Little Mac Moveset
Little Mac is a 107 lbs. boxer from Bronx, New York (U.S.A.) and one of Nintendo’s gems. He was featured in Super Smash Bros. Brawl but as an Assist Trophy. I believe he deserves a lot more. Hence why I am here making this. Also a cool reference to Little Mac exists in Pokémon. Hitmonchamp is Pokédex number 107, the same as Little Mac’s weight.
Little Mac is a lightweight character and a fast attacker and runner. He cannot wall cling nor crawl. He is smaller than Link and taller than Mario. When Little Mac is standing he is constantly moving from one foot onto the other. Doc Louis (his trainer) will be on the same platform Pokémon Trainer usually stands on, cheering Little Mac on.
Neutral B: Knockout Punch
Little Mac charges, and then lets fly his fist in a hook punch. This is a charge move and it can be carried. When fully charged it does great damage and amazing knockback.
Side B: Gutter Punch
Based off a technique discovered by the fans, Little Mac feints a punch to the head and instead strikes the body. This move wears out the opponent’s shield, making it a good shield breaker.
Up B: Star Punch
Little Mac jumps up into a powerful uppercut. This will charge over time. It is a good recovery with a good ledge grab range. It takes one and a half minutes to be at full charge. If he is knocked into the blast zone he will loose his charge. When fully charged Little Mac will start to flash white. Using the Star Punch not at full charge will not halt, stop, nor exhaust the charge. At full charge it will have great damage and extreme knockback and surprising range. This attack will exhaust Little Mac.
Down B: Block and Counter Punch
Little Mac raises his gloves in front of his face. Damage dealt to him that hits him in front is halved. If it is a projectile he will not counter punch. If he his hit by a melee attack, Little Mac performs a counter attack. Good damage and knock back.
Final Smash: Giga Mac
My version of Giga Mac is slightly based off the Giga Mac on the head-to-head mode of the Wii’s version of Punch-Out!! Unlike the Giga Mac from Punch-Out!! Wii, Little Mac does not turn into a hulking and slow figure. Instead Little Mac becomes taller and faster and looks much stronger, and does not exhaust, and having his Star Punch and Knockout Punch automatically charged. Damage dealt to him in this form is quartered and does not knock him back. After a while he changes back.
Pummel: Little Mac gut punches the opponent.
Forward Throw: Little Mac punches the opponent in the head.
Back Throw: Little Mac moves behind the opponent and throws a volley of punches at the opponent’s back. On the last hit, Little Mac reels back and delivers a powerful punch.
Up Throw: Little Mac uppercuts the opponent, sending him upwards.
Down Throw: Little Mac punches the opponent repeatedly in the gut really quickly. Little Mac steps back and the opponent falls to the ground.
Jab: Little Mac punches with his right hand then left hand. Pressing A again makes Little Mac perform a volley of punches. The first to punches are stun punches.
Neutral Air: Little Mac throws two punches: a jab then a hook.
Side A: Little Mac pulls his fist back and rushes forward with a punch (this punch looks like the Gutter Punch except he actually punches the head).
Side Tilt: Little Mac throws a quick punch.
Forward Air: Little Mac pulls his fist back and throws a strong punch.
Back Air: Little Mac turns his torso and throws a punch near his shoulder. This will cause him to turn completely around to follow through with his punch. Like Marth’s Back Air, Little Mac will be completely turned around.
Up A: Little Mac performs an uppercut.
Up Tilt: Little Mac will quickly punch upwards.
Up Air: Little Mac will perform a hook aimed above him then follows it up with a strong punch.
Down A: Little Mac will hook punch in front of him then spins around (carrying the momentum) and punches with stronger hook.
Down Tilt/Crouch Attack: Little Mac kneels down and hook punches the opponent’s legs.
Down Air: Little Mac throws a punch downward (Spike). Following the punch he will flip in the air.
Dash Attack: Little Mac pulls his fist back while running and lets it fly. He fall forward and recover into a roll.
