he charges it. If Haunter is hit, or the charge is released before the full 5 seconds passes, Curse does nothing, but Haunter still retains the damage.
Up B: Shadow Sneak: Haunter dissappears and dashes in the chosen direction (via control pad/stick) then reappears at the other side. Travels the distance of Zelda's teleport, Fareores Wind. If an enemy(s) are in Hauters way during this move, the dissappear as well, travelling with Haunter to the chosen direction. For every second they are invisible with Haunter, they take 3% damage. Haunter travels for 2 seconds full. Both Haunter and whomever he Snuck are invincible and cannot attack for one second after they all reappear.
Final Smash: Night Shade of Terror: Haunter dissappears, then dark winds blow the characters back and forth. They layer, and each layer goes the opposite direction the one below it was going. (Figure 1-3 for reference) Then, Haunter reappears, filling up nearly the entire screen with his gaslike body. He laughs heartily, and the wind speed increases, making it more difficult to stay on any platform. The wind does damage depending on Haunter's damage %. If Haunter's damage is 30% or less, the wind does 3% damage per second for 10 seconds. If his damage is between 31-70%, it deals 7% damage per second for 10 seconds. If his damage percent is 71% or higher, it deals 10% damage for every second for 10 seconds. Haunter only fills the screen for the last 4 seconds. The winds, in addition to dealing damage, can push the players off the screen. Their power is slightly less then Squirtles Water Gun fully charged.
Figure 1-3: Example on Final Destination.
I know you guys prolly expected Shadow Ball in there somewhere, i felt we already had too much of that with the other players. Plus, Mewtwo's move in Melee was Shadow Ball.
Hitmonchan as requested by CK.
B: Focus Punch: Hitmonchan charges a powerful punch, then throws it with explosive force. Same speed and range as Falcon Punch. Has a 4 second charge time. Deals 30% damage plus immense knockback. (i felt we needed another Falcon Punch in the game)
Side B: Mach Punch: Hitmonchan dashes forward at a blinding speed, throwing a weak punch at the end. 4% damage, no knockback, .25 second stun, same range as Ike's fully charged Side B.
Down B: Counter: Hitmonchan blocks his face with his gloves, ready to counter any physical attack for 1.3 (hahaCK) seconds. He can only counter physical attacks, any projectile or magic based attack goes through.
Up B: Rapid Sky Uppercut: Hitmonchan jumps into the air at a 45 degree angle, travelling a small amount more than Mario's uppercut. While travelling, he punches furiously, letting loose a huge uppercut at the end. Any character caught in this attack deals 1% damage per hit, a total of 12 hits fired, and the uppercut at the end deals 7% damage and decent knockback. He is completely defensless during this attack from the bottom.
Final Smash: The "Chan Man's" Rhapsody: Hitmonchan rushes across the ring, not stopping until he hits a target. (note: if he does not run into anything, he could easily run out of the ring) If Hitmonchan runs into a target, the camera zooms in close, and a fast pace drum solo begins, rapidly beating the Snare drum. As the drum makes a hit, Hitmonchan also swings punches. All in all, it is a rapid punch flurry that goes to the beat of the drum. When the solo ends on a cymbal crash, Hitmonchan also throws his final punch, which is a straight forward "superman" punch. Each punch does 2% damage, with a total of 45 punches thrown in rapid, unblockable succession. The final "superman" punch deals an extra 25% damage, for a total of 115% damage dealt, plus immense knockback. If multiple characters are grouped together, the damage is split equally among them.
For those who dont know what the "superman" punch is, its a punch where the attacker rears back, and throws his fist into the opponents chest with their full body weight behind it. Its a KO punch basically.
So its known i plan on editing in his A moves later, which will include Thunderpunch, Fire Punch, Ice Punch, and Mega Punch.
I think its time for me to make another moveset...hopefully i can measure up to the expectations!
King K Rool; DK 64 (I had to!)
