The One Character That Would've Made Brawl Perfect

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The Apprentice (Star Wars Force Unleashed)

↓B=Force Repule: Fires a wave of Force energy around himself. Pushes all enemies away, great knockback, no damage. Can be used once every 2 seconds. Stalls fall, and doesn't activat fall state.

That sounds like a edge guard spam, don't cha think?
 
Fox can do the same thing but even cheaper, RockerJ. I'd say it's perfectly fair of a move. The once every two seconds rule makes it much more balanced of a move as well.
 
... His Down-B? -.-; It's a wonderful edgeguard tool, you know. In the air the knockback is nearly fixed, but it's good, and sends the enemy down at a diagonal angle. Just like the Force Repule. Don't you know anything about edgeguarding? >.>;
 
Damn Shadow that was Excellent. Gonna put mine on when I get the chance to. Actually made a few. They will have throws, taunts,A attcks, B attacks, and weight class. The most work I have ever done for something like this.
 
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Here we go... a completely new type of character (well... kinda)... and yes... this is all one character :D.

Chip and Dale Rescue Rangers (Taunts: Down = The whole team comes out and looks as if they're posing for a picture (smiling, bunny ears, etc.) , Side = Dale stars yawning and Chip smacks him on the head , and Up = Monty freaks out and eats a huge chunk of cheese)

This character(s) is like Ice Climbers, but a bit more special. You start off as Chip and Dale, by holding R when choosing the character you can start off as Monty or Gadget.

Each character has their own unique traits. Chip allows you to move faster and have better moves, Dale allows you to suffer less damage, Monty has power and causes you to take less kickback, and Gadget has some cool moves if used properly.

Chip & Dale Move-Set: (Agility/Moves and Endurance)

B: Chip and Dale each throw an acorn at the opponent. The acorn does 8% damage if it hits, but only has a range of Pikcahu's Side A. The acorn has the ability to bounce, however, up to three times. Each bounce reduces the damage done by 2%.

Side B: Chip hits Dale on the head causing him to fall down. Dale then immeditaely gets up hitting whatever opponent is close enough. This attack does 8% damage and knocks the opponent into the air, causing them to go into a free fall.

Down B: Dale is replaced by Monty. Each character is assigned a number (Chip - 1, Dale - 2, Monty - 3, Gadget - 4), when you press Down B one of the two characters in use is switched out. You start with 1 and 2, then 2 is replaced by 3, then 1 with 4, then 3 with 2, and then 4 with 1. It keeps going in that fashion for as long as you use the move. The time to switch out is considerably less than Zelda's / Sheik's (so hard to get an easy hit while they switch).

Up B: Dale launches off Chip's shoulders. Chip then throws his lasso out, catching Dale's legs. Whatever Dale's head hits takes 7% damage and receives above average kick-back; Dale can grab onto a ledge. There is no free fall, but they can be separated making this move useless.

A: Both Chip and Dale punch the enemy. A non-charged hit does 5%, while a charged does 9%; this move has minimal kick-back.

Side A: Chip whips out with his rope while Dale slide tackles outwards. Chip's whip stuns the enemy for 0.25 seconds while Dale's slide tackle does 7% damage and average kick-back. If charged, this attack does 0.5 seconds stun, 12% damage, and good kick-back.

Down A: Chip and Dale kick downwards in opposite directions. Whichever side hits does 7% damage, non-charged, or 11% damage, if charged. The opponent is stunned for 1 second after receiving this hit, regardless of charge; this attack has minimal kick-back.

Up A: Dale jumps upwards, grabbing Chip's hands, and is swung backwards. Whatever his feet hit, while completing the arc, takes 7% damage and average kick-back. If this attack is fully charged, it does 11% damage and good kick-back.



Chip & Monty Move-Set: (Agility/Moves and Power)

B: Monty eats a piece of cheese and powers up. All attacks gain 1% extra damage for every second this move lasts. Also, all damage is reduced by 5%, losing 1% every second this move lasts. This move lasts 5 seconds.

Side B: Chip throws his lasso grabbing anyone he hits and pulling them near. Monty punches whoever is caught in the lasso, sending them flying. This attack does 3% but has great kick-back.

Down B: Chip is replaced by Gadget. Each character is assigned a number (Chip - 1, Dale - 2, Monty - 3, Gadget - 4), when you press Down B one of the two characters in use is switched out. You start with 1 and 2, then 2 is replaced by 3, then 1 with 4, then 3 with 2, and then 4 with 1. It keeps going in that fashion for as long as you use the move. The time to switch out is considerably less than Zelda's / Sheik's (so hard to get an easy hit while they switch).

