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Make a Super Smash Bros. Character Moveset

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Messages 345 - Peach Peach
vs49045 pts ★ Titan
battle8574 pts ★ Expert
United States
Hatsune Miku

Special neutral: Plays guitar loudly

Final Smash: dancing with musical notes going up, down sideways, or diagonally to damage the player

Victory: dances

Will update later.
thumbsup1
Messages 107 - Buzzy Beetle Buzzy Beetle
vs4978 pts ★ Budding pilot
battle5000 pts ★ Novice
Brazil
What You Must Include
______________
A Attacks
B Attacks
C Attacks
D Attacks
Color Schemes
Final Smash
Special Attacks
Victory Theme
Up Victory Animation
Middle Victory Animation
Down Victory Animation
________________
What You Can Include
________________
Gimmicks
Stages



here is mine!
click here -> file:///C:/Users/paula/Downloads/tomaiho%20from%20wario%20vs%20tomaiho.png

horizontal neutral: chòngchuáng (punches an opponent)

up neutral: haichuang (does a vertical marcial kick)

down neutral: kanbalah yedouia geir meria (shots on land)

special horizontal: hoshua (homing teleport)

special up: reyusho (false corrupting)

special down: pliushua (human crab assistant)

final smash: storm-o-punches n kicks

color scheme: just Gray

victory animation: getting out of land

victory theme

stages:

tomaiho´s dojo
game: wario vs tomaiho (fanmade)

the world´s biggest pinball wingeria of tomaiho
game: tomaiho´s pinball festival (fanmade)
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S
Messages 47 - Koopa Koopa
vs6245 pts ★ Racer
battle5000 pts ★ Novice
Argentina
I really do not know how could make something like my own moveset could be...

But i know how could my alts colors and victory theme be like so... here are how could my alts colors and victory theme could be:

Normal: blue shirt, Black Pants and a blue and yellow hat
Alt 1: Luigi Skin
Alt 2: Koopa Kid Skin
Alt 3: Ninja Skin
Alt 4: Wizard Skin
Alt 5: MINECRAFT SKIN
Alt 6: Dark Skin
Alt 7: .Exe Skin

Victory Theme:

So... what do you guys think about this?
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Messages 432 - Metal Luigi Metal Luigi
vs31246 pts ★ Legend
battle7420 pts ★ Racer
Canada
Classic Sonic

Colors:

Cyan
Red
Yellow
Green
Purple
Gray
Teal

Stats:

Walk: 3/5
Run: 5/5
Jump: 4/5

Basic Special: Homing Attack

Home attacks an enemy.

Basic Side: Spin Dash

Spin Dashes.

Basic Up: Sonic Spear

Combos the enemy attack if they're on Classic Sonic's head.

Basic Down: Spin Attack

Revs up his spinning to have more damage.

Final Smash: Super Classic Sonic

Does the same like Modern Sonic's Final Smash, just more damage, but less speed for moving up or down.


Victory Theme: Same as Modern Sonic's victory theme.

Taunts:

Up - Backflips.
Sideways Runs in air.
Down - Wags his finger.

A Attack: Punches.
B Attack: Insta-Shields.
C Attack: Kicks-backwards.
D Attack: Roundhouse kicks upwards.

His running animation will be like in Sonic Superstars.

Image:  https://i.postimg.cc/d38cwKZ8/degim1q-49cef80c-8709-44bb-a4e4-8bda587b7f66.png
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K
Messages 54 - Boo Boo
vs5000 pts ★ Novice
battle5000 pts ★ Novice
United States
Character: Sackboy
PART 1
A Attacks
Neutral A: A punch
Up A: throws a block up
Down A: Stomp
Forward A: Sackboy uses his grappling hook to latch onto an opponent.
PART 2 COMING.
Messages 36 - Koopa Koopa
vs5000 pts ★ Novice
battle5000 pts ★ Novice
Brazil
here is mine! (with SDSB moveset)
https://i.postimg.cc/FKzNQN4N/the-J-osters.png

New Fighter: The J-osters (Castper & Frog Jockey)
Origin: The J-osters – Puzzle Classics with Multiplayer (fictional universe)

Description: Castper, a golden-armored warrior, and Frog Jockey, a mechanical frog-mounted fighter robot, team up for battle using classic puzzle mechanics. Castper controls the battlefield with puzzle-based attacks, while Frog Jockey enhances mobility and power.

Moveset:
Standard Attack: Puzzle Swipes –
animation:
Castper swings puzzle-shaped energy shards, while Frog Jockey delivers fast kicks.

Neutral Special: Piece Grab –
animation:
Summons floating puzzle pieces around them that home in on enemies.

Side Special: Slide Shift –
animation:
Castper pushes a sliding puzzle tile forward, launching opponents if caught in its path.

Up Special: J-ump Boost –
animation:
Frog Jockey leaps into the air with Castper on its back, gaining great vertical distance.

Down Special: Block Drop –
animation:
Drops a wooden Tetris piece that stuns opponents and acts as a temporary platform.