B: K Rool Kannon: KKR (King K Rool) takes out a small hand cannon and shoots small cannonballs forward. The cannonball plops out of the cannon and rolls across the stage (kinda like Pikachu Thundershock yea?) deals 5% damage to whatever target it hits. No charge needed, two second interval between shots if attempted to fire repeatedly. No knockback, 1/2 second stun.
Side B: K Rool Vakuum: KKR takes out his signature K Rool vak, and sucks up everything in front of him. Whatever is sucked up, KKR can then fire, dealing 13% damage to the projectile and sending it the length of Zamus' Gun Attack (Reg B) (example: if he shoots a bomb, the bomb explodes as soon as it is shot, damaging K Rool as well) If K Rool sucks up a player, he gains 1% damage every second the player is inside the Vak. Escapable, rapidly buttonmash.
Down B: K Rool KlapTrap: KKR places an invisible claw trap on the groun, this dissappears as soon as it is laid. Takes 1.3 (CK rofl) seconds to set up trap fully and make it ready to work. Deals 10% damage and stuns the opponent for 3 seconds. Only 2 KlapTraps can be on the field at a time (like Diddy's banana rule)
Up B: K Rool Kopter: KKR takes a small propeller above his head, spins it, then takes off diagonally vertical. Able to steer. Chargeable, 2.5 seconds to fully charge. If Kopter blade hits anything, traps them in the circular movement, dealing 3% damage every hit. Hits from start to finish # 5. Cannot be used consecutively (while falling after already being used) distance equal to Diddy's rocket packs, charged and uncharged.
Final Smash: K Rool Krusher: KKR's giant alligator robot island from DK 64 comes on screen as a robot, able to drag itself across screen on wheels and fire rockets out of mouth and fingers, via B button. K Rool Krusher also has jets used to jump with, also deals 7% damage when running into you. Rockets deal 25% each from fingers, x 2, and 35% when fired from the mouth. Same amount of time allowed for Fox's Landmaster. Kind of a super landmaster.
There it is. Comments?
Double Jump: Instead of a second jump, Kazooie flaps her wings, propelling them higher into the air. Max: 3. (Like Pit's double jump)
B: Kazooie Kannon: Kazooie comes out of the backpack and fires blue eggs at the enemy. Same distance and style as G&W. 4% damage per egg.
Side B: Breegul Blaster: Banjo and Kazooie launch themselves forward with force. Much like Ike's forward B, chargeable, and does 5% damage at minimum, 12% maximum. Same distance and speed as Ike.
Down B: Clockwork Kazooie: An egg pops out of Kazooie, revealing a small robot chick. As soon as used, player loses control of Banjo-Kazooie and gains control of the chick. The chick explodes either by running into something, this includes Banjo Kazooie, or by pressing the A or B button. Does 20% damage, low knockback.
Up B: Flying Kazooie: Kazooie spreads her wings and flies high. Same movement, length, and distance as Ikes up B.
Final Smash: Super Breegul Ultra Flying Bomber (Recoome ): Much like Diddy's final smash, Kazooie flaps her wings and flies high with Banjo. Banjo throws grenade eggs made by Kazooie at the ground. Same length of time as Diddy's. Does 10% damage per egg. If fired rapidly from start to finish, maximum number of eggs fired is 15.
B: Charged Kamehameha Wave: Charges like Samus, except can charge while falling also. Very low range, about the same range as Lucas' PK Fire. Does 9-17 damage, from minimum to maximum charge. Has immense knockback.
Forward B: Kaioken Attack: Much like Marth's Combo attack, multiple taps on the buttons give multiple hits. 7-12 Damage, low knockback, high stun.
Down B: "Now Im TRULY Angry": Goku gathers energy, and transforms into a Super Sayian. All of Goku's attacks get 5% extra damage to them plus extra knockback. Goku gains 3% damage every second he remains a Super Saiyan to his Damage counter as a negative effect. Performing the move again retards him back to his normal form.
