06-14-2018, 01:39 AM
Alright, we've had plenty of time for voting, so lets get on to the final voting shall we?
DefinitelyNotSascha
Copperama
Chaoxys
EDIT- Took me an hour to get this sheet set up so the site wouldn't shrink the image.
Q-Nova
![[Image: keen_alts.PNG]](http://quintonland.com/keen_alts.PNG)
In the Commander Keen games, Commander Keen tries to find the exit to each level while exploring and collecting items that give points. He can also find some items that can be used, such as ammo and a pogo stick. To reflect on this, Keen utilizes a bunch of items and even some hazards from the games in his moveset, not using any physical body attacks (like punches). He has moderate speed and quite some power, but he has low (not extremely, though) defense as a reference to how one hit is enough to kill him in the games, so he must be careful when dealing with opponents.
For A moves and other non-special moves, some of the things he uses include Foobs that explode, an Ankh for twirling or his guard rather than the usual colored bubble, one of the three guns from the original trilogy for shooting a little burst, a Blooguard's club (powerful, but has some lag due to its weight), keycards for swiping, and a grappling hook for grabbing that functions like the grab moves from Link and Samus.
![[Image: keen_b.PNG]](http://quintonland.com/keen_b.PNG)
Keen's B move has him fire a fast shot from his Neural Stunner from Keen 4-6, which zaps opponents and does about a little more impact than Mario's fireballs. During the brief starting lag, Keen can aim the Neural Stunner up or down. The ammo is finite, though, with only 5 shots. Once Keen fires his last shot, a slightly different sound is heard to indicate there's now no ammo. If Keen uses the Neural Stunner with no ammo, he does a little animation to reload it back to 5 shots. Kirby uses this move when copying Commander Keen and when he reaches zero shots, he'll lose the copy ability.
![[Image: keen_side_b.PNG]](http://quintonland.com/keen_side_b.PNG)
The side B move has Keen throw a Boobus Bomb from Keen Dreams in an arc, which deals minimal damage and no knockback (probably because it's from a dream). It may sound useless at first, but it has a side effect on opponents. When it hits someone, a flower is grown on their head and has the same effects as those from Lip's Stick, referencing the Flower Power from Keen Dreams, which can temporarily turn enemies into harmless panting flowers. Like the Neural Stunner, the bomb can be thrown upwards or downwards. If a Boobus Bomb misses someone and lands on the ground, it can be picked up and thrown. Be careful when holding it, though, as it will explode after a period of time. Only one Boobus Bomb can be thrown at a time.
![[Image: keen_up_b.PNG]](http://quintonland.com/keen_up_b.PNG)
Keen uses his pogo stick to jump up into the air for his up B move. He can move left or right with it. He cannot use any other attack while using the pogo stick until he gets off of it by making a landing or getting hit. If Keen activates his up B move while on the floor, he'll perform the Impossible Pogo Trick, where he can reach a little extra height and distance. Keen can also do the Impossible Pogo Trick if the pogo stick's bottom hits an opponent just right upon activation, who will be meteor smashed down.
![[Image: keen_down_b.PNG]](http://quintonland.com/keen_down_b.PNG)
Using down B will make Keen do a short hop and put a Shikadi Mine from Keen 5 below him, which can take some time. Keen will ride on it, doing an pose that is used while riding platforms on Keen 5 as he stands. The Shikadi Mine will move left or right a bit slowly, depending on the direction Keen faces. When either Keen gets off of it (through decision or force) or some time has passed, the Shikadi Mine will pause for a bit, flashing, and then explode! Even if you avoided the explosion, which deals quite some damage and knockback, you'll have to watch out for a few little pieces flying from it, which does minor damage but no knockback. The Shikadi Mine's danger can also affect Keen himself, so they're quite dangerous.
