Okay. So Super Smash Brothers 4, or SSB4 came out in 2014. If WE, the SK players and fans somehow got the rights to make our own Smash 5, what would we do. You drop some ideas or whatever in this thread, template shall appear below...:
* = Required
*Name of char:___(knight name, IGN, oc name, etc...)
*Armor set:___(feel free to use costumes as this supposed armor set, for cosmetic effect only.)
*Appearance changes to the armor set:___(As in color differences unlike the usual armor set.)
Accessories:___(existant or not)
*Can fly, hover, multijump, etc;
*Attacks:
(Damage on hit, range or definite, frame data if you want to go THAT far, or just general time frames of the move, lag or none,)
*dash attack:
*F-Tilt / B-Tilt
*D-Tilt:
*U-Tilt:
*Jab:
*Aerials:
(same rules as attacks section)
*N-air:
*B-air:
*F-air:
*U-air:
*D-air: (spikes or not?)
*Specials:
(does it charge? Damage of course, Can you recover with it? Frame data, does it counter? does it have lag, and does it have requirements? Buffs of any sort? Quotes or noises?)
*Neutral B:
*Up-B:
*Down-B:
*Side-B:
*Smash Attacks:
(Damage, Frame data, does it cancel moves? does it have lag, and does it out priority other characters on this threads specific attacks? Quotes or noises?)
*Up-Smash:
*Down-Smash:
*Side-Smash:
*Throws/grabs:
(Does the grab damage, does the throw damage? Is it a delayed, tethering, or normal grab? do the throws have special effects or stun? can they grab someone during their shielding? Can you move during the grab?)
*Back throw:
*Down throw:
*Up throw:
*Forward throw:
Final Smash! (For all you filthy casuals!!) NOT REQUIRED BECAUSE THESE ARE NOT USED IN COMPETITIVE PLAY.
Special buffs and/or situational effects: ALSO NOT REQUIRED.
*Good against Knockback? Yes/No
*Moves fast? Yes/No
*Falls fast? Yes/No
*Name of char: Busterbrudder
*Armor set: Snarby Coat and a re-colored chapeau
*Appearance changes to the armor set: Chapeau re-colored to the red and black color scheme of the snarby coat.
Accessories: Fancy Round glasses on the chapeau.
*Can fly, hover, multijump, etc; Multi jump, including the jump off the ground, Buster would have 3 jumps. A short hop can also be preformed in the air, which is unusual as most characters.
*Attacks:
(Damage on hit, range or definite, frame data if you want to go THAT far, or just general time frames of the move, lag or none,)
*dash attack: Plunge forward with a stab of a glowing BTB. Slide forward rapidly for 5 frames, move activates for 15 frames, the first 10 still sliding, for a single hit to the entrants. 13 damage to anyone who enters.
*F-Tilt / B-Tilt: triglav slam, with a TON of lag, but grounds opponents from the air, spikes if they are off stage. 5 frames of pausing, 8 frames of taking out the sword, immobile, 20 frames of time to hit and deal damage, 20 frames of lag after. Anyone entering the blades hitbox gets hit once, during the 20 frames of hit time for 19 damage.
*D-Tilt: Spin a Leviathan blade low to the ground once, sliding enemies landing on it during the attack to the sides away, and enemies in it up and away. 60 frames active, 5 frames before the move activates, 12 frames of lag after. 10 hits, 1 or 2 damage each randomly.
*U-Tilt: Rapidly spin an Argent peacemaker in the air, left to right, doing no damage but knocking enemies back slightly. 2 frames before the move activates, 37 frames active, every 4 frames, the enemy is hit during activation of this move, meaning 9 hits. 5 frames of lag.
*Jab: 4 winmillion swings, and then a spinning swing. 2 frames between each swing, 5 frames active of each swing, and then 10 frames between the 4th and 5th swing, and 10 frames active of the 5th swing. the first 4 swings do 3 damage, the 5th one does 6 damage.
