Navi Name: Raiden.EXE (Raiden 3 — the new version that will come out after my subplot is finished.)
+--Ground--+
A — An open-palmed strike.
Dash + A — Raiden throws himself into a running slide that takes the feet out from opponents.
Up + A — Raiden plants one hand on the ground and does a backflip, in which he kicks at the target above him.
Down + A — Raiden slams his hands into the ground, sending out shockwaves of electricity that travel a short distance.
B — An electrically-charged punch that damages and stuns the target.
B Hold — Builds up the amount of charge in the B punch, increasing the damage and duration of the stun.
Side + B — Sends a burst of electromagnetic waves radiating outwards in a cone shape.
Up + B — Raiden glitches up a portion of the battlefield, until he has created a set of corrupted stairs. He runs up these steps and kicks off the top; as soon as he has left the top of the steps, they vanish.
Down + B — Creates a clone of Raiden, in one of a variety of moods. This duplicate fights alongside Raiden for a set period of time before it vanishes.
+--Air--+
A — A sweeping midair kick.
Down + A — A blast of lightning, aimed downwards.
Up + A — A blast of lightning, aimed upwards.
Side + A — Raiden slips off his coat and smacks the enemy with it before pulling it back on.
B - An electrically-charged punch that damages and stuns the target.
Up + B - Raiden glitches up a portion of the battlefield, until he has created a set of corrupted stairs. He runs up these steps and kicks off the top; as soon as he has left the top of the steps, they vanish.
Down + B -
+--Smashes--+
Left/Right Smash: Raiden charges a massive bolt of lightning and throws it at the target. Reaches a moderate distance.
Final Smash: "100%". A massive lightning bolt strikes Raiden, damaging anything in its path. The lightning strike accelerates Raiden's decompresssion until he is in his final form — a blade-winged beast with better launching power, a higher weight, and the ability to fly for short periods of time.
Home Stage: "NNDC Server". The ruins of the rather generic server that once housed the four CTRLs. In the background, three capsules that once held the CTRLs in stasis are visible. The rest of the server is dark, brooding, and in pieces; bits occasionally fall out from beneath battlers' feet.
Assist Trophies: Fujin, Memory, and Thought. Fujin flies across the screen, leaving tornadoes in his wake. Memory chases down opponents and slashes at them with her punching chainsaws. Thought fires icy blasts that freeze opponents.
Super Smaaaaaaaaaaash Naviiiiiiis!
last edited by
Enigma.EXE
Ground Moves
A -- a simple punch/attack, depending on what form he's in
A + Left/Right -- an increased-power attack, depending on what form he's in
A + Down -- some energy phases out to deal damage/low attack
A + Up -- some energy phases upwards to deal damage/high attack
B -- a barrel or some other destructible object takes his place for about five seconds; can be used once every minute or so to prevent spamming
B + Left/Right -- energy projectile/lunge
B + Down -- transform! Enigma changes into one of ten weapons. (i.e. sword, stabs/slices/throws itself)
B+Up -- teleport upwards
Grab -- enemy is sucked inwards, and damage is 'leeched' or traded
Air Moves
A + Down -- a downwards strike, obviously, except it continues (like a repeated slice, etc)
FINAL SMASH -- Enigma clones himself, and his clone survives for thirty seconds or so, becoming another AI that doesn't flinch and can't die. Run. (won't fall off edge)
=-=-=
Yeah, Enigma would kind of suck to play. No real physical moves.
XD
Ground Moves
A -- a simple punch/attack, depending on what form he's in
A + Left/Right -- an increased-power attack, depending on what form he's in
A + Down -- some energy phases out to deal damage/low attack
A + Up -- some energy phases upwards to deal damage/high attack
B -- a barrel or some other destructible object takes his place for about five seconds; can be used once every minute or so to prevent spamming
B + Left/Right -- energy projectile/lunge
B + Down -- transform! Enigma changes into one of ten weapons. (i.e. sword, stabs/slices/throws itself)
B+Up -- teleport upwards
Grab -- enemy is sucked inwards, and damage is 'leeched' or traded
Air Moves
A + Down -- a downwards strike, obviously, except it continues (like a repeated slice, etc)
FINAL SMASH -- Enigma clones himself, and his clone survives for thirty seconds or so, becoming another AI that doesn't flinch and can't die. Run. (won't fall off edge)
=-=-=
Yeah, Enigma would kind of suck to play. No real physical moves.
XD
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CYCLOOONE! (I am copying EN's setup, yus. )
Ground
A — Typical Punch and Kick
Dash + A — Cyclone propels himself forward at a high speed.
Up + A — A wind enhanced uppercut.
Down + A — Cyclone crouches and spins around, releasing a burst of wind from his finger as he does so.
B — A small tornado (About half height) that travels along the ground, launching the first opponent it hits vertically.
B Hold — Tornado travels farther and launches opponents higher
Side + B — Cyclone tosses a propellerang, which travels like half of an infinity sign.
Up + B — Cyclone uses the propeller on his back to fly very high, but does no damage.
Down + B — Creates a whirlwind around Cyclone that damages surrounding opponents.
Air
A — A good side kick.
Down + A — Cyclone descends at a sharp angle, kick first.
Up + A — Two high kicks.
Side + A — A wind-powers two-handed smash.
B - A small tornado that travels in a straight line from where it was fired. It launches opponents vertically.
Up + B - Cyclone uses the propeller on his back to fly very high, but does no damage.
Down + B - Cyclone makes a whirlwind appear on the ground below him, trapping and damaging opponents for a moment.
Smashes
Left/Right Smash: Cyclone points at the ground and charges up a tornado that launches nearby enemies skyward. Lingers for a moment after discharge.
Final Smash: "Hurricane" Cyclone shouts, and creates a large, swirling tornado round him. It reaches the way from the top of the stage to the bottom, and sacrifices high damage for a pulling effect on opponents.
Home Stage: "PlaneComp" A typical stage, with a base ground, one jump-through platform above the main one, and two vertically moving platforms on the sides. There are two flagpoles with broad, red flags on them. When the wind begins to blow, players begin to get moved with it. Small planes will also fly through the sky, damaging anyone that hits them. (The main platform is quite long)
Assist Trophies: None
Abilities
-High initial jump
-Stronger arial attacks
-'A' attacks have slight pushing effect.
Weaknesses
-Takes 1.2x damage from attacks.
-Low weight allows him to also be knocked about easily.
Ground
A — Typical Punch and Kick
Dash + A — Cyclone propels himself forward at a high speed.
