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NeroRevolver
Kishiru324
I think the long hair is to be a mix between OoT and TP design.


Apparently the game is about time travel and such thus why all these people can be there at one time. So his hair is suppose to give that vibe.

Which is fine cause like you, I think it looks awesome.
Haha. omg.

Imagine if they brought this Ganon to Smash 4.

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Mmm. Can't wait for me to play some Samus in Smash 4.

Hooray for underrated characters.

EVERYONE REJOICE FOR THE META CHARACTERS.

Shy Rogue

Kishiru324
NeroRevolver
Kishiru324
I think the long hair is to be a mix between OoT and TP design.


Apparently the game is about time travel and such thus why all these people can be there at one time. So his hair is suppose to give that vibe.

Which is fine cause like you, I think it looks awesome.
Haha. omg.

Imagine if they brought this Ganon to Smash 4.
He still wouldnt use his swords.

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Who be on this page nowadays? haha

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we lurk ninja

Shy Rogue

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we lurk ninja


ninja

Witty Sex Symbol

emotion_kirakira
So, anyone else make any custom moves for characters you hope are in/are in? I did:

Captain Falcon
nB
-Falcon Punch, one from Brawl
-Falcon Punch v2, works like Wario Waft. Becomes a very fast move at 1minute with kill power around Falcon's knee while the full charged one is stronger than a normal Punch but is like a fully charged Wario waft in that there is some time to react to the move still.
-Quick Draw, Falcon throws his punch, the bird flies forward some. Move is about as strong as his utilt

sideB
-Raptor Boost, normal from Brawl, in the air if you hit a foe with it you can perform another recovery move, and also has some better launch power at low %.
-Boost Power, think Fox Illusion, Falcon launches himself forward really fast, has some super armor in it. Pretty much no kill power though.
-Soaring Falcon, Combining Raptor Boost with Koopa Claw, as in if he makes contact with a foe they both go flying upward (think F-Zero anime where Falcon used the Falcon Punch on Black Shadow).

upB:
-Falcon Dive, now has a hit at the end of it like Ganon's dark dive.
-Ramp Jump, taking Squirtle's Waterfall idea, Falcon covers himself in a fiery inferno and launches himself upwards. Falcon can wall jump while doing this move.
-Falcon Somersault, think Zamus' down special, including the flip kick, the footstool, the wall jumps, only since it is a main recovery Falcon can perform it twice in the air.

downB:
-Falcon Kick, works like Brawl's on ground and air only has more power in it for low % to avoid being left open after so much. Air has a low horizontal knockback unless foe is on ground at the start of the move then they are "popped up" for a good easy knee.
-Falcon Drop, ground kick has no strong point at the start. Air is a drop attack like Yoshi's/Bowser's with a nice meteor spike, only you can aim yourself as you drop and at the end Falcon's 2nd jump is restored.
-Falcon Spin kick, air doesn't have the sweet spots, ground however mimics Falcon's forward smash attack from Smash64, slightly stronger than a normal fsmash.


Ness:
nB:
-PK Flash, like Brawl's, only detonation time/recovery time have been improved to allow for a better umbrella/scare tactic/mind game effect. Does random status based off Ness' %s, his stock difference (so think Lucario's aura), and the overall charge time. Blast can be aimed up and down more when charging (as in the blast can move up, it doesn't even have to drop if you don't want it).
-PK Freeze, works like Lucas' in Brawl, only detonation time, recovery time, and power have been improved so the move doesn't suck. knockback is made for a lower horizontal range in order to attempt to knock a foe off the side easily. Freeze also has a wind affect on it now outside of the actual blast box that is around the same power as Brawl's magnet's wind. Move can be aimed some when charging so it can be at any height for blast range (as in not like Flash which improves high/low, but just the blast can stay in the high zone in the air from where it starts instead of having to drop, or just stay low in general).
-PK Rockin, works like Lucas' upsmash, with all the bad charge time and recovery time. Only blast is changed to be a bit different in appearance overall and horizontal/vertical range is buffed as you charge up some (considering how it could reach stick range and 2nd platform range of battlefield in Brawl this is saying something). At the start of the move you can do a fake out if you want though (as in if you don't want to actually use the move, just shield/dodge) in order to have some mind games with this.

