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Design Comp #1: A Challenger Approaches [Final Voting]
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Design Comp #1: A Challenger Approaches [Final Voting]
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Design Comp #1: A Challenger Approaches [Final Voting]
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Design Comp #1: A Challenger Approaches [Final Voting]
LGBTQ+ Pride Pedigree
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#21
05-24-2018, 12:23 PM
Please put more effort into your submission. Describe the attacks for instance and demonstrate them.
 

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United States littlelum
DO NOT TICKLE ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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#22
05-24-2018, 04:54 PM
[Image: MP10KoopaTroopa.png]

Koopa Troopa is a light character, with good speed and strong defense, but a slightly weak attack.

Up: Shell Jump
Koopa Troopa will get out of his shell and jump on top of it, getting an extra boost in height. After a short while, the shell will explode, dealing a small amount of damage to enemies. Once on the ground again, the koopa troopa will pull a new shell out of his pocket. (Or something like that) Also, while he is without his shell, he has a very poor defense.

Down: Shell Spin
Koopa Troopa will hide in his shell and spin around. This will reflect projectiles and damage enemies.

Side: Dash Attack
After going in his shell, koopa troopa will perform a quick attack to the left or right in his shell. (With him inside it) It can be charged by holding down the button.

Neutral: Warp Pipe
A warp pipe will spawn under him, and he will go inside it. Another pipe will then appear in the directions the player holds the control stick, and he will come out of it. (Similar to Zelda's teleport move)

Final Smash: Paratroopa
Koopa Troopa will transform into a paratroopa, and will be able to fly around, deal massive damage on contact, and be invincible for a short while before turning back to normal.
I'm a forum guy living in a Discord world
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Canada Mariotroid
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#23
05-24-2018, 08:57 PM
(05-21-2018, 01:29 AM)Yoshin Wrote:
(I'm sorry my spoiler tag broke)
[Image: karate_joe_bounce_gif_by_jimworld70-da5v7xf.gif]
Karate Joe
Rhythm Heaven is a popular enough Nintendo Franchise to warrant a fighter. Aside from the two moves he does in Karate Man, I figure he should be like Game and Watch and be full of Rhythm Heaven minigame references.whats a chorus kid


Neutral Special: Combo
[Image: latest?cb=20171024112704]
He simply does the combo move from Fever on the opponent


Side Special: Punch Kick
[Image: latest?cb=20160511113622]
Punch the opponent forwards, then kicks a bomb at them.


Down Special: LumBEARjack
[Image: giphy.gif]
He just swings down with an axe, pretty straight forwards


Up Special: See Saw
[Image: tumblr_neea9xrLIi1qeie3mo1_500.gif]
Spawn in a see-saw and gets launched up(similar to Pac Man and Sonic's up special)

Final Smash: Karate Man
Similar to Shulk's, Cpt. Falcon's and others final smashes. Karate Joe punches the opponent and they get teleported straight into the Karate Man minigame from Rhythm Heaven.
Amazing!!! Did you sprite all of these yourself? If you did, incredible work in such little time.

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#24
05-24-2018, 09:20 PM
Those GIFs are actually from Rhythm Heaven iirc. The content of her submission is the text with the GIFs there purely as an example of what it may look like.
 
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#25
05-24-2018, 09:38 PM
(05-24-2018, 09:20 PM)Pedigree Wrote: Those GIFs are actually from Rhythm Heaven iirc. The content of her submission is the text with the GIFs there purely as an example of what it may look like.

Ok thank god. That would be God tier work and I'd feel like a lowly peasant with my skills if this was original.

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United States chaoxys
Hammer Bro
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#26
05-24-2018, 09:43 PM
(05-24-2018, 09:38 PM)Mariotroid Wrote:
(05-24-2018, 09:20 PM)Pedigree Wrote: Those GIFs are actually from Rhythm Heaven iirc. The content of her submission is the text with the GIFs there purely as an example of what it may look like.

