Author Topic: Super Smash Touhou  (Read 26964 times)

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Super Smash Touhou
« on: August 14, 2010, 05:06:02 AM »
You know your addicted to Touhou when you think up a game for it and can't for your life make it, even in a million years.

So, I heard about that new Touhou doujinshi game and someone compared it to SSB and ever since then I can't stop thinking about it. So lets dicuss what a SSB touhou would be like e.g unique game mechanics, character attacks( you just can't have them all doing danmaku, something that fits/works them) etc.

Here's what I've thought about so far:

Characters
Human group: Reimu, Marisa, Sakuya, Youmu and Sanae

Scarlet group: Meiling, Patchouli and Remilia

Sakura group: Alice, Yuyuko and Yukari

Night group: Reisan, Eirin and Kaguya

Flower group: Cirno, Komachi and Yuuka

Faith group: Nitori, Aya and Kanako

Fight group: Suika, Tenshi and Iku

Subterranean Group: Yuugi or Orin, Satori and Utsuho

UFO group: Byakuran (don't know enough about the other characters)

Ex(secret) group: Flandre, Keine, Mokou, Shikieiki, Suwako, Koshi and Nue

Bonus(secret) group: Mima, Ruukoto, Shinki, Young Alice, Rika(for the tank) and Yumemi

Boss(unlockable but nerfed): ZUN

Unique Features

After the initial jump the character dashes and has an 2nd dash, so three jumps in all.

The length off the 2nd dash depends on the character-

[50% length of 1st dash: All characters unless stated otherwise

75% length of 1st dash: Utsuho(whats stopping her to 100% is her heavy Accessories) and Reimu (so far)

100% length of 1st dash: Mystia(bird), Remilia(wings) and Flandre (so far)

125% length of 1st dash: Aya (so far)]

Doges make a Graze noise

Battlefields are more in the air then land

All other characters that can't make it a trophy summons

(These are what I thought of so far)

Edit: The movelist so far-

By me

Quote
Utsuho: Slow but powerful(even in the air)

Special: Hold to charge Control Rod, Press again when fully charged to unleash a devastating attack
(Note: A charged control rod does extra damage for normal attacks, charged N.attack drains the CR depending on how long charged)

Forward Special : Hold to shoot large beam of energy, low damage but last long, gets weaker further from Utsuho, weakens over time (Note: Beam gets more powerful if there is charge in the CR, drains CR when used)

Upward Special: Surrounds herself in energy and dashes in selected direction (Thinks Fox McCloud's one)

Down Special: Surrounds herself in an energy ball that sucks in everything then unleashes the energy in a burst of danmaku (Note: The suction isn't that strong, a player resisting it can get away; players sucked in gets damaged until they get out of it, the items and projectile it asborbs, the more powerful the burst)

Smash Special: Unleashes a Nova burst with herself as the center, it's very big

Satori Komeiji: Kirby up to eleven

Special: Reads the mind (copies their special) of the opponent (short distance)

Forward Special: Dashes forward, grabs the opponent, reads their mind(copies forward special) and tosses them backwards

Upward Special: Dashes Forward Up, grabs the opponent, reads their mind(copies upward special) and tosses them downwards

Down Special: Satori Opens her thought to all and any who attack her are swiftly dealt with (A counter)

Smash Special: ?????

Youmu Konpaku: Swift and Deadly

Special: Charge attack, keeps her swords in their sheaths and unleashes them both when ready to strike (Like Marths)

Forward Special: Forward running attack, In but a moment she slashes and all stand still...then the mind comes to reality (Think Fox's one, but the opponent takes some time to register the attack, low recovery)

Upward Special: Two swift slashes in succession (Think pikachu's but stronger and shorter range)

Down Special: She make a duplicate of herself (using Myon) that attacks the closes opponent with attacks she used (a certain time e.g 60,30sec?) before, will dispel with a couple of hits (Note: By using the attack again while Myon is out still, she teleports to Myon's place and Myon is canceled, also there is a delay in using the attack again if doing this)

Smash Special: She first slashes with Hakurouken, leaving all hit baffled, then she slashes again with Roukanken too finish them off (and anyone else who entered the attack zone after the firist slash)

Sakuya Izayoi: The Speedy Maid

Special: Launches a wave of knives that can bounce against obstacles, slow recovery

Forward Special: Launches a knife that homes in on the opponent, it can be done three times in succession