sideB:
-PK Fire, it sets off on shields now. Ground version can be aimed some at an upwards or downwards angle like certain smash/tilt attacks in general.
-PK Ground, works like Lucas' down smash in Brawl, with the strong hit that can kick fired 1st still. Only the blasts travel forward based off the edges of the hit boxes (so the 2nd will be right after the edge of the 1st, and 3rd will be right after edge of 2nd), PK ground has a change at tripping the foe still for the 2nd/3rd hit. PK ground in the air drops a bolt right below Ness, any target below him is spiked, if they are on the ground then they are buried in the ground like a pit fall.
-Paralysis, fires a bolt that is like PK fire's bolt but the effect is a stun, equal to a fully charged Zamus' stun gun shot. Energy bolt can be aimed like Fire's, unlike Fire's paralysis doesn't work on shields.

upB:
-PK Thunder, combines Ness' and Lucas' which one you get is based off how you press the special button. Light tap it for Ness' fast travel, long tailed, single strong hit PK Thunder with shorter ranged hard hitting ram recovery. Keep holding the button for Lucas' slow travel, short tailed, multi-hit ball with long ranged multi-hiting ram recovery. Gets one second of slow fall time in the air or so still.
-Tornado Teleport, Ness spins very fast while slow falling for one second while firing off a controllable sphere of energy that can be controlled as long as you hold down the special button, this sphere works like Ness' PK thunder in that if it hits something it fades away normally. When you let go of the button Ness runs super fast follows the path the sphere of energy created. Naturally ramming something in the path does damage based off when and the trail started (the start of the move and near the end are kill hits) and ends the move in a fiery explosion (which ends at the end the same way anyway). Teleport can be canceled at any time by using r/l.
-4th-Dimensional Slip, Ness copies Mewtwo's teleport from Melee.

downB:
-Magnet, magnet shield, 2x damage recovery rate from energy based projectiles with a range of 10%-30% recovered from moves (to prevent like 2% recovered from Fox's lasers and whatnot and make it so he can't just spam them even with this move). The move still has the auto cancel on activation of absorb, it has a slightly faster recovery and cool down time (think Lucas' magnet cool down wise), wind now reflects with the same stats as Mario's cape in brawl. While holding the shield out Ness also activates Refresh recovery pk and restores 1% each second the shield is up.
-Counter shield, Ness holds out a yellow shield. Any attack or projectile that hits Ness while the shield is put up auto cancels the move for you. Any damage from a direct attack will have taken is reduced by 50%, and Ness is given super armor for 2 seconds and free range to do whatever you want due to the auto cancel. Any direct attack from a foe puts them in a stunned animation, and any projectile is just reflected at Wolf's reflector speed in Brawl. This shield naturally has some cool down if it fails just like any other counter move.
-Hypnosis, a energy field that mimic's Jigglypuff's sing that lasts a second or so (includes auto cancel if by ledge to grab it). This field is about the size of Ness normally. The energy field can be aimed some while it is out (like your strong shield in Melee could be) but will never fully leave your body.


