Super Smash Bros. Runouw Edition

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Re: Super Smash Bros. Runouw Edition

Postby KABOOM » May 20th, 2015, 2:20 pm

A secret challenger approaches???: show
Doppelganger

(insert fancy picture here)

The roster seems a little short on villains, so here's one from Last Legacy.

To unlock: Beat Classic with the LL hero, I guess?

Mechanics/abilities: Doppelganger is rather light and floaty, with high jumps and great airspeed. He does take large knockback as a result of this. His standard attacks use elemental magic of various kinds, some of which have higher-than-expected range for a standard attack. He has great aerial power, but is average on the ground.

Neutral Special: Lightning
Doppelganger fires a short-ranged lightning bolt. Holding down the special move button lets him charge the attack, and when it is charged more, there can be up to three lightning bolts, each longer and stronger than the last. The last lightning bolt will always have high knockback no matter how many there are, while the others have little knockback. Notably, by moving the joystick/directional keys/what-have-you, Doppelganger can float around while charging the attack, and he'll fire the lightning in whichever direction is being held when the special move button is released.
Side Special: Thorn
Doppelganger tosses a thorn ball which bounces around and can deal multiple hits of damage.
Up Special: Flux Blast
Doppelganger propels himself upward by firing flux blasts downward. These blasts do good damage but are slow-moving. Puts Doppelganger into helpless after use.
Down Special: Frozen Tome
Another chargeable attack. Doppelganger tosses ice balls into the air; anywhere from one to five ice balls can be tossed at once depending on how long the attack is charged. Ice balls fly far and will freeze enemies. Unlike Lightning, Doppelganger can't move while charging this.
Final Smash: Delta Flux Collapse
Could this be the power that once destroyed a civilization? I just made it up, so probably not. The Doppelganger disappears into a wormhole which opens up at his location. The wormhole draws in foes, while flux blasts fly into the wormhole from outside the stage, hurting enemies inside the wormhole and knocking others towards the wormhole. At the end of the attack, the portal explodes, sending flux blasts and foes flying.

I might add some more specific stuff later.
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Re: Super Smash Bros. Runouw Edition

Postby Harmless » May 20th, 2015, 11:22 pm

okay you want a runouw character

HAVE AT YOU

He will be top of the tier list, no doubt (unlockable): show
YES, IT IS HIM. THE ALMIGHTY;

Image

Name: Messenger Of Dreams
Appearance: As depicted above, MoD is easily one of the most identifiable and sexiest people on runouw.com, and possibly on the planet. His hat and dashing looks give him some rather interesting and powerful capabilities. He prefers to fight bare-handed, with a variety of powerful moves to back up his moveset.
Palette Swaps/Alt Costumes: MoD is too sexy for palette swaps.

Unlockable condition: JV5 a Level 9 Leader Harmless, Superbag, Zunar, and Frederick in the exact order in Vs. mode, without any other matches in-between. Can only be done in a 1v1 with all items and hazards off, any stage. After all matches you will then fight MoD on Serious Discussion.
Entrance: A level designer window pops open, selects MoD from the item menu, and places him on the stage. The window disappears shortly after.
Icon: Image

Battle Music: https://www.youtube.com/watch?v=SDHZgVf8xsU (I mean I think he likes coldplay, unless if I'm thinking of amp then ♥♥♥♥ I'm sorry)
Victory Music: I'll let moy decide, but for now; https://www.youtube.com/watch?v=gGJenum-clc&&t=3m40s
Victory Pose 1: I'll let MoD decide.
Victory Pose 2:
Victory Pose 3:

Description: MoD is rather godlike in general. His appearance alone gives all opponents immediate stage freight, increasing ending lag on all of their moves by 100%. All of MoD's attacks can be cancelled, which pretty much is a free Turbo Mode. MoD has Super Armor against all attacks except Smashes, is a heavy-weight fast faller with above-average speed, and has below-average friction, allowing for superior wavedashing and dash-dancing. His short hop is excellent, and his full jump is as high as Falco's.

