Author Topic: Super Smash Touhou  (Read 24396 times)

Myschi

  • cawcawcawcaw
    • The Grass Feels Like Pants
Re: Super Smash Touhou
« Reply #60 on: August 19, 2010, 08:46:04 PM »
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.

Savory

  • I am a save frog
  • *wink*
Re: Super Smash Touhou
« Reply #61 on: August 19, 2010, 08:50:43 PM »
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.

三重階乗

  • NOT an avatar of a higher-up.
  • Who is this "Dragon," anyway?
Re: Super Smash Touhou
« Reply #62 on: August 19, 2010, 10:11:02 PM »
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.

====

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(/Danbooru Warning), so it seems like a good fit for our Master/Crazy Hand role... unplayable without hacking, of course.

Lord Phantasm Satori

  • Permabanned
  • RIP 7/21/2010-9/10/2010
Re: Super Smash Touhou
« Reply #63 on: August 20, 2010, 12:07:13 AM »
um... that picture has nothing to do with dragons...

Something XutaWoo-y

  • Adorable Weaponsmith
Re: Super Smash Touhou
« Reply #64 on: August 20, 2010, 12:09:52 AM »
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.

KrackoCloud

  • I don't mean to be greedy...
  • ... but white rice is my favorite food.
Re: Super Smash Touhou
« Reply #65 on: August 20, 2010, 05:32:39 AM »
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.
« Last Edit: August 28, 2010, 05:27:28 PM by KrackoCloud »

Myschi

  • cawcawcawcaw
    • The Grass Feels Like Pants
Re: Super Smash Touhou
« Reply #66 on: August 20, 2010, 10:05:39 AM »
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

Re: Super Smash Touhou
« Reply #67 on: August 20, 2010, 10:22:27 AM »
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.
« Last Edit: August 28, 2010, 07:45:44 AM by game2010 »

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: Super Smash Touhou
« Reply #68 on: August 20, 2010, 11:51:48 AM »
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.

Doll.S CUBE

  • I Have A New Obssession
  • *
  • ♥Puppy Love♥
Re: Super Smash Touhou
« Reply #69 on: August 20, 2010, 12:01:41 PM »
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.
« Last Edit: August 20, 2010, 12:09:07 PM by Psycho Doll.S »

Marin The Magus

  • The magician of dimensional dreams
  • Energetic Satorin~ Shougorori~
Re: Super Smash Touhou
« Reply #70 on: August 23, 2010, 02:31:11 AM »
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

Myschi

  • cawcawcawcaw
    • The Grass Feels Like Pants
Re: Super Smash Touhou
« Reply #71 on: August 23, 2010, 03:01:20 AM »
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?

Marin The Magus

  • The magician of dimensional dreams
  • Energetic Satorin~ Shougorori~
Re: Super Smash Touhou
« Reply #72 on: August 23, 2010, 03:11:44 AM »
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

CK Crash

  • boozer
Re: Super Smash Touhou
« Reply #73 on: August 23, 2010, 03:12:24 AM »
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.)

Marin The Magus

  • The magician of dimensional dreams
  • Energetic Satorin~ Shougorori~
Re: Super Smash Touhou
« Reply #74 on: August 23, 2010, 03:29:29 AM »
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 >.<

Re: Super Smash Touhou
« Reply #75 on: August 28, 2010, 07:40:10 AM »
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!
« Last Edit: August 28, 2010, 07:44:43 AM by game2010 »

SegaSaturnGal

  • Ruuuruuu...
  • Definition of homedog: Kneesocks.
    • SegaSaturnGal's deviantART
Re: Super Smash Touhou
« Reply #76 on: August 28, 2010, 12:51:24 PM »
Just tried it out. I didn't really like it much. It really could've been better. My suggestion? MAKE AN ENGLISH TRANSLATION
"Exemplary behavior! Civil minds! Disciplined bodies! That which holds the essence of true beauty!" -Kneesocks, Panty & Stocking with Garterbelt

Re: Super Smash Touhou
« Reply #77 on: August 28, 2010, 04:19:58 PM »
um... that picture has nothing to do with dragons...
The dragon is on the top-right side of the picture.