Jigglypuff:
nB:
-Rollout, hit with move in general won't put you in free fall anymore, defense curl is applied now as it is charging up, temp defense boost so it won't die at such low % but rather at Bowser %s
-Double Edge, really high damage roll from the start with only the start up of the move but 33% added to Jiggs with a hit (even on a shielded foe).
-Copycat, just to spite Kirby, Jiggs will show that she can copy nB moves as well from foes, only this works as more of a counter like ability instead where Jiggs just does like 1% after dodging the foe's attack attempt (so no Jiggcide and won't work on projectiles)

sideB:
-Pound, now has the ability to charge like a smash attack for greater distance/speed, shield damage is up. as in if it is less than 1/2 strength, it will break it
-Wake-up slap, does close to Brawl rest like damage to a sleeping or stunned in some way foe, only normal pound, no charge to any non status'd foe
-Covet, Jiggs steals whatever the foe is holding item wise, including shields, (as in it doesn't break shields, it just acts like they aren't there), only normal pound, no charge

upB:
-Sing, buffed range (2x Jigglypuff's size) and the ability to move the hitbox some (but hitbox can't leave body, sleep will be harder to break as well so that foes aren't waking up when Jiggs stops singing, super armor on 1st frames
-Hyper Voice, screw this making a foe steep nicely thing, does fsmash damage knockback on start of move, move ends with a 2nd hitbox that just stuns them in general if they didn't go flying with the starting kill move hitbox is only Jigg's size
-Sweet Kiss, confusion move that works behind a shield, hitbox can't be aimed and is only the size of JIgglypuff, no super armor frames.

downB:
-Rest, melee power with Brawl flower if they live somehow if they aren't at their 30% or so when hit, move while waiting restores 1% a second, has the lower hitbox of Brawl but the 1% super armor still
-Wish, Jiggs wishes for a random item and gets it after waiting still and being flat open after a bit, no smash balls or certain other broken items though
-Present, Jiggs throws a box at the foe (Snake's box), said box could do low damage (read a tilt), somewhat high (a Jiggs fsmash), brawl like rest damage, or could heal the foe 50%.


Link:
nB:
-normal bow and arrow, Link can charge it up still and so on. If you double tap the button at the start Link will fire a faster traveling arrow that you can't charge though.
-bomb arrows, these are on a fuse like Diddy's peanut popgun, they have some actual kill power behind them, only issue is they travel slightly slower and drop slightly faster than a normal arrow.
-ice arrow, young Link got fire, why can't Link get ice? Weak knock back in general even at super high % in order to abuse any poor souls you may catch off stage or perhaps set up on stage. Has a low freeze % in general. Flies like bomb arrows.

sideB:
-gale boomerang, as shown so far.
-magical boomerang, a remote controlled boomerang that can be canceled by putting up a shield/dodging. power is slightly weaker than normal.
-double boomerang, Link is packing two of these babies now. 2nd one can't travel as far as the 1st though due to it being only lv-1.

upB:
-spin attack, as shown so far.
-skyward strike, Link's charge gives him sword beam instead. Recovery is overall weaker though to pay for a kill move like this.
-fierce spin attack, a quick spin attack (in charge, and recovery time). Recovery is overall weaker though.

downB:
-bombs, normal always having fun with bombs;
-remote bomb, Minish Cap fun, have to press downB again to set it off, think Snake's c4 but it doesn't stick to things.
-Walker bomb, TP bug bomb, thing travels along whatever surface it lands on for a bit.


Samus:
nB:
-Charge shot, same as now. Overall compared to the other two move charges faster, and does slightly better knock back. (range of 3-28%)
-Ice Beam, good old Metroid stunner beam with charge option. Naturally freeze chance goes up based off charge. (range of 2-27%)
-Wave Beam, 3 wavy shots of shocking fun (because face it ****ers, it has been made electric) that travel through walls and other targets. Since move hits 3 times it has less power overall and a really high charge time. (range of 1&#xx3;-9&#xx3 wink

sideB:
-Normal missile types, Samus' good old normal somewhat homing missile and fast traveling super missile pack. Super now can kill I hope.
-Seeker missile add on, super missile is replaced with a bunch of 3 homing missiles at once time
-Sunburst add on, if you have a fully charge shot super missile is replaced with this nice MP2 weapon. This wastes your charge shot though.