Ground Attack: Little Mac perform a kick-up and at the same time as he is coming up punch the space in front of him.
Ledge Attack: Little Mac throws himself up and punches with his fist aiming at a downward angle.
Dodge: Little Mac ducks out of the way.
Side Dodge: Little Mac moves out of the way (just like in the games).
Stage Entry: Little Mac will come running with a pink sweater with Doc Louis on a Bike.
Victory Pose #1: Doc Louis will hold Little Mac’s arm in the air declaring him victor. Little Mac will have a World’s Champion belt on one of his shoulders.
Victory Pose #2: Little Mac will throw two quick punches with his forward hand and one hook from his backhand (he is facing the screen and wearing the World’s Champion Belt).
Up Taunt: Little Mac puts both arms up, hands in fists.
Side Taunt: Little Mac quickly puts on a pink sweater and jogs around and then puts it away.
Down Taunt: Little Mac falls backwards in exhaustion.
Fire Emblem has a lot of great main characters. One of my favorites is Ephraim. For one he wields a spear (most main characters wield a sword). Secondly he is from my second favorite Fire Emblem game (Fire Emblem: The Sacred Stones). Thirdly he is a twin and also a Lord. Like most Lords he is a prince, more specifically the crown prince Renais.
Ephraim is a medium weight warrior who does not slide nor wall cling. He does however range slightly bigger than Ike’s sword.
Neutral B: Shield Stab
Ephraim charges up then moves his spear downward (touching the ground if on the ground and creating a spark) then stabs the space in front of him. Very much like Marth’s Neutral B, Ephraim’s Shield Stab has a the ability to wear down a shield much faster than normal attacks, can be charged, and also gives horizontal momentum in air. The difference between the two is Marth’s Neutral B has shorter range but much quicker charge rate and performance. Marth’s Shield Breaker takes about 4 seconds to charge fully. Ephraim’s takes about 5 seconds. A fully charged Shield Stab does great damage and amazing knockback.
Side B: Sun and Moon Strike
Ephraim slashes his spear diagonally from up to down at an angle. Then he spins and strikes again from top to bottom from the same angle and direction. The first slash is trailed by fire. While the second slash is trailed by a blue and white light. Pressing Side B once will perform the whole move. First hit has good damage and little knock back. This move exhausts Ephraim. The second hit has good damage and great knock back.
Up B: Star Point
Ephraim spins around once with his spear pointed down and sending Ephraim upwards. The spear rises while he is spinning until it points straight up lifting him up just a little more. His spear is trailed by a blue and white light. This recovery can only be performed in the up direction but it posses great ledge grab range. This attack has good damage and knock back.
Down B: Counter
Ephraim leans back with one foot in front and one foot bend back. While this happens he points his spear at a downward an angle. All of this happens very quickly. If dealt damage here, he will counter strike by swinging his spear.
Final Smash: Gemini Strike
The opponent has to be in front of Ephraim to work. A cut scene will appear with the opponent zoomed in on. Ephraim will swing his spear horizontally hitting the opponent. Before he can be launched Erika (Ephraim’s twin sister) will slash the opponent with her sword diagonally. This will happen again and again, each in different directions of their weapons very quickly. On the final blow, Ephraim lunges and stabs the opponent. The cut scene will end and the opponent will be sent forwards with extreme knock back (all the damage will be done by each slash in the cut scene).
Pummel: Ephraim knees the opponent.
Forward Throw: Ephraim whacks the opponent with bottom of his lance.
Back Throw: Ephraim jams the bottom end of his spear into the opponent. Then he lifts him up, carrying the opponent over his head and ramming him into the ground sending the opponent back.
Up Throw: Ephraim throws the opponent up then slashes him with his spear sending the opponent up.
Down Throw: Ephraim throws the opponent down to the ground then stabs him with his spear sending the opponent flying forward.
Jab: Ephraim brings the bottom of his spear up and whacks the space in front of him. Then he slashes the air from top to bottom diagonally and then he preforms a spin kick.