Neutral Attack: MoD throws a quick jab. Excellent combo starter, deals 16%.
Dash Attack: MoD does a spinning kick, similar to Ryu's Tatsumaki Senpuu-Kyakuu. Deals 18%, wide vertical hitbox. Also sends opponents straight up.
Side Tilt: MoD elbows his opponent. Strikes high, but sends his opponent straight down, spiking them. Cannot be jump-cancelled. Deals 22%.
Up Tilt: MoD takes off his hat and slices it from the bottom up, forming a crescent swing/hitbox. Transparent-priority, meaning that if it were to clang with another attack, it would instead phase through the attack and land a hit, giving MoD an excellent combo-starter. Deals 17%.
Down Tilt: MoD does a leg-sweep in front of him, like Mario's down tilt, except much farther ranged. Can spike. Deals 24%.
Side Smash: MoD shoots a SM63 Flamethrower out of his hand in the sideways direction he's facing. Excellent range and very heavy knockback. Deals 21% uncharged, 35% charged.
Up Smash: MoD spawns a SM63 Mega Tree in front of him. Huge hitbox. Deals 23% uncharged, 32% charged.
Down Smash: MoD does Ness's down smash, only with a bigger, rotating moving block. Deals 27% uncharged, 38% charged.

Neutral Air: MoD does a full vertical 360 degree up-tilt, rotating anti-clockwise. Hits 10 times. Each hit deals 6-8%.
Forward Air: MoD does an axe kick. Spikes and has very, very little starting lag. Deals 37%.
Back Air: MoD backhands. Very disjointed hitbox, deals 45%.
Up Air: MoD does Mario's up-air, except with a bigger hitbox. Deals 12%, can hit up to three times.
Down Air: MoD slams both feet downward. The force is so great that a fighter will literally crash through the stage if hit at above 100%. Deals 42%.

Grab: Inputting a grab command makes MoD create a wind vortex, which pushes fighters at great speeds towards him. If they get close to his hand, he immediately grabs them. Can be cancelled at any time, and cannot be interrupted.
Pummel: MoD does a manly knee against his foe. Deals 14% per pummel. Opponents cannot break out of the grab.
Forward Throw: MoD dropkicks the foe. Deals 24%.
Back Throw: MoD flings the foe as if they were a small football. Deals 27%.
Up Throw: MoD pulls them towards him and goes into breakdance mode, doing the Hitmontop. Hits four times, deals 9% per hit. Completely random knockback direction.
Down Throw: MoD does a 360 while pulling his foe with him, then uses the momentum to throw his foe on the ground. Deals 36%, fixed knockback to perfectly chaingrab every character.

Get-up Attack: MoD has no use for this, as he cannot be knocked down. He techs perfectly.
Edge Attack: If MoD were to ever grab onto a ledge, his ledge attack would be him tilting the entire stage towards him, then using the stage as a weapon to hit his foe(s). Deals 60%. The stage is properly placed shortly afterwards.

Neutral Special: Hat Throw - MoD throws his hat in a frisbee-like fashion, cutting through all projectiles and having controllable angle. Continuously hits as long as the foe remains in its hitbox. Deals 7% per hit, hits twice a second, and returns after travelling an entire Serious Discussion. Minimal knockback, but huge hitstun.
Side Special: Emoticon - MoD throws a random emoticon at the foe. Each one deals 30% and travels fast, unless if it's the 'Share your Wisdom' emoticon. The Share your Wisdom emoticon shares some great wisdom indeed - that you should give up the fight now. The Doram emoticon instantly Star KO's any hit opponents.
Up Special: Should MoD ever need to recover, his Up Special teleports him immediately to his spawn position, with a small flash indicating his teleportation.
Down Special: Your Shield is Useless - When used, MoD has a circle of 7 fireballs travel from him, each with a disjointed hitbox. On contact with shields, they immediately break them. Deals 7% otherwise, with minimal knockback but huge hitstun.

Custom Specials: MoD is too sexy for customs.

Final Smash: Should MoD get the smash ball, it instantly goes to the victory screen, with MoD first place.

Taunt 1:
Taunt 2:
Taunt 3:

i might be joking with this
Expect something cool here soon!

~ Tesla Bromonovich
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Re: Super Smash Bros. Runouw Edition

Postby Zunar » May 26th, 2015, 1:18 pm

Originally was gonna do Soma Cruz, but changed my mind.

Because I'm more familiar with this guy and I like his game better...: show
Name: Nathan Graves
Appearance:
Image
Pallete Swaps/Alt Costumes: Different colored clothes, maybe Hugh Baldwin as an alt costume

Entrance: A shining doorway appears and Nathan steps out of it.
Icon: Maybe the big C in Castlevania?

Victory Music: First ten seconds or so of this.
Victory Pose 1: Turns away from the camera in his idle pose.
Victory Pose 2: Throws his whip forward in a pose similar to the box art of Circle of the Moon.
Victory Pose 3: Pushes a box into the camera and then leans on it in his idle pose.