upB:
-Screw Attack, same as Samus has now.
-Space Jump, Samus can use her recovery move 5 times in the air, but it does no damage and she is open. However if you have a fully powered charge shot you can use it for a good old pseudo screw attack (but you'll waste your shot, and it won't do any kill damage).
-Shinespark Spin jump, a far reaching fast traveling spin jump recovery move but like Green Missile misfire in that you could go too far.

downB:
-bomb, good old bombs that blow up on contact, and bomb jumps are back. If you have a charge shot you can use it to set off 5 bombs at once.
-boost ball, charge it up and aim. You can roll forward fast, tripping foes, or launch yourself for recovery.
-Power bomb, works like Brawl's bombs in that they are on a timer and don't do contact damage, granted even a bit longer, however the blast is Samus size. So to characters like Little Mac, it is a huge blast still man!


Sonic:
nB:
-Homing attack, what we have been shown so far.
-Blue Tornado, From Sonic Heroes, he spins up creating a whirlwind around him.
-Light Speed attack, made SA1 style, when fully charged Sonic is glowing with power, let it go to use a very powerful homing attack or just dash where ever you want with just a normal light speed dash. Sonic moves very slowly when holding this energy.

sideB:
-Spin jump, what we have now.
-Fire Dash, from Sonic 3 when Sonic had a fire shield. Puts you in a free fall animation.
-Sonic Wave, from Sonic battle, his spin leap forward fires an air blast at foes. Air has him fire it at an angle downward.

upB:
-Spring, what we got from Brawl still.
-Gun Drive (or Sonic Drive if no wants to be reminded of 06), Sonic takes out a gem (ring) and throws it where ever you aim it. He then spin dashes in that direction.
-Orange Rocket, orange wisp transforms Sonic into a rocket for a second or so, puts Sonic into freefall animation.

downB:
-Spin dash, what we got right now
-Bounce Attack, Sonic flings himself downward, hitting the ground lets him bounce up.
-Fire Somersault, Sonic's spin dash becomes his somersault from SA2 but cloaked in flames, jump in the 2nd part to flip out of it.


Megaman:
nB:
-Metal Blade, same as we have seen now, fling the sucker in 8 directions
-Shadow Blade, from MM3, blade gets a boomerang property added to it but doesn't travel as far.
-Shield Boomerang, from Megaman Zero, Megaman got Zero's energy shield somehow, he can hold it out to block projectiles and move with it, while doing so it charges up. Fully charged you can finally throw the thing in your 8 directions but it also returns to you.

sideB:
-Crash Bomber, same as now, a fun filled gooey bomb that sticks to things and can be transfered and so on by touch.
-Remote Mine, from Megaman and Bass. Same as crash bomber, only instead of a timer it works like Snake's C4 in that you activate it. Doesn't do as much damage as Crash Bomber
-Parasitic Bomb/Bee Bomb, from X3. This sucker blows up on activation and has a limited homing ability for targets. Pretty low damage output though.

upB:
-Rush Coil, same as we have seen now, like Sonic's spring jump in air.
-Rush Jet, talking Megaman 3 version here folks, You can fly freely because we are talking about Pit's Up special form of recovery from Brawl.
-Beat Whistle, if used in the air Megaman has a limited version of Rush Jet but with Beat carrying him instead. If used on ground Megaman has Beat charging forward to slam foes.

downB:
-Leaf Shield, same as we have seen now, a barrier that blocks projectiles and can be fired forward.
-Jewel Satellite, from MM9, a barrier that reflects projectiles and can be fired but Megaman can't move while holding it (which is funny because he could in MM9, which is the opposite of Leaf Shield).
-Shield Arm, MML2 version. Megaman creates a barrier that absorbs projectiles, on firing the barrier the amount of attacks he absorbed will affect the damage/size of the attack.
UnderscoredC
So, anyone else make any custom moves for characters you hope are in/are in? I did:

Captain Falcon
nB
-Falcon Punch, one from Brawl
-Falcon Punch v2, works like Wario Waft. Becomes a very fast move at 1minute with kill power around Falcon's knee while the full charged one is stronger than a normal Punch but is like a fully charged Wario waft in that there is some time to react to the move still.
-Quick Draw, Falcon throws his punch, the bird flies forward some. Move is about as strong as his utilt

sideB
-Raptor Boost, normal from Brawl, in the air if you hit a foe with it you can perform another recovery move, and also has some better launch power at low %.
-Boost Power, think Fox Illusion, Falcon launches himself forward really fast, has some super armor in it. Pretty much no kill power though.
-Soaring Falcon, Combining Raptor Boost with Koopa Claw, as in if he makes contact with a foe they both go flying upward (think F-Zero anime where Falcon used the Falcon Punch on Black Shadow).

upB:
-Falcon Dive, now has a hit at the end of it like Ganon's dark dive.
-Ramp Jump, taking Squirtle's Waterfall idea, Falcon covers himself in a fiery inferno and launches himself upwards. Falcon can wall jump while doing this move.
-Falcon Somersault, think Zamus' down special, including the flip kick, the footstool, the wall jumps, only since it is a main recovery Falcon can perform it twice in the air.

downB:
-Falcon Kick, works like Brawl's on ground and air only has more power in it for low % to avoid being left open after so much. Air has a low horizontal knockback unless foe is on ground at the start of the move then they are "popped up" for a good easy knee.
-Falcon Drop, ground kick has no strong point at the start. Air is a drop attack like Yoshi's/Bowser's with a nice meteor spike, only you can aim yourself as you drop and at the end Falcon's 2nd jump is restored.
-Falcon Spin kick, air doesn't have the sweet spots, ground however mimics Falcon's forward smash attack from Smash64, slightly stronger than a normal fsmash.


Ness:
nB:
-PK Flash, like Brawl's, only detonation time/recovery time have been improved to allow for a better umbrella/scare tactic/mind game effect. Does random status based off Ness' %s, his stock difference (so think Lucario's aura), and the overall charge time. Blast can be aimed up and down more when charging (as in the blast can move up, it doesn't even have to drop if you don't want it).
-PK Freeze, works like Lucas' in Brawl, only detonation time, recovery time, and power have been improved so the move doesn't suck. knockback is made for a lower horizontal range in order to attempt to knock a foe off the side easily. Freeze also has a wind affect on it now outside of the actual blast box that is around the same power as Brawl's magnet's wind. Move can be aimed some when charging so it can be at any height for blast range (as in not like Flash which improves high/low, but just the blast can stay in the high zone in the air from where it starts instead of having to drop, or just stay low in general).
-PK Rockin, works like Lucas' upsmash, with all the bad charge time and recovery time. Only blast is changed to be a bit different in appearance overall and horizontal/vertical range is buffed as you charge up some (considering how it could reach stick range and 2nd platform range of battlefield in Brawl this is saying something). At the start of the move you can do a fake out if you want though (as in if you don't want to actually use the move, just shield/dodge) in order to have some mind games with this.

sideB:
-PK Fire, it sets off on shields now. Ground version can be aimed some at an upwards or downwards angle like certain smash/tilt attacks in general.
-PK Ground, works like Lucas' down smash in Brawl, with the strong hit that can kick fired 1st still. Only the blasts travel forward based off the edges of the hit boxes (so the 2nd will be right after the edge of the 1st, and 3rd will be right after edge of 2nd), PK ground has a change at tripping the foe still for the 2nd/3rd hit. PK ground in the air drops a bolt right below Ness, any target below him is spiked, if they are on the ground then they are buried in the ground like a pit fall.
-Paralysis, fires a bolt that is like PK fire's bolt but the effect is a stun, equal to a fully charged Zamus' stun gun shot. Energy bolt can be aimed like Fire's, unlike Fire's paralysis doesn't work on shields.