Ok thank god. That would be God tier work and I'd feel like a lowly peasant with my skills if this was original.

Don't forget, the point of this comp IS NOT to make the prettiest picture or anything like that, it's to get an idea across to the voters, so don't worry about how your presentation looks, just that the character sounds fun to play as.

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United States Copperama
Koopa
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#27
06-05-2018, 12:30 AM (This post was last modified: 06-05-2018, 12:39 AM by Copperama.)
[Image: Daisy_Smash.png]

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.

[Image: Daisy_Super_Ball.png]

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).

[Image: Daisy_Bunny_Ears.png]

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.

[Image: Daisy_Kick.png]

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.

[Image: Daisy_Bombshell.png]

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!

[Image: Daisy_Tatanga_Ship.png]

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!
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#28
06-05-2018, 01:32 AM (This post was last modified: 06-05-2018, 02:06 PM by Mariotroid.)
@Copperama the concept is amazing. I love this!! Well done!!

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United States chaoxys
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#29
06-05-2018, 11:59 AM
Looks like an interesting concept.


Also, as a reminder to everyone else, the comp ends in 5 days, so make sure to get your entries turned in.

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Canada Honey Saucer Gengar
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#30
06-05-2018, 05:52 PM (This post was last modified: 06-11-2018, 07:37 PM by Honey Saucer Gengar.)
Boo summon: King boo summons a boo minion to whack an opponent with its tennis racket
Lick: King Boo licks his opponents
Slap: King Boo slaps his foe this can also reflect projectiles
Lightning: King Boo zaps his foes with a bolt of purple lightning

Final smash Painting seal: King Boo seals his foes in a painting and, with the help of ghosts and boos one-hit ko's the unlucky foe who got trapped inside by pummeling them with bombs, banana peels, goop, turkeys, and melons.
I have the Thunder Dragon Statue. Also, I'm not gay

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Switzerland DefinitelyNotSascha
Pixel Pope
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#31
06-07-2018, 05:52 AM
Oh boy, I've made a lot of these recently. Are you allowed to submit multiple ones?
Anyway, since this is a Mario-themed board after all, I'll go with my concept for Toad:

[Image: RMmQdmPOg3KLyeiK4Br7s0eM6gowGUcN2tN2tuSK...943c7763ca]
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#32
06-07-2018, 07:01 AM
Reminder: you can only submit entries that you made during the competition period. You can't submit something you already had made.
 

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Switzerland DefinitelyNotSascha
Pixel Pope
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#33
06-07-2018, 07:46 AM
(06-07-2018, 07:01 AM)Pedigree Wrote: Reminder: you can only submit entries that you made during the competition period. You can't submit something you already had made.

Welp, then my submission is invalid.
Not a big deal, I am working on another character at the moment anyway.

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Q-Nova
This is neat.
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#34
06-07-2018, 10:20 AM
(05-20-2018, 01:37 AM)chaoxys Wrote: You make use ideas and concepts you've had in the past (unlike other comps where stuff made prior is against the rules), as long as the ideas are your own (When I say your own, I mean, don't copy a moveset idea from Deviantart 1:1. Some of the moves might be the same or similar, but don't blatantly steal)

According to this bit in the original post, it seems that you can actually use any ideas you came up with in the past, unlike other competitions. So, I think the Toad entry is valid.
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United States Evil Yoshi Toes
Bowser
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#35
06-07-2018, 11:04 AM
Ha, I like that you demonstrate his attacks on Peach. Interesting concept too, I especially like the idea of the FS. I also really like the idea of the brick block sometimes containing an item like Peach's turnips.
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United States chaoxys
Hammer Bro
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#36
06-07-2018, 01:11 PM
Yeah, your past ideas are fine as long as they are your own ideas. Unlike other comps where time constraints play as an element (How nice of a sprite can you make withing two weeks, ect), in this comp, your only goal is to get your idea across to the people voting.