Up + A — A wind enhanced uppercut.
Down + A — Cyclone crouches and spins around, releasing a burst of wind from his finger as he does so.
B — A small tornado (About half height) that travels along the ground, launching the first opponent it hits vertically.
B Hold — Tornado travels farther and launches opponents higher
Side + B — Cyclone tosses a propellerang, which travels like half of an infinity sign.
Up + B — Cyclone uses the propeller on his back to fly very high, but does no damage.
Down + B — Creates a whirlwind around Cyclone that damages surrounding opponents.
Air
A — A good side kick.
Down + A — Cyclone descends at a sharp angle, kick first.
Up + A — Two high kicks.
Side + A — A wind-powers two-handed smash.
B - A small tornado that travels in a straight line from where it was fired. It launches opponents vertically.
Up + B - Cyclone uses the propeller on his back to fly very high, but does no damage.
Down + B - Cyclone makes a whirlwind appear on the ground below him, trapping and damaging opponents for a moment.
Smashes
Left/Right Smash: Cyclone points at the ground and charges up a tornado that launches nearby enemies skyward. Lingers for a moment after discharge.
Final Smash: "Hurricane" Cyclone shouts, and creates a large, swirling tornado round him. It reaches the way from the top of the stage to the bottom, and sacrifices high damage for a pulling effect on opponents.
Home Stage: "PlaneComp" A typical stage, with a base ground, one jump-through platform above the main one, and two vertically moving platforms on the sides. There are two flagpoles with broad, red flags on them. When the wind begins to blow, players begin to get moved with it. Small planes will also fly through the sky, damaging anyone that hits them. (The main platform is quite long)
Assist Trophies: None
Abilities
-High initial jump
-Stronger arial attacks
-'A' attacks have slight pushing effect.
Weaknesses
-Takes 1.2x damage from attacks.
-Low weight allows him to also be knocked about easily.
last edited by
Comment to Zero...
Cyclone is too uber.
-_-;;
Huge jumps, more flinch from attacks, AND stronger aerial attacks?
XD
Can you say CHEEEP CHEEEP CHEEEEEP?
Cyclone is too uber.
-_-;;
Huge jumps, more flinch from attacks, AND stronger aerial attacks?
XD
Can you say CHEEEP CHEEEP CHEEEEEP?
last edited by
((Eh, dunno about Brawl, so I'll use what little I know of it and mix in some Melee.))
Navi Name: Broadside
--White Guard (Starting form. Selectable.)--
Grapple: No. (Not strong enough to grapple with 1 arm.)
Throws
-- N/A (If you can't Grapple an opponent, you can't throw them.)
Regular Ground Attacks
A and (A) > A - Rifle Bash
Side + A and Side + (A) > A - Walking Roundhouse Kick
Dash + A - Bayonet Impaler (Elec)
Up + A - Bayonet Crescent (Elec)
Down + A - Bayonet Sweep (Elec)
B (+ Hold (+ Direction Aim)) - G-Rifle Burst (Elec)
Towards + B - Powered Boost (Elec)
Up + B - Powered Boost (Elec)
Down + B - Booster Flash (Fire)
Ground Smash Attacks
Side Smash + A - Gigas Fist (Elec)
Up Smash + A - Booster Crescent Kick (Fire)
Down Smash + A - Gaia Fist (Elec)
Side Smash + Tap B - Crash Boost (Elec)
Up Smash + Tap B - Crash Boost (Elec)
Down Smash + B - Booster Flare (Fire)
Regular Air Attacks
A - Armor Shock (Elec)
Side + A — Flying Side-Kick
Up + A - Over-head Rifle Bash
Down + A - Windmill Sweep
B (+ Hold (+ Direction Aim)) - Hover G-Rifle Burst
Side + B - Powered Boost (Elec)
Up + B - Powered Boost (Elec)
Down + B - Powered Boost (Elec)
Air Smash Attacks
Side Smash + A — Flare Kick (Elec)
Up Smash + A - Turbine Crescent Kick (Fire)
Down Smash + A - Boosted Flip-n-Drop Kick (Fire)
Side Smash + B - Crash Boost (Elec)
Up Smash + B - Crash Boost (Elec)
Down Smash + B - Meteor Impact (Fire)
Final Smash: Core Cross (Elec) (Transformation.)
-- Broadside holsters his Guard Rifle, and draws out a glowing blue cylinder from his backpack. A hole appears in his chest, which the cylinder is promptly inserted into, and locked into place. The handle retracts to form Broadside's Navi Emblem a moment before his entire form glows, loses resolution, and detonates in a spherical explosion of pure energy that deals continuous damage to anything caught in the blast radius. The sphere of energy then contracts and assumes the shape of Broadside's Assault Mech form. A sonic shockwave pushes nearby enemies away as Broadside completes the transformation. Combat resumes at this point.
--Assault Mech (Transformation. Not selectable.)--
Grapple: Yes (And Carry.)
Throws
Up - Orbital Launch (Elec)
Down - Megaton Face-Plant
Forward — Fed-Hex (Elec)
Backward — Shieldapult
Hit-A - Knee Smash
Hit-B - Armor Shock (Elec)
Regular Ground Attacks
A - Gigas Jab (Elec)
Side + A - Gigas Punch (Elec)
Side + Hold A - Trample
Dash + A - Shield Bash
Dash + Hold A - Steamroll
Up + A - Hammer Spin (Elec)
Down + A - Stomp
Down + (A) > A - Pile Driver (Elec)
Tap B [Charge] (+ B [Fire]) - Missile Barrage (Elec)
Towards + B - Frag-Shot Buster
Up + B - Cluster Bomb Mortar (Elec)
Down + B - Bunker Buster Howitzer (Elec)
Ground Smash Attacks
Side Smash + A - (Elec)
Up Smash + A - Detonator (Fire)
Down Smash + A - Fault Line (Elec)
Side Smash + B - Linear-Driver Cannon (Elec)
Up Smash + B - Steel Rain (Elec)
Down Smash + B (+ Direction Aim) - Concussion Blast (Fire)
Regular Air Attacks
A - Tornado Shield Bash
Side + A — Great Cleave (Elec)
Up + A - Crescent Slash (Elec)
Down + A - Jet Blast (Fire)
Tap B [Charge] (+ B [Fire]) - Missile Barrage (Elec)
Towards + B - Frag-Shot Buster
Up + B - Cluster Bomb Mortar (Elec)
Down + B - Bunker Buster Howitzer (Elec)
Air Smash Attacks
Side Smash + A - Great Cleave (Elec)
Up Smash + A - Booster Punch (Fire)
Down Smash + A - Crater-Maker
Side Smash + B - Linear-Driver Cannon (Elec)
Up Smash + B - Steel Rain (Elec)
Down Smash + B (+ Direction Aim) - Concussion Blast (Fire)
Final Smash: Deletion Cannon (Elec) (Transformation.)