upB:
-PK Thunder, combines Ness' and Lucas' which one you get is based off how you press the special button. Light tap it for Ness' fast travel, long tailed, single strong hit PK Thunder with shorter ranged hard hitting ram recovery. Keep holding the button for Lucas' slow travel, short tailed, multi-hit ball with long ranged multi-hiting ram recovery. Gets one second of slow fall time in the air or so still.
-Tornado Teleport, Ness spins very fast while slow falling for one second while firing off a controllable sphere of energy that can be controlled as long as you hold down the special button, this sphere works like Ness' PK thunder in that if it hits something it fades away normally. When you let go of the button Ness runs super fast follows the path the sphere of energy created. Naturally ramming something in the path does damage based off when and the trail started (the start of the move and near the end are kill hits) and ends the move in a fiery explosion (which ends at the end the same way anyway). Teleport can be canceled at any time by using r/l.
-4th-Dimensional Slip, Ness copies Mewtwo's teleport from Melee.

downB:
-Magnet, magnet shield, 2x damage recovery rate from energy based projectiles with a range of 10%-30% recovered from moves (to prevent like 2% recovered from Fox's lasers and whatnot and make it so he can't just spam them even with this move). The move still has the auto cancel on activation of absorb, it has a slightly faster recovery and cool down time (think Lucas' magnet cool down wise), wind now reflects with the same stats as Mario's cape in brawl. While holding the shield out Ness also activates Refresh recovery pk and restores 1% each second the shield is up.
-Counter shield, Ness holds out a yellow shield. Any attack or projectile that hits Ness while the shield is put up auto cancels the move for you. Any damage from a direct attack will have taken is reduced by 50%, and Ness is given super armor for 2 seconds and free range to do whatever you want due to the auto cancel. Any direct attack from a foe puts them in a stunned animation, and any projectile is just reflected at Wolf's reflector speed in Brawl. This shield naturally has some cool down if it fails just like any other counter move.
-Hypnosis, a energy field that mimic's Jigglypuff's sing that lasts a second or so (includes auto cancel if by ledge to grab it). This field is about the size of Ness normally. The energy field can be aimed some while it is out (like your strong shield in Melee could be) but will never fully leave your body.


Jigglypuff:
nB:
-Rollout, hit with move in general won't put you in free fall anymore, defense curl is applied now as it is charging up, temp defense boost so it won't die at such low % but rather at Bowser %s
-Double Edge, really high damage roll from the start with only the start up of the move but 33% added to Jiggs with a hit (even on a shielded foe).
-Copycat, just to spite Kirby, Jiggs will show that she can copy nB moves as well from foes, only this works as more of a counter like ability instead where Jiggs just does like 1% after dodging the foe's attack attempt (so no Jiggcide and won't work on projectiles)

sideB:
-Pound, now has the ability to charge like a smash attack for greater distance/speed, shield damage is up. as in if it is less than 1/2 strength, it will break it
-Wake-up slap, does close to Brawl rest like damage to a sleeping or stunned in some way foe, only normal pound, no charge to any non status'd foe
-Covet, Jiggs steals whatever the foe is holding item wise, including shields, (as in it doesn't break shields, it just acts like they aren't there), only normal pound, no charge

upB:
-Sing, buffed range (2x Jigglypuff's size) and the ability to move the hitbox some (but hitbox can't leave body, sleep will be harder to break as well so that foes aren't waking up when Jiggs stops singing, super armor on 1st frames
-Hyper Voice, screw this making a foe steep nicely thing, does fsmash damage knockback on start of move, move ends with a 2nd hitbox that just stuns them in general if they didn't go flying with the starting kill move hitbox is only Jigg's size
-Sweet Kiss, confusion move that works behind a shield, hitbox can't be aimed and is only the size of JIgglypuff, no super armor frames.

downB:
-Rest, melee power with Brawl flower if they live somehow if they aren't at their 30% or so when hit, move while waiting restores 1% a second, has the lower hitbox of Brawl but the 1% super armor still
-Wish, Jiggs wishes for a random item and gets it after waiting still and being flat open after a bit, no smash balls or certain other broken items though
-Present, Jiggs throws a box at the foe (Snake's box), said box could do low damage (read a tilt), somewhat high (a Jiggs fsmash), brawl like rest damage, or could heal the foe 50%.


