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Nintendo Forums => Smash Bros. => Topic started by: NXtreme on July 10, 2008, 11:06:02 am



Title: Ideas for the next SSB
Post by: NXtreme on July 10, 2008, 11:06:02 am
this thread lets you say your ideas for the next SSB. uou could suggest new items, movesets, stages characters, anything.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on July 10, 2008, 11:47:56 am
I don't think there's going to be another

Brawl was pretty much the ultimate one

(ultimate means last - the word is seriously abused)

Vaati should have been playable, though


Title: Re: Ideas for the next SSB
Post by: NXtreme on July 11, 2008, 12:01:00 pm
regardless of whether there will be another one, you can still say your ideas. I have an idea. Golden Smash Balls. they give your character an even better, more powerful final smash but they are tougher to break open and stay for a shorter time. here are all the Golden Final Smashes i've made up for the characters in Brawl

Mario: Mega Mario. Eats a mega mushroom and turns into Mega Mario. he can knock opponents around by walking into them and jumping on them.
Luigi: Poltergust: Gets out the Poltergust and shoots out ghosts from it which beat up opponents and some of them may possess opponents
Peach: Rage. its the rage emotion from Super Princess Peach. Run around the stage setting fire to people. your movements are sped up.
Yoshi: Dino Stampede. calls a stampede of Yoshis to squash everyone
Donkey Kong: Barrel Cannon. Uses the Barrel jet to fly around and grab everyone and put them in a giant barrel cannon which then blasts them out.
Zelda/Sheik: Six Sages: calls the six sages who attack in different ways, e.g Saria attacks with wind, dar... however you spell it, attacks with fire etc
Metaknight: Metacyclone. he swipes his cape to cover someone up and then drains power from them. he then releases them and uses the energy to create a huge tornado of purple smoke which you can move left and right. the more people he covers with his cape at the same time, the more powerful and bigger the tornado is.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 11, 2008, 03:54:09 pm
I'm not so keen on the idea of Golden Smash Balls, normal ones are enough.

I was thinking there could be an item called the Ultra Hand (based on the real Nintendo Toy) that extends and throws people.


Title: Re: Ideas for the next SSB
Post by: Plasma Trooper on July 13, 2008, 01:56:07 am
If there's going to be a new Smash Bros. game, I'd love to see Dasiy in it.

She's not a favourite character of mine, but it would be great to see her in a Smash Bros. game. Besides, the lack of female characters is saddening.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 13, 2008, 03:48:47 am
I think Super Mario Galaxy's Rosalina would make a good newcomer.

Other than that I want to see a more balanced representation from the main frachises that take part in Smash Bros. so more Metroid characters and more Fire Emblem characters.


Title: Re: Ideas for the next SSB
Post by: Pieisgreat on July 13, 2008, 05:35:02 am
Not much, other than:
IDEAS FOR NEWCOMERS
By Pieisgreat:
Shadow
Silver
Amy (Euuuuurgh... I hate her SO much)
Blaze (That's the last Sonic character. Promise)
Rosalina
Deoxys
Wilfre
And a few others who I cant remember.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 14, 2008, 05:53:11 am
My roster that I'm making includes King K. Rool, Tabuu, Rundas, Tetris Block, Kefka (From Final Fantasy VI), Ameratsu (from Okami), Darbus, Rosalina, Dark Samus, Krystal and many more. Total of 60 characters.


Title: Re: Ideas for the next SSB
Post by: NXtreme on July 14, 2008, 10:49:05 am
here's a moveset for Amaterasu

A: swipes with paws
A side: thrusts head forward and bites
A up: thrusts head up and bites
A down: swipes tail

Smash attacks
A side: pounces
A down: swipes tail 360o
A up: backflip

special attacks
b: reflector. throws reflector out forwards a short distance before its returns. can be used as a smash attack.
b side: rosary. lashes out rosary and causes rapid damage.
B down: glaive. pulls out glaive and stabs it into ground. can be charged up
B up: vine. a line gets drawn from her to the nearest ledge or enemy and  turns into a vine which pulls her to it if its a ledge or throws it into the ground if its an enemy. in mid air, you will always be pulled to things, even foes

final smash: celestial brush. the stage turns into a canvas and you can draw different things to different effects. draw a line through an enemy to slice them. draw a loop-the-loop to make strong wind. draw an infinite symbol to create a burst of fire. draw an X to make a burst of ice. Draw a circle with a  straight line going through one edge to make a cherry bomb. draw a scribble over yourself to reduce damage percentage. draw a lightning bolt to make a lightning bolt. all this time amaterasu is invincible. each time you use a brush move you lose an inkpot from the meter in the top right hand corner ( you have 6 inkpots). the fire, ice and lightning abilities use three inkpots and healing your self takes up two as do cherry bombs. when your ink runs out or 20 seconds have run out the final smash ends


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 14, 2008, 09:39:05 pm
Needs...a Golden Sun character...  They already have Isaac as an Assist, but since Golden Sun is like, the best RPG for GBA in history, why not make one of them playable?

More of those rarer main party characters.  Not a lot you can do for Metroid, but there is A TON to do with FE.  Plenty of characters.  I always thought Class Change would be a cool Final Smash.

Okami O_o... sweet.

TALES OF SYMPHONIA?? Come on, seriously, the combat system is practically set up like Smash Bros, with basic attacks for A, specials for B.  All Final Smashes would be the secret moves the characters have.  Like Falcon's Crest for Lloyd, Judgement Indignation for Genis, Holy Judgement for Colette, etc.  Besides, what better to hear as a taunt than "Pancake time.  Stalagmite!"

Lemme think, who else...  Older FF characters, before the move to PS.

Kingdom Hearts.  About to have 2nd Nintendo KH game, so why not?

Some movesets I've developed...

Rolf

Moderate Stats, but good jumping and speed.  All his A attacks involve him shooting his bow, however, because of this, he can't make a multidirectional attack.  His down A attacks have him shoot diagonally up in the direction he is facing.  Rolf's attacks have a 15% chance of dealing a critical hit, resulting in double knockback and damage.  When he is damaged more than 100%, Wrath activates increasing the chance to 65%.  Only applies to A attacks.
Grabs: The attack is just a strike with his bow.  Non down throws will have him throw the enemy and shoot the enemy in midair.  Down throws have Rolf pin the enemy to the ground with an arrow, before he dashes back and shoots them with another.
B: Adept Rolf shoots two arrows consecutively.  (Think Link's double smash attack, but faster)
Side B: Nilhil: Rofl shoots an arrow that when it hits, the enemy cannot use any Special Moves that arent Up B. (So you can still recover)
Down B: Vantage: Rofl negates an attack, dodges backwards and shoots the aggressor.  (It's like counter, but more Fire Emblem-ish)
Up B: Deadeye: Rofl throws an arrow up, leaps after it, and shoots an enemy, putting them to sleep for a bit.  Press B once he grabs the arrow to shoot it, because he shoots at a 45 degree angle downwards.  No knockback capability.