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Switzerland DefinitelyNotSascha
Pixel Pope
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#37
06-09-2018, 03:39 PM (This post was last modified: 06-09-2018, 03:39 PM by DefinitelyNotSascha.)
I just completed my moveset for Kamek which I made in time, so there should be not a single complication (even though Toad is seemingly valid as well).
As I said, I'm not sure if multiple entires are allowed, so if that's not the case, just look at this one instead, I think it's even better than Toad.

[Image: smash_bros____kamek_moveset_by_definitel...cdx4uq.png]
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Austria Kaguya Houraisan
Lunatic Princess
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#38
06-09-2018, 06:45 PM (This post was last modified: 06-09-2018, 11:12 PM by Kaguya Houraisan.)
Here is my entry. I've put thought on it since few weeks ago, but due to time and mood constraints, I could barely manage to finish the writing part today. That said, I honestly couldn't make better graphic previews (even these rough concept arts were a pain to do), so I'm declaring this entry as 'finished'. The entry is mostly words explaining mechanics, but given the rules of the competition, I believe it's safe anyways.

NOTE: I seem to still have display issues with images uploaded by myself, so I will leave the links to the images below. If any moderator can manage to fix this issue, it would be very much appreciated.

[Image: latest?cb=20180107032330]

Yukari Yakumo, the youkai who manipulates boundaries from Touhou Project, has just gapped herself into the battlefield to join the fun! She is there just to play around, as she is forbidden to use her full power to avoid unbalanced fights. She may not be very fast in dashing or attacking, her hitbox may be a bit big, but she relies on the tricks behind her sleeve to make up for her weaknesses and get away with it. There are many things you can do with her abilities, but even so, it is advised to exercise care and time attacks properly, so that you don't get caught off-guard.

As stated before, her attacks may not be the fastest, except for the cheap fan smack, which can be done repeatedly if you are pretty close. Other attacks might require that you try to manipulate distance and timing, but don't worry, the big hitboxes might make things easier for you. Charged umbrella attack has quite a good hitbox, raised umbrella attack is a good anti-air, and rolling umbrella attack from the air is persistent, making it not require such accurate timing.
[Image: d7Uq99n]
https://imgur.com/d7Uq99n

In her double-jump, she will ride a gap that enables her to fly freely for 5 seconds, however, she is a bit heavy for the gap, so she is pretty slow.

Her shield consists of entering a gap that protects her, but its special gimmick is that, if the gap gets hit by bullets, they will be absorbed and will make the gap endure more hits! The extra damage it can endure from physical attacks is equal to the damage the bullets would have dealt if they hit her without her shield. Can endure up to 100% extra damage. If it's fully charged, it can even endure the shield break ability from Marth/Lucina, which would just remove all stacks instead of breaking the shield at once.
[Image: UMLmX30]
https://imgur.com/UMLmX30



Neutral: Spread the Chaos

Yukari will start creating small gaps in front of her, that will each fire a beam when the key is released. Each beam is pretty weak. Holding the key will charge the attack, which will not necessarily increase the power, but will rather create more gaps that will spread the beams in a cone-shaped area, for better coverage. However, if you manage to land multiple beams on the same target, the damage stacks up. That said, you might have an advantage over opponents who have a big hitbox, while the smaller hitboxes are harder to hurt. And if you manage to release all the beams fully charged right in front of a big opponent at close distance, it can deal quite a bunch of damage, and even cause a shield break.

Note that those small gaps are instances apart from Yukari herself, therefore you can move around while you charge your attack, and they will remain in front of you.
[Image: kIxzL8T]
https://imgur.com/kIxzL8T

Side: Bodyguard Eye

Yukari will place a gap with an eye in front of her, which will constantly watch for Yukari's safety, and fire a beam to the enemy when she is hit, to then disappear after its usage. Although one beam alone doesn't do much damage, you can create more bodyguard eyes to stack up damage. However, keep in mind that they disappear in 15 seconds, so you rather use them wisely! The closer the eyes are to the enemy when you get hit, the greater the chances the enemy will not have enough time to dodge the beam. You can as well use them to make openings for your attacks, in case you can't get the upper hand. If the enemy gets hurt once by a beam, they will flinch and you will have a chance to land a combo.
[Image: wGIN5hh]
https://imgur.com/wGIN5hh

Down: KEEP OUT!

