I'm just bouncing around trying out a bit of everything seeing where my talent lies (if I have any). I've been on MFGG.net since I was a little kid, but I never actually interacted with anything besides downloading and trying out the really fun and clever games everyone put together.
Copperama's Badges
6/29/2018 at 11:24 AM Design Competition Top Five
Thanks for participating in our Design Competition: New Challenger Approaches!
12/28/2017 at 01:26 PM Holiday Tree
For participating in the 2017 Holiday Tree event.
1/9/2018 at 02:25 PM Minigame Comp Winner
Congratulations on winning Minigame Competition #6: Spacebar!
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.
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).
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.
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.
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!