Final Smash: Student and Master: Shinon drops down (from the sky?) and gives Rolf the Silencer, increasing damage dealt by his attacks.  Shinon will also fight, like Nana does with the Ice Climbers, and has the exact same moveset, only slightly stronger than Rolf's improved attack.  Shinon and Rofl can both be KO'd.  However, if Shinon is KO'd first, Rolf will still have the extra damage granted by the Silencer until he is KO'd.  If Rolf is KO'd first, Shinon disappears.

Alternate Final Smash: Brothers Unite!: Rolf fires an arrow, pinning an enemy while Boyd and Oscar charge in from opposite sides of the stage, damaging and knocking enemies away in their path.  Once they reach a certain distance from the pinned enemy, all three brothers perform their Triangle Attack (Or whatever it is called), dealing massive damage to anything within the triangle.

High weight character, but is highly flinch resistant (except to stronger attacks).  Somewhat slow, but precise, and good attack.  Poor jumping (jump with that armor?)  Crit is a 5% chance (Acts same as Rolf's), and takes reduced damage from attacks, but his knockback remains the same for his damage (albeit he falls very fast due to weight).  Attack speed (swing rate and similar) is decent, but doesn't dodge well AT ALL.  Poor grab attacks also.

B: Luna: initiate a three hit combo that negates half the enemies defense (Do more damage depending on defense).  Press B after each swing for the next hit.  If hit by the first strike, enemy cannot escape the rest, resulting in large knockback in final hit.
Side B: Alondite: Zelgius uses his sword, Alondite, to launch a wave of energy across the ground.
Down B: Pavise: Negate an enemy attack and blow the aggressor away with a mighty sword strike.  (Think where he blocks the Hawk King, but throw in an attack)
Up B: Warp Powder: General Zelgius uses some warp powder to move great distances, (but not huge ones xD), but unlike in FE, he is not tired by it.

Final Smash: The Black Knight:
Zelgius warps out, but when he warps back in, he is The Black Knight.  He is invincible to all attacks (except Ike if he is there xD), and his movement speed increases greatly.  His attack power increases as well, but not as much as his movement speed.  Luna changes to Eclipse, ignoring all defense and contains a 5 hit combo, not 3. Renewal slowly heals him while he is in the Black Knight form.  After some time, the Black Knight warps out and comes back as Zelgius.

Well, what do you think?


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on July 15, 2008, 03:16:30 am
Vaati as a playable character would be great

He could wield a sword, and have magical attacks for his specials

And his final smash could turn him into his massive EYE form


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 15, 2008, 03:44:29 am
here's a moveset for Amaterasu

A: swipes with paws
A side: thrusts head forward and bites
A up: thrusts head up and bites
A down: swipes tail

Smash attacks
A side: pounces
A down: swipes tail 360o
A up: backflip

special attacks
b: reflector. throws reflector out forwards a short distance before its returns. can be used as a smash attack.
b side: rosary. lashes out rosary and causes rapid damage.
B down: glaive. pulls out glaive and stabs it into ground. can be charged up
B up: vine. a line gets drawn from her to the nearest ledge or enemy and  turns into a vine which pulls her to it if its a ledge or throws it into the ground if its an enemy. in mid air, you will always be pulled to things, even foes

final smash: celestial brush. the stage turns into a canvas and you can draw different things to different effects. draw a line through an enemy to slice them. draw a loop-the-loop to make strong wind. draw an infinite symbol to create a burst of fire. draw an X to make a burst of ice. Draw a circle with a  straight line going through one edge to make a cherry bomb. draw a scribble over yourself to reduce damage percentage. draw a lightning bolt to make a lightning bolt. all this time amaterasu is invincible. each time you use a brush move you lose an inkpot from the meter in the top right hand corner ( you have 6 inkpots). the fire, ice and lightning abilities use three inkpots and healing your self takes up two as do cherry bombs. when your ink runs out or 20 seconds have run out the final smash ends

That's much better than the moveset I came up with. I was going to use a Canvas as part of the Final Smash, but it was only for Power Slashes.

Oh, and my roster includes Ghor and Gandrayda too.

Vaati would be great I agree, although I think he was created by Capcom so only if Capcom contribute to Smash Bros. would Vaati stand a chance of being playable.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 15, 2008, 09:22:52 pm
There are only three characters I could ever ask for.

1.Jaffar
2.Altair
3.The character from the Monster Hunter games.

Jaffar would be of the light-weight class. He would also have critical (great idea, kiroshima), but it scales as he gains damage. 15% chance to start, then 35% chance at 50% damage, 64% chance at 150% damage, and 100% chance at 300% damage. His speed and jumping abilities would be the best in the game (yes, even better than Sonic's, if only to make up for his lousy damage percentage (besides Critical Hit, at least)).

Jaffar's moveset:

A: Stab. 2% damage. AA: Stab again. 3% damage, very low knockback. AAA: Stab with both daggers. 7% damage, medium knockback.
A side: Kick in the direction you're facing. 4% damage, low knockback.
A up: Do a spinning kick, similar to ZS Samus's A-up. 5% damage, medium knockback.
A down: Stab the ground on both sides. 6% damage, low knockback.

Smash attacks:
A side: Throw a dagger, then appear behind the target and kick him really hard. Fairly short range. 8% damage, medium knockback at no charge. 12% damage, high knockback at full charge.
A up: Similarly to Link's B-up, spin rapidly with two daggers. Jaffar jumps a very short distance off of the ground while doing this. 4 hits of 2% damage, then one hit of 5% damage, medium knockback at no charge. 4 hits of 3% damage, then one hit of 8% damage, high knockback at full charge.
A down: Dropkick. 9% damage, high knockback at no charge. 22% damage, very high knockback at full charge.

Throws:
Damage: Stab repeatedly. 1% damage per stab.
Up: Dropkick. The knockback propels them into the air. 3% damage, medium knockback.
Side: Kick them away. 4% damage, medium knockback.
Down: Put opponent on the ground, then grind his daggers into their chest. 5% damage, no knockback, stun for short period of time.

