Post by _Data_Drain_ on Oct 17, 2011 14:54:15 GMT -6
I just wanted to bring this here as well... Though the chances are it will still go unnoticed.
Her sprites.
www.spriters-resource.com/other_systems/mischiefmakers/sheet/23753
For animation reference.
A video for another reference source.
Let's Play Rakugaki Showtime [3] finale
Skip to 15:32... And yes, this game is VERY different from Mischief Makers. But it has some good moves to use.
The main character from the game Mischief Makers, I felt she would be an interesting character to play as in Brawl.
She should either be on Peach, or ported over someone like Diddy.
Not all details are finalized, but, I hope to change this.
________________________________________________
Overview:
She would be a grappler character, yes yes, I know we have Dedede and Ice Climbers, but I mean more of a true grappler, not a chain grabber.
She would have moves that can cancel into her grab, but some of these would have a lot of start up lag on them. She would however have a dash, much like Zero's that can cancel into her grab as well... This dash would have less distance than Zero's by default. But can be charged up for a few seconds to gain a bit more distance with that dash.
Her weakness. She would be light weight, since Theo didn't make her very heavily built. And her overall range would be short. However to make up for that, she would have some options to make up for this.
________________________________________________
Move set:
Neutral A: She pounds her hands down in an alternating pattern. This would have very little knock back. Like most rapid jab attacks in Brawl. It's used to build damage.
________________________________________________
Forward tilt: She steps forward, and backhands the foe. This is good for getting foes off you. And spacing them out to deal damage.
________________________________________________
Down tilt: A swiping kick, this would have short range, and a bit of start up... But can drag foes towards her, letting her grab them.
________________________________________________
Up tilt: *This can be changed* An upward sweep of her arm, this is a juggling move.
________________________________________________
Dash Attack: *This can be changed* A shoulder ram, weak damage, but good knock back.
________________________________________________
Forward smash: This would have a lot of start up lag... But once she attacks, she does a charging punch across the stage. This has pretty good kill power. Though along with the start up lag, it also has a good bit of end lag. So use this one with caution.
________________________________________________
Down Smash: *This can be changed* She throws four punches downward. This wouldn't have too much starting lag, just enough to not be able to combo into it from her down tilt. But a little bit of end lag. Not meant to be used as a kill move. But rather a spot dodge punisher.
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Up smash: She does a swift uppercut with her right hand. Very little start up lag, and rather high kill power. But short range. And a bit of end lag. Use this wisely.
________________________________________________
Neutral air: *This can be changed* A move very similar to her jab. Does three hits. Has short range. But can be used to slightly combo, due to it's little amount of landing lag.
________________________________________________
Forward air: She throws a powerful punch. Has some start up, and end lag. But can kill.
________________________________________________
Down air: Using her jets, she dives downward at the foe, this would be a weak spike, it would mainly be used after her down throw as a follow up. You can change the direction in which she falls. By tilting the control stick in that direction.
________________________________________________
Up air: *This can be changed* She sweeps upward with her arm.
________________________________________________
Back air: A turning backhand punch. This would be a good kill move, but lacks range. Makes her turn around in the air.
________________________________________________
Neutral special: If at all possible. A command grab. The resulting throw would do be good for damage. But not for killing. It's main use is for feinting. This grab can be delayed on the ground. And in the air... Well, it's simply an air grab. The throw goes the same distance, and angle both in the air. And on the ground.
If not possible... I'm not sure what her neutral B should be.
________________________________________________
Forward special: A dash much like Eldiran's Zero, however it would have less distance. This would be her main tool to lead into grabs. And to move around the stage.
This can also be charged up on the ground. If you hold down B, she will ready herself. You can let go of B any time to do a normal dash. However after about one in a half seconds, she automatically dashes. This charged up dash goes a good bit further than the normal one. Almost half way across Final Destination. Please note though. You can not shield out of it. Nor can you store charges.