Description: Nathan is a bit slow and heavy, but a good chunk of his attacks have a lot of range. When he midair jumps, his outline flashes briefly. His shield is also slightly customized, appearing similar to his Circular Barrier DSS. Nathan can also wall jump.

Neutral Attack: Martial Arts DSS. Two jabs, hook, then kick combo.
Dash Attack: Charges forward as if using his Tackle move.
Side Tilt: Whips forward. If button is held, he will swing his whip around himself in a circle, which greatly reduces damage and knockback but can destroy projectiles.
Up Tilt: Throws an axe above him. Staple item, couldn't have a Castlevania character without it. Axe arcs a bit and then plunges down until it hits a platform and disappears.
Down Tilt: Slides forward. Similar to Mega Man's Down Tilt.
Side Smash: Sword Draw DSS. Draws and slashes forward with a sword. Charging increases range and power.
Up Smash: Fire Sword DSS. Swings a fire sword overhead.
Down Smash: Massive Hammer DSS. Swings a hammer in front of him that causes a shockwave. Hammer is slow but powerful. Charging increases attack power and the range of the shockwave.

Neutral Air: Rose Sword DSS. Swings a plant sword overhead that releases petals, which deal less damage than the sword itself but extend range a bit.
Forward Air: Holy Sword DSS. Stabs forward with a sword.
Back Air: Tonfers DSS. Attacks behind him with a tonfa.
Up Air: Ice Sword DSS. Swings a frozen sword above him. Fast, but relatively weak.
Down Air: Kicks downward.

Grab: Standard grab.
Pummel: Punches enemy in the face.
Forward Throw: Whips enemy forward.
Back Throw: Spins around and kicks enemy away.
Up Throw: Throws enemy up and lobs a bomb at them.
Down Throw: Smashes enemy with a hammer.

Get-up Attack: Spins his whip around him once and jumps up.
Edge Attack: Swings a sword above him as he gets up.

Neutral Special: Gun - Pulls out a gun and fires. High starting and ending lag, but very powerful and unlimited range.
Side Special: Fireball DSS - Whips forward and releases a fireball that, like Luigi's, is not affected by gravity but travels a bit slower and with slightly more range.
Up Special: Roc Wing - Shoots straight upward into the air. Very similar to Sonic and Mega Man's Up B moves.
Down Special: Ice Barrier - Four ice balls encircle Nathan and damage anything they come in contact with. Similar to Leaf Shield.

Custom Specials (only Neutral customs, might need some ideas for other customs):
  • Knife - Throws a knife forward. Staple Castlevania item.
  • Cross - Throws a boomerang cross forward that returns to Nathan. Also a staple Castlevania item.
Final Smash: Thunderbird summon. Lightning bolts rain from the sky to attack players.

Taunt 1: DSS animation.
Taunt 2: Lazily spins his whip around him.
Taunt 3: Pulls out a pocket watch, looks at it, and then puts it away.
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Re: Super Smash Bros. Runouw Edition

Postby Megar » May 26th, 2015, 2:30 pm

is this even runouw smash anymore or "whatever the ♥♥♥♥ you want" smash
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Re: Super Smash Bros. Runouw Edition

Postby Zunar » May 26th, 2015, 2:58 pm

Rather post something not 100% related than let this die, y'know? Besides, most everyone likes Castlevania, right?
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Re: Super Smash Bros. Runouw Edition

Postby Harmless » May 26th, 2015, 3:31 pm

I mean I already put myself in so uh

everyone else make characters for yourselves C:
Expect something cool here soon!

~ Tesla Bromonovich
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Re: Super Smash Bros. Runouw Edition

Postby 1018peter » May 27th, 2015, 4:43 am

Shameless self promotions? Awkward.
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Re: Super Smash Bros. Runouw Edition

Postby Zunar » May 27th, 2015, 6:03 am

^ My thoughts exactly. I did make a character out of myself, but it wasn't really that original. I liked making the other characters more.
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Re: Super Smash Bros. Runouw Edition

Postby Megar » May 27th, 2015, 7:59 am

maybe you did, but that's not the point
it's called runouw edition for a reason, it's based on things actually relevant to the site
and i can sure as hell tell you that castlevania isn't relevant to the site
sure people like it, but that really doesn't mean much
like i don't even know who that guy is, and i imagine the same applies to other people on the site
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Re: Super Smash Bros. Runouw Edition

Postby Zunar » May 27th, 2015, 8:02 am

It's not like Nan has to put him in, I just made him for fun. Hell, make him a secret character or something, that way it's a little more appropriate.
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