A: a heavy melee atack
side A: throws a grenade
up A: roundhouse kick
down A: plants some C4 that detonates several seconds later (C4 is in halo custom edition)
side smash: shoots a shotgun blast
down smash: rolls into opponents
up smash: jumps and lands on opponents head (he wears like 1 ton Armour)
final smash: activates halo while hiding
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Your #1 guide on the battlefield, and in the wastelands.
The Great and Mighty Patapon (Kamipon, for short)
Weight: Light. Speed: Medium. Jump: High.
A: Kamipon throws a pata-punch Side A: Kamipon leans in to a punch. This is just the default A attack, but a bit more powerful. Down A: Kamipon does the splits and spins. Up A: Kamipon performs an uppercut. Charged Side A: A powerful thrust with a spear Charged Down A: A series of two sweeping kicks. Charged Up A: A jumping overhead slice with a sword. Running A: Kamipon does a quick shoulder ram. Aerial Up A: Kamipon thrusts upwards with a spear Aerial Side A: Kamipon does a somersault-slice with a sword Aerial Down A: Kamipon takes out the Don drum and falls down quickly while riding it.
B: Divine Sword Kamipon. It's just like Donkey Kong's B move, but with less knockback and more damage. Additionally, having this sword fully charged makes any move that involves a sword require less chargeup time. Side B: Divine Shield Kamipon. Kamipon takes out a shield, reducing damage that hits the shield greatly. Attacks from the other side will deal more damage when the shield is out though. Down B: Kamipon pounds on the Don drum, dealing damage but no knockback to anyone in its short range. Up B: Toripon Boost. A bird swoops in to bounce Kamipon upwards.
Grab: Kamipon grabs the enemy by the collar. Grab Attack: A strike with the sword's hilt. Throw Up: Kamipon does a flip-kick, punting the victim upwards. Throw Down: Kamipon suplexes the enemy. Throw Side: Kamipon tosses the enemy a bit to the side, then jabs out with the spear.
Final Smash: The Patapon army. The battlefield and the combatants are turned black-and-white, the background unaffected. Patapons begin storming the screen. Two patapons of each of the three basic classes (Spear, Bow, Sword) start following every player besides Kamipon. Pressing the grab button/combo makes the Bowmen attack, pressing A makes the swordsmen attack and pressing B makes the spearmen attack. It is very possible to make them all attack simultaneously. Kamipon is drumming commands during the attack, and getting close to him while he does this damages other players.
Taunt Up: Kamipon poses like a badass. Taunt Center: Kamipon drums out the sequence "Pata Pon Don Chaka," then dances a little. Taunt Down:Kamipon adjusts his mask.
In celebration of the release of the demo of Patapon 3
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I am NOT going to see friend requests, so stop sending them.
Silas123781,
A. Slashes with sword.
Side A. long-distance stab with sword.
Up A. Spins sword above head.
Down A. Spins around with sword low.
B. fire. creates a fire right in front of him.
Side B. Stabs 5 times with sword. stabs are in this order. weak, Strong, Medium, weak, strong (uppercut).
Down B. Stabs down at ground, cousing fire all around him.
Up B. swings up with pickaxe, then in mid-air, spins around and then swings back down.
Final smash: Sword rain. Swords fall from everywhere. there are wood, stone, iron, and gold swords.(gold and iron go through ground) about 10 each.
then three huge diamond swords fall, going through the ground and killing everyone. (exept silas).
down taunt. swings sword in a sideways 8 formation saying "too easy".
Up taunt. puts sword sideways on shoulder saying, "you gonna fight or what?"
Side taunt. does very fancy tricks with sword, almost falling asleep. then he shakis head as his swird drops, and catches his sword by the very end.
Gordon Freeman.
A. Swings crowbar
Side A. Throws a 'nade a short distance
Up A. Swings crowbar upward
Down A. Cracks pavement with crowbar
B. Shoots a pistol
Side B. Throws bugbait, siccing antlions on people
Up B. Charges and releases a pulse rifle plasma orb
Down B. Pulls out rocket launcher and fires
Final Smash. Gravity gun, grabs opponents in front of him and flings them automatically for MASSIVE DAMAGE
Down taunt. Looks at arms
Up taunt. Headcrab hops on his head and climbs back off
Side taunt. Points crowbar like a fencing sword
Captain Swing
Weight: Medium Speed: Medium Jump Height: High
Note: His boots are equipped with electrically powered pistons, enabling him to reach high platforms.
