User:Cookies and Creme/Movesets

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< User:Cookies and Creme
Revision as of 00:33, February 17, 2019 by Cookies and Creme (talk | contribs) (→‎Original Characters: this took like 3 hours.)
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Yet another unoriginal idea, I guess all the good ones have been taken. I'll try to make some things originals

Changes to existing characters

Ness

Specials

  • PK Flash
    • To make it more useful, the size of PK Flash will be increase as it's charged for a longer period of time.
  • PK Thunder
    • If PK Thunder hits anything while Ness is in midair, he will not enter a helpless state, allowing him to use PK Thunder again. This improves his recovery when opponents purposely hit his PK Thunder.
    • As a tradeoff, PK Thunder has more endlag.
  • PK Rockin'
    • Ness doesn't even learn PK Starstorm in his game. While he also doesn't learn PK Fire, PK Thunder, or PSI Magnet, PK Starstorm is inexcusable because Ness himself has an all-powerful move, too, in the form of PK Rockin'.
    • When activated, Ness's animation will be similar to how it was during PK Starstorm. However, PSI energy would be radiating from him, with anyone being caught in it getting stuck in the energy, which deals constant damage. The size of the PSI energy attack will increase until it's about half the length of Final Destination before Ness deals one final PSI wave that sends everyone caught in the energy out. Had a Triforce of Wisdom-like attack in mind.

Note: Same things apply to Lucas, only no PK Flash buff (as Lucas has PK Freeze, and that's much better for edgeguarding) and PK Love replaces PK Rockin'.

Jigglypuff

Aerial Attacks

  • Down aerial
    • Bring that Smash 64 meteor smash back, although make it like Kirby's

Specials

  • Pound
    • Pound will regain its previous recovery potential
    • As a slight tradeoff, the more Pound is used in succession, the less horizontal and vertical height it will gain.
  • Hyper Voice
    • Rollout was never that useful in the first place. Plus, Hyper Voice fits better because Jigglypuff sings.
    • Different than it's custom Smash 4 counterpart
    • When used, Jigglypuff produces a sound wave that travels across half the distance of Final Destination. The longer the move is charged, the stronger the move is.
    • Like Greninja's Water Shuriken, it cannot be stored.
    • Gives Jigglypuff a projectile, which will probably make her more annoying to deal with.
  • Rest
    • Deals more knockback, not Melee knockback, but definitely not Ultimate knockback, either. Probably start killing mid-weights at around 40%.
  • Puff Up
    • Make it be able to hit opponents at the ledge, even during invincibility. Honestly makes the Final Smash 1000% more viable.

Original Characters

The following characters are ones that I want to see in Smash.

01. Paper Mario

Paper Mario
Papermario.png
MarioSymbol.svg
Universe Mario
Debut Paper Mario (2000)
Smash Bros. appearances Melee, Brawl, Smash 4, Ultimate
Most recent non-Smash appearance Paper Mario: Color Splash (2016)
Console/platform of origin Nintendo 64
Species Paper
Gender Male
Place of origin Paper World (idk what it's actually called)
Created by Shigeru Miyamoto

Paper Mario has always been the superior Mario RPG for me, and I never got into the Mario & Luigi series. Plus, while he's another Mario (and we have two of those already), he can have a unique moveset made out of abilities he can do and his partners from the first three games. He has so much potential for a moveset, but sadly he has only been playable for six games, none that were part of the main series, so his actual chances are slim.

Aesthetics

  • Paper Mario's design comes from his appearance in Super Paper Mario
  • Whenever Paper Mario charges a Smash Attack, the action command interface appears above him.
  • When Paper Mario runs, Dashell temporarily appears.
  • When dodging, a mouse highlights over Mario and brings him out, then back into the second dimension. This references the flipping ability in Super Paper Mario

Attributes

  • Average speed that's slightly faster than Mario's, but has one of the worst traction in the game.
  • Average air speed with great air acceleration but poor falling speed, making him a floaty.
  • Poor weight, making him one of the lightest characters in the game.
  • In all of his hammer moves, only the hammer portion deals damage, the handle does not.
  • Once a partner is summoned, they stay behind Paper Mario until another partner is summoned, Paper Mario is KO'd, or the game ends. If the partners take enough damage (about 30%), they are temporarily defeated (with the x mark appearing over them like in Paper Mario) and Paper Mario cannot use them for 5 seconds.

