The Moveset Thread

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First off: This is not a friend code exchange thread, this is a SSB moveset thread (hence the title)

Second: View the movesets on the first page and comment (or make your own)
all contributions to this thread are appreciated (because it needs to live on!)
 
(it needs to live on!)

Sure.

Lute Moveset
Lute.jpg

Inspiration of this move set came from both Lute and Linde. Lute and Linde are both from Fire Emblem. Linde’s first appearance was in Fire Emblem: Ankonku Ryu to Hikari no Tsurugi (later remade into Fire Emblem: Shadow Dragon), while Lute is from Fire Emblem: The Sacred Stones. Even though it was built specifically for Lute and Linde, this moveset can be considered for all female spellcasters. But for all intents and purposes, I will be using the name Lute for this whole moveset.

Lute is a lightweight character, who does not slide. She cannot wall cling nor crawl.

Neutral B: Aura
Based off Linde’s Tome, a circle of white light closes on Lute then the circle reappears as a small orb of light expanding into a circle. As it expands a powerful blast of light is materializes from below the circle in a cone like shape (similar to Lucas’ Up A). While the circle closes on Lute, you can choose the direction it will appear with the move sick. Good damage and knock back.

Side B: Fire Magic
Fire Magic has four charge phases. The charge cannot be carried.

No Charge
: Fire
A red orb of fire appears in front of Lute. She extends her hand and shoots a small fireball (similar to Lucas’ Side B). Small damage and knock back.

“Half” Charge
: Elfire
The red orb in Lute’s hand grows larger (if used then it will be a more powerful Fire). Then another red orb appears above her head. When released she sweeps her hand from above her directing the orb forward. The top orb of fire creates a line of fire directed towards the ground while the orb of fire in front of her spins around the line of fire. Takes a second and a half to charge to this point. Good damage and knock back.

“Full” Charge
: Bolganone
It takes four seconds to charge to this point and five for a fully charged Bolganone. The orb in front of her becomes much larger. When released from here, Lute extends her hand, which sends the fire orb in horizontal in a beam of fire. The orb above her spins around this beam of fire. When charging the orb, there is a point when the orb will not get bigger. When this point it reached Lute will flash red and look down at her tome flipping pages. Great damage and good knockback.

Overcharged
: Forblaze, the Scorching Reason
If you charged for ten seconds, then a circle with shapes in it (like Marth and Ike’s Stage Entry animation) will materialize in front of Lute. Lute will put away her tome and extends both hands. At the same time the orbs will disappear. If released then, the circle will disappear sending a huge wave of fire in front of her. Extreme damage and good knock back.

Up B: Wind Magic
Wind Magic has four charge phases. The charge cannot be carried. This attack exhausts Lute.

No Charge
: Elwind
A dot of light appears below Lute stopping her falling momentum a lot. Sends a burst of wind below Lute, sending her up and at an angle. This recovery does 2% damage and no knock back however it does push the enemy a fair distance.

“Half” Charge
: Blizzard
Holding it for a second creates a ring of blue light around Lute's legs. When released she gets a bigger boost both horizontally and vertically. This attack will freeze the opponent and deal small amount of damage and no knock back.

“Full” Charge
: Tornado
Holding it for two and a half seconds creates a ring of Lute encircles Lute. When released it will create a tornado and send Lute flying up. This attack pushes people in no charge arrow range and deals good damage and great knockback. When the charge reaches “max” Lute will start turning pages in her book and while flashing blue.

Overcharge
: Aircalibur
Charged for seven seconds, the same circle from Forblaze appears below Lute stopping he momentum completely. When used, it will created a several glowing bits of razor sharp wind (in the shape of a boomerang) spinning around her lifting her up a huge distance. Great damage and extreme knock back.

Down B: Thunder Magic
Thunder Magic has four charge phases. The charge cannot be carried.

No Charge
: Thunder
As Lute raises one hand, a thin broken yellow electric line appears above her. The line does not go very far up. A bolt of lightning will come down and strike Lute damaging and knocking anyone near. The bolt also does damage. Small damage and knock back.

“Half” Charge: Elthunder
Charged for two seconds, the line becomes more solid but does not reach the top. When released, large thunderbolt falls from the sky striking Lute and damaging and knocking anyone near. The thunderbolt also does damage. Good damage and knock back.