*Aerials:
(same rules as attacks section)
*N-air: DYNAMIC AERIAL SPLIT KICK!! 7 frames of pausing earlier than the activation, 12 frames of activation, 1 frame of ending lag. 9 damage to anyone who walks into it, high knockback directly away.
*B-air: Only functions as a counter, but doesnt reflect damage, instead, you stagger them with the WMRH, for 15 damage. 10 frames of ending lag, instant activation, the time for them to activate it lasts 35 frames.
*F-air: quick striker boost activates a lunging captain falcon knee! 10 frames of startup lag to the knee, the boost is instantaneous, 22 frames of activation, hits once for 21 damage, 5 frames of end lag.
*U-air: shield upward, short range windbox upwards with high knockback. no startup lag, 6 frames of activation, no end lag, no damage.
*D-air: Granfaust lunge downwards, no fastfall during this moves usage, 100% chance kill unless countered or airdodged offstage. 10 frames startup lag, 75 active frames, no end lag, 11 damage, 1 landed attack to only one person each attack.
*Specials:
(does it charge? Damage of course, Can you recover with it? Frame data, does it counter? does it have lag, and does it have requirements? Buffs of any sort? Quotes or noises?)
*Neutral B: Argent peaces maker, spammable, 3 damage for every bullet, instant startup, 7 frames inbetween shots, 5 frames end lag.
*Up-B: drop a nitronome under myself and shield. Spikes those unfortunate enough to run into the blast radius for 26 damage, and I recover straight upwards. the bomb drops under me instantly, the bomb explodes 5 frames prior to inputs, and the explosion is active for 7 frames, no end lag except for me landing on ground, which I get 2 frames of landing lag.
*Down-B: Plant a mine that appears as a nitronome, explodes 15 frames after someone enters its radius, 17 damage to anyone hit by it.
*Side-B: Recover off ledge with a striker boost forward for no damage, or on stage, striker boost a slight bit and speed up for 30 frames and lunge forward with a 15 frame delay before a 15 frame active gran faust stab that does 25 damage on impact to anyone it hits during its active time.
*Smash Attacks:
(Damage, Frame data, does it cancel moves? does it have lag, and does it out priority other characters on this threads specific attacks? Quotes or noises?)
*Up-Smash: Cannot be charged, Gran faust swing backhanded, infront of you until it is behind you. 30 seconds of activation, 15 frames of end lag, 20 damage during activation, tons of knockback straight up.
*Down-Smash: Grounded split kick. short range, high knockback away to the sides, and a slight bit downwards. 5 frames of startup lag, 10 frames of activation, no end lag, 5 damage on hit.
*Side-Smash: Exactly the same as the Triglav slam, except with 30 damage, and if on stage can slam off of the ground harder than the spike on stage.
*Throws/grabs:
(Does the grab damage, does the throw damage? Is it a delayed, tethering, or normal grab? do the throws have special effects or stun? can they grab someone during their shielding? Can you move during the grab?)
*Back throw: Average, throw them behind you.
*Down throw: Hop a little bit, and stomp them down, the bounce a little above you, hits for 8 damage.
*Up throw: Throw the up, and back a little.
*Forward throw: Chuck them forward pretty far, can be instantly canceled to the Argent Peacemaker Neutral B.
Final Smash! (For all you filthy casuals!!) NOT REQUIRED BECAUSE THESE ARE NOT USED IN COMPETITIVE PLAY.
Snipes fly from an explosion behind me, as time slows down, and everything turns black and white in high contrast. I rotate slowly, firing off 30 rapid argent peacemaker shots, the attack ends when I reach either 10 seconds of time freeze, or I fire all 30 bullets off.
Special buffs and/or situational effects: ALSO NOT REQUIRED.
None
*Good against Knockback? Yes/No Average knockback resistance.
*Moves fast? Yes/No Moderate speed, mobility options come from attacks or running, which running greatly increases movement speed in comparison to normal running.
*Falls fast? Yes/No Yes, I fall faster than the average character, and my fastfall speeds that up.