-- Time stops, a red cross-hair appears, and a 3 second timer starts. During this 3-second period, the cross-hair can be moved in any direction desired, dictating the direction the cannon will fire in. When the timer reaches zero, Broadside will land, anchor himself to the ground, then aim his weapon arm wherever the cross-hair was located. The arm will split, separate vertically, then extend the guide barrel while various panels, pylons, and locking mechanisms deploy. The cannon then charges, eventually creating a dense glowing mass of anti-matter between the two halves of the split-barrel. A moment after the weapon reaches its peak charge level, the cannon fires a powerful anti-matter beam, dealing devastating damage to absolutely everything in it's path, as well as damaging or erasing portions of the stage and background (temporarily). When the beam expires, Broadside reverts back to White Guard form, and removes the no-longer glowing cylinder from his chest, replaces it in his backpack, and draws his Guard Rifle once again. Combat resumes at this point.
Assist Throphies: Hunter / Killer
White Guard -- Summons 6 H/K's to unload their arsenal upon the target.
Assault Mech -- Summons 12 H/K's to unload their arsenal upon the target.
((I actually wrote descriptions for every attack, but I didn't add them because it'd end up WoT-ish, and no-one would read any of it. Instead, if anything you see interests you, ask about it, and I'll post the description.))
Navi Name: Broadside
--White Guard (Starting form. Selectable.)--
Grapple: No. (Not strong enough to grapple with 1 arm.)
Throws
-- N/A (If you can't Grapple an opponent, you can't throw them.)
Regular Ground Attacks
A and (A) > A - Rifle Bash
Side + A and Side + (A) > A - Walking Roundhouse Kick
Dash + A - Bayonet Impaler (Elec)
Up + A - Bayonet Crescent (Elec)
Down + A - Bayonet Sweep (Elec)
B (+ Hold (+ Direction Aim)) - G-Rifle Burst (Elec)
Towards + B - Powered Boost (Elec)
Up + B - Powered Boost (Elec)
Down + B - Booster Flash (Fire)
Ground Smash Attacks
Side Smash + A - Gigas Fist (Elec)
Up Smash + A - Booster Crescent Kick (Fire)
Down Smash + A - Gaia Fist (Elec)
Side Smash + Tap B - Crash Boost (Elec)
Up Smash + Tap B - Crash Boost (Elec)
Down Smash + B - Booster Flare (Fire)
Regular Air Attacks
A - Armor Shock (Elec)
Side + A — Flying Side-Kick
Up + A - Over-head Rifle Bash
Down + A - Windmill Sweep
B (+ Hold (+ Direction Aim)) - Hover G-Rifle Burst
Side + B - Powered Boost (Elec)
Up + B - Powered Boost (Elec)
Down + B - Powered Boost (Elec)
Air Smash Attacks
Side Smash + A — Flare Kick (Elec)
Up Smash + A - Turbine Crescent Kick (Fire)
Down Smash + A - Boosted Flip-n-Drop Kick (Fire)
Side Smash + B - Crash Boost (Elec)
Up Smash + B - Crash Boost (Elec)
Down Smash + B - Meteor Impact (Fire)
Final Smash: Core Cross (Elec) (Transformation.)
-- Broadside holsters his Guard Rifle, and draws out a glowing blue cylinder from his backpack. A hole appears in his chest, which the cylinder is promptly inserted into, and locked into place. The handle retracts to form Broadside's Navi Emblem a moment before his entire form glows, loses resolution, and detonates in a spherical explosion of pure energy that deals continuous damage to anything caught in the blast radius. The sphere of energy then contracts and assumes the shape of Broadside's Assault Mech form. A sonic shockwave pushes nearby enemies away as Broadside completes the transformation. Combat resumes at this point.
--Assault Mech (Transformation. Not selectable.)--
Grapple: Yes (And Carry.)
Throws
Up - Orbital Launch (Elec)
Down - Megaton Face-Plant
Forward — Fed-Hex (Elec)
Backward — Shieldapult
Hit-A - Knee Smash
Hit-B - Armor Shock (Elec)
Regular Ground Attacks
A - Gigas Jab (Elec)
Side + A - Gigas Punch (Elec)
Side + Hold A - Trample
Dash + A - Shield Bash
Dash + Hold A - Steamroll
Up + A - Hammer Spin (Elec)
Down + A - Stomp
Down + (A) > A - Pile Driver (Elec)
Tap B [Charge] (+ B [Fire]) - Missile Barrage (Elec)
Towards + B - Frag-Shot Buster
Up + B - Cluster Bomb Mortar (Elec)
Down + B - Bunker Buster Howitzer (Elec)
Ground Smash Attacks
Side Smash + A - (Elec)
Up Smash + A - Detonator (Fire)
Down Smash + A - Fault Line (Elec)
Side Smash + B - Linear-Driver Cannon (Elec)
Up Smash + B - Steel Rain (Elec)
Down Smash + B (+ Direction Aim) - Concussion Blast (Fire)
Regular Air Attacks
A - Tornado Shield Bash
Side + A — Great Cleave (Elec)
Up + A - Crescent Slash (Elec)
Down + A - Jet Blast (Fire)
Tap B [Charge] (+ B [Fire]) - Missile Barrage (Elec)
Towards + B - Frag-Shot Buster
Up + B - Cluster Bomb Mortar (Elec)
Down + B - Bunker Buster Howitzer (Elec)
Air Smash Attacks
Side Smash + A - Great Cleave (Elec)
Up Smash + A - Booster Punch (Fire)
Down Smash + A - Crater-Maker
Side Smash + B - Linear-Driver Cannon (Elec)
Up Smash + B - Steel Rain (Elec)
Down Smash + B (+ Direction Aim) - Concussion Blast (Fire)
Final Smash: Deletion Cannon (Elec) (Transformation.)