Specials:
B: Critical Hit: Enemy must be immediately in front of Jaffar. Small black line similar to the golden one in Link's Final Smash designates target. Same basic animation as in the FE game. Chargeable. 12% damage, high knockback at no charge. 35% damage, very high knockback at full charge (5 seconds, indefinite hold).
B side: Dagger Throw: Charge to increase the number of daggers, up to 5 total. 5% damage per dagger, medium knockback. Fifth dagger causes short stun, charge time is 3 seconds and can be held for 5 seconds.
B up: Stealth: Disappear, then reappear while slashing with a dagger. Similar to Sheik's B-up, just without so much smoke. 6% damage, low knockback.
B down: Liquid Reversal: Flicker for 1 second. If Jaffar is attacked while flickering, he dissolves, then reappears behind his opponent to plant a dagger in their back. Similar to Lucario's B-down. Damage and knockback equal to dodged attack. Jaffar can move suprising distances if he blocks a projectile with this, and baseball bats are a good thing to avoid using on him.

Final Smash: Silencer
All enemies within four character-lengths in front of him and one length above or below him are trapped in place. Jaffar does the same animation as in FE: Triple silhouette, spinning daggers, double strike, finishing blow, flash of death, the end. Enemies are blasted offscreen at speeds exceeding those of Marth's FS (45,000 mph+ ;D).
 
http://video.aol.com/video-detail/fire-emblem-instand-kill-2/2809762244?icid=acvsv1

I know it isn't Jaffar, but it's the same animation, so....


Altair would be of the mid-weight class. Critical would be a consistent 10%. Speed and stealth would be fairly high. I don't have a moveset for him though. He actually might do better as an assist trophy, though....


The Monster Hunter would be similar to the pokemon trainer in the fact that he can change movesets, but he would do it with taunts instead of B-down.
We've got Greatswords, Lances, and Dualswords. Greatswords would make him a heavy-weight, slightly slower than Ganondorf, with 5% critical, Lances would make him a mid-weight with movement speed between Ike's and Marth's and 10% critical, and the Dualswords would make him a light-weight with movement about equal to Toon Link's and 15% critical.

The monsters that are hunted would always be flying around in the background. You can find pictures of them here: http://monsterhunter.wikia.com/wiki/Monster_List (http://monsterhunter.wikia.com/wiki/Monster_List)

I'll start with the special attacks, which would remain consistent no matter the weapon.
B: Rath Attack: A Rathalos flies across the screen launching three somewhat small, fairly slow moving fireballs. 10% damage per fireball, low knockback, fire damage.
B up: Garuga Flash: A Yian Garuga flies from the bottom of the screen straight to the top, while you grab onto its tail. Press B to let go before it drags you offscreen. 15% damage and high knockback to enemies who get hit.
B side: Four-Pronged Escape: An Iodrome, a Gendrome, a Velocidrome, and a Giadrome all hop onto the stage and run as fast as they can to get to the other side, damaging any enemies in their way. 10% damage and medium knockback for each hit.
B down: Death From Below: A Monoblos erupts through the ground and flies away. 20% damage and high knockback if hit by the horn, 10% damage if hit by the wings or tail.

Final Smash: Fatalis Finale.
All three of the Fatalises come onscreen and attack, F1 with a tail sweep (50% damage, very high knockback), F2 with a couple of giant fireballs (40% damage each, high knockback), and F3 with several lightning bolts (30% damage each, high knockback.

Alright, now for the normal attacks.
Greatsword:
A: Swing the sword. 8% damage, very low knockback. AA: Swing it again. 11% damage, low knockback. AAA: End it with a short uppercut. 13% damage, medium knockback.
A up: Uppercut. 15% damage, medium knockback.
A side: Frontal swing. 14% damage, medium knockback.
A down: Horizontal swing. 14% damage, medium knockback.
Smash attacks:
A up: Uppercut w/ the sword on fire. 20% damage, high knockback at no charge. 30% damage, very high knockback at full charge.
A side: Frontal swing, ground shakes in a radius that expands the more it's charged. 19% damage, high knockback at no charge. 28% damage, high knockback at full charge.
A down: 360 degree horizontal swing. 18% damage, medium knockback at no charge. 27% damage, high knockback at full charge.
Throws:
Damage: Hit repeatedly with the hilt of the sword. 4% damage per hit.
Side: Throw the enemy out, then hit them with the greatsword. 5% damage, high knockback.
Up: Throw the enemy up, then hit them with the greatsword. 5% damage, medium knockback.
Down: Run your opponent through with your greatsword. 10% damage, low knockback.

Lance:
A: Stab. 5% damage, very low knockback. AA: Stab again. 8% damage, medium knockback.
A up: Stab upwards. 10% damage, low knockback.
A side: Swing your lance like a sword. 9% damage, medium knockback.
A down: Use your shield to deflect attacks, lasts 1.5 seconds. 1% damage, extremely low knockback.
Smash attacks.
A up: Stab repeatedly upwards in rapid succession. 3 hits of 3%, then one hit of 6%, medium knockback at no charge. 3 hits of 4%, then one hit of 9%, high knockback at full charge.
A side: Stab harder than usual, similarly to Marth's B attack. 11% damage, medium knockback at no charge. 16% damage, high knockback at full charge.
A down: Use your shield to deflect attacks, then stab your opponent if attacked. Shield lasts 2 seconds. 8% damage, low knockback at no charge, 13% damage, medium knockback at full charge.
Throws:
Damage: Bash your opponent's head in with your shield.
Up: Throw your opponent up, then stab him. 3% damage, low knockback.
Side: Stab your opponent. 4% damage, medium knockback.
Down: Impale your opponent. 5% damage, no knockback.

Dual Swords:
A: Slash. 3% damage, no knockback. AA: Stab. 4% damage, extremely low knockback. AAA: Flurry of strikes. 6 hits of 2% damage, then one hit of 8% damage, medium knockback.
A up: Kick skyward. 5% damage, low knockback.
A side: Slash twice. Two hits of 4% damage, low knockback.
A down: Same as Jaffar's.
Smash attacks:
A up: Same as Jaffar's.
A side: Lunge forward with both daggers outstretched, then slash to the side. One hit of 7% damage, low knockback, one hit of 9% damage, medium knockback at no charge. One hit of 9% damage, low knockback, one hit of 12% damage, medium knockback at full charge.
A down: Same as Jaffar's.
Throws:
Damage: Stab repeatedly.
Up: Stab twice, then kick upward. Two hits of 3% damage, low knockback.
Side: Kick hard. 6% damage, medium knockback.
Down: Drive your opponent to the ground and stab them as hard as you can.