A: A punch. If timed right, can result in two punches, followed by an uppercut.
Left or Right A: Lunging punch in the respective direction.
Up A: Jumping uppercut.
Down A: Leg sweep, has a small chance of tripping an opponent.
B: He draws his pepperbox pistol, which can be fired a maximum of seven times before "cooling-down."
Left or Right B: Fires a custom stun bullet from his pepperbox, dealing less damage than a normal shot, but has a 25% chance of stunning an opponent.
Up B: An upwards slash with his knife.
Down B: A downwards slash with his knife.
Final Smash: Barrage
Swing draws his pepperbox and drops to one knee while Hobbs and Polly land at his sides via cables dropped from the flagship of the Electrical Pirates of Cindery Island, seen floating overhead. After readying their pistols, the trio fire all seven, electrically charged shots from their pistols, dealing massive damage and a 25% chance of stun to anyone, friend or foe, that gets caught in the field of fire. If an opponent is killed with this move, Captain Swing's cooldown time for his pistol is halved temporarily. If unsuccessful, he suffers 1.5X his usual reload as well as slowed movement.
Down-Taunt: Doffs his hat with a bow, often saying "Well played."
Middle-Taunt: Cracks his knuckles and neck.
Up-Taunt: Removes his goggles, cleans them with his scarf, then straps them back on.
Bobbin Threadbare (LOOM protagonist)
Weight: Medium
Speed: Medium
Jump Height: High
A: A quick strike with a wooden distaff Left or Right A: A long-range strike with the distaff in which is is swing far in the respective direction Up A: A sort of "stab" upward with the distaff Down A: A sweeping move in which the distaff hits enemy players below or directly next to Bobbin
B: Bobbin spins either the Terror or Sleep draft which immobilizes players near him for a short duration Left or Right B: A musical note is summoned and cast in the respective direction in a single, quick motion Up B: Bobbin summons and is carried (flying/floating) by messenger nymphs for a short duration Down B: Bobbin spins the Healing/Reflection draft which removes some of his damage percentage and reflects an incoming attack (counter move)
Final Smash - Idea 1: Unmaking
Bobbin Threadbare concentrates a moment to spin the complicated and dangerous Unmaking draft. The screen is overlayed with a loose, mystical reticule which the drafter can (and should) try to aim at enemy players. If an enemy is in the reticule when a certain time limit elapses, an explosion of pure energy will forcibly throw him towards the edges of the level to symbolize the undoing of his body. (In LOOM, a person's body explodes if the unmaking draft is spun upon him.)
Final Smash - Idea 2: Transcendence
Bobbin Threadbare concentrates a moment to spin the legendary and fantastic Transcendence draft. A rift is torn in the Pattern of space, and Bobbin recedes to its safety. The drafter is then able to move the rift around the level, unrestricted by walls or floors. If the rift touches an enemy player, it temporarily swallows him into its dark, unknown maw. After a certain time has elapsed, the rift will cease to exist, whereupon the players it had consumed are returned to the normal dimension and thrown violently away from where it was. The drafter will return to the spot from which he spun the draft, unharmed.
Final Smash - Idea 3: Under the hood of a weaver
Bobbin solemnly pulls back his shadowy hood, revealing his true form to his foes. The people playing the game will see this as an entity of pure darkness, unable to discern his real image. When his head is exposed, Bobbin will be able to move freely about the stage. A small aura of darkness or energy will be emitted from his head, and any players caught in it will suffer extreme percentage damage and be thrown away from the weaver. The final smash does not end after one hit. Instead, it continues for a certain period of time, during which any number of strikes can be made. Everyone should know...
It is death to look under the hood of the weaver.
