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Post by Tony on Nov 16, 2008 19:11:36 GMT -5
Jade Curtiss
Unlock: Beat Boss Battle mode as all characters
Attacks: A: Basic combo Side+A: stab Up+A: upward slash Down+A: horizontal slash
Special Attacks: B: Energy Blast Side+B: Thunder Lance Up+B: Sonic Spear Down+B: Stalagmite
Final Smash: Mystic Arte (Will randomly use either Mystic Cage or Indignation)
Stage: The Tartarus
Victory Tune: TotA victory tune
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Post by Nightmare on Nov 16, 2008 20:23:39 GMT -5
Luke
Unlock: Kill hundreds of innocent bystanders with a stupid mistake in Subspace Emissary.
Attacks: A combo = Sword swing combo A + Side = Strong downward vertical swing A + Down = Leg sweep A + Up = Upward vertical swing
A + Dash = Running hack
Arial A = Kick Arial A + Forward = Sword swing Arial A + Backward = Turning kick+sword swing Arial A + Up = Upward swing Arial A + Down = Powerful downward hack
Smashes: Side Smash = Double cut Down Smash = Crouching sword sweep on both sides Up Smash = Two strong upward swings
Throws: Grab = Uhh...Grab... Forward Throw = Throws the opponent forward Backward Throw = Pulls the opponent arnound and tosses them behind him Down Throw = Throw the opponent into the ground Up Throw = Toss the opponent above him and follow up with a slash
Specials: B = Lightspear Cannon: Stab the opponent with a blade with energy swirling around it. B + Side = Raging Blast: Jabs his hand filled with red energy at the opponent, the blast exploding, knocking them back. B + Up = Fang Blade: Slash in a large crescent arc, then slash upward, carrying him into the air. B + Down = Guardian Field: Stabs his blade into the ground, a small glyph appearing around him, damaging enemies in range.
Final Smash: Radiant Howl: Greates a large glyph around himself, which energy rips forth from, damaging any enemies in range, then releasing a shockwave from his hands, ejecting enemies in range from the stage.
Stage: Duke Fabre's Manor
Victory Tune: ToTA Victory Chime
Asch
Unlock: Clear Classic Mode with Luke, then defeat Asch.
Attacks: A combo = Sword swing combo A + Side = Strong downward vertical swing A + Down = Leg sweep A + Up = Upward vertical swing
A + Dash = Running stab
Arial A = Sword swing Arial A + Forward = Stab Arial A + Backward = Spinning sword swing Arial A + Up = Upward Stab Arial A + Down = Sword plant
Smashes: Side Smash = A single powerful sword swing Down Smash = Crouching sword sweep on both sides Up Smash = Three upward swings
Throws: Grab = Uhh...Grab... Forward Throw = Throws the opponent forward Backward Throw = Pulls the opponent around and slashes them away Down Throw = Throw the opponent to the ground and stabs them Up Throw = Toss the opponent above him and follow up with a slash
Specials: B = Lightspear Cannon: Stab the opponent with a blade with energy swirling around it. B + Side = Raging Blast: Jabs his hand filled with red energy at the opponent, the blast exploding, knocking them back. B + Up = Fang Blade: Slash in a large crescent arc, then slash upward, carrying him into the air. B + Down = Guardian Field: Stabs his blade into the ground, a small glyph appearing around him, damaging enemies in range.
Final Smash: Rending Saber: Greates a large glyph around himself, which energy rips forth from, damaging any enemies in range, then plunges his sword into the ground, releasing a shockwave ejecting enemies in range from the stage.
Stage: Oracle Headquarters
Victory Tune: ToTA Victory Chime
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swimstud600
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Member is offline
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Post by swimstud600 on Nov 18, 2008 15:11:41 GMT -5
Jet
Unlock: In the Subspace Emmisary level, Halberd Exterior, fall off the sixth ledge on the right side. Jet will appear in a cinimatic cut scene to catch your character and join your team.
