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Make Your Own Super Smash Bros. Character


DereResonating

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Neptabyss Turns the Tides!

 

Jab: punching continuously until a hit comes up, then hits once with trident, then blasts away with water. 

 

Side Smash: Stabs outward with trident, extra launch power at the tip.

 

Up Smash: Imagine Palutena's, but directly above, half the size, and made of water.

 

Down Smash: Splits with trident pointing up, can hit upbove but doesn't do much damage/ knockback.

 

I'll do the rest later. 

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DereResonating Incinerating The Competition!!!

Standard A: Regular punch. (4% Damage) If tapped twice quickly, will punch then kick. (10% Damage) If tapped three times, will punch, kick, and knee. (14% Damage) If tapped continuously, will punch, kick, knee, and then continuously kick. (14%-999% possible Damage)

Up A: Uppercuts (6% Damage)

Down A: Leg Sweep, causing opponent to fall (5% Damage)

Up Hold A: Powerful Uppercut, can easily KO light-weighted opponents at 30% or more Damage at full charge. (12%-35% Damage)

Down Hold A: Powerful Stomp that, at full charge, can stun opponents for 2 seconds. (10%-28% Damage)

Standard B: Chargeable Eye Beam. (7% Damage. At full charge, 25% Damage with Knockback to self and opponent.

Forward B: Dark Teleporting Rush, which when hitting an opponent stuns them for 2 seconds. (8% Damage)

Up B: Flying, which sends character up to a great height. When hitting opponent with this move. The opponent takes no damage, but is knocked back. (0% Damage)

Down B: Moving Darkness, which creates a pool of darkness on the platform that can be controlled and moved for up to 5 seconds. Cannot leave the platform. (7% Damage multiplied by the number of seconds it was active before hitting opponent. Does not stack.)

Air Standard A: Kick upwards (5% Damage)

Air Up A: Headbutt (7% Damage)

Air Down A: Smashing Heel Kick, that has a massive knockback to opponents when hitting them.

Air Forward A: Mini Eye Beam, that stuns opponents in the air for 3 seconds.

Air Standard B: Same as Standard B.

Air Up B: Same as Up B.

Air Down B: Mini Resonate Minions, that attacks the opponent, dealing 2% Damage to opponent when they are hit. Minions are active for 3 seconds per time used. 2 minions are spawned per time this move was used.

Grab Attack: Continuously kicks opponent. Damage varies each attack from 1%-4%.

Grab Forward: Throws opponent forward. (8% Damage)

Grab Up: Kicks opponent upwards, then backflip kicks opponent one more time. (13% Damage)

Grab Down: Throws opponent on the ground and punches them into it. Opponent stunned for 2 seconds.

Grab Back: Throws opponent slightly behind, leaving opponent trying to regain balance, and then back handing the opponent. (14% Damage. 25% Damage if opponent has less than 55% Damage on him or her.

Smash Attack: Character dashes to the ends of the platform 10 times, dealing 40% Damage and stunning opponents. Then the screen fades to black. An eye appears and it's eye turns red. It blinks and this character says, "Don't Stare". Screen swithes back to the regular screen and the opponents are exploded of the stage. (105% Damage total) affects only thoses that were hit at the start of final smash.

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Atem here to Annihilate!

 

Jabs: A Celtic Guardian delivers small quick slashes in front of the Pharaoh. Low damage, but highly spammable. Also, if you turn while CG is slashing, he'll do a quick dash in that direction and deliver a jab with high knockback.

 

Regular Special: Dark Magician & Girl charge a quick Dark Magic Attack that can be launched in any direction. Can be combo'd with Atem's Shield to great effect. The ball of Dark Magic is strong and quick-charging, but slow and (unlike most charged attacks) cannot be carried.

 

Forward Special: A chargeable dash attack where the charge shows something fusing in front of Atem. When released, Atem is riding a charging Gaia, the Dragon Champion. No knockback (like Fox's Afterimage), but really high Damage. The longer it is charged, the further it goes. If used while in the air, it causes a swooping dive attack in an odd U-shape.

 

Up-Special: A Catapult Turtle appears out of nowhere and gives Atem a nice boost in an aimed direction. The turtle (if used in the air), can then fall before disappearing and do a bit of damage to those underneath. If in the air by this effect, the Side-Special does even more damage.

 

Down-Special: Swaps into Joey (will post his moveset later... Maybe).

 

Grab: A Spellbinding Circle shoots forward and nabs the enemy.

 

Shield: Slightly special. It is a Mirror Force that bounces projectiles back at short range. The reflected projectile can even hit the original user and delivers 1.5 times the damage. However, this can be combo'd with your own Dark Magic Attack to launch it farther and faster at 1.5x damage.

 

Up-Smash: A star blinks in the background slightly above the Pharaoh's head, then Slifer the Sky Dragon flies in from the background, charging right over Atem's head and blasting others into the air.

 

Side-Smash: Ra appears in the background near the Pharaoh and launches a quick Fireball in front of him, causing heavy damage/knockback as well as a slight continuous burn for a few seconds.

 

Down-Smash: Obalisk appears in the background and smashes both fists into the ground next to the Pharaoh. Can cause a stun.

 

Final Smash: Exodia OBLITERATE!!!

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Setzer plays his cards right!

 

Jabs: Setzer tosses his cards slightly forward. Easily spammable, and, after enough repeated button presses, turns into a flurry of rapid card throwing.

 

Regular Special: Slot machines spin in the background. After pressing the Special button three more times, coins fly out in varying quantities, damaging all players caught in the attack with a modifier dependent on the slot results, akin to Mr. Game & Watch's Judge Forward Special.

Forward Special: Setzer tosses dice forward, with the total number rolled deciding the damage dealt.

Down Special: Summons a rabbit which progressively heals Setzer. After the rabbit is attacked enough times, the healing stops.

Up Special: Setzer's airship, the Blackjack, drops a chain for him to grab on to as recovery while in the air. When used on the ground, causes bombs to drop from Setzer's airship

 

Grab: Standard-issue forward grab with one arm.

Shield: Setzer holds a stack of cards in front of himself for protection.

 

Up Smash: Setzer throws darts upward, the quantity of which varying depending on how long the attack button is held down.

Side Smash: Setzer performs a lariat with his cards.

Down Smash: A chain falls down from Setzer's airship, the Blackjack. Think of it as a less spammy, weaker Thunderbolt.

 

Final Smash: Joker Doom. Setzer tosses a coin, and, depending on the random result, either The Grim Reaper instantly knocks him off screen with his scythe, or The Grim Reaper knocks a random opponent off screen instantly with his scythe.

 

I do good yes?

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