-- Time stops, a red cross-hair appears, and a 3 second timer starts. During this 3-second period, the cross-hair can be moved in any direction desired, dictating the direction the cannon will fire in. When the timer reaches zero, Broadside will land, anchor himself to the ground, then aim his weapon arm wherever the cross-hair was located. The arm will split, separate vertically, then extend the guide barrel while various panels, pylons, and locking mechanisms deploy. The cannon then charges, eventually creating a dense glowing mass of anti-matter between the two halves of the split-barrel. A moment after the weapon reaches its peak charge level, the cannon fires a powerful anti-matter beam, dealing devastating damage to absolutely everything in it's path, as well as damaging or erasing portions of the stage and background (temporarily). When the beam expires, Broadside reverts back to White Guard form, and removes the no-longer glowing cylinder from his chest, replaces it in his backpack, and draws his Guard Rifle once again. Combat resumes at this point.
Assist Throphies: Hunter / Killer
White Guard -- Summons 6 H/K's to unload their arsenal upon the target.
Assault Mech -- Summons 12 H/K's to unload their arsenal upon the target.
((I actually wrote descriptions for every attack, but I didn't add them because it'd end up WoT-ish, and no-one would read any of it. Instead, if anything you see interests you, ask about it, and I'll post the description.))
last edited by
I'll play!
Navi: Nitro
Side note: Nearly every one of Nitro's attacks has some sort of explosion, unless otherwise stated. It's mainly fluff for the regular A attacks.
Regular Ground Attacks
A - "Kick" Simply kicks the enemy. No explosion.
Side + A - "Exploding Elbow" Hits the enemy with his elbow, with small bomb hidden in crook. Small explosion.
Up + A - "Force Bomb" Punches into the air while holding a bomb. Small explosion.
Down +A - "Big Boot" Raises foot into the air and stomps down. His foot grows slightly.
B - "Nitro Bomb" Nitro throws one of his own bombs a few feet in front of him. Nitro's bombs are remote activated, so they will not explode unless the player presses the B button again. However, they can be picked up by an opponent and thrown at others. They cannot be set off when held. Some bombs, however, simply explode into confetti
Side + B - "Bomb" Simmilar to Snake, Nitro throws a bomb. However, this could be any kind of bomb in the game, including Character Specific bombs like Links' bombs or Snake's gernades. Smart bombs are more likely to be duds.
Up + B - "Bomb Tower" A plunger box appears in front of Nitro and he pushes down on it. A giant dynamite stick juts out of the ground beneath him, launching him upwards. This dynamite stick is unlit, but can be lit by any fire-based or exploding attack. When it explodes, it has a simmilar effect to a Smart bomb. However, it dosen't deal as much damage.
Down + B - "Bomb Barrage" Nitro leaps into the air and throws a few bombs down, which explode upon impact. Some bombs, however, simply explode into confetti.
Regular Air Attacks
A - "Thrash" Nitro randomly punches and kicks in the air in all directions. Gets wilder as Nitro takes more damage. No explosion.
Up+A - "Force Bomb" Same as on ground, but Nitro goes upward a little.
Down + A - "Big Boot Bomber" Nitro forces one foot down and speeds toward the ground, with a small bomb under his heel. Small explosion.
B- "Nitro Bomb" Same as on ground.
Side + B - "Bomb" Same as on ground.
Up + B - "Bomb Tower" Same as on ground, but dynamite stick juts out of bottom of screen (unless over land) and always goes high enough to meet him. Also, the dynamite is already lit.
Down + B - "Bomb Barrage" Same as on ground, but Nitro doesn't jump any higher.
Smash Attacks
Side + A: "Bomb Punch" Nitro punches while holding a bomb.
Down + A: "Rictor Bomb" Nitro throws a bomb at the ground and makes an explosion about the size of a Bob-omb's. Causes the ground to shake a little.
Up + A: "Force Bomb" Same as regular ground, except explosion is bigger.
Final Smash: "Destruction Dance" Heavy bass music plays, and Nitro starts doing a jumping sort of dance around the stage, causing a major explosion every time he comes in contact with the ground. This move can be guided left and right, and the explosions can be made bigger with well-timed button presses. At the end, Nitro leaps high into the air and lands, causing an explosion 3 times as big as him and 5 times as powerful as the other explosions.
Navi: Nitro
Side note: Nearly every one of Nitro's attacks has some sort of explosion, unless otherwise stated. It's mainly fluff for the regular A attacks.
Regular Ground Attacks
A - "Kick" Simply kicks the enemy. No explosion.
Side + A - "Exploding Elbow" Hits the enemy with his elbow, with small bomb hidden in crook. Small explosion.
Up + A - "Force Bomb" Punches into the air while holding a bomb. Small explosion.
Down +A - "Big Boot" Raises foot into the air and stomps down. His foot grows slightly.
B - "Nitro Bomb" Nitro throws one of his own bombs a few feet in front of him. Nitro's bombs are remote activated, so they will not explode unless the player presses the B button again. However, they can be picked up by an opponent and thrown at others. They cannot be set off when held. Some bombs, however, simply explode into confetti
Side + B - "Bomb" Simmilar to Snake, Nitro throws a bomb. However, this could be any kind of bomb in the game, including Character Specific bombs like Links' bombs or Snake's gernades. Smart bombs are more likely to be duds.
Up + B - "Bomb Tower" A plunger box appears in front of Nitro and he pushes down on it. A giant dynamite stick juts out of the ground beneath him, launching him upwards. This dynamite stick is unlit, but can be lit by any fire-based or exploding attack. When it explodes, it has a simmilar effect to a Smart bomb. However, it dosen't deal as much damage.
Down + B - "Bomb Barrage" Nitro leaps into the air and throws a few bombs down, which explode upon impact. Some bombs, however, simply explode into confetti.
Regular Air Attacks
A - "Thrash" Nitro randomly punches and kicks in the air in all directions. Gets wilder as Nitro takes more damage. No explosion.
Up+A - "Force Bomb" Same as on ground, but Nitro goes upward a little.
Down + A - "Big Boot Bomber" Nitro forces one foot down and speeds toward the ground, with a small bomb under his heel. Small explosion.
B- "Nitro Bomb" Same as on ground.
Side + B - "Bomb" Same as on ground.
Up + B - "Bomb Tower" Same as on ground, but dynamite stick juts out of bottom of screen (unless over land) and always goes high enough to meet him. Also, the dynamite is already lit.
Down + B - "Bomb Barrage" Same as on ground, but Nitro doesn't jump any higher.
Smash Attacks
Side + A: "Bomb Punch" Nitro punches while holding a bomb.
Down + A: "Rictor Bomb" Nitro throws a bomb at the ground and makes an explosion about the size of a Bob-omb's. Causes the ground to shake a little.