Attacks: A combo = Dual sword combo. A + Side = Solar Whip: Long distance attack with a vine. A + Down = Stabs swords into enemy's leg and chest, press again for a rising front kick. A + Up = Upward vertical swing
A + Dash = Pierce Dagger: If pressed at the right time, Jet will stick a dagger in the opponent's leg as he passes which will increase their chances of tripping over the next ten seconds.
Arial A = Saber throw and retract. Arial A + Forward = Sword swing Arial A + Backward = Turning kick+sword swing Arial A + Up = Backflip kick. Arial A + Down = Fires a small burst of energy to stun, second press is a downward swipe.
Smashes: Side Smash = Drill Missile: Attacks with a rocket powered drill which fires a short distance. Does more damage up close. Down Smash = Short spin with both sabers extended. Up Smash = Upward swipe. Medium damage but hardly any knockback.
Hover: Jet can hover in the air after the second jump, similar to Peach's hover ability. A = Spin kick. Down A = Three stomps, the last one with a burst of fire from the jet boot.
Throws: Grab = Regular grab. Forward Throw = Throws the opponent forward and fires a cold blast. 5% chance of freezing the opponent with 2% more for every 10 damage they take. Backward Throw = Twists the arms of enemy to get around them and back kicks them. Down Throw = Blasts into the air and hurls the opponent into the ground before landing on their chest. Up Throw = Kick to the groin sends them skyward.
Specials: B = Energy Hurl: Jet hurls small spheres of energy at enemies. B + Side = Saber Absorbtion: Energy blocked by this attack will make the fire of his swords grow higher. After four attacks are absorbed Jet can press B and unleash a powerful lightning attack. Pressing side B turnsJet into a large fireball that attacks like a side smash. B + Up = Jet Boots: Works exactly like ROB's up+B. B + Down = Scarab Mine: Inserts a scarab mine into the ground which seeks out the nearest enemy and detonates under them. Will auto detonate after 40-60 seconds.
Final Smash: Great Inundation - When in range of an enemy, Jet will kneel down and mutter a few words. A geyser of holy water will errupt from under one opponent, trapping them inside and spinning them around while they steadily run out of air and their corrupt bodies purified. The water lets up and a final geyser errupts to Star KO the enemy. Jet cannot be moved while this is going on, and other opponents may attack him.
Stage: The Sky Sanctuary
Victory Tune: The last few bars from "I can't defeat Airman."
Victory Taunts: Looks like you need to train more. It wasn't my time, sorry. You gave it your best, I can respect that.
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Post by Nightmare on Nov 18, 2008 20:08:19 GMT -5
Since Random did more than one character. D=
Neoforte
Unlock: Clear Classic Mode with Nightmare.
Attacks: A combo = Triple punch combo A + Side = Powerful right-hook A + Down = Crouching kick A + Up = Uppercut
A + Dash = Diving kick
Arial A = Kick Arial A + Forward = Spinning kick Arial A + Backward = Double turning kicks Arial A + Up = Backflip kick Arial A + Down = Double downward leg thrust
Hover: Neoforte can hover at the top of his second jump, like Peach. Hover + A: Turning kick
Smashes: Side Smash = A single powerful punch Down Smash = Double kick (one forward, then one behind him) Up Smash = Spinning uppercut
Throws: Grab = Uhh...Grab... Forward Throw = Punches the opponent forward Backward Throw = Pulls the opponent around elbows them Down Throw = Throw the opponent into the ground Up Throw = Toss the opponent above him and follow up with an uppetcut
Specials: B = Omega Blast; Charges up an energy blast. Fires small energy balls that move fast initially, but releases a damaging ray of energy when fully charged. B + Side = Energy Blades; spins, waving his hands extending energy blades from his fingers, cutting opponents B + Up = Teleport; Works just like Farore's Wind. B + Down = Explosion; Stomps the ground, creating a green explosion over his body, damaging and blowing away nearby enemies.
Final Smash: Energy Flare: Neoforte releases a green shining light that lasts for about 5-10 seconds. Enemies caught in the light see their damage increase steadily, and right at the end of the attack, a shockwave is released that has a high chance of KOing enemies caught in the light.
Stage: Nightmare's House: Rooftop.
Victory Tune: I'unno.