Finally finished that post! Whoohoo!


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 15, 2008, 10:46:55 pm
You could just call it an advanced Wrath effect, lol.  I based all of the skills/effects off FE9/10 skills.

Wrath is awesome when combined with Resolve.

O_o low damage?  Yeah right!  But I do like him.  So...Silencer has about the range of Link's FS?  Cause Link's FS instant kills, as does Marth's.

All FE characters get a counter type move xD.

That video is...wow.  That is why they made the Demon King in FE8 crit proof lol.  To PREVENT that.

I don't think his speed should be higher than Sonic's.  Just his maneuverability and jumping, cause Sonic...is..well..Sonic.  An Assassin could never hope to match something like him in speed (although he would STILL be pretty dang fast).

Let's try a Sheena character. (ToS)
The Clumsy Assassin, Rose of Battle, Master Summoner, all titles befitting Sheena! 

A: Horizontal Card swing right hand. AA: Left Hand AAA: Right hand but upwards.
Foward Strong: Power Seal (5% chance to reduce defense until next life, only applies once, does not stack!)
Up Strong: Swing a card directly up.
Down Strong: Swing a card low to the ground fowards.
Foward Smash: Demon Seal
Down Smash: Strike with cards in both directions.
Up Smash: Summon Corrine, drops from midair and disappears after reaching Sheena or the ground.

Grab: Very powerful, since Sheena doesn't use strength to grab.
Sheena uses Cyclone Seal to float the enemy.
Grab Attack: Strikes with card.
Up Throw: Target explodes with cards, and flies upward.
Down Throw: Same, but down.
Side Throw: Same, but foward or backward.

Specials: Note: All of Sheena's specials and grabbing can be performed out of a standard combo except ^B and vB. A, AA, AAA, then special or grab.

Neutral B: Demon Seal-High damage, Light type.  Damage and blow away target.  Range is a bit more than standard attacks, same as Pyre Seal.  Extra high knockback.
Up B: Undine's Favor- Undine appears and uses casts Spread underneath Sheena, lifting her up and damaging those caught in the wave of water.
Down B: Guardian Seal-Negate all attacks dealt for a very small time.  Linkable to shield, and thus dodge or grab can be performed out of it.
Foward B: Serpent Seal- Temporarily reduce target's speed with a puff of dark smoke.  Reach same as standard attack.  DOES NOT STACK!!!!
Smash Foward B: Mirage Seal- Moderate damage,Temporarily reduce target's attack speed with a card mirage.  Reach same as standard.  DOES NOT STACK!!!!!

Final Smash: Overlimit.  When in Overlimit, Sheena is impervious to flinch, and takes half damage from all attacks.  Her attacks do not become stronger.  Her specials, however, do change.  Overlimit lasts about 20-25 seconds.
B: Summon: Summon: Volt- 5 second casting time.  Volt appears hovers the closest enemy, and casts Indignation, stunning everything within a medium sized circle, and then deals 9 hits to everything within the circle of about 10% damage each hit, and finishes off with a 20% damage hit with huge knockback.  Before leaving, Volt boosts Sheena's flinch resistance, but not knockback, until her next life.  Ends Overlimit.
<>B: Summon: Luna-10 second casting time. Luna appears and casts Judgement, raining down 13 incredibly powerful bolts of light on the stage.  However, like PK Starstorm, the strike zones are random.  Each bolt can do 35% damage with strong knockback, but are narrower.  Unlike PK Starstorm, the bolts of light hit the ground nearly instantly, so it can be difficult to dodge.  Before leaving, Luna boosts Sheena's Special Damage until her next life. Ends Overlimit.
^B: Summon: Maxwell-15 second casting time.  Essentially just like PK Starstorm.  Sheena calls forth Maxwell, who casts Meteor Storm, raining down 13 Meteors for about 25-30% damage each, but they have bigger splash when they hit the ground, and higher knockback, making it slightly harder to avoid and deadly.  Before leaving, Maxwell boosts Sheena's all around resistance to special moves until her next life. Ends Overlimit.
vB: Summon: Origin- 20 second casting time.  Origin appears, and creates a largish triangle of bluish energy around the nearest enemy.  Then, 13 magic bolts (looks like lightning, but isn't, just non-elemental) strike everything within the triangle for 20% damage each, the last bolt dealing 35% damage and blowing enemies away.  Before leaving, Origin boosts Sheena's damage for all attacks a bit and resistance to all attacks a bit.  Ends Overlimit.

Whew, that was a bit tougher than I though.  Sheena's Final Smash is incredibly powerful, having varied effects.  However, if you don't start the more powerful ones sooner, you'll end up with a massive amount of damage and a wasted FS, because she has to spend time casting the spells.  Most of her attacks aren't that powerful, but are linkable to her specials and grabs, good for combos.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 16, 2008, 02:56:52 pm
I have yet to actually play ToS (been thinking about getting it, though), but Sheena sounds great.

I know, I know, "Jaffar" does not fit in the same sentence as "low damage", but I needed to even him out. I mean, come on. Critical is an easily just as good, if not better than any attack in SSBB besides FS's. Besides, he evens out and even gets better than most people once his Wrath kicks in. Which by the way, literally scales with every single percent (Like 15.3% chance at 1% damage).

I guess his speed could be just a little bit under Sonic's.....*grumbles quietly*.......

Silencer's range would be a little bit farther than Link's. Like, 1.2 times farther. I've seen both Link's and Marth's final smash fail to KO, though that one with Marth was a bit of a miracle for the victim (he was on the far end of a large stage and ricocheted off of 3 objects and both other people). Silencer would have increased launch power, to prevent things like that from happening. After all, it's supposed to be an instant-kill, isn't it?

Wait, the Demon King is crit-proof? That's why Colm couldn't kill him  >:(!

I want to see someone's reaction if they get hit with Liquid Reversal while using a baseball bat smash  ;D.


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 16, 2008, 07:31:12 pm
Lol, ok.  Fine, long as you keep speed reduction, like you said.

Yes, Demon King is 100% crit proof.  They learned their lesson after seeing that video.  Even DracoZombies have some crit armor.

Wouldn't it work with all counter moves?
Except, Ike's counter does x1.2 damage...so...OUCH.  About an extra 6% damage.

I'd do another Tales character, but I'm playing Magic: The Gathering atm.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 17, 2008, 04:03:55 am
I've come up with a moveset for Dark Samus.

A attacks would the the same as Samus' but with Phazon Explosions instead of normal ones.