![[Image: keen_final_smash.PNG]](http://quintonland.com/keen_final_smash.PNG)
Keen's Final Smash has him call the Dopefish into the battle, which would be filled with water to make it swim (although others won't swim and instead act normally). The Dopefish will follow the nearest opponent and eat them along with anyone else that is very close to them. After eating, the Dopefish will face the screen and then burp out those that were caught, who receive quite some damage and knockback, and then continue. The Dopefish will also consume items and physical projectiles. After quite some time, the Dopefish will leave and the water gets drained.
Cruise Elroy
Voting ends in 24 hours
DefinitelyNotSascha
Copperama
(06-05-2018, 12:30 AM)Copperama Wrote:
I'm going with Daisy, the character that should already be in. (patience, our day will come...)
For Daisy, I figure she would be perfect to have a moveset to celebrate the Gameboy Mario Land series. As well as a few ideas that reflect her tough princess personality.
Daisy's neutral B is the Superball
The power Mario gets when he uses the Superball Flower. A large ball that is thrown that last forever, until it hits, or flies off screen. Daisy can only throw one at a time, so not until the first one is gone. The superball will bounce off of any wall, it's even useful in flat featureless stages as it is first sent downward just like it is in the original Mario Land, so it can be used to hit opponents far in the air (if you're a fantastic shot that is). The superball has a bit more knock back than Mario's fireball, but around the same damage. The superball can also be charge for a second, charged Superballs have the same damage and knock back, but are about twice as fast (regular superballs are about the same speed as a Mario Bros' fireball).
Daisy's special recovery is the Bunny Ears
Another power up from Mario Land! (the sequel, but it still counts dangit...) The bunny ears work like they do in Super Mario Land 2, Daisy does a short hop, and the Bunny Ears will flutter horizontally while slowly descending. This makes Daisy have poor vertical recovery, but fantastic horizontal range. Daisy does knock back to enemies when she performs her initial short hop, the bunny ears can hit enemies as they flutter if anyone collides around the area above her. The damage is very small, but the bunny ears hover can be canceled into most moves.
Daisy's side special is a move called the Daisy Kick
Daisy's side B is based on a cutscene I misremembered (a happy accident).
https://youtu.be/rRtP_6obnu4?t=1m42s
I remembered the scene having Daisy kick Bowser away, but instead, she slaps him away. However, I decided to keep it her kicking, as kicking works much better for a leaping, reaching attack than slapping. Daisy's side B works as a powerful Peach Bomber, with the initial wind up being a bit longer, but the impact working as a smash attack with K.O. potential. Main difference of course is that Peach's animation ends with her using her hip and Daisy ending the animation extending her leg out, the hit box also being much smaller to point of her kick.
Daisy's Down B is the Bombshell Koopa
This character was always a well known unique aspect of the Mario Land game. In Mario Land, koopas not only retreat to their shells when hopped on, but they also explode after a couple seconds. When pressing down B Daisy does a short hop and a bomb koopa pops out of the ground below her. This item acts as the koopa shell item from previous smash games, except it explodes after a short while like a bomb-omb. If Daisy falls straight back down after her initial short hop, she'll bounce off the shell and it will sail forward. The shell can explode early if it hits an opponent. Daisy can also get caught in her own explosion. The shell cannot be picked up.
And her Final Smash!
Tatanga's Ship!
Tatanga's ship flies around in all directions and fires a projectile that splits into 3 smaller projectiles. The ship controls like a slower Super Sonic. The ship can be hit for small amounts of damage by opponents.
*bonus note*
Of course it kind of had to be in there, Daisy's forward smash is a tennis racket swing. It reflects projectiles. Have two Princess Daisy's use a super ball so they can have a tennis match!
Chaoxys
![[Image: 9XwWyBW.png]](https://i.imgur.com/9XwWyBW.png)
![[Image: G06z40R.png]](https://i.imgur.com/G06z40R.png)
![[Image: IfwmAYr.png]](https://i.imgur.com/IfwmAYr.png)
EDIT- Took me an hour to get this sheet set up so the site wouldn't shrink the image.
