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| The Smash Bros. Creator Topic; Characters, Stages, make what you want! | |
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| Topic Started: Mar 25 2008, 10:45 AM (1,376 Views) | |
| Berserker Swordsman | Sep 15 2008, 04:16 PM Post #51 |
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AMAZINGJOBSQUIRTLE
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Character: SD Freedom (Super Deformed for those who don't know what SD means) + Kira Yamato Franchise: Gundam series (Mobile Suit SD Gundam: SEED to be exact) Logo: (just use the SEED part)Appearance: Freedom Kira Alt Costumes: Regular team palette swaps, and a Strike Freedom costume where most of the joints are colored gold, and the head of the Gundam is more refined) Theme: Vestige when using the Strike Freedom outfit, otherwise Invoke (Gundam SEED's first Opening) How to Unlock: Beat Classic with Samus, then a cutscene will occur where Samus will encounter the Freedom at Norfair. Entrance: The Freedom flies in, and Kira says "Systems all green! Let's go!" Kirby Hat: Kirby gets a helmet that looks like the Freedom's head and the small wings as well. Kirby gets the float ability as well (explained later). Weight: 7 Size: 6 Power: 7 Speed: 8 Jump: 6 The Freedom is the ultimate Gundam. It's geared towards mobility, but its firepower is just as impressive. Moves A - Slashes downward with its beam saber. AA - Adds a horizontal slash. AAA (continuous) - Spins the beam saber forward like Pit's >B, then finishes with an upward slash. Minimal knockback on the first part, moderate knockback on the upward slash. USmash - Spins the beam saber overhead like a gyro. FSmash - Smashes forward with its shield, then finishes with a strong cut. DSmash - Performs a mini-tornado spin. shooting beam rifle shots randomly. Utilt - Two overhead slashes. Ftilt - Freedom does a quick roundhouse kick. Dtilt - Freedom uses its wing thrusters to do a sliding kick. Dash attack - Freedom bursts through with a tackle, slashing along the way. Very strong knockback that weakens throughout the move's duration. B: Balaena Beam Cannon - The Freedom releases two strong surges of plasma beams which home onto the target. Can be charged for a short period of time. Up-B: HiMAT Mode - Stands for High Maneuver Aerial Tactical Mode. Allows the Freedom to free fly through the air for a period of time, having access to all aerial and B moves. Canceled with the Z button. Down-B: Beam Rifle Lupus - Shoots three consecutive beams. If on the ground, the shots will all be shot forward, whereas they are shot downward at an angle if used in the air. Forward-B: Shield Crash - The Freedom tosses its shield at the enemy like a boomerang. Heavy shield pressure and good knockback. Final Smash - Full Burst Mode At the press of B, Freedom connects itself with METEOR and three crosshairs will appear on the screen. The player will be allowed to lock onto up to three targets (all 3 can be on the same person, spread out in an FFA, etc.), and Freedom will let loose an onslaught of beams, grenades, and powerful shots before ending the attack with a fully charged Balaena shot. Can easily KO past 70%. Anywhere from 15-80 damage can be dealt. Taunts: Up - Freedom points its beam saber ahead, and Kira says "Give up! You can't win!" Side - Freedom spreads its wings while Kira says "Don't make me go all out..." Down - Freedom pulls out Lupus and points it up, and to both sides while Kira shouts "The enemy...Where's the enemy?!" Victory Poses: X - Freedom flies in and Kira says "I told you, I can't lose!" Y - Freedom retracts its wings and Kira says quietly "Everyone...I'll keep fighting to the end!" B - Freedom takes off as Kira says "Kira Yamato! Freedom! Launching!" Other notes: -Freedom does not have a neutral guard with its shield. -After Full Burst Mode, Kira will be in SEED (Superior Evolutionary Element Destined-factor) mode for the rest of his stock. In this state, the lag time of most of Freedom's moves will be decreased moderately and its speed will increase slightly. -Can wall jump. -The AAA spinning part can be canceled by just holding down the A button from the start of the combo, like Pit's A combo. -Freedom's Phase Shift Armor reduces the damage from physical non-elemental attacks. -Freedom's jump is more like a liftoff than the Gundam propelling itself upwards with its legs. It does a shorthop, but holding down the button keeps the thrusters going for a few seconds before the Freedom will drop. It's pretty much the same as ROB's Up-B, basically. -Floating (as mentioned with the Kirby hat) occurs when you press the