Up + A: "Force Bomb" Same as regular ground, except explosion is bigger.
Final Smash: "Destruction Dance" Heavy bass music plays, and Nitro starts doing a jumping sort of dance around the stage, causing a major explosion every time he comes in contact with the ground. This move can be guided left and right, and the explosions can be made bigger with well-timed button presses. At the end, Nitro leaps high into the air and lands, causing an explosion 3 times as big as him and 5 times as powerful as the other explosions.
last edited by
Name: Kitsune
Ground
A — Attacks with tails
Dash + A — Dashing bite
Up + A — "Tail uppercut": does a backflip upwards, hitting enemies with tails
Down + A — Slower, but more powerful, tail attack. Stabs tails over his head and into the ground.
B — spins around, whipping with tails. Charges to make a fiery tornado around him.
Left/right + B — teleports two body lengths in that direction, then attacks with burning tails.
Up + B — teleport up, then "tail uppercut"
Down + B — Spirit Armor: cuts damage to ¼ to ½, and when the attack impacts, anyone around him in the radius will get knocked away.
Air
A — attacks with tails
Down + A — Attacks downwards with tails
Up + A — "spinning tail uppercut": Same as "tail uppercut" but spins faster and more times, and goes up higher.
Left/right + A — Spirit Dash: dashes as if running on the ground, and hits the enemy from beneath, knocking the enemy in the opposite direction (behind Kitsune).
B — Same as ground B. Left/Right with B makes him head in that direction with that attack.
Up + B — turns into a fireball, and dashes straight up
Down + B - Torpedoes down, head-first
Smashes
Left/Right Smash - Slashes with a Sword as his left arm
Up Smash - Stabs his tails up, spread out for greater range but less power than usual smashes.
Down Smash - Turns himself into a fireball for a few seconds. Basically, turns himself into a multi-hitting, stationary attack.
Final Smash — Triple Assault: Kitsune splits into three — one humanoid Kitsune with a sword arm and 7 tails, one savage-looking Kitsune with 5 tails, and one golden Kitsune with 9 tails. The 5-tailed roars, causing the screen to shake, stunning anyone on the ground at that time. The 7-tailed then dashes across the screen with one slash, damaging anyone it hits. Since it travels along the ground, it can be dodged quite easily, unless you were on the ground when the roar happened. The 9-tailed is now the one you play as, rather than attacking. He has more speed and multi-jump ability, and tail attacks now have more range due to having more tails.
The three Kitsune's of the Final Smash are Dark Mode( the 5-tailed Kitsune), Light Mode (the 7-tailed Kitsune) and Wisdom Mode(the 9-tailed Kitsune)
Ground
A — Attacks with tails
Dash + A — Dashing bite
Up + A — "Tail uppercut": does a backflip upwards, hitting enemies with tails
Down + A — Slower, but more powerful, tail attack. Stabs tails over his head and into the ground.
B — spins around, whipping with tails. Charges to make a fiery tornado around him.
Left/right + B — teleports two body lengths in that direction, then attacks with burning tails.
Up + B — teleport up, then "tail uppercut"
Down + B — Spirit Armor: cuts damage to ¼ to ½, and when the attack impacts, anyone around him in the radius will get knocked away.
Air
A — attacks with tails
Down + A — Attacks downwards with tails
Up + A — "spinning tail uppercut": Same as "tail uppercut" but spins faster and more times, and goes up higher.
Left/right + A — Spirit Dash: dashes as if running on the ground, and hits the enemy from beneath, knocking the enemy in the opposite direction (behind Kitsune).
B — Same as ground B. Left/Right with B makes him head in that direction with that attack.
Up + B — turns into a fireball, and dashes straight up
Down + B - Torpedoes down, head-first
Smashes
Left/Right Smash - Slashes with a Sword as his left arm
Up Smash - Stabs his tails up, spread out for greater range but less power than usual smashes.
Down Smash - Turns himself into a fireball for a few seconds. Basically, turns himself into a multi-hitting, stationary attack.
Final Smash — Triple Assault: Kitsune splits into three — one humanoid Kitsune with a sword arm and 7 tails, one savage-looking Kitsune with 5 tails, and one golden Kitsune with 9 tails. The 5-tailed roars, causing the screen to shake, stunning anyone on the ground at that time. The 7-tailed then dashes across the screen with one slash, damaging anyone it hits. Since it travels along the ground, it can be dodged quite easily, unless you were on the ground when the roar happened. The 9-tailed is now the one you play as, rather than attacking. He has more speed and multi-jump ability, and tail attacks now have more range due to having more tails.
The three Kitsune's of the Final Smash are Dark Mode( the 5-tailed Kitsune), Light Mode (the 7-tailed Kitsune) and Wisdom Mode(the 9-tailed Kitsune)
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Navi Name: Resonance.EXE
+--Ground--+
A — Single vertical swing of tuning fork (medium to fast speed)
AAA - Basic combo of Vertical/Horizontal/Vertical of fork swings (medium to fast)
Side + A - Wider & narrower vertical fork swing, slightly longer range (medium)
Dash + A — Plants fork into ground and launches forwards with a flying kick.(Fast)
Up + A — Shoulder speakers point upward and release a short burst of sound. (Fast with minor recoil)
Down + A — Slams fork down in front and drags in circle along the ground around himself, striking the front twice and behind once. (medium)
B: "Feedback Grenade" — Lobs small bomb of compressed sound from shoulder speakers a short distance ahead. Arc can be minimally controlled. (Medium to fast) Elec Damage
B (charged): "Feedback Grenade" — Speakers extend forward and Resonance leans back. Sound repeats between the speakers. Large bomb of compressed sound launched from shoulder speakers a short distance ahead. Arc can be minimally controlled.(Medium to fast) Elec Damage
Side + B "Tuned Strike" — Taps fork to ground and swings horizontally. Minimal damage if just beyond fork range. Max damage if struck & 1 second stun. (Medium to fast) Elec Damage
Up + B: "Rising Cacaphony"— Fires a large sound burst against the ground, launching himself in a somersault. (Fast, helpless after used until struck or landing)
Down + B: "Ambient Noise" — Faces screen and leans on fork as soothing sounds pour out from his shoulder speakers in all directions. Nearby enemies fall asleep. (vulnerable to ranged attack, no damage)
+--Air--+
A — A diagonal downward kick. No change in jump trajectory. (Fast)
Down + A — Triple stomp downward. Ends any upward acceleration. (Medium to fast)
Up + A — Overhead swipe of fork. No change in jump trajectory. (Medium)
Side + A — Holds fork out at arms length and spins horizontally. Barely slows descent speed while spinning. (Medium)
B: "Feedback Grenade" — Lobs small bomb of compressed sound from shoulder speakers a distance ahead. Arc can be minimally controlled. (Medium to fast) Elec Damage
B (charged): "Feedback Grenade" — Speakers extend forward and Resonance leans back. Sound repeats between the speakers. Large bomb of compressed sound launched from shoulder speakers a distance ahead. Arc can be minimally controlled.(Medium to fast) Elec Damage
Side + B "Tuned Strike" — Taps fork with fist and swings diagonally downwards. Minimal damage if just beyond fork range. Max damage if struck & 1 second stun. (Medium to fast) Elec Damage
Up + B: "Rising Cacaphony"— Fires a large sound burst downwards, launching himself in a somersault. (Fast, helpless after used until struck or landing)
Down + B: "Ambient Noise" — Faces screen and leans on fork as soothing sounds pour out from his shoulder speakers in all directions. Nearby enemies fall asleep. (vulnerable to ranged attack, no damage, slows descent)
+--Throws--+
Initial Grab: Thrusts fork forward and captures opponent wedged between prongs. (around neck for large opponents, shoulders for medium to small)
Forward Throw: Yanks fork-held opponent towards himself and plants a boot into their midsection, ejecting them from between the prongs.