Q-Nova
In the Commander Keen games, Commander Keen tries to find the exit to each level while exploring and collecting items that give points. He can also find some items that can be used, such as ammo and a pogo stick. To reflect on this, Keen utilizes a bunch of items and even some hazards from the games in his moveset, not using any physical body attacks (like punches). He has moderate speed and quite some power, but he has low (not extremely, though) defense as a reference to how one hit is enough to kill him in the games, so he must be careful when dealing with opponents.
For A moves and other non-special moves, some of the things he uses include Foobs that explode, an Ankh for twirling or his guard rather than the usual colored bubble, one of the three guns from the original trilogy for shooting a little burst, a Blooguard's club (powerful, but has some lag due to its weight), keycards for swiping, and a grappling hook for grabbing that functions like the grab moves from Link and Samus.
Keen's B move has him fire a fast shot from his Neural Stunner from Keen 4-6, which zaps opponents and does about a little more impact than Mario's fireballs. During the brief starting lag, Keen can aim the Neural Stunner up or down. The ammo is finite, though, with only 5 shots. Once Keen fires his last shot, a slightly different sound is heard to indicate there's now no ammo. If Keen uses the Neural Stunner with no ammo, he does a little animation to reload it back to 5 shots. Kirby uses this move when copying Commander Keen and when he reaches zero shots, he'll lose the copy ability.
The side B move has Keen throw a Boobus Bomb from Keen Dreams in an arc, which deals minimal damage and no knockback (probably because it's from a dream). It may sound useless at first, but it has a side effect on opponents. When it hits someone, a flower is grown on their head and has the same effects as those from Lip's Stick, referencing the Flower Power from Keen Dreams, which can temporarily turn enemies into harmless panting flowers. Like the Neural Stunner, the bomb can be thrown upwards or downwards. If a Boobus Bomb misses someone and lands on the ground, it can be picked up and thrown. Be careful when holding it, though, as it will explode after a period of time. Only one Boobus Bomb can be thrown at a time.
Keen uses his pogo stick to jump up into the air for his up B move. He can move left or right with it. He cannot use any other attack while using the pogo stick until he gets off of it by making a landing or getting hit. If Keen activates his up B move while on the floor, he'll perform the Impossible Pogo Trick, where he can reach a little extra height and distance. Keen can also do the Impossible Pogo Trick if the pogo stick's bottom hits an opponent just right upon activation, who will be meteor smashed down.
Using down B will make Keen do a short hop and put a Shikadi Mine from Keen 5 below him, which can take some time. Keen will ride on it, doing an pose that is used while riding platforms on Keen 5 as he stands. The Shikadi Mine will move left or right a bit slowly, depending on the direction Keen faces. When either Keen gets off of it (through decision or force) or some time has passed, the Shikadi Mine will pause for a bit, flashing, and then explode! Even if you avoided the explosion, which deals quite some damage and knockback, you'll have to watch out for a few little pieces flying from it, which does minor damage but no knockback. The Shikadi Mine's danger can also affect Keen himself, so they're quite dangerous.
Keen's Final Smash has him call the Dopefish into the battle, which would be filled with water to make it swim (although others won't swim and instead act normally). The Dopefish will follow the nearest opponent and eat them along with anyone else that is very close to them. After eating, the Dopefish will face the screen and then burp out those that were caught, who receive quite some damage and knockback, and then continue. The Dopefish will also consume items and physical projectiles. After quite some time, the Dopefish will leave and the water gets drained.
Cruise Elroy
Neutral B: Bubble Blast
Holding down the B button will make Wart start spitting bubbles. The bubbles will hurt opponents with slightly increased knockback (it won't launch them, however), and can even pick up items and return them to Wart. They move slightly upwards and normally have a horizontal range that's a bit larger than Bower's fire breath, but as the button continues to be held, the bubbles will start popping quicker until no bubbles come out at all. At that point, you'll have to wait for it to recharge. The bubbles are capable of being popped if hit with an attack (although they still push the players back a bit), and can even be deflected with the proper moves, such as Mario's cape attack.