L or R button while holding the jump button for the thrusters (you don't need to hold the jump button anymore after pressing L/R). This allows Freedom to move left and right on the same horizontal axis, good for recovery and attack techniques. You cancel it by just tapping down or waiting out the regular time for the thrusters to go out. Codec Convo: Snake: Is that a robot? Colonel: Almost right, Snake. That's the ZGMF-X10A Freedom, a Gundam. It's piloted by Kira Yamato, a Coordinator. Snake: A Coordinator? What the heck is that? Colonel: It's a race of people who have had their genetic makeup altered to be superior to that of others. Kira's trait as a Coordinator is what allows him to have full control over the Freedom. Snake: Huh....So he's got mixed up genes too. *Kira's face cuts in* Hey, what th- Kira: This is the Archangel's Kira Yamato! Please, turn back right now! I don't want to fight you! Snake: Well, you've got some guts saying that. Don't think for a second that I'm holding back! Kira: Grr....Then I have no choice but to do the same! *Kira's face fizzes out* Colonel: Be on your guard, Snake! He's got mastery in all ranges, but if you can beat him to the punch, he'll become a si-Snake, are you listening? Snake: I've beaten Metal Gear, and I can definitely take you out! Colonel: Sigh... Trophy: The ZGMF-X10A Freedom is the most powerful Gundam to be made in terms of firepower. There are plasma beam cannons on its back, rail guns on its sides, and its equipped with a powerful beam rifle as well. It is rivaled only by its "brother" Gundam, the Justice, which was configured to be the hand-to-hand expert. However, its pilot Kira utilizes the full strength of the Freedom, tapping into its inner strengths and creating a deadly weapon to be feared by his foes. The "Super Deformed" version is meant to keep the Freedom's size closer to its fellow Brawlers than the actual model would be. The Freedom is powered by a N-Jammer Canceler, a type of power source that runs on nuclear energy, giving the Freedom almost limitless energy to use its armaments. Truly a force to acknowledge! Final Smash: Full Burst Mode - Enemies fear the name even as it is just mentioned, for it bears nothing else but pure power. The METEOR accessory for the Freedom is packed with even more firepower than the Freedom itself contains, adding extra power to its abilities. Players lock on to up to three unfortunate targets, then let loose! Watch as your opponents get blasted to the next dimension! Edited by Berserker Swordsman, Jan 12 2009, 04:25 PM.
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| Memento Mori | Jan 12 2009, 05:04 AM Post #52 |
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Founder
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I want to make one for Neku from TWEWY. Will do at a sane hour. |
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| Memento Mori | Jan 12 2009, 03:24 PM Post #53 |
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Founder
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Neku Sakuraba Series: The World Ends with You Logo: ![]() Appearance: ![]() Alt Costumes: Red, Green, Gold, Black (replacing the blue parts) Unlock: Clear the "You Have 7 Days" event match. Entrance: Neku fades in lying on the ground. He gets up, looks around, and adjusts his headphones with one hand while the other begins glowing. Kirby Hat: The phones. What else? Stats (out of 10) Weight: 4 (Look at him.) Size: 5 (Again. Look at 'im.) Power: 5 Speed: 9 Jump: 8 I imagine Neku as a very Sonic-like character, but better than Sonic. Very fast and able to chain together sick combos (pretend we're not talking about Brawl), but not plagued by Sonic's start-up lag. Moves A (5-hit combo): Shockwave psych. Despite the name, this is actually a succession of slashes. 2% per hit except for the last, which does 4%. If all five slashes hit, the enemy is momentarily stunned. Very low knockback. Dash attack: Velocity Attack. Neku charges forward and smashes into enemies. High knockback. 8%. Ftilt: Apport. Neku flings some rocks forward. 8%, low knockback. Utilt: Vulcan Uppercut. A quick uppercut that raises Neku off the ground slightly. He has both of his jumps in this elevated state. 7%, great knockback if enemy is at high damage. Dtilt: Entanglement. A chain extends along the ground a short distance (about the range of Marth's dtilt) from Neku. High chance of making the enemy trip. 6%. Fsmash: Lance Lunge psych. Neku stabs forward with a short spear. Range about the same as Samus's. 10-19%, high knockback. Usmash: Piercing Pillar. Three pillars of ice, one where Neku is standing and one on either side, rise from the ground. 