SUPER... SMAAAAASH BROTHERRRRRS! (And PlayStation All-Stars)

Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby Seven Rain » April 14th, 2012, 9:50 am

FlamingDbag wrote:
MacSimon wrote:Travis Touchdown should probably join in the next one, too!


Spoiler! :
I'm bored so...
---
Imagined move-list + things for Travis Touchdown:

Speed: Above Average
Jump height: Average
Launch resistance: Below Average
Overall playstyle: Precise, Speedy

A,A,A,A - 3 hit slash combo to roundhouse kick. The kick has some notable launch properties.
Up+A normal - A slash much like Links Up+A. Mediocre launch property.
Down+A normal - Travis stabs the ground like he does in NMH when an enemy is lying down next to him usually after a grab. High launch property and damage if enemy is lying on ground. Attack has a decent launch value otherwise, also the attack has terrible range overall.
Side+A,A normal - Travis does a good ranged 2 hit vertical slash combo. This has no launch properties at all but does decent damage.
Dash+A - Travis does a downward punch like he does in NMH. The launch properties are similar to the kick in his normal A combo but weakened.

Jump+A - He does a vertical slash like most characters who have swords in this game.
Jump+Up+A - He does a slash very similar to this animation in midair.
Jump+Down+A - He does a slam down slash very similar to Dante of DMC's Helm Breaker.
Jump+Backward+A - He does a behind vertical slash that looks almost aimless but still effective.
Jump+Forward+A - He does a "SWAT door" kick with launch values.

Smash-A+Side - He does a charge up vertical slash much like he does in NMH in his high stance. Charging it takes up a noticeable amount of sword energy.
Smash-A+Down - He does his charge up horizontal slash much like he does in NMH in his low stance. Charging it takes up a noticeable amount of sword energy. I also forgot what this move was though, but seems suitable for now...
Smash-A+Up - He goes into a prepared pose and then does upward slash very similar to one of his killing blows in NMH (the one where he flicks the sword behind him for a moment after the kill). Charging it takes up a noticeable amount of sword energy.
---
B - Recharge (Sword never enters unusable state but it decreases in power dramatically once beam is not available anymore. Sword energy amount is shown through blade colour and when it's red/max it does slightly more damage then normal but only for one attack and no additional launching value, every other colour does normal damage and is only there to show amount. Must be on ground.)

Forward+B - Dash n' Slash (Travis does a vertical downward slash lunge much like how he can in the original NMH. Does some electrical stun damage and has little launch property. There is no charge-up and while he is dashing forward he can go through projectiles.)

Down+B - Circle Around (Like the fire emblem characters this is a counter move. Upon activation Travis goes into a prepared pose and the pose acts more or less exactly the same as most of the counter moves in the game; the recovery frames upon a failed counter is punishable. If some succeeds at landing an attack while he is in this stance though, like in NMH and much like Lucario's counter, Travis will do a very quick dash behind the enemy as a noise plays while both characters go in slow motion for a moment and then he preforms a very quick 5 slash hit combo, with the last hit having the best launch properties he has beyond using smash attacks and Down+A normal. Like Lucario, this move is likely to fail if performed in the air though and is not very reliable to use at edges, even though it is slightly less fail proof.) (Or maybe he does a grab move instead. Which actually sounds better...)

Up+B - Quick Upper Slashes (Very similar to Marth's Up+B except it does 3 combo hits and has less launch properties, in a sense kind of like a blend of Ike's Up+B as well.)
---

...I can't be bothered continuing atm but that's an awful lot for something that will never actually be used anyway.
Edit:......When I say vertical I'm thinking of the way he's swinging the sword. Not actually meaning the screen, since in NMH how you slash is pretty important to note in fights. My bad.

I love you.
And the technique name you're looking for with 2B/Down B is Dark Step, but yeah. That sounds perfect.

Only thing I had in mind that you didn't mention is some way of incorporating Schpeltiger. Maybe it could be used for a Final Smash but then the giant mech idea Roby mentioned wouldn't happen, haha.

Unless... And this is something that just dawned on me and would be pretty awesome...

What if SSB4 took a page from SSFIV's book and gave everyone more than one Ultimate Attack option that you can choose from when selecting your character? It'd be awesome being able to select from different Final Smash options... And it wouldn't be too hard to throw some in for people that don't really need two. I mean really they can just fill in an alternate smash with some powered up form like Wario and Bowser have if they can't think of an entirely new attack.
Someone on Mangafox wrote:majeh was a legendary swordsman...
but i haven't seen him fight with a sword...
all i've ever seen is him bitch-slapping his enemies to submission...

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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby SpiralPen » April 14th, 2012, 7:11 pm

Bre Ishurna the Wolf wrote:I don't know why, but I wanna see this guy in SSB4:

Spoiler! :
Image

Honestly, I think Samurott would kick ass and take names as a Pokemon fighter. In fact, Flaming got me in the mood to make up movesets again, so HERE WE GOOOOO.
Spoiler! :
Samurott
Medium-Heavy character, low jump, strong strikes.

Basic Moves:
A - Scratch. A quick pap from one of his paws, not quite as potent as Ganondorf's A, but up there.

Side A - Headbutt. He swings his head horizontally to knock foes back with his helmet.

Up A - Quick jab from his helmet's horn. Strong, but only hits straight up.

Down A - Quick jab from his helmet, straight forwards. Hits low.

Midair A - Aqua Tail. Samurott spins vertically and hits foes with his tail.

Air Side Smash- Slash. Samurott swings one blade horizontally in front of him and another stabs lightly out behind him.

Air Up Smash - Bite. Samurott bites upwards.

Air Down Smash - Aqua Tail meteor smash.

B - Swords Dance. The longer the button is held, the larger the affected area becomes. When the button is released, a certain expanse surrounding Samurott will power up his Samurai Blades exponentially for a limited time. I'd say an additional 30% -40% per blow. (Blades glow blue within this area)
Image

Side B - Aqua Jet. Samurott draws both blades and zips forwards a short distance. Immediately after reaching the end of his zip, the trail he followed erupts with 3 or 4 watery explosions. The more powerful ones are the first ones furthest from his end point. Players unlucky enough to meet him face-to-face are hit by the slash from his blades in an upwards diagonally launching strike.

Up B - Megahorn. Samurott flies upwards with the force of a mighty strike from his horn.

Down B - Hydro Pump. Samurott plunges both blades into the ground and unleashes a geyser of pressurized water, sending foes above him.

Side Smash - Sword Slash. Both blades are drawn and slashed horizontally, one slightly after the other and slightly more powerful.

Up Smash - A quick stab upwards with one blade, followed by a rounding upwards arc slash.

Down Smash - Samurott slashes out the feet of an opponent in a quick whirl, then lets both blades smack any nearby foes into the ground with downwards arcs.

I dunno about grabs, but his final smash could be a series of powerful water waves that push foes offstage, each one following a slash.


And how about one more.
Spoiler! :
Blaziken
Medium-Light fighter, high, lofty jumps.
"Blaziken, the Blaze Pokémon. When it meets a powerful enemy, fire burns around its arms and legs."
This could either be incorporated like Lucario's aura, providing stronger "Flames" to boost attack power the more damage Blaziken takes, or perhaps in some new way. Either way, the "Sweet Spots" of his moves are at the very point of his punches and kicks.

A - jab. A quick punch. Rapid combo becomes flurry.

Side A - Sweeping kick.

Down A - Kicks diagonally upwards with both legs, balancing on hands.

Up A - Backflip kick.

Side Smash - Blaze Kick. Explosive damage.

Up Smash - Sky Uppercut.

Down Smash - Breakdance kicks are always fun. Add fire.

Air A - Peck. Sorta like a headbutt.

Side Air Smash - Fire Punch. Downwards Arc Meteor Smash.

Up Air Smash - Brave Bird. Glows white/red and unleashes a flurry of strikes.

Down Air Smash - Same deal, only facing down.

Up B - Hi-Jump Kick.

Uhhh... the rest are failing me! ; A ;


SO YEAH. THERE WAS THAT.

Also, on an unrelated note, my number one want for the next game is some method of SLIGHTLY increasing aerial combat. It is my favorite <3
At least some levels that rely more heavily on places where you can fight while falling/jumping. That's why Fourside is so bombin'!
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby TerminalMontage » April 14th, 2012, 10:47 pm

what is that pokeman?
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby ApaFox » April 14th, 2012, 11:24 pm

Oh oh! I wanna make up some movesets!

Lemme see... Oh! Quote from Cave Story.

Spoiler! :
Speed: Above Average
Jump height: High
Launch resistance: Below Average
Overall playstyle: Tactical

A, A, A - Just a basic three punch combo
Up+A - Simple upper-cut. Opportunity for juggling
Down+A - Boot kick
Side+A - A strong pistol whip with the Polar Star
Dash+A - Shoulder Tackle

Jump+A - Mid-air punch
Jump+Up+A - An upwards pistol whip
Jump+Downward+A - A rolling downward pistol whip
Jump+Forward+A - Flying boot kick

Smash Up - Machine gun. More used like Sonic's up smash. More for accumulating damage. Also not as long range Probably about the same or shorter then Ivysaur's Bullet Seed
Smash Forward - King's Blade. Not as long a range as in-game
Smash Down - Machine gun, pointed downward. Also good for accumulating damage.

B - Polar Star - Basic projectile, more like Wolf's or Falco's blaster as appose to Fox's

Forward+B - Missile Launcher. Weakens during use. First use are strong, slow moving missiles similar to Samus Super Missiles. Second use fires mid-damage, slightly faster missiles while still causing flinching. Third use fires weak damaging missiles that cause no flinching. Projectiles revert to strongest after third use.

Down+B - Fireball. Launching fireballs like in game, but will weaken like Bower's flame breath.

Up+B - Jetpack. Well.... it's a jetpack that floats a while.

Final Smash- Curly Brace. Curly ties to your back like in the game and fires the machine gun while you charge and use the Spur gun.
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby SpiralPen » April 14th, 2012, 11:55 pm

TerminalMontage wrote:what is that pokeman?

If you mean the first one, it's called Samurott.
Image
He's the final evolution of the Generation V (Black and White) water starter!

The other one is Blaziken.
Image
He's the final evolution of the Generation III (Ruby, Sapphire, Emerald) fire starter. Also known as Turkey Warrior.

*EDIT*
Apa, that Quote moveset is positively ballin'.
I have never played more Cave Story than the demo, but I fell in love with the style and Quote's design from the moment I saw him <3
Here's hoping Cave Story on WiiWare and the 3DS remake are enough to get him in!
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby Seven Rain » April 15th, 2012, 7:29 am

SpiralPen wrote:I have never played more Cave Story than the demo,

Image
Spoiler! :
RECTIFY THIS.
You have no idea how good the story gets later.




And I should totally join in on these fan movesets.

*EDIT*
Alright lemme give it a shot... This one is for Marina Liteyears!
Image
Spoiler! :
Speed: Average. She'd be about Fox/Falco size but a bit slower and heavier.
Jump Height: Below average.
Launch Resistance: Average.

Neutral A = One hard punch. Similar to Ganondorf's palm thrust.
Up + A = Flip - Marina grabs and yanks a player upwards, leaving them spinning in front of Marina and open to be Grabbed.
Down + A = Low Kick - Just how it sounds, a simple low kick.
Side + A = A simple punch/uppercut combo.
Dash + A = Boost - Marina uses her jets, (for lack of a better term,) to fly into whatever's in front of her.

Jump + A = Boost Jets - Marina uses her jets to attack in an arc in front and slightly below her.
Jump + Up + A = Upward Boost - Marina fires a powerful blast above her using her Jets which not only has decent launching power but sends Marina flying downwards.
Jump + Downward + A = Downward Boost - Just the opposite, Marina uses her Jets below her, hitting anything beneath her and giving her a slight boost.
Jump + Forward + A = Spike - Marina throws both fists down in front of her. Meteor Smashes if it connects at the right angle.
(Note: Marina's Jets inflict fire damage when they connect.)

Smash Up = Uppercut - A powerful uppercut. That is all.
Smash Forward = Projectiles - Marina pulls out a random projectile from Mischief Makers, (most common being Shurikens and most rare being Missiles,) and hurls it forward.
Smash Down = Slide. Yup. Don't know if I can hunt down a good vid for this one but it's basically a low-to-the-ground dash. This attack would knock players up and over Marina when she Slides.

Neutral B = Grab - Marina can grab other players and carry them around for a limited time, Shake them to deal damage by repeatedly pressing B in Neutral, and/or throw them against other players or the environment to deal more damage by pressing B + any direction.
On top of this, Grab can allow Marina to grab actual projectiles. Ballistic/physical projectiles like Samus' missiles and Link's Arrows can be caught and thrown back, while energy projectiles like Samus' Charge Beam or Fox/Falco's blasters can be caught to recover a small amount of health.
Forward + B = Dash Grab - Dashes forward and uses Grab, closes distance faster but leaves less time to hold the other player.
Down + B = Clancer Grab - Pulls a randomized Clancer out of the ground, (similar to Peach's Turnips,) and can throw them at players. Most often just a smaller, average-sized Clancer, but rarely pulls out a larger, more damaging one.
Up + B = Clanball - Creates a randomly colored Clanball in the air and instantly auto-grabs it, (color doesn't affect anything, just randomized for fun,) after which Marina can leap off of it for her recovery jump or Shake it to make an item appear and drop out of the ball.

Final Smash = Beastector! - Summons Lunar, Taurus and Merco, who run around the stage for a while hunting down other players, pelting them with powerful attacks and causing general chaos. After running around for a little bit they transform into this, and fire that massive V-shaped chest beam from the background of the level before taking off.

Whew, hope I'm not forgetting anything.

Bonus: The representative stage for Mischief Makers could be the arena from Migen Brawl!!
A small, basic arena but with Migen Jr. in the background attacking the players.

They could also add the Clanpot as an item. It would be a very durable item, and players could throw various other SSB items into it. Depending on what is thrown in, various better/rarer items will pop out when the Clanpot is thrown against something.
Items can also be thrown into the pot while a player is holding it.

I totally want to do a Monster Hunter moveset sometime, too.
Last edited by Seven Rain on April 15th, 2012, 9:16 am, edited 1 time in total.
Someone on Mangafox wrote:majeh was a legendary swordsman...
but i haven't seen him fight with a sword...
all i've ever seen is him bitch-slapping his enemies to submission...

Sonic-ock wrote:Part gorilla dick
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby FlamingDbag » April 15th, 2012, 8:48 am

@Seven: In the manual for NMH1 it says circle around, I actually got it out just to use correct words. (I was tired as hell though so I could be wrong.)

Yes, I imagine his bike being a final smash where he calls it in and runs down everyone in front of him similar to Cpt. Falcon's (only it would travel the entire horizontal screen area he's facing) shouting out slap talk.
Another version I imagine is Travis calling it up, his friend on it driving in saying "Travis!" while accidentally riding it off the stage.

What I thought originally though as his Final Smash was him going into Darkside Mode, mainly activating "Strawberry on the Shortcake". But since the slot machine for it is generally randomized maybe he can get any of the modes on random instead.

With your idea with picking Final Smashes that would be
1: Call in (Insert bikes name here, on phone and c+p'ing is annoying on it.)
2: Darkside Slot Machine
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby robybang » April 15th, 2012, 1:37 pm

What about the battle mech in Desperate Struggle as a Final Smash? Travis could get into it and either chop up the stage or fly high up and shoot it up?
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby Seven Rain » April 15th, 2012, 2:57 pm

Alright, I had too much fun doing Marina so now I went ahead and made a Monster Hunter moveset. I figure you can select between a Male and Female Hunter at the character select screen, and either have various different armors for alt skins or just palette-swapped Lagiacrus armor since it's more or less the signature gear of MHTri.
Image
Spoiler! :
Speed: Slow. Like, Ganondorf slow, if maybe a tiny bit faster.
Jump Height: Low.
Launch Resistance: High.

(These are universal to all weapon types, but the distance and power varies.)
Neutral A = A three-hit combo, beginning with a vertical attack, followed by a horizontal and another vertical.
Up + A = A vertical upwards-launching swing.
Down + A = Kick. Just a short kick, same as the one done by pressing (+) in Tri.
Side + A = A quick but strong horizontal sweep in front of the Hunter.
Dash + A = Dive - The Hunter dives forward, avoiding regular attacks while airborn and knocking opponents away before landing.

Jump + A = The Hunter holds his/her weapon vertically in front of them, striking anyone that comes into contact with it.
Jump + Up + A = The Hunter stabs his/her weapon upwards, striking anyone above the Hunter.
Jump + Downward + A = Just the opposite; The Hunter thrusts his/her weapon downwards, stabbing anyone unfortunate enough to be below them.
Jump + Forward + A = The Hunter quickly swings his/her weapon downward in front of them, Meteor Smashing other players if hit at the right angle.

(These are different for each weapon type.)
GS:
Smash Up = A massive, vertical uppercut, that swings up and over the Hunter's head, hitting people behind him/her as well.
Smash Forward = A massive, charge-able downward vertical swing. Can be charged longer than average Smashes to gain more power.
Smash Down = Sheathes the GS for faster movement. Using a Forward Smash while the GS is sheathed will result in more damage.

Lance:
Smash Up = An upward-stab at an angle. Can't hit directly overhead but instead stabs diagonally upwards in front of the Hunter.
Smash Forward = A repeatable stabbing attack, can stab up to three times.
Smash Down = Enters a crouching position while holding up a shield. Will remain in this position as long as the A button is held but moves very slowly and cannot perform any other actions until leaving the position. Releasing A will make the Hunter rush forward and ram anybody in front of him/her with the Shield before returning to normal.
If Down Smash is done twice in rapid succession instead of holding it, the Hunter will make a dash forward with the Shield out, ending the dash with a stab of the Lance before returning to normal.

Switch Axe: This one starts out in "Axe Mode" and can be switched to "Sword Mode" after a meter near the Player's icon and damage fills up called the Phial. This Phial slowly fills up on it's own while in Axe Mode and slowly decreases while in Sword Mode.
Smash Up = In Axe Mode, does a long-reaching uppercut.
In Sword Mode this does a downward vertical swing to uppercut combo.
Smash Forward = In Axe Mode the Hunter begins swinging the weapon from side to side in front of him/her. This can be repeated for a while but if the Player does so for too long the Hunter will become winded and open to attacks.
In Sword Mode this is one of the Hunter's most devastating attacks. The Hunter makes a short dash foward and then stabs the SA out in front of him/her, skewering any player unlucky enough to be struck by the initial dash, leaving them to take the full damage of the attack, then the Hunter begins letting out constant bursts of damage until finally ending with an explosion and automatically returning to Axe Mode. It's hard to explain so for people who haven't played Tri; check this out.
Smash Down = In Axe Mode, switches to Sword Mode when Phial is full. If Phial isn't full the Hunter will briefly shake his/her head.
In Sword Mode, switches to Axe Mode.

Neutral B = Weapon Switch - Allows the Hunter to switch between a Great Sword, Lance and Switch Axe, in that order. Possibly have the monster each weapon is made out of randomized, just for fun. Like for example sometimes you'll pull out a Lagi GS and other times you may pull out Crimsonwall.
(LS is my personal fave but we gotta go with variety here, yet more than three would probably be a bit too many.)
Forward + B = Bowgun - The Hunter whips out a Bowgun and fires randomized ammunition at the other players. Can aim at different angles by holding B while moving the analog stick, releasing B to fire.
Shots can vary from regular, averagely-powered shots to weaker, rapid fire shots, as well as spread shots, explosives, rare status-ailment shots, etc.
Down + B = Trap - Randomly places either a Pitfall Trap or a Shock Trap on the ground. If a player runs on top of it and triggers it they will be caught in the trap, along with any other players within the trap's radius when it is triggered. If it's a Shock Trap, other players can be caught in it just by stepping on it, even after it's triggered.
Up + B = Harpoon - Whips out a Bowgun and launches a roped Harpoon upwards, which will latch onto ledges and allow the Hunter to climb the rope back up onto the stage.

Final Smash = The Hunt is on! - The Hunter pulls out a Hunting Horn and gives it a loud blow. The Hunter then looks behind him/her and suddenly darts off the screen, followed shortly after by a crowded stampede of every Monster found in Monster Hunter Tri, finishing off with a massive Jhen Mohran lunging across the screen. The Hunter then returns to the arena, looking around cautiously before returning to normal.

'Course I don't expect them to get this intricate with a single character, but it's still fun to think up.
Someone on Mangafox wrote:majeh was a legendary swordsman...
but i haven't seen him fight with a sword...
all i've ever seen is him bitch-slapping his enemies to submission...

Sonic-ock wrote:Part gorilla dick
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby SpiralPen » April 15th, 2012, 5:03 pm

Seven Rain wrote:
Spoiler! :
Speed: Slow. Like, Ganondorf slow, if maybe a tiny bit faster.
Jump Height: Low.
Launch Resistance: High.

(These are universal to all weapon types, but the distance and power varies.)
Neutral A = A three-hit combo, beginning with a vertical attack, followed by a horizontal and another vertical.
Up + A = A vertical upwards-launching swing.
Down + A = Kick. Just a short kick, same as the one done by pressing (+) in Tri.
Side + A = A quick but strong horizontal sweep in front of the Hunter.
Dash + A = Dive - The Hunter dives forward, avoiding regular attacks while airborn and knocking opponents away before landing.

Jump + A = The Hunter holds his/her weapon vertically in front of them, striking anyone that comes into contact with it.
Jump + Up + A = The Hunter stabs his/her weapon upwards, striking anyone above the Hunter.
Jump + Downward + A = Just the opposite; The Hunter thrusts his/her weapon downwards, stabbing anyone unfortunate enough to be below them.
Jump + Forward + A = The Hunter quickly swings his/her weapon downward in front of them, Meteor Smashing other players if hit at the right angle.

(These are different for each weapon type.)
GS:
Smash Up = A massive, vertical uppercut, that swings up and over the Hunter's head, hitting people behind him/her as well.
Smash Forward = A massive, charge-able downward vertical swing. Can be charged longer than average Smashes to gain more power.
Smash Down = Sheathes the GS for faster movement. Using a Forward Smash while the GS is sheathed will result in more damage.

Lance:
Smash Up = An upward-stab at an angle. Can't hit directly overhead but instead stabs diagonally upwards in front of the Hunter.
Smash Forward = A repeatable stabbing attack, can stab up to three times.
Smash Down = Enters a crouching position while holding up a shield. Will remain in this position as long as the A button is held but moves very slowly and cannot perform any other actions until leaving the position. Releasing A will make the Hunter rush forward and ram anybody in front of him/her with the Shield before returning to normal.
If Down Smash is done twice in rapid succession instead of holding it, the Hunter will make a dash forward with the Shield out, ending the dash with a stab of the Lance before returning to normal.

Switch Axe: This one starts out in "Axe Mode" and can be switched to "Sword Mode" after a meter near the Player's icon and damage fills up called the Phial. This Phial slowly fills up on it's own while in Axe Mode and slowly decreases while in Sword Mode.
Smash Up = In Axe Mode, does a long-reaching uppercut.
In Sword Mode this does a downward vertical swing to uppercut combo.
Smash Forward = In Axe Mode the Hunter begins swinging the weapon from side to side in front of him/her. This can be repeated for a while but if the Player does so for too long the Hunter will become winded and open to attacks.
In Sword Mode this is one of the Hunter's most devastating attacks. The Hunter makes a short dash foward and then stabs the SA out in front of him/her, skewering any player unlucky enough to be struck by the initial dash, leaving them to take the full damage of the attack, then the Hunter begins letting out constant bursts of damage until finally ending with an explosion and automatically returning to Axe Mode. It's hard to explain so for people who haven't played Tri; check this out.
Smash Down = In Axe Mode, switches to Sword Mode when Phial is full. If Phial isn't full the Hunter will briefly shake his/her head.
In Sword Mode, switches to Axe Mode.

Neutral B = Weapon Switch - Allows the Hunter to switch between a Great Sword, Lance and Switch Axe, in that order. Possibly have the monster each weapon is made out of randomized, just for fun. Like for example sometimes you'll pull out a Lagi GS and other times you may pull out Crimsonwall.
(LS is my personal fave but we gotta go with variety here, yet more than three would probably be a bit too many.)
Forward + B = Bowgun - The Hunter whips out a Bowgun and fires randomized ammunition at the other players. Can aim at different angles by holding B while moving the analog stick, releasing B to fire.
Shots can vary from regular, averagely-powered shots to weaker, rapid fire shots, as well as spread shots, explosives, rare status-ailment shots, etc.
Down + B = Trap - Randomly places either a Pitfall Trap or a Shock Trap on the ground. If a player runs on top of it and triggers it they will be caught in the trap, along with any other players within the trap's radius when it is triggered. If it's a Shock Trap, other players can be caught in it just by stepping on it, even after it's triggered.
Up + B = Harpoon - Whips out a Bowgun and launches a roped Harpoon upwards, which will latch onto ledges and allow the Hunter to climb the rope back up onto the stage.

Final Smash = The Hunt is on! - The Hunter pulls out a Hunting Horn and gives it a loud blow. The Hunter then looks behind him/her and suddenly darts off the screen, followed shortly after by a crowded stampede of every Monster found in Monster Hunter Tri, finishing off with a massive Jhen Mohran lunging across the screen. The Hunter then returns to the arena, looking around cautiously before returning to normal.


THIS.
Hopy shit, I actually think they could really make that work. It doesn't sound unbalanced or cheap, just a bit more complex than what we're used to. BUT WHAT IS SMASH BROS. IF NOT EVER-CHANGING?! (like a drill) BRING US SOMETHING NEW LIKE THIS, NINTENDO! >:U

I am digging these fan movesets to a ridiculous degree, so here comes another one~
A New Foe Has Appeared!
Spoiler! :
Image
Chaos 0. (If you read that without imagining it being typed out in white letters, you have no soul.)
Medium-Light character. Average jumps, above-average speed. Decent launch resistance.

A - Punch. Tapping it three times enters a small combo, the final blow having longer reach.
Side A - Chaos arm stretches and swipes horizontally, knocking foes back.
Up A - Both fists get slapped together over Chaos' head.
Down A - Chaos disperses into a puddle, which several spikes emerge from, damaging nearby players. Deals fast damage over time, not a hit.
Dash A - Chaos becomes a puddle with a shark fin that slices opponents.
Air A - A spinning windmill motion, smacking foes with sharp water blades.

Side Smash - Chaos plunges his fist into the earth, unleashing a watery fist from the ground in front of him. Good for launching. Charging increases the size of the attack and how far it travels before initiating.
Up Smash - Chaos forms into a massive pair of jaws, snapping unlucky players above.
Down Smash - Whirlpool. Chaos becomes a vortex, sucking players into it for rapid damage. If charged, foes are launched further upon release.

Air Side Smash - Chaos' entire body arcs into a vicious watery meteor smash.
Air Up Smash - Chaos swings a stretching fist (twice his height) over his head to knock foes.
Air Down Smash - Both fists plunge downwards, erupting into blast damage upon hitting the ground. They also stretch.

B - Puddle. The longer this is held down, the longer it lasts. Minimum is 3 seconds, maximum is 5. Chaos becomes a puddle and can freely move from side to side. Attacks that his down can still knock him out of this, but he moves fast and it works for an escape.

Side B - Arm Combo. Chaos begins swinging his arms in a combo, the longer this goes (think Roy and Marth), the longer his arms stretch. His fists cause hard damage while the arms are just soft.

Down B - Storage. Chaos becomes a pulsating mass to catch projectiles. He can store up to three and release them in a powerful blast, ala Game and Watch.

Up B - Cloudy Day. A small cloud forms above Chaos and strikes him with lightning. This causes shock damage. Chaos then evaporates and leaps out of the top of the cloud.

Final Smash - Perfect Chaos
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Chaos floods the stage, making escape difficult, and fires a powerful particle beam wherever he so chooses. Tentacles emerge from the water and try to whip down any players who escaped.

Note: When he dashes, I envision him to sort of become liquid and leap in arcs over the screen like a bouncing motion.
Also his double jump just sort of has him arc to a higher position. His roll/dodge is a puddle and his basic holding animation for a grab ensnares foes inside of his body as a water sphere.

I want this so bad it's not even funny. Oh god why did I do this.
Animal Planet wrote:The bison are making a deal with the devil.

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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby Afrohawkman » April 15th, 2012, 6:10 pm

Guys guys guys! Apparently there's a rumor going around that Square-Enix may have worked some sort of deal with Nintendo to share a character or characters for use in a game project. Oh man. Oh man.

I hope this rumor is true you have no idea.
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby Seven Rain » April 15th, 2012, 6:13 pm

Afrohawkman wrote:Guys guys guys! Apparently there's a rumor going around that Square-Enix may have worked some sort of deal with Nintendo to share a character or characters for use in a game project. Oh man. Oh man.

I hope this rumor is true you have no idea.

Is this SSB-related or just a vague Nintendo+SE=SOMETHING?

Either way I'm excite. Even if it's not SSB, I'm always down for a Nintendo/SE cross-over.
Someone on Mangafox wrote:majeh was a legendary swordsman...
but i haven't seen him fight with a sword...
all i've ever seen is him bitch-slapping his enemies to submission...

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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby SpiralPen » April 15th, 2012, 6:18 pm

Let's hope it's not just another Mario Hoops 3-on-3 with Lightning and Bahamut.
Animal Planet wrote:The bison are making a deal with the devil.

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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby TerminalMontage » April 16th, 2012, 5:26 pm

Seven Rain wrote:
Afrohawkman wrote:Guys guys guys! Apparently there's a rumor going around that Square-Enix may have worked some sort of deal with Nintendo to share a character or characters for use in a game project. Oh man. Oh man.

I hope this rumor is true you have no idea.

Is this SSB-related or just a vague Nintendo+SE=SOMETHING?

Either way I'm excite. Even if it's not SSB, I'm always down for a Nintendo/SE cross-over.



Mario RPG 2! Geno returns!
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Re: It's That Time... SUPER... SMAAAAASH BROTHERRRRRS!

Postby RyoSoulreaper » April 16th, 2012, 5:29 pm

TerminalMontage wrote:Mario RPG 2! Geno returns!

As cool as this sounds, I think nintendo condemned Mario-RPG to the Paper Mario Series.
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Egoraptor in reference to Sonic 06 wrote:YOU GOTTA LOOK INSIDE YOURSELF AND ASK "WHAT AM I WILLING TO PUT UP WITH TODAY?" NOT FUCKING THIS!!
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