Neutral Air: Ephraim spins his spear around hitting any opponent near (similar to Pit’s Neutral Air).
Side A: Ephraim slashes the space in front of him (Down to up at a 180ş angle).
Side Tilt: Ephraim slashes his spear horizontally.
Forward Air: Ephraim pulls his spear from down to up (at an angle) slashing the space in front of him.
Back Air: Ephraim turns while holding his spear in such a way as to hit any opponent behind him.
Up A: Ephraim juts his spear up.
Up Tilt: Ephraim will quickly slash his spear up.
Up Air: Ephraim slashes the air above him and follows into a flip.
Down A: Ephraim will sweep his spear low in front of him. Then he will turn around a swing his spear.
Down Tilt/Crouch Attack: Ephraim kneels down and sweeps his spear under the opponent’s legs tripping them.
Down Air: Ephraim will jab his spear downward (Spike).
Dash Attack: Ephraim stabs his spear forward tilted up, then down (straight forward), then down again, and then back up (similar to Marth’s Side B to Down B combo).
Ground Attack: Ephraim spins his spear around knocking any opponent near.
Ledge Attack: Ephraim throws himself up and quickly slashes the space before the ledge.
Dodge: Ephraim just steps back.
Stage Entry: Ephraim’s entrance is exactly like Marth’s and Ike’s. He appears floating and slowly spinning above a glowing seal.
Victory Pose #1: Ephraim spins his spear like his critical hit animation in Fire Emblem: The Sacred Stones. Then he stops after doing it on both sides and rams his spear into the ground.
Victory Pose #2: Ephraim will turn his back to the screen and says, “I don’t pick fights I cannot win.”
Up Taunt: Ephraim points his lance up in the air. The tip glints in the light.
Side Taunt: Ephraim spins his lance around in his hand, moving his hand back and forth (much like his critical hit).
Down Taunt: Ephraim rams his spear into the ground and says, “I don’t pick fights I cannot win.”
Catalog News: Little Mac and Ephraim have been added to the Catalog. Batman's Forward Throw has been changed.
Faster, stronger, and more powerful, these are the attributes that Raichu possesses when compared to his “younger self” known a Pikachu. So why did Raichu not make the cut. Well he is too awesome. And hence why I am making this moveset. (of course Pichu is still better)
Raichu is a medium weight electric mouse Pokémon who slides a tad, and has the ability to wall cling and crawl.
Neutral B: Zap Cannon
Raichu charges (while charging electricity flows through his body) then lets fly a ball of electricity is a straight line. It takes four seconds to fully charge. If not charged it does nothing. When fully charged it possesses great damage and amazing knockback.
Side B: Tunda Pawnch
Raichu pull his paw back letting electricity from his body flow to his fist, then lets fly a strong punch of electricity. Good damage and great knockback.
Up B: Extreme Speed
Even though Raichu cannot learn the move, it is essentially a stronger version of Quick Attack which is why I choose Extreme Speed (also a Japanese 2012 event gives Pikachu Extreme Speed which allows Raichu to have that move too). Similar to Pikachu’s Up B, Raichu’s Up B sends Raichu, after a short delay, in the direction you pressed in a straight line. From here if you pressed a different direction, Raichu will do it again. The difference being is on entry Raichu will discharge electrical energy shocking anyone right next to Raichu. Small damage and no knock back.
Down B: Thunder
Raichu calls to the heavens his name. The heavens reply with a small storm cloud and a bolt of lighting. Translation: Raichu summons a lightning bolt. It is stronger and lasts longer than Pikachu’s. Good damage and great knockback.
Final Smash: Super Charged
Raichu starts charging with electricity jumping off him. Raichu becomes super fast, powerful, and does not exhaust. The more electrical moves you perform the weaker Raichu gets. After 35 seconds Raichu releases the rest of his charge in one move. Damage from the Discharge varies.
Pummel: Raichu shocks the opponent.
Forward Throw: Raichu throws the opponent forward.