I'd suggest you ask the last guy that tried, but... ~He's dead.~
Down-Taunt: Bobbin reveals a scrying sphere (LOOM equivalent of a crystal ball) from behind his back and observes it for a moment; if one were to look closely, it shows Bobbin winning the match. Middle-Taunt: Bobbin spins the Dyeing draft, and his robes change color permanently. It can be spun again for different colors. Up-Taunt: Bobbin holds his distaff tightly between his crossed arms. He looks into the sky and a magical essence surrounds the staff.
Pop (Journey-Esque protagonist)
As pikmin follow Captain Olimar, Pop's band of friends will accompany him in battle. Three of the following allies can be active at any given time: Tass, Sam, Irilldis, Percival, Hansen, Sun, Moon. They will follow Pop and periodically attack nearby enemies themselves with their own attacks. They can be hurt in the same way any other players can, and can be thrown off stage to render them unusable for a time. For all A attacks, Pop's party will attack synchronously with him. Because of this, any single attack will do low damage, but they will represent a great deal more if dealt together.
Special attacks/abilities: Tass: Tass heals Pop of a portion of his damage percentage. She can also do basic melee attacks. Sam: Attempts stronger yet slower melee attacks with a broken glass bottle. He constantly regenerates hismelf, lowering his own damage percentage. Irilldis: Irilldis' bravery makes nearby enemies' attacks do less damage. He can also do basic melee attacks. Hansen: Hansen relentlessly attacks opponents with very speedy melee punches and jumping kicks. Percival: Percy personifies protection. He can extend his shield and try to push enemies towards danger or off the stage. He can also do a basic thrusting attack with his lance. Sun: Sun's chaotic nature makes nearby allies attacks do more damage. He can also do basic melee attacks. Moon: Moon occasionally reflects enemy attacks and randomly heals some of an ally's damage percentage.
Weight: Light Speed: Fast Jump Height: High
A: A quick strike with Pop's scissor wings. His allies attack as well. Left or Right A: A charged melee attack with Pop's wings or fist (randomly). His allies attack as well. Up A: A spinning attack above Pop's head, using both scissor wings. His allies attack as well. Down A: A sweeping move in which both of Pop's hands, legs, and wings are arced around him, low to the ground. His allies attack as well.
B: Pop recalls one of his friends to his QUANTUM HATSPACE INVENTORIGRIFER, who is replaced by a different ally. Left or Right B: Pop shoots lightning/Tass shoots magic aether/Hansen shoots his gun/Irilldis fires a bow/Percival charges/Sun shoots a fireball/Moon shoots magic aether/Sam throws an extended robotic-arm punch in the respective direction. Up B: Pop and his band do a spinning jump attack upward, utilizing fists, lances, clubs, and whatever else they have to hurt enemies above them and gain height. Down B: Pop places his hat on the ground, then lifts it up, revealing one of the items from his travels. It can be picked up and used by anyone, and acts as any normal item does. Possible items: glue (slows or stops enemies that walk over it), marshmallow bag (heals some of your damage percentage), scissors (melee weapon), marshmallow man (poisons/sickens enemies, making them move slower/do less damage), and Sam's right arm (melee weapon).
Final Smash: The pill that encapsulates passion, intensity, and impulse.
Pop reveals a burnt sienna pill bottle from under his hat, and takes one of the medications from it. He swallows it, and his eyes glow fiery with power. Pop floats into the air and glows with chaotic Sun energy. For a relatively small duration, Pop can fly around very quickly and perform exceptionally strong melee attacks. This is not strong enough to be significant alone, though. To complement it, all of Pop's possible party members appear on the stage, and they are free to pursue and attack enemies with stronger-than-normal strikes.
Down-Taunt: Pop takes off his hat, bows, and the helpful snail slithers across his head before he puts it back on. Middle-Taunt: Pop and his group POSE LIKE A TEAM, BECAUSE S*** JUST GOT REAL. Up-Taunt: Everyone in Pop's party comes together for a high-five or hug (randomly), accompanied by an indeterminate cheer.
A: a heavy melee atack
side A: throws a grenade
up A: roundhouse kick
down A: plants some C4 that detonates several seconds later (C4 is in halo custom edition)
side smash: shoots a shotgun blast
down smash: rolls into opponents
up smash: jumps and lands on opponents head (he wears like 1 ton Armour)
final smash: activates halo while hiding
The Great and Mighty Patapon (Kamipon, for short)
Weight: Light. Speed: Medium. Jump: High.
