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The "Shoulda-Woulda-Couldas" ~ *Mewtwo added!*

Started by QingXin, August 02, 2008, 12:32:09 PM

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QingXin

Meet the Shoulda-Woulda-Couldas
YESSSS!!! BIG BANG IS BACKKK!!!! NO STOPPING THE INCREDIBLE!!! Yeah.

Yeah, this is a new thing I'm starting, harvested from extreme boredom. This is a group of characters that I call the "Shoulda-Woulda-Couldas" (or SWC). Who are they? They're a select group of characters that shoulda become playable, woulda become playable, coulda become playable, but didn't become playable.

Who are some prime examples? Well, in the SWC, we have Ridley (Metroid), Samurai Goroh (F-Zero), King K. Rool (Donkey Kong), Mewtwo (Pokemon), Ray [insert model here] (Custom Robo), and a few others that I might've missed or have no idea who they are.

If you have a candidate, I'll add them.


So what's in this topic thread, you ask? Well, I'll be presenting the most (in my eyes) accurate movelist and functionality of that character in Brawl. Let's get started, eh?

Also, prepare for a dose of nostalgia on a few of them (Ridley, anyone?)


The Infamous Space Pirate: Ridley


Perhaps my favorite SWC member, Ridley (not NSF Ridley, although he's cool, too) had probably the highest chance out of all the SWC's to become playable... But we get him as a boss (or two). He really didn't deserve this treatment. So here he is, basking in all his glory (while it lasts, anyway).

Stats
Power - 4/5
Range - 4/5
Attacking Speed - 2/5
Running Speed - 1.5/5
Jumping - 5/5
Height - Medium-Tall
Weight - Medium-Heavy


Visuals
Appearance - Ridley flies onto the stage.

Fighting Pose - Ridley's wings are tucked in, and Ridley is hunched forward.

Slow Walk - Ridley slowly creeps forward.

Fast Walk - Ridley moves his feet faster, making stomping noises.

Dash - Ridley glides forward.

Crouch - Ridley is on all fours, with is wings closed tight.

Jump - Ridley leaps upwards.

Backwards Jump - Ridley uses his tail to push himself up.

Midair Jump 1, 2, 3 - Ridley flaps his wings.

Midair Dodge - Ridley quickly flaps away from the screen.

Glide - Ridley's wings are extended out as he glides through the air.

Shield - Ridley conceals himself with his wings.

Forward Roll - Ridley spins on the ground, with his wings covering him.

Backward Roll - Ridley spins on the ground, with his wings covering him.

Sidestep Dodge - Ridley leans to the side towards the screen.

Up Taunt - Ridley spreads his wings out and screeches up into the air.

Side Taunt - Ridley flies up a little, performs a back flip loop, and roars forward.

Down Taunt - Ridley screeches forward on all fours.


Ground Attacks
A, A, A - Ridley performs two claw swipes, followed by a lunging bite.

Dash A - Ridley drills forward, striking opponents multiple times.

Strong A (Side) - Ridley whips his tail forward.

Strong A (Down) - Ridley open his wings forward, whacking enemies in front of him with them.

Strong A (Up) - A crescent tail swipe upward.

Smash A (Side) - Ridley performs a huge lunging bite.

Smash A (Down) - Ridley spins on the ground, with his wings extended out.

Smash A (Up) - Ridley jumps up a little while clapping his wings together above him.


Aerial Attacks
A - Ridley performs two quick claw swipes.

Smash A (Front) - A quick lunging bite to the front.

Smash A (Back) - Ridley claps his wings behind him.

Smash A (Down) - Ridley drills his tail downward.

Smash A (Up) - Ridley claps his wings upward.


Grabs
Z - Ridley snatches the opponent with one hand.

A - Ridley whips the enemy with his tail.

Front - Ridley grasps onto the opponent's shoulders, places his feet on their chest, and pushes off of them, propelling them back.

Back - Ridley slips one of his open wings underneath the foe's feet and catapults them backwards by flapping his wing back.

Down - Ridley throws the enemy down and performs a midair flip, striking enemies twice with his wings.

Up - Ridley slashes the enemy upwards a little, flies up, and then throws them forward.


Special Moves
B: Plasma Burst - This attack is chargeable. When released, Ridley will fire forward a beam of plasma with limited range. Enemies caught in the beam will be damaged multiple times and knocked back. The duration, size, and distance of the beam depends on how long you charged the attack. The charge is saveable.

