Maidens of the Kaleidoscope
~Hakurei Shrine~ => Touhou Addict Recovery Center => Topic started by: Doll.S CUBE on August 14, 2010, 05:06:02 AM
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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
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
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
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
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
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
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.....
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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?
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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?
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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.
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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?
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It would probably look something like this. (http://translate.googleusercontent.com/translate_c?hl=en&sl=ja&u=http://www.utgsoftware.net/games/games2009/thsmash/index.htm&prev=/search%3Fq%3Dutg%2Bsoftware%26hl%3Den&rurl=translate.google.com&twu=1&usg=ALkJrhj1JiQzpGixs3_vbA-cHJmm9qBkbg)
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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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It would probably look something like this. (http://translate.googleusercontent.com/translate_c?hl=en&sl=ja&u=http://www.utgsoftware.net/games/games2009/thsmash/index.htm&prev=/search%3Fq%3Dutg%2Bsoftware%26hl%3Den&rurl=translate.google.com&twu=1&usg=ALkJrhj1JiQzpGixs3_vbA-cHJmm9qBkbg)
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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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)
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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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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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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
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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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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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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.
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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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You know, for a moment there I read Reimu instead of Rumia, boy was I creeped out
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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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Ah, sorry about that.
Can you combine the post's related to each other into one thing?
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All other characters that can't make it a trophy summons
What the hell does this mean?
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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 =|
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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.
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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.
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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.
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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.
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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)
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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.
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you know, if you guys get into the smash hacking psa business, this could be possible. theres already a Flandre Scarlet being made.
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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.
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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.
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Helepolis I can't find the delete button.
Also if Rika's in it she would probably be the one most suited to something like Fox's final smash, I mean, she already has tank.
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For some reason, coming up with this stuff is surprisingly fun.
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.
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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?
Her final smash should basically look like Camera Shy Rose with Satori floating in the air and being able to control her movement.
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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?
how about her neutral special is a version of her lost soveneer (late at night, can't spell for shit) spell card? It would be so awesome...
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Koishi Komeiji, The closed Eye of the Chireiden.
Special: Shoots Big purple heart forward.
Special forward: Teleports behind enemy.
Special down: Spawns Hearts above the enemy
Melee: Same as Yuyuko in fighting games but with hearts instead of buttterflies.
Special upward: shoots heart upward.
Final smash: She flies in the air and is invincible. her hearts explode.
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Koishi Komeiji, The closed Eye of the Chireiden.
Special: Shoots Big purple heart forward.
Special forward: Teleports behind enemy.
Special down: Spawns Hearts above the enemy
Melee: Same as Yuyuko in fighting games but with hearts instead of buttterflies.
Special upward: shoots heart upward.
Final smash: She flies in the air and is invincible. her hearts explode.
No roses? A shame.
Also, it seems no one noticed my Satori moveset, but oh well.
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.
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How about this Koishi?
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.)
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That Koishi sounds super hard and fun to use. That's an awesome Final Smash, although I hope there's some good recovery time in between rings.
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.
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Marisa's Final Smash: The super awesome giant easy harvest final spark.
It is much like Samus's final smash
It's big!
It's loud!
It packs a punch!
It can move!
And finally, her outfit rips appart, transforming her into Zero Suit Marisa!
*hit on the head for last suggestion*
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And finally, her outfit rips appart, transforming her into Zero Suit Marisa!
How bout she transform into Cho-Marisa :P?
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How bout she transform into Cho-Marisa :P?
I would buy this hypothetical game just for Cho-Marisa.
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I've always hoped a full fledged Touhoufied SSB would be released one day. The ideas so far are awesome. I however don't agree with some of the groups. Some of the groups are based on only their race and/or the game they debuted in, with the characters listed in them hardly having a connection to each other. It is like grouping Bowser, Dedede and Wario together as the 'Fat Guys' instead of putting Bowser and Wario in the Mario group and Dedede in the Kirby group. It would make more sense to group characters together that have an actual social connection or live in the same place (So Sakuya should be coupled with Scarlet group and Sanae with Faith group). I do however agree with the unlockable character line-up. These are my suggestions for the groups, along with a symbol for them (all Smashers have a group symbol after all):
Hakurei (Yin-Yang symbol): Reimu, Suika, Ruukoto, Mima.
Moriya (Snake & Frog symbol): Sanae, Kanako, Suwako.
Myouren (Byakuren lotus option symbol): Byakuren, Nue.
Magic Forest (Mini-Hakkero symbol): Marisa, Alice.
Misty Lake/Fairies (Circle nine symbol): Cirno.
Youkai Mountain (Maple leaf symbol): Nitori, Aya.