A: Kamipon throws a pata-punch
Side A: Kamipon leans in to a punch. This is just the default A attack, but a bit more powerful.
Down A: Kamipon does the splits and spins.
Up A: Kamipon performs an uppercut.
Charged Side A: A powerful thrust with a spear
Charged Down A: A series of two sweeping kicks.
Charged Up A: A jumping overhead slice with a sword.
Running A: Kamipon does a quick shoulder ram.
Aerial Up A: Kamipon thrusts upwards with a spear
Aerial Side A: Kamipon does a somersault-slice with a sword
Aerial Down A: Kamipon takes out the Don drum and falls down quickly while riding it.
B: Divine Sword Kamipon. It's just like Donkey Kong's B move, but with less knockback and more damage. Additionally, having this sword fully charged makes any move that involves a sword require less chargeup time.
Side B: Divine Shield Kamipon. Kamipon takes out a shield, reducing damage that hits the shield greatly. Attacks from the other side will deal more damage when the shield is out though.
Down B: Kamipon pounds on the Don drum, dealing damage but no knockback to anyone in its short range.
Up B: Toripon Boost. A bird swoops in to bounce Kamipon upwards.
Grab: Kamipon grabs the enemy by the collar.
Grab Attack: A strike with the sword's hilt.
Throw Up: Kamipon does a flip-kick, punting the victim upwards.
Throw Down: Kamipon suplexes the enemy.
Throw Side: Kamipon tosses the enemy a bit to the side, then jabs out with the spear.
Final Smash: The Patapon army. The battlefield and the combatants are turned black-and-white, the background unaffected. Patapons begin storming the screen. Two patapons of each of the three basic classes (Spear, Bow, Sword) start following every player besides Kamipon. Pressing the grab button/combo makes the Bowmen attack, pressing A makes the swordsmen attack and pressing B makes the spearmen attack. It is very possible to make them all attack simultaneously. Kamipon is drumming commands during the attack, and getting close to him while he does this damages other players.
Taunt Up: Kamipon poses like a badass.
Taunt Center: Kamipon drums out the sequence "Pata Pon Don Chaka," then dances a little.
Taunt Down:Kamipon adjusts his mask.
In celebration of the release of the demo of Patapon 3
A. Slashes with sword.
Side A. long-distance stab with sword.
Up A. Spins sword above head.
Down A. Spins around with sword low.
B. fire. creates a fire right in front of him.
Side B. Stabs 5 times with sword. stabs are in this order. weak, Strong, Medium, weak, strong (uppercut).
Down B. Stabs down at ground, cousing fire all around him.
Up B. swings up with pickaxe, then in mid-air, spins around and then swings back down.
Final smash: Sword rain. Swords fall from everywhere. there are wood, stone, iron, and gold swords.(gold and iron go through ground) about 10 each.
then three huge diamond swords fall, going through the ground and killing everyone. (exept silas).
down taunt. swings sword in a sideways 8 formation saying "too easy".
Up taunt. puts sword sideways on shoulder saying, "you gonna fight or what?"
Side taunt. does very fancy tricks with sword, almost falling asleep. then he shakis head as his swird drops, and catches his sword by the very end.
Gordon Freeman.
A. Swings crowbar
Side A. Throws a 'nade a short distance
Up A. Swings crowbar upward
Down A. Cracks pavement with crowbar
B. Shoots a pistol
Side B. Throws bugbait, siccing antlions on people
Up B. Charges and releases a pulse rifle plasma orb
Down B. Pulls out rocket launcher and fires
Final Smash. Gravity gun, grabs opponents in front of him and flings them automatically for MASSIVE DAMAGE
Down taunt. Looks at arms
Up taunt. Headcrab hops on his head and climbs back off
Side taunt. Points crowbar like a fencing sword
Weight: Medium Speed: Medium Jump Height: High
Note: His boots are equipped with electrically powered pistons, enabling him to reach high platforms.
A: A punch. If timed right, can result in two punches, followed by an uppercut.
