@ Wiiassassin: I've known CK a long time, an I also know it would be a long time before he would have the time and focus to make it. The Moveset I made was more or less for him.
Nah. He can definitely make it if he wants. It's magikarp not rocket science.
3DS FC: 1478-4144-3572
Trying to motivate myself to play: Ace Attorney 5, Strange Journey, Skyrim.
The nomination thing in my sig is a link to the Nomination thread and I am not implying there is a best moveset. The one in the sig currently is the showcased moveset
However if you want there to be one start the voting now
I see.... I mean, "I'm seeing something!".
3DS FC: 1478-4144-3572
Trying to motivate myself to play: Ace Attorney 5, Strange Journey, Skyrim.
Just done an Engineer moveset, not sure if it's any good so you guys should look at it. It'll help me out if you pull out the sketchy parts I can't find. The Dispenser and teleporter aren't actually in the moveset but they're used for other things.
Edit: Added a 4th Victory Pose.
Spoiler Alert!The Engineer
A soft-spoken, amiable Texan with a knack for all things mechanical, the Engineer (real name Dell Conagher) chooses to build and maintain buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry gun, an automated turret that fires at any enemy in range, the Dispenser, a device that replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray.
The Engineer a medium weight character that does not deal a large amount of damage with his basic attacks and relies more on his ability to change weapons and his specials. The Engineer has access to his Shotgun and Wrench.
Basics (A attacks):
A Pummel: The Engineer swings his wrench twice horizontally and deals light damage and flinching knockback to the victim. If equipped with the shotgun, the engineer will perform the same attack only with the Stock of the shotgun.
Side Tilt: The Engineer performs a downwards swing with his Wrench, dealing moderate damage and light knockback. Equipped with the Shotgun the Engineer will strike the foe with the stock of his Shotgun
Up tilt: The Engineer will swing his wrench upwards at a 90* angle in front of him, the attack deals moderate damage and has weak upwards knockback. With the shotgun, the Engineer will perform the same attack only striking with the stock of the shotgun.
Down Tilt: The Engineer performs a quick strike towards the enemy's legs, deals light damage and extremely weak downwards knockback. May cause the enemy is pratfall. While the Shotgun is equipped the Engineer will kick his foot out.
N-Air: The Engineer will perform a kick dealing light damage and knockback.
D-Air: The engineer will look down and swing his wrench down dealing light damage and light downward knockback.
F-Air: The Engineer will perform an overhead swing with his wrench dealing moderate damage and light knockback.
B-Air: The Engineer will turn around and slowly perform a downward swing with his wrench, the move however is powerful and if landed right will spike the enemy.
Note: The Engineer's shotgun will shoot 5 pellets when performing a smash attack. Giving it greater damage and knockback then the Wrench if every pellet strikes it's target.
Side Smash: The Engineer will hold the wrench over his head while charging the smash attack, when released he will quickly swing the wrench downwards. Has moderate knockback and deals moderate damage. If the shotgun is equipped the Engineer will charge a Shotgun blast, the shotgun has a lessened effect if the enemy is not within the range of the Wrench smash.
Up Smash: The Engineer will prep his Wrench near his waist while charging, if the smash is released the Engineer will perform a U swing above his head dealing moderate damage and moderate upwards knockback. If the Shotgun is equipped the Engineer will shoot straight upwards, each pellet giving light knockback. Knockback depends on the amount of pellets landed.
Down Smash: While Charging the smash the Engineer will crouch and be in a stance ready to strike. When the smash is released the Engineer will swing at the enemy's feet and then swing his wrench behind him. The attack deals light damage and moderate knockback angles down. With the shotgun equipped the Engineer will crouch and shoot up at an enemy, dealing moderate damage and great knockback, angled a little bit upwards. Unless the enemy is directly in front of him the smash will be very ineffective because of it's aimed angle.
B (Shared between weapons): The Engineer will pull out his pistol and shoot a bullet for every press of B until the button has stopped being pushed. The pistol works the exact same as Fox's blaster. Extremely light damage, spammy and no knockback at all to the extent an enemy does not flinch.
Down B (Shared): The Engineer will switch weapons, the weapon switching animation takes 2 seconds leaving the Engineer vulnerable. If the Engineer's Wrench has been recently thrown to build a mini-sentry he will reach for the usual location of where it is and go "Damn it!" before returning back to his shotgun stance.