Final Smash: Puzzle Overload
animation:
The J-osters summon a flood of puzzle pieces that scatter around the stage, pushing and damaging opponents. Suddenly, a giant falling 3x3 wooden Tetris block crashes onto the center of the battlefield, dealing massive knockback!

victory theme: a eerie fanfare plays with F# note when the puzzle is complete

also i forgot the rest of the moves btw.

i have a new stage here:

New Stage: Puzzle Arena
Origin: The J-osters – Puzzle Classics with Multiplayer (fictional universe)

image:
https://i.postimg.cc/8PttFr3d/puzzle-arena.png

Description: Puzzle Arena is a constantly shifting battlefield, where puzzle mechanics transform the layout mid-fight, creating an environment that tests both adaptability and strategy.

Stage Layout:
Background: The arena showcases rotating gears, falling Tetris pieces, and shifting puzzle walls. The visual aesthetic combines classic wooden puzzle designs with neon digital elements.

Platforms: Random puzzle tiles slide into place periodically, changing the shape of the battlefield. Some platforms disappear and reappear based on puzzle mechanics.

Main Stage Feature: A large grid-based puzzle board sits in the center, where pieces move around during battle.

Stage Hazards:
Puzzle Shift: Every 15 seconds, parts of the stage rearrange, altering platform locations and forcing players to reposition.

Falling Block Challenge: Large Tetris-style blocks occasionally drop from the sky, dealing damage upon impact.

Locked Sections: Some parts of the arena get blocked off, requiring players to solve small interactive puzzles to open them.

Hidden Boost Tiles: Random platforms glow and launch players upward, giving unexpected movement advantages.

Unlocking Condition:
Create 50 Custom Stages in Stage Builder – The same challenge as unlocking Castper & Frog Jockey! Puzzle masters who design 50 custom stages will unlock both Puzzle Arena and its resident fighters.

rank this to 1 to 10!
Messages 3117 - King Mario King Mario
vs77946 pts ★ Titan
battle12503 pts ★ Champion
Barbados
Now that the Switch 2 is real & a Smash Bros. Reboot might actually be coming, I think it'd be cool to redesign some of the most outdated fighters to fit with the times!

Mario:

Existing issues

Mario in Smash is only a little dated. The only representation that he has from the series post Sunshine is a taunt & some regional coins on his Up Special. His normals, throws & Final Smash are all perfect though, so we don't have much work to do.

Up Special is perfectly fine, and fundamentally unchangeable. Neutral Special is kinda unchangeable too, and his Neutral Special does make sense when paired with the Final Smash, making it feel like the attack is evolving in a sense.(Donkey Kong(now), Link(now) and Samus also do this)

Side Special will be our first change. The Feather was already extremely outdated by Melee. Fortunately, we can pretty much recopy the moves effect(turning opponents, slight air stalling, reflecting projectiles) onto a different move.

So how about...

Homing Throw
Theoretically, this could just be Luma Spin from Galaxy, or Tanooki Spin(which was in 3D World(and Bowser's Fury)), but Odyssey needs something, and I don't see where else we could get it. Cappy will spin around Mario, and do all the stuff cape does. Throwing Cappy also air stalls in Odyssey anyway, so it's a perfect fit!

Now, Down Special is a bit more tricky. Mario doesn't have a lot of downward options, except Ground Pound, & Yoshi(and Bowser) already do that. So, the best I can come up with is...

Drill Mario
This one is an interesting idea. Mario will do a little flip and begin to burrow in the ground. You can press B again to pop out. The flip animation was added to make the move less spammable(it's seamless in Wonder, which would've been a problem)

Obviously, you can avoid lots of attacks, and even some final smashes like the contact ones(Little Mac, Ridley, etc.) Byleth/Sephiroth will still hit you even when buried because of their swords, and so will Hero.

You can only be buried for 2 seconds, which has been shortened to prevent stalling. Also, there's a bit longer of animation when popping out too, just to make it unspammable.

Holding the jump button while exiting the ground will let you pop out higher, and you can still do your double jump + Up Special as it doesn't put you in special fall. It could even be a combo starter! (Not that Mario would need it)

Also, the ability to enter the ceiling is gone. That'd be crazy.

You can use this to go through short walls, but be warned! If the wall you try to cut across is too long, you'll get instakilled after the two seconds. (Think like trying to cut across Spiral Mountain from the ledges, although maybe you could make it...)
And yeah, this wall-crossing does break some stages like GCO & Shadow Moses Island, but that's fine.

For taunts & victory screens, the 3D World victory pose is a victory screen, replacing the weird fire one.

And that's it for Super Mario! Next time I'll edit this post with an updated Samus idea!
Messages 1079 - Golden Mario Golden Mario
vs5000 pts ★ Novice
battle5000 pts ★ Novice
United States
Name: The Black Bandit
A Attacks : Fist Slice
B Attacks : Kick Slice
C Attacks : Hammer Throw
D Attacks : Bandana Whip
Color Schemes : White, Black, Olive Green Outline on eyes
Final Smash : Power Slide
Special Attacks : Power Kick
Victory Theme : Ultimate Spiderman Outro Theme
Up Victory Animation : Pumps Fist Up in the Air
Middle Victory Animation : Flossing Dance
Down Victory Animation : Spin Jump

Gimmicks
Stages : Dark Blue Blitz (water pipe battle), Compactor Factory (similar to Toad's Factory conveyor obstacle section)

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