1% chance of freezing the enemy. 10-20%. Dsmash: Energy Rounds. Neku fires bullets in both directions. As with Peach's Dsmash in Melee, do not crouch cancel when hit by this attack. Medium knockback. Nair: Vortex Saber. A quick horizontal slash. 9%. Fair: Stellar Flurry. A series of quick stabs with low knockback. 12%. Bair: Massive Hit. A three-hit slash attack. Excellent knockback on the last hit. 11%. Uair: Patrol Rounds. A boomerang rapidly flies in an arc over Neku's head. 9%, low knockback, carries the enemy downward and behind Neku. Dair: Grave Marker. Like TL's. 10%. B: Force Rounds. A chargeable, multi-hit attack, like Sheik's needles. Neku can store up to 5 bullets, with a maximum 2 second charge time. If he charges up all five, the last bullet explodes on contact, taking a large chunk out of the enemy's shield or causing massive knockback. Each bullet does more damage than the last. The first does 4%, the second 6%, and so on. The fifth does 15%. SideB: Lightning Rook. Neku fires a piercing (meaning it can hit more than one enemy simultaneously) bolt of lightning horizontally. Can be maintained for up to 3 seconds, but recovery time is longer. Range: 1/4 of Final Destination. 5% per half second, plus 5% on contact. DownB: Fire Barrier. This is a counter move. Neku is surrounded on all sides by flame; any enemy trying to attack him is countered for 1.1x the damage that would have been done. This move also burns and knocks back any enemies standing near Neku (even if they don't attack him). So it's a counter, plus a similar effect to Fox's Shine. Flame damage: 6%. UpB: Teleport. Like Mewtwo's. However, for a few frames after the teleport is complete, Neku is not helpless -- he can execute an aerial or air dodge if you have quick fingers (or if you're good at buffering). I think his B and SideB are broken. <_< Grab: Neku extends his hand and grabs the enemy by the throat -- with Psychokinesis. This is actually a long-range grab, i.e. Link and Samus. But you can't see the length of it. Grab attack: Neku closes his fist and chokes the enemy. Fthrow: Neku flings the enemy forward at a low trajectory. 7%. Dthrow: Apport. Neku pins the enemy on the ground and rains rocks on him/her. 8%. Uthrow: Thunderstorm. Neku lifts the enemy in the air, and three bolts of lightning strike quickly. Neku then fires a fourth bolt that sends the enemy flying. 12%. Bthrow: Pyrokinesis. Flames cover the enemy, then Neku lets him/her fall. Final Smash: Fusion. When you press B, a pin will appear in the center of the screen. Three images, each representing a Fusion attack with a different partner, will begin flashing across it. You have three seconds to press B to pick an image before the game chooses for you. See them all here: http://www.youtube.com/watch?v=JKtGRGQ7mhY The first one, with Shiki, is just a lot of damage (around 60%), not much knockback. The second, with Joshua, does good damage (30%) and good knockback. The last, with Beat, does low damage (15%) but amazing knockback. I tried to design Neku's attacks so that they could be chained together pretty easily, especially his aerials. Taunts: Up: Neku flicks a pin in the air, catches it, and says, "You ready?" Side: Neku is surrounded by a green aura (the light puck) and says, "I got this!" Down: Neku presses one hand to his headphones, taps his foot to the rhythm of his music, and says "That was nothin'." Victory quotes: Neku folds his arms, turns his back to the screen, and says "I play to win." Neku looks at the palm of his hand and says "Whew... Mission complete." ATs: Uzuki and Kariya: They create a large explosion in the area where they are released. Sho Minamimoto: "Die, radian!" He releases a ring of purple energy from his body that extends a short distance and immobilizes anyone it touches. He then morphs into Leo Cantus, teleports to each enemy, and unleashes a "Sine! Cosine! Tangent!" combo. Items: Player Pin: Pick this up to be rendered invisible for fifteen seconds. Red Skull Pin: Pick this up to be slowed down to 1/4 your normal speed for 15 seconds. These two items share the same relationship as the Super and Poison Mushrooms: you don't know which you're getting until you pick it up. Event Match: You Have 7 Days You appear alone in the Scramble Crossing (more on that stage later). A timer appears in the top center of the screen. You are given a mission for each "day." This could range from taunting three times to defeating 20 SSE enemies. On the seventh day, you face Neku and must defeat him before the time (2 minutes) runs out. Edited by Memento Mori, Jan 13 2009, 12:15 PM.