Smash B: Take Down - Ridley rushes forward. If he catches an opponent, Ridley will grab them, hurl them upwards, catch them in midair, and drill them into the ground, creating a small tremor that damages nearby opponents. This attack can only be triggered if an opponent is caught during the rush.

Down B: Cyclone - This attack is chargeable. When released, Ridley will spin on the ground, with his wings extended out for 2-5 seconds (depends on how long the attack was charged). Enemies caught in this will be juggled and damaged multiple times, followed by Ridley breaking out of the spin, knocking enemies back. The charge is not savable.

Up B: Crescent Launch - Ridley simply speeds upwards, with his wings tucked in. At the pinnacle of the technique, Ridley will spread his wings into a freefall. Opponents are damaged from the initial launch.

Final Smash: Sky Splitter - Ridley roars and dashes forward. If he comes in contact with an opponent, he'll fly up with them in his hands, drop them in midair, and then fly off the screen. Ridley will then keep them suspended in the air by continuously soaring back and forth on and off the screen, thrusting through the suspended foe. Afterwards, Ridley will then soar upwards through the foe, launching them up, and come down on them from above, creating a lightning bolt that strikes downward through the opponent and onto the stage. If Ridley does not grab an opponent during the beginning of the Final Smash, then the Sky Splitter will fail.


The King of the Kremlings: King K. Rool


I was really confident that this croc would make it in, but he isn't even a boss or even an Assist Trophy... He simply holds the place of a plain old trophy... And the music representation is nowhere near enough to give this guy the recognition he deserves.

Stats
Power - 5/5
Range - 4/5
Attacking Speed - 1.5/5
Running Speed - 1.5/5
Jumping - 1/5
Height - Tall
Weight - Heavy


Visuals

Appearance - Emerges onto the stage by jumping onto it, making the ground shake.

Fighting Pose - K. Rool stands with his forearms raised, like in Donkey Kong Country

Slow Walk - A steady march forward.

Fast Walk - A faster march forward..

Dash - K. Rool sprints forward, like in DKC.

Crouch - K. Rool lays on his belly.

Jump - K. Rool tries to propel himself up.

Back Jump - K. Rool jumps away, going backwards.

Midair Jump - K. Rool flips in the air.

Midair Back Jump - A back flip.

Midair Dodge - K. Rool spins in the air towards the screen.

Shield - K. Rool raises his forearms in a blocking stance.

Forward Roll - K. Rool performs a basic roll forward.

Backward Roll - K. Rool performs a basic roll backwards.

Sidestep Dodge - K. Rool clumsly dodges, leaning away from the screen.

Up Taunt - K. Rool throws his crown up and catches it.

Side Taunt - K. Rool breaks out in laughter.

Down Taunt - K. Rool flexes, while admiring his impressive muscles.


Ground Attacks
A, A, A - Two mighty arms swings, followed by lunging belly thrust.

Dash A - K. Rool launches his belly forward into a body slam.

Strong A (Side) - A palm strike forward.

Strong A (Down) - K. Rool sweeps his arm below him.

Strong A (Up) - A headbutt upwards.

Smash A (Side) - K. Rool leaps forward, belly first.

Smash A (Down) - K. Rool falls forward, creating a small shockwave with his belly.

Smash A (Up) - A giant uppercut upwards.


Aerial Attacks
A - A belly flop.

Smash A (Front) - K. Rool performs a huge lunging punch forward.

Smash A (Back) - A spinning backhand.

Smash A (Down) - K. Rool performs a belly flop downward, spiking enemies beneath him.

Smash A (Up) - K. Rool claps his hands above him.


Grabs
Z - A bear hug grab.

A - A quick headbutt.

Front - K. Rool shoulder rushes the opponent.

Back - A simple hurl to the back.

Down - K. Rool throws the enemy down and hurls his crown at them.

Up - A headbutt upwards.


Special Moves
B: Crown Toss - This attack is chargeable, but the charge can't be saved. When released, King K. Rool will throw his crown forward. Opponents will be striked multiple times and be launched back when the crown reaches its maximum distance. Opponents only get hit once when the crown is recoiling, though. More charge results in more distance, thus causing more hits and damage.

Smash B: Blunderbuss Shot - King K. Rool pulls out his Blunderbuss and aims. Use the control stick to aim around the radius of the King, and press B to fire. When fired, a cannonball will be shot out, hitting hard. When the cannonball touches the ground, it will dissappear. King K. Rool can only fire once the previously shot Cannonball dissappears. Occasionally, King. K. Rool will shoot out a Spiky Cannonball, causing extreme damage and knockback.