Upward Special: Teleports (actually stops time and moves) in the direction specified and leaves a ring of knives(outward) in her previous postion

Downward Special: She checks her pocket watch and any who attacks her during this gets a special present(A fast ring of knives pointing inward at their location) while she dodges gracefully

Smash Special: She freezes time while she herself can still move and attack freely ( It's the Sakuya's World Spell from the fighting game and all it's benefits)

By Kracko

Quote
Reimu:
Most melee attacks based on the fighters.
B- Homing amulet
Up B- Teleport, keep holding B to teleport then kick
Fwd B- Throws a bouncing yinyang ball
Down B- Throws an amulet down, causing a brief explosion

Final Smash- Fantasy seal, obviously.

Yukari:
B- Creates a gap in front of her that eats projectiles and damages opponents. It will appear only briefly unless it hits an opponent, in which it stays longer and deals multiple hits
Up B- Gap teleport
Fwd B- Parasol spin forward
Down B- Only usable on ground. Makes the traffic signs appear from the ground in front of her

Final Smash-
Yukari disappears. The background turns into gap-space, with eyes and all. Trains will barge in from the back, similar to Capt. Falcon's FS, at random points on the stage, and one at a time, although the time between each train progressively gets shorter.

Satori:
B- Mind-read (copy opponent's special)
Up B- Camera-shy rose. She instantly flies upwards, with slight controllable trajectory. If she hits anyone, they get a heart-blast, similar to Peach.
Fwd B- Brain fingerprint bomb. Shoots a pellet forward, angled-down, so there isn't much range. If it hits the ground, it becomes a mine. If it hits someone, it attaches to them. You can then press Fwd B again to detonate it.
Down B- She cringes and her heart waves sends out circular dark-colored brain waves around her for a brief moment. You can extend the duration by rapidly pressing B, but it won't go forever. Anyone who is hit by these waves goes into a stun mode. The startup is a tad laggy.

Final Smash: Her heart releases a brief brain wave in front of her, which doesn't travel very far. If it hits someone, they fall into a stun. Satori then attacks with a pillar of brain waves (which now look more like dark-colored needles) from the bottom rising up. In the end, it only meteor-smashes, so there's little KO power, but the damage it racks up is very high.

Patchouli:
Fwd Smash: Book
Up Smash: Lifts her book up, and a spinning wind orb appears above it. Similar to Mewtwo's.
Down Smash: Swings her arm, purple magic surrounds her at the feet, with less range at her back.

B: Shoots a chargeable fireball
Fwd B: Tosses a slow bubble that pops if attacked, or on its own over time. Obviously, the pop deals damage.
Up B: Gears surround her as she makes a hop. The vertical recovery isn't too impressive, but at least she also has horizontal recovery.
Down B: On the ground, she creates a short row of stalagmites. In the air, she throws down stalactites.

Final Smash: Silent Selene. The attack should be self-explanatory.

Reisen:
Fwd Smash: Creates a red spark in front of her.
Up Smash: A simple hop punch upwards.
Down Smash: Shoots a laser downwards.

B: Bullets. Can be fired in succession by rapidly pressing B. If you hold B, she will shoot a stronger, shorter-ranged laser.
Up B: Teleports in a given direction, leaving an afterimage behind where she originally was.
Fwd B: Dashes forward, and swings her arm at the first opponent she encounters, stunning them.
Down B: Splits in two, both clones dashing in opposite directions, then re-merging. The dashing clones deal damage and meteor strike.

Final Smash: Shoots a mass of swirling red rings that fly forward for a second, then disappear. If it hits, initiate cutscene sequence. The opponent falls into a pitch-black world, and is suddenly surrounded by flying red wisps as Reisen's signature evil eyes appear behind her.
The camera then shifts to what's really happening, showing that the opponent is actually standing still, dazed. Reisen is behind her, and shoots her square in the back of the head with a powerful thin laser.
Like Capt. Falcon's FS, after the sequence, the camera instantly reverts back to the actual fighting. The laser instantly travels across the stage, hitting other opponents.

Yuugi:
Melee and smashes are pretty much standard I-hit-you-very-hard-with-strong-punch/kick.

