User:Cookies and Creme/Movesets

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Yet another unoriginal idea, I guess all the good ones have been taken. I'll try to make some things original.

Changes to existing characters

Ness

Specials

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

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

Jigglypuff

Aerial Attacks

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

Specials

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

Original Characters

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

Template

Name Damage Description
Neutral attack
Forward tilt
Up tilt
Down tilt
Dash attack
Forward smash
Up smash
Down smash
Neutral aerial
Forward aerial
Back aerial
Up aerial
Down aerial
Grab
Pummel
Forward throw
Back throw
Up throw
Down throw
Floor attack
Edge attack
Neutral special
Side special
Up special
Down special
Final Smash

01. Paper Mario

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

Reasons for inclusion/exclusion

  • Buff Very, very popular Mario spin-off that is cherished by many
  • Buff Won't have to be a Mario clone thanks to the wide variety of moves and party members. In other words, a huge moveset potential
  • Nerf Another Mario. Still less than Marth.
    • Nerf On that topic, we already have 8 Mario characters, not including spin-offs like Yoshi and DK. Being a spin-off won't help either (Waluigi).
  • Nerf Geno.

Aesthetics

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

Attributes

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

Moveset

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

Taunts

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

Idle animation

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

Entrance

  • Warps out of a paper Warp Pipe

Victory poses

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

02. Quote

Quote
Quote.jpg
Universe Cave Story
Debut Cave Story (2004)
Smash Bros. appearances none
Most recent non-Smash appearance Cave Story+ (2011)
Console/platform of origin PC
Species Robot
Gender Male
Place of origin Surface
Created by Daisuke "Pixel" Amaya

Reasons for inclusion/exclusion

  • Buff Again, a wide variety of choices for a moveset.
    • Buff He's already been in fighting game, so a moveset shouldn't be a problem anyways.
  • Buff Japanese indie game that's still somewhat relevant today? Why not?
    • Nerf However, it's relevancy only exists in a shit ton of ports that are just the same thing with add-ons.
  • Nerf If Shovel Knight couldn't make it, Quote would have a less chance.
  • Nerf There's no demand, unlike other characters that eventually made it in like Ridley and Banjo.

Aesthetics

  • Design is taken from Cave Story+ with some influence from Blade Strangers, a game I have literally just discovered looking Quote up.