B: Phazon Rapid Fire: Fires rapid fire Phazon. Has knockback.
>B: Split Jump (From MP3) Dark Samus does a somersault and splits into to two, then charges back together. Best used if an enemy is behind you. Dark Samus is invunerable to attacks when she joins back together, but only for 2 seconds (when she stops glowing with Phazon, she's no longer invunerable)
^B: Phazon Flight: Same motion as when Dark Samus leaves the Norion Control Tower after blasting Samus, Rundas, Ghor and Gandrayda with Phazon (in MP3). Used as a recovery move. Is obviously much more limited than in MP3.
VB: Quick Dodge: Dark Samus Circle Strafes round an opponent. This is different to regular dodges as it delivers a meteor smash in the middle of the jump.
FS: Phazon Explosion: Dark Samus becomes airbourne, builds up Phazon energy, then releases it towards everyone. Travels outwards from Dark Samus for a certain distance. On Large levels, like Hyrule Temple and New Pork City, be sure to have all your opponents in range


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on July 17, 2008, 06:14:14 am
Lol, ok.  Fine, long as you keep speed reduction, like you said.

Yes, Demon King is 100% crit proof.  They learned their lesson after seeing that video.  Even DracoZombies have some crit armor.

Wouldn't it work with all counter moves?
Except, Ike's counter does x1.2 damage...so...OUCH.  About an extra 6% damage.

I'd do another Tales character, but I'm playing Magic: The Gathering atm.

There's an MTG game?


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 17, 2008, 10:53:35 am
Not like that.  I was playing MTG online against a friend of mine.

Lloyd: The Eternal Swordsman, Comboist, Sword of Swords!  He comes wielding the Material Blades! and, of course, the Eternal Sword.

He has good movement speed due to the Dash Ex Gem Skill, but his jumping is only average.  Lloyd's linking abilities are better than Sheena's, since he is a fighter.  You can link a basic combo to a strong attack, and then finish off with a Special or Smash attack.  You can skip the Strong attack if you want.
A,AA,AAA: This is just like his basic combo in ToS, as if you weren't holding any directions down. 1%,2%, 2%/3%. (Last strike is a double hit)
Strong<>: Fierce Demon Fang (4 Hits, 3% each, knockback on last)
Strong^: Tiger Blade (2 Hits, 5%, 7%, lifts up slightly on first, knockback on last)
Strongv: Sword Rain (5 hits, 2% for first 4, 3% on last.  Horizontal knockback only.)

Smash>: Demonic Circle (2 hits for 4%, flinch, then a final hit for 9% with knockback)
Smash^: Tempest Thrust (Vertical Tempest for 5 hits 1% each, then Sonic Thrust for 8%; Tempest drags enemies downward if hit, Sonic Thrust does knockback, Tempest does flinch)
Smashv: Sonic Sword Rain (6 hits for 1%, juggle flinch, then a Super Sonic Thrust for 8%; Foward only.)

B: Demon Fang; This most basic of moves is useful as it is ranged, and like Pikachu, it travels across the ground, but at a faster rate.  It doesn't bounce either. Moderate damage, low knockback.  Can link into a different special move.
B<>: Beast; Yes, this mighty move makes a comeback.  Lloyd rams his foe with his shoulder, and then blows him away with a spinning strike!  High knockback, high damage.
Bv: Guardian; Like Guardian Seal. Negate damage, and shield can be performed out of it, allowing for a dodge or a counter grab.
B^: Rising Falcon; Lloyd rises up, then plunges at a 45 degree angle towards the ground, dealing heavy damage to those in the way.  Difficult to use for recovery, since you plunge, like Ike's Aether.

FS: Overlimit.  Like Sheena, Lloyd can enter Overlimit.  However, nothing changes except his attacks get an small attack boost and Overlimit last 45 seconds.  What's going on you might wonder.  However, if you are above 100% damage, or have taken 25% damage while in overlimit, OR have used up most of your Overlimit time, you can perform Falcon's Crest simply by hitting B to perform Demon Fang.  When doing so... a circle of light around him hits 8 times, then he jumps into the air and creates more rings on his way down (towards an opponent, usually), which deal more damage (area damage), on the ground he makes another ring for area damage, and then finish with an outburst of light for massive damage (area).  This ends Overlimit immediately.

Eh, what do you think?  Lloyd is the dual wielding hero of ToS.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 17, 2008, 05:25:07 pm
Whenever you say Lloyd I automatically think of the Lloyd from FE7..... This one sounds pretty good though. As does Dark Samus. For DS's Final Smash, however, I think that Corruption should factor in if they survive they initial Phazon blast. Doubled attack rate, but damage builds at roughly 10% per second.

I said I'd like to see that person's reaction because the reversal causes the same damage and launch speed as the dodged attack would cause normally.

I also have a few modifications for Jaffar. First, I realized I forgot that Critical Hit would have 3 hits (either side, finishing). So Critical Hit (B neutral) would be two hits of 9% damage with no knockback but short stun time and one hit of 12% damage with high knockback at no charge. It would be two hits of 20% damage w/ no knockback but short stun and one hit of 35% damage with very high knockback at full charge (5 seconds). You can hold the charge indefinitely, though. Silencer would have two hits of 45% damage and one hit of 60% with insanely high knockback.

I also came up with his taunts. Up taunt - Jaffar does a triple backflip from a dead stop. Down Taunt - a flickering version of Jaffar appears; the real Jaffar kills the illusion with 3 hits (think rogue critical from FE10). Side Taunt - Jaffar tosses up a spinning dagger and catches it while saying "Enjoy your last breath...".

BTW, Draco Zombies can't have that much for crit armor. I can Silence half of them and the rest go down awfully fast.

EDIT: I realized we all forgot 6 attacks! We need the aerials and attacks while dashing.

Aerials:
Ae: Slash. 4% damage, low knockback.
Ae up: Flipkick. 3% damage, medium knockback.
Ae side: Twist in midair while slashing twice, finish with a kick. Three hits of 3% damage, medium knockback.
Ae back: Kick twice while turning 360 degrees. One hit of 2% damage, no knockback, one hit of 3% damage, low knockback.
Ae down: Dive with daggers outstretched. While diving: 3% damage, very low knockback. While landing: 7% damage, medium knockback if hit directly. 4% damage, medium knockback if hit indirectly. Very similar to ZS Samus's Aerial-down.
Dash: Spin while slashing three times, end with a kick. Three hits of 2% damage, no knockback. One hit of 3% damage, medium knockback.