Left or Right A: Lunging punch in the respective direction.
Up A: Jumping uppercut.
Down A: Leg sweep, has a small chance of tripping an opponent.
B: He draws his pepperbox pistol, which can be fired a maximum of seven times before "cooling-down."
Left or Right B: Fires a custom stun bullet from his pepperbox, dealing less damage than a normal shot, but has a 25% chance of stunning an opponent.
Up B: An upwards slash with his knife.
Down B: A downwards slash with his knife.
Final Smash: Barrage
Swing draws his pepperbox and drops to one knee while Hobbs and Polly land at his sides via cables dropped from the flagship of the Electrical Pirates of Cindery Island, seen floating overhead. After readying their pistols, the trio fire all seven, electrically charged shots from their pistols, dealing massive damage and a 25% chance of stun to anyone, friend or foe, that gets caught in the field of fire. If an opponent is killed with this move, Captain Swing's cooldown time for his pistol is halved temporarily. If unsuccessful, he suffers 1.5X his usual reload as well as slowed movement.
Down-Taunt: Doffs his hat with a bow, often saying "Well played."
Middle-Taunt: Cracks his knuckles and neck.
Up-Taunt: Removes his goggles, cleans them with his scarf, then straps them back on.
(Click-able)
Dangerous Caverns The PGDD, Mark I
Weight: Medium
Speed: Medium
Jump Height: High
A: A quick strike with a wooden distaff
Left or Right A: A long-range strike with the distaff in which is is swing far in the respective direction
Up A: A sort of "stab" upward with the distaff
Down A: A sweeping move in which the distaff hits enemy players below or directly next to Bobbin
B: Bobbin spins either the Terror or Sleep draft which immobilizes players near him for a short duration
Left or Right B: A musical note is summoned and cast in the respective direction in a single, quick motion
Up B: Bobbin summons and is carried (flying/floating) by messenger nymphs for a short duration
Down B: Bobbin spins the Healing/Reflection draft which removes some of his damage percentage and reflects an incoming attack (counter move)
Final Smash - Idea 1: Unmaking
Bobbin Threadbare concentrates a moment to spin the complicated and dangerous Unmaking draft. The screen is overlayed with a loose, mystical reticule which the drafter can (and should) try to aim at enemy players. If an enemy is in the reticule when a certain time limit elapses, an explosion of pure energy will forcibly throw him towards the edges of the level to symbolize the undoing of his body. (In LOOM, a person's body explodes if the unmaking draft is spun upon him.)
Final Smash - Idea 2: Transcendence
Bobbin Threadbare concentrates a moment to spin the legendary and fantastic Transcendence draft. A rift is torn in the Pattern of space, and Bobbin recedes to its safety. The drafter is then able to move the rift around the level, unrestricted by walls or floors. If the rift touches an enemy player, it temporarily swallows him into its dark, unknown maw. After a certain time has elapsed, the rift will cease to exist, whereupon the players it had consumed are returned to the normal dimension and thrown violently away from where it was. The drafter will return to the spot from which he spun the draft, unharmed.
Final Smash - Idea 3: Under the hood of a weaver
Bobbin solemnly pulls back his shadowy hood, revealing his true form to his foes. The people playing the game will see this as an entity of pure darkness, unable to discern his real image. When his head is exposed, Bobbin will be able to move freely about the stage. A small aura of darkness or energy will be emitted from his head, and any players caught in it will suffer extreme percentage damage and be thrown away from the weaver. The final smash does not end after one hit. Instead, it continues for a certain period of time, during which any number of strikes can be made. Everyone should know...
It is death to look under the hood of the weaver.
I'd suggest you ask the last guy that tried, but... ~He's dead.~
Down-Taunt: Bobbin reveals a scrying sphere (LOOM equivalent of a crystal ball) from behind his back and observes it for a moment; if one were to look closely, it shows Bobbin winning the match.
Middle-Taunt: Bobbin spins the Dyeing draft, and his robes change color permanently. It can be spun again for different colors.
Up-Taunt: Bobbin holds his distaff tightly between his crossed arms. He looks into the sky and a magical essence surrounds the staff.