Link:
nB:
-normal bow and arrow, Link can charge it up still and so on. If you double tap the button at the start Link will fire a faster traveling arrow that you can't charge though.
-bomb arrows, these are on a fuse like Diddy's peanut popgun, they have some actual kill power behind them, only issue is they travel slightly slower and drop slightly faster than a normal arrow.
-ice arrow, young Link got fire, why can't Link get ice? Weak knock back in general even at super high % in order to abuse any poor souls you may catch off stage or perhaps set up on stage. Has a low freeze % in general. Flies like bomb arrows.

sideB:
-gale boomerang, as shown so far.
-magical boomerang, a remote controlled boomerang that can be canceled by putting up a shield/dodging. power is slightly weaker than normal.
-double boomerang, Link is packing two of these babies now. 2nd one can't travel as far as the 1st though due to it being only lv-1.

upB:
-spin attack, as shown so far.
-skyward strike, Link's charge gives him sword beam instead. Recovery is overall weaker though to pay for a kill move like this.
-fierce spin attack, a quick spin attack (in charge, and recovery time). Recovery is overall weaker though.

downB:
-bombs, normal always having fun with bombs;
-remote bomb, Minish Cap fun, have to press downB again to set it off, think Snake's c4 but it doesn't stick to things.
-Walker bomb, TP bug bomb, thing travels along whatever surface it lands on for a bit.


Samus:
nB:
-Charge shot, same as now. Overall compared to the other two move charges faster, and does slightly better knock back. (range of 3-28%)
-Ice Beam, good old Metroid stunner beam with charge option. Naturally freeze chance goes up based off charge. (range of 2-27%)
-Wave Beam, 3 wavy shots of shocking fun (because face it ****ers, it has been made electric) that travel through walls and other targets. Since move hits 3 times it has less power overall and a really high charge time. (range of 1&#xx3;-9&#xx3 wink

sideB:
-Normal missile types, Samus' good old normal somewhat homing missile and fast traveling super missile pack. Super now can kill I hope.
-Seeker missile add on, super missile is replaced with a bunch of 3 homing missiles at once time
-Sunburst add on, if you have a fully charge shot super missile is replaced with this nice MP2 weapon. This wastes your charge shot though.

upB:
-Screw Attack, same as Samus has now.
-Space Jump, Samus can use her recovery move 5 times in the air, but it does no damage and she is open. However if you have a fully powered charge shot you can use it for a good old pseudo screw attack (but you'll waste your shot, and it won't do any kill damage).
-Shinespark Spin jump, a far reaching fast traveling spin jump recovery move but like Green Missile misfire in that you could go too far.

downB:
-bomb, good old bombs that blow up on contact, and bomb jumps are back. If you have a charge shot you can use it to set off 5 bombs at once.
-boost ball, charge it up and aim. You can roll forward fast, tripping foes, or launch yourself for recovery.
-Power bomb, works like Brawl's bombs in that they are on a timer and don't do contact damage, granted even a bit longer, however the blast is Samus size. So to characters like Little Mac, it is a huge blast still man!