Up B: Instant Transmission: Much like Mewtwo's teleport attack, Goku instantly teleports to the direction pointed, the same distrance as Zelda's "Faerors Wind". Goku is temporarily invincible in between the teleport distance. He gains 5% damage immediatly once this move is used.
Final Smash: Spirit Bomb: If Goku turns Super Saiyan without the negative effects. From point used, Goku gathers energy the size of Ganon Beast (Ganon's final smash) and throws it straight across the stage. Any on the receiving end of this attack are pushed with it out of the ring, no damage.
Semi-Perfect Cell (This is the only form available to start with. Final smash MUST be performed in order to play as Super Perfect Cell.)
B: Life Absorbtion: 10 second charge (cannot be used unless fully charged) When charged, can be used at any time by pressing the same button once. Cell's tail extends from his back and quickly stabs the opponent, dealing 25% damage to them and recovers 25% damage. Has a 1.5 second delay to hit. Has the same reach as Lucas' Pk Fire.
Forward B: Instant Rocket Punch: Can be charged a maximum of 5 Seconds. Cell teleports forward, punching the first thing he comes in contact with in the stomach. 2 second stun dealt to target. Has same reach as Ike's Forward B, charged and uncharged. Deals 5% damage.
Down B: Perfect Barrier: No charge: A quick purple blast all around Cell, repels all opponents and projectils. Has the same reach as Ike's "B" move (fully charged). The catch is, Cell still takes damage from whatever attacks, projectiles and physical moves, that were pushed away with this move. Causes knockback to opponents, no damage.
Up B: Instant Transmission: Same as Goku's.
Semi-Perfect Cell Final Smash: Cell grows bigger and bigger, about the size of Jigglypuff final smash; then explodes. Does massive damage, lower knockback than a normal punch. Cell MUST sacrifice one life. (this counts as a suicide in all types of Brawl) Cell then returns as Super Perfect Cell. All Cells moves gain a 5% damage increase, but no additional knockback. Also, this Final smash can only be used once per round.
Super Perfect Cell Final Smash: Ultimate Full-Power Kamehameha: Cell gathers power, and lets loose an enourmous Kamehameha slowly across the field. Any that touch this beam get 30% damage on impact, plus 15% damage for each additional hit (has roughly 5 hits from start to finish) plus monstrous knockback. Basically, any hit by this attack suffer instant KO. (can only be used when in Super Perfect form/.)
Ok, as courtesy to Raichu himself, Im starting from scratch.
B: "Raichu, Show 'em a REAL Thundabolt. Shut it DOWN!": Raichu's signature move, Raichu absorbs electricity yelling, "Raiiiii," for 4 seconds, then unleashes it in a startling blast of electricity while screaming, "CHU!". While charging, Raichu loses all motor functions. This move can be cancelled by pressing the Guard button. Can only be used when charged the full length of time, then a bolt of lightning flashes at lightning speed at any given direction, via the control stick. The lightning blast goes through everything, and can hit multiple enemies if in the same direction. The bolt deals 50% damage plus massive knockback to whomever is hit. Raichu also takes 10% damage.
Side B: Volt Tackle: Raichu charges energy, then rolls forward with an electric spin, almost the same motion and speed as Sonics Side B. Can be cancelled by pressing any button. If Volt Tackle hits at minimal charge, it deals 10% damage to those hit and good knockback, Raichu also takes 3% damage. If hit at max charge time, maximum charge of 3 seconds, Raichu moves much faster and deals 24% damage, great knockback, and Raichu takes 8% damage himself.
Down B: Thunderstorm: Raichu plants his feet on the ground, and charges his power. While doing this, every .8 seconds, a small lightning bolt will shoot from Raichu in a random direction, usually towards his enemies. If they strike an enemy, they take 7% damage and cause knockback. If they hit, Raichu ceases charging. Also, Raichu can be knocked out of charging by any move. While Raichu is charging, every 2 seconds he heals himself by 5%. This move can only be used to heal a maximum of 20% damage per life. When the max healing is reached, Raichu still sputters electricity until the move is cancelled or he is hit.