Marxineght
Unlock: Clear 100 Man Brawl with Nightmare.
Attacks: A combo = A punch, then a knee thrust, followed by a swing of his axe A + Side = Axe swing A + Down = Crouching kick A + Up = Upward stab
A + Dash = Holds his axe with one hand on the back, the other on the handle, and thrusts the blade forward
Arial A = Axe swing Arial A + Forward = Axe drop Arial A + Backward = Double turning kicks Arial A + Up = Upward swing Arial A + Down = Downward axe thrust
Smashes: Side Smash = A single powerful swing of his axe (very high knockback) Down Smash = Spins in a circle with his axe held out Up Smash = Swings his axe in a powerful arc over his head
Throws: Grab = Uhh...Grab... Forward Throw = Releases a burst of flame from his hand repelling the opponent Backward Throw = Throws the opponent diagonally behind him, then sends a fireball from his hands after them Down Throw = Slams the opponent into the ground, then drops his axe on them Up Throw = Toss the opponent above him and follow up with upward cut
Specials: B = Crushing Flames: A powerful axe swing that can be charged, and at full power, releases a burst of flames (Works like Roy's shield breaker in Melee, cept with a shorter charge time and not as powerful.) B + Side = Axe Dash: Marxineght dashes forward, swinging his axe. Can be charged for more speed/distance (think Ike's Quick Draw.) B + Up = Scorching Whirl: Tosses his axe in the air, engulfed in flames, then jumps up, catches it, then drops toward the ground for a powerful impact (Like Ike's Aether.) B + Down = Flare Counter: Marxieght takes a taunting stance, and if he's struck while in that stance, flames shoot from his body repelling the opponent.
Final Smash: The Eternal Flame: In an explosion of flames, Marxineght's hair falls over his face, and his cloak is removed. In this form, Marxineght fights the same, except all his attacks shoot fire, and do more damage with higher knockback. He also doesn't flinch. He'll stay like this for about 15-20 seconds before returning to normal.
Stage: The Abyss
Victory Tune: Same as Xistar's, I guess?
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Omega
Member
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WWWWAAARRRGGGGHHH!!!
Posts: 90
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Post by Omega on Nov 21, 2008 16:28:23 GMT -5
Here is a trophy idea:
Wolfos ----------
Form of attack: When summoned, runs around area slashing at opponents. When he dissapears, he Evaporates just like in OOt/MM.
Unlock: Classic mode any difficulty with Link and toon link.
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Post by Nightmare on Feb 11, 2010 4:15:29 GMT -5
I got extremely bored, and this game looks like it can use some reviving, so I revised Nightmare's move set.
Nightmare
NORMAL Neutral: Saber combo; A downward slash with his right saber, a downward slash with his left saber, then a lunging outward slash with both sabers, the third hit having fair knock back. Side: Steps forward, spinning 360 degrees with both swords held slightly out from his sides, giving a fairly short ranged spin attack Up: A quick hack in an arc over his head. Sufficient knock back at high damage. Down: A quick crouching kick. Dash: A quick aerial cartwheel toward the opponent, sabers extended slightly from his side. Draws opponents in.
AERIAL NAir: Extends his leg out into a kick. FAir: Similar to the side+a, does a quick spin with both sabers extended. BAir: Leans back and swings one saber back in an arc over his head. High knock back if hit at the beginning of the attack. UAir: Quickly flips around and delivers a powerful upward double kick. DAir: Swings a saber in an arc beneath his legs, knocking opponents toward the ground. ZAir: Extends chain forward quickly to stab and knock back opponents or tether ledges.
SMASHES Side: Pulls back both sabers at his side, combining them into a two handed sword, then swings in an upward arc in front of him. Button can be pressed again to make him bring the sword down for a second hit in a powerful vertical hack. Up: A powerful upward stab with the spear. Doesn't cover much horizontal area, so the stab has to be kind of precise, but it's long so it can cover a lot of vertical area. Down: A powerful crouching slash with both sabers at both his sides at the same time.