Down B: Cannonball Barrage - King K. Rool jumps up and lands back down, causing two cannonballs to drop from the sky and land on either side of him, dissappearing when they touch terrain. Has a bit of lag time towards the end.

Up B: Kremling Kopter - King K. Rool straps on his Kremling Kopter and starts flying. Use the control stick to direct King K. Rool's flight path. The blades on the Kopter can damage opponents.

Final Smash: Abandon Ship - King K. Rool will jump straight up. He will then end up on the other side of the stage. Upon landing, cannonballs will start raining down from the sky consecutively across the whole length of the screen. They act the same way as his Cannonball Barrage. Occasionally, a bigger, spiked cannonball may fall, resulting in massive damage and knockback. King K. Rool will keep jumping back and forth, and stop after a certain amount of time.


The Ferocious Swordsman: Samurai Goroh


I remember an incident of playing Smash... My little cousin said, "Hey, who's using the fat guy with the sword? Stop hitting me!!" Well, I wish someone was using him, but unfortunately, that wasn't the case. He had his place as an AT, and he doesn't deserve it... Come on, Falcon needs someone to fight with... Or against.

Stats
Power - 3.5/5
Range - 4/5
Attacking Speed - 3/5
Running Speed - 2/5
Jumping - 2.5/5
Height - Tall
Weight - Medium-Heavy


Visuals

Appearance - Rides in on the Fire Stingray and jumps out.

Fighting Pose - Goroh stands with his legs spread out and one arm held tightly onto his scabbard, with his sword sheathed within.

Slow Walk - A steady strafe forward.

Fast Walk - A faster strafe.

Dash - Goroh runs forward, with both arms gripped on his scabbard and sword hilt.

Crouch - Goroh simply crouches, with one hand on the ground.

Jump - He jumps.

Back Jump - He jumps away.

Midair Jump - Goroh performs a front flip..

Midair Back Jump - A backflip.

Midair Dodge - Goroh leans forward towards the screen.

Shield - Goroh unsheathes his sword halfway and uses the blade to block.

Forward Roll - Goroh somersaults forward.

Backward Roll - Goroh somersaults backwards.

Sidestep Dodge - Goroh crouches towards the screen.

Up Taunt - Goroh crosses his arms and laughs.

Side Taunt - Goroh unsheathes his sword, spins, and points it forward.

Down Taunt - Goroh lifts up one foot, and crashes it down, with his hands on his knees (think sumo).


Ground Attacks
A, A, A... - Goroh performs a roundhouse kick with the right leg, a spinning back wheel kick with the left leg, and follows up with a barrage of sword swipes.

Dash A - A simple shoulder rush.

Strong A (Side) - Goroh spins and strikes forward with the butt of his scabbard.

Strong A (Down) - Goroh swipes the ground quickly with a slash of the sword.

Strong A (Up) - Goroh spins while slashing upwards.

Smash A (Side) - Goroh performs a spin, followed by a tremendous diagonal slash downward.

Smash A (Down) - Goroh performs a spinning wheel kick on the ground followed by a sweeping slash.

Smash A (Up) - Goroh performs two wide crescent slashes upwards.


Aerial Attacks
A - Three quick sword slashes.

Smash A (Front) - A quick downward, vertical slash.

Smash A (Back) - Goroh performs a spinning axe kick to the back, spiking opponents.

Smash A (Down) - Goroh flips upside down and slashes downward twice.

Smash A (Up) - Goroh slashes upwards three times.


Grabs
Z - A simple lapel grab.

A - Goroh unsheathes his sword slightly, striking at the gut of his opponent with the butt of his sword's hilt.

Front - Goroh swings the opponent behind him a few times and then hurls them forward.

Back - Goroh performs a jumping slash over the opponent, and kicks them back.

Down - Goroh simply throws the opponent down.

Up - Goroh throws the opponent up.


Special Moves
B: Stingray Flash - After an initial spin, Goroh will perform two quick slashes, each producing a slashing blast that take the shape of Goroh's sword swing. Goroh then sheathes his sword.

Smash B: Fire Rush - Goroh starts running in place to charge up. When released, Goroh will run forward, releasing a barrage of slashes (derived from his Assist Trophy). However, if the attack is fully charged, his slashes will be consumed in flames. He will be exhausted and pant for a second or two upon a full charge, though.

Down B: Stun Bomb - Goroh pulls out a Stun Bomb and throws it down. It will then flash, stunning nearby foes. Because of the effect of this attack, the Stun Bomb will have lots of startup time. Opponents with higher percentages will be stunned longer. Foes can't be stunned in the air.

