The One Character That Would've Made Brawl Perfect

Hitmonchan as requested by CK.

B: Focus Punch: Hitmonchan charges a powerful punch, then throws it with explosive force. Same speed and range as Falcon Punch. Has a 4 second charge time. Deals 30% damage plus immense knockback. (i felt we needed another Falcon Punch in the game)

Side B: Mach Punch: Hitmonchan dashes forward at a blinding speed, throwing a weak punch at the end. 4% damage, no knockback, .25 second stun, same range as Ike's fully charged Side B.

Down B: Counter: Hitmonchan blocks his face with his gloves, ready to counter any physical attack for 1.3 (hahaCK) seconds. He can only counter physical attacks, any projectile or magic based attack goes through.

Up B: Rapid Sky Uppercut: Hitmonchan jumps into the air at a 45 degree angle, travelling a small amount more than Mario's uppercut. While travelling, he punches furiously, letting loose a huge uppercut at the end. Any character caught in this attack deals 1% damage per hit, a total of 12 hits fired, and the uppercut at the end deals 7% damage and decent knockback. He is completely defensless during this attack from the bottom.

Final Smash: The "Chan Man's" Rhapsody: Hitmonchan rushes across the ring, not stopping until he hits a target. (note: if he does not run into anything, he could easily run out of the ring) If Hitmonchan runs into a target, the camera zooms in close, and a fast pace drum solo begins, rapidly beating the Snare drum. As the drum makes a hit, Hitmonchan also swings punches. All in all, it is a rapid punch flurry that goes to the beat of the drum. When the solo ends on a cymbal crash, Hitmonchan also throws his final punch, which is a straight forward "superman" punch. Each punch does 2% damage, with a total of 45 punches thrown in rapid, unblockable succession. The final "superman" punch deals an extra 25% damage, for a total of 115% damage dealt, plus immense knockback. If multiple characters are grouped together, the damage is split equally among them.

For those who dont know what the "superman" punch is, its a punch where the attacker rears back, and throws his fist into the opponents chest with their full body weight behind it. Its a KO punch basically.

So its known i plan on editing in his A moves later, which will include Thunderpunch, Fire Punch, Ice Punch, and Mega Punch.

So CK, and others, comments?
 
Great moveset Shadow, good detail and some originality when put together in a whole. Pretty good, yeah? No complaints from me, it looks pretty balanced.

Sweet, Hitmonchan moveset! :D The 4 second charge time is rediculous for Focus Punch, how about the same charge as Ganon's Warlock Punch? CHAN MAN PAWNCH! (had to be said)

About his Up B though, it does too much damage. Cut it down to 15%, and I'm fine with it.

His FS is nasty powerful, and.. fitting. 115% is rediculous, but if he can suicide like Marth does, that's fair game. Epic moveset, Storm.

Down B: Counter: Hitmonchan blocks his face with his gloves, ready to counter any physical attack for 1.3 (hahaCK) seconds.

-.- ... XD
 
I think another Pokemon does deserve to be in it, like you said Hitmonchan

pokemon was BIG for nintendo

actually, now that I think about it, jiggly, pikachu, lucario, charizard/ivysaur/squirtle is a good amount
 
Thanks guys.

@Birdmaster: Just bc i havent seen you post in awhile.

@CK: Ill change the rapid sky uppercut from 19 to 17, maybe less. The charge time for Focus Punch can be reduced too...Falcon punch is roughly 2 seconds yea? maybe 2.3? :lol:

@Bodine: Its just a joke tween me n CK, he just likes that number. :lol:

@Everyone: Thanks much guys, any more requests? I could prolly do a nasty Garchomp set![IMO]
 
I request a Haunter set NAOW! :lol:

As requested by Bodine.

Haunter:

B: Hypnosis: Haunter shoots six rings in front of him in rapid succession, one after the after. They travel slowly, about the length of Pikachu's Thundershock. If three of the six rings hit the foe, they are put to sleep for 1.5 seconds. if all six hit, the foe is put to sleep for 3 full seconds. Has a .5 second charge time, does no damage, .5 second cooldown.

Side B: Sucker Punch: Haunter shoots his fist forward like a rocket. it goes the distance of Link's boomerang, then dissappears. A new hand immediately forms on Haunter. If the Hand hits anything while being shot, it deals 7% damage, no knockback, and 1 full second stun.

Down B: Curse: A needle appears in front of Haunter, and stabs him. Haunter takes 55% damage from this. Then, a small ghost floats around the foe(s), inflicting 10% damage per second for 10 seconds. The only way to alleviate the Curse is by being killed or by waiting the full ten seconds. In addition, all Haunter's moves have their knockback power reduced to very low. It has a 4 second charge time. Haunter takes 12% damage per second that he charges it. If Haunter is hit, or the charge is released before the full 5 seconds passes, Curse does nothing, but Haunter still retains the damage.

Up B: Shadow Sneak: Haunter dissappears and dashes in the chosen direction (via control pad/stick) then reappears at the other side. Travels the distance of Zelda's teleport, Fareores Wind. If an enemy(s) are in Hauters way during this move, the dissappear as well, travelling with Haunter to the chosen direction. For every second they are invisible with Haunter, they take 3% damage. Haunter travels for 2 seconds full. Both Haunter and whomever he Snuck are invincible and cannot attack for one second after they all reappear.

Final Smash: Night Shade of Terror: Haunter dissappears, then dark winds blow the characters back and forth. They layer, and each layer goes the opposite direction the one below it was going. (Figure 1-3 for reference) Then, Haunter reappears, filling up nearly the entire screen with his gaslike body. He laughs heartily, and the wind speed increases, making it more difficult to stay on any platform. The wind does damage depending on Haunter's damage %. If Haunter's damage is 30% or less, the wind does 3% damage per second for 10 seconds. If his damage is between 31-70%, it deals 7% damage per second for 10 seconds. If his damage percent is 71% or higher, it deals 10% damage for every second for 10 seconds. Haunter only fills the screen for the last 4 seconds. The winds, in addition to dealing damage, can push the players off the screen. Their power is slightly less then Squirtles Water Gun fully charged.

Figure 1-3: Example on Final Destination.

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I know you guys prolly expected Shadow Ball in there somewhere, i felt we already had too much of that with the other players. Plus, Mewtwo's move in Melee was Shadow Ball.

So, opinions? whaddya think Bodine?
 
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Thats awesome! May I add something though?

How bout a taunt where he sticks his tounge out. If anyone comes into contact with it they recieve poison damage for awhile :lol:

But yeah, thats a great moveset Stormeh :thumbsup:
 
:lol: thanks Bodine. Yea, you guys know your free to come up with whatever i dont put right? Glad you think its good man.

I think another Pokemon does deserve to be in it, like you said Hitmonchan

pokemon was BIG for nintendo

actually, now that I think about it, jiggly, pikachu, lucario, charizard/ivysaur/squirtle is a good amount

...Ok, Calibretto, you stated an idea and then contradicted yourself in the same post, basically making your post meaningless? Just so you know not to do that again. Welcome to the Forum.
 
I assume Nick Atack has posted on here?.....

.....but yeah, there is a large amount of Pokemon characters. Although Mewtwo needs to come back, and Plusle&Minun and even Wes would make good additions.

Thats a good Haunter moveset by the way.
 
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Thanks Nick. Your thinking of a duo Plusle/Minun, like Ice climbers right? Idk how that would work, since they are not really the most popular pokes...maybe. Any more requests?
 

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