If standing: Yukari will create a gap below her feet, and two signposts from The Outside World will come out to her sides to knock away enemies getting too close to her. An easy defensive move to repel and keep intruders at distance, and the hitbox is big. There is just a small blind spot above her head, but given how small it is, the opponents might not dare to take the risk to hit her from above.

If in the air: This time, the signposts will come out from above, and are upside down. Big hitbox, can be landed on multiple enemies. If you are using her double-jump ability, this attack can be performed 50% faster, because you don't have to wait for a gap to be created, as you're already riding one. Note that this will not cancel the double-jump, and you can even use this same attack again, but please note that you will need to be skilled if you want to make up for the fact that you're lowering your guard if you do not land the attacks properly (especially in teamfights).
[Image: v05OLmy]
https://imgur.com/v05OLmy

Up: Escape Gap-way

Yukari will enter a gap, then she will come out of a second gap placed a certain distance above her. You can manipulate the placement of the second gap in the X axis if you hold a direction before it is created, and also depends of how much you hold the desired direction during that short time span. Although this move doesn't do direct damage, it is quite a lifesaver, being a type of move that allows you to even skip above a ceiling. Can give you mobility, if used properly. You can even use it for offensive and retreat strategy, such as diving into a falling opponent trying to reach the land, to push them away with a blow to finish them off and then return to a safe place with this move. However, please don't mash this move recklessly, because you can be vulnerable during the time you enter and get out of the gap. Place and time it wisely!
[Image: q2CKTet]
https://imgur.com/q2CKTet

Final Smash: Hex-ecution

Yukari creates a gap that sucks the closer enemies in. Once one of them is trapped in it, six gap eyes with a fixed placement will appear, and they all will simultaneously fire numerous beams to the trapped opponent. These beams are weak, but being in high quantity, they can deal massive damage. They also are PIERCING, which means you can as well harm anything that gets in the way of the pattern. To take advantage of the pattern, you would rather try to catch an opponent in a strategic place such as the middle in-air or above, so that the other enemies in the teamfight will have less room to stay safe; while on the other hand, no matter how easy it is to catch an opponent who stands on the land, the pattern might have huge blind spots by the sides of the land, which makes it ineffective. Also forgot to mention that each gap eye fires beams of a distinct color, making such a rad flashy show!

[Image: KTrZ0ky]
https://imgur.com/KTrZ0ky

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Q-Nova
This is neat.
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#39
06-09-2018, 07:47 PM
Alright, here's my entry for the competition (inside the spoiler):

[+]Spoiler
[Image: 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]
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]
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]
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]
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]
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.
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United States chaoxys
Hammer Bro
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#40
06-10-2018, 12:55 AM (This post was last modified: 06-12-2018, 12:23 AM by chaoxys.)
Okay, we've hit the deadline, so I'm gonna start the top 5 voting. Now, before anyone casts their votes, I want you to all keep something in mind. You are NOT voting based on the art or anything like that. You are voting based on the idea. Read over all the entries and consider which characters sound the most fun, which ideas sound like they make sense, and what attacks seem the most fitting for the character. Take all this into consideration before you vote for your top 5.