Sonic:
nB:
-Homing attack, what we have been shown so far.
-Blue Tornado, From Sonic Heroes, he spins up creating a whirlwind around him.
-Light Speed attack, made SA1 style, when fully charged Sonic is glowing with power, let it go to use a very powerful homing attack or just dash where ever you want with just a normal light speed dash. Sonic moves very slowly when holding this energy.

sideB:
-Spin jump, what we have now.
-Fire Dash, from Sonic 3 when Sonic had a fire shield. Puts you in a free fall animation.
-Sonic Wave, from Sonic battle, his spin leap forward fires an air blast at foes. Air has him fire it at an angle downward.

upB:
-Spring, what we got from Brawl still.
-Gun Drive (or Sonic Drive if no wants to be reminded of 06), Sonic takes out a gem (ring) and throws it where ever you aim it. He then spin dashes in that direction.
-Orange Rocket, orange wisp transforms Sonic into a rocket for a second or so, puts Sonic into freefall animation.

downB:
-Spin dash, what we got right now
-Bounce Attack, Sonic flings himself downward, hitting the ground lets him bounce up.
-Fire Somersault, Sonic's spin dash becomes his somersault from SA2 but cloaked in flames, jump in the 2nd part to flip out of it.


Megaman:
nB:
-Metal Blade, same as we have seen now, fling the sucker in 8 directions
-Shadow Blade, from MM3, blade gets a boomerang property added to it but doesn't travel as far.
-Shield Boomerang, from Megaman Zero, Megaman got Zero's energy shield somehow, he can hold it out to block projectiles and move with it, while doing so it charges up. Fully charged you can finally throw the thing in your 8 directions but it also returns to you.

sideB:
-Crash Bomber, same as now, a fun filled gooey bomb that sticks to things and can be transfered and so on by touch.
-Remote Mine, from Megaman and Bass. Same as crash bomber, only instead of a timer it works like Snake's C4 in that you activate it. Doesn't do as much damage as Crash Bomber
-Parasitic Bomb/Bee Bomb, from X3. This sucker blows up on activation and has a limited homing ability for targets. Pretty low damage output though.

upB:
-Rush Coil, same as we have seen now, like Sonic's spring jump in air.
-Rush Jet, talking Megaman 3 version here folks, You can fly freely because we are talking about Pit's Up special form of recovery from Brawl.
-Beat Whistle, if used in the air Megaman has a limited version of Rush Jet but with Beat carrying him instead. If used on ground Megaman has Beat charging forward to slam foes.

downB:
-Leaf Shield, same as we have seen now, a barrier that blocks projectiles and can be fired forward.
-Jewel Satellite, from MM9, a barrier that reflects projectiles and can be fired but Megaman can't move while holding it (which is funny because he could in MM9, which is the opposite of Leaf Shield).
-Shield Arm, MML2 version. Megaman creates a barrier that absorbs projectiles, on firing the barrier the amount of attacks he absorbed will affect the damage/size of the attack.


Wow, incredible!!

7,150 Points
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No, I'm a boring ******** and only care about competitive play because it's exciting as ******** to me.

Hallowed Pumpkin

So I want that Smash DS.
As ugly as it is.

Conservative Cat

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NeroRevolver
So I want that Smash DS.
As ugly as it is.


I'm not impressed with it at all. I was actually holding out on upgrading to an XL incase they announced a Smash XL bundle, but now I've decided its better to just get a refurbished unit from Nintendo, and get a physical copy on launch day.

Decal is upside down (like all promo XLs), and its just recycled from the box art. Which is really dull and uninspired.

I could easily decal a red XL (Smash themed) myself with all the neato stuff they sell on Etsy n' stuff.

Hallowed Pumpkin

Charlotte de Colde
NeroRevolver
So I want that Smash DS.
As ugly as it is.


I'm not impressed with it at all. I was actually holding out on upgrading to an XL incase they announced a Smash XL bundle, but now I've decided its better to just get a refurbished unit from Nintendo, and get a physical copy on launch day.

Decal is upside down (like all promo XLs), and its just recycled from the box art. Which is really dull and uninspired.

I could easily decal a red XL (Smash themed) myself with all the neato stuff they sell on Etsy n' stuff.

If I could get one, Id actually get the Link between worlds DS.

But they are extremely overpriced online.

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