The One Character That Would've Made Brawl Perfect

true but his big moves would be super godly unfair. and powering them down would be such a waste.

EDIT: i forgot to say this.

his A moves would be kicks and sword swings. he would be CF speed and power as well.
 
Alright need to work on the move sets for the characters and you can ask Shadow I have a lot of work to do though i'll work on Vizard Ichigo's details first and make my own Sasuke move set.
 
heres a moveset for a difficult character: Pain, the Akatsuki Leader.
Background info: Pain's real name is Nagato. Pain has the Rinningan, the ultimate kekkei genkei(bloodline ability). It allows him to master every jutsu thats known. He uses 6 bodies, each one has mastery over a specific ninja ability.
heres a sig i made with all 6 bodies↓
Pein.png

the bodies each have a name but to keep it simple i'll just call them by number. 1-6 left to right.

↑B=Body Toss: A Pain body comes out and throws the current body up at an angle.

does no damage and can be used 5 times before a fall state activates. each throw doesn't go very far though.

↓B= Chakra Spike: Pain pulls out a black spike and stabs directly in front of himself.

does little damage and knockback but reverses directional controls for a few seconds.

B=Body switch: Current body jumps out and the next jumps in.

goes in the 1-6 order. small super armor during the switch.

→B=Body Special Ability: The current body uses its ability. changes depending on the current body in use.

Body 1: summons out a rhino that charges forward. Rhino does little damage and good knockback. cannot be spammed cause theres a 2 second delay between each rhino summon.

Body 2: Dashes forward and grabs the enemy. If he grabs one then a demon head appears behind him and swallows the enemy. head then vanishes and the enemy lies on the ground. move works like a grab. goes as far and does as much as Ganons →B.

Body 3: Fires a rocket from his head. imagine Samus's super missle

Body 4: Uses Shinra Tensei(Divine propulsion) to blast foes away. move does no damage but has great knockback. reaches the full distance of FD. has a 5 second recharge time(just like in the manga)

Body 5: dashes forward attacking any enemy in his path. no knockback and does 5% damage. any damage dealt is restores Pain's health by an equal amount.(ex: hit three to inflict 5% each and gain 15%)

Body 6: Creates a barrier around himself and absorbs all projectile damage. Physical attacks break through.


Final Smash= Sinra Tensei Devastation: when activated all bodies jump out. body 4(Which is his main body) claims "I will show you True Pain!" the other 5 crouch down giving body 4 all their power. Body 4 then shoots a massive beam across the stage. he then drops down and says "I can see peace." before 5 bodies jumping out, returning you to the body you were currently using.

the beam is Zero Laser size but does no damage. it just shoves the enemies off screen. if hes facing the right then it goes right and vice versa(facing the left shoots it to the left)

↑Taunt: quickly switch bodies. faster than B but without super armor
←→ taunt: all 6 bodies come out and body 4 says "Bear witness to the 6 Paths of Pain." the bodies then jump back.
↓taunt: quickly switch bodies but no super armor.
 
Body 4... the healing is way too powerful of a move without any disadvantage to it. Think if you were at 80% and just spammed that... completely offsets the whole game. You should make it where it can't be spammed, at least. How about you give him a 1 second pause after it (like he turns a different color showing the energy he just gathered), so it's possible to get some damage back on him. Also, you could just make it have a recovery time.
 
I already made a King K Rool set. Ill repost it for you.

King K Rool; DK 64 (I had to!)

B: K Rool Kannon: KKR (King K Rool) takes out a small hand cannon and shoots small cannonballs forward. The cannonball plops out of the cannon and rolls across the stage (kinda like Pikachu Thundershock yea?) deals 5% damage to whatever target it hits. No charge needed, two second interval between shots if attempted to fire repeatedly. No knockback, 1/2 second stun.

Side B: K Rool Vakuum: KKR takes out his signature K Rool vak, and sucks up everything in front of him. Whatever is sucked up, KKR can then fire, dealing 13% damage to the projectile and sending it the length of Zamus' Gun Attack (Reg B) (example: if he shoots a bomb, the bomb explodes as soon as it is shot, damaging K Rool as well) If K Rool sucks up a player, he gains 1% damage every second the player is inside the Vak. Escapable, rapidly buttonmash.

Down B: K Rool KlapTrap: KKR places an invisible claw trap on the groun, this dissappears as soon as it is laid. Takes 1.3 (CK rofl) seconds to set up trap fully and make it ready to work. Deals 10% damage and stuns the opponent for 3 seconds. Only 2 KlapTraps can be on the field at a time (like Diddy's banana rule)

Up B: K Rool Kopter: KKR takes a small propeller above his head, spins it, then takes off diagonally vertical. Able to steer. Chargeable, 2.5 seconds to fully charge. If Kopter blade hits anything, traps them in the circular movement, dealing 3% damage every hit. Hits from start to finish # 5. Cannot be used consecutively (while falling after already being used) distance equal to Diddy's rocket packs, charged and uncharged.