Up B: Monty throws Chip into the air. Chip then grabs the ledge with his rope and zips up incredibly fast, he then throws the rope down to Monty. Chip is stunned for 0.25 seconds if hit by any attack while throwing the rope to Monty. If not attacked, Monty is flung into the air already punching. Whatever Monty hits takes 8% damage and receives average kick-back.

A: Chip whips outwards with his rope while Monty takes a defensive stance. Whatever Chip's rope hits takes 3% damage. Chip's whip attack is fast and can be repeatably used. Monty blocks whatever attack is hit towards them (psychical only), but only from the direction he's looking; Monty cannot block behind him.

Side A: Monty punches in front of himself. Chip jumps into the air and kicks downwards in an angle in front of Monty. This attack does 7% (non-charged) and slams the enemy into the ground causing them to bounce backwards. If charged the kick-back is increased to great and the damage becomes 14%. Charge time takes 2.4 seconds

Down A: Monty slams, belly first, into the ground and Dale push-kicks him outwards. Whatever Monty hits takes 5% damage, non-charged, or 9% damage if charged.; the kick-back is bad. Charge time takes 0.75 seconds.

Up A: Both Monty and Chip punch into the air. This attack does 5%, non-charged, and has average kick-back. If charged, this attack does 7% and has great kick-back. Charge time takes 1.5 seconds.



Monty & Gadget Move-Set: (Power and Skill)

B: Gadget pulls out a bolt and Monty grabs it. Monty then proceeds to spin it around and then fling it outwards. The player is able to control the bolt, to a limit, by using the control stick. The attack does 2% damage for each second (rounded up) it hits. The bolt lasts up to 2 seconds.

Side B: Gadget throws her wrench, like a boomerang, and Monty grabs it when it comes back, slamming downwards. The wrench swings around the person, drawing them near, and does 3% damage. When Monty slams the opponent the attack does another 5% and causes the enemy to be stuck in the ground for 1.5 seconds.

Down B: Monty is replaced by Dale. Each character is assigned a number (Chip - 1, Dale - 2, Monty - 3, Gadget - 4), when you press Down B one of the two characters in use is switched out. You start with 1 and 2, then 2 is replaced by 3, then 1 with 4, then 3 with 2, and then 4 with 1. It keeps going in that fashion for as long as you use the move. The time to switch out is considerably less than Zelda's / Sheik's (so hard to get an easy hit while they switch).

Up B: Gadget shoots a plunger crossbow into the air. The plunger soars up and falls towards whichever direction your facing. Monty the proceeds to pull both of them up. This can be used to grab ledges. If a person is hit by this attack they take 3% damage and are stuck on the plunger. This move can be used to get a suicide KO.

A: Both Monty and Gadget hit out with their tails. This attack does 3% damage and stuns the enemy for 0.5 seconds.

Side A: Gadget and Monty both grab her wrench and swing down. If hit, an opponent suffers 5%, non-charged, and 9% charged. The kick-back is great if charged; charge time is 2 seconds.

Down A: Gadget uses her plunger boots to stick onto the ground. Monty side kicks in whichever direction Gadget is facing. This attack does 8% damage, non-charged, and 12% damage charged. If hit, Monty grabs on to Gadget and they won't take any kick-back, they still take damage. Charge time is 1.5 seconds; this attack has average kick-back.

Up A: Gadget spins her wrench above her head while Monty powers up for an attack. The wrench pulls the enemy closer and then Monty punches with his built up power. This attack does 2% for every second hit by the wrench and 5% for every second the punch is charged. The wrench keeps hitting as long as you charge. Charge time is 3 seconds. The kick-back is great.



Dale & Gadget Move-Set: (Skill and Endurance)

B: Dale jumps up and down trying to get Gadget's attention. The ground tremors and causes any enemy to get near to become stuck in the ground. This attack does no damage. The opponent is stuck for 2.5 seconds or until they are hit.

Side B: Dale runs forward, but falls on his face. Gadget shoots out a plunger crossbow and pulls him in rapidly. While pulling him in Dale bumps up and down on the floor. Whatever he hits while being pulled in takes 3% damage for each hit; there's a total of 3 "bumps." This attack takes a total of 1.2 seconds to complete. The range is that of Falco's Side B.