In the air however, she can not charge it. And is limited to five uses of it before hitting the ground. So she would need to use her jumps, and side B one after another to get the most distance out of it as a recovery.
________________________________________________
Down special: Using both hands. She smashes the ground. Sending a small shockwave around her. This move has a little bit of start up lag. And good bit of end lag.
This move is most powerful when you hit with her arms, rather than the shockwave. The shockwave itself can also be dodged simply by jumping. This move can not be done in the air. The arms hit box can kill. The shockwave however had very little knock back growth. But good base knock back.
________________________________________________
Up special: She gains a bit of height, and does a somersault kick along the way up. If the foe is hit with it. They are sent at an angle depending on when during the move they're hit.
________________________________________________
Grab: A short range grab, this is why she would need tools to get these in.
________________________________________________
Pummel: “SHAKE SHAKE!” Anyone who's played Mischief Makers should know what this is... For those who haven't, she shakes her foe, this would be quick, and do 1% damage per shake.
________________________________________________
Forward throw: Her killing throw, she holds the foe with one hand, then punches them with her free hand as hard as she can. this would kill at the center of Final Destination at 140%... So, it would be deadly on the side of the stage.
________________________________________________
Down throw: Her set up throw, she jumps in the air with the foe still in her hands, then throws them straight down, she would be in the air after this throw is done, leading either into getting away from the foe, or down airing them.
________________________________________________
Up throw: A simple toss upward, a good set up at low percentage. Might be able to link into up special.
________________________________________________
Back throw: She tosses the foe behind her, at an upward angle. This could lead into gimping, but shouldn't kill like forward throw. This also makes her turn around.
________________________________________________
Attributes:
Number of jumps: 5.
The first jump would be normal. But after that, they would be very very short jumps, to mimic her jets in the actual game.
Weight: 80.
Walk speed, slow.
Run speed: A bit faster than her walk, but she would need to use side B for speed.
Air movement: Average air movement, trying to match how her air movement is in the game.
Her item throwing would be a bit more powerful than normal. But not by too much.
Her sprites.
www.spriters-resource.com/other_systems/mischiefmakers/sheet/23753
For animation reference.
A video for another reference source.
Let's Play Rakugaki Showtime [3] finale
Skip to 15:32... And yes, this game is VERY different from Mischief Makers. But it has some good moves to use.
The main character from the game Mischief Makers, I felt she would be an interesting character to play as in Brawl.
She should either be on Peach, or ported over someone like Diddy.
Not all details are finalized, but, I hope to change this.
________________________________________________
Overview:
She would be a grappler character, yes yes, I know we have Dedede and Ice Climbers, but I mean more of a true grappler, not a chain grabber.
She would have moves that can cancel into her grab, but some of these would have a lot of start up lag on them. She would however have a dash, much like Zero's that can cancel into her grab as well... This dash would have less distance than Zero's by default. But can be charged up for a few seconds to gain a bit more distance with that dash.
Her weakness. She would be light weight, since Theo didn't make her very heavily built. And her overall range would be short. However to make up for that, she would have some options to make up for this.
________________________________________________
Move set:
Neutral A: She pounds her hands down in an alternating pattern. This would have very little knock back. Like most rapid jab attacks in Brawl. It's used to build damage.
________________________________________________
Forward tilt: She steps forward, and backhands the foe. This is good for getting foes off you. And spacing them out to deal damage.
________________________________________________
Down tilt: A swiping kick, this would have short range, and a bit of start up... But can drag foes towards her, letting her grab them.
________________________________________________
Up tilt: *This can be changed* An upward sweep of her arm, this is a juggling move.
________________________________________________
Dash Attack: *This can be changed* A shoulder ram, weak damage, but good knock back.
________________________________________________
Forward smash: This would have a lot of start up lag... But once she attacks, she does a charging punch across the stage. This has pretty good kill power. Though along with the start up lag, it also has a good bit of end lag. So use this one with caution.