DialUpper
[+]Spoiler
This seems pretty cool, so I decided to participate.
My entry will be MYCAR from the Rally-X series. I chose that because I thought it would be kinda funny to see a car fighting against Mario, Kirby, Link, Sonic and other characters.
Costumes
[Image: Yk3WdwK.png]
MYCAR has a set of alternate costumes in addition to a Kirby Copy Ability form, based on, in order:
First costume: Sprite of MYCAR in the original Rally-X.
Second costume: Sprite of REDCAR in the original Rally-X.
Third costume: Custom car, probably would be neutral, uses Rally-X design.
Fourth costume: Custom car, probably would be a second playable car, uses Rally-X design.
Fifth costume: Sprite of MYCAR in New Rally-X.
Sixth costume: Sprite of REDCAR in New Rally-X.
Seventh costume: Custom car, probably would be a second playable car, uses New Rally-X design.
Eighth costume: Custom car, probably would be neutral, uses New Rally-X design.
Kirby: Based on coverart of both Rally-X games, but primarily New Rally-X.
Here is MYCAR's moveset:
[Image: KCPrTXH.png]
Neutral Special: Smokescreen
This move unleashes tufts of smoke when used. These tufts deal 1% damage each.
Origin: In the Rally-X games, you press the action button to release a smokescreen.
[Image: dCU86NA.png]
Side Special: Turbo Boost
This move will boost MYCAR further ahead of other players. The boost flames cause 4% damage.
Origin: In New Rally-X Arrangement on the PSP, MYCAR can use a turbo boost to get away from enemies fast.
[Image: nEKmW1n.png]
Down Special: Rock Throw
This move makes MYCAR throw a rock on the ground, dealing 15% damage to those hit by it.
Origin: Rocks are a common obstacle in Rally-X games, with MYCAR and REDCAR having to avoid these.
[Image: 9v08KJr.png]
Up Special: Smoke Boost
This move will make MYCAR boost up high while releasing bigger tufts of smoke. These bigger tufts don't deal knockback, but when an opponent walks into one, they'll be damaged by 2% for every second spent in these tufts.
Origin: A semi-custom move, this combines the Smokescreen and the Turbo Boost.
[Image: 5Wi9lKD.png]
Final Smash: Rally-X Rumble
Will make MYCAR able to freely move around the stage. Can release classic smokescreens that keep an opponent in place and damages them by 5% for ever second spent in the tufts of smoke until 10 seconds have passed. After this, that tuft of smoke disappears. Opponents also have to be wary of the whopping 50% collision damage MYCAR will deal in this form.
Origin: This is how MYCAR originally controlled in it's origin game.
EDIT: A big update, now includes alternate costumes and a Kirby form.

Chaoxys
[+]Spoiler
[Image: 9XwWyBW.png]

[Image: G06z40R.png]
[Image: IfwmAYr.png]


EDIT- Took me an hour to get this sheet set up so the site wouldn't shrink the image.

Yoshin
[+]Spoiler


[Image: karate_joe_bounce_gif_by_jimworld70-da5v7xf.gif]
Karate Joe
Rhythm Heaven is a popular enough Nintendo Franchise to warrant a fighter. Aside from the two moves he does in Karate Man, I figure he should be like Game and Watch and be full of Rhythm Heaven minigame references.whats a chorus kid


Neutral Special: Combo
[Image: latest?cb=20171024112704]
He simply does the combo move from Fever on the opponent


Side Special: Punch Kick
[Image: latest?cb=20160511113622]
Punch the opponent forwards, then kicks a bomb at them.


Down Special: LumBEARjack
[Image: giphy.gif]
He just swings down with an axe, pretty straight forwards


Up Special: See Saw
[Image: tumblr_neea9xrLIi1qeie3mo1_500.gif]
Spawn in a see-saw and gets launched up(similar to Pac Man and Sonic's up special)

Final Smash: Karate Man
Similar to Shulk's, Cpt. Falcon's and others final smashes. Karate Joe punches the opponent and they get teleported straight into the Karate Man minigame from Rhythm Heaven.