Backward Throw: Over the shoulder, fork-driven, piledriver. Opponent bounces free after striking ground.
Upward Throw: Whirls fork & held opponent around himself dragging them along the ground and finally flings them from the fork straight upwards.
Downward Throw: Slams fork ends into ground beside him, oppponent strikes the ground. Pins opponent beneath his boot while removing fork from opponent. Ends throw with launching opponent forward with fork "croquet-style".
Held Attack: Strikes between prongs with fist causing damaging vibrations to opponent.
+--Smashes--+
Up Smash: Flip-tosses his fork above his head, catching it upon return. Charge increases height of toss.
Down Smash: Slams fork into ground beside himself releasing jets of dust and ground particles on both sides.
Air + Down Smash: Straight downward thrust of fork. Increased downward speed. (cannot be charged)
Side Smash: Launches up to five short bursts of sound directly in front of himself.
Final Smash: "Threshold of Pain" Resonance places his fork on his backside and spins it around, the speakers on his shoulders grow to massive size. A large sound blast is launched out of the speakers, sending any in the direct path flying while others who glance the blow are left stunned from the deafening sound. Resonance experiences a severe recoil, but is the first to recover from the incredible blast. (Though those knocked off before hand will have the advantage for vengence kills.)
Granted that this more technical in its description, I hope everyone gets the idea.
+--Ground--+
A — Single vertical swing of tuning fork (medium to fast speed)
AAA - Basic combo of Vertical/Horizontal/Vertical of fork swings (medium to fast)
Side + A - Wider & narrower vertical fork swing, slightly longer range (medium)
Dash + A — Plants fork into ground and launches forwards with a flying kick.(Fast)
Up + A — Shoulder speakers point upward and release a short burst of sound. (Fast with minor recoil)
Down + A — Slams fork down in front and drags in circle along the ground around himself, striking the front twice and behind once. (medium)
B: "Feedback Grenade" — Lobs small bomb of compressed sound from shoulder speakers a short distance ahead. Arc can be minimally controlled. (Medium to fast) Elec Damage
B (charged): "Feedback Grenade" — Speakers extend forward and Resonance leans back. Sound repeats between the speakers. Large bomb of compressed sound launched from shoulder speakers a short distance ahead. Arc can be minimally controlled.(Medium to fast) Elec Damage
Side + B "Tuned Strike" — Taps fork to ground and swings horizontally. Minimal damage if just beyond fork range. Max damage if struck & 1 second stun. (Medium to fast) Elec Damage
Up + B: "Rising Cacaphony"— Fires a large sound burst against the ground, launching himself in a somersault. (Fast, helpless after used until struck or landing)
Down + B: "Ambient Noise" — Faces screen and leans on fork as soothing sounds pour out from his shoulder speakers in all directions. Nearby enemies fall asleep. (vulnerable to ranged attack, no damage)
+--Air--+
A — A diagonal downward kick. No change in jump trajectory. (Fast)
Down + A — Triple stomp downward. Ends any upward acceleration. (Medium to fast)
Up + A — Overhead swipe of fork. No change in jump trajectory. (Medium)
Side + A — Holds fork out at arms length and spins horizontally. Barely slows descent speed while spinning. (Medium)
B: "Feedback Grenade" — Lobs small bomb of compressed sound from shoulder speakers a distance ahead. Arc can be minimally controlled. (Medium to fast) Elec Damage
B (charged): "Feedback Grenade" — Speakers extend forward and Resonance leans back. Sound repeats between the speakers. Large bomb of compressed sound launched from shoulder speakers a distance ahead. Arc can be minimally controlled.(Medium to fast) Elec Damage
Side + B "Tuned Strike" — Taps fork with fist and swings diagonally downwards. Minimal damage if just beyond fork range. Max damage if struck & 1 second stun. (Medium to fast) Elec Damage
Up + B: "Rising Cacaphony"— Fires a large sound burst downwards, launching himself in a somersault. (Fast, helpless after used until struck or landing)
Down + B: "Ambient Noise" — Faces screen and leans on fork as soothing sounds pour out from his shoulder speakers in all directions. Nearby enemies fall asleep. (vulnerable to ranged attack, no damage, slows descent)
+--Throws--+
Initial Grab: Thrusts fork forward and captures opponent wedged between prongs. (around neck for large opponents, shoulders for medium to small)
Forward Throw: Yanks fork-held opponent towards himself and plants a boot into their midsection, ejecting them from between the prongs.
Backward Throw: Over the shoulder, fork-driven, piledriver. Opponent bounces free after striking ground.
Upward Throw: Whirls fork & held opponent around himself dragging them along the ground and finally flings them from the fork straight upwards.
Downward Throw: Slams fork ends into ground beside him, oppponent strikes the ground. Pins opponent beneath his boot while removing fork from opponent. Ends throw with launching opponent forward with fork "croquet-style".
Held Attack: Strikes between prongs with fist causing damaging vibrations to opponent.
+--Smashes--+
Up Smash: Flip-tosses his fork above his head, catching it upon return. Charge increases height of toss.
Down Smash: Slams fork into ground beside himself releasing jets of dust and ground particles on both sides.