Final Smash: K Rool Krusher: KKR's giant alligator robot island from DK 64 comes on screen as a robot, able to drag itself across screen on wheels and fire rockets out of mouth and fingers, via B button. K Rool Krusher also has jets used to jump with, also deals 7% damage when running into you. Rockets deal 25% each from fingers, x 2, and 35% when fired from the mouth. Same amount of time allowed for Fox's Landmaster. Kind of a super landmaster.
 
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Veiwtiful joe.i wanna see a move set for veiwtiful joe cause he is the bomb diggity.
 
Veiwtiful joe.i wanna see a move set for veiwtiful joe cause he is the bomb diggity.
 
Body 4... the healing is way too powerful of a move without any disadvantage to it. Think if you were at 80% and just spammed that... completely offsets the whole game. You should make it where it can't be spammed, at least. How about you give him a 1 second pause after it (like he turns a different color showing the energy he just gathered), so it's possible to get some damage back on him. Also, you could just make it have a recovery time.

its body 5 that heals and 5% each isn't much in a 1v1. group fight yeah but not much
 
Ok, as requeste by Kingslayer I think.

King Boo:

Special Abilities: Float: King Boo cannot activate or trip any land based bomb or device. He can still be harmed by things above the ground, such as Bom-ombs.

B: Boolicious Summon: King Boo summons one of his minion Boos, and throws them at the opponent in rapid volley. The ghost do no damage, but instead pass through the opponent, including all objects/walls. Each time a Boo passes through the opponent, they are stunned for 1.3 seconds. This attack is very fast, however, multiple Boos passing through the opponent do not stack the stunning time. (Eg: If the opponent is hit with more than one Boo at the same or near the same time, they are still only stunned for 1.3 seconds. Throws three Boos at once that travel as far and fast as Falcos Laser.

Side B: Mr. Boojangles: Boo creates a copy of himself across the ring, then the too King Boos dash towards eachother, laughing maniacally until they crash into eachother, and the phantom Boo fades. This attack deals 5% damage plus makes the opponent stuck in the ground, the amount of time depends on how much damage they have; the more damage, the more time stuck. The phantom appears about the distance away as Fox's side B. Fast attack, but not quite as fast as Foxs Side B.

Down B: Transparency: King Boo turns invisible, and becomes invincible to all non-element attacks. If an element based attack (fire, ice, electric, water, energy, etc.) he turns back to normal. This effect lasts as long as the user holds the B button after the initial Down B is executed. The player can still move around in this form, however, they cannot dash, jump, dodge, or attack in any way. Also, they cannot pick up items.

Up B: Booregard's Ascendence: King Boo rapidly propels himself in a given direction, via control stick, leaving afterimages of crying Boos in his trail. 5 Boos are left behind him, if they are hit by the opponent, they haunt the opponent, swirling around them in a circle. Each Boo deals 1% damage to the opponent for 3 seconds, for a total of 15 damage if all five Boos are hit. The afterimage Boos only remain for 1.3 seconds, or until they are hit.

Final Smash: The Kings Trump Card: A Giant Bowser Ghost head appears, and King Boo dissappears into it. The player then has control of the giant bowser head, which can fly. B button will fire tiny Ice Balls, which freeze the target for 1.5 seconds while dealing 15% damage. Holding the A button will launch a continuous stream of fire from Bowsers mouth, dealing 10% damage per second for as long as the button is held. The Head stays in play for 12 seconds total. The head is not invincible, however. A strong attack will cause the head to spin around and face the opposite direction.

Ok, hopefully that set will help me redeem myself from that Raichu set.
 
CG_Reaper you accidentally double posted (no big deal IMO... accidents happen).

Storm: What happened to my King Boo!?!?!?! Just joking around it doesn't really matter :p.

I think I'll start doing some requested move-sets, but not now (so request away and I might grab some later).

Edit: Woooowwwww creepy.
 
No advertising, Yyy. Especially if it's off topic. Also, take the link out of your sig, it's against the rules, just like the "click here to level up my card!" link. Otherwise I'd have the link in my sig.
 
Kingslayer, that was creepy. I just posted that set at the same time you posted...weird...:lol:
 
The King Boo move-set is pretty nice. The only problem I have with it is he doesn't have a lot of good KO moves... maybe that's the smash attacks?
 

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