Moveset

  Name Damage Description
Neutral attack   1% Punches twice then hits the opponent with a hammer.
1%
3%
Forward tilt   6.5% A wheel kick similar to Mario's but slightly weaker. Can kill at the edge of Final Destination at around 150%.
Up tilt   6% An upward poke with his hammer. A good juggling tool
Down tilt   7% A downward jab with his hammer. Can lead into aerial combos.
Dash attack Spin Dash 5% (hit 1), 2% (hit 2-4), 4% (hit 5) Spins around and attacks the enemy, in a similar manner to Mega Man's dash attack. It can be cancelled at any time by jumping. A reference to a field move Paper Mario can use in Paper Mario that allows him to travel faster.
Forward smash Power Smash 13% (uncharged), 23% (fully charged) Brings out his hammer and whacks the opponent. Very strong, can kill opponents at the edge of Final Destination starting at 60%. The name is a reference to a badge Paper Mario could equip in the first two Paper Mario games
Up smash   15% (uncharged), 22% (fully charged) An upwards swing from his hammer. A great anti-air and juggling tool. and can kill opponents starting at 130%.
Down smash   18% (uncharged, sweetspot), 25% (fully charged, sweetspot), 13% (uncharged, sourspot), 20% (fully charged, sourspot) Slams his hammer down in the direction he's facing, and turns toward the opposite while dragging his hammer. The initial hit is a sweetspot and can kill starting from 80%. Sweetspot is great for edgeguarding, while sourspot can lead into mixups at low percents and combos as high percents.
Neutral aerial Tornado Jump 2% (hits 1-4) 4.5% (hit 5) Spins around multiple times in the air. Disjointed and can drag around opponents. A great combo starter, and first four hits can lead into a grab when cancelled on the ground. However, it kills at unrealistic percents. Based off of an ability Paper Mario gains in the first two Paper Mario games.
Forward aerial rowspan="1" 7.5% (sourspot), 10% (sweetspot) A hammer swing, similar to the Ice Climber's forward air. It has a sweetspot at the middle of the move that spikes the opponent.
Back aerial   10% A hammer swing to the back. Really great for edgeguarding and can kill starting at 110%.
Up aerial   13.5% Swings his hammer up vertically. Paper Mario's strongest aerial, can kill leading from a Bomb starting from 90%.
Down aerial   12% Thudley appears and allows Paper Mario to ground pound. A stall-then-fall move. Mario is stuck in this animation until he hits land or is KO'd.
Grab Thoreau Summons Thoreau and grabs nearby opponents. One of the longest non-tether grabs.
Pummel   0.8% Shakes the grabbed opponent. Very fast.
Forward throw   11% Launches the opponent forward. Can lead into a neutral air at early percents. Can also set up for an edgeguard situation but cannot KO at realistic percents.
Back throw   11% Launches the opponent backwards. Paper Mario's best kill throw, and can KO middleweights starting at 125%.
Up throw   11% Knocks the opponent up using his hammer. A combo starter that can lead into a neutral air at early percents and up air at mid percents. Can KO at around 180%.
Down throw 5% (throw), 6% (launch) Throws the opponent down and ground pounds on them. Similar to Mario's down throw. Paper Mario's best combo starter, which can head into up tilt or up smash at early percents, all aerials but down at mid-percents, and up air at medium-high percents up to 80%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks in both directions. Generic floor attack.
Floor attack (back)
Floor getups (back)
  7% Kicks in both directions. Generic floor attack.
Floor attack (trip)
Floor getups (trip)
  5% Kicks in both directions. Generic floor attack.
Edge attack (fast)
Edge getups (fast)
  8% Crawls on the stage and then slams his hammer down.
Edge attack (slow)
Edge getups (slow)
  8% Crawls on the stage and then slams his hammer down.
Neutral special Bomb 18% Summons Bombette, who slowly walks forward before exploding. Can be used for edgeguarding or combo starter, although she is easily avoidable on the ground. When used in the air, Bombette first drops down before performing her action. Can KO starting at 130%.
Side special Power Shell 7.5% (going forward), 5.5% (coming back) Summons Koops, who goes into his shell and launches himself forward. Can go past the ledge without falling, potentially gimping recoveries. If Koops happens to run over an item during his animation, he picks it up and gives it to Paper Mario.
Up special Air Lift Summons Parakarry, and Lift he lifts Paper Mario up and flies him around. Grants a lot of distance and can help Paper Mario recover from a weak meteor spike. Parakarry has armor through the whole move, however if opponents deal enough damage (about 30%) he will drop Paper Mario and be unusable for 5 seconds.
Down special Veil 14% Summons Vivian, who pulls Paper Mario under and pops up after a few seconds while attacking. Similar to Dimensional Cape.The player can input any direction to reappear there. Can kill middleweights starting at 90%.
Final Smash Supernova 5% (lines, hit), 3% (lines, touching), 20% (flash attack) Summons the Crystal Star, the final Crystal Star from Paper Mower: The Thousand-Year Door. A gauge shows up above Paper Mario, and the user has to repeatedly press A to fill up the gauge 3 times. Once all the gauges are filled, or 15 seconds pass, then a cut scene plays where multiple lines start appearing across the screen, potentially trapping the opponents. After all the lines have appeared, the screen suddenly flashes, and all the fighters trapped in the lines are launched. The number of lines that appear depend on how much gauges are filled. This Final Smash can kill starting at 45%.

Taunts

  • Up taunt: Faces towards the player and does a thumbs up. While it's the same as Mario's, it references his victory animation in the first two Paper Mario games.
  • Down taunt: Runs around in place while turning around. Part of his victory animation in Paper Mario: The Thousand-Year Door.
  • Side taunt: Gently swings his hammer downward, making either a Yoshi ride sound, a mouse squeak, or cricket chirp. A reference to the different hammer sound effects Paper Mario's hammer can have.
  • Smash taunt: Goombario, Goombella, or Tippi will randomly appear and give a description of the opponent fighter

Idle animation

  • Raises his hand up for a brief moment. References how he responds to others.
  • Stares upward for a brief moment.

Victory poses

  • Victory Theme, the Victory Theme from Paper Mario: The Thousand-Year Door, which itself is from Super Mario World
  • Spins around multiple times, then leaks up in joy. One of his victory animations in Paper Mario
  • Pulls down his cap, then joyfully throws it up and twirls it. One of his victory animations in Paper Mario: The Thousand Year Door
  • Flips into the second dimension, then gives the player a thumbs up.