A good combo I've thought of is to do a Down-throw on your opponent, then charge a critical hit (B-neutral) or a dropkick (Down-Smash). You can link a lot of Jaffar's attack, but many of them cause too much knockback to connect with a second attack.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 18, 2008, 03:17:58 am
Good idea for a Corruption Factor Ratiqu. I'll add that in as well. The initial attack has quite a bit of knockback but if your on low damage then it won't kill you, but it will corrupt you.

Dark Samus' Taunts

Up Taunt: Circles round and then does some evil laughing while floating a few metres off the ground.
Side Taunt: Uses the Phazon Absorbing action seen in MP2. This is like Luigi's Down Taunt in that it doubles up as an attack if your close enough.
Down Taunt: Goes into a Ball shape for a few seconds, then exits.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 18, 2008, 12:57:50 pm
I'm seriously thinking about getting some online training and making an expansion disc for SSBB.....of course, I'd need to get about 44 more ideas for characters (So far, we've got Jaffar, Lloyd, Sheena, Vaati (who needs a moveset), Amaterasu, and the Monster Hunter), 30 ideas for new stages, and 10 ideas for new items....

By the way, what exactly is a meteor smash? I've seen it mentioned a couple of times, and asked about it once before, but I never got an answer.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 18, 2008, 04:15:36 pm
A meteor Smash is a midair smash that launches your opponent directly downwards. The idea is that you use it to knock out recovering foes then get back on the stage. It's a more advanced technique though.


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 18, 2008, 10:29:39 pm
Examples: 
Mario's aerial foward.
Ike's aerial down.
Toon Link's aerial down.
Samus's aerial down.
Donkey Kong's aerial foward and down.
Diddy's aerial down. (Not advised, his recovery move is...difficult to use properly)

They all have very powerful vvvvv knockback.  You jump off an edge, perform MS, and then try to recover to get back on stage.


Title: Re: Ideas for the next SSB
Post by: NXtreme on July 19, 2008, 05:04:11 am
Whats metaknights meteor smash?

and here's a moveset for Vaati. Hyppie can do his own if he wants

a: clicks his fingers and a tiny explosion of dark magic appears.
a combo: multiple dark explosions which slowly circle around him. can be done infinitely but attacking Vaati ends it
a side: swings his fist and a trail of dark magic follows
a down: kicks and dark magic follows
a up: punches a dark magic covered fist upwards

smash attacks

a side: punches dark magic covered fists in front of him
a down: spins round, creating a small whirlwind of dark magic round his feet
a up: dark magic shoots up from his hands  which he raises above him

special moves

b: dark beam. charges up dark magic and shoots it out in front of him as a beam whcih travels a short distance. can be aimed
b side: petrification. shoots out a dark spell a short distance in front of him which petrifies whoever its touches for 2 seconds
b down: dark void. a circle covering every square around him quickly rips apart space in that area and then shrinks. All Characters caught in it are pulled in as it shrinks and damaged. Vaati disappears into the void as it shrinks and you can use the control stick to choose where he reappears along with all the other characters sucked into the small void. This all happens quickly
B up. Vaati ascent. he spins round with his cloak outstretched and rises up. any characters caught in his cloak are carried with him as it spins round.

final smash: eye form

he transfroms into his eye form with the exact same animation as when he transfroms in minish cap (body goes dark, cloak outstretches, eye appears on forehead and then transforms) and then you use the control stick to fly around into fighters and do loads of damage.  it lasts 7 seconds. press a to make a black hand made of dark magic come out of a void in a random place and swipe for the nearest fighter to keep them still


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on July 19, 2008, 07:02:34 am
I'd have Vaati wield a sword, kinda like Link - there's reference in MC to him being a spectacular swordsman

I'd also give him a down-special which has those eye things orbit him for a coupla seconds, and his final smash can also use this (but larger)

His up-special can be a teleport, kinda like NX's down-special idea


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 19, 2008, 07:52:18 am
Tabuu:

A: Sword Combo
>A: Leans forward and attacks with energy
VA: Punch
^A: Overhead energy Swipe
Smash>: Thrusts both hands forward
Smash^: Creates a huge ball of energy for a second
SmashV: Creates a void below for one second

Air: Sword Flip
>Air: Energy Swipe
<Air: Dual Kick
VAir: Aerial Void
^Air Overhead Sword Attack

B: Whip: Same as in Brawl
>B: Lasers: Shoots eye lasers that move back and forth for as long as you hold down the B Button. Weakens over time
^B: Teleport: Can be directed with analogue stick
VB: Cage: Transforms into Cage form and rushes forward
FS: Winged Tabuu: Tabuu grows wings, flies to the centre of the screen and releases Off Waves to KO opponents.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 19, 2008, 03:13:43 pm
Oh, that's what a meteor smash is? I usually call them grounding smashes. And ZS Samus has one; Down-B then A.

I'm always thinking of something to add to Jaffar.... After you win, the character always says or does something, right? Usually they have 2, so Jaffar's are: 1- "They call me the Angel of Death...." and 2- "Hmph..." *while tossing a spinning dagger up and down*.


Also, I have an idea for a stage. It would be Fire Emblem based, specifically on the final stages of FE7 and FE8, small sized, and called Temple of the End (TotE). The backround would be green and black, with really strange looking statues. There would be one main floor across the bottom, a medium sized fall-through platform in the middle, and two small, solid platforms on top, one on either side. Random features of the stage would be for the Fire Dragon (FE7) to come up on one side of the stage and breathe fire briefly, covering the whole bottom platform. Formortiis (FE8) would come up in the middle of the background, right behind the playing field, and envelop the fall-through platform with Demon Light (high damage), Ravager (high knockback), or Nightmare (sleep).


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 20, 2008, 03:46:39 am
I was going to say can't you make it yourself, but then I read about the Dragon and realised no.

Chibi Robo:

A: Horizontal Plug Combo
>A: Vertical Plug Slash
^A: Overhead Plug Slash
VA: Plug Stab
Smash>: Vertical Plug Combo
Smash^: Overhead Plug Combo
SmashV: Plug Spin

Aerial Moves: All involve swinging his plug in that direction

B: Gun: Gets out a Gun and shoots people
>B: Electricution: Extends his plug out and electrocutes those who are nearby.
^B: Copter Blades: Uses these to fly upwards. The rotation of the blades can damage enemies
VB: Recharge: Now here's the crux of Chibi-Robo. All movement drains Chibi Robo's battery. If he runs out of battery then he'll stop moving. This move recharges the battery so he can continue. Success with Chibi-Robo is knowing when to Recharge.
FS: Giga Robo: Chibi Robo calls upon his predecessor Giga Robo. Giga Robo then flies around shooting everyone. It's kind of like calling on an assist trophy except one that's very powerful.