Up B: Lunar Slash - Goroh performs a high jumping slash. At the pinnacle of the jump, Goroh will perform a front flipping slash, spiking enemies downward.

Final Smash: Fire Stingray - Works the same way as Captain Falcon's Blue Falcon. Goroh will call for his vehicle, the Fire Stingray. If enemies are hit by the initial drive in, Goroh will hop into his vehicle. Opponents will then be hurled onto a track. Samurai Goroh will yell out, "FIRE STINGRAY!!!", but instead of driving through the opponents, Goroh will leap out of the vehicle, with his sword out. The screen will go black and three slash marks will appear through the screen. Then, the screen returns to the regular stage, and enemies caught by the initial drive in will be sent flying as a result of the three slashes.


The Shining Fighter Robo: Ray


Note that since there are many models of Ray, Smash Bros. would most likely just use the most recent model (Ray MK III, in this case) and call it Ray...

Ray was almost meant to be in Smash Bros., and size doesn't matter (as noted with Olimar). He has an arsenal of weapons, and would be pretty cool as a robot fighter in the Smash Bros. arena!

Stats
Power - 3/5
Range - 3.5/5
Attacking Speed - 4/5
Running Speed - 2.5/5
Jumping - 3/5
Height - Tall
Weight - Medium-Heavy


Visuals

Appearance - Ray breaks out of a capsule.

Fighting Pose - Ray stands upright with his arms chambered on either side of him.

Slow Walk - A steady strafe forward.

Fast Walk - A fast march.

Dash - Ray jets forward.

Crouch - A basic crouch.

Jump - Ray uses his jet pack to boost him up.

Back Jump - Ray uses his jet pack to boost him back.

Midair Jump - Ray performs a somersault.

Midair Back Jump - A backflip.

Midair Dodge - Ray leans back, towards the screen.

Shield - Ray raises his forearms.

Forward Roll - An athletic roll forward.

Backward Roll - Ray somersaults back.

Sidestep Dodge - Ray crouches towards the screen.

Up Taunt - Ray pulls out his Blaster and shoots it up. The blast can actually strike opponents.

Side Taunt - Ray inspects his arm by adjusting it and whatnot.

Down Taunt - Ray hovers a bit while charging up.


Ground Attacks
A, A, A - Two jabs, followed by a somersault kick, launching opponents up.

Dash A - Ray performs a lunging drop kick.

Strong A (Side) - A quick roundhouse kick.

Strong A (Down) - Ray performs a spinning wheel kick to the front.

Strong A (Up) - Two kick kicks upward.

Smash A (Side) - Ray thrusts his arm forward, striking with the rocket launcher attached to it.

Smash A (Down) - Ray shoots a rocket at the ground in front of him with his arm rocket.

Smash A (Up) - Ray performs a handstand and thrusts both legs up.


Aerial Attacks
A - Ray performs 4 spinning kicks consecutively.

Smash A (Front) - Ray performs a double thrust kick forward.

Smash A (Back) - Ray strikes with his arm rocket to the back.

Smash A (Down) - A drill kick downward.

Smash A (Up) - Ray creates an explosion above him using his arm rocket.


Grabs
Z - A simple lapel grab.

A - Ray jabs the opponent.

Front - Ray punches the opponent with his arm rocket, and launches them back by firing it.

Back - Ray grabs onto the opponents shoulders and leaps over them, following up with a spinning wheel kick.

Down - Ray hovers and spins intensely fast, with the opponent in his grasps. He then throws the opponent down after multiple spins.

Up - Ray throws the opponent up slightly and shoots them with his Blaster.


Special Moves
B: Ray Blaster - Ray takes out a Blaster and shoots three green lasers forward. Ray is able to change the arc of lasers coming out by pressing up or down before firing. Up creates a cone of three lasers going gradually up, and vice versa.

Smash B: Double Rockets - Ray shoots out two rockets from his arm rocket at the same time. The rockets fly at an angle upward, and then nosedive vertically after reaching a certain distance.

Down B: Sensor Pod - Ray sets down a Sensor Pod. which will strafe back and forth in a very limited space. If an opponent touches the Pod, it will explode. Projectiles can set off the Pod. Ray can get hit by his own Pod. Only one may be laid at a time. Ray can also manually set the Pod off by pressing Down B again.

Up B: Jet Boost - Ray hovers using his Jet Pack. Works like R.O.B.'s, except it provides more horizontal distance at the cost of vertical distance.