B: She performs a long animation in which her fist shines brighter and brighter until she releases a powerful punch. Like Ganon's, but as Rikter suggested, has super-amor.
Up B: Throws her sake into the air as a projectile, then jumps after it. If the sake connects with an opponent, after Yuugi reaches the sake, she will perform a spin-kick of sorts.
Fwd B: Knockout in three steps. Similar to Marth's FwdB, in which you have to chain the special in succession.
Down B: Slams the ground with a flaming fist. Like DK's, but it's only one hit. Stronger, wider range, better knockback, but has a pretty long recovery. If you are directory in front of her, it does fire damage.

Final Smash: Glows and burns brightly. Invincible and buffed for a period of time. Most attacks create explosions.

Youmu:
Up Smash: Wide upward slash
Fwd Smash: Myon shoots forward
Down Smash: Youmu crouches and stabs

B: Myon shoots a spiral of bullets
Fwd B: Runpast slash, with cherry blossom aesthetics.
Up B: A basic uppercut slash
Down B: Sets Myon to stay in place, or follow Youmu.

Final Smash: Performs a huge slash. If it connects, time slows down. When it resumes, Youmu does a runpast on the hit opponent(s), knocking them into the air, and using Slash of the Eternity - That cool-looking spellcard in the fighters where the opponent is slashed multiple times out of nowhere.

Mokou:
Melee is largely comprised of kicks.

B: Sends out fire from her hand in a flamethrower-like fashion.
Fwd B: Makes a flaming swipe. Think Capt. Falcon's, but more range and no horizontal movement.
Up B: Grows fire wings and quickly flaps them once, sending her upward. The wings damage nearby enemies for the duration in which they're present, which is basically the beginning of the animation.
Down B: Goes on fire. The fire grows as the B button is held, although holding it too long creates a powerful, self-damaging explosion.

Final Smash: Spawns the whole Phoenix-wings set behind her and becomes invincible. She can freely fly around the screen, releasing large fireballs as an attack.

Sanae

B: Tosses out a frog bomb that looks like the frog on her head. It bounces rather high, but has slow horizontal movement. On contact, it explodes.
Fwd B: Shoots a fast-moving snake projectile that deals constant damage on the opponent it hits.
Up B: Creates wind around her, giving her temporary flight.
Down B: Hits the ground, which causes small columns of water to rise up from the sides in a wave motion. There's about three columns per side. If used in the air, she'll shoot a heavy droplet of water downwards, which will cause the waves if it hits the ground.

Final Smash: Creates a giant star above her, which starts spinning and soon flies forward. After traveling some length, it explodes into many little stars that fly in different directions. The large spinning star deals constant, heavy damage, its explosion has knockback, and the little spawn stars only do small extra damage.

Komachi

B: Sends out a slow wisp that moves in a wavy motion.
Fwd B: Gets on her boat and dashes forward. If you keep holding B, she will end the attack with a slice.
Up B: Creates a spell circle around her, then teleports. The teleport is very far, but takes time to activate, meaning you are still falling when the spell circle appears.
Down B: While the B button is held down, Komachi spins her scythe, sucking in opponents within range. When releasing, she lets out a large slash.

Final Smash: Does a spin-slash, angled downwards. Although it's relatively short-ranged, the huge knockback makes it almost always an OHKO.
By Patorikko

Quote
Nue Houjuu

Forward Smash - She thrusts her trident at the enemy, smashing them a short distance away.

Up Smash - Nue swings her blue lance-type wings upwards, sending anything she hits skywards.

Down Smash - Nue spins clockwise, her red scythe-type wings outwards, tossing any opponents in a 10-foot radius flying.

Neutral Special - Nue sends twelve snake-like danmaku in a circle, with six of them swerving back to Nue and going back outward. Danmaku fades out of existence after travelling 30 feet away from original position. Alternatively, she could spread dark clouds in all directions which shoot out bullets at a designated point. Hold the button longer for the clouds to go out further before shooting. Another alternative is that she can send out three lasers that split into bullets, merge, then become four lasers, split again, merge, become five lasers, and so on. The pattern of laser-bullet-laser lasts as long as you hold the button, however this leaves Nue completely vulnerable.

Forward Special - Nue tosses a red UFO forward, hitting any targets directly in its way until the stage's end, and sends homing danmaku towards any stray opponents as it travels.

Down Special - Nue sends out four blue UFOs in all directions, circling Nue counter-clockwise while travelling outwards and shooting out danmaku in a spiral counter-clockwise. Nue is immobile while this occurs.