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| Memento Mori | Jan 13 2009, 02:48 AM Post #54 |
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Founder
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Stage: Scramble Crossing A busy intersection in the Shibuya district of Tokyo. People from all walks of life can be found here, mingling and shopping and just living. However, these people don't know that there is another side to Shibuya. A different, higher realm, where people fight to regain the lives they've lost by playing the Reapers' Game. ![]() (I couldn't find a good screenshot that shows all the people, but if you look at the image, you can see dozens of silhouettes on the bottom half. You fight in the middle of the intersection, surrounded on all sides by people. They can't see you, and your attacks pass right through them -- the Underground and the Realground (I think that's what RG stands for) can't interact. Skyscrapers bearing gigantic screens fill the background. These screens advertise the hottest trends in Shibuya -- and you need to pay attention to them. Depending on the most popular brand of the moment, certain types of attacks will be powered up. Jupiter of the Monkey: Slashing attacks Wild Boar: Exploding attacks Lapin Angelique: Throws Natural Puppy: Energy attacks Sheep Heavenly: Shield boosted Mus Rattus: Basic A attacks and tilts Pavo Real: Increased time for status effects (stun, sleep, transformation items) Hip Snake: Projectiles D+B: Smashes Dragon Couture: Fire and lightning attacks Tigre Punks: Spinning and dash attacks Pegaso: Aerials Gatito: Final Smashes (increased damage and knockback where applicable) The most popular brand changes every 15-20 seconds. (Note: in TWEWY, there was also a least popular brand, and it was powered down significantly. I could have done that, but... didn't feel like it, mostly.) This is a walk-off stage. |
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| Memento Mori | Jan 13 2009, 04:28 PM Post #55 |
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I added taunts and victory poses to Neku. Will add music for Scramble Crossing later. |
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| Sock | Apr 4 2009, 01:15 PM Post #56 |
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In the arena of logic, I fight unarmed.
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Here a pretty crappy Dirk I made when this was on H.E.R.O., and I'm gonna try to make movesets for some of my Hero Party characters in the next few weeks. Character: Dirk Irving Logo: Exsphere Franchise: Tales of ( Symphonia ) Costumes: Default, with red, blue, orange, and black alt colors; Viking costume ( Dirk with a viking helmet, long hair, an axe instead of a hammer and chest plate and bracers. Default colors are his normal hair color, a brown helmet, and the chest plate and bracers are a dull silver with brown outlining. ), with black ( The helmet is black, Dirk's hair becomes an off white color, and the chest plate and bracers are now black with gold outlining. ), red ( red helmet, blond hair, crimson chest plate and bracers with a yellow outline ), and white ( white helmet, dark brown hair, and gold chest plate and bracers with white outlinint ) alt colors; Thor costume ( Looks like this: http://www.silverbulletcomicbooks.com/news/images/0211/thor60.jpg ) Home Stage: Dwarven Hood Mines Availibility: Beat Event Match: Hammers Unite! Entrance: Dirk digs a hole through the bottom of the stage and climbs up. Weight: 3 Size: 2 Power: 4 Speed: 3 Jump: 2 Moves: A Smash: Slams his hammer down A^ Smash: Throws hammer into the air. Av Smash: Does one low swing of his hammer in the direction he's facing. Av Air: Headbutts downward. Grab: Throws out a chain with a hook attatched to the end. Can be used for tether recover. Up Throw: Hits foe with hammer, sending them upward. Side Throw: Kicks foe away. Down Throw: Tosses foe up then quickly smashes them into the ground with his hammer. B: Heavy Blow: Jumps up then comes crashing down on foe. Can be charged. B>: Forge: Creates a random item. Frequently creates Beam Swords, Assist Trophies, Franklin Badges, and Metal Boxes. Bv: Hammer Toss: Throws hammer. Can change direction of the hammer using Control Stick. B^: Dwarven Blast: Releases a burst of energy. Used in the same way as PK Thunder. Final Smash: Dwarven Hood Assault: Dirk calls on the Dwarven Hood to help him. Several dwarf will land on the stage and fight until they are killed ( Only takes two or three hits to kill them. ), and lasers fired from the DDS will rain down on the stage for ten seconds, dealing decent damage with heavy knockback. Taunt 1: Recites a random Dwarven Vow ( Everyone take 10-20% damage when Dwarven Vow #7 is recited. ). Taunt 2: Polishes his hammer. Event Match: Hammers Unite! ( Selected characters x2 stock vs. a team of King Dedede, Ice Climbers, and Dirk, all with x2 stock. ) |
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(just use the SEED part)







10:47 PM Jul 29