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448907951466610699/image.jpg)
Side B: Flying Carpet
Wart will summon a flying carpet for him to ride on That can only slightly be maneuvered vertically by holding up or down (tapping up will let him jump off like normal). Other players can even knock him off or hitch a ride on it as well! However, if Wart is either not on the carpet or it is being shared with someone, it will disappear quicker.
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448908032152305664/image.jpg)
Up B: Frog Leap
Works very similarly to Dedede's Up B attack, although there's less horizontal movement and more vertical movement as a trade-off. He is a frog, after all!
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448907972588863498/image.jpg)
Down B: Warp Door
Summons a random enemy from Super Mario Bros. 2 to fight for you, albeit with very simple AI. Each enemy functions a bit differently -- Shy Guys will tend to stay grounded, Phantos will attempt to make a beeline towards the nearest enemy through the air, Autobombs might stay in one spot and snipe from a distance, etc. Like the Wario Waft, it can only be used so often, and the longer time has passed since it was last used, the more enemies it can summon at once, capping at 3. (Wart will begin to glow blue when this move is fully charged.)
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448907932826861569/image.jpg)
Final Smash: Dream Machine
Wart will summon the dream machine directly in front of him, causing nearby players to be sucked in, similarly to Kirby's or Mega Man's final smashes. Once sucked in, the bosses from Super Mario Bros. 2 will begin to pummel the player(s) inside, dealing a hefty amount of damage until flinging them back out of the dream machine, along with a handful of harmful turnips.
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448913760552222740/image.jpg)
Upon inhaling Wart, Kirby will wear his crown and amulet.
Holding down the B button will make Wart start spitting bubbles. The bubbles will hurt opponents with slightly increased knockback (it won't launch them, however), and can even pick up items and return them to Wart. They move slightly upwards and normally have a horizontal range that's a bit larger than Bower's fire breath, but as the button continues to be held, the bubbles will start popping quicker until no bubbles come out at all. At that point, you'll have to wait for it to recharge. The bubbles are capable of being popped if hit with an attack (although they still push the players back a bit), and can even be deflected with the proper moves, such as Mario's cape attack.
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448907951466610699/image.jpg)
Side B: Flying Carpet
Wart will summon a flying carpet for him to ride on That can only slightly be maneuvered vertically by holding up or down (tapping up will let him jump off like normal). Other players can even knock him off or hitch a ride on it as well! However, if Wart is either not on the carpet or it is being shared with someone, it will disappear quicker.
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448908032152305664/image.jpg)
Up B: Frog Leap
Works very similarly to Dedede's Up B attack, although there's less horizontal movement and more vertical movement as a trade-off. He is a frog, after all!
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448907972588863498/image.jpg)
Down B: Warp Door
Summons a random enemy from Super Mario Bros. 2 to fight for you, albeit with very simple AI. Each enemy functions a bit differently -- Shy Guys will tend to stay grounded, Phantos will attempt to make a beeline towards the nearest enemy through the air, Autobombs might stay in one spot and snipe from a distance, etc. Like the Wario Waft, it can only be used so often, and the longer time has passed since it was last used, the more enemies it can summon at once, capping at 3. (Wart will begin to glow blue when this move is fully charged.)
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448907932826861569/image.jpg)
Final Smash: Dream Machine
Wart will summon the dream machine directly in front of him, causing nearby players to be sucked in, similarly to Kirby's or Mega Man's final smashes. Once sucked in, the bosses from Super Mario Bros. 2 will begin to pummel the player(s) inside, dealing a hefty amount of damage until flinging them back out of the dream machine, along with a handful of harmful turnips.
![[Image: image.jpg]](https://cdn.discordapp.com/attachments/232262680596054018/448913760552222740/image.jpg)
Upon inhaling Wart, Kirby will wear his crown and amulet.
Voting ends in 24 hours