Up B: Raichu's arrogance, aka Take Down: Raichu dashes in the given direction via control stick. Raichu travels as far as one of Pikachu's Quick Attacks. If Raichu hits an opponent, they are spiked downwards. Raichu deals 10% damage, and takes 3% damage as a result. Also, if it hits, Raichu then enters "free-fall mode".
Final Smash: "Raichu is da Ultimate Pokamon!": Raichu gains tremendous power. For 8 seconds, Raichu remains vulnerable, but takes no recoil damage from his attacks. Also, all Raichu's moves no longer have to charge.
Special Abilities: Float: King Boo cannot activate or trip any land based bomb or device. He can still be harmed by things above the ground, such as Bom-ombs.
B: Boolicious Summon: King Boo summons one of his minion Boos, and throws them at the opponent in rapid volley. The ghost do no damage, but instead pass through the opponent, including all objects/walls. Each time a Boo passes through the opponent, they are stunned for 1.3 seconds. This attack is very fast, however, multiple Boos passing through the opponent do not stack the stunning time. (Eg: If the opponent is hit with more than one Boo at the same or near the same time, they are still only stunned for 1.3 seconds. Throws three Boos at once that travel as far and fast as Falcos Laser.
Side B: Mr. Boojangles: Boo creates a copy of himself across the ring, then the too King Boos dash towards eachother, laughing maniacally until they crash into eachother, and the phantom Boo fades. This attack deals 5% damage plus makes the opponent stuck in the ground, the amount of time depends on how much damage they have; the more damage, the more time stuck. The phantom appears about the distance away as Fox's side B. Fast attack, but not quite as fast as Foxs Side B.
Down B: Transparency: King Boo turns invisible, and becomes invincible to all non-element attacks. If an element based attack (fire, ice, electric, water, energy, etc.) he turns back to normal. This effect lasts as long as the user holds the B button after the initial Down B is executed. The player can still move around in this form, however, they cannot dash, jump, dodge, or attack in any way. Also, they cannot pick up items.
Up B: Booregard's Ascendence: King Boo rapidly propels himself in a given direction, via control stick, leaving afterimages of crying Boos in his trail. 5 Boos are left behind him, if they are hit by the opponent, they haunt the opponent, swirling around them in a circle. Each Boo deals 1% damage to the opponent for 3 seconds, for a total of 15 damage if all five Boos are hit. The afterimage Boos only remain for 1.3 seconds, or until they are hit.
Final Smash: The Kings Trump Card: A Giant Bowser Ghost head appears, and King Boo dissappears into it. The player then has control of the giant bowser head, which can fly. B button will fire tiny Ice Balls, which freeze the target for 1.5 seconds while dealing 15% damage. Holding the A button will launch a continuous stream of fire from Bowsers mouth, dealing 10% damage per second for as long as the button is held. The Head stays in play for 12 seconds total. The head is not invincible, however. A strong attack will cause the head to spin around and face the opposite direction.
Ahh...Now I may gloat at my prowess....bow my minions, gravel.
Look, I dont wanna break your spirit, mainly because your new, but I give criticism when I see its needed, and trust me, its needed. Sorry dude.
Viewtiful Joe (Taunts: Down = He turns to normal Joe and puts both of his hand at his crotch area and put his knees together (like he was hiding the fact he was naked), Side = He does the pose from the game cover and whichever side you hit is which side he jumps, and Up = His watch glows and he becomes normal Joe, than he uses his V-Watch to turn back into Viewtiful Joe)
B: Viewtiful Joe uses his "slow-time" ability, in a sense, to power his attack damage and speed. His attacks all go up by 3% and he temporarily gains the speed from one weight level down without the farther knock-back drawback. Takes 1.2 seconds to use and lasts 10 seconds. His weight level is dropped by one during the 1.2 seconds it takes to use the ability.