GRABS/THROWS Grab: Extends chain out to grab opponents and reel them in. Pummel: Holds the opponent with both hands and knees them in the gut. Forward: Lets go of the opponent and delivers a spinning kick to the gut to knock them forward. Back: Shoves the opponent forward, then stabs with the spear, catching them on the end, then swings the spear in an arc over his head, driving the opponent into the ground behind him. Down: Slams the opponent into the ground beneath him, then hops over them, unloads a few shots from his pistols into them, then lands on them, kicking them aside. Up: Tosses the opponent a short distance above his head, then follows up with a quick upward saber stab.
OTHER Floor Attack: Pulls himself up off the ground, slashing forward with one saber once in a kneel, followed by a back slash from the other saber. Ledge Attack: Pulls himself up and stabs in front of him. Strong Ledge Attack: Leaps up from the ledge in a flip and brings both sabers down in a vertical swing in front of him.
SPECIALS Standard B: Nightmare Barrage: Tap B repeatedly to draw both pistols and fire a barrage of bullets forward. Bullets fly fast, but are weak and don't make opponents stagger. Can walk slowly forward of back while firing. (Comparable to Fox's Blaster.) Side B: Illusion Blades: Preforms lightning-fast saber combos, the flow of and attacks preformed in the combo are effected by tilting the control stick in different directions while executing the attack. (Comparable to Marth's Dancing Blade.) Up B: Rising Spear: Rises upward, twirling his spear overhead quickly, striking several times before finishing with a powerful hack of his spear and descending. (Comparable to Link's Spin Attack.) Down B: Wraith Slash: Connects both sabers into a two handed sword and pulls it back, before dropping it in a powerful vertical slash. Can charge for a few seconds for a more powerful swing. Very high knock back at full charge. (Comparable to Roy's Shield Breaker.)
FINAL SMASH Saint's Arrow: Fires a purple, very quick but fairly short ranged bullet in front of him from a pistol. Should an enemy have been lined up with Nightmare when it was used, the Final Smash is executed. The shot stuns the enemy, then Nightmare raises his pistols to hold them like a bow and arrow in front of him, aiming up 45 degrees. As he does so, purple energy swirls around the enemy, slicing them repeatedly while purple energy forms into a giant energy bow around Nightmare's pistols. Once in position, the energy around the opponent restrains them, and Nightmare fires the arrow into the helpless opponent, launching them off screen.
TAUNTS Up: Spins 360 degrees, his chain twisting around him as he does to, before scraping to a halt in a slightly crouched position, the chain freezing for a moment in a cool loop around him, before standing upright and the chain quickly jerking back and putting it away. Side: Holds out a pistol, pointing it in front of him and saying "It's useless." Down: Fancily twirls one of his pistols, then sweeps his coat-tail aside and holsters it back on his belt in one quick swipe of his hand.
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Post by FDSuprema on Feb 11, 2010 5:24:24 GMT -5
Oh man, I forgot about this thread.
Supremus/Suprema Kazega Unlocked by: Beating classic with all green characters.(Default color = Mostly Green)
ATTACKS: A-Neutral: Vertical Slash with Aerosa, low damage but up to three slash combos with the last hit launching the enemy a short distance.
A-Side: Stab; If hits, can combo up to 5 more fast stabs finishing with a mid-range launch.
A-Crouch: Kicks at the enemy's feet; Hits even if shielded.
A-Up: Slashes overhead, if hits initiates a 3 hit combo that launches the enemy mid-distance upward.
A-SideSmash: Heavy vertical slash downward. If miss launches a crescent of wind energy a short range. If hits launches enemy mid-long distance, depending on the charge. If the crescent hits it launches the enemy a short range.
A-DownSmash: Raises a tornado around Supremus, catching enemies that come close and dealing damage as long as they are in the tornado. Launches enemies in random direction when tornado subsides. Size and Length of time the tornado remains active vary depending on the charge level of the smash.
A-UpSmash: Heavily slashes upward. If hits the enemy launches them into the air and fires a ball of wind Chi at them, further launching them. Power of initial slash varies depending on charge.
A-Dash: Punches the enemy and he runs, launching them a short distance.