Final Smash (Shared): The Engineer will drop a tool box next to him and yell "Buildin' a Sentry!". The toolbox will explode into a level 3 sentry that isn't bipoded but on wheels. The level 3 sentry will follow the Engineer and shoot anyone within range (Same as mini-sentry). Rockets deal massive damage and knockback and sentries guns will deal great DPS but will cause the enemies to flinch. If the Sentry tanks enough damage, the engineer dies or the Sentry is on the field for 20 seconds it will be destroyed.
Side B: The Engineer will throw his wrench, if the Wrench hits an enemy it deals minor damage and doesn't cause flinching. A mini sentry will build in the location the Wrench lands and will shoot enemies within it's range for 10 seconds (1/4 Final Destination). If hit 3 times by any attacks or the timer expires the sentry will explode. The throw can be angled in the second before the Engineer throws it and if the Engineer throws it he will be forced to use the Shotgun for 15 seconds.
Up B: The Engineer will Teleport in the direction specified, when performing the teleport he will lift his Wrench up into the sky and be zapped by lightning, similar to the Eureka effect in the game, teleporting him a short distance. If an enemy is struck by the lightning while performing the teleport they will recieve light damage and knockback.
Side B(Hold): The Engineer will load his Shotgun with special shells. The Engineer will load the shotgun until 6 shells have been inserted, the Engineer's Shotgun will begin glowing Red, blue or green depending on outfit. If the move is performed again he will shoot a special crit shot in front of him which deals great damage and knockback to the target if it hits. However the Engineer takes a second to aim the shotgun in front of him to fire the shell. The first shell takes longer to load then the shells after it.
Up B: The Engineer will shoot his shotgun under his feet propelling him lightly upwards. If an enemy is underneath him it will deal light damage for each pellet that hits and cause flinching.
Up taunt: The Engineer will perform his shotgun taunt from Team Fortress 2.
Side Taunts: The Engineer will perform the Frontiers Justice taunt from Team Fortress 2. The Engineer will pull out a guitar and strum the strings once. Afterwards he'll smash the guitar off the ground. If an enemy is hit by the guitar they take 5% damage and take minor Knockback meaning this taunt can kill if the enemy has taken enough damage.
Down Taunt: The Engineer will perform The Schaudenfraude taunt and will laugh. At the end of it, the Engineer will cough and point in front of him.
Entrace: The Engineer will teleport in from his buildable teleport exit, the teleported will then get sapped and the teleporter will explode. If another Team Fortress Character is on the map in the same team colour as Engineer the Engineer will cry out "Spy aroun' here!"
Victory Pose #1: The Engineer will perform the pistol taunt, he will swing the pistol around one of fingers and after one or two seconds will blow away invisible smoke from the barrel.
Victory Pose #2: The Engineer will take a seat on his dispenser, he will collect a glass bottle of alcohol from it and start drinking it.
Victory Pose #3: If another Team Fortress 2 character is in the battle and Engineer wins, a Level 3 sentry will shoot and kill the class character in the victory screen. The Engineer will then go "I told you don't touch that darn thing!"
Victory Pose #4: If the Engineer wins a Team Battle with another Team Fortress 2 Character, the two characters will perform the High Five taunt and will perform peace signs at each other.
Extra Quotes: If the Engineer KO's another Team Fortress 2 three times consecutively the domination sound file will play and the Engineer will say "Now that is just a sad display boy.", "Howee! Makin' Bacon!" or "That's what happens when ya fight a real man.". If the Engineer dominates another Engineer there is a chance he will say "You can tell a Texan, but ya can't tell him much."
Last edited by Pichu2k7; 12-27-2012 at 10:28 PM.
Spoiler Alert!Spoiler Alert!
Seems good, Pichu.
I recently bought Kid Icarus: Uprising, and there's a chance I'll make a Palutena moveset sometime. I also may remake my Sableye moveset due to the negative reception of it. Admittingly I didn't put a whole lot of thought into it....
....maybe I'll even add A attacks this time.... ._.
♦ If I do not know you, I will not play online with you ♦
♦ The Fuchsia City Guru ♦
Hey CK, I think ull get a kick outta this.