Title: Re: Ideas for the next SSB
Post by: NXtreme on July 20, 2008, 06:04:12 am
Perhaps Chibi could have a small light somewhere on him that flashes rapidly if his battery's full, then flashes slowly, then just stays on, then gets dimmer until it goes out and then chibi's battery runs out


Title: Re: Ideas for the next SSB
Post by: Pieisgreat on July 20, 2008, 07:51:04 am
Sonic's meteor smash? I must know. :K


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on July 20, 2008, 08:29:39 am
Mr. Game & Watch should have some attacks based on his attacks in Wario Land 4

The dragon attack, for example, would have made a great final smash


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 20, 2008, 03:35:10 pm
Yeah, the octopus isn't all that great.


I'd like to see Starkiller (Vader's secret apprentice  ;))
www.youtube.com/watch?v=RkBiYpD3SDc

A: Lightsaber Slash. AA: Slash again. AAA: Force Slash (extra power/knockback).
>A: Throw the lightsaber.
^A: Overhead slash.
VA: Horizontal slash near the ground.
Smash>: Raze the area in front with the Force.
Smash^: Similar to DK's smash^, but using the Force instead of giant monkey hands.
SmashV: Release a wave of the Force into the ground - the rebound is what damages opponents.
B: Force Blast: Levitate while charging a 360 degree wave of the Force. Charging increases radius and power.
>B: Force Lightning: Self explanatory, power starts to decrease rapidly after 3 seconds of use.
^B: Force Bomb: Use the force to transform into a bomb. Cross between Suicide PK Thunder and Sonic's neutral B.
VB: Meteor Smash: Grab the nearest opponent with the force and do a meteor smash on them.

Final Smash: Pulls all opponents within a certain radius (covers about 2/3 of a small stage from the center) in towards Starkiller while several TIE fighters fly across the screen. Starkiller throws his opponents at the TIE Fighters to make them explode. Launch speeds are about equal to when an exploding box blows up.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 21, 2008, 03:18:22 am
That sounds great.

Perhaps Chibi-Robo's stage could be a house and all the characters are tiny so you could fight on random locations in the house.


Title: Re: Ideas for the next SSB
Post by: NXtreme on July 21, 2008, 10:51:03 am
here's some Okami stages.

Kamiki Village: You start off next to Sakuya's tree where fruit sometimes falls, damaging you. Then Sakuya appears in the background after a while and a breeze of flowers sweeps you off to another place. Sakuya's tree> River (You fight on top of the waterwheel)> Susano's garden (Susano sometimes appears and charges at one of the dummies on the stage)> Turnip Garden (Hayabusa the dog runs around digging holes in the ground sometimes and the garden owner runs after him to stop him)> Island ( the Water Lily god sometimes appears and jumps about)> Sakuya's tree and so on

Moon Cave. You start at the entrance and after a while then you here Orochi's roar and suddenly everything goes black and you appear right in front of Orochi who's 8 heads will interfere with the battle


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 22, 2008, 05:46:24 am
Moon Cave sounds great. Here's my choice of music for an Okami stage

Titles of music from here (http://en.wikipedia.org/wiki/Okami#Audio)
Ryoshima Plains I and II
Shinshuu Plains I and II
Moon Cave (I'm not sure what the actual name of the music is)
Kusanagi Villiage I and II

The titles may be incorrect and may differ from region to region.


Title: Re: Ideas for the next SSB
Post by: NXtreme on July 22, 2008, 07:24:39 am
the Moon Cave music is called Moon Cave ::)

its Kusu Village not Kusunagi. and its shinishu field and ryoshima coast. This is why you shouldn't always trust Wiki articles.
and how could you forget Orochi's Boss Battle music? Or Kamiki Village?


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 22, 2008, 12:45:32 pm
These Okami stages sound pretty good.


I'd like to see Master Chief in SSB, to be honest. I don't have a moveset for him yet.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on July 22, 2008, 01:10:00 pm
Pretty far-fetched

As are Cloud, Vincent and Sephiroth from FF7


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 23, 2008, 03:31:49 am
Oh. My Character Select Screen includes Cloud, but I haven't thought of a movelist for him yet.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 23, 2008, 11:26:17 am
So, what do have thought up so far? Amaterasu, Jaffar, Chibi Robo, Cloud, Vincent, Sephiroth, Monster Hunter, Master Chief, Starkiller, Vaati, Dark Samus, Zelgius, and Tabuu, I think, along with a couple of FE stages, some Okami stages, and a Chibi Robo stage. Quite a collection to be sure.


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 23, 2008, 06:55:28 pm
You forgot my Rolf character.  T_T  And the ToS ones T_T.

I'd like to see Sora too, I could make one.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on July 24, 2008, 04:48:44 am
Darbus: (The Goron Chief from Twilight Princess)

A combo: Punch combo (the same one that Goron Link uses)
>A: Sumo Slap
^A: Jumping Headbutt
VA: Sweeping Slap
Smash>: Double Punch (Two punches at the same time)
Smash^: Roll Jump (Rolls into a ball while jumping)
SmashV: Fist Slam (Slams his fists down on the ground and creates a shockwave that damages opponents)
Air: Aerial Roll
>Air: Meteor Punch
<Air: Meteor Kick
(Note: Both Meteor Smashes make him fall quite fast so it's hard to control)
^Air: Headbutt
VAir: Midair Kick

B: Goron Roll: Works like Majora's Mask except without the spikes. Also similar to Jigglypuff's Rollout.
>B: Goron Slam: Thrusts his fists out in frount of him which sends foes flying.
^B: Goron Pounce: Rolls into a ball while jumping in the air then falls down to the ground. Can be used a recovery move.
VB: Goron Crush: Falls into defensive rock position crushing anyone in his way, then shakes and springs up, hitting anyone above him. This last part requires timing of the initiation of the attack. However, he takes less damage while in defensive rock position.
FS: Fyrus: He transforms into Fyrus, meaning all his attacks are move powerful, however, he can no longer use the Goron Roll, breathing fire instead. Whenever he touches an enemy it sets them on fire. It lasts for 14 seconds.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on July 27, 2008, 09:43:02 pm
I've got a moveset for Master Chief now.

A: Punch. AA: Kick. AAA: Energy Sword Slash.
>A: Kick.
^A: Flipkick.
VA: Punch at a downward angle.
Smash>: Slash with the Energy Sword. Press A again to slash twice.
Smash^: Slash above you.
SmashV: Slash on either side with the Energy Sword.