“Full” Charge: Thoron
It takes four and a half seconds to charge from the start. The line becomes thicker and reaches the top but it still is transparent. Releasing the charge here will send a thick beam of lighting down striking Lute and damaging and knocking anyone near. The lighting also does damage. Great damage and knock back. When the charge reaches “max” Lute will start turning pages in her book and while flashing yellow.

Overcharged: Thor’s Hammer
After charging for eleven seconds, Lute will put her book away and a circle (exactly like the circle from Forblaze) will appear above her head. Releasing it from here, creates a giant ball of electricity, which will fall straight down and explodes when it hits the ground for amazing (a tad weaker than extreme) damage and knock back.

Final Smash: Sleep Staff
Lute will raise her hand holding a Sleep Staff. It takes about 2 seconds before it is activated. All opponents will fall asleep whether they are in the air, or in water, or on a ledge. The sleep gives you fifteen seconds to make a move before they wake up. This gives you enough time to use one of your overcharge moves.

Pummel
: Lute sends a shockwave through the opponent.

Forward Throw: Lute sends the opponent flying forward with a gust of wind.

Back Throw: Lute throws the opponent telekinetically behind her.

Up Throw: Lute throws the opponent up telekinetically, then throws a small fire ball upwards.

Down Throw: Lute throws the enemy on the ground, then sends a small lightning bolt at them from her hands.

Jab: Lute hits the opponent with a fiery palm.

Neutral Air: Lute waves her hand and is instantly surrounded by circles of electricity.

Side A
: Lute steps forward and sends electricity down her arm and into the air in front of her.

Side Tilt: Lute steps forward and swings her tome.

Forward Air
: Lute takes her tome with two hands and whacks the air in front of her.

Back Air: Lute turns quickly sends an ice shard behind her.

Up A: Lute raises one hand and creates a mini explosion.

Up Tilt: Lute raises one hand sends electricity down her arm and into the air above her.

Up Air: Lute flips in the air trailing fire with her foot.

Down A: Lute sends an electrical shock down her legs and around her.

Down Tilt/Crouch Attack: Lute kneels down and sends a gust of wind pushing the opponent back.

Down Air
: Lute fires a mini explosion below her (Spike).

Dash Attack
: Lute trips and sends a cold wind freezing the opponent.

Ground Attack
: Lute spins her legs around creating fire and leaving a small fire trail.

Ledge Attack
: Lute pulls herself up and sends a blast of wind pushing the opponent back.

Stage Entry
: A beam of light comes straight down and materializes into Lute holding a Rewarp staff.

Victory Pose #1
: Lute sits on the ground reading her tome with her back towards the screen.

Victory Pose #2: Lute holds her tome with both arms and looks up.

Up Taunt: Lute studies a passing bird with amazement.

Side Taunt
: Lute puts her book away and extends her arms out sending small sparks down her arm and out her hands.

Down Taunt
: Lute opens her book. Wind then flips the pages and moves her cloths. Her expression is wonder.

You are creative, Mr. MR. One thing though: don't you think you overdid this a bit with every special attack being able to charge?
 
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You are creative, Mr. MR. One thing though: don't you think you overdid this a bit with every special attack being able to charge?
Thank you and Nope
Introduced a new type of Spellcaster
and it ties in the many spells in FE
I could not choose one of the S Rank Spells so I made it possible to use all of them (but not at once)
 
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I personally think one of the S rank spells should be her Final Smash.
That is why I made the sleep staff for her Final Smash so she has enough time to use one of her 3 S ranked spells.

Thread News: Spelling fixes and minor changes to Little Mac and Minecraft Steve for clarification purposes.
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The Soldier has been added to the collection

Soldier Moveset
SoldierTF2Large.png

The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense. Totally did not pull this off TF2 Wiki

The Soldier is a heavyweight character and a slow runner. He cannot wall cling nor crawl. He is a little smaller than Ganon.
When the crowd starts cheering for the Soldier they will chant: "Soldier Soldier Soldier" but before they cheer the domination sound effect will sound. If the Soldier dies when the crowd is cheering for him the revenge sound effect will sound. Upon killing an opponent while the crowd is cheering the Soldier will yell appropriate insults at the opponent.

