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File 124897634353.jpg - (33.43KB , 300x250 , e5a288f9241fd754ad152470d03fad48.jpg )
333 No. 333 ID: 9a71e2

Right, since no one got the thread up before I discovered I had no ice cream, I'll do it.
Quest characters in a setup similar to Super Smash Brothers.
Entries can be for ASSIST TROPHIES, CHARACTERS, STAGES and ITEMS.
ASSIST TROPHIES should include a short description of what they do.
CHARACTERS should include a rough MASS, SPEED, ATTACK POWAH, and ATTACK SPEED. A MOVELIST is optional. A FINAL SMASH is desired.
STAGES should include a rough idea of the HAZARDS, SIZE, and EVENTS.
ITEMS should include descriptors like WEAPON, THROWABLE, or ATTACHMENT.
1 post omitted. Last 50 shown. Expand all images
>>
No. 335 ID: 9a71e2

>>1298
Also include with characters SPECIAL CRAP, like gliding, special shields, jerky movement, or SHITTY A ATTACKS.
>>
No. 336 ID: 6415eb

I recall some of us doodling a number of RQ characters doing final smashes on Pchat...

*Digs through archives*
>>
No. 337 ID: 9a71e2
File 12490093129.jpg - (14.09KB , 414x486 , finalsmashbladetree.jpg )
337

This.
In lines of pure rage.
>>
No. 338 ID: 227d44
File 124901241052.jpg - (18.45KB , 846x600 , LEAVERFORBRAWL.jpg )
338

Character Name: Leaver#Reaveal

Mass: Lightweight (stick)

Speed: Average

Attack Powah: Light to Medium damage

Attack Speed: Fast

Final Smash: Eraser

Final Smash Description: A large eraser is pulled out of Leaver's HAMMERSPACE and sent forward in a straight line, and through other fighters. Very damaging, but easy to dodge.

Leaver is intended to be a sort of glass cannon. He can do large amounts of damage in a short period of time due to his quick attacks with his pencil, but he cannot sustain much damage before being easily susceptible to a ringout.

(is this a good example?)
>>
No. 339 ID: 273495
File 124911164678.jpg - (62.38KB , 1069x603 , Buttquest 36.jpg )
339

Stat The Butt of Butt Quest
>>
No. 354 ID: 6faa8c

>.>
<.<

Johnathan Tower

Mass: Middling. He's not as heavy as some other fighters, but his equipment and body mass keep him from flying all over.

Speed: Middling. His attacks are slow, but powerful, but movement is okay.

Attack Power: pretty decent. He uses the POLEARM for close to middle range combat.

Attack Speed: Slow as heck.

B: Three rounds from his pistol in a rapid semi-auto burst. Random type: Normal 70% of the time, Flare 10 %, EMP 20%
B>: Launches a grenade with a variable type and timer. Normal is incendiary, which explodes on impact and persists for a while.
Bv: Focuses on the nearest enemie's thoughts, revealing thier commands via John mumbling them.
B^: Uses the POLEARM to attempt to stab a ledge. (Weak recovery)
>>
No. 355 ID: 6faa8c

>>354
Final Smash: Fatherly Rage
Enters a state of pure madness. Johnathan goes berserk, and the player loses control. He runs around the stage, shouting Elaine's name, cracking skulls.
>>
No. 387 ID: f44349

I'm surprised noone's done this yet.

Prince Mudy Latral

Mass: Light as hell
Speed: Pretty fast
Attack Power: Not particularly
Attack Speed: Pretty fast

B: Blutjaegar Powers? Makes a sad useless little explosion. Very very rarely does ridiculous amount of damage.
B>: DIPLOMANCY! A word bubble flies forward and has a random effect (Stunning, shield breaking, sleep, slowness, damage, very very rarely temporarily turns opponent to Mudy's team)
Bv: BITCHIN FLUTE SOLO! Makes Mudy temporarily 'invincible' but he can't move while playing. Also has a random effect (sandstorm, sleep inducing, slowdown)
B^: RAITAL THROW~ Raital pops in out of nowhere and throws Mudy upwards. Does high damage but also damages Mudy if he hits anything.

FINAL SMASH: BLOOODBLAAAAADE~ Mudy some how finds the strength to pull Bloodblade out of his head, attack goes straight up, falls down and forward, then back up again so Mudy can put Bloodblade back. Does redonculous ammount of damage, has High knockback. Temporarily raises Mudy's damage percent while Bloodblade is out.
>>
No. 392 ID: 45e697

STAGE: based on the sandworms from Mudyquest

Cheryl's Back:
Its a long (maybe 3 screens wide) stage that moves. There are two tents, one near the front and the other near the back and both are destroyable.

Hazards:
falling onto the moving ground under cheryl is practically insta-death (like the big blue stage on SSBB). Rumbles that do a small knock up into the air. Finally "Cheryl's Attention" she will twist her head back around and pick a player at random and "hit" that player with either a kiss (small/decent heal) or devour them (like that one pokemon that eats you).
>>
No. 407 ID: 6faa8c

ITEM: ORB OF INFINITE PSYCHE
Reverses controls while held, but tells you what moves are being input into controllers in your vicinity.
>>
No. 409 ID: 9a71e2

Demesi of Angoldas
Mass- Very Light
Speed- Average on the ground, faster in the air
Attack Powah- Average, low knockback
Attack Speed- Average

B: Slash with wingarm. Hits in all directions, low damage, high knockback. Very quick.
Bsmash: Jolt with tongue. Imposes SHOCK. Low damage. Slow.
Bdown: Produce RANDOM ITEM from a small list. Generally only good for one use. Slow.
Bup: Begin flapping, jerk upwards. Hold for more distance. Quick; could be used for a dodge under the right circumstances.