Medium, Medium.
A minecraft mob spawner:
A: Sheep whack
^A^: Chicken throw
: Pig toss
vAv: Cow slam
B: Zombie-Heavy melee attack.
^B^: Spider-Jumps up, boosts player a little.
: Skeleton-Shoots an arrow.
vBv: Creeper-Marches forward, then explodes.
Final Smash: Slime horde: 3 Huge slimes fall that cause massive damage. Then they split into smaller and smaller slimes until the little ones dissapear.
^T^: Rana pops out.
<T>: Pig spins inside.
vTv: Small slime pops out, then hops in.
As pikmin follow Captain Olimar, Pop's band of friends will accompany him in battle. Three of the following allies can be active at any given time: Tass, Sam, Irilldis, Percival, Hansen, Sun, Moon. They will follow Pop and periodically attack nearby enemies themselves with their own attacks. They can be hurt in the same way any other players can, and can be thrown off stage to render them unusable for a time. For all A attacks, Pop's party will attack synchronously with him. Because of this, any single attack will do low damage, but they will represent a great deal more if dealt together.
Special attacks/abilities:
Tass: Tass heals Pop of a portion of his damage percentage. She can also do basic melee attacks.
Sam: Attempts stronger yet slower melee attacks with a broken glass bottle. He constantly regenerates hismelf, lowering his own damage percentage.
Irilldis: Irilldis' bravery makes nearby enemies' attacks do less damage. He can also do basic melee attacks.
Hansen: Hansen relentlessly attacks opponents with very speedy melee punches and jumping kicks.
Percival: Percy personifies protection. He can extend his shield and try to push enemies towards danger or off the stage. He can also do a basic thrusting attack with his lance.
Sun: Sun's chaotic nature makes nearby allies attacks do more damage. He can also do basic melee attacks.
Moon: Moon occasionally reflects enemy attacks and randomly heals some of an ally's damage percentage.
Weight: Light
Speed: Fast
Jump Height: High
A: A quick strike with Pop's scissor wings. His allies attack as well.
Left or Right A: A charged melee attack with Pop's wings or fist (randomly). His allies attack as well.
Up A: A spinning attack above Pop's head, using both scissor wings. His allies attack as well.
Down A: A sweeping move in which both of Pop's hands, legs, and wings are arced around him, low to the ground. His allies attack as well.
B: Pop recalls one of his friends to his QUANTUM HATSPACE INVENTORIGRIFER, who is replaced by a different ally.
Left or Right B: Pop shoots lightning/Tass shoots magic aether/Hansen shoots his gun/Irilldis fires a bow/Percival charges/Sun shoots a fireball/Moon shoots magic aether/Sam throws an extended robotic-arm punch in the respective direction.
Up B: Pop and his band do a spinning jump attack upward, utilizing fists, lances, clubs, and whatever else they have to hurt enemies above them and gain height.
Down B: Pop places his hat on the ground, then lifts it up, revealing one of the items from his travels. It can be picked up and used by anyone, and acts as any normal item does. Possible items: glue (slows or stops enemies that walk over it), marshmallow bag (heals some of your damage percentage), scissors (melee weapon), marshmallow man (poisons/sickens enemies, making them move slower/do less damage), and Sam's right arm (melee weapon).
Final Smash: The pill that encapsulates passion, intensity, and impulse.
Pop reveals a burnt sienna pill bottle from under his hat, and takes one of the medications from it. He swallows it, and his eyes glow fiery with power. Pop floats into the air and glows with chaotic Sun energy. For a relatively small duration, Pop can fly around very quickly and perform exceptionally strong melee attacks. This is not strong enough to be significant alone, though. To complement it, all of Pop's possible party members appear on the stage, and they are free to pursue and attack enemies with stronger-than-normal strikes.
Down-Taunt: Pop takes off his hat, bows, and the helpful snail slithers across his head before he puts it back on.
Middle-Taunt: Pop and his group POSE LIKE A TEAM, BECAUSE S*** JUST GOT REAL.
Up-Taunt: Everyone in Pop's party comes together for a high-five or hug (randomly), accompanied by an indeterminate cheer.