Neutral B: Grenade
He wears them on his chest but never uses them... until now! Much like Snakes Special, the Soldier can only have two out at a time. Also like Snake, the can throw them three different ways. In fact it is exactly like Snakes except the Soldier's grenades look different (it is possible to pull out a Holy Hand Grenade too), have smaller explosive range, shorter fuse, and deals more damage. Also the Soldier cannot move with it in his hand.

Side B: The Amazing Crocket Launcher
The soldier charges his rocket and fires it. This charge move cannot be carried however when fully charged it does great damage and amazing knockback comparable to a fully charged Samus Special. The rocket projectile is about as fast as Samus' Special also. When performed you can vertically angle it. Also it should be noted that the rocket can hurt the Soldier but not his allies (unless friendly fire is on) so be careful if you aim it. This move takes about 2.5 seconds to fully charge but when fully charged the projectile will be glowing and will travel in a straight line until it hits something however charging it too long can be your demise.

Up B: Rocket Jump
The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier detonates a rocket right under his feet sending him skyward. When performing the Rocket Jump, the Soldier takes 15% of damage. If any opponents get caught under his rocket jump, they will be spiked. The spike is the equivalent to Ganon's D-air in terms of potency and knockdown capability. If an opponent is in the flight path after the explosion, they will take small damage and moderate knockback. Hitting the ceiling or the bottom of a stage will immediately exhaust him. When the soldier reaches max height he will exhaust. The vertical range of the rocket jump is about .5 FD. Rocket jumping on the ground will produce diagonal/horizontal knockback from the initial explosion.

Down B: Buff Banner
The soldier blows on his bugle and pulls up his flag. This move has to be charged before it can be used and the way to charge it is to inflict damage on yourself via your own rockets and/or grenades. It takes 50% of self-inflicted damage to charge the buff banner. When active, it gives the Soldier a damage upgrade for all his attacks. This buff also effects team mates within half FD of the Soldier. The Soldier movement speed is also increased slightly. This buff lasts for 15 seconds.

Final Smash: Überkanonen
The Soldier drinks from his Mann vs. Machine canteen and becomes übered for 30 seconds. All damage done to the Soldier is negated and the Soldier will not exhaust. The Soldier's Side B fully charges in 1 second however each time he fires a fully charged rocket it takes 5 seconds off his über. Arial attacks after rocket jumping are doubled in knockback and slightly improved in damage and rockets fired after rocket jumping travel faster. All of the Soldier's explosive attacks have a bigger blast radius.

Pummel: The Soldier headbutts the opponent.

Forward Throw: The Soldier punches the opponent in the gut sending the opponent forward.

Back Throw: The Soldier pulls the opponent towards him, moves behind him and kicks him in the back.

Up Throw: The Soldier pulls out a grenade and uppercuts the opponent with the hand holding the explosive making it explode. This attack damages the Soldier by 10%. Good knockback and damage (kills at high percents but stales fast).

Down Throw: The Soldier throws the opponent on the ground and jams his foot on the opponent's spine.

Jab: The Soldier swings with his stock shovel.

Neutral Air: The Soldier swings his shovel violently.

Side A: The Soldier swings his rocket launcher in front of him.

Side Tilt: The Soldier rams his shoulder forward.

Forward Air: The Soldier fires his shotgun in front of him. No projectiles but anyone directly in front of him will be hit. Good knockback (finishes at high percents) and damage.

Back Air: The Soldier swings his rocket launcher's end violently.

Up A: The Soldier fires his shotgun above him. No projectiles but anyone right above him will be hit. Good knockback (finishes at high percents) and damage.

Up Tilt: The Soldier swings his stock shovel above him.

Up Air: The Soldier swings his rocket launcher above him.

Down A: The Soldier pulls out his rocket launcher and fires it that the ground dealing really good knockback. It also does 15% to the soldier.

Down Tilt/Crouch Attack: The Soldier swings his stock shovel at the legs of the opponent. Chance to trip the opponent.

Down Air: The Soldier pushes both his feet downwards. Small spiking potential.

Dash Attack: The Soldier runs with his head down headbutting opponent in the way.

Ground Attack: The Soldier quickly jumps up knocking back any opponent near him.

Ledge Attack: The Soldier swings his stock shovel above the ledge and pulls himslef up.

Dodge: The Soldier side steps.

Side Dodge: The Soldier jumps either back or forward (whatever direction you pressed).

Stage Entry: The Soldier rocket jumps onto the stage.