Up Special - Nue floats up and forward on a green UFO, sending out a single laser down and forward, along with bullets shooting towards the ground randomly.

Final Smash - Nue flies out of harm's way and sends down a rain of lasers that turn into bullets, similar to her final spellcard. Lasts for about 20 seconds.

By Onthenet

Quote
Koishi Komeji
Special: Release of the Id
(Koishi tosses out 4 red hearts in the diagonal directions which do light damage and knockback, but quickly disappear about a character's length away. On the fourth use, blue hearts appear where the red ones disappeared and travel reversed paths, doing twice the damage the red ones would have dealt.)

Special Up: Genetics of the Subconscious
(Koishi dashes in the direction held while faint glowing swirls appear behind her. After a half second's delay, the swirls become solid. They do light but constant damage while knocking back the foe in a way that forces them to follow Koishi's path.)

Special Side: Mind's Rose
(A ring expands from Koishi at an accelerating rate, similar to Din's Fire. When the button is released, the entire ring bursts into roses, which are bigger and more powerful the further the ring traveled. Alternates between red and blue each time.)

Special Down: Subconscious Camouflage
(Koishi fades into invisibility over 4 seconds, during which she can move around and attack. If she's hit during this time, the effect wears off. Once she becomes fully invisible, she becomes invincible for 2 seconds or until she attacks, after which she returns to normal.)

Final Smash: Subterranean Rose
(Koishi becomes invincible for about 8 seconds as the camera scrolls out. Both the A and B buttons will work like her Mind's Rose special, but she is able to rapid fire them by alternating which button is used. A's roses are red and cause burn damage while B's roses and blue and freeze foes.)
By Ecchi

Quote
Tewi's moveset

B: A charge up attack. She will start swinging the hammer above her head. When the attack is initiated, she will swing the hammer, knocking back the opponent depending on the level of charge up

Fwd B: She crouches and charges up an attack. She then throws herself at the enemy, feet first, with explosive results

Down B: She taunts you. When you move to attack, she vanishes and the character is attacked by Tewi with a hammer, embedding them into the ground

Up B: She leaps high into the air, spinning and using her extended fist to do damage

Forward Smash: She does a roundhouse kick

Down Smash: She slams her hammer into the ground and sweeps it behind her to deal with anyone around her feet. This knocks people off ledges.

Up Smash: She stomps on the ground, sending bamboo shooting up into the air, knocking anyone around and above her skyward.

Final Smash: Earth Inaba Reinforcements. Tewi places a call and Earth Inaba start dropping in onto the field, some landing and others flying in with magic. They shoot bullets at the closest opponent, sometimes firing explosive rounds, which is generally the KO hit. This lasts for a while and when it is done, the Inaba vanish.

By Artemis

Quote
Yukari Yakumo, The Youkai Of Boundaries.

B : Spawns a glass like Border in front of her and then sends it forward.
B fwd : Yukari opens a gap in front her. Monster hand cames out of it,grabs enemy and then damages the enemy.
B down : Yukari opens a gap below her and teleports behind the enemy.
B up : Yukari opens a gap below her and teleports above her. (Used to dodge stuff.)
Melee : Using parasol as some sort of sword.

Final smash : Yukari Opens a giant gap. A plane comes out of it, damaging players in the air and train comes out of it, damaging players on land.

That's all so far.....
« Last Edit: August 19, 2010, 08:11:48 PM by Psycho Doll.S »

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Re: Super Smash Touhou
« Reply #1 on: August 14, 2010, 05:06:47 AM »
Character move list (what I thought of so far)

Utsuho: Slow but powerful(even in the air)

Special: Hold to charge Control Rod, Press again when fully charged to unleash a devastating attack
(Note: A charged control rod does extra damage for normal attacks, charged N.attack drains the CR depending on how long charged)

Forward Special : Hold to shoot large beam of energy, low damage but last long, gets weaker further from Utsuho, weakens over time (Note: Beam gets more powerful if there is charge in the CR, drains CR when used)

Upward Special: Surrounds herself in energy and dashes in selected direction (Thinks Fox McCloud's one)

Down Special: Surrounds herself in an energy ball that sucks in everything then unleashes the energy in a burst of danmaku (Note: The suction isn't that strong, a player resisting it can get away; players sucked in gets damaged until they get out of it, the items and projectile it asborbs, the more powerful the burst)