Air + Down Smash: Straight downward thrust of fork. Increased downward speed. (cannot be charged)
Side Smash: Launches up to five short bursts of sound directly in front of himself.
Final Smash: "Threshold of Pain" Resonance places his fork on his backside and spins it around, the speakers on his shoulders grow to massive size. A large sound blast is launched out of the speakers, sending any in the direct path flying while others who glance the blow are left stunned from the deafening sound. Resonance experiences a severe recoil, but is the first to recover from the incredible blast. (Though those knocked off before hand will have the advantage for vengence kills.)
Granted that this more technical in its description, I hope everyone gets the idea.
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Soulman_Junior.EXE
Mid weight, Mid Speed, Mid Strength (Balanced)
B: Soul Finger Shot: Charge up all fingers one by one, then fire a laser forward a few yards
B^: Miyu Cross (cause it'll happen eventually): Grows wings and flies upwards, forming dark claws to perform a deadly uppercut (counts as a third jump)
B>: CapuCross Pole Dance: Materializes a red pole vertically, swings around on it to build up power, then launches self to the side (counts as a third jump)
Bv: Sexy Wink: Pulls off his shades and winks stun foes directly in front of him, only a few feet in range
A: Slaps foes three times, then goes into rapid slapping action
A^: Punches directly above him
A>: Pulls out some varitails, which he uses to tickle the opponent, small damage but mulitple hits
Av:Crouches down and spins on one foot, sticking out the other to trip up opponents
A+running: Leaps forward and slides into opponents
A^charged: Soul Flash: Builds up power in his chest, then aims his emblem upwards to fire out a blast a light, charge time builds up range (2 inches to 1 foot)
A>Charged: Pulls out a large hammer and brings it crashing down in front of him, electric attribute
AvCharged: NikkoCross: Pulls out cat claw guantlets, crouches down and slashes around his feet
A in Air: Spins around, slapping those immediately beside with his hair
A^ in Air: Slips upside down and sends a kick above him
A forward in Air: Snaps neck forward and slaps those in front with hair
A Backwards in Air: Smoothly sticks a hand, one finger extended, behind him, the finger charged with energy, can be a meteor smash
Av in Air: Flips upside down and slams his palm below him
Grab: Red Cross: Controls the air to hold an opponent still, slaps for damage
Throw^: Brings opponent just above him, then he slams his fingers, charged with energy, into their stomach
Throw Forward: Uses the wind to push the opponent away
Throw Back: Uses the wind to toss an opponent behind him, they dont go as far but it deals a bit more damage
ThrowV: Dashes behind opponet quick and delivers a wedgie, which forces them to the ground
Final Smash: Sexy Party: Junior says, "Please forgive me for this." and then launches into his technique. Him (and any allies, if on a team) are stripped to undergarments, which serve as armor. They have a total of 100%, which is split amoung the users. Once the armor is broken, the user is then naked, covered by nothing but a censor bar. This gives opponents nose bleeds, the propulsion from which makes them easier to launch. The censor bar state lasts for 8 seconds.
Taunt Up: Covers his mouth with one hand in surprise and says, "Gah! Navi-san! I didn't hurt you, did I?"
Taunt Side: Adjusts his glasses with one hand, looks down and sighs, then says, "I hate it when he makes me go overboard."
Taunt Down: Looks at the screen, takes off his shades and winks, saying, "Try not to move around too much, okay?"
Stage: Requiem Homepage: Small, grassy stage. Two tombstones lie in the middle and far to the right is a tree, which serves as a barrier. The tree can be smashed down. The tombstones can also be broken, but with consequences. The one with a human shape on it causes the opponent to be knocked back and take 30%. The one with the hammer causes a lightning bolt to zap the offender and take 50%. All three objects regenerate after a certain period of time.
Assist Trophy: Wes: A screen appears with Wes's face on it. He says, "Well this looks problematic.... seems you could use some help." He then turns the field underneath to ice. A mistconv hand pops up and freezes any opponents touched, then a Thunder1 rolls into one target and paralyzes him. FInally, some bamboo reeds pop up, shattering the ice and taking advantage of opponents in an incapacitated state to launch them upwards. Wes finishes by saying, "Its all in the strategy." before disappearing.
Mid weight, Mid Speed, Mid Strength (Balanced)
B: Soul Finger Shot: Charge up all fingers one by one, then fire a laser forward a few yards
B^: Miyu Cross (cause it'll happen eventually): Grows wings and flies upwards, forming dark claws to perform a deadly uppercut (counts as a third jump)
B>: CapuCross Pole Dance: Materializes a red pole vertically, swings around on it to build up power, then launches self to the side (counts as a third jump)
Bv: Sexy Wink: Pulls off his shades and winks stun foes directly in front of him, only a few feet in range
A: Slaps foes three times, then goes into rapid slapping action
A^: Punches directly above him
A>: Pulls out some varitails, which he uses to tickle the opponent, small damage but mulitple hits
Av:Crouches down and spins on one foot, sticking out the other to trip up opponents
A+running: Leaps forward and slides into opponents
A^charged: Soul Flash: Builds up power in his chest, then aims his emblem upwards to fire out a blast a light, charge time builds up range (2 inches to 1 foot)
A>Charged: Pulls out a large hammer and brings it crashing down in front of him, electric attribute
AvCharged: NikkoCross: Pulls out cat claw guantlets, crouches down and slashes around his feet
A in Air: Spins around, slapping those immediately beside with his hair
A^ in Air: Slips upside down and sends a kick above him
A forward in Air: Snaps neck forward and slaps those in front with hair
A Backwards in Air: Smoothly sticks a hand, one finger extended, behind him, the finger charged with energy, can be a meteor smash
Av in Air: Flips upside down and slams his palm below him
Grab: Red Cross: Controls the air to hold an opponent still, slaps for damage
Throw^: Brings opponent just above him, then he slams his fingers, charged with energy, into their stomach
Throw Forward: Uses the wind to push the opponent away
Throw Back: Uses the wind to toss an opponent behind him, they dont go as far but it deals a bit more damage
ThrowV: Dashes behind opponet quick and delivers a wedgie, which forces them to the ground
Final Smash: Sexy Party: Junior says, "Please forgive me for this." and then launches into his technique. Him (and any allies, if on a team) are stripped to undergarments, which serve as armor. They have a total of 100%, which is split amoung the users. Once the armor is broken, the user is then naked, covered by nothing but a censor bar. This gives opponents nose bleeds, the propulsion from which makes them easier to launch. The censor bar state lasts for 8 seconds.