Attributes

  • Above-average speed with great traction
  • Average air speed and acceleration. Has a high falling speed, although not enough to make it a fast-faller
  • It's weight is in the upper portion of the cast, although not the heaviest.
  • Quote's specials (aside from Booster 2.0) increase levels as more of its attack lands, up to level 3. On the other hand, his weapons weaken when he takes a certain amount of damage. This references how Quote level ups his weapons in Cave Story.
Name Damage Description
Neutral attack 1.5% Two quick shots from the Polar Star, followed by a swipe from the Blade. Taken from Blade Strangers.
1.5%
3%
Forward tilt Blade 10% Throws the Blade slightly in front of him, similar to Palutena's forward air. Disjointed. Good reach and can KO at the edge of Final Destination starting at 110%. Taken from Blade Strangers.
Up tilt 8.5% An upward swipe from the Blade. Good anti-air and early percent combo tool, although it's endlag prevents it from making combos past 50%. Taken from Blade Strangers.
Down tilt 4% A downward swipe from the Blade. Best combo tilt, can combo into itself and a string of up tilts from 0%-10%.
Dash attack 7% Gets a minor boost from the Booster 2.0, extends his legs and kicks the opponent.
Forward smash 6% (uncharged, slash 1), 9% (uncharged, slash 2), 9.5% (charged, slash 1), 12.5% (charged, slash 2) Swings around and does two quick slashes from his Blade. KOs at the edge of Final Destination at around 85%.
Up smash 14% (uncharged), 24% (charged) Extends the Blade in front of him and slashes upwards. KOs around 120%.
Down smash 12.5% (uncharged). 21.5% (charged) Crouches down and shoots the Polar Star from the floor. KOs around 120%. Taken from Blade Strangers.
Neutral aerial 10% (early), 7% (late) Does a flip while extending the Blade. The early hit can kill off-stage at around 110%. The late hit can combo into itself or another area up to 60%, and can lead into an up smash up to around 90%.
Forward aerial 12% (blast), 8% (gun) A blast forward. Pushes Quote back after its use, preventing it from comboing into anything other than Missile Launcher or Bubble at early percents. The blast hitbox is enough to KO at the edge of Final Destination starting at 100%.
Back aerial 7% Kicks backward. good spacing tool, although it doesn't kill at the edge of Final Destination until about 150%.
Up aerial 1.25% (hits 1-4) 4% (final hit) An upward drill with the Blade. Has a drag down hitbox in the first 4 hits, which can lead into a grab or up smash. Final hit doesn't KO until 150%.
Down aerial 10% (initial hit), 7.5% (other hits) Dived downward, extending his sword. Has a meteor smash hitbox at the start of the move. Taken from Blade Strangers.
Grab Extends his hand and grabs the opponent. Average grab.
Pummel 0.25% Shoots from the Polar Star. Fast, but deals below average damage.
Forward throw 8% Kicks the opponent forward. Ending lag doesn't allow much follow-ups, but can be good to set up edgeguard situations.
Back throw 7% Shoots the opponent backwards with the Polar Star. One of the strongest back throws in the game, KOing at the edge of Final Destination at around 100%.
Up throw 9% Uses the Booster 2.0 to jump up, then propels down and slams the opponent along with him, doing somewhat of a reverse pilediver. Can combo into up air at low percents.
Down throw 5% Uses the Booster 2.0 to jump up, then throws the opponent downward. Can combo into back air at all percents, although a double jump or Booster 2.0 are needed for it to connect at higher percents.
Floor attack 7% Slides and kicks in front of him.
Edge attack 5% Gets up and shoots a beam from the Polar Star.
Neutral special Polar Star 1% (Level 1), 1.5% (Level 2), 2% (Level 3) Fires his Polar Star, his incomplete go-to weapon. At Level 1, it shoots a thin beam, Level 2, it shoots parallel beams, and Level 3, it shoots one thick beam. Level 3 has potential to kill at high percents.
Side special Missile Launcher 5% (Level 1), 10% (Level 2), 5% each (Level 3) Fires his Missle Launcher, a weapon Quote obtains in the Egg Observation Room. Level 1 fires one missile. Level 2 fires a big missile. Level 3 fires 3 Level 1 missiles. Great for edgeguarding.
Up special Booster 2.0 0.5% (air particles) Activates his Booster 2.0, the Booster obtained in Arthur's House after not saving Professor Booster at the Labyrinth. Can last a total of one second when held down, but doesn't put Quote into free-fall afterwards. Can go in any cardinal direction.
Down special Bubbline 2% (Level 1), 5% (Level 2), 2% (Level 3, bubble), 7% (Level 3, fired bubbles) Fires his Bubbline, a weapon obtained in the Assembly Hall fireplace. At level 1, it fires a single bubble forward. At level 2, it can now be held down and fire multiple bubbles. At level 3, when held down up to 14 bubbles are fired around Quote, acting like Leaf Shield until the player lets go of the button, in which the bubbles simultaneously fire forward.
Final Smash Spur 3% (Machine Gun), 45% (Spur) Summons Curly Brace and transforms the Polar Star into the Spur, the complete form of the Polar Star. While Quote charges the Spur, Curly fires the Machine Gun around the stage. When the Spur is finished charging, Quote fires it across the screen, which deals massive damage and knockback, potentially KOing at 45%.

Taunts

  • Up taunt: Throws the Blade upwards while twirling his Polar Star.
  • Down taunt: Sits down and meditates for a few seconds. This is a reference to an early concept art
  • Side taunt: Looks to both sides, looking puzzled. Referencing Quote's actions when he tries to open a door that doesn't exist.

Idle animations

  • Briefly turns around and looks behind him
  • Looks down at his Polar Star, brushing off some dust

Entrance

  • Jumps off of Balrog onto the stage

Victory poses

The Cartoon Movesets

Inspired by Aidan's Star Butterfly moveset, originally it was a Shoutwiki project where I emulate SmashWiki and create movesets for cartoon characters. I hated the direction so I abandoned it a few months later.

That just left four character movesets just sitting there, one (Finn) that isn't even complete. Plus I did spend hours on it. So I'll just leave those moveset links here, maybe in the future I'll start adding more.

The following is the order I made them.

Character name Universe Symbol
Star Butterfly Star vs. The Forces of Evil Star's wand (that Aidan actually made, thanks!), pretty much the main weapon choice for Star before Season 4.
Finn the Human Adventure Time The Finn Sword, probably Finn's best sword.
SpongeBob SquarePants SpongeBob A spatula, representing SpongeBob's job.
Hilda Hilda Alfur, really just a representation of an elf, a common entity from the show.
Numbuh 1 Codename: Kids Next Door The KND Logo, represents the main 5 agents of the show.
Jenny My Life As A Teenage Robot Jenny's Face, the iconic logo of the series.

I also made stage ideas and assist trophies, but I'm not gonna bother linking them here, I don't care much about those.