Smash Special: Unleashes a Nova burst with herself as the center, it's very big

Anything you guys feel you need to modify?
« Last Edit: August 14, 2010, 05:23:52 AM by Psycho Doll.S »

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Re: Super Smash Touhou
« Reply #2 on: August 14, 2010, 05:23:13 AM »
Satori Komeiji: Kirby up to eleven

Special: Reads the mind (copies their special) of the opponent (short distance)

Forward Special: Dashes forward, grabs the opponent, reads their mind(copies forward special) and tosses them backwards

Upward Special: Dashes Forward Up, grabs the opponent, reads their mind(copies upward special) and tosses them downwards

Down Special: Satori Opens her thought to all and any who attack her are swiftly dealt with (A counter)

Smash Special: ?????

Anything you guys feel you need to modify?

« Last Edit: August 14, 2010, 06:44:35 AM by Psycho Doll.S »

KrackoCloud

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Re: Super Smash Touhou
« Reply #3 on: August 14, 2010, 05:34:40 AM »
So, this is a thread about our ideas if Touhou were a Smash game? Sounds simple enough.

Reimu:
Most melee attacks based on the fighters.
B- Homing amulet
Up B- Teleport, keep holding B to teleport then kick
Fwd B- Throws a bouncing yinyang ball
Down B- Throws an amulet down, causing a brief explosion

Final Smash- Fantasy seal, obviously.


It might be good to note that not all specials have to be "canon," so to speak. King DeDeDe never had a rocket hammer.
Satori needs more variety, though it is pretty hard to think of stuff. It would be cool if she has an extended grab, where her heart lunges forward.
« Last Edit: August 14, 2010, 05:39:39 AM by KrackoCloud »

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Re: Super Smash Touhou
« Reply #4 on: August 14, 2010, 05:46:52 AM »
Youmu Konpaku: Swift and Deadly

Special: Charge attack, keeps her swords in their sheaths and unleashes them both when ready to strike (Like Marths)

Forward Special: Forward running attack, In but a moment she slashes and all stand still...then the mind comes to reality (Think Fox's one, but the opponent takes some time to register the attack, low recovery)

Upward Special: Two swift slashes in succession (Think pikachu's but stronger and shorter range)

Down Special: She make a duplicate of herself (using Myon) that attacks the closes opponent with attacks she used (a certain time e.g 60,30sec?) before, will dispel with a couple of hits (Note: By using the attack again while Myon is out still, she teleports to Myon's place and Myon is canceled, also there is a delay in using the attack again if doing this)

Smash Special: She first slashes with Hakurouken, leaving all hit baffled, then she slashes again with Roukanken too finish them off (and anyone else who entered the attack zone after the firist slash)

Anything you guys feel you need to modify? 

Re: Super Smash Touhou
« Reply #5 on: August 14, 2010, 05:59:16 AM »
It would probably look something like this.

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Re: Super Smash Touhou
« Reply #6 on: August 14, 2010, 06:04:19 AM »
Reimu:
Most melee attacks based on the fighters.
B- Homing amulet
Up B- Teleport, keep holding B to teleport then kick
Fwd B- Throws a bouncing yinyang ball
Down B- Throws an amulet down, causing a brief explosion

Final Smash- Fantasy seal, obviously.

It's good, but I think it's kinda too heavily based on the fighting game, try to base the attacks from more sources (Fan games, Doujinshis, the spellcards, there special ability, SSB)

Also Fantasy seal would be a broken move, how about Reimu flies out of reality (She invincible, infinite dashes, can use all her moves, and can move through the stage, limited time though)

It might be good to note that not all specials have to be "canon," so to speak. King DeDeDe never had a rocket hammer.

Yeah that's true but I like to mix of Canon, SSB, the fighting games

Satori needs more variety, though it is pretty hard to think of stuff. It would be cool if she has an extended grab, where her heart lunges forward.

Eh, she doesn't really have a lot(or is it none at all?) of unique moves and she just copies other peoples in the game so shes Kirby (she also has Pink hair)

Also the Heart Grab can be her running grab

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Re: Super Smash Touhou
« Reply #7 on: August 14, 2010, 06:07:59 AM »
It would probably look something like this.

Whoa, eight players in one match! I want it

And yeah, it would, but I was thinking this would be made from a mod of SSB,  that's why a lot of the attacks I thought of a similar to SSB

By the way, Sakuya is next

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Re: Super Smash Touhou
« Reply #8 on: August 14, 2010, 06:21:05 AM »
Sakuya Izayoi: The Speedy Maid

Special: Launches a wave of knives that can bounce against obstacles, slow recovery

Forward Special: Launches a knife that homes in on the opponent, it can be done three times in succession

Upward Special: Teleports (actually stops time and moves) in the direction specified and leaves a ring of knives(outward) in her previous postion

Downward Special: She checks her pocket watch and any who attacks her during this gets a special present(A fast ring of knives pointing inward at their location) while she dodges gracefully

Smash Special: She freezes time while she herself can still move and attack freely ( It's the Sakuya's World Spell from the fighting game and all it's benefits)

Anything you guys feel you need to modify?

And these are all the characters move-list that I thought of so far

This makes me wish I was good at making games, all these Ideas and not an once of skill to implement them, makes me depressed...oh well I can all ways discuss this with you guys, it fills me with glee sharing ideas with you all

Also maybe someone will use the idea and make a game of it(wishing, wishing, wishing)
« Last Edit: August 14, 2010, 06:28:38 AM by Psycho Doll.S »

KrackoCloud

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Re: Super Smash Touhou
« Reply #9 on: August 14, 2010, 06:41:47 AM »
It's good, but I think it's kinda too heavily based on the fighting game, try to base the attacks from more sources (Fan games, Doujinshis, the spellcards, there special ability, SSB)

Also Fantasy seal would be a broken move, how about Reimu flies out of reality (She invincible, infinite dashes, can use all her moves, and can move through the stage, limited time though)

Butbutbut Fantasy Seal is such a signature move!
Honestly, I wouldn't be surprised if an SSB Touhou game implemented grazing, which would easily make this work.
Another idea would be to make the fantasy orbs much smaller, and they only attack one at a time.

No stop-knives for Sakuya? Oh well.

Yukari:
B- Creates a gap in front of her that eats projectiles and damages opponents. It will appear only briefly unless it hits an opponent, in which it stays longer and deals multiple hits
Up B- Gap teleport
Fwd B- Parasol spin forward
Down B- Only usable on ground. Makes the traffic signs appear from the ground in front of her

Final Smash-
Yukari disappears. The background turns into gap-space, with eyes and all. Trains will barge in from the back, similar to Capt. Falcon's FS, at random points on the stage, and one at a time, although the time between each train progressively gets shorter.

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Re: Super Smash Touhou
« Reply #10 on: August 14, 2010, 06:56:53 AM »
How would grazing be implemented without making the characters broken?

Also Smash specials for chracters:

Marisa - Master Spark (duh)

Mima - Twilight Spark (I just love the cut-scene for that move in Touhou soccer)

Yuuka - Twin Spark (Shoots front and back, so no vulnerable spot except upwards)


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Re: Super Smash Touhou
« Reply #11 on: August 14, 2010, 06:59:01 AM »
shots can be grazed, but only in the dash. Physical attacks can only be stopped by the shield or the dodge

I would guess.

Yuyuko: She BITES someone a la ultimate Chimera and KO's them instantly

Re: Super Smash Touhou
« Reply #12 on: August 14, 2010, 07:04:14 AM »
shots can be grazed, but only in the dash. Physical attacks can only be stopped by the shield or the dodge

I would guess.

Yuyuko: She BITES someone a la ultimate Chimera and KO's them instantly
Sounds better suited to Rumia if you look at it from a canon vs fanon standpoint.

Though that could just be Rekkaden speaking.

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Re: Super Smash Touhou
« Reply #13 on: August 14, 2010, 07:18:39 AM »
What's/Who's Rekkaden?

So, do you guys have your own character list? and unique features that the game could have?

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Re: Super Smash Touhou
« Reply #14 on: August 14, 2010, 07:35:21 AM »
Whoa, eight players in one match! I want it

This game is silly-fun and... well... silly. And awesome.

Also, loving the new ideas from y'all. I'd /kill/ to play an actual (that game's good, but bare-bones and kinda dry in terms of characters and whatnot) Touhou Smash game.

Because it would be amazing and nobody would ever hear from me again.

Re: Super Smash Touhou
« Reply #15 on: August 14, 2010, 07:42:16 AM »
What's/Who's Rekkaden?

