The Moveset Thread

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  • #91
ah sorry I did not notice it
At the time I was working on the soldier
apologies
I will get this in sometime today for right now i am quite busy
 
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  • #94
You should add a bio so I understand the character more. You can rip that off of Xenoblade wiki if you don't want to put in too much work
Also having 2 mid air jumps seems too broken unless there is a drawback or both of them are slightly shorter than a normal jump

Since I never played Xenoblade I have no idea what the character is like or how it plays in game

other than that good job
 
Riki is surprisingly damn good in the actual game in spite of the story telling you he's a joke character.
 
You should add a bio so I understand the character more. You can rip that off of Xenoblade wiki if you don't want to put in too much work
Also having 2 mid air jumps seems too broken unless there is a drawback or both of them are slightly shorter than a normal jump

Since I never played Xenoblade I have no idea what the character is like or how it plays in game

other than that good job
Riki comes from Makana Forest, specifically the Village of the Nopon (Frontier Village). He's the chosen "Heropon", or Nopon Hero, of that year. Riki has a lot of elemental and status inducing attacks. His normal B takes inspiration from the fact that he can steal items from enemies in Xenoblade, and the other three moves are directly inspired by actual attacks he has in the game. Riki tends to speak in third person a lot and is rather silly, but like Assasin said, he's tough.
 
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  • #98
Scout Moveset is not comming at the moment due to the current lack of specials (still working on it though)

Instead Lyndis moveset is coming soon
 
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
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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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Haven't seen this till now. You totally jacked my, "In manlier news." catchphrase! :lol:
 
^^ 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
And Deadpool.
 
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.
 
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Good moveset Fraz, ya underestimated yourself... though it looks like Scout'l be the next Meta. :lol:
 
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