Cruise Elroy
[+]Spoiler
[+]Spoiler
[Image: image.jpg]
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]

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]

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]

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]

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]

Upon inhaling Wart, Kirby will wear his crown and amulet.

littlelum
[+]Spoiler
[Image: MP10KoopaTroopa.png]
Koopa Troopa is a light character, with good speed and strong defense, but a slightly weak attack.

Up: Shell Jump
Koopa Troopa will get out of his shell and jump on top of it, getting an extra boost in height. After a short while, the shell will explode, dealing a small amount of damage to enemies. Once on the ground again, the koopa troopa will pull a new shell out of his pocket. (Or something like that) Also, while he is without his shell, he has a very poor defense.

Down: Shell Spin
Koopa Troopa will hide in his shell and spin around. This will reflect projectiles and damage enemies.

Side: Dash Attack
After going in his shell, koopa troopa will perform a quick attack to the left or right in his shell. (With him inside it) It can be charged by holding down the button.

Neutral: Warp Pipe
A warp pipe will spawn under him, and he will go inside it. Another pipe will then appear in the directions the player holds the control stick, and he will come out of it. (Similar to Zelda's teleport move)

Final Smash: Paratroopa
Koopa Troopa will transform into a paratroopa, and will be able to fly around, deal massive damage on contact, and be invincible for a short while before turning back to normal.

Copperama
[+]Spoiler
(06-05-2018, 12:30 AM)Copperama Wrote: [Image: Daisy_Smash.png]

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.

[Image: Daisy_Super_Ball.png]

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).

[Image: Daisy_Bunny_Ears.png]

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.

[Image: Daisy_Kick.png]

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.

[Image: Daisy_Bombshell.png]

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!

[Image: Daisy_Tatanga_Ship.png]

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!

DefinitelyNotSascha
[+]Spoiler
[Image: smash_bros____kamek_moveset_by_definitel...cdx4uq.png]

Kaguya Houraisan
[+]Spoiler
[Image: latest?cb=20180107032330]

Yukari Yakumo, the youkai who manipulates boundaries from Touhou Project, has just gapped herself into the battlefield to join the fun! She is there just to play around, as she is forbidden to use her full power to avoid unbalanced fights. She may not be very fast in dashing or attacking, her hitbox may be a bit big, but she relies on the tricks behind her sleeve to make up for her weaknesses and get away with it. There are many things you can do with her abilities, but even so, it is advised to exercise care and time attacks properly, so that you don't get caught off-guard.

As stated before, her attacks may not be the fastest, except for the cheap fan smack, which can be done repeatedly if you are pretty close. Other attacks might require that you try to manipulate distance and timing, but don't worry, the big hitboxes might make things easier for you. Charged umbrella attack has quite a good hitbox, raised umbrella attack is a good anti-air, and rolling umbrella attack from the air is persistent, making it not require such accurate timing.
[Image: d7Uq99n]
https://imgur.com/d7Uq99n

In her double-jump, she will ride a gap that enables her to fly freely for 5 seconds, however, she is a bit heavy for the gap, so she is pretty slow.

Her shield consists of entering a gap that protects her, but its special gimmick is that, if the gap gets hit by bullets, they will be absorbed and will make the gap endure more hits! The extra damage it can endure from physical attacks is equal to the damage the bullets would have dealt if they hit her without her shield. Can endure up to 100% extra damage. If it's fully charged, it can even endure the shield break ability from Marth/Lucina, which would just remove all stacks instead of breaking the shield at once.
[Image: UMLmX30]
https://imgur.com/UMLmX30



Neutral: Spread the Chaos

Yukari will start creating small gaps in front of her, that will each fire a beam when the key is released. Each beam is pretty weak. Holding the key will charge the attack, which will not necessarily increase the power, but will rather create more gaps that will spread the beams in a cone-shaped area, for better coverage. However, if you manage to land multiple beams on the same target, the damage stacks up. That said, you might have an advantage over opponents who have a big hitbox, while the smaller hitboxes are harder to hurt. And if you manage to release all the beams fully charged right in front of a big opponent at close distance, it can deal quite a bunch of damage, and even cause a shield break.