AERIAL: A-Neutral: Kicks forward.
A-Forward: Slashes forward, rolls in midair, then heel drops.
A-Backward: Kicks behind.
A-Up: Stabs upward.
A-Down: Stabs downward.
GRABS/THROWS:
Grab: Uses wind to push the enemy toward him, then grabs shirt when they get close.
Grab Punch/Pummel: Headbutts the enemy.
Throw+Forward: Kicks the enemy, launching them forward.
Throw+Back: Spins, causing a tornado to appear around them dealing some damage before releasing, launching the enemy backwards.
Throw+Down: Slams them into the ground then punts them as they bounce upward a little, launching them.
Throw+Up: Stabs them with Aerosa then throws them into the air, Aerosa still stuck in them. He jumps up and flips, planting his feet on them and grabbing Aerosa's hilt, before jumping back towards the ground, pulling Aerosa out and launching them even further upward as he flips and lands on the ground perfectly.
SPECIALS: Note- All Supremus' Specials change and-or gain power if Aerocharge(B-Neutral 1) is used. Most attacks have a second form if used while Aerocharge is maximum.
B-Neutral - Aerocharge -> Aeroblade: Charges up energy initially, but only charges if on ground. If in midair goes directly to Aeroblade L1.(think Samus's charge beam) On second button press dashes at an enemy at incredible speed, slashing them as he passes. If full charge the dash is undodgeably fast, and has a mid-range launch.(Essentially a weaker version of Marth's Final Smash.) If used in the air the user only travels a short distance.(Ala Fox/Falco's Side-B)Note: the dash always stops right after the hit on an enemy. Takes about 7 second to fully charge Aerocharge.
B-Side - Aero Bomb -> Volt Lance: Throws a ball of Green Chi that explodes on contact with the enemy or wall. Can only be used once every 5 seconds. Damage and Launch distance increase with Aerocharge. -> If used at MAX Aerocharge throws a high speed lance of electrified Green Chi that deals a large amount of damage and stuns the foe for 2 seconds. Continues moving after it hits an enemy. Explodes if it hits a wall.
B-Down - Aero Twister -> Volt Twister: Summons a large tornado that, similarly to A-DownSmash, draws enemies in and hits them. Can be sustained as long as the B button is held for up to 5 seconds, if all 5 seconds are used Supremus staggers a bit before being able to move again. Unlike the A-DownSmash, this attack reflects projectiles and bullets. (Projectiles used in this instance meaning thrown items.) -> If used at MAX Aerocharge the attack deals increased electric damage, but also damages Supremus for the same amount.
B-Up - Aero Fist -> Flight: Punches upward attacking any who come in contact.(Like Mario's Up+B) Damage varies depending on Aerocharge. -> If Aerocharge is MAX, Supremus takes flight for 7 seconds.(Similar to Pit's Up+B)
FINAL SMASH: Note- Cannot Aerocharge after obtaining Smash Ball. If you wanna use the Second attack, Aerocharge before breaking the Smash Ball.
Without MAX Aerocharge - Aero Barrage: Knocks the enemy into the air and flies upward. Supremus begins throwing a flurry of Aero Bombs at the enemy before finally, for the last attack, Throwing a Super Aero Bomb at the enemy, which explodes and launches them for a virtually unavoidable KO.
With MAX Aerocharge - Aero Blade Barrage: Stabs the enemy and throws them into the air with Aerosa still in them, jumps up and grabs Aerosa then starts slashing them relentlessly before backing off and Continuing with the Aero Barrage described above. All in all deals about 200% Damage, almost always KOs.
TAUNTS: Up Taunt: Myrr flies off Suprema's shoulder and flies around his head, then lands back on his shoulder.
Side Taunt: Supremus points straight forward while saying "Is this all you've got?"
Down Taunt: A long blade(Kinda like the blade on Sephiroth's sword) comes out the ground below Supremus impaling him. It then retracts back into the ground and Supremus staggers a bit before the taunt ends.
Victory Theme: Song of Storms(The Legend of Zelda: Ocarina of Time)
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Post by Nightmare on Feb 11, 2010 5:40:00 GMT -5
While in battle, Neoforte has six green energy balls that float around him. He uses these in battle to strike opponents or act as energy bombs typically.