SDM (Vampire bat symbol): Sakuya, Meiling, Patchouli, Remilia, Flandre.
Eientei/Bamboo Forest (Crescent moon symbol): Reisen, Eirin, Kaguya, Keine, Mokou.
Garden of the Sun (Sunflower symbol): Yuuka.
Hakugyokurou (Cherry blossom symbol): Youmu, Yuyuko, Yukari.
Sanzu River (Reaper scythe symbol): Komachi, Shikieiki.
Heaven (Keystone symbol): Iku, Tenshi.
Underground (Radiation warning symbol): Yuugi/Orin, Satori, Utsuho, Koishi.
Tech (Wrench symbol): Rika, Yumemi.
Makai (Shinki wings symbol): Young Alice, Shinki.
GOD (A beer mug): ZUN.
EDIT: List updated.
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I just went with players, stage bosses, ex-bosses, PC-98 and ZUN, but this list is definitely better.
About the symbols, for Sanzu river, it should be something that signifies Higan instead of Shinigami's, for tech it should be a wrench and test tube since Sigma only represents Rika, also Yumemi should probably be in the tech group (And I don't think strawberries represent the outside world much).
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Just use the Higan flower or something.
... And since I'm already here, let's discuss stages! :U
Hakurei Shrine: An obvious stage. Stairs, a Shinto gate, and the shrine itself. The shrine's roof and the gate are platforms.
Netherworld Staircase: It would make an interesting moving stage, as long as we have some platforms.
Sanzu River: A sort-of moving stage where you stay on the boat. The water slowly damages you. Sometimes a giant fish or dinosaur skeleton will rise out of the water and attack.
Moriya Shrine: Starts as a flat area that slopes downward at the sides. Has one fall-through platform in the center. Over time, after a sound cue, the ground is broken by a pillar, sending all characters who were in within the center upwards into the sky, while the others fall away out of the screen. This new stage has small pillars on the sides, and much less ground to stand on. It eventually falls back to the shrine.
Ancient City: You fight on the streets and rooftops. Damaging buildings can cause them to collapse. There's a lot of partying background noise.
Underground Geyser Center: A pretty normal stage with the usual platforms and such. The main platform, the elevator, eventually falls away into the Reactor Core, a wide stage where underneath explosions can damage characters that aren't in the air. The elevator platform eventually comes back.
Palanquin ship: A big ship, and that's about it? :/
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Makai: basically you would insert various surroundings from the pc-98 games and make it 3d-ish. It would be awesome... and in the background could be that gigantic door thats in... I think Touhou 4 or 5...
Palace of earth spirits: looks like an elegant mansion type of place, with a much different design that the Scarlet Devil mansion. part of the stage could be inside, part in the courtyard, and below the courtyard would be the nuclear reactor core type thing. Like brinstar in that it is always rising and falling, but it has visible roundness, and is clearly a sphere... still large though. a few hell crows are randomly flying around here. they can be killed, but will not shoot back, and will be replaced. like the shy guys from yoshis island in brawl. Orin can be seen wandering around the mannor in cat form, and she occasionally hops around launching attacks at the player.
Scarlet Devil Mannor(sp?): also looks like an elegant type of mansion, but the windows are all made of red stained glass, and there is little light beyond that and some candles. there are rooms such as patchoulis library, in which koakuma can be seen in the background. occasionally, she will spot one of the players and shoot at them for a bit. in the background of the main area, the open entryway to the basement can be seen, as well as a pool of blood near it. (hey, its Flandre. what do you expect?I)
Marisa's magic shop: a simple stage taking place outside the magic shop. all sorts of mayhem would be seen and heard from inside, and the occasional explosion will send something random onto the stage, potentially hitting the player. a very fun and manic stage... its like marisa in stage form :V
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I'm planning to come up with a moveset for Meiling if I have time, but before that...
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.
Do you mean Raptor Boost with more range and no horizontal movement? How does that work?
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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.
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Also a stage for ZUN has to be done... Like a bar! xD Obviously a bar.
Youkai Mountain stage: pretty much like donkey kong's. It goes up and you have to move with it. You know, with the waterfall, falling rocks (maybe), and when you get to the top, Hina spins (spin, Hina, SPIN!) and get you down again or something like that. Yes, i'm not very imaginative today.
About the palace of earth spirits...
The Palace of Earth spirits has a floor that has squares and the windows are of rainbow glasses, like a church's one. And the Orin's thing...It'd like, the first time it attacks you, it attacks with the first danmaku she used in the game, and the second time, with the second danmaku.