Side B: Viewtiful Joe shoots across the screen at super-speed (like Falco). An after image follows him and hits anything behind him. When Viewtiful Joe stops the after image merges into him. Viewtiful Joe does 6% damage, during super-speed, while his after-image does another 6%, if it hits; the move has minimal knock-back. Viewtiful Joe enters free fall mode until his after image merges with him or hits an opponent.
Down B: Viewtiful Joe enters "Mach Speed " mode, once again, and envelops himself in a heat shield. The heat shield makes him immune to fire-type attacks and damages anyone who hits him. Viewtiful Joe does no added damage by hitting someone while being shielded; cast time takes 1.5 seconds. The shield lasts for 12 seconds and does 3% each time he is hit. The shield has knock-back or stun damage, mainly used as a damage builder.
Up B: Viewtiful Joe uses his power, "Zoom-In." Viewtiful Joe shoots into the air with his cape, extended in size, staying where he started from. Any character hit by his cape is stunned for 3 seconds. Viewtiful Joe is able to direct which we he shoots up by using the control stick. Any character hit by the cape takes 3% damage for each second stunned (if hit, stunned time is rounded down). This attack does no kick-back and leaves Viewtiful Joe vulnerable from above. While using this move, Viewtiful Joe takes damage at 1.5x the normal rate.
A: Viewtiful Joe does a side kick at the opponent; this attack can be continuous if the A is rapidly pressed. The attack does 3% damage the first hit, 2% the next, and than 1% for the rest.
Side A: Viewtiful Joe does one powerful punch. A non-charged hit does 6% damage, while a charged hit does 10% and major knock-back; charge time is 1.5 seconds.
Down A: Spins around in a circle and hits anyone that is close enough with his cape. Any character hit by his cape takes 0.5 second stun and 4% damaged (non-charged). If the attack is charged, any character hit takes 1.2 second stun and 7% damage; this attack has a charge time of 2 seconds.
Up A: Viewtiful Joe flips upwards and hits an opponent with his feet. The attack takes 1.2 seconds to charge and does 8% damage, if fully charged; this attack has major knock-back. If the attack is not charged it only does 5%, but still has decent knock-back... if considerably less.
Final Smash: Viewtiful Joe slams his palm down on his V-Watch and one of his VFX powers are randomly chosen.
Slow Time - Viewtiful Joe's moves have double the damage and kick-back. All other characters are slowed (like the stop-watch item) for 12 seconds.
Mach Speed - Viewtiful Joe goes to the middle of the stage (in the air) and envelops himself in a heat shield. He powers himself up (arms tightened, face looking up) causing his heat shield to grow. While he is doing this multiple "Joe's" fall out of him, enveloped in a heat shield, that run around attacking people. Whenever a "Joe" hits you, unlike Viewtiful Joe, these cause damage through their heat shield. They can be attacked and killed, but if hit you turn red and take burn damage. If you hit a "Joe" you take 5% damage every second for as long as the Final Smash continues; these can be stacked (Example: you hit a Joe twice... you take 10% every second). If a "Joe" hits you it's the same damage as Viewtiful Joe's non-charged Side A, but has twice as much kick-back as his charged Side A. The Final Smash lasts for 15 seconds.
Zoom In - A camcorder appears in Viewtiful Joe's hands. When thrown the camera flies into the air. Viewtiful Joe gets a new camcorder after he throws one. Each camcorder, in the air, begins to "shoot" enemies. A camera square appears (as if filming) and targets opponent characters. The square starts off larger and, if hit, stuns an opponent for 1.2 seconds. The square starts to minimize causing it to become even deadlier. When the square reaches it smallest size it does 15% damage and insane kick-back. If the opponent's character is hit by this attack it is almost a guaranteed KO. This Final Smash lasts for 10 seconds.
Edit: Would like to do some more, so request away.
Last edited by kingslayer; 03-15-2009 at 07:01 PM.
Awesome descriptive ideas Storm. Those are sick. (I like Haunters and Hitmonchan's the best) Nice Viewtiful Joe moveset king slayer
Cloud. And excellent discussion topic im feeling the vibe of moves connected to the characters style(aka Viewtiful Joe)