Victory Pose #1: The Soldier pulls out a grenade and starts to shout and scream. With the other hand he starts beating his helmet with his shovel. After screaming and acting insane he explodes.

Victory Pose #2: The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!" He then drops one and explodes.

Up Taunt: The Soldier puts his hand in the "L" shape up by his head and says one of the following: "Maggots!", "Cuh-rit!", or "Leeeeft-HUT!".

Side Taunt: The Soldier yells and beats his chest.

Down Taunt: Laughs (Schadenfreude). Upon holding the Down Taunt the Soldier 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 Soldier. Holding the down taunt button while holding a grenade will make the Soldier explode into giblets (If you manage to get a high-five off with an ally you will explode on the clap).
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That rocket jump best be the most awesometacular Up B in the game regarding recovery ability. The meteor smash it delivers should be like Ganon's bloody D-air as well in terms of potency, since if anyone is dumb enough t' try and spike with it the payoff of a successful hit should be huge. In regards t' that, knockback from the initial blast should be diagonal/horizontal and heavy if hitting a foe while grounded at the start of the move.

After three-stockin' someone, TF2 crowd should get the domination jingle and an appropriate audio-only taunt t' insult the character they just owned. Scout needs t' tell Sonic that's he's too slow.

When playin' a team mode with another TF2 character on your team, taunting at the same time should cancel both players' taunts into a high five.
 
Riki Moveset

Riki.png


(I'm making this up on the spot because otherwise I'll never do it)

Normal B: Heropon Power

You can charge up Riki by holding down the B button. The longer you charge, the more damage this attack will do, and the further it will go. When you release it, Riki will launch himself forward in a belly first jump, with roughly this range (the x is Riki).

x_ (Tapping the button) (6% damage with no fire)

x__ (Little charge) (12% damage with a little fire) (Very little knockback)

x____(Full charge) (28% damage with a lot of fire) (Good amount of knockback) (Takes roughly 5 seconds to fully charge)

Riki will plow through anyone in his way. However, at full charge this attack has a 50% chance of making Riki accidentally faceplant at the end of his jump, leaving him vulnerable. This attack has the added bonus of stealing the item of an opponent it hits, including ROB's Gyros, Peach's Turnips, Link's Bombs, etc.

Side B: Freezinate

Riki spits a ball of ice at the opponent, which has different range depending on running speed.

Standing: x___
Walking: x____
Running: x_______

The ice will travel faster if it goes a longer distance as well. If used when standing or walking, the ice will bounce off a target after doing about 8% damage. The ice ball can then be picked up and used again, but it will shatter the next time it deals damage. A single attack will also shatter it. The ice ball goes through targets at maximum velocity, but cannot be picked up. A maximum of two ice balls (from each Riki) can be on the stage at once.

Down B: Play Dead

Riki flops down on the ground and pretends to be unconscious. This lasts as long as the B button is held down, and he cannot move until the B button is released. When in this state, Riki takes 1/3 the knockback he would normally take, but all the damage. Taking more then 30% damage will knock him out of this state and stun him, but if he is attacked for less then that, when the B button is released Riki will jump up and unleash a counterattack of 1.3x the damage he took. This state can be held for a maximum of 6 seconds.

If used in mid air, Riki will enter a helpless stat, but when he lands the move will begin.

Up B: Burninate

Riki makes a leap in mid air about this high.


-
-
-
x

For the duration of the move, Riki spins around twice while releasing fire in a swirling motion.

Other notes:

Riki has two mid air jumps, both involving his "ear wings" giving him an extra boost.

Final Smash: Doompon of Doom

After getting a Smash Ball, Riki becomes cloaked in electricity and curls up into a ball. Riki can move and jump in this form, and although his ground speed is about the same, he jumps a lot higher then he normally could. By pressing B in midair, Riki can come plummeting down to the ground in a flash of lightning and Nopon fury. When he lands, a shockwave about this large is created.

_____x_____

The higher he is from the ground he hits, the more damage this shockwave does. The shockwave can also effect opponents a few feet above it. The shockwave itself offers little knockback, but lots of damage. Hitting an opponent with Riki after tapping B in midair, on the other hand, offers little damage but lots of knockback. The opponents take a little damage and knockback if they touch Riki at all, of course.

Once again, too lazy to add all those A attacks.
 
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