A attacks are slightly higher damage, but have little power behind them. They usually involve SWORDFEET.

Final Smash: TOOOOOO THE SKIIIIIIIIEEEEES! The stage falls away, revealing small clouds as platforms. Deme loses the limit on his Bup move, and takes no damage. The background has occasional clouds on it that look exactly like the platform clouds.
>>
No. 410 ID: 9a71e2

>>409
Demesi is intended to be a hit-and-run fighter, with moves that take advantage of his mobility and aerial maneuverability. Most of his midair attacks are stronger than his grounded ones. His specials are intended to either buy time or get him out of melee range. His throws are fairly weak and his shielding is substandard, but his dodges are slightly faster and longer to compensate.
>>
No. 411 ID: 9a71e2

>>410
Taunts: Lantern, Messing About With Tongue, Eat Mundu Worm, Do Dance Of His People.
>>
No. 412 ID: 9a71e2

Tav Unt'Bel
Mass: Medium-Heavy
Speed: Slow.
Attack Powah: High.
Attack Speed: Average.
Very awkward in the air, but walljumping and very good traction. Also short enough to dodge some projectiles and small hitbox.

B: Electric Blast. Damages Tav and a small area around him, or strikes Guide Rods if any are in range. Very quick, can combo with midair Guide Rod.
Bsmash: Fire Guide Rod. Deals decent damage. A danger is that Guide Rods can be caught and thrown back. Average Speed. Can be aimed up or down by holding the appropriate direction.
Bdown: Cling to Bottom of Thin Platforms. Movement is limited, but the switch is rapid. Quick.
Bup: No damage. Small flip with greatly increased grab area.

A attacks have a greater range than his stature would indicate, with high damage and knockback.

Final Smash: Cave Stormy. A ring of Guide Rods flies out, hanging in space if needed, while Tav hangs in the center, overcharging the Shocker Lance. The joystick directs a bolt of constant lightning towards one of the guide rods. Heavy damage, SHOCK, and knockback.
>>
No. 413 ID: 9a71e2

>>412
Taunts: Removing Helmet and Sighing, Fiddling with Shocker Lance, Posing With Lance, Looking Around Quickly and Nervously.
>>
No. 414 ID: 9a71e2

>>412
Tav is intended for a Ranged supremacy style, forcing opponents onto the Guide Rods and getting multiple hits with Electric Blast. His throws are fairly good, but the most damaging one also damages him.
>>
No. 415 ID: 9a71e2

ASSIST TROPHY
Romme
Romme turns intangible and runs around the screen, cackling, destroying or trapping items, and tripping people up. He will also break shields.
>>
No. 416 ID: 9a71e2

Fluffy
Mass: Average
Speed: High
Attack Powah: Average-Low
Attack Speed: Average
Fluffy has large jumps but bad aerial maneuverability. It's probably best to keep him on the ground for most of the fight, only jumping when you need to cross distances quickly.

B: Mimic. Fluffy uses a random B move from among those opponents in the arena. If no one is available, then the move will instead become a basic melee attack.
Bsmash: Dive. Fluffy falls forwards, rendering himself prone but dealing high damage and great knockback.
Bdown: Basic spin thing. Yeah, I couldn't think of anything else. Sorry. Maybe a crouch thing?
Bup: Triple Jump. A large jump that also allows Fluffy to cling to walls for a short time.

A attacks are where the action's at for Fluffy. High damage, high knockback, low charge times, and other gems are hidden therein. He's quite fighty, if a little unbalanced.

Final Smash: Hidden Depths. Fluffy grins. The screen goes blank. Everyone but fluffy takes significant damage, though fluffy ends the smash sleeping for a few moments. Probably best to activate it as far from others as you can.

Taunts: Yawn, Blush, Curl Up and Purr, Do a Little Dance.

Fluffy is intended to strike hard, fast, and quickly, hindered only by a few moves that trade damage or knockback for disadvantage. These are best saved for finishers.
>>
No. 417 ID: 6faa8c

Assist Trophy: Xom

As soon as the trophy is grabbed, laughter enters the arena. Xom does three random things to each opponent:

Mutation: Xom powers up a specific move to the point where it's a one-hit kill, but renders most others to half power.
Lol I hope you like rocks: dozens of smoke balls are plopped at their feet.
Damage: Random amount of damage. possible knockback.
Healing: Random amount of healing.
Reverse controls
Goes invisible
Changes color
Small
Big
>>
No. 418 ID: 6faa8c

STAGE: Ergo 4

Size: large. The fight takes place on a platform that moves between the four sectors, and the hazards thus change roughly every 20 seconds.

Residential: Hazard is a single alien that will charge back and forth nonstop. If it hits you, medium damage and knockback.

Storage: Hazard is a multitude of breakable crates, a few explosive or filled with freezing water, which damages without knockback.

Training: Hazard is that is any fire or electricity move sets off the gasses here, setting off a stage-wide explosion. All KOs gotten this way count as 'suicide'.

Recreation: Hazard is weird, changing, living terrain.

