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(click to show/hide)I figured I'd write out Smash's moveset. Here goes.Smash The EchidnaHealth: (Can't change it, so meh.)Speed: Above Average (Average being Megaman's speed.)Jump: Average. Is capable of wall-jumping, though.Armor: Tough.--Strong Against: Hard Knuckle, Slash Claw, Charge Kick, Top Spin, Flame Sword, Super Arm, Leaf Shield, and any weak charge shots.--Weakness: Spark Shock. (Stuns longer) Knight Crush.Mainfire: A three hit punching combo. Can link to altfire for a special move, but cannot repeat mainfire directly after the combo ends.Altfire: Special move. Alters depending on how it's used.Standard Special: Rending Charge -- Rapidly jabs an enemy for a few seconds, then kicks in the same style of speed, and then finishes it off with a spin attack. While powerful, and can land an immediate KO if the whole combo hits, He cannot move while using it until the last blow. Forward Special: Super Uppercut -- Attacks the enemy with a rising uppercut. The attack rips through opponents, (and throws them skyward) and the upward thrust is a bit higher than his regular jump.Backward Special: Spirit Blast -- Slowly moves forward while charging his attack. When it's fully charged, he automatically unleashes it in the form of a powerful, exploding punch. The radius is a bit wide, and the attack is very strong. But of course it's downside is that he takes a while to charge. It's a very circumstantial skill.)Side Special: Dragon Swarm -- Makes a chain of several (Actually 4) wide and spinning punches, moving forward while attacking. He adds a kick in between each punch, racking up the damage. The attacks change when he's in mid-air.Standard Aerial: Ground Pound -- Thrusts self downward and stomps the ground. Causes a minor quake in a small radius, stunning enemies. Can be deadly if he ground pounds on top of someone.Forward Aerial: Anti-Air Slam -- Attacks with two kicks. One is an upward kick which stuns the enemy, holding them in mid-air so to lock on with the next attack. The second kick is a downward chop which thrusts the enemy to the ground, almost like Gravity Hold. In order to have the combo work properly, the gravity is cancelled out for Smash during it's use.Backward Aerial: Still Spirit Blast. It stays the same because (once again) gravity is temporarily turned off while he's floating forward.Side Aerial: Spin Punch -- Sprins around in mid-air for a little bit, cancelling out gravity and floating upward a bit. It's damage is like a weaker top spin, but since you're gaining air time, it can't really be used in that way. Plus it ends while you're still in the air instead of looping until you land.The reason why I was so vague with the values of his Armor, jump, speed, etc. Is because I haven't actually set them up (in a way I see fit) yet. But he generally takes less damage from most things.I'm thinking of giving him new attacks if I can get his whole Rage thing to work. Maybe even Divine Fist...
Well, since this seems to be a lot more public friendly than CSCC, (and a lot more active, currently) I want to submit Smash in so that I can have him properly tested. Now that I've gotten his layout figured out (for the most part) I'm actually quite excited about him.Quote from: "Gizmo The Cat" (click to show/hide)I figured I'd write out Smash's moveset. Here goes.Smash The EchidnaHealth: (Can't change it, so meh.)Speed: Above Average (Average being Megaman's speed.)Jump: Average. Is capable of wall-jumping, though.Armor: Tough.--Strong Against: Hard Knuckle, Slash Claw, Charge Kick, Top Spin, Flame Sword, Super Arm, Leaf Shield, and any weak charge shots.--Weakness: Spark Shock. (Stuns longer) Knight Crush.Mainfire: A three hit punching combo. Can link to altfire for a special move, but cannot repeat mainfire directly after the combo ends.Altfire: Special move. Alters depending on how it's used.Standard Special: Rending Charge -- Rapidly jabs an enemy for a few seconds, then kicks in the same style of speed, and then finishes it off with a spin attack. While powerful, and can land an immediate KO if the whole combo hits, He cannot move while using it until the last blow. Forward Special: Super Uppercut -- Attacks the enemy with a rising uppercut. The attack rips through opponents, (and throws them skyward) and the upward thrust is a bit higher than his regular jump.Backward Special: Spirit Blast -- Slowly moves forward while charging his attack. When it's fully charged, he automatically unleashes it in the form of a powerful, exploding punch. The radius is a bit wide, and the attack is very strong. But of course it's downside is that he takes a while to charge. It's a very circumstantial skill.)Side Special: Dragon Swarm -- Makes a chain of several (Actually 4) wide and spinning punches, moving forward while attacking. He adds a kick in between each punch, racking up the damage. The attacks change when he's in mid-air.Standard Aerial: Ground Pound -- Thrusts self downward and stomps the ground. Causes a minor quake in a small radius, stunning enemies. Can be deadly if he ground pounds on top of someone.Forward Aerial: Anti-Air Slam -- Attacks with two kicks. One is an upward kick which stuns the enemy, holding them in mid-air so to lock on with the next attack. The second kick is a downward chop which thrusts the enemy to the ground, almost like Gravity Hold. In order to have the combo work properly, the gravity is cancelled out for Smash during it's use.Backward Aerial: Still Spirit Blast. It stays the same because (once again) gravity is temporarily turned off while he's floating forward.Side Aerial: Spin Punch -- Sprins around in mid-air for a little bit, cancelling out gravity and floating upward a bit. It's damage is like a weaker top spin, but since you're gaining air time, it can't really be used in that way. Plus it ends while you're still in the air instead of looping until you land.The reason why I was so vague with the values of his Armor, jump, speed, etc. Is because I haven't actually set them up (in a way I see fit) yet. But he generally takes less damage from most things.I'm thinking of giving him new attacks if I can get his whole Rage thing to work. Maybe even Divine Fist...The way I'm going about it is a tad complicated. I'm going to make each attack as an individual weapon. Then after they're all done, I'll try to compile them all into one. If I need help in coding anything, it's that part.Naturally, Smash isn't nearly ready enough to be submitted. The main thing I'm worried about at the moment are the HUD sprites. I don't feel like I can make them look good.
(click to show/hide)YOU KNOW HOW LONG IT'S BEEN SINCE I POSTED ON A FORUM?Alright, bit messing around here and since most everyone's making their own likeness in here, I wanna throw mine in: (click to show/hide)Class is like the Space pirate from Super Metroid, except purpley purple. has Bass's Moveset but a charged laser projectile. I'd probably imagine it as the gemini beam but faster, a bit weaker/stronger to balance things out, and doesn't bounce around like the laser does.No special strengths or weaknesses beyond that, it's practically a bass reskin.Can't think of anything special so won't bother. I just would wanna be a derp and run around as a zebesian in a skirt shooting people in the face.
Can you be more detailed please? and welcome to the fourms CuddlyZebesian