So, do you guys have your own character list? and unique features that the game could have?
4-player Touhou fighting game.  One of Rumia's spellcards involves her attempting to eat one of the opposing players.

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Re: Super Smash Touhou
« Reply #16 on: August 14, 2010, 07:50:46 AM »
You know, for a moment there I read Reimu instead of Rumia, boy was I creeped out

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Re: Super Smash Touhou
« Reply #17 on: August 14, 2010, 11:22:01 AM »
Could you please at least use the "EDIT" button when you want to add info to your own thread. There is no reason to make double, triple of quadruple posts for adding small addition of post material.

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Re: Super Smash Touhou
« Reply #18 on: August 14, 2010, 01:29:18 PM »
Ah, sorry about that.

Can you combine the post's related to each other into one thing?

dustyjo

Re: Super Smash Touhou
« Reply #19 on: August 14, 2010, 02:18:02 PM »
All other characters that can't make it a trophy summons

What the hell does this mean?

Helepolis

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Re: Super Smash Touhou
« Reply #20 on: August 14, 2010, 03:16:07 PM »
Ah, sorry about that.

Can you combine the post's related to each other into one thing?
If I am not mistaking you can remove your own posts and combine them =|

game2011

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Re: Super Smash Touhou
« Reply #21 on: August 14, 2010, 04:51:02 PM »
What the hell does this mean?
He/she most likely means that characters who do not make it as playable characters can make it as Assist Trophies.

I have a stage idea, and that is Scarlet Devil Mansion.  I'd imagine it to be something like Hyrule Castle from the original SSB, but without the tornado hazard.
« Last Edit: August 14, 2010, 04:53:50 PM by game2010 »

Re: Super Smash Touhou
« Reply #22 on: August 14, 2010, 05:17:21 PM »
If I am not mistaking you can remove your own posts and combine them =|
The delete button seems to come and go depending on the board for some reason.

I certainly don't have one here.

KrackoCloud

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  • ... but white rice is my favorite food.
Re: Super Smash Touhou
« Reply #23 on: August 14, 2010, 05:40:32 PM »
Actually, here's a Satori revision, because I thought about DS spellcards:

B- Mind-read (copy opponent's special)
Up B- Camera-shy rose. She instantly flies upwards, with slight controllable trajectory. If she hits anyone, they get a heart-blast, similar to Peach.
Fwd B- Brain fingerprint bomb. Shoots a pellet forward, angled-down, so there isn't much range. If it hits the ground, it becomes a mine. If it hits someone, it attaches to them. You can then press Fwd B again to detonate it.
Down B- She cringes and her heart waves sends out circular dark-colored brain waves around her for a brief moment. You can extend the duration by rapidly pressing B, but it won't go forever. Anyone who is hit by these waves goes into a stun mode. The startup is a tad laggy.

Final Smash: Her heart releases a brief brain wave in front of her, which doesn't travel very far. If it hits someone, they fall into a stun. Satori then attacks with a pillar of brain waves (which now look more like dark-colored needles) from the bottom rising up. In the end, it only meteor-smashes, so there's little KO power, but the damage it racks up is very high.
« Last Edit: August 14, 2010, 09:33:58 PM by KrackoCloud »

Marin The Magus

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Re: Super Smash Touhou
« Reply #24 on: August 14, 2010, 08:31:14 PM »
This isn't THAT much imposible. The sprites would be realtively easy to do and so the backgrounds. The music...well, that would be the easiest and funniest thing to do. The programming should be difficult, but after that, everytihng should be okay. Of course, it would be for PC, but it would be a touhou smash after all.
Also, NITORI HAS TO HAVE A SMASH SIMILAR TO FOX. I mean, well...it could be...a road roller xD! (Me-got-confuse) But it has to be like Fox's. 

Myschi

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Re: Super Smash Touhou
« Reply #25 on: August 14, 2010, 09:17:58 PM »
Also, NITORI HAS TO HAVE A SMASH SIMILAR TO FOX. I mean, well...it could be...a road roller xD! (Me-got-confuse) But it has to be like Fox's.

And her Up Special needs to be Extending Aaaaaaaarm. (Look at Olimar's up-special, but without the 'oh shit I don't have any pikm- *dies*' part)

Patorikku

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Re: Super Smash Touhou
« Reply #26 on: August 14, 2010, 09:37:04 PM »
Okay, I'm participating in this. Just because it's awesome.