Back Throw: Raichu rolls backwards and throws the opponent.
Up Throw: Raichu holds the opponent and summons a small lighting bolt.
Down Throw: Raichu body slams the opponent.
Jab: Raichu headbutts.
Neutral Air: Raichu (surrounded by electricity) flips around in the air.
Side A: Raichu fires a shock similar to Pikachu’s Side A except Raichu has more range.
Side Tilt: Raichu swing his tail.
Forward Air: Raichu spins around (facing forward) covered in electricity.
Back Air: Raichu kicks backwards with his hind legs.
Up A: Raichu charges for a half second then lets electrical energy flow into the space above him.
Up Tilt: Raichu will headbutt in the up direction.
Up Air: Raichu spins around (facing up) while covered in electricity.
Down A: Raichu spin on the ground discharging electricity.
Down Tilt/Crouch Attack: Raichu bends down and sweeps his tail under the opponent making them trip.
Down Air: Raichu will push both of his legs down (spike).
Dash Attack: Raichu rolls while discharging electricity.
Ground Attack: Raichu discharges a massive amount of electricity.
Ledge Attack: Raichu pulls himself up quickly, stands on the front legs, and kicks with his hind legs.
Stage Entry: Comes out of a Pokéball.
Victory Pose #1: Raichu will Extreme Speed around.
Victory Pose #2: Raichu summons five bolts of lighting surrounding him.
Up Taunt: Raichu charges and electricity comes off him in bolts.
Side Taunt: Raichu will put on Lt. Surge’s glasses and crosses his arms.
Down Taunt: Raichu curls up into a ball and rolls back and forth.
Good movesets as always, MR... Though, I won't lie 'bout the fact that I feel Storm's Raichu moveset was better (well, the B-moves anyways. Don't recall it havin' the A moveset >_>).
Progress on Magikarp is... absolutely nothing. Too tired. z_z
Quick Question: A friend wants to know who you would main: Altair or Ezio (based off my movesets).
Do you know what is funny? I was thinking to put Thunderbolt and Volt Tackle in my Raichu moveset. I did not put Thunderbolt in because I always liked Zap Cannon. I did not put Volt Tackle in because that was Pikachu's Final Smash.
Thread News: Mine and Storm's Raichu Movesets are both in the Catalog
Based on the movesets, Altaďr. Bein' an aggrofaggot, I'm all 'bout speed. If they were actually in the game, character loyalty would have me maining... both.
Also, on the topic of assassins, I am severely disappoint in myself that I let ya beat me to the punch of two assassin movesets. What with me bein' an AC fan 'n all. Should'a made one for Altaďr years ago.
If that happens, then I won't hesitate to show ya up and make a better moveset. ... Well, if I'm not too obsessed with the Multiplayer, anyways.
Considering I have to wait for the WiiU release, ya certainly will get first pickings... .___.
A fun little moveset I made
Minecraft Steve Moveset
Steve is a lightweight character who slides a tad. He cannot wall cling nor crawl.
Neutral B: Bow
Steve pull out a pixilated bow and fires a pixilated arrow. This attack can be charged and the charge cannot be carried. If you walk near one of the arrows while it is stuck in the ground you will pick it up. It does good damage and knock back.
Side B: Block Throw
Steve throws a random block. The block does damage in its flight. Only a maximum of two blocks can be placed at one time. Once on the ground it stays there until broken or a minute has passed since using the move. Blocks cannot damage other blocks. Blocks can be thrown one on top of the other.
Glass: Has a 5% chance to be thrown. It takes one hit to destroy it. Lasers can pass through it.
Sand: Has a 30% chance to be thrown. It takes one hit to destroy it.
Dirt: Has a 30% chance to be thrown. It takes two hits to destroy it.
Cobblestone: Has a 20% chance to be thrown. It takes three hits to destroy it.
Stone: Has a 10% chance to be thrown. It takes three hits to destroy it.
Cactus: Has a 3% chance to be thrown. It takes four hits to destroy it. Damages an opponent who touches it.