And now, I'll just contribute with some general ideas, or rather the equivalents:
Yuka's garden has to be like the pikmin stage.
The Sanzu River...I think it would be better (ITS AN OPINION, JUST FOR THE RECORD) like the pirate ship. When you get to the end, the piece of land it's Higan.
The stage for the heaven team has to be like the one of Kid Icarus. I barely remember how it was, but well, it's the one that resembles to it the most.
The lava-filled stage (I can't remember the game nor the name of the stage) has to be the nuclear reactor |3
That's pretty much it |3
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Do you mean Raptor Boost with more range and no horizontal movement? How does that work?
It does not function in pretty much any way similar to Raptor Boost. It just looks like it.
You could say this is just a powered-up melee attack. Its range is really good, and can also hit above you because of its swiping motion. It's also powerful, but has bad recovery/startup.
You know, I should make it chargeable. You know, hold the button and the range gets bigger. Hold it too long and it backfires on Mokou.
Then she would have two self-damage specials. Awesome.
And while I'm here again, items! Whoo! :UUU
... What kind of items are there, after all?
Cherry Petal: Grants a shield that damages nearby opponents the next time you take a hit.
Bomb: When you throw it, it creates a weak but large-ranged explosion that deals good knockback.
... That's all I can think of for now, actually. >_>
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The lava-filled stage (I can't remember the game nor the name of the stage) has to be the nuclear reactor |3
I think it's one of the Metroid stages. Brinstar? Maybe? Either way, I like the idea!
And to add onto KrackoCloud's items.
Parasol: Either Yuuka's or Remilia's (or Kogasa's), similar to how it is in the Smash games. I could see Kogasa's parasol randomly crapping out, though. Y'know, to surprise ya. :P
Hourai Elixir/Another one of Eirin's shady drugs: Heal-over-time, maybe reducing the damage you take for X seconds? (Or, in the Elixir's case: Super Star for X seconds.)
...hmm... Eh, that's all I got for now.
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How about this Yukari Sama?
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.
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Yay! Yukari's train!!
Items I thought of and probably suck:
The round-thingy that hits you when you touch it (It was on every SSB, and then again, I CANNOT REMEMBER ITS NAME >.<) can be a yin yang orb or something like that.
DA HAMMER: IT HAS TO BE THE CHAIR!! (Yumemi and Chiyuri, you know, I still laugh about it xD)
The bat: A broom?? I dunno.
Crate: donation box (normally empty xD)
Mario's flower: Okuu's third leg.
Beam sword: Tenshi's sword.
The bunny-thingy: Reisen's bunny ears!
I'm out of ideas now...
EDIT: Also, the fan could be the one Yuyuko uses
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The round-thingy that hits you when you touch it (It was on every SSB, and then again, I CANNOT REMEMBER ITS NAME >.<) can be a yin yang orb or something like that.
The bumper thingie? I could see the yin-yang being more akin to the Soccer Ball from Brawl.
Maybe have a kedama/F.O.E. be the bumper? (Or a fairy or somethin', I'unno)
I could actually see Fairies as one of the 'assist trophies,' kinda like the Excite Bike one, or the Famicom/Advance Wars one, except with danmaku.
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No ,no, the soccer ball is the soccer ball from touhou
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I think that some of the minor characters like daiyousai, koakuma, medicine melancholy, and a few others, would make great assist trophies. and since it's a smash game, there has to be at least one obscure, pointless character that no one really remembers. so heres my cast:
that nameless midboss fairy from touhous 4 and 5... okay, maybe it would be another assist trophy.
as for items:
that one thing that Okuu uses that looks like an octagonal bat
summoning circle: acts like a pokeball, except instead of summoning pokemon, it summons one of the random non-fairy enemies. with a rare chance of getting a pc-98 character.
oh, and the golden hammer would have to be Rinnosuke. or perhaps one of the other yet-to-appear-in-a-touhou-game characters.
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Does anyone have any idea how unhappy I am to see that this isn't a discussion thread for this game (http://www.utgsoftware.net/games/games2009/thsmash/index.htm).
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Does anyone have any idea how unhappy I am to see that this isn't a discussion thread for this game (http://www.utgsoftware.net/games/games2009/thsmash/index.htm).
I don't blame ya, it's a great, silly lil' game full of danmaku and violence!
(Mostly violence. To hell with Marisa and her ways.)
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Does anyone have any idea how unhappy I am to see that this isn't a discussion thread for this game (http://www.utgsoftware.net/games/games2009/thsmash/index.htm).
Would play it, if I knew where to get it.
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Can you collect the movesets we have so far and set them up on the first post?
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Done, refer too first post for all move lists suggested.
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Would play it, if I knew where to get it.
I'm wanting to say it's a freeware game and /should/ be able to be obtained from that site.
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Guess I should contribute.
Cirno
Standard B- Freezer
*Cirno blows a breath of icy air. Similar to Bowser's Fire Breath and Charizard's Flamethrower. The attack grows weaker by use.
Forward B- Perfect Freeze
*Cirno
Upward B- Fairy Wings
*Cirno takes to the skies to fly to safety.
Down B- Ice Hammer
*Cirno forms a hammer made of ice and slams it down.
Final Smash- Advent Cirno
*Cirno transforms into her alter ego, Advent Cirno. In this form, she is invincible and all of her attacks consist of a special sword skill.
Suwako Moriya
Standard B- Kero Bubble
*Suwako blows out a bubble. It will fly toward the nearest opponent.
Forward B- Go Pyonta!
*Suwako throws her hat like a boomerang.
Upward B- Lilypad Leap
*A lilypad appears under Suwako to bounce her up. Anyone in the way of her jump takes damage.
Down B- Dive
*Suwako appears to dive into the stage (as if there was water) and leaps out shortly after to attack.
Final Smash- Goddess of Creation
*Suwako summons stone pillars and trees to rise from the stage, causing severe damage to her opponents.
Tenshi Hinanai
Standard B- Celestial Slash
*Tenshi slashes with her Hisou blade. More charge=more power.
Forward B- Peach Toss
*Tenshi throws peaches at the foe.
Upward B- Rising Stone
*Tenshi rides a keystone. The keystone drops when the attack expires, damaging any opponents in its proximity.
Down B- Temperance of Hisou
*Tenshi charges herself with the Hisou blade, forming a red aura around her. Her next attacks will become strong until the aura peters out.
Final Smash- Scarlet Weather Rhapsody
*Tenshi rises above the stage and summons a red beam to attack. This is similar to Lucario's Final Smash, as the beam can be directed.
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This brings me back to the Brawl Speculation days I used to be a regular at. I think I'll give it a shot. I know we already have a Reimu, but there's 2 Yukari ideas there, so yeah...
Reimu
Neutral Special: Hakurei Yin-Yang Orb - A simple fireball projectile. Can be charged slightly for some more strength.
Side Special: Homing Amulet - Not very damaging, more for knockback. Has trajectory limits of 60 degrees above or below the initial shot, so it won't hook back to the opponent if they get away.
Up Special: Teleport - It's quick, goes pretty far, and guidable, but the kick afterward will drop you off stage in a hurry if you underestimate it.
Down Special: ??? (Not sure what to put here)
Final Smash: Fantasy Heaven - IN version, but shortened quite a bit. Reimu's only invincible for 15 seconds instead of 30, and Reimu takes a Shield Break after it's finished (so make sure there's land below you when it's almost done). It's fairly easy to get away from a wave, but if you're hit you're a dead girl unless you're armored when hit. Targeting is random. Fly around with the Control Stick and shoot a wave of bullets with A or B. A small amount of interval between waves, and only 3 can be out at a time until the last 5 seconds. You can have 4 out then.
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I personally think The Dragon should be the boss, specifically his claws. (Danbooru Warning)I'm pretty sure his scales are white thanks to this art by Hirasaka Makoto, the drawer of SaBND (http://danbooru.donmai.us/post/show/507174/)(/Danbooru Warning), so it seems like a good fit for our Master/Crazy Hand role... unplayable without hacking, of course.
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um... that picture has nothing to do with dragons...
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Eh, what the hell. :V
Marisa Kirisame
B -Magic Napalm- : Fires a slowly accelerating magic missile (that looks like an icicle) straight ahead. Explodes on collision. Causes backwards recoil when used in the air.
B<> -Milky Way- : Shoots a long burst of small stars at a relatively high speed. They have a slight spread.
B^ -Blast Potion- : Pulls out a jar, which immediately explodes and sends the witch upwards. Rather close ranged, but deals a decent amount of damage for it.
Bv -Charge Spark- : Charges similar to Samus's and Donkey Kong's B and ROB's Bv. Shoots a laser straight ahead that can hit multiple foes. The more charge, the longer it lasts and the larger it is. Slows vertical momentum.
Final Smash -Love Sign [Expanding Master Spark]- : Marisa takes a deep breath and mounts her broom if in the air, before unleashing a large laser straight forward, which will continuously grow larger and larger. It's not all that powerful on it's own, but it's overall length makes it worth it. You can be knocked out of it by a strong enough attack, so make sure your annihilation of love will hit as many people as possible.
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I need to sleeeeeep.
Sakuya:
A bit like Meta Knight. Fast and effective attacks, but little KO power.
Melee consists of knife slashes.
B: Rapidly press to rapid-fire knives that fly forward at random heights, although that doesn't mean much.
Fwd B: Shoots knives forward. They start out extremely slow, but can reach a pretty fast top speed. They can ricochet off slopes. If done in the air, the knives will be aimed downwards.
Up B: Drops cards and teleports. The cards can cause a bit of flinching and damage, but nothing significant. At least the teleport distance is far.
Down B: Perfect Maid. Poses, and if she's hit by a melee, will teleport behind the opponent, who is now caught in between many bullets. No knockback, but impressive damage.
Final Smash: Creates a monochrome field that expands extremely fast. Basically, the expansion is more of an aesthetic thing. Everything stops, and Sakuya disappears. When she reappears, knives suddenly pop up in a large circle around her, aimed inwards. Time resumes, and anyone caught in this circle of knives takes lots of damage.
Hong Meiling:
Melee is, well... Melee.
B: Her 236 hand blast. How long you charge it affects the range and damage, but the blast does not travel - It isn't a projectile.
Fwd B: Jumps forward with a flying kick. The dashing length isn't too impressive, but the knockback is.
Up B: Jumps upward, then does a drop kick. The jump knocks opponents into the air, and the kick meteor smashes them. This is one of those upward specials that make you fall back down.
Down B: Kicks out a rainbow swirl that travels a small distance. Very high priority, so it blocks bullets. It can deal multiple hits to opponents.
Final Smash: Damaging rainbow energy swirls around her, and you can control her path of movement. Because the movement is slow, you should have opponents close to you beforehand.
Remilia:
She can glide.
B: Conjures a red spear and throws it forward. Fast and powerful, but it has a lot of startup. It's almost like a projectile Falcon Punch.
Fwd B: Dashes forward and sweeps with her claw, grabbing anyone nearby and then biting them. Damages the opponent and heals you by just a little bit. The dash allows you to travel forward in the air. Missing leaves her vulnerable.
Up B: Performs an arcing jump at a high speed, hitting anyone in her path. Hold B to make her finish the arc with a slash. Hard to use in terms of recovery, because the path of the arc is set.
Down B: Swirls red mist like a whirlwind around her. Juggles opponents caught in it, then knocks them away at the end of the attack.
Final Smash: Red the Nightless Castle. Pretty self-explanatory, she creates her cross-shaped pillar of red energy which deals huge damage to enemies caught in it. She can't move, and her horizontal range is already limited, but opponents are sucked in, and she shoots some extra bubble shots.
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I need to sleeeeeep.
Sleep is for the weak or people who need to keep a schedule! *thumbs up*
Alice: I could see playing a bit like Olimar, except with dolls, rather'n pikmin.
Doll List:
- Shanghai: A basic, well-rounded doll. Melee doll who randomly stabs at nearby enemies with that nice spear of hers (or chops at them with the tiny axe or whatnot).
- Hourai: Fires off low-damage shots when enemies are around. More range-oriented than Shanghai.
- Explosive Doll: Explodes when hit, dealing mild damage/knockback to anyone nearby.
- Goliath Doll: Not as large as it normally is, but about the size of a purple pikmin in Smash. Slow (following and forward-B'd), isn't sent far with Alice's forward-B, but does nice damage and knockback
- Medicine/Su-san: Similar to the white pikmin; latches on and poisons. May also shoot small poison clouds randomly.
Neutral B: Alice summons/makes/etc. a random doll, may/may not depend on the terrain she's on (like Olimar's pikmin supposedly do, but that wouldn't make sense for her) or some other situation. Maybe it'll just cycle.
Forward B: Alice sends a doll out to attack. Effects vary on the doll next in line. (Shanghai would stab, Hourai would shoot, Explosive would latch onto someone, Goliath would lunge, Medi/Su-san would latch and emit poison.)
Up B: One of Alice's dolls provide a bit of a stepping stone for her, giving her an extra jump. (Alternatively, when used with Explosive Doll, it blows up, hurts Alice for a bit, and propels her upward.)
Down B: Alice rearranges the order of her dolls, sending the current lead doll to the back.
Final Smash: Doll War: Alice summons a large number of assorted dolls (with explosive probably being least common, due to the already high level of chaos during this move) who chase after enemies in their proximity for a certain amount of time. Alice's current dolls are also used for this, leaving her doll-less after the move is finished.
Feel free to critique, correct 5 AM spelling/grammar errors, etc etc
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Hong Meiling
Attack: 5/6
Speed: 4/6
Jump: 5/6
Weight: 3/6
Entrance
Meiling appears from a cyclone made of rainbow-colored light. Just imagine Link's entrance in SSBB, but more colorful.
AAA combo
Meiling does a right jab, left, jab, and then a quick roudhouse kick.
Infinite A combo: Radiant Rainbow Fist
Meiling unleashes a rapid series of punches that is enhanced with rainbow-energy
F-Tilt
Meiling performs a swift kick from her right leg.
U-Tilt
Meiling punches straight up.
D-Tilt
A simple kick in a crouched position.
Dash attack
Meiling performs flying kick similar to Sky Dragon Kick from the Touhou fighting games, but without the aura.
Forward Smash: Scarlet Inch Punch
Meiling thrusts her arm forward to release a burst of red energy from her palm. The longer you charge it, the larger that energy blast will be. This move is a bit slow to come out, but is her most powerful smash attack.
Up Smash
Kicks up twice, similar to Captain Falcon's Up Smash. The second kick is very powerful.
Down Smash: Rainbow Wind Chime
Meiling spins rapidly while surrounded in a rainbow-colored cyclone. It traps opponents until the end of the move, and the move lasts as long as Mario's Mario Tornado from the original SSB and SSBM. Much like how Snake has a unique Up Smash and Down Smash, this Down Smash is unique in the way that Meiling can move sideways while she is spinning, but the movement is very slow. She can only move about a step and a half forward or backward before the Down Smash ends.
Nair
Meiling kicks twice.
Fair: Sky Dragon Kick
Meiling performs a flying kick that is enhance with rainbow-colored aura. It even sends her flying forward as far as Diddy Kong's Monkey Flip, so it can aid her in her recovery.
Uair
Meiling does a backflip to kick opponents above her.
Dair
Meiling performs a Stall-Then-Fall that has her performing a diagonal drop kick. As it will not stop until she hits the floor, it is very dangerous to use when there is nothing below you.
Grab A
Meiling punches opponent in the abdomen with one hand.
Forward Throw
Meiling punches opponent in the abdomen so hard that the opponent flies backwards.
Back Throw
Meiling judo throws the opponent behind her. It's the kind of throw where you lift your opponent over your shoulder and then slam him or her onto the ground.
Up Throw
Meiling kicks the opponent in the chin to send her flying straight up.
Down Throw
Meiling puts leg onto the opponent's shoulder and then forcefully pushes her onto the ground.
Ledge attack
Meiling flips herself onto the stage and her feet can hit opponents while they are still moving through the air.
100% ledge attack
Meiling slowly climbs onto the stage and then kicks with one leg before standing up.
Floor attack
Meiling kicks in both directions using both legs while attempting to flip herself right-side-up.
100% floor attack (also known as Trip attack)
Meiling does a spin kick with one leg before standing back up.
Neutral B: Fragrance Wave
Meiling takes about two seconds to charge up before firing a yellow beam across the screen. The beam's range is slightly shorter than Luigi's Green Fire (that's what I call it in order to distinguish it from Mario's Fireball), but relatively powerful and has the potential to KO at around 100%.
Side B: Spiral Light Step
Meiling's fist glows with the colors of the rainbow, and then slides forward a short distance with her fist extended forward. Very powerful, but slow to execute. It's basically Ganondorf's Warlock Punch (the SSBB version), but with range. The distance is equivalent to taking two steps forwards. Imagine two more Meiling standing in front of her. Yeah, that's how far she moves.
Up B: Colorful Light Chaotic Dance
Meiling spins straight up into the air while surrounded by a rainbow-colored cyclone and goes as high as Snake's Cypher when it rises into the air. It hits multiple times and drags opponents into the air along with you, and they get knocked back after the end of the move. As this move only goes straight up, you will have to rely on his Fair (Forward aerial attack) in order to obtain horizontal recovery before using this as the vertical recovery. Like most Up B special moves, she goes into a helpless state after using this move, but she can still move left and right while falling. She doesn't fall almost straight down like Wolf and Zelda do after they perform their Up B special moves, so you don't have to worry about trying to get as close as you can to the stage first before using it. Also, this move can be used for performing cheap kills by hitting opponents while they are near the top of the screen. Just carry them off the top of the screen to score easily Star KOs!
Down B: Water Form Taichi Fist
Meiling forms a vortex in front of her hand. It will absorb projectiles and then fire a simple rainbow-colored projectile. No, it offers no protection from physical attacks and can only protect you from the front.
Final Smash: Kindling Strike "Great Peng-Downing Fist"
A semi-cinematic where every time Meiling hits her opponent, the camera will zoom in on both the opponent and Meiling and pause for a while before returning to normal. Meiling's fist glows with the colors of the rainbow as she rushes forward to hit someone and then slams her back into the opponent. Finally, she ends the Final Smash by punching the opponent in the chin to send the her shooting diagonally into the air. This move can easily OHKO at low percentages, as low as 20%. When the opponent is sent flying into the air, she can knock people who get in the way (except for people in the user's team). The knockback from this can KO at around 60%. At the beginning of the move, she will only rush forward as far as the length of Meta-Knight's cape when he uses it to catch people with his Final Smash, Galaxia Darkness.
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Would play it, if I knew where to get it.
Wh... I just gave you the link to the page.
The game is freeware. The download link is literally right on the page I gave you (http://www.utgsoftware.net/games/games2009/thsmash/index.htm).
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I couldn't read it :blush:
Edit: Okay, I have it now.
Edit: It's a really nice game there, too bad there's a shortage of characters.
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The dragon should be like Rayquaza xD
Taaaaaaalking about that...
What about *those* kind of bosses? (Like Rayquaza and Porky and the PIRANHA FLOWER)
Oh, wait, I just got inspiration. The flower has to be like the one of that 4-koma of wriggle and Yuka, the flower that had sunglasses and a guitar xD
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The dragon should be like Rayquaza xD
Taaaaaaalking about that...
What about *those* kind of bosses? (Like Rayquaza and Porky and the PIRANHA FLOWER)
Oh, wait, I just got inspiration. The flower has to be like the one of that 4-koma of wriggle and Yuka, the flower that had sunglasses and a guitar xD
...is that the one where she ends up smacking the glasses off of it? (Or something like that)
I could see the Dragon being a "story" boss. Maybe even Goliath doll. (Because I'm totally unoriginal and cannot think of anything else)
Oooh... what if the Dragon, being, y'know, whoahuge, was also his own stage? Like, fighting the dragon, atop the dragon.
That makes no sense, does it?
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It does, it does, it's an awesome idea....like, you fight on its back and the head is on the left side and it attacks you or something like that
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Reisen Udongein Inaba
Special: Mind Explosion
(Reisen shoots one of her signature large bullets. It bursts right before collision, so it cannot hit a non-moving target. The explosion lasts a full second and is big enough that it can't be rolled through.)
Special Up: Rabbit Reinforcements
(Reisen jumps up, hidden by a vast army of rabbits, styled like in the Inaba comics. About 1/3 of the rabbits fall back down in an arc and linger on the ground doing very minor damage, while the rest disappear as soon as Reisen reaches the peak. All the rabbits can hit foes in midair however.)
Special Side: Undersense Break
(Works like Mewtwo's disable, high knockback on stunned or shielding foes.)
Special Down: Idling Wave
(Chargeable, but has a minimum charge time unlike Samus's shot. Releases a circular wave outwards from Reisen. it moves at a steady speed until it's nearly colliding with a foe, at which point it slows downs to about 1/3 speed until the enemy is out of range again. When fully charged, the ring will last long enough to cover the entire stage.)
Final Smash: Illusionary Vision
(The entire screen gets enveloped in a red/violet field for 10 seconds. Everyone now has 3 illusionary clones that mimic their movements (minus specials) and float in a circle around their owners. Reisen's clones do not take damage, and any hits they make against opposing clones are transfered to their owners. Basically gives Reisen three extra hitboxes to use, and the enemies three extra hitboxes to be abused.)
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I like your Reisen, but I think that the final smash should be different...
Like, um... the others get dizzy or something, the background is Reisen's red eyes from her spellcards, and it's difficult for the others to move. And then, lotsa bunnies come to attack the other players or something like that, xD, my mind can't think of something better now >.<
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Hong Meiling
Attack: 5/6
Speed: 4/6
Jump: 5/6
Weight: 3/6
Entrance
Meiling appears from a cyclone made of rainbow-colored light. Just imagine Link's entrance in SSBB, but more colorful.
AAA combo
Meiling does a right jab, left, jab, and then a quick roudhouse kick.
Infinite A combo: Radiant Rainbow Fist
Meiling unleashes a rapid series of punches that is enhanced with rainbow-energy
F-Tilt
Meiling performs a swift kick from her right leg.
U-Tilt
Meiling punches straight up.
D-Tilt
A simple kick in a crouched position.
Dash attack
Meiling performs flying kick similar to Sky Dragon Kick from the Touhou fighting games, but without the aura.
Forward Smash: Scarlet Inch Punch
Meiling thrusts her arm forward to release a burst of red energy from her palm. The longer you charge it, the larger that energy blast will be. This move is a bit slow to come out, but is her most powerful smash attack.
Up Smash
Kicks up twice, similar to Captain Falcon's Up Smash. The second kick is very powerful.
Down Smash: Rainbow Wind Chime
Meiling spins rapidly while surrounded in a rainbow-colored cyclone. It traps opponents until the end of the move, and the move lasts as long as Mario's Mario Tornado from the original SSB and SSBM. Much like how Snake has a unique Up Smash and Down Smash, this Down Smash is unique in the way that Meiling can move sideways while she is spinning, but the movement is very slow. She can only move about a step and a half forward or backward before the Down Smash ends.
Nair
Meiling kicks twice.
Fair: Sky Dragon Kick
Meiling performs a flying kick that is enhance with rainbow-colored aura. It even sends her flying forward as far as Diddy Kong's Monkey Flip, so it can aid her in her recovery.
Uair
Meiling does a backflip to kick opponents above her.
Dair
Meiling performs a Stall-Then-Fall that has her performing a diagonal drop kick. As it will not stop until she hits the floor, it is very dangerous to use when there is nothing below you.
Grab A
Meiling punches opponent in the abdomen with one hand.
Forward Throw
Meiling punches opponent in the abdomen so hard that the opponent flies backwards.
Back Throw
Meiling judo throws the opponent behind her. It's the kind of throw where you lift your opponent over your shoulder and then slam him or her onto the ground.
Up Throw
Meiling kicks the opponent in the chin to send her flying straight up.
Down Throw
Meiling puts leg onto the opponent's shoulder and then forcefully pushes her onto the ground.
Ledge attack
Meiling flips herself onto the stage and her feet can hit opponents while they are still moving through the air.
100% ledge attack
Meiling slowly climbs onto the stage and then kicks with one leg before standing up.
Floor attack
Meiling kicks in both directions using both legs while attempting to flip herself right-side-up.
100% floor attack (also known as Trip attack)
Meiling does a spin kick with one leg before standing back up.
Neutral B: Fragrance Wave
Meiling takes about two seconds to charge up before firing a yellow beam across the screen. The beam's range is slightly shorter than Luigi's Green Fire (that's what I call it in order to distinguish it from Mario's Fireball), but relatively powerful and has the potential to KO at around 100%.
Side B: Spiral Light Step
Meiling's fist glows with the colors of the rainbow, and then slides forward a short distance with her fist extended forward. Very powerful, but slow to execute. It's basically Ganondorf's Warlock Punch (the SSBB version), but with range. The distance is equivalent to taking two steps forwards. Imagine two more Meiling standing in front of her. Yeah, that's how far she moves.
Up B: Colorful Light Chaotic Dance
Meiling spins straight up into the air while surrounded by a rainbow-colored cyclone and goes as high as Snake's Cypher when it rises into the air. It hits multiple times and drags opponents into the air along with you, and they get knocked back after the end of the move. As this move only goes straight up, you will have to rely on his Fair (Forward aerial attack) in order to obtain horizontal recovery before using this as the vertical recovery. Like most Up B special moves, she goes into a helpless state after using this move, but she can still move left and right while falling. She doesn't fall almost straight down like Wolf and Zelda do after they perform their Up B special moves, so you don't have to worry about trying to get as close as you can to the stage first before using it. Also, this move can be used for performing cheap kills by hitting opponents while they are near the top of the screen. Just carry them off the top of the screen to score easily Star KOs!
Down B: Water Form Taichi Fist
Meiling forms a vortex in front of her hand. It will absorb projectiles and then fire a simple rainbow-colored projectile. No, it offers no protection from physical attacks and can only protect you from the front.
Final Smash: Kindling Strike "Great Peng-Downing Fist"
A semi-cinematic where every time Meiling hits her opponent, the camera will zoom in on both the opponent and Meiling and pause for a while before returning to normal. Meiling's fist glows with the colors of the rainbow as she rushes forward to hit someone and then slams her back into the opponent. Finally, she ends the Final Smash by punching the opponent in the chin to send the her shooting diagonally into the air. This move can easily OHKO at low percentages, as low as 20%. When the opponent is sent flying into the air, she can knock people who get in the way (except for people in the user's team). The knockback from this can KO at around 60%. At the beginning of the move, she will only rush forward as far as the length of Meta-Knight's cape when he uses it to catch people with his Final Smash, Galaxia Darkness.
Okay, it's done now! Go ahead and post it at the front page if you want to!
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Just tried it out. I didn't really like it much. It really could've been better. My suggestion? MAKE AN ENGLISH TRANSLATION
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um... that picture has nothing to do with dragons...
The dragon is on the top-right side of the picture.