^^ Then why offer to do one....? o.O confuscious didn't say anything about this one...
On another note, who's for adding Banjo-Kazooie and some other characters Nintendo hasn't used in awhile?
Im thinking up one for Connor Kenway as we speak
Spoiler Alert!Born and raised in Boston, Massachusetts, the Scout is a fast running scrapper with a baseball bat and a mean, snarky, 'in-your-face' attitude.
The Scout is a light weight character and fast runner (a tad slower than sonic and faster than fox). He cannot wall cling nor crawl. He is about the same size as Link (possibly a tad smaller). Overall he is a squishy character but his attacking speed and movement speed makes up for it.
When using the Homerun Bat, the Scout will point to the sky, wind up and swing his bat. If an enemy is successfully hit, a round of applause is heard right after the normal Homerun Bat sound.
When the crowd starts cheering for the Scout they will chant: "Scout Scout Scout" but before they cheer the domination sound effect will sound. If the Scout dies when the crowd is cheering for him, the revenge sound effect will sound. Upon killing an opponent while the crowd is cheering the Scout will yell appropriate insults at the opponent such as "Who's slow now chucklehead!" after killing a Sonic.
Neutral B: The Sandman
The Scout swings his Sandman Baseball bat and launches the Sandman ball at opponents in a straight arc, the arc is increased the longer B is held. The ball hits for 10% and dazes the enemy (same effect as Shield break) for 0.5 seconds x 0.5 seconds for every half of Final Destination. The ball has a cooldown of 25 seconds, if the move is used while the ball is recharging, Scout with swing his baseball in the same manner except this time it reflects oncoming projectiles e.g. Link's Arrows.
Sandman ball stuns peak at 2.5 seconds.
Final Smash form: The Sandman ball is instantly fired and travels straight forwards until it hits an enemy, the enemy is stunned for the maximum amount of time.
Side B: Pistol
The Scout quickly whips out his pistol and shoots 3 bursts in quick succession, the move does 5% each shot base and stales extremely quickly to prevent spamming.
Final Smash Form: The Scout uses the Winger instead of the Stock pistol and shoots 5 bullets that deal 7% damage each and does not stale. The Pistol works the same as Fox's blaster and has no knockback or interrupting abilities.
Up B: The Atomizer
Scout brings out The Atomizer baseball bat and swings it performs an overhead downwards slam with it, the bat is swung with such force that it acts as a triple jump and purple smoke appears under The Scouts feet, the move greatly spikes opponents however using the move exhausts the scout. The jump is much larger then the regular jumps. The move hits 10%.
Final Smash Form: The Scout does not exhaust when The Atomizer is used and instead gains an extra normal jump.
Down B: Mad Milk
The Scout throws down mad milk beneath him, the Jar of questionable liquids falls until it hits an enemy or the ground, enemies are covered in the substance for 2-5 seconds based on their percentage, the more damage taken the greater the duration. 40% of the damage done by Specials come back to the Scout as Healing.
The Scout throws the usual Jar of Mad Milk, only this time the damage he deals returns back as 60% healing and is not restricted to Specials.
Final Smash: Bonk! Ultimate Punch!
The Scout drinks a white can of Soda named "Bonk! Ultimate Punch!" The Scout gains the effects of both Bonk! Atomic punch! and Crit-a-cola. The Scout is still affected but all damage inflicted on him deals no damage for 15 seconds and all damage the Scout deals is dished out as Mini-crit dealing 1.5x more damage then usual. All Specials are powered up and the weapons are different. The effect lasts 25 seconds. While in this form the Scout's weapons glow the same colour as his outfit, if the outfit is not team specific the Scout's weapon will glow an aqua blue by default as if on BLU team and he carries the Bonk! Atomic Punch! blur trail.
Pummel: The Scout punches the enemy in the gut for 2%.
Forward Throw: The Scout smashes his baseball across the enemy's face in a sped up form of performing the Atomizer and Sandman taunt, the attack hits for 10%.