EVENT: Sometimes, Achilles appears. He generally does massive damage to the player nearest the center, then leaves, but sometimes he sticks around and has some fun.
>>
No. 419 ID: f44349

ASSIST TROPHIES

Xom (very rare)
Inflicts each player with a random effect from pretty much every effect in the game (things like sleep, stunned, on fire, healing, invincibility, etc.)
Also performs one random action to the stage (things like spawning bombs everywhere, turning gravity sideways, turning up/down the spawn rate on random items, temporarily changing game mode, etc.)


BeardBeard
FUCKS EVERYONE'S SHIT UP, THIS INCLUDES WHOEVER USED THE TROPHY, OTHER ASSIST TROPHIES, AND ITEMS. ALSO EVERY BREAKABLE PART OF THE STAGE WILL BE BROKEN. Occasionally, will resurrect the person who used it if they get killed by him.




ITEM
Nemelex Card
Does a random thing, either spawning enemies, or inflicting an effect on whomever it hits.
>>
No. 420 ID: 9a71e2

Ven Indahl
Mass: Low
Speed: Average, but jerky
Attack Powah: Medium-High
Attack Speed: Low
Ven is difficult to use effectively, but powerful in the right hands. Her attacks have a high damage output, but you'll have to time them exactly right to avoid holes in your defense. Her movements are the same way: Uneven and jerky, requiring much practice to use.
She has decent throws, but better grabbing power, and can cling to walls.

B: Slash using right claw. Heavy damage, very slow. Charges.
Bsmash: Running slash. Unusually quick, high damage, long recovery time.
Bdown: Huddle. Reduces melee damage and negates knockback, deflects ranged. Limited duration.
Bup: Sling chain upwards and over. If very close to an edge, will just increase grab radius.

Ven's A attacks are highly damaging, but will either have a high recovery time or a high windup time. You'll need to find a cadence and stick with it.

Final Smash: Deep. The arena contracts to a small area hedged by walls. Ven ignores damage and knockback, and random hazards happen. Note that the walls prevent anyone from actually dying while this occurs.

Taunts: Bring out and fiddle with gear, Clean claws, Hold self and shiver, Spin around.
>>
No. 423 ID: f44349

Raital

Mass: Average
Speed: Average
Attack POWAH: Average to High
Attack Speed: Average to Slow

Normal A attacks are all decent damage and decent speed, but all her smash attacks are farily slow and have high damage and high knockback. Throws do almost no damage but go really far.

B: BLUTJAEGAR PAUNCH~ Charges a "punch." The actual attack has a slightly longer range than a punch though. Does average to high damage depending on how long it's charged, has a good knockback regardless.
B>: BLUTJAEGAR CHAAAARGE~ Raital flings herself in the direction she's facing with Blutjaegar magic. Does average damage but always knocks opponents downwards.
Bv: GET OFFA ME! Makes an awesome looking blood explosion around Raital, does low damage but has really high knockback
B^: RAITAL JAWMP~ Raital Crouches and charges the attack as long as you hold down B. When you let go she propels herself skyward with an explosion of blood. Does low to redonculously high damage depending on how long it's charged.

FINAL SMASH: BLUTJAEGAR RAGE Raital goes all Blutjaegar-Super-Sayain. Her speed remains the same but all her attacks do a ridiculous amount of damage and have an insane amount of knockback.
>>
No. 424 ID: 6faa8c

58

Mass: middle
Speed: SLOW AS FUCK
Attack speed: GODDAM MAN SPEED UP
Attack power: Decently high

B: "Meh." Causes enemies to enter BERZERK mode, where they can no longer control their characters and always use full charge smash attacks.
Bv: lays prone. In this state, he can;t really do much of anything, but he's also almost untouchable.
B>: Holds the enemy at arm's length, stopping them from moving forward.
B^: Lays down in midair, increasing grab range.

FINAL SMASH: DARK TRUTH
Affects all foes with 'gloom', reducing their attack power by half until they die.
>>
No. 425 ID: 9a71e2

Assist Trophy
The Squid: The Squid pops up and does a groovy dance around the screen, then catches a sicknasty wave away. This heals everyone in the area of the dance by a percentage, and extends the time limit, if any. The wave may sweep peeps off the stage, though, bro.

Assist Trophy
Kuhral: Kitten Kuhral appears, then jumps onto a foe. This slows them, interferes with their controls, and causes them to take more damage. A significant hit will cause her to jump to a different foe.

Assist Trophy
Charles I&II: The Rabbits chase a foe and pin them. Attacks against this foe during this time will have their knockback converted into damage instead. No, you don't want to see what they're doing.

Assist Trophy
Finesse: Finesse appears, then opens a Monster Portal. This sprays level-appropriate foes onto the screen. While this occurs, she begins a deep evil laugh.
>>
No. 427 ID: 9a71e2

Ace Spade
Mass: Very Heavy
Speed: Very Slow
Attack Powah: Very High
Attack Speed: Low

Ace is a fairly conventional bruiser- heavy, slow, and hard-hitting. His jumps are stunted, and his few ranged attacks are for encouraging enemies to close. A very minor note is that his landing on platforms deals a small amount of damage.

B: Slow Punch. Strikes in all directions, for heavy damage and knocks the enemy towards Ace.
Bsmash: Finisher. Strikes for heavy damage and knockback to one side. Range is larger than it appears.
Bdown: Strike. Relatively quick, reflects projectiles and may grapple foes at close range.
Bup: Spear Toss. Flings spear that either drags foe towards Ace, or catches edge. Will target edges first, though the rare suicide kill may be achieved with this move.