Neoforte
NORMAL Neutral: A left hook, a right hook, then a spinning kick. Side: Swipes with his hand, sending two green energy balls a little ways forward that can swat enemies for low damage. Up: Swipes his hand upward, sending two green energy balls up a little ways that can swat enemies for low damage. Down: Crouches and spins with his leg extended, kicking in a circle around himself. Dash: Thrusts his hands forward, sending four green energy balls forward a little ways that can swat enemies for fair knock back.
AERIAL NAir: Throws his knee forward. High knock back if it connects at the beginning of the attack. FAir: Spins forward with his hands extended in front of him, slashing with energy blades at his fingertips. BAir: Sends a kick back behind him. UAir: Delivers a quick backflip kick. DAir: Thrusts his palm downward, letting out a burst of blue energy from his hand. Spikes if palm connects with the enemy as the energy bursts from his hand. Tap Up: By tapping the control stick up at the top of one of Neoforte's jumps, he can hover in the air for a short amount of time. Can move left or right by tilting the control stick.
SMASHES Side: Pulls his hands back, then thrusts forward with his palm, letting out a blue burst of energy. Up: Pulls his hands in, then thrusts upward with his palm, letting out a blue burst of energy. Down: Pulls his hand back, then throws his hand forward, pointing at the ground in front of him with his middle and index finger, sending a green energy ball to strike the spot on the ground, exploding the energy ball on impact. Down smash has high knock back, but disadvantage of only striking in front of him.
GRABS/THROWS Grab: Grabs the opponent. Pummel: Holds the opponent with one hand and punches them. Forward: Hurls the opponent forward. Back: Throws the opponent over his shoulder and into the air behind him, then turns to face them and swipes with his hands in a right, left, right, left pattern, as he does so, green energy balls pummel them mid-air, then thrusts his palms forward, striking them with two more energy balls, knocking them through the air. Down: Flips the opponent over his shoulder and into the ground behind him. Up: Tosses the opponent above his head, then extends his hands out to his sides and throws them up, striking the enemy with two green energy balls and knocking them into the air.
OTHER Floor Attack: Pulls himself up and throws a back kick, followed by a forward kick, before standing. Ledge Attack: Pulls himself up and throws a punch. Strong Ledge Attack: Jumps back up onto the ledge, slamming a green energy ball in a downward arc in front of him.
SPECIALS Standard B: Omega Blast: Press B to begin charging. Double-Tap B at any time to fire a ray of energy. Range and strength increases with charge. (Comparable to Samus' Charge Shot.) Side B: Energy Thrust: Thrusts his palm outward. If his palm connects with an opponent, they're launched forward powerfully. If not, a blue burst of energy is released from his palm. (Comparable to Lucario's Force Palm.) Up B: Teleport: Disappear, then reappear in a burst of energy. After vanishing, can aim the direction in which Neoforte will reappear. Opponents can be sent flying by the reappearing burst of energy. (Comparable to Shiek's Vanish.) Down B: Energy Flash: Neoforte brings his hands in and crosses his arms in front of his face, then throws his hands out to his sides, emitting a green flash from his body that covers a small area in a circle around him, damaging and knocking back opponents. Opponents right next to Neoforte when he uses it are launched. (Vaguely similar to Luigi's Super Jump Punch.)
FINAL SMASH Raikoken: Neoforte creates a blue blade of lightning-esque energy that extends from his right middle and index finger. He then dashes forward in a straight line, launching any opponents he comes into contact with off screen with a powerful slash of his energy sword.
TAUNTS Up: Holds out his hands, his energy spheres spin around him in a stylized pattern before returning back to normal. Side: Punches his left fist into his right palm and says "Give up." Down: Stands upright and folds his arms saying "Is that your best..?"
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Post by Nightmare on Feb 13, 2010 0:24:53 GMT -5
I'M LIKE OBSESSED NOW! OSHI-
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Post by Albireo on Feb 13, 2010 0:43:07 GMT -5
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