Back Throw: The Scout leaps on the enemies head dealing 1% damage, he then jumps off their head and gives them a strong kick in the back that hits for 8%.
Up Throw: The Scout throws the enemy above his head and blasts the victim with his scattergun, each pellet hits 2% and the Scattergun shoots 5 pellets in a wide arc, at least two of the five pellets must land.
Down Throw: The Scout kicks the enemy down on the ground dealing 4% and then jumps on them with both feet dealing 6%, the stomp has weak knockback and a low arc.
Jab: The Scout swings a punch in a wide arc in front of him dealing 6% damage, Scout then proceeds to knee the enemy for 4% and then swings his baseball bat from left to right with both hands dealing 7%.
Neutral Air: The Scout kicks in front of him, dealing weak knockback and 6% damage
Side A: The Scout simply swings his baseball dealing 8% damage.
Forward Air: The Scout knees whatever is in front of him dealing 7% damage
Back Air: The Scout swings his baseball bat behind him hitting for 6%
Up A: The Scout performs a fast upwards swing with his baseball hitting the enemy for 9%
Up Air: The Scout performs a flip kick in the air dealing a small amount of 5% but can be used to juggle in further jumps
Down A: The Scout kicks his leg out, any enemy caught in the attack have a 5% chance to fall over. Deals 6% damage
Down Air: The Scout does a forward flip in the air and swings his baseball bat during so. Hits 9% and has a light spiking effect
Side Smash: The Scout stands in a similar position to Ness and Lucas, only he has both feet on the ground. When the Smash attack is finished charging or let go he swings the Baseball Bat with the same speed as Lucas', his Smash attack hits 14% before quickly becoming stale.
Up Smash: The Scout looks directly up and loads a shell into his Force-a-Nature for the charge, the attack will either shoot one pellet if uncharged-50% charge and will shoot both pellets in one shot with increased knockback and damage for the other 51%-100% charge. Each pellet hits up to 3% and 11 pellets are fired if uncharged. If charged the Force-a-Nature shoots an extra 4 pellets on top of that with the same damage output. (15 pellets).
Down Smash: The Scout bends his knees and begins to charge a Baseball bat swing, when the charge is released or completed he swiftly swings his Baseball bat along the enemies feet knocking them downwards at a weak arc, initial uncharged damage is 12%
Dash Attack: The Scout rugby tackles his opponent dealing 6% damage
Ledge Attack: (Healthy) The Scout quickly pulls himself up and quickly swipes his bat at the opponents feet for 5% damage.
(Weak) The Scout swings his baseball bat in a weakened manner before slowly pulling himself up the ledge. Hits 3%.
Dodge: The Scout side steps and ducks at the same time extremely quickly.
Side Dodge: The Scout dives into a roll with more ground covered then a standard dodge.
Stage Entry: A garage door prop appears on the stage and opens up, The Scout readies his bat and walks out the gate.
Victory Pose #1: The Scout drinks a Bonk! Atomic Punch, throws it into the air, and hits it with his bat.
Victory Pose #2: The Scout leans back a little and puts his arms out and forms a square with his fingers, as though his hands were a camera lens (Director's Vision).
Up Taunt: The Scout jogs in place, checking both his neck pulse and an imaginary watch while saying: "I'm runnin' circles around ya!", "I'm not even winded!", "Alright, I feel good!".
Side Taunt: The Scout spreads his arms and makes a quick downward motion while saying: "Hey, kucklehead, I'm talking ta you! Bonk!", "Yeah, why don't you come over and say that to my face, tough guy? Bonk!", "Hey, is someone keeping trakc o' my heads batted in? Boink!", "Who wants some-a this? Bonk!". If the Scout has used The Sandman or Atomizer withing five seconds before taunting, he performs the Home Run taunt and if it lands the enemy takes 1% damage and flinches. (Works the same as Luigi's taunt kick)
Down Taunt: Laughs (Schadenfreude). Upon holding the Down Taunt the Scout will raise his and in the high-five position. Any team mate that taunts in front of him while he is holding up his hand will high-five the Scout.