Taunt Up: Covers his mouth with one hand in surprise and says, "Gah! Navi-san! I didn't hurt you, did I?"
Taunt Side: Adjusts his glasses with one hand, looks down and sighs, then says, "I hate it when he makes me go overboard."
Taunt Down: Looks at the screen, takes off his shades and winks, saying, "Try not to move around too much, okay?"
Stage: Requiem Homepage: Small, grassy stage. Two tombstones lie in the middle and far to the right is a tree, which serves as a barrier. The tree can be smashed down. The tombstones can also be broken, but with consequences. The one with a human shape on it causes the opponent to be knocked back and take 30%. The one with the hammer causes a lightning bolt to zap the offender and take 50%. All three objects regenerate after a certain period of time.
Assist Trophy: Wes: A screen appears with Wes's face on it. He says, "Well this looks problematic.... seems you could use some help." He then turns the field underneath to ice. A mistconv hand pops up and freezes any opponents touched, then a Thunder1 rolls into one target and paralyzes him. FInally, some bamboo reeds pop up, shattering the ice and taking advantage of opponents in an incapacitated state to launch them upwards. Wes finishes by saying, "Its all in the strategy." before disappearing.
last edited by
Well this sounds like fun, let's spice things up. (I like majin's format, stealing!)
Kenji.exe
Light weight, High Speed, Mid Strength (Fast but defenseless)
B: Spirit arrows: Charge up energy in his hands, once fully charged, release B button to send five arrows at an opponent. Homes in on them like snake's rocket, but you don't need to control them. The longer you charge, the faster they go.
B^: Toss ally: Kira appears, grabs Kenji by the collar and throws Kenji into the air in a spiral. If done in midair, she kicks him in the chest upwards.
B>: Shundo warp: teleports a fair distance across the screen, damages anyone in his path.
Bv: Tekkai burst: Kira hovers in front of Kenji, anybody coming too close gets attacked, and any projectile is deflected. Only guards from one direction, vulnerable on the other side and above.
A: Kicks opponent in a quick succession
A^: Does a one handed hand-stand and kicks upwards
A>: Roundhouse kick, shoe flies off at hits opponent. Kenji then pulls one out from behind his back and fits it on.
Av: Crouches down and does a windmill kick and sweeps the opponents off their feet
A+running: Rolls forward, when in contact with object or opponent, drop kicks them in the chin.
A in Air: Spinning roundhouse kick
A^ in Air: Takes off sash and whips in into the area above him
A forward in Air: Throws staff forward like a boomerang.
A Backwards in Air: Cloak appears on his shoulders, he tears it off and tosses it behind him.
Av in Air: Takes scythe out and slashed in a circular motion downwards
Grab: Wraps legs around opponent and head-butts them repeatedly
Throw^: Rageclaw forms on his hands, then grabs the opponent and holds them above him, claw extends and pushes them into the air.
Throw Forward: Pushes palm up against opponents chest and sends spirit arrows through them. If opponent is female, spends a couple seconds groping their chest, is vulnerable to counterattacks at this point.
Throw Back:Jumps up and wraps legs around the opponents head, then does a suplex to toss them behind him.
ThrowV: Slides under opponent's legs and slides up behind them, pinning their arms behind their back. Kira appears and delivers a strong punch to their chest.
Final Smash:
Taunt: Cloak appears on Kenji's shoulders, he tosses it off and poses.
Taunt Up: Changes into his Yukata GMO and drinks a cup of sake.
Taunt Side: A floating image of his operator appears nearby and the two begin to bicker furiously.
Taunt Down: Kira appears next to him and he proceeds to come on to her, she punches him in the face and causes 1% damage.
Stage:
Assist Trophy:
(Work in progress)
Kenji.exe
Light weight, High Speed, Mid Strength (Fast but defenseless)
B: Spirit arrows: Charge up energy in his hands, once fully charged, release B button to send five arrows at an opponent. Homes in on them like snake's rocket, but you don't need to control them. The longer you charge, the faster they go.
B^: Toss ally: Kira appears, grabs Kenji by the collar and throws Kenji into the air in a spiral. If done in midair, she kicks him in the chest upwards.
B>: Shundo warp: teleports a fair distance across the screen, damages anyone in his path.
Bv: Tekkai burst: Kira hovers in front of Kenji, anybody coming too close gets attacked, and any projectile is deflected. Only guards from one direction, vulnerable on the other side and above.
A: Kicks opponent in a quick succession
A^: Does a one handed hand-stand and kicks upwards
A>: Roundhouse kick, shoe flies off at hits opponent. Kenji then pulls one out from behind his back and fits it on.
Av: Crouches down and does a windmill kick and sweeps the opponents off their feet
A+running: Rolls forward, when in contact with object or opponent, drop kicks them in the chin.
A in Air: Spinning roundhouse kick
A^ in Air: Takes off sash and whips in into the area above him
A forward in Air: Throws staff forward like a boomerang.
A Backwards in Air: Cloak appears on his shoulders, he tears it off and tosses it behind him.
Av in Air: Takes scythe out and slashed in a circular motion downwards
Grab: Wraps legs around opponent and head-butts them repeatedly
Throw^: Rageclaw forms on his hands, then grabs the opponent and holds them above him, claw extends and pushes them into the air.
Throw Forward: Pushes palm up against opponents chest and sends spirit arrows through them. If opponent is female, spends a couple seconds groping their chest, is vulnerable to counterattacks at this point.
Throw Back:Jumps up and wraps legs around the opponents head, then does a suplex to toss them behind him.
ThrowV: Slides under opponent's legs and slides up behind them, pinning their arms behind their back. Kira appears and delivers a strong punch to their chest.
Final Smash:
Taunt: Cloak appears on Kenji's shoulders, he tosses it off and poses.
Taunt Up: Changes into his Yukata GMO and drinks a cup of sake.
Taunt Side: A floating image of his operator appears nearby and the two begin to bicker furiously.
Taunt Down: Kira appears next to him and he proceeds to come on to her, she punches him in the face and causes 1% damage.
Stage:
Assist Trophy:
(Work in progress)
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ATTENTION, BRAWLERS!!!
my hair is informing you of a new RP forum built specifically for brawl charecters.
(also I didn't make it)
you can find it at Super smash bros.:annihilation...
my hair is informing you of a new RP forum built specifically for brawl charecters.
(also I didn't make it)
you can find it at Super smash bros.:annihilation...