Final Smash: Ray Ultra - Ray upgrades into Ray Ultra, a Ray model built for the Smash Bros. series. Ray Ultra gains increased attack, speed, and jumping, as well as upgraded special moves.

B: Dragon Launcher - Ray shoots forward a giant stream of lasers that appears as a dragon. The dragon can be arced up or down.

Smash B: Homing Rockets - Ray shoots out multiple Rockets in one shot, which will home in on opponents, gaining speed as they gain distance.

Down B: Seeker Pod - Ray releases a Seeker Pod, which will seek out the nearest opponent and latch onto them, until it explodes.

Up B: Jet Boost - It's the same, except Ray has infinite fuel and more vertical distance.



The Young Cadet: Will


I was never really knowledged about Nintendo's "Wars" franchise, but it has come to my attention that it's basically a futuristic Fire Emblem. Anyway, from the latest "Advanced Wars" game hailed the main character, Will. It'd be nice for the "Wars" franchise to gain some recognition, so here's Will!!

Stats
Power - 2/5
Range - 3/5
Attacking Speed - 4/5
Running Speed - 3.5/5
Jumping - 3/5
Height - Medium-Tall
Weight - Medium


Visuals

Appearance - Will jumps down from a rope from atop a Carrier Aircraft.

Fighting Pose - Will stands with his back forearm raise, and his front arm hanging in the front.

Slow Walk - A steady strafe forward.

Fast Walk - A fast march.

Dash - Will sprints forward.

Crouch - A basic crouch.

Jump - A simple leap upwards.

Back Jump - A simple leap backwards.

Midair Jump - Will performs a somersault.

Midair Back Jump - A backflip.

Midair Dodge - Will leans back, towards the screen.

Shield - Will raises his forearms.

Forward Roll - Will dives forward, and shoulder rolls.

Backward Roll - Will somersaults back.

Sidestep Dodge - Will leans back, away from the screen.

Up Taunt - Will crosses his arms and looks back, in a relaxed stance.

Side Taunt - Will points forward and yells, "You can't stop me that easily...!"

Down Taunt - Will brushes his hair as he says, "You should try harder...!"


Ground Attacks
A, A - Will performs a hook punch with his left hand, and an uppercut with the right, which launches opponents up.

Dash A - Will slides on the ground, sliding his heel forward.

Strong A (Side) - A quick roundhouse kick.

Strong A (Down) - Will performs a quick front kick forward while crouching.

Strong A (Up) - Will performs a thrusting vertical kick.

Smash A (Side) - Will spins backwards while performing two jumping kicks.

Smash A (Down) - Will performs a low stomp kick forward, followed by a spinning sweep kick backwards.

Smash A (Up) - Will performs a jump, spinning uppercut.


Aerial Attacks
A - Will spins in the air, performs three consecutive kicks.

Smash A (Front) - Will performs a drill kick forward.

Smash A (Back) - Will performs a back flip, bringing his feet down upon enemies, spiking them.

Smash A (Down) - Will performs a single heel stomp downward, spiking enemies.

Smash A (Up) - Will kicks upwards twice.


Grabs
Z - A simple lapel grab.

A - Will knee jabs the foe's gut.

Front - Will performs a lunging knee into the foe, launching them back.

Back - A simple throw backwards.

Down - Will throws the enemy down and elbows them.

Up - Will kicks the enemy upwards.


Special Moves
B: Battle Rifle - Will pulls out a Battle Rifle. Press B once to take out the Rifle, and press/hold B to fire forward a stream of cartoonish, over-sized bullets, and shield to put it away. After about 15 shots, Will must reload it, which takes about 2 seconds. To reload during gunfire, simply press down+B. Will doesn't recover shots after putting away his Rifle.

Smash B: Grenade Launcher - Will pulls out a Grenade Launcher. Press B once to take out the Launcher, and B again to fire, and shield to put it away. Use the control stick to aim around the radius of Will. When fired, a grenade will be shot out of the Launcher, exploding on impact with terrain of an opponent. Note that the Grenade obeys the laws of gravity, so it will fall upon launch. After two shots, Will must reload, which takes about two seconds. To reload while firing, press down+B.

Down B: Time Bomb - Will sets down a Time Bomb. Press Down B again to set off the timer, which is 5 seconds. The Time Bomb has a personal jetpack, allowing it to be used in the air.

Up B: Bayonet Rifle - Will pulls out two Bayonet Rifles, and fires them downward, propelling him up. The Rifles fire off multiple, over-sized pellets that strike enemies multiple times. Since the Rifles have blades on the barrels, Will swings them downward before firing, which can spike enemies.