Aerial moves all involve him kicking in that direction.

B: Assault Rifle: Use Down Taunt to switch to Plasma Rifle (Faster shooting, lower damage) or Battle Rifle (Slower shooting, higher damage).
>B: Needler: Slow moving projectiles.
^B: Flamethrower: While on the ground, goes horizontally. When you're in the air, however, you fire it directly beneath you. Charge it for a more powerful burst that can be used as a recovery.
VB: Frag Grenade: Cross between Yoshi's ^B and Snake's B. Use Side Taunt to switch to Plasma Grenade (Lower damage, shorter pause before explosion) or Spike Grenade (Lower damage, sticks to enemies).

Final Smash: Spartan Laser.
6 shots with the Spartan Laser, similar to Snakes FS. Takes each shot a half second to charge after pressing the fire button. Effect is equal to being hit by the beam on the Spear Pillar.


Title: Re: Ideas for the next SSB
Post by: Kiroshima on July 28, 2008, 11:20:15 pm
Plasma should be sticks to characters but not terrain (bounces), spike should be sticks to everything (no bounce).  Plasma Rifle isn't really "weaker," it just damages shields more than armor (because Mjollnir Mk w/e is highly resistant to energy based attacks).  Needler should track, of course.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 14, 2008, 09:39:08 am
Perhaps, to save development work, they could include a character creation mode thats become a main feature in beat 'em ups recently. The mode would work like others of it's kind and the character would be a clone (or you could mix and match moves, which I think would be a better idea). This way, you could have any character you want.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on August 14, 2008, 09:41:45 pm
Excellent modifications, Kiroshima. The Plasma Rifle would deal greater damage to shields than anything except fans and Mr. Saturn.

And another great idea out of the mo-.....erm......fingers of The APERSON. Probably have to have an immense number of stock moves and character parts. Maybe they could use Mii's?


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 15, 2008, 05:32:27 am
I was thinking though, perhaps each move could cost a certain number of points to prevent moves from being too powerful. Yes, there would be a large number of character parts and the option to change the height of the characters.

I never realise Mr. Saturn was a shield breaker.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on August 15, 2008, 08:24:28 am
Yeah, I'm pretty sure that's about all Mr. Saturn is good for. Instant shield destruction. Which is extremely useful against players who are good at shielding.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 16, 2008, 03:17:25 am
If Smash Bros. does do a character editor, lets hope it's not extremely limited like the stage editor was.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on August 16, 2008, 06:39:39 am
Movesets for FF7 characters:

Cloud Strife:

Normal attacks are simply sword attacks in the relevent direction, Smash Attacks are more powerful versions of his normal attacks

Neutral-special: Fira (A blast of fire radiates from him)
Side-special: Blizzara (Shards of ice are fired to the size; ballistic)
Down-special: Thundara (All characters nearby are hit by lightning)
Up-special: Climhazzard (Leaps up, slicing with his sword)

Final Smash: Bahamut (Summons a huge dragon-ish creature into the background, which uses MEGA FLARE (blasts the area of the screen with the most opponents with a huge beam of energy))

He only has one taunt, his victory thing from FF7 (complete with the anthem)

Sephiroth:

Normal attacks are like Cloud's, but way faster and with huge reach. Smash attacks are lightning-fast 3-hit combos (kinda like Link's up-smash, but faster and in any direction)

Neutral-special: Firaga (like Fira but with a larger sphere of influence)
Side-special: Blizzaga (like Blizzara but with greater range)
Down-special: Thundage (like Thundara but with greater sphere of influence)
Up-special: Float (flies upward, even through solid platforms)

Final Smash: Meteor (A huge rock, glowing red, plunges through the stage (kinda like Snorlax). Characters are drawn to it as they are to Kirby's cauldron move)

Taunts:

1) He does the Kefka laugh
2) He holds up the Black Materia
3) His victory thing from FF7 (but without the music)

To balance out his awesome attacks and speed, he cannot pick up items


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 17, 2008, 09:34:36 am
That's a good drawback to balance Sephiroth. If you did want to play as him in a beat 'em up there a Final Fantasy beat 'em up, but it will only be available on the PSP.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on August 18, 2008, 06:34:27 am
That's inexcusable


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 19, 2008, 04:20:15 am
I know. It's probably something to do with licensing, as all the characters are FFVII onwards.

And I had no idea that Sephiroth's laugh was like Kefka's.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on August 19, 2008, 05:15:45 am
It isn't, I just thought that would be a good Easter Egg


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 20, 2008, 03:18:39 am
I suppose so.

I had an idea for a moveset for Kefka, but it was similar to Sephiroth's, although his A attacks are like Zelda's, and he uses Teleport. I also planned his Final Smash, but I'm not going to say it as you won't know what it is (he has it after the floating continent).


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on August 20, 2008, 07:25:39 am
Light of Judgement?

And teleport isn't in FF7

And Meteor and Holy aren't usable abilities; rather, they're part of the plot (but comet/comet2 and the Alexander summon replace them)


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 21, 2008, 02:41:13 am
OK, the only thing similar to Sephiroth is the Firaga, Blizzaga and Thundaga moves I'd had planned.

And yes, Light of Judgement is his Final Smash. I take it you got past the Floating Continent then.


Title: Re: Ideas for the next SSB
Post by: Ratiqu on August 21, 2008, 09:07:18 pm
Does every FE except the tactics series have a floating continent in it? FE3 does, FE12:RW does, and now I found out FE7 does.  ???


I should probably post something on topic.....hm......drawing a blank here, but oh well.


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 22, 2008, 04:08:46 am
Actually, FFVI does, I'm not sure about FFVII though. You'll have to ask Hypnotoad.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on August 25, 2008, 05:43:01 am
FF7 doesn't, nor does any of its sequels

Dunno about the prequel though, 'cos it's bloody PSP exclusive


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 26, 2008, 02:52:19 am
If you really want to find out what happens you can watch it on Youtube.

Anyway, I'm sure Final Fantasy is a series many people want in Smash Bros., but I think characters from I-VI and the Crystal Chronicles series are more likely to make it into Smash Bros. Probably XII too, since the sequel is on DS.


Title: Re: Ideas for the next SSB
Post by: Hypnotoad on August 26, 2008, 05:34:05 am
And TA2 is set in Ivalice, also
12 may be the most likely one to get ported, if any


Title: Re: Ideas for the next SSB
Post by: TheAPERSON on August 27, 2008, 04:24:29 am
Then again, most of Snake's games are Playstation 1, 2 and 3 games, so there's always a chance Cloud will make it into Brawl.