Ace's A attacks usually benefit more from charging than others, and quite a few have the benefit of knocking foes towards Ace. Unfortunately, this makes him slightly more vulnerable to explosives.

Final Smash: CJOPAZE FTAGN. Ace removes his mask and waves the tentacles revealed, as the BARBED WHEEL appears behind him and begins to rotate. This deals heavy damage to anything caught in the area, and whirls them around in the area for more damage.
>>
No. 428 ID: 9a71e2

John the Sergal
Mass: Medium-light
Speed: High
Attack Powah: Average
Attack Speed: Very Fast

John can walljump, and has reduces in profile when running. Her jumps are fairly good, and she has excellent dodges.

B: Bite. Grapples if close enough.
Bsmash: Dive. Charges forwards, deals heavy damage, can be used to dodge.
Bdown: Muck About. Deals damage in an area, stuns, and knocks back. Can chain with itself.
Bup: Great Leap. Long jump, can grapple in a small area at the end and jump again.

John's throws are decent, and her A attacks strike quickly and repeatedly. There is no time limit on grab damages, so start mashing the button as soon as you get one.

Final Smash: Mucking About More. John jumps around the screen after random characters, invincible and dealing heavy damage.

(An alternate way to do this would be to have John and Joan be one character that switches, but I couldn't for the life of me think of a way to work actual moves for Joan.)
>>
No. 929 ID: bde1b8
File 124986801879.png - (63.69KB , 600x400 , SMASH.png )
929

Coralina

Mass: Light to Average
Speed: Average
Attack Power: Average to High
Attack Speed: Average to Slow

B : Mindlink: Strikes a pose, then shoots a short beam. If you hit someone with the beam, Coralina slumps down and does not move. You control the hit character for a moment. They can break free the same way grabs and such are broken, or if Coralina is hit. After the control breaks, Coralina takes a second to stand back up before you can control her again.

B>: Snakebee: Summons a snakebee that darts forward. Somewhat fast, low damage, decent knockback. Damages on impact. Flies forward for long as you hold the button, up to a certain range. Able to be turned up and down while in motion, and is stopped by terrain. Can't move while using Snakebee.

Bv: Binding Circle: The ground around her glows for a second, then flashes upward brightly. Anyone in the flash when it goes off is stunned for a second. When used in the air, she points down and the circle appears on the ground below her. It also propels her upward slightly and maintains other velocity, but doesn't count as a triple jump. However, it does have a short recovery time afterwards, so at most it could be used twice in the air.

B^: Armor of Perronele: Coraline's arm is covered in eye armor, and a tentacle shoots upward diagonally forward. It lashes anyone in the area and grapples ledges. When used in the air, she hops upward slightly before the attack. When used on the ground, she slams the tentacle downward if you hit B again.

A: Her A attacks are mostly summons. They take a moment to appear, then strike hard. Her weak attacks consist of slaps and low kicks. Her Smash attacks are slow but very heavy hitting.

FINAL SMASH: Guardbot, Strike! A Guardbot leers up from the side of the course, and shoots spreadfire across the field. Each bullet does light damage and light knockback, but it shoots very very rapidly. Cannot be aimed. Coralina is invincible for this move, but does not move.


Coralina is strange in that she is a light character who hits slow and hard. Almost all of her attack power comes from her A attacks - her B attacks are mostly for support.
>>
No. 930 ID: f44349

Assist Trophy:

CUTEBOLD PARADE~

Spawns 4-6 cutebolds each with a different "job."

Warrior 'Bolds wander the field and attack any enemies they see. They don't do any real damage but they knockback enough to be a good distraction.

Fisherbolds find the nearest ledge and sit on it and fish up random items. Equally likely to fish up healing items as they are to fish up exploding ones.

Cookbolds wander the field in search of items, when ever they find one they immediately set to fixing it into a handful of healing "food" items.

Diggerbolds wander around the field and destroy any destructable pieces of the environment they find as well as things like boxes. Do decent damage to any enemies that get caught in their digging.

Carpenterbolds wander around in search of broken pieces of the environment. They fix them if they find any but if they don't they'll start constructing a makeshift tower that players can jump on. Breaks easily. If the carpenterbold is around when it breaks he will fly into a fury and attack whoever broke it... not that he does much damage, but he IS persistant.
>>
No. 931 ID: 45afb1

Donatio Akmezzar
Mass: Very Light
Speed: Average
Attack power: High
Attack speed: slow

Donatio is based around his magic missile and making sure his opponent doesn't get too close.
Donatio users are almost guaranteed an insane fight due to his many random based abilities.

B: Paralyzing touch: Donatio reaches out and touches the opponent causing them to freeze in place for three seconds and doing a small amount of damage. Very fast but no knock back and effect diminishes over time.

B>: Magic Missile: Doatio points his wand at an opponent and casts magic missile. Holding the B button charges this move. low-massive knock back and low-massive damage. This move has random results based on damage and knockback, but charging increases the max random damage and kockback as well as decreasing the chances for low results.

Bv: Death trap: Donatio casts a trap on the ground where he is currently standing that activates two seconds after it is cast. Trap ranges between bomb trap that blasts the opponent away for moderate damage, trap monster that launches opponent into air with high damage, health trap that heals for half damage taken, and sink trap that pulls the person through the floor no matter how thick.

B^: Summon portal: Throws a portal bomb in the direction the controller is pointing and walks through his own to send him where the portal bomb hit. Getting hit by the portal bomb does little damage and little knock back.

Final Smash: DONATIO THE MASTERMIND!: Donatio flies to the center of the stage and makes himself invincible and starts cackling and summoning many many skeletons of ranging size that gang up on all opponents. These skeletons do a bone strike and an explosion attack, these have high knock backs and damage but are easily avoidable, but there are tons and they are all doing it.

c^: Laughs evilly
c>: Summons a portal that spawns Buttler who brings Donatio a tray of tea. Buttler is killable and doing so makes Donatio shake his fist in anger.
Cv: SURPRISE BONER!
C<: Donatio tries to cast a spell that blows up in his face. Similar effect to luigi's kick.
>>
No. 933 ID: 9a71e2

DONG MAN
Mass: Average
Speed: Average
Attack Powah: High
Attack Speed: Average

DONG MAN has somewhat stilted jumps, and an odd pattern of movement. He also has decreased traction.

B: Thrust. Hold to charge. Damage doesn't change, but knockback dramatically increases.
Bsmash: Throw self to side. Deals heavy damage, but has almost no knockback.
Bdown: Uh... Meditate. Five levels of effectiveness, decreases speed, but increases jumping and damage of groin attacks.
Bup: Flying Thrust. Mostly to the side, charges for greater damage and knockback.

DONG MAN'S A attacks are an eclectic bunch, usually having either knockback, stunning, or higher damage, but not any of the others. Approximately 60% of them involve his groin.

FINAL SMASH: SEMINAL SHOT. Masks the screen in white and destroys most of the stage. Opponents will have to try to dodge through the covered screen. We have no idea how he gets it through the latex without ripping it either.

DONG MAN is intended to be a kind of mix-heavy character. It's best to pummel opponents with a few high-damage attacks, then use a high-knockback attack before they recover.

Taunts: Niceguy Pose with Teeth Glimmer Thing, Hip Thrust in Place, Captain Morgan Pose, Flex.
>>
No. 934 ID: 9a71e2

Clarice
Mass: Average
Speed: Average-High
Attack Powah: Average
Attack Speed: Very High

Clarice is a prickly problem for opponents. She deals small amounts of damage back when attacked, and has a fast attack style.

B: Wind Up. Rapid presses empower next strike. Charge lasts for a short time, however.
Bsmash: PAWNCH. Deals havey damage OR heavy knockback.
Bdown: SPIKES. Fires spikes in all directions. Quick and difficult to dodge, loses effectiveness if used consecutively.
Bup: UPPACUT. Decent distance, spikes sharply upwards.

A few of Clarice's A attacks have surprising range, using thrown needles and the like. The others mostly focus on her formidable fists, chaining together in highly damaging combos.

FINAL SMASH: PHOTOSYNTHESIS. All of Clarice's attacks gain a ranged component in the form of flying needles. She is immune to damage and heals completely over the course of the smash.

Taunts: Smooth Hair, Do a Little Dance, Punch Gloves Together, Stand Still And Straight With Arms Upward At Right Angles.
>>
No. 935 ID: 9a71e2

Meshia Whitespace
Mass: Average-Low
Speed: Average-Low
Attack Powah: Average-High
Attack Speed: Average-Low

From her stats alone, Meshia seems unfit for combat. Three things counter this, though: Nearly all of her attacks carry a variety of debilitating effects, her shielding consists of two separate shields which take damage separately and regenerate quickly, and her attacks have much more range than they appear to.

B: Holy Light. Strikes a small area around Meshia, stunning and dealing a small amount of damage.
Bsmash: Necromantic Strike. Deals a small amount of damage, inflicts Darkness. Increases the damage of the next strike.
Bdown: Voices of the Netherworld. Summons a small spirit that homes in on a foe, dealing a decent amount of damage and spiking them in a random direction. Slow but a good finisher.
Bup: Just a kind of third jump. The first two aren't impressive either. This one SHOCKS anyone that it hits, though.

Meshia's A attacks hit a far larger area than they appear to, accompanied by little black and white sparkles. Several of them also inflict status effects when charged, theoretically allowing Meesh to completely demolish a foe without being touched. Her grabs are less than stellar, but inflict consolation effects.

FINAL SMASH: White and Black. Meshia sends swirls of black and white energy across the screen. The white waves stun, while the black waves deal massive damage. You'll have to work quite hard to avoid both, and the black follows immediately after the white.

Taunts: Arms Akimbo and Angrily Tap Foot, Pull Hat Down and Look Around/Readjust Hat, Play with Magic Sparkles, Push Glasses Up and Cross Arms.

Note: Pre- and Post- Mutation Meshia are merely different costumes, along with Meido Meshia and HARDBOILED Meshia.
>>
No. 936 ID: 197650

Pete
Mass: Average
Speed: Average
Attack Powah: Average-high
Attack Speed: slow-medium

Pshycotic murderer fueled by the urge to turn everyone into food, unclear what but certainly powered by something inhuman!

B: Cleaver strike: A simple attack, medium cone damage and range.
Bsmash: BITE. heavy damage but no knockback at all
Bdown: Long Sharp Knife. switch over to a knife for attacks, takes a while to switch, and is rooted during this. increases damage dramaticly untill knife breaks, which is after a few hits.
Bup: Manical laughter. Area on effect damage, a complete circle around Pete, but does medium damage and has little knockback.

Up close an personal, meant to do solid damage but be able to hold his ground.

FINAL SMASH: HACKIN'AND WACKIN'AND SMACKIN', automaticly targets the nearest target, locks him or her in place and hacks away at an inhuman speed and strength. Massive damage and a knockdown on the end. no ring-outs from this one.

Taunts: HEY EVERYBODY DID THE NEWS GET AROUND ABOUT A GUY NAMED BUTCHER PETE? Pete gets a radio out and listens to some soothing tunes.
laugh like a fucking maniac
sharpening the cleaver
picking his teeth.
Pete bites the air like a shark, displaying his GLORIOUS teeth.
Juggling with kitchen knifes.
>>
No. 937 ID: 9a71e2

STAGE

Deep
There is a flat platform that goes both directions, as well as a ceiling that does the same. The scenery occasionally changes from Stalk Grove, with multiple platforms, the Pool, with slowing water, the River, with floating platforms and dangerous water, and the Bridge, which comes in after a few seconds, requiring some quick jumping or death. The areas between these sections are flat and boring, however.
>>
No. 941 ID: 6faa8c
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941

Achilles

Mass: light
Speed: fast
Attack Powah: high
Attack Speed: medium

Special BS: Achilles can throw items twice as far and at greater velocity than other characters. He also reaps more benefit from healing items or effects. Lastly, his dodges last half-again as long as a normal character.

Standard B: A powerful charging 'projectile' that does high damage and stuns, lightning flashes from Achille's finger in a red arc. Becomes less powerful if used rapidly.
B Smash: Mind Crush - A red spark is launched out quickly as Achilles points forth. If it hits an opponent, they take minor damage... and cannot use a random B move. (^ excepted)
B^: Snatch - Achille's arm stretches to three times it's length to reach for a ledge. Should he hit an opponent, he uses them as a slingshot, erffectively switching places and tossing the foe back. If used on the ground, it functions as a long-ranged grab for items or other players.
Bv: Telekinesis - Any items near Achilles glow blue and are launched at the nearest enemy, dealing greater damage than if they had been thrown. It is possible to achieve up to five projectiles.

Achilles is meant to be a sneaky player. He runs away, uses a lot of items, and disables moves. In a team, he's best paired with physically strong characters.

Final Smash: Ziz
Black/red tentacles grab everyone, and they are immediatly taken to Ziz's back. This stage slowly deals damage to everyone who is not playing as Achilles, and one of their moves is disabled randomly while there. Further, tentacles will randomly strike at enemies, and they lose a lot of effective weight due to lighter-than-air gasses.
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No. 942 ID: 6faa8c
File 124989426092.jpg - (156.77KB , 422x577 , 1249242855613.jpg )
942

Tyka
Mass: Light
Speed: fast
Attack speed: medium
Attack damage: medium-high

Special BS: Tyka does not trigger trap items or moves that are based on proximity, since she moves a foot above the ground.

Standard B: Push: Tyka grunts and anyone in front of her for about ten feet recieves knockback, but no damage.
Smash B: Telekinesis: A boulder is ripped from the ground and sent flying forth. If it hits, it splinters into three smaller rocks that can be picked up and thrown. If not, it rolls around like a barrel until it hits someone or the move is used again.
B^: Wings of the mind - Tyka is free to move in all directions for two seconds, but cannot use any other moves.
Bv: Mind Bubble - Tyka is surrounded by a large blue sphere that pushes away enemies and projectiles. Anything with enough velocity or reach can get in and harm her, but it will not stop the feild.

FINAL SMASH: Banish - Tyka glows white and the next foe she touches vanishes and loses a stock. Thier respawn takes twice as long.

Note: Dark Tyka, Operator Tyka, and Before Tyka are all alternate costumes. Pictured is the default.

Taunts:
*Scoff* Idiot.
Why did you fall for THAT?!
Floats in the air and spins.
*giggle*
>>
No. 964 ID: bde1b8

Assist Trophies
Child Janine: Charges in a direction, and glomps the first character she finds. Holds him in place until he breaks free.

Adult Janine: Charges in a direction, and cunt punts the first character she finds. Massive damage, knockback is straight up. Vanishes after one hit.

Telwis: Charges across the course making RARARARA noises and clawing wildly. Minor damage and slight knockback to anyone who he runs in to. This usually knocks them right back in front of him so he can hit them again.

The Ogre: Guards one spot. Grabs any character who approaches him, then claws at them, dealing damage. Disappears after a set time, but not when you break free of his grip. Looks disappointed for a moment after he loses someone.

Filbert: Filbert laughs nervously, then announces he will cut the bad out. He then performs a rapid charge attack either left or right, causing high damage and knockback. Very predictable timing, however.

Moonleaf: Sings the song of her people. All who enter fall asleep.

Bladetree: Stands there 8I'ing impotently. The Goldeen of assist trophies.

Luhra Luhra: Stands there with his face concealed, looking pretty, then glances up at the screen. His eye flashes, and his face fills up the entire playscreen. After a second, it slowly fades away. Total time blocking screen: about 5 seconds.

Momdad: A Momdad monitor appears, shortly followed by a series of walls blocking off an area around her. These walls cannot be moved through, and the top can be stood on. If Momdad catches a character in the walls, she tells him he can go once he brushes his teeth and apologizes to Alice. The walls last about 20 seconds.

Possessed Crow: Swoops across the screen, pecking and harassing the character who summoned it. If struck, it explodes.

Elven Tailor: Pulls out a needle and thread, then vanishes a moment. Every character starts randomly shuffling through their alternate costumes (including a secret costume of just their underwear), then stops on one at random. The tailor reappears, a satisfied look on his face, then vanishes for good.

George: George appears inside Kara's truck, and drives it across the course. The truck destroys destructible terrain, but if it hits indestructible terrain it crumples up, then George dives out before it explodes.

MIB: 3 Men In Black appear: two underlings and a cleaner. The underlings fire pistol shots left and right, while the cleaner aims a grenade launcher at the nearest opponent.

Gnome: Shouts out ANIMOOTED! And then the screen flashes repeatedly for about two seconds. Can be toggled off on the Options Menu's "Seizure? Y/N" setting.

Stanley: 3 attacks. First a field of lightning strikes from above, paralyzing any enemy hit by them. Second he surrounds himself in ice magic, which freezes anyone in the area (typically flying up then falling down thing from the Freezy item in SSBB). Third, he charges up a powerful fireball attack for about 3 seconds before launching it at the nearest enemy. The timing is right that if they are hit by the first stun they'll probably be frozen, and a frozen enemy will have fallen into fireball range.
>>
No. 966 ID: bde1b8

Stages
Lohrke City: The ruined Lohrke City from Journey. Has a ceiling, and a destructible houses on each that go about halfway up the course. Very hard to knock people out on this course.

Dwarf Fortress: A side scrolling course. The beginning starts outside the fortress, and monkeys, elephants, and goblins fight in the background. Occasionally an elephant will charge from the background towards the screen, tackling any characters it hits.
When you enter the Dorf Fort, once about half the screen is the narrow opening tunnel, a Dorf will pull a lever and flood the outside with lava, dealing 30% damage on impact and sending characters flying upwards. The narrow tunnel itself will have rocksfall traps, activated if you hit certain parts of the ceiling.
Then you get to the workshops, and no events happen here. Dwarf workers toil in the background on various things.
Then you reach a bridge over a river, with carp in it that attack any who go below the bridge. They deal moderate damage and no knockback, and attack rapidly.
After the bridge is the Noble's rooms, where you see rich dwarves doing rich dwarf things. When you near the end of the Noble's rooms, a noble comes up and pulls a lever on the wall, flooding the chambers. Anyone still in there is swept along to the left and off the screen. A door seals off the Noble's Rooms shortly after the lever is pulled.
After the noble's rooms you go through a short tunnel before reaching the open plains once more, and the course loops.

Clockburgh: A simple course, flat with a clock tower in the middle. Occasionally the clock face will open, and a sniper will train his aim on a single character before shooting a rapidfire spree of 5 slow moving crossbow bolts at him. If attacked, the sniper will close the clock face again. To the left and right of the clocktower are two floating platforms.

KaraQuest: A simple city street with floating platforms. In the background, zombies walk along, and occasionally assault people. Sometimes George will drive by in Kara's truck, or Nick will drive by in his little blue car thing. Hope will occasionally wander in from one side of the screen, and she'll heal anyone who stands next to her.

Nevermore: A flat, open field. A relatively large course, with no floating platforms. Portals drift by constantly, just slightly above double jump height. Anyone sent flying into one dies. They will occasionally drop items or assist trophy characters.

RenderQuest: The course starts as a flat blue void, but as the match progresses Cube builds more and more. First his house, then had adds onto the house, then a balcony, then a tower... the course gets truly massive vertically, and then Cube decides to tear it all down and the course starts rebuilding. Has 2 or 3 different 'builds' that Cube cycles through.

Whitespace: A flat, white course with nowhere to fall below - top, left, and right are the only death areas. Nothing happens here.

WatchQuest: Most of the fight takes place in a small room, with a door on the left. Anyone who slams into the door hard enough goes flying out and dies. Randomly the door will open, and anyone standing next to it is pulled out to their death. The room itself is much larger than the one in the quest, just so fighting can actually happen there, but fallingman.gif is the only way to die.

Neutral Room: A medium-sized, plain course. The gods lounge about in the background. All characters slowly heal in this course, about 2% a second. One of the Primal Gods will be in the foreground at all times.
Xanatos: She slowly wanders about normally, but when she reaches one edge of the course she bends backwards to her Other Face and charges back across the course. On the other side, she stands back up and returns to normal. Anyone who touches her takes 100% in damage, but no knockback.
Fate: Sits in one spot reading. Ignores the conflict entirely.
Xom: Randomly alternates between leaning on his cane, walking about with a limp, and flying in random directions. Anyone he touches takes 10% damage and a random status effect.
Yog: Floats along as a large mass, left and right across the course. He simply passes through and around all characters he touches. Anyone he touches freezes in place until he has moved past them, losing all momentum. They can still take damage while immobilized.
>>
No. 967 ID: bde1b8

Panzermensch: The course starts in Alice's room, and has walls and a ceiling. Both doors are open, and you can fall out of either of them.
After about a minute, the walls and ceiling vanish and swooshy lines take you to Pete's Kitchen. The knives can be picked up and used as weapons. If you take a knife propping up a body, the body falls. There is no way to die here.
After another minute, the course goes to the Fire Room. Death is done by falling off to the left and right here. The pipe is a floating platform, and the fire causes damage.
After another minute, instead of swooshy lines shifting, the colors invert into Bizarro World. The Fire Room becomes the Ice Room, and has slippy floors.
After another minute, Swooshy Lines take you back to Pete's Kitchen... in Bizarro World still. The knives in the course are replaced by lollipops, and can be eaten for health. If you eat a lollipop that was holding up a body, it falls and gets up as a zombie that attacks. Still no way to die here.
After a minute, swooshy lines take you to Alice's Room. It is as normal, except with reverse gravity. After a minute here, Bizzaro World shuts off, and the course loops.
During Swooshy Lines, both walls and the ceiling can cause death. Swooshy Lines lasts about 5 seconds.
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No. 1012 ID: 9a71e2

Kara Sigurd
Mass: Average-Heavy
Speed: Average
Attack Powah: High
Attack Speed: Average-Slow

Kara boasts a wide variety of ranged attacks with high damage and knockback, complemented by middling-damage high-knockback melee attacks. She is a decent all-around character, but several of her moves have a cooldown time or chargeup for maximum effectiveness.

B: Pistol. Low knockback, low damage, but chains. Must reload after nine shots with a short animation.
Bsmash: Notgram. Charges, lights things on fire if charged all the way. High damage and knockback, has a short reloading animation after. Hits a decent area.
Bdown: I Eat Nails. Negate knockback from an attack and take half damage. Timing is a mite tricky.
Bup: Fire Notgram downwards. Deals heavy damage, spikes downwards, and propels upwards a little. Hits a decent area, recovery is somewhat odd after from reloading.

Kara's A attacks tend to become dramatically better if charged. A few involve Notgram, but only at a shorter range.

FINAL SMASH: Binge. Kara downs a massive amount of alcohol, and becomes immune to damage. She also slows down slightly, but this smash takes quite a while to wear off.

Taunts: Make Fists and Stomp Feet, Blow Bubble, Reload Everything(Functional!), Produce Beer Can and Drink It Then Crush It On Forehead.
>>
No. 1013 ID: 6faa8c

I wonder what the equivelent of poke-balls would be...
>>
No. 1014 ID: 45afb1

>>1013
Xom statues.
>>
No. 1015 ID: bde1b8

>>1012
Taunt: Hug George.
>>
No. 1031 ID: 6faa8c

<<Because I CAN>>

The Mad Scientist

The Mad Scientist HAS NO A ATTACKS.

His speed is low, his mass is low, but his B attacks are incredible.

B: Laser pistol: fires a shot that does middling damage, stuns, and passes through enemies and terrain. Sheilding it does not prevent damage, but it does stop the beam and the stun.
B>: Loli Army: The Scientist tosses forth one of his many loli creations, and occaisonally, his nanny, dealing varying damage. They will stay on the feild, tackling foes as they encounter them for moderate damage.
B^: RAGE POWERED JETPACK: launches the Scientist into the air. Range depends on how much damage you have incurred.
Bv: Force Feild: A short-lived forcefeild that stops almost anything, but can only be used once in any three second interval.

FINAL SMASH: FUCK THE WORLD!
The Scientist lets out a mad cackle as he departs into a rocket ship, flying to his KILLER BEAM SATELLITE. He then rains destruction on his foes. This attack is roughly three times as strong as Captain Oloimar's version.
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No. 1033 ID: f4963f

>>1012
Final Smash should be COFFEE RAGE in light of recent events.
>>
No. 1035 ID: 9a71e2

>>1033
If I were more inclined to paranoia, I would accuse Reka of throwing in plot depth specifically to disprove that.
>>
No. 1139 ID: bde1b8

>>1033
COFFEE RAGE Final Smash: Kara inverts in color, as does a small area around her. Any enemy or projectile who enters the area slows down to half speed. Sigurd moves as normal, but all of her shotgun attacks become sword thrusts coupled with explosions. All of her attacks have slightly more damage and knockback as well, and Sigurd takes reduced damage and knockback for the duration. Unlike most final smashes, she is NOT invincible during this ability, but attacks send her almost nowhere due to the reduction.
>>
No. 1191 ID: 06a38b

>>1031
He's the enraged scientist, not mad. He also once punched a robot in the face, so I think he could have standard A attacks.
>>
No. 1819 ID: 6faa8c

Goshen

Mass: Average
Speed: Average-High
Attack Powah: Average
Attack Speed: Low

Goshen takes slightly reduced damage from all attacks due to his armor. He has the longest reach thanks to his spear, at the cost of being a bit slower on the assault.

B: Bite : Close range attack, quick and spammable. each hit draws the enemy towards Goshen. Very little knockback.
B>: Charging thrust: Goshen stands in place and braces his spear. The longer you charge, the farther and faster he moves, impaling anyone on the way and sending them flying for medium damage and knockback. This has no upper limit, but it's entirely possible to fly right off the stage. Can be used in midair.
B^: Uses spear in an attempt to hook a ledge.
Bv: Rest: Looks around and then falls asleep for about three seconds, healing 20 percentiles of damage.

FINAL SMASH: RAIN'S RAGE

The whole stage darkens, and Goshen's eyes turn bright green. He becomes faster, and the following changes occur:

Bite now heals Goshen on its hits.
Charge now deals much more damage and charges much faster.
Rest is replaced with Battle Cry, which stuns nearby enemies.
All A attacks come out much, much faster.
If left idle, Rain Rage Goshen will huff and charge the nearest enemy, attacking until you give input.

Taunts:
Unicode stare
Sniff the air, perk ears.
Attempt to spin spear overhead and do cool pose, instead fall over.
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