Final Smash: Air Strike - Will talks into a walkie-talkie, and jumps off the screen. Then, planes will start flying above the stage, sending down a barrage of bombs and missles. After about 5-7 seconds of this, the planes stop coming, and Will jumps back onto the stage.


The Clone Pokemon: Mewtwo


Ahhhh, yes... Mewtwo. We all missed him. Why he was booted is yet to be uncovered. Some say because 4th generation needed a rep ( :| ), while others say he was simply just too unpopular and weak to even make it through ( :| ). Regardless of the reason, everyone wishes Mewtwo was back, instead of being "replaced" by Lucario... So here he is, and much stronger, too :D

**Note that all of Mewtwo's attacks gain extra range, thanks to a Psychic extension that comes out of all his normal attacks (similar to Bowser and Wolf's claw swipes). Also, all attacks with [Melee] means that they are the same as Melee's.**

Stats
Power - 4/5
Range - 4/5
Attacking Speed - 2.5/5
Running Speed - 3/5
Jumping - 4/5
Height - Tall
Weight - Medium


Visuals

Appearance - Mewtwo teleports in with the aid of dark flames.

Fighting Pose - [Melee]

Slow Walk - [Melee]

Fast Walk - [Melee]

Dash - [Melee]

Crouch - Mewtwo literally sinks into the floor, only showing his upper torso.

Jump - [Melee]

Back Jump - [Melee]

Midair Jump - [Melee]

Midair Back Jump - [Melee]

Midair Dodge - [Melee]

Glide - Mewtwo simply glides, as if he were dashing in the air.

Shield - [Melee]

Forward Roll - [Melee]

Backward Roll - [Melee]

Sidestep Dodge - [Melee]

Up Taunt - Mewtwo spins and floats upwards while cackling.

Side Taunt - Mewtwo turns his back to the front, and looks forward while performing his trademark cry from the games.

Down Taunt - [Melee]


Ground Attacks
A, A, A - Mewtwo performs two simple hand swipes with one hand and presses his other palm forward.

Dash A - Mewtwo presses his palms forward, creating a small, dark vortex that damages enemies multiple times.

Strong A (Side) - [Melee]

Strong A (Down) - Mewtwo sweeps his hand to the front.

Strong A (Up) - [Melee]

Smash A (Side) - Mewtwo retracts his palms and thrusts them forward, creating dark flames that will damage enemies multiple times.

Smash A (Down) - Mewtwo points down on either side of him, creating dark explosions on both sides.

Smash A (Up) - Mewtwo raises his palms while spinning upwards, damaging enemies multiple times with dark flames. Afterward, Mewtwo fans his arms out, creating a dark explosion above him.


Aerial Attacks
A - [Melee]

Smash A (Front) - [Melee]

Smash A (Back) - Mewtwo wags his tail behind him twice.

Smash A (Down) - [Melee]

Smash A (Up) - [Melee]


Grabs
Z - [Melee]

A - [Melee]

Front - Mewtwo playfully flips the opponent over a few times and flings them forward.

Back - [Melee]

Down - [Melee]

Up - [Melee]


Special Moves
B: Shadow Ball - Press B to charge up and B again to fire. Mewtwo charges up dark balls of energy in both palms and, when released, will fire up to 6 Shadow Balls (three from each palm) forward, exploding on impact with an electrifying shock. The longer this move is charged, more balls will be fired, and the size of the balls will also grow. This charge can be saved.

Smash B: Confusion - Mewtwo performs a simple hand gesture, and a row of dark flames arises in front of him, striking opponents upwards in dark flames. The longer Mewtwo goes without using Confusion, the more ferocious the flames become.

Down B: Barrier - Mewtwo spins once, with a protective shield covering him. If any attack comes in contact with him during these frames, he'll immediatly stop spinning and break out of his Barrier, sending dark blasts flying around him. The power of the blasts depend on the power of the attack that Mewtwo came in contact with.

Up B: Teleport - [Melee]

Final Smash: Psychic Power - Mewtwo floats up and spreads his hands out, creating a large forefield around him. Opponents caught in the forcefield will be helplessly lifted off their feet and start spinning in place (similar to opponents caught in Ike's Final Smash). Mewtwo will then start laughing while "sitting" in the air as all opponents caught in the forcefield are shocked continuously. Mewtwo then charge up and thrust his arms out, causing the forecfield to explode in an array of dark flames, launching opponