Super Smash Bros. Runouw Edition

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Super Smash Bros. Runouw Edition

Postby NanTheDark » September 21st, 2014, 7:09 am

There was an old forum game like this, but it hasn't been really any activity there since like, forever... so , now that Smash 4 is gonna be out and whatnot, maybe it would be a nice time to start a new game! :3

The premise is that we're creating our very own version of Super Smash Bros., with our own characters, stages, items, I dunno. All the stuff Smash Bros. has.

So yeah. When you post you can invent one of these things.

If you want to invent a character, provide a description of the character's moves and appearance. I took some time to make a character template, if you'd like to use it.

Character Template: show
Code: Select all
Name:
Appearance: (What does your character look like?)
Pallete Swaps/Alt Costumes:

Entrance:
Icon:

Victory Music:
Victory Pose 1:
Victory Pose 2:
Victory Pose 3:

Description: (How fast or slow is your character, how high it can jump, whatever)

Neutral Attack:
Dash Attack:
Side Tilt:
Up Tilt:
Down Tilt:
Side Smash:
Up Smash:
Down Smash:

Neutral Air:
Forward Air:
Back Air:
Up Air:
Down Air:

Grab:
Pummel:
Forward Throw:
Back Throw:
Up Throw:
Down Throw:

Get-up Attack: (Press A while laying on the ground)
Edge Attack: (Press A while hanging from an edge)

Neutral Special:
Side Special:
Up Special:
Down Special:

Custom Specials: (If you want to add them)

Final Smash:

Taunt 1:
Taunt 2:
Taunt 3:


If you want to invent a stage, describe its layout and looks, and if you want you can also provide the soundtracks that will play for the stage.

If you want to invent an item, well... tell us what it does. :P

Now go and make things! ^_^



Characters
>Frederick (added by Harmless)
>Chumpkin (added by Karyete)
>Zunar (added by Zunar)
>Last Legacy Hero (added by KABOOM)
>Juno (added by Raiyunni)
>Superbag (added by Star king)
>Mario (added by Harmless)
>Steve (added by Zunar)
>Magnen (added by Nan)
>Brawl Primid (added by 1018peter)
>Sabin Rene Figaro (added by Zunar)
>Marco Rossi (added by Harmless)
>Keytar Hero (added by Star king)

Secret Characters: show
>Aero (added by Harmless)
>Leader Harmless (added by Harmless)
>Fiolina Germi (added by Harmless)
>Lucca (added by Zunar)


Stages
>The Camp Island (added by Nan)
>Space Station X35 (added by Harmless)
>Countdown (added by Star king)
>Serious Discussion (added by Nan)

Items
>Red Berry (added by Harmless)
>Sniper Rifle (added by Harmless)
>Flashbang (added by Harmless)
>Shield Module (added by Harmless)
>Magnet (added by Raiyunni)
>Gravitonium Pad (added by Raiyunni)
>Negative Blaster (added by Raiyunni)
>Director's Gloves (added by Raiyunni)
>Hover FLUDD (added by 1018peter)
>Rocket FLUDD (added by 1018peter)
>Turbo FLUDD (added by 1018peter)
>Assist Trophies (added by Harmless)
--->Gruz (added by Harmless)
--->Young Sasuke (added by Raiyunni)
--->Primid Squad (added by Raiyunni)
--->Monkey D. Luffy (added by Raiyunni)
--->Slippy the Slime (added by Harmless)

Universes represented: show
Runouw Universes

>Runouw (as in, the forum itself and the users)
>Into The Shadows
>Super Mario 63
>Last Legacy
>Bagz
>The Survival Contest
>Mechani Alliance: Onto the Offensive
>Vorpal Annihilation Games
>The Tyranny of House Magi
>Keytar Hero

Non-Runouw Universes

>Earth 2150
>Worms Armageddon Project X
>Sword Art Online or Agents of S.H.I.E.L.D., not clear apparently
>Code Geass Abridged
>Naruto the Abridged Comedy Fandub Spoof Series Show
>Super Smash Bros Brawl (The Subspace Emissary)
>One Piece
>Metal Slug
Last edited by NanTheDark on February 24th, 2015, 7:39 pm, edited 11 times in total.
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Re: Super Smash Bros. Runouw Edition

Postby Harmless » September 21st, 2014, 12:34 pm

Might be better to keep this in spoilers: show
Name: Frederick
Appearance: Image

(There's a few other relevant pictures nan has made but this is the best one personally. Light blue hair, dark blue handkerchief, green eyes, brown pants, not sure what color poncho will be. I guess yellow?)

Pallete Swaps/Alt Costumes: None. :awe:

Entrance: Frederick leaps from above ground behind the stage and lands, facing his opponents.
Icon: ITS Icon? I dunno.

Victory Music: http://www.youtube.com/watch?v=p2loRPdi_Aw&&t=0m55s
Victory Pose 1: Backflip into backwards roll, into the stance shown in the 'appearance' picture.
Victory Pose 2: Flash-step into center picture, tosses dagger up and catches it by the handle, sheathes dagger.
Victory Pose 3: Walks in with french fries in hand, attempts to eat one but bounces it off his handkerchief, gives depressed look.

Description: Being a thief, Frederick is very fast. Probably around Captain Falcon-level speed, if not a bit slower. Frederick's arms are average length, but the shortness of his weapon makes for close-ranged attacks. Frederick's legs and kicks are generally a little bit longer in range, especially since he sometimes gets on his hands to perform kick attacks. Frederick is light-weight. His air mobility is excellent, his jump height is medium-high, and his fall-speed is normal (and trust me, lightweight + normal fall speed is incredibly easy to combo, especially in the air, not to mention his average height). Also, his voice is pitched around alto level. Most of his background is currently unknown to this date.

General Playstyle: Unlike most speedy characters, Frederick is not focused on rushing down the opponent. Frederick prefers a defensive playstyle, waiting until the opponent whiffs an attack, then punishing them for it. As such, Frederick's neutral game (which is a term to describe how good a character can land the first hit from a 'neutral' or even-ground setting) is a bit lacking, but can be very strong if you use his speed for punishing as opposed to approaching. Some attacks with little ending lag make Frederick's neutral game not completely obsolete, though preferably, Frederick likes to play defensively.

If this were Melee physics, Frederick would have an above-average dash dance, above-average wavedash, and no chaingrabs due to the knockback of his forward, up, and down throws and the ending lag on his back throw.

Neutral Attack: Jab, slash, spin-kick. Deals 1-2% on the jab, 2-4% on the slash, and 2-3% on the kick. Not very much knockback on the jab or slash, but the spin-kick has medium upward-diagonal knockback. The neutral combo has little to no ending lag, making it perfect to follow up with combos.
Dash Attack: Frederick makes a short hop and follows up with a side slash of the dagger. Close range, but the hop can avoid most down tilts and sliding attacks. Deals 4%, no sourspot.
Side Tilt: Frederick throws a concentrated straight punch, which has fixed medium knockback. Deals 7%, has a little more ending lag than his other tilts.
Up Tilt: Frederick uses one arm to propel his foot in the air and kicks with the opposite leg in an upwards fashion. Great range, light knockback. Deals 6-8%.
Down Tilt: Frederick uses one arm to propel his foot in the air and kicks with the opposite leg in a diagonal fashion. Aims the foot slightly more sideways as opposed to upwards though. Great range, light-medium knockback. Deals 6-7%.
Side Smash: Frederick utilizes his dagger and slashes in front of him, having at least twice as much range as his neutral slash. Sourspot is on the top part of the slash. 12% uncharged, 19% charged (sweetspot). 9% uncharged, 15% charged (sourspot). Medium-heavy knockback.
Up Smash: Frederick throws a triple roundhouse directed above him. Each hit deals 5% uncharged, 9% charged, and has no sourspot. A bit low on vertical range, but has very heavy knockback.
Down Smash: Frederick ducks and spins, doing a double-sweep kick around him to cover both sides. 14% uncharged, 22% charged (sweetspot), 10% uncharged, 18% charged (sourspot). Sourspot is on the inside of Frederick's leg, although the sourspot range is not very big. Medium knockback, though knockback is severely lessed to light if hit in sourspot.

Neutral Air: Frederick throws a sex kick in the air, having good range similar to Link's. Deals 9%, damage decreases over time up to 4% the longer the kick is held out. Very light-light knockback.
Forward Air: Frederick throws a midair axe kick with good range and meteor smashing potential, if the hit connects with the heel of the shoe/foot. Otherwise it sends the opponent sideways. Deals 11%, heavy-very heavy knockback. Low-Medium ending lag. Split-second charge up prior to the kick.
Back Air: Frederick slashes twice behind him, no sourspot. The first slash deals 8%, the second one deals 6%. The first slash has very light knockback, the second one has medium knockback.
Up Air: Frederick flips backwards and kicks while doing so. Covers a wide range and has no sourspot. Deals 7%, little ending lag.
Down Air: Frederick throws a roundhouse at a diagonal-downwards direction. All areas of the kick have meteor smashing potential, sending whoever's hit at a down-sideways angle. Some charge-up prior to the kick though (like Ganondorf's Down air). Deals 15%, very heavy knockback. Little to some ending lag.

Grab: Frederick reaches his arm out and attempts to grab. Pretty standard arm grab. Frederick's dash-grab results in him doing a short hop and reaching his arm out to grab his foe. Hit or miss, he then rolls and stands up. The dash grab has little ending lag.
Pummel: Frederick stabs whoever he has grabbed, dealing 1% per hit. Can pummel faster than normal, and can pummel up to six times as opposed to five.
Forward Throw: Frederick grabs the foe with both hands and back-kicks them with his heel, sending them spinning in his hands. He then takes that momentum and uses it to slam the opponent on the ground, bouncing them upward. Deals 7%, Low-Medium knockback. No, it will not send the opponent downwards if used when facing a cliff.
Back Throw: Frederick swings them to the opposite direction he's facing with one hand and spin-kicks them, releasing them at the very moment of the kick coming into contact with the player. Deals 5%. Guarantees a KO if not in dead center stage at around 65% against light weights, 80% against medium weights, and 100% against heavy/very heavy weights. Otherwise has light knockback and a little more ending lag than usual.
Up Throw: Frederick throws them up slightly then follows up with an upward stab, sending the opponent upwards at a random, slight angle. Deals 8%, has medium knockback.
Down Throw: Frederick stabs the opponent, lifts them and then throws them downwards next to him with his dagger. Deals 3% on the stab, 7% on the throw. Medium-heavy knockback.

Get-up Attack: Frederick rolls on his back shoulders and kicks upwards, landing on his feet afterwards. Deals 9% if connected anywhere but the sourspot. Sourspot is on the side of the leg, dealing 5%. Light knockback.
Edge Attack: Fast - Frederick maneuvers around the ledge while hanging onto it, getting back onto the stage while throwing an axe kick with his given momentum. Deals 7%. Slow - Frederick takes a second to climb up, gets on one knee and throws a slash with his dagger. Deals 6%.

Neutral Special: Dagger Strike - Frederick Slashes his dagger, sending a small wave of energy at the opponent. Cannot be charged. Deals 4%, and travels at average speed. Pathetic shield damage.
Side Special: Flash Step - Frederick gets into a stance for a split second, then rushes forward at near-instant speed. Distance is measured on how long the player presses the special button down. Deals no damage, but has very little ending lag, meaning the player can follow up with any attack or grab of his choice. If used in the air, Frederick is not thrown into a helpless state. Rather, he cannot use it again until he lands on something or grabs an edge.
Up Special: Rising Upper - Frederick does an uppercut with his dagger that leaves behind a strong trail, which damages those who come into contact with it. Height of the attack is medium. The dagger deals 9%, the trail deals 6%.
Down Special: Mirage - Frederick gets into a stance and two other Fredericks blur from Frederick's original position, ending up side by side to him (the process takes several seconds and can be interrupted). The real Frederick ends up being one of these, which the player controls. The other two Fredericks are given individual AI and generally follow the real Frederick around, if not go in front of him sometimes. They all do the same actions as Frederick does, albeit they deal no damage or knockback. When they take 10% worth of damage they dissipate, but otherwise they take in any attacks directed at them. Frederick can only have two Mirage clones at a time. Mirage clones disappear after 30 seconds have passed.

Final Smash: Assassination Strike - Frederick leaps forward a small distance and a giant slash mark is made in front of him. Those hit by the mark are hit for 28% and are sent flying with very heavy knockback. Can be used inside a grab, resulting in no chances of missing. However, if used inside a grab there is no slash mark, meaning he can only hit one person period. The attack cannot be interrupted.

Taunt 1: Frederick laughs and points in his general direction, wiping a tear from his eye.
Taunt 2: Frederick takes out a red berry from his pocket and attempts to eat it, the result being it bounces off of his handkerchief and onto the ground. Frederick has a disappointed look on his face shortly afterwards.
Taunt 3: "Alright, you win. You win an award for being my easiest foe yet! Hehe!"
Last edited by Harmless on December 22nd, 2015, 3:58 pm, edited 4 times in total.
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Re: Super Smash Bros. Runouw Edition

Postby Karyete » September 21st, 2014, 1:24 pm

No, this isn't a joke entry.

Chumpkin: show
Name: Chumpkin
Appearance: (What does your character look like?) Take a look at my avatar ;p
Pallete Swaps/Alt Costumes: 1) Purple body, Black eyes, Blue feet and stalk. 2) Red body, Brown eyes, Dark Green feet and stalk. 3) Yellow body, Orange eyes, Pink feet and stalk.

Entrance: A small stalk pops up from the ground, followed by Chumpkin emerging from it and shaking off dirt.
Icon: The standing still pose that Chumpkin does in my avatar.

Victory Music: http://www.youtube.com/watch?v=ndaP9iieaok - 3:21 until end.
Victory Pose 1: Hops up and down several times, then spins twice and closes his eyes smugly.
Victory Pose 2: Rolls into the camera, sits, and shakes his head dizzily.
Victory Pose 3: Shakes with excitement, swells, then bursts, leaving a stump of himself still shaking.

Description: (How fast or slow is your character, how high it can jump, whatever) As he is (obviously) quite stumpy, Chumpkin is rather slow. He runs slightly faster than Bowser and is about the same weight as Kirby. His attacks are rather odd and unpredictable. Chumpkin has a rather small primary jump, but this is balanced by his very high secondary spinjump and powerful recovery. He has good ground attacks but subpar air attacks. He has a reasonable fall speed.

Neutral Attack: Flicks his head down and hits with his stalk, then whips it to the side on the second hit. Can technically be used as an infinite combo, but lighter characters will be knocked further by the second blow. First hit is 4-5% (or 5-6% if hit right on the edge), second is 5-7%. Decent range, but second hit is narrow.
Dash Attack: Leaps forwards and falls on his face, in a quicker manner than King Dedede. 8-9% damage when leaping, and 5% if hit near the fall.
Side Tilt: Draws his head back, and rams it outwards. Decent starting lag and decent knockback. 7%.
Up Tilt: Hops upwards (similar in animation) and erects the stalk on his head. 6%, can juggle easily.
Down Tilt: Almost instantly slams his head into the ground and flicks his stalk downwards. Head deals 7-8%, stalk deals 4-5%.
Side Smash: Curves his head away from his facing direction, then whips it out horizontally. 13-18%, powerful horizontal kmockback.
Up Smash: Crouches while charging. When released, flicks his head back and forth once each (dealing two hits). First hit deals no knockback and 5-8%, second deals strong vertical knockback and 12-15% knockback.
Down Smash: Spins in place while sticking his stalk out horizontally. Simultaneously covers both sides. 15-19%.

Neutral Air: Curls up into a ball and spins (similar to Meta Knight's n-air), using his stalk to hit enemies. 8-9%.
Forward Air: Draws back and then flicks his stalk forwards. 12-14% with strong startup lag.
Back Air: Thrusts his feet backwards and propels himself forwards if he makes contact. 5-6%.
Up Air: Swirls his stalk around, dealing 2-3% over up to 5 hits. Final hit deals small knockback.
Down Air: Turns upside down and bombs towards the ground, but bounces off anybody in his way. 6% if hit on the way to the ground, 16-18% if hit by the explosion when hitting the ground. Explosion deals immense knockback, able to KO light characters at about 60%.

Grab: Extends his stalk and leans forwards. Tether recovery.
Pummel: Lifts his victim slightly and slams them into the ground. 3-4%
Forward Throw: Leans sideways with his target, then hurls them forwards. 7%
Back Throw: Quickly lies on his back and hurls his victim over his head. 10%
Up Throw: Holds his victim over his head and jumps up. Fixed knockback. 8%
Down Throw: A stronger version of the Pummel. Holds them higher, and rams them into the ground and lets go. 11%

Get-up Attack: (Press A while laying on the ground) Spins while his head is on the ground, and then jumps up.
Edge Attack: (Press A while hanging from an edge) Jumps up and whips his stalk in front of him.

Neutral Special: (Seed Barrage) Chumpkin starts charge and minimizing his mouth, as if sucking a lemon. When B is released, he will fire a seed that explodes on contact. More charge means more power and a larger explosion. Can charge for up to 3 seconds. Can be grabbed or shielded which will turn it into a throwable item. 6%-22%
Side Special: (Stalk-slam) Chumpkin raises his head and his stalk glows bright green. After about 0.75 seconds of charging, he slams it into the ground and dirt/debris is flung from the ground. The stalk will deal stronger knockback and 18%, and lumps of debris will deal 5-7% and flinching. If used in midair, Chumpkin will pause slightly and cancel downwards momentum.
Up Special: (Helicoptober Jump) Chumpkin spins his stalk immensely fast and quickly accelerates upwards, dealing rapid 0.7% damage to those caught in it. Lasts for about 2.4 seconds. Excellent recovery move.
Down Special: (Ghoul Splatter) Chumpkin swells and then screechs, sending a blast of ghoulish dark energy from either side of him (similar to the Ice Climbers' d-special). Rapid damage, final hit deals large knockback. Deals in between 14-16% if all hits connect.

Custom Specials: (If you want to add them) -

Final Smash: (Chumplosion) Chumpkin begins to swell until he's about double his original size, shudders, then releases a huge explosion. The explosion is gigantic (about half the size of Final Destination) and deals 47-49% damage and gigantic knockback. Can be dodged if well-timed. The whole thing takes about 2.8 seconds. After this, Chumpkin is left as a small stump (similar to animation) for about 2 seconds before regen.

Taunt 1: Jumps and bobs up and down twice (similar to animation).
Taunt 2: Shudders as if about to explode, then droops, releasing steam.
Taunt 3: Burps, releasing a small ghoul cloud, then blushes.
Last edited by Karyete on March 7th, 2015, 2:26 pm, edited 2 times in total.
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Re: Super Smash Bros. Runouw Edition

Postby Zunar » September 21st, 2014, 2:57 pm

I'm not gonna get into technical things like exact damage because that's boring. Expect some of these to be brief.

Character: show
Name: Zunar
Appearance: Design is more like left picture, but color scheme is like right. Has a sword sheath belted onto his left hip. Holds a sword in his right hand.
Image Image
Pallete Swaps/Alt Costumes: Shirt and pants change color

Entrance: Materializes out of computer code, quickly puts on glasses and draws sword
Icon: Some kind of stylized Z

Victory Music: https://www.youtube.com/watch?v=1Io0DLo_G90
Victory Pose 1: Zunar holds his sword in front of him as if to attack, similar to Seifer's battle pose from Final Fantasy 8.
Victory Pose 2: Zunar sheathes his sword, removes his glasses, and dangles them from his hand with a victorious smirk on his face.
Victory Pose 3: Zunar runs in but trips and falls flat on his face. He looks up at the camera with a sad and embarassed face.

Description: Zunar is fairly fast and agile and has an above average jump height, but is lightweight and somewhat low in power.

Neutral Attack: Slash combo. Two horizontal slashes followed by a vertical up slash. Final hit has diagonal launching potential.
Dash Attack: Dash slash similar to Marth's.
Side Tilt: A slash with the power and speed of the third neutral combo attack, but a little more recovery time.
Up Tilt: Overhead swipe.
Down Tilt: Fast but weak low slash.
Side Smash: Horizontal slash with high launching potential. Slow and high ending lag.
Up Smash: Single powerful strike essentially like Toon Link's Up Smash.
Down Smash: Low spin slash very similar to Shulk's Down Smash.

Neutral Air: Zunar somersaults with his sword extended, slashing anything nearby.
Forward Air: Vertical downward slice. Can meteor smash on the tip.
Back Air: Quick half-spin, turns Zunar around.
Up Air: Overhead slash.
Down Air: DOWNWARD THRUST MOTHER F***ER! Basically like Toon Link's Dair.

Grab: Throws a computer mouse as a makeshift lasso. Has a long range but high ending lag.
Pummel: Zunar knees the enemy in the face.
Forward Throw: Zunar throws the enemy forward and slashes them.
Back Throw: Zunar spins and throws the enemy behind him. Similar to Mario's Back Throw, though with only one spin instead of multiple.
Up Throw: Zunar tosses the enemy up and slashes them. Functionally similar to Link's Up Throw.
Down Throw: Zunar drops the enemy down and impales them with his sword.

Get-up Attack: Zunar slashes above him and flips up.
Edge Attack: Zunar flips up onto the edge while slashing his sword.

Neutral Special: Overheat - Basically Robin's Thunder except with a fireball instead of a lightning bolt. Has a cooldown mechanic similar to the durability of Thunder.
Side Special: Flash Strike - Functionally similar to Mii Swordfighter's Slash Launcher.
Up Special: Revolution - Essentially Link's Spin Attack. Because it's awesome.
Down Special: Defender - A countering move similar to Marth's Counter.

Final Smash: Omen - Zunar grasps his sword with both hands and fires a laser beam. Very similar to Dark Pit and Zelda's Final Smashes.

Taunt 1: Zunar adjusts his glasses and smirks.
Taunt 2: Zunar strokes his chin in thought and shakes his head.
Taunt 3: Zunar takes off his glasses, wipes his eyes, and replaces his glasses.
Last edited by Zunar on January 11th, 2015, 12:32 pm, edited 10 times in total.
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Re: Super Smash Bros. Runouw Edition

Postby KABOOM » September 21st, 2014, 3:57 pm

You knew it was coming: show
Name: ???
Appearance: The playable character from Last Legacy. Cloak, obscured face, etc. Does not hold a weapon except when attacking.
Pallete Swaps/Alt Costumes: Blue cloak (default), red cloak, black cloak, yellow cloak, green cloak, white cloak. Simple.

Entrance: Warps through a dimensional portal which then disappears.
Icon: Hood.

Victory Music: Last Legacy victory theme.
Victory Pose 1: Warps away through an end portal.
Victory Pose 2: Rises into the air and warps away through a dimensional portal.
Victory Pose 3: Stares into the background all dark-and-edgy-like.

Description: Should feel like playing Last Legacy. Walks at an ordinary pace, runs a bit faster than average. Short jumps, decent air mobility. Average fall speed. Noticeably less friction than normal. Medium-to-heavy weight.

Neutral Attack: A quick downward, then upward slash with the Basic Scimitar. Can be repeated indefinitely, though that won't work so well at higher %s. 6% damage per swing. The first has low knockback, the second a bit more. Hits enemies diagonally upward.
Dash Attack: Slide attack with Basic Scimitar extended. It goes a good distance. 8% damage on the sword, 6% anywhere else. Hits enemies straight up with medium-to-high knockback on the sword and medium knockback elsewhere.
Side Tilt: A wide downward swing with the Basic Halberd. Nice range. 4% damage, medium knockback. Hits enemies diagonally upward.
Up Tilt: Upward swing with the Basic Halberd. 4% damage, low-to-medium upward knockback.
Down Tilt: A slide attack that's shorter than Dash Attack, and doesn't include the sword. 7% damage. Hits enemies upward with low knockback, and is good for comboing.
Side Smash: A downward slash with the Amethyst Sword. Uncharged: 9% damage, medium horizontal knockback. Charged: 15% damage, medium-high horizontal knockback. Regardless of charge, also shoots a small, slow, short-ranged swordbeam with equal damage and knockback to the sword.
Up Smash: Throws a throwing axe directly upwards. Range increases with charge from double to quadruple the character's height. Uncharged: 5% damage, medium-high diagonal knockback. Charged: 10% damage, high diagonal knockback.
Down Smash: Uses the Frozen Tome to launch five ice shots a short distance into the air. Again, range increases with charge, but not as dramatically as with Up Smash; uncharged, the outer shots will fall right next to the character, and fully charged they will fall about triple that distance away. 3% damage per hit and medium knockback away from the character no matter what charge. Doesn't freeze, but has above-normal hitstun.
Neutral Air: Swings the Basic Scimitar in a circle. 6% damage, low knockback.
Forward Air: Forward slash with the Basic Scimitar. 7% damage, medium-high knockback.
Back Air: Backward slash with the Basic Scimitar. 7% damage, medium-high knockback.
Up Air: A very fast upward slash with the Basic Scimitar. 5% damage, low-medium knockback.
Down Air: Eagle Kick. Kicks at a 45 degree angle downwards and falls very quickly. Lasts a long time. Can be aimed from 45 to 90 degrees downward with Up and Down. Sweetspot at the foot deals 10% damage and is a medium-high knockback meteor smash; all other areas of the body have low knockback and deal 4% damage.

Grab: Just a normal grab. Short range.
Pummel: Kicks for 1% damage.
Forward Throw: Throws the opponent forward. 4% damage, medium forward knockback.
Back Throw: Turns around and slashes with the Basic Scimitar. 6% damage, medium-high backward knockback.
Up Throw: Throws the opponent upward. 4% damage, low-medium upward knockback.
Down Throw: Zaps the opponent with the Lightning Rod. 7% damage, medium diagonal knockback.

Get-up Attack: Stands up and attacks on both sides with the Basic Scimitar. 6% damage, low knockback.
Edge Attack: Climbs up and quickly performs a sliding kick. 4% damage, low knockback.
100% Edge Attack: Climbs up and performs a shorter-ranged kick. 5% damage, low knockback.

Neutral Special: Delta Block. Creates a block cursor that can be moved with the directions while the button is held down. When the button is released or after 1/2 second, creates a block wherever the cursor is. This block cannot be passed through or grabbed, and disappears after 2 seconds or when the move is used again. The character must touch the ground (the block itself doesn't count) between uses of the move. Using it in midair will slow the character's fall.
Side Special: Staff. Depending on how long the button is held, attacks with the Wooden Staff (3% damage, high knockback), Crimson Staff (7% damage, medium-high knockback), or the Amethyst Staff (12% damage, high knockback). Has quite a bit of endlag. Can be aimed slightly upward or downward by holding Up or Down while charging.
Up Special: Winged Boots. Just acts as a second midair jump.
Down Special: Spawns a boulder below the character. It falls with gravity, rolls when pushed or attacked, and can be stood on. While falling it deals 9% damage and a high-knockback meteor smash to any foe it hits. The boulder disappears after 4 seconds of existence, and only one can exist at a time.

Final Smash: Masamune. The character wields the sacred Masamune and uses it in all attacks in place of the Basic Scimitar and Basic Halberd. It has the same range as the Basic Halberd. All attacks with the Masamune are drastically powered up in damage and knockback, and other attacks gain damage as well. In addition, the character is less vulnerable to hitstun, knocked back less, and takes less damage. The character returns to normal after about 20 seconds of using the Masamune.

Taunt 1: Swishes the Basic Scimitar around in the air.
Taunt 2: Opens the Brown Book, Book of Battle, or Book of Winds (randomly) and flips through it briefly before putting it away.
Taunt 3: Stares into the background all dark-and-edgy-like. (Same as Victory Pose 3)

I'm sure other people will make better movesets for this character, but here's mine anyway.

I might do Dennis later, but there's not much moveset potential for him yet. Might also try my hand at designing stages.
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Re: Super Smash Bros. Runouw Edition

Postby NanTheDark » September 23rd, 2014, 7:06 am

Nobody seems to have made a Stage yet... so I'll be the first.

Image

Stage Description:
The fight happens in the foreground, of course. You can stand on the roof of that little wooden hut, and you can also stand on the palm tree. The guy in the hat, Croix Dragonius, will pace back and forth in the background. Every now and then, he'll throw a random item into the foreground. Croix can be affected by Smash attacks, which leave him stunned on the ground for a while.

This stage is based off The Survival Contest forum game that Bomberman101 created a long time ago, which was about a crazy reality show in an island, with a somewhat sadistic host. The little wooden hut is actually based off something I made myself for the game, as part of a contest. The fact that Croix can be stunned is also a reference to how much the participants abused him. :P

Availability: Starter stage

Tracks available:
♫Treasure Trove Cove ~ Banjo Kazooie
♫Turtle Woods ~ Crash Bandicoot 3
♫Windy & Ripply ...for Emerald Coast ~ Sonic Adventure
♫Wave Ocean - The Water's Edge (Sonic '06)
♫Empire Ants ~ Gorillaz




Also, I've been sent a moveset for an unlockable character. :3
Some day I'll fix my sig.

Old Sig Stuff: show
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Universal Dueling ArenaInto The ShadowsMy SM63 Levels

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Made by FrozenFire/lemontea/whatever. Thanks, FF!

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Re: Super Smash Bros. Runouw Edition

Postby Harmless » September 23rd, 2014, 10:24 am

ooooooooooo unlockable characters

I'm going to throw in a stage really quickly (it's sorta in beta I guess);

Image

Stage Description:
The darker colored gray areas are where fighters can fight on. The station acted as a primary recruitment office for mercenaries and native soldiers alike, while it also generates a shield protecting Eucario from nukes and orbital bombardment. The circular platform is unique, players can go whichever way they like on it. Projectiles can be fired towards the background or foreground on this stage, and players can utilize all sorts of tactics. Players will still be launched sideways, however.

The stage is based off the RPG Mechani Alliance: Onto the Offensive, where players play as Talroakian mercenaries and push back the humans, with several plot twists and exciting combat ahead of them. The RPG was first featured in the Casual Collective and migrated to Runouw.com. It was also the first RPG at the RP Club in the CC to have actually finished.

Availability: Starter Stage

Alternate Soundtracks:
♫UEF Battle 3 - Supreme Commander 2
♫In Deep - Command & Conquer: Red Alert 2
♫Space Battleground - Star Fox Assault
♫Area 6 - Star Fox 64
Expect something cool here soon!

~ Tesla Bromonovich
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Re: Super Smash Bros. Runouw Edition

Postby Raiyuuni » September 23rd, 2014, 3:07 pm

I'm going to use an OC character. Is this mini-god wannabe legal?

Also, someone please work on Mr. Popo and Christman.

Spoiler: show

Character: Juno


Outfits and Appearance

  • Insignia robe (default): A pair of smooth and loose trousers and a tight purple shirt, hidden by a multitude of belts and gadgets, below an oversized black coat, which sports the Insignia emblem on the back.
  • Ice Climber
  • Cirno's dress (slightly more detailed)

    As a 17-year-old, Juno is slightly taller and less slender than the average character her age. Her bold, crystal blue eyes contrast with a warm-hearted, yet serious expression, and with the fact that she's not supposed to have fabulous white hair, which she does! It hangs nearly all the way down to her waist.


Backstory

As a member of a sentient species derivative from Earth's, she is able to conjure and manipulate energy up to a very limited extent. Formerly a member of House Iceman, the pioneer explorers of an arctic environment, she became a subject of an emergency cryogeny experiment shortly before her home planet was destroyed. When she was finally retrieved from stasis, three millenia later, she still remained with an apparent age of 13. Unknowing of any remnants among her kin's descendants, she was sent to Homeland, where she would become part of two local guilds: Arkhall, named after her long gone home planet, and Insignia, where she would master limited energy manipulation, a forbidden skill among the youngsters.



Fighting characteristics

As she is relatively athletic, Juno is able to move quickly, even more so in midair, but her received knockback is nearly as great as Kirby's. Her normal attacks and grabs are less efficient than those of a regular brawler, but her aerial combos and special attacks can surprise even the toughest of tanks.



Moveset

Fighting stance
    Something like Mario's, only not jumping around as much.
Neutral Attack
    A simple, bland, nearly worthless punch. Juno can only use up to two of those in a neutral combo.
Dash Attack
    Juno casts ice at her feet and slides to a halt, colliding with the nearest enemy or precipice. Well, if it works, it ain't stupid.
Side Tilt
    Looks like someone suffers from Chuck Norris complex a bit. Roundhouse kicks are everywhere!
Up Tilt
    It's a slightly less worthless punch, but Juno still leaps a bit to get the most out of it.
Down Tilt
    It's a head-butt. Don't ask.

Side Smash
    As the smash attack charges, an energy blade's shape gradually envelops her arm. Then, Juno swings it diagonally through the opponent. This attack also leaves a sparkly trail behind her arm.
Up Smash
    Juno gathers a chunk of ice at her fist and swings her arm in a wide semicircle.
Down Smash
    Juno focuses energy on her feet and does a swift somersault, landing a rough attack with her heel, Rock Lee style. Players behind her receive less damage.

Neutral Air
    Juno focuses energy on her fists a extends her arms and does a flip. The energy trail inflitcts damage gradually.
Forward Air
    It's a Superman styled punch.
Back Air
    It's a rather stunning spin-kick.
Up Air
    Juno summons a short energy dagger and swings it twice in the air.
Down Air
    It's a triple kick combo.

Grab
    It's a standard grab assisted by a severe cold ailment.
Pummel
    A simple, bland, nearly worthless punch. Again.
Forward Throw
    A sparta kick at its finest.
Back Throw

Up Throw
    Juno lifts the enemy and delivers a mysteriously effective punch.
Down Throw
    Juno smashes her opponent at the ground and hastily buries some blue fire on his chest!

Get-up Attack
Edge Attack
    Juno throws an icicle before standing up.

Neutral Special: Freezer Burn
    Ocarina of Time's Blue Fire makes a cameo appearance. Juno throws it like a throwing axe, and it freezes whatever it touches.
Side Special: Shiver Zone
    Juno casts a gust cell and launches it forward. It does little other than knock nearby players backward a little.
Up Special: Code:Blocks
    With the aid of an assist device, Juno makes a small leap in midair, casts an ice block at her feet and springs nearly upwards. There is significant startup lag, but
Down Special: Astral Duplicate
    Juno charges up an ethereal duplicate, making her next smash attack slightly more effective. Fully-charged duplicates can also be used as a counter-attack when the Down Special is used again. If she is hit with a strong attack while charging up, however, she will also suffer some extra recoil. When the attack is ready


Final Smash: Astral Disruptor
    As Juno starts the Smash Ball's energy, she assumes an ethereal appearance and the arena starts shaking. Players caught in the quake zone have small amounts of damage randomly increased and deducted, as the arena's temperature radically decrases. Finally, after a three second startup lag, in which enemy players only have their movements hindered due to the cold, Juno's avatar explodes, creating a bright cyan flash, as a shockwave expands, dragging along a significant amount of icicles and clearing up everything in its way, items included. She still remains deep frozen for 2 seconds after the blast ends, and has her movement and knockback reduced temporarily.


Others

Entrance
    A tilted square crashes on the arena. It loosens up to a coat and Juno emerges from behind it, Mahouka style.
Icon

Taunt 1: Juno floats for a second, and she seems surprised about it. Then, she smiles, waves at the camera and lands down.
Taunt 2: Having her hair blown upward, Juno freezes it on the spot and casts a sparkly yellow glow on it, while trying out Vegeta's laugh.
Taunt 3: Juno summons a mug of hot chocolate and drinks some of it. Then, yawning, she exhales a small puff of steam.

Victory Music:
Victory Pose 1:
Victory Pose 2:
Victory Pose 3:
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Re: Super Smash Bros. Runouw Edition

Postby Bomberman101 » September 24th, 2014, 5:55 pm

NanTheDark wrote:Nobody seems to have made a Stage yet... so I'll be the first.

Image

Stage Description:
The fight happens in the foreground, of course. You can stand on the roof of that little wooden hut, and you can also stand on the palm tree. The guy in the hat, Croix Dragonius, will pace back and forth in the background. Every now and then, he'll throw a random item into the foreground. Croix can be affected by Smash attacks, which leave him stunned on the ground for a while.

This stage is based off The Survival Contest forum game that Bomberman101 created a long time ago, which was about a crazy reality show in an island, with a somewhat sadistic host. The little wooden hut is actually based off something I made myself for the game, as part of a contest. The fact that Croix can be stunned is also a reference to how much the participants abused him. :P

Availability: Starter stage

Tracks available:
♫Treasure Trove Cove ~ Banjo Kazooie
♫Turtle Woods ~ Crash Bandicoot 3
♫Windy & Ripply ...for Emerald Coast ~ Sonic Adventure
♫Wave Ocean - The Water's Edge (Sonic '06)
♫Empire Ants ~ Gorillaz




Also, I've been sent a moveset for an unlockable character. :3

This is amazing xD
You can even beat up Croix, the detail is outstanding hahaha
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Re: Super Smash Bros. Runouw Edition

Postby Harmless » September 24th, 2014, 9:10 pm

Wait, he paces in the background but we can hit him in the foreground? wat.

Anyways, here's some items I thought up of.

Red Berry - Consumable. Eat to restore 2-3% and give your special attacks -1% ending lag. (Origin: Into the Shadows)

Sniper Rifle - A powerful Sniper Rifle used in the competition in VAGS, written by Chau (I think?). Leaves 50% opacity tracer rounds, and deals high damage. Only three shots a use, reloading time is high. (Origin: VAGS)

Flashbang - Pick up, throw, wait a few seconds, and stun anyone who is caught in the blast radius for a few seconds. Don't get caught yourself! (Origin: Mechani Alliance: Onto the Offensive)

Shield Module - A small spikey-like mechanical device that, when picked up, attaches itself to the player. That player's shield is increased by double and has double resistance against attacks. If the shield is unique like Yoshi's, then it's resistance against attacks is multipled by 2.5 instead. (Origin: Earth 2150)

Assist Trophy - Can't go wrong with one of these.

Gruz (Assist Trophy) - This little constructor fella spawns with the opening quote and then proceeds to build a small tower. Once completed after a few seconds of building, the small tower will start to shoot light bullets at the closest foe in range, at a medium rate of fire. The small tower, while in construction or after construction, can be destroyed (though it will be easier to destroy it while it's being constructed). The small tower stays in play for 20 seconds, while the Gruz teleports out after the small tower's completed or not. (Origin: Earth 2150)
Expect something cool here soon!

~ Tesla Bromonovich
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