Nue Houjuu

Forward Smash - She thrusts her trident at the enemy, smashing them a short distance away.

Up Smash - Nue swings her blue lance-type wings upwards, sending anything she hits skywards.

Down Smash - Nue spins clockwise, her red scythe-type wings outwards, tossing any opponents in a 10-foot radius flying.

Neutral Special - Nue sends twelve snake-like danmaku in a circle, with six of them swerving back to Nue and going back outward. Danmaku fades out of existence after travelling 30 feet away from original position. Alternatively, she could spread dark clouds in all directions which shoot out bullets at a designated point. Hold the button longer for the clouds to go out further before shooting. Another alternative is that she can send out three lasers that split into bullets, merge, then become four lasers, split again, merge, become five lasers, and so on. The pattern of laser-bullet-laser lasts as long as you hold the button, however this leaves Nue completely vulnerable.

Forward Special - Nue tosses a red UFO forward, hitting any targets directly in its way until the stage's end, and sends homing danmaku towards any stray opponents as it travels.

Down Special - Nue sends out four blue UFOs in all directions, circling Nue counter-clockwise while travelling outwards and shooting out danmaku in a spiral counter-clockwise. Nue is immobile while this occurs.

Up Special - Nue floats up and forward on a green UFO, sending out a single laser down and forward, along with bullets shooting towards the ground randomly.

Final Smash - Nue flies out of harm's way and sends down a rain of lasers that turn into bullets, similar to her final spellcard. Lasts for about 20 seconds.

Oh look, I got an image in my signature. Finally.
Click here for Tumblr nonsense.

Lord Phantasm Satori

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Re: Super Smash Touhou
« Reply #27 on: August 14, 2010, 09:47:52 PM »
you know, if you guys get into the smash hacking psa business, this could be possible. theres already a Flandre Scarlet being made.

KrackoCloud

  • I don't mean to be greedy...
  • ... but white rice is my favorite food.
Re: Super Smash Touhou
« Reply #28 on: August 14, 2010, 10:04:32 PM »
That Nue seems wonderfully broken. Could I suggest getting rid of the spare bullet shots?
And since you noted smash attacks, I think I'll start talking about those as well.

Patchouli:

Fwd Smash: Book
Up Smash: Lifts her book up, and a spinning wind orb appears above it. Similar to Mewtwo's.
Down Smash: Swings her arm, purple magic surrounds her at the feet, with less range at her back.

B: Shoots a chargeable fireball
Fwd B: Tosses a slow bubble that pops if attacked, or on its own over time. Obviously, the pop deals damage.
Up B: Gears surround her as she makes a hop. The vertical recovery isn't too impressive, but at least she also has horizontal recovery.
Down B: On the ground, she creates a short row of stalagmites. In the air, she throws down stalactites.

Final Smash: Silent Selene. The attack should be self-explanatory.

Reisen:
Fwd Smash: Creates a red spark in front of her.
Up Smash: A simple hop punch upwards.
Down Smash: Shoots a laser downwards.

B: Bullets. Can be fired in succession by rapidly pressing B. If you hold B, she will shoot a stronger, shorter-ranged laser.
Up B: Teleports in a given direction, leaving an afterimage behind where she originally was.
Fwd B: Dashes forward, and swings her arm at the first opponent she encounters, stunning them.
Down B: Splits in two, both clones dashing in opposite directions, then re-merging. The dashing clones deal damage and meteor strike.

Final Smash: Shoots a mass of swirling red rings that fly forward for a second, then disappear. If it hits, initiate cutscene sequence. The opponent falls into a pitch-black world, and is suddenly surrounded by flying red wisps as Reisen's signature evil eyes appear behind her.
The camera then shifts to what's really happening, showing that the opponent is actually standing still, dazed. Reisen is behind her, and shoots her square in the back of the head with a powerful thin laser.
Like Capt. Falcon's FS, after the sequence, the camera instantly reverts back to the actual fighting. The laser instantly travels across the stage, hitting other opponents.

Rikter

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Re: Super Smash Touhou
« Reply #29 on: August 14, 2010, 11:15:56 PM »
Yuugi should obviously preform similar to Gannondrof except with more reward for putting up with high lag attacks. This could preferably be done via larger hit boxes and or monsterous KO potential and possibly "Super Armor" effects in some attacks.
« Last Edit: August 14, 2010, 11:18:41 PM by Rikter »