Down B: Dale is replaced by Chip. Each character is assigned a number (Chip - 1, Dale - 2, Monty - 3, Gadget - 4), when you press Down B one of the two characters in use is switched out. You start with 1 and 2, then 2 is replaced by 3, then 1 with 4, then 3 with 2, and then 4 with 1. It keeps going in that fashion for as long as you use the move. The time to switch out is considerably less than Zelda's / Sheik's (so hard to get an easy hit while they switch).

Up B: Gadget kisses Dale's forehead and he shoots up into the air with steam coming off him. His body becomes red and does 8% damage to whatever he hits (Like Fox's... kinda). There is a stall time of 1.2 seconds while Gadget "kisses" Dale.

A: Gadget swings her hammer and accidentally hits Dale. Dale is then falls into the enemy doing 5% damage. This attack takes 2 seconds to re-use.

Side A: Dale grabs Gadget's wrench and stumbles forward. As Dale is about to fall face first into the ground, Gadget grabs him by the tail. Dale has his arms stretched out with the wrench over his head, hitting an enemy in front of him. A non-charged attack does 5% damage while a charged attack does 9%. There is no kick-back, but when this attack hits it slams the enemy into the ground. The enemy is stuck for 0.5 seconds for a non-charged and 2 seconds for a charged attack. The charge time is 2.5 seconds.

Down A: Dale falls into Gadget's arms, pretending he is injured. Gadget can't handle the wait and falls downwards causing Dale's legs to shoot outwards. Whatever Dale's legs hit is hit upwards and takes 5% damage with below-average kick-back. If charged, the attack does 9% damage and average kick-back. The charge time is 1.5 seconds.

Up A: Gadget touches Dale's shoulder and he shoots up into the air (only his tail touching the ground). This attack does 5%, non-charged, and average kick-back. If charged, the attack does 7% damage and good kick-back. The charge time is 2 seconds.




Chip & Gadget Move-Set: (Agility/Moves and Skill)

B: Chip and Gadget get on top of a giant gear and spin it two times. The gear does 3% damage each time it hits and is stationary. If caught by the first hit, your trapped and take the second hit too. This attack has a 2 second "pause" until the next time it's usable.

Side B: Chip tosses out his rope with a plunger attached to the end. The plunger pulls the enemy forward and the enemy is then blown a kiss by Gadget. Chip gets jealous and releases three quick punches at the enemy. This attack does 3% damage for each punch that lands; each punch gives 0.25 seconds of stun.

Down B: Gadget is replaced by Dale. Each character is assigned a number (Chip - 1, Dale - 2, Monty - 3, Gadget - 4), when you press Down B one of the two characters in use is switched out. You start with 1 and 2, then 2 is replaced by 3, then 1 with 4, then 3 with 2, and then 4 with 1. It keeps going in that fashion for as long as you use the move. The time to switch out is considerably less than Zelda's / Sheik's (so hard to get an easy hit while they switch).

Up B: Gadget and Chip jump into a mini-helicopter and fly into the air. It has the same amount of air time as R.O.B., but if you use attack, while in the air, you gain double the power and enter Free Fall Mode right after. This attack does no damage (on its own).

A: Gadget throws a gear at the enemy with limited range (Marth's A attack range). The gear does 2% damage and is repeatable.

Side A: Chip lassos an enemy and throws them into the air. The enemy is then hit by a wrench thrown upwards by Gadget. When hit by the wrench the opponent is sent into Free Fall Mode. This attack does 3% damage if non-charged and 8% damage if charged. There is no kick-back and the charge time is 2 seconds.

Down A: Gadget opens her pockets and a bunch of bolts and gears fall out from both sides. Whatever opponent touches the bolts and gears stumbles and falls down. If non-charged, the opponent takes 3% damage and is stunned for 2 seconds. If charged, the opponent takes 8% damage and is stunned for 2.5 seconds. The charge time is 2 seconds.

Up A: Gadget drops a box on the ground (Jack-in-the-Box) that violently releases a boxing glove outward. This attack does 6% damage, non-charged, and has good kick-back. If charged, this attack does 8% damage and great kick-back. The charge time is 2 seconds and only has a range of Olimar's Up A.



Dale & Monty Move-Set: (Endurance/Power)

B: Monty picks Dale up and throws him forward. Dale lands on the opponent (short range (Pikachu's Side A), but fast) and slams them into the ground. This attack does 6% damage and slams the enemy into the ground for 1.2 seconds.

Side B: Monty grabs Dale by the legs and spins him around (like Ice Climbers). This attack does 8% damage.

Down B: Dale is replaced by Chip. Each character is assigned a number (Chip - 1, Dale - 2, Monty - 3, Gadget - 4), when you press Down B one of the two characters in use is switched out. You start with 1 and 2, then 2 is replaced by 3, then 1 with 4, then 3 with 2, and then 4 with 1. It keeps going in that fashion for as long as you use the move. The time to switch out is considerably less than Zelda's / Sheik's (so hard to get an easy hit while they switch).

Up B: Monty grabs Dale and spins in a circle very quickly. The spin lasts 0.2 seconds, but if it hits an enemy stops the attack and does 3% damage. Monty/Dale then go into Free Fall Mode. If the attack doesn't hit an enemy, however, Monty throws Dale into the air while holding his tail. If the full attack hits an enemy it does 8% damage.

A: Monty slams his belly into Dale's back. This launches Dale the distance of a normal A attack doing 5% damage. This attack cannot be spammed since it requires 1.2 seconds to use again.

Side A: Monty kicks Dale from behind causing him to slam head first into an enemy. This attack does 7% damage (non-charged) and 1.5 second stun with decent kick-back. If the attack is fully charged it does 12% damage and 2 second stun with great kick-back. This attack has a 2 second charge time.

Down A: Monty smacks Dale on the head causing him to fall down. Dale smacks into any enemy, on whichever side he fell, causing 5% damage and terrible kick-back if non-charged. If the attack is charged it does 9% damage and below-average kick-back. The charge time is 1.2 seconds.

Up A: Monty kicks Dale slightly into the air causing Dale to put his hands on his bottom, Dale then slams back onto the ground. Whatever Dale hits while going up, or down, takes 6% damage (non-charged) and is hit with average kick-back. If charged, the attack does 11% damage and good kick-back. Charge time is 1.5 seconds.

Final Smash: All four members of the Rescue Rangers get into their helicopter and ride to the middle of the screen. You can control the flight of the helicopter and are invulnerable while in it. By pressing the B button you drop gears or bolts (Gadget's inventions are always messed up). The gears or bolts rapidly bounce around the screen and do 3% damage + good kick-back. By pressing Down B you can crash the helicopter doing immense kick-back to anyone caught in the explosion. The crashed helicopter is replaced by the gyromobile which is controlled by the player. Whatever it hits is stuck to it. The only way to get released is to be hit off or if the player who is controlling the gyromobile jumps. Since the gyromobile can jump, you can stick onto an enemy and pull them over the edge and jump back to the ledge safely. This Final Smash lasts 18 seconds.

Image of the gyromobile:
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Wow, this took FOREVER. But... I think you can all see why?
 
Your turn :p.

Edit: The Cloud move-set hasn't even been worked on yet... *sighs*. I'm pretty sure I'll end up doing 10 others before I start it -.-. Oh well, maybe I'll make it... but not count it towards the contest (that way it doesn't have to be great).
 
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lolz. Ok Kingslayer, gimme some time to make it up. Btw, good job King. Your research proves to do you well.
 
Lol... I don't think I've ever made a move-set where I actually watched the shows. I mean... I've seen like 3-4 Darkwing Ducks, maybe 2 Sonic the Hedgehog (old one), and half the episodes of Sonic X. I've watched one Chip & Dale Rescue Rangers... but that was for research XD.

Edit: Case of the Cola Cult (love Chip's voice XD)
 
Try to give a little bit more of an explanation as to why you think those characters would make Brawl perfect.

Personally, I think Shadow would be too much of a clone of Sonic. I would of preferred having Shadow instead of Sonic... or maybe Shadow could be a costume of Sonic with different graphics (rocket boots mainly).

Megaman might be interesting, but it would probably just be like Samus.

No clue who Zero is.

Dry Bones just isn't the right type of character for SSBB... would be like adding a Goomba (though Dry Bones is awesome).

Moogle... from Final Fantasy? Aren't those like doll things... not really a character, more of a species.
 
Have u played he game shadow the hedghog? He uses guns and chaos control and kicks ass! He could have guns to use and some sonic abilities too.
Megamn prob would be like samus but would give a cool character to a huge fan base.
Zero is like megaman sort of like Falco is to fox.
Dry bones is sort ofnlike squirtle with no water. What's wrong with a goomba?
Moogles are like tech smart guys. They could shoot gears or run machines for theirnfinal smash.
 
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