Edits made: Changed Stage Entry
Changed damage values to balance out damage
Changed an issue with the pistol, no longer causes any flinching at all in the same manner as Fox's blaster.
Last edited by Pichu2k7; 12-01-2012 at 03:43 PM.
Spoiler Alert!Spoiler Alert!
Did I make the damage values too high? I ain't played a Smash bros game in awhile so i've forgotten all the base damage values and things like that.
Spoiler Alert!Spoiler Alert!
Took what you said into consideration and greatly lowered the damage stats of all the attacks.
Spoiler Alert!Spoiler Alert!
Lyndis Moveset Preview
Lyndis, also more commonly known as Lyn, is one of the three main characters of Fire Emblem: Rekka no Ken, the first Fire Emblem game to go international. She did make an appearance in Brawl but as an Assist Trophy but she was not an actual character. She wields both the Mani Katti and the Sol Katti, twin legendary katanas. Lyn wields her Sol Katti with her right hand and the Mani Katti with her left.
Lyn is a lightweight character who is about the same size as Marth. She cannot wall cling nor can she crawl. She is faster than Marth, in both movement and attacks, but she weaker than Marth, in both attack strength and defense.
Neutral B: Bow
Lyn pulls out her bow and fires an arrow. Charging this move will result in her spinning the arrow in the air above her. When the charge is released or when the attack reaches full charge she will fire the arrow. This attack can be angled. The longer the charge the more damage and knockback it does and the longer the arrow will travel.
Side B: Mani Strike
This is a chargeable move. When charging Lyn pulls her Mani Katti behind her creating three images of herself. When holding the charge, Lyn will continue to pull her sword up from behind her until it is by her face and pointed forwards. She will not move her Sol Katti but keep it pointing up and in front of her. When the charge is released, Lyn disappears in a flash traveling in a straight line. If she hits an enemy she will strike the opponent from behind. After the strike her momentum will push her away from the opponent but towards her starting position and she will still be facing in the same direction of when she started the move. If performed on the ground she will slide back, with the distance determined by how long she was charging. In the air this attack can be used as a recovering technique, however this attack will exhaust her. If she strikes an opponent in the air, the momentum direction will still be the same (so be careful). Damage and knockback is determined by how long Lyn was charging. This attack fully charged will travel about half the distance of FD.
Up B: Sol Slash
Lyn points her Sol Katti down and behind her then slashes it upwards. If an opponent is hit by the first strike he will be sent directly upwards. She then disappears and quickly reappears right above where she performed the move. If you hit a smash command before she reappears she will perform an aerial attack right as she appears. After the final attack she will be exhausted.
Down B: Counter
Lyn quickly bends down low in a slanted fighting position. Her Mani Katti is wielded backwards with the blade parallel with her arm which is slanted downwards. Lyn's Sol Katti is up by her face pointed forwards. She will flash green for a second. If she is dealt damage when she is flashing green, Lyn will strike with both swords in the direction of the attack.
Final Smash: Critical Strike
Somewhat like the Sol Katti Critical Strike except she strikes with both swords. Lyn points her Sol Katti down at the ground. Lyn's Mani Katti will be wielded backwards. When she points the Sol Katti downwards her image is split into five. She then disappears and rushes forward in a blaze of light. If any opponent is hit by the attack she will slice them six times with both swords. While this is happening the camera starts to move to view her and the one she hit from above. On the sixth his she disappears and images of herself can be seen all around the opponent flashing in and out. On the final hit the opponent will be launched with extreme damage and knockback and Lyn will freeze her position facing away from the opponent and with her swords drawn like she completed a slash.
Grabbing: Lyn grabs with her left arm while holding her Sol Katti right beside her.
Pummel: Lyn pummels the opponent with the pommel of her Sol Katti.
Forward Throw: Lyn lets go of the opponent, takes a step back with her left foot, and strikes with her Sol Katti at a downward and diagonal angle.