Note that those small gaps are instances apart from Yukari herself, therefore you can move around while you charge your attack, and they will remain in front of you.
[Image: kIxzL8T]
https://imgur.com/kIxzL8T

Side: Bodyguard Eye

Yukari will place a gap with an eye in front of her, which will constantly watch for Yukari's safety, and fire a beam to the enemy when she is hit, to then disappear after its usage. Although one beam alone doesn't do much damage, you can create more bodyguard eyes to stack up damage. However, keep in mind that they disappear in 15 seconds, so you rather use them wisely! The closer the eyes are to the enemy when you get hit, the greater the chances the enemy will not have enough time to dodge the beam. You can as well use them to make openings for your attacks, in case you can't get the upper hand. If the enemy gets hurt once by a beam, they will flinch and you will have a chance to land a combo.
[Image: wGIN5hh]
https://imgur.com/wGIN5hh

Down: KEEP OUT!

If standing: Yukari will create a gap below her feet, and two signposts from The Outside World will come out to her sides to knock away enemies getting too close to her. An easy defensive move to repel and keep intruders at distance, and the hitbox is big. There is just a small blind spot above her head, but given how small it is, the opponents might not dare to take the risk to hit her from above.

If in the air: This time, the signposts will come out from above, and are upside down. Big hitbox, can be landed on multiple enemies. If you are using her double-jump ability, this attack can be performed 50% faster, because you don't have to wait for a gap to be created, as you're already riding one. Note that this will not cancel the double-jump, and you can even use this same attack again, but please note that you will need to be skilled if you want to make up for the fact that you're lowering your guard if you do not land the attacks properly (especially in teamfights).
[Image: v05OLmy]
https://imgur.com/v05OLmy

Up: Escape Gap-way

Yukari will enter a gap, then she will come out of a second gap placed a certain distance above her. You can manipulate the placement of the second gap in the X axis if you hold a direction before it is created, and also depends of how much you hold the desired direction during that short time span. Although this move doesn't do direct damage, it is quite a lifesaver, being a type of move that allows you to even skip above a ceiling. Can give you mobility, if used properly. You can even use it for offensive and retreat strategy, such as diving into a falling opponent trying to reach the land, to push them away with a blow to finish them off and then return to a safe place with this move. However, please don't mash this move recklessly, because you can be vulnerable during the time you enter and get out of the gap. Place and time it wisely!
[Image: q2CKTet]
https://imgur.com/q2CKTet

Final Smash: Hex-ecution

Yukari creates a gap that sucks the closer enemies in. Once one of them is trapped in it, six gap eyes with a fixed placement will appear, and they all will simultaneously fire numerous beams to the trapped opponent. These beams are weak, but being in high quantity, they can deal massive damage. They also are PIERCING, which means you can as well harm anything that gets in the way of the pattern. To take advantage of the pattern, you would rather try to catch an opponent in a strategic place such as the middle in-air or above, so that the other enemies in the teamfight will have less room to stay safe; while on the other hand, no matter how easy it is to catch an opponent who stands on the land, the pattern might have huge blind spots by the sides of the land, which makes it ineffective. Also forgot to mention that each gap eye fires beams of a distinct color, making such a rad flashy show!

[Image: KTrZ0ky.png]

Q-Nova
[+]Spoiler
[Image: 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]
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]
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]
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]
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]
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.

gengarmaster
[+]Spoiler
Boo smash: King boo smashes down on his opponents burying them
Lick: King Boo licks his opponents
Crown throw: King Boo chucks his crown at an enemy
Lightning: King Boo zaps his foes with a bolt of purple lightning

Final smash Painting seal: King Boo seals his foes in a painting and, with the help of ghosts and boos one-hit ko's the unlucky foe who got trapped inside.

EDIT- Whoops, meant to hit preview, not post. I was originally going to post this in a few hours...

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