Obsidian: Has a 3% chance to be thrown. It takes seven hits to destroy it.
Up B: Power Rails
Steve pops into a mine cart and lays down a couple of power rails launching Steve in the air turning the mine cart and the power rails into mini floating versions that can be picked up by Steve. Does good damage and small knock back.
Down B: Crafting
Steve puts down a Crafting Table and manufactures weapons and armor. It takes as much time as Zelda’s Down B.
Before Crafting: No armor and wooden weapons. Does not reduce damage taken nor raises attack.
Crafting Once: Leather armor and stone weapons. Reduces damage taken and raises attack by 1/6.
Crafting Twice: Iron armor and iron weapons. Reduces damage taken and raises attack by 1/5.
Crafting Three Times: Golden armor and golden weapons. Reduces damage taken and raises attack by 1/4.
Crafting Four Times: Diamond armor and diamond weapons. Reduces damage taken and raises attack by 1/3.
Final Smash: Creative Mode
When used the Minecraft pause menu will appear. The option “Save and quit to title” will be selected. On the title screen, the yellow letters will say, “Now with even more Smash.” The option “Play game” will be selected. Then the world (which is the stage’s name) will be selected and Creative Mode will be selected. Steve will be able to fly and drop TNT on the opponent’s heads by pressing B. He will also heal 3% every one second. All his attacks are doubled and he will already have diamond armor. After 45 seconds he will be back to normal but keep his diamond armor. TNT does great damage and amazing knock back.
Pummel: Steve headbutts the opponent.
Forward Throw: Steve kicks the opponent forward.
Back Throw: Steve turns and throws the opponent.
Up Throw: Steve launches the opponent up.
Down Throw: Steve drops the opponent then drops his inventory on the opponent. The last thing to be dropped is a larger than usual gold knocking the opponent up. The items can be picked back up (for no reason at all).
Jab: Steve throws a punch.
Neutral Air: Steve swings his axe back and forth.
Side A: Steve draws his sword back and swings hard.
Side Tilt: Steve swings his gardening hoe.
Forward Air: Steve swings his pick from bottom to up at an angle.
Back Air: Steve spins and hits the space behind him with his shovel.
Up A: Steve stabs the space above him with his shovel.
Up Tilt: Steve will swing his gardening hoe in an arc.
Up Air: Steve flips with his axe in hand.
Down A: Steve spins while holding his pick at a downward angle.
Down Tilt/Crouch Attack: Steve swings his gardening hoe under the opponents making them trip.
Down Air: Steve slashes the space below him with his sword (spike only for gold or diamond).
Dash Attack: Steve spins around (while still moving forward) holding his pick.
Ground Attack: Steve swings his shovel both front and back while getting up.
Ledge Attack Under 100%: Steve pulls himself up quickly, while swinging his sword.
Ledge Attack Over 100%: Steve pulls himself half up, swings his axe and pulls himself all the way up.
Stage Entry: Steve digs his way up and on to the stage.
Victory Pose #1: A creeper standing behind Steve will poke his head over Steve’s shoulder. Steve will look over his shoulder just when the creeper looks over his other shoulder. The creeper starts to hiss and Steve jumps around sweating. The creeper explodes sending Steve out of the picture. A crater will be made with small floating block inside it.
Victory Pose #2: Steve trips and all of his inventory falls out.
Up Taunt: A small tree pops up. Steve takes his axe and viciously cuts the tree down.
Side Taunt: Steve pulls out his gardening hoe and tills the ground. A small plant pops up and turn into mini floating blocks.
Down Taunt: A bunch of mini creepers run around his legs. Steve waves his arms around sweating. The mini creepers explode and Steve falls backwards.
Catalog News: Minecraft Steve, Banjo-Kazooie, Goku, Hipmonchan, King K. Rool, and Haunter have been added to the Catalog. Color selection added to Raichu (Mr. MR). Toon Zelda and Phantom Zelda have been moved under one spoiler.