________________________________________________
Down Smash: *This can be changed* She throws four punches downward. This wouldn't have too much starting lag, just enough to not be able to combo into it from her down tilt. But a little bit of end lag. Not meant to be used as a kill move. But rather a spot dodge punisher.
________________________________________________
Up smash: She does a swift uppercut with her right hand. Very little start up lag, and rather high kill power. But short range. And a bit of end lag. Use this wisely.
________________________________________________
Neutral air: *This can be changed* A move very similar to her jab. Does three hits. Has short range. But can be used to slightly combo, due to it's little amount of landing lag.
________________________________________________
Forward air: She throws a powerful punch. Has some start up, and end lag. But can kill.
________________________________________________
Down air: Using her jets, she dives downward at the foe, this would be a weak spike, it would mainly be used after her down throw as a follow up. You can change the direction in which she falls. By tilting the control stick in that direction.
________________________________________________
Up air: *This can be changed* She sweeps upward with her arm.
________________________________________________
Back air: A turning backhand punch. This would be a good kill move, but lacks range. Makes her turn around in the air.
________________________________________________
Neutral special: If at all possible. A command grab. The resulting throw would do be good for damage. But not for killing. It's main use is for feinting. This grab can be delayed on the ground. And in the air... Well, it's simply an air grab. The throw goes the same distance, and angle both in the air. And on the ground.
If not possible... I'm not sure what her neutral B should be.
________________________________________________
Forward special: A dash much like Eldiran's Zero, however it would have less distance. This would be her main tool to lead into grabs. And to move around the stage.
This can also be charged up on the ground. If you hold down B, she will ready herself. You can let go of B any time to do a normal dash. However after about one in a half seconds, she automatically dashes. This charged up dash goes a good bit further than the normal one. Almost half way across Final Destination. Please note though. You can not shield out of it. Nor can you store charges.
In the air however, she can not charge it. And is limited to five uses of it before hitting the ground. So she would need to use her jumps, and side B one after another to get the most distance out of it as a recovery.
________________________________________________
Down special: Using both hands. She smashes the ground. Sending a small shockwave around her. This move has a little bit of start up lag. And good bit of end lag.
This move is most powerful when you hit with her arms, rather than the shockwave. The shockwave itself can also be dodged simply by jumping. This move can not be done in the air. The arms hit box can kill. The shockwave however had very little knock back growth. But good base knock back.
________________________________________________
Up special: She gains a bit of height, and does a somersault kick along the way up. If the foe is hit with it. They are sent at an angle depending on when during the move they're hit.
________________________________________________
Grab: A short range grab, this is why she would need tools to get these in.
________________________________________________
Pummel: “SHAKE SHAKE!” Anyone who's played Mischief Makers should know what this is... For those who haven't, she shakes her foe, this would be quick, and do 1% damage per shake.
________________________________________________
Forward throw: Her killing throw, she holds the foe with one hand, then punches them with her free hand as hard as she can. this would kill at the center of Final Destination at 140%... So, it would be deadly on the side of the stage.
________________________________________________
Down throw: Her set up throw, she jumps in the air with the foe still in her hands, then throws them straight down, she would be in the air after this throw is done, leading either into getting away from the foe, or down airing them.
________________________________________________
Up throw: A simple toss upward, a good set up at low percentage. Might be able to link into up special.
________________________________________________
Back throw: She tosses the foe behind her, at an upward angle. This could lead into gimping, but shouldn't kill like forward throw. This also makes her turn around.
________________________________________________
Attributes:
Number of jumps: 5.
The first jump would be normal. But after that, they would be very very short jumps, to mimic her jets in the actual game.
Weight: 80.
Walk speed, slow.
Run speed: A bit faster than her walk, but she would need to use side B for speed.
Air movement: Average air movement, trying to match how her air movement is in the game.
Her item throwing would be a bit more powerful than normal. But not by too much.