Character Moveset: Yugi Muto
Yugi stands in the backround, Duel Disk in hand, and calls out commands and card names as one of 3 monster cards he controls interchange on the battlefield at the universal command of Down B special move.
Monster 1: Kuriboh!
Neutral B: Multiply: Kuriboh creates exact copies of itself that roam back and forth across the stage. They deal no damage, but move and mimic exactly what the player controlling Kuriboh does. They disappear when hit by an opponents attack. This move is chargeable up to 5 seconds, when released it produces 2 Kuriboh copies for every second it was charged for a maximum possibility of creating 10 Kuriboh copies at once. The Kuriboh copies, no matter how many are created, stay on the stage for 15 seconds, or until attacked. If Kuriboh uses this attack again while Kuriboh copies exist, they disappear instantly.
Side B: Rush Recklessly: Kuriboh glows green as Yugi activates the spell card Rush Recklessly. Kuriboh launches forward across the length of Falcos Side B after 1 second of charge. Deals 14% damage on impact.
Up B: Winged Kuriboh: Kuriboh sprouts wings on command and launches himself upwards the height of Sonics Up B, then slowly flows down and is impregnable during this decent. He still takes damage from attacks, but no knockback and does not flinch until he lands.
Monster 2: Celtic Guardian!
Neutral B: Leaping Swing: Celtic Guardian begins running forward as long as B is held down. When B is released, Celtic Guardian does a heavy double handed overhead swing that deals 25% damage and excellent knockback. Catch is, once the move is used, if Celtic Guardian is hit while running in this state, he automatically goes into a Broken Shield state and is immobilized for 3 seconds helpless.
Side B: Mirror Force: Yugi shouts as he activates a trap card and Celtic Guardian holds up his hand while an astral shield appears in front of it, reflecting any projectile attack dealing double damage. Mirror Force has a 3 second recharge after its use, successful or not.
Up B: Obnoxious Celtic Guardian: Can only be used once each time Celtic Guardian is on the battlefield. Celtic Guardian deals 25% damage to itself, then, until Celtic Guardian loses a life or switches out, if Celtic Guardians damage is less than his opponents, he takes no knockback from any attack except projectiles. He still takes damage from all attacks.
Monster 3: Dark Magician
Neutral B: Dark Magic Attack: Dark Magician charges and then shoots a black electrical mass across the screen. Chargeable for up to 5 seconds, deals 5% damage at minimum, 25% damage at maximum plus electrical stun damage. Travels the distance and speed of Samus's Neutral B.
Side B: Thousand Knives: Yugi shouts and activates a spell card, while Dark Magician holds up his hand and begins shooting a continuous stream of knives the distance of 3 character lengths in front of him. The knives deal 3 damage per hit, and can shoot infinitely.
Up B: Mystic Box: Dark Magician must be level and facing the opponent, otherwise this attack does nothing and Dark Magician enters Freefall mode. Yugi yells as he activates a spell card, while Dark Magician and whatever unfortunate opponent he catches are sealed each inside their own box where they stand/fall. The players trapped in each respective box switch places and emerge, with the Dark Magician taking 30% damage upon exiting the box. In addition, when the boxes open, both characters enter Freefall mode.
Final Smash: Slifer, the Sky Dragon!
The screen goes dark as Kuriboh, Celtic Guardian, and the Dark Magician convene on the center of the battlefield. Lightning strikes as Yugi speaks and sacrifices his three creatures and in a burst of light, the enormous Slifer, the Sky Dragon is summoned into the backround of the stage. Slifer has 3 attacks, Neutral A will cause Slifer to shoot lightning from both his mouths horizontally, spraying from one side to the other with lightning the same size as Samus's Final Smash attack. This attack deals 40% damage per second and immense knockback. The block button will cause Slifer to claw whomever is in front of him, dealing 30% damage per hit and slight knockback. Finally, Neutral B causes Slifer to roar, the orb on his head to glow brightly, an then rain Blue Lightning vertically across the entire screen in a wave motion. This attack deals 80% damage on impact and immense knockback. The player can control Slifers location in the backround via the control stick. Slifer stays on screen for 15 seconds. Once Slifer leaves, Yugi's monsters reappear on the field. Using this final smash costs one life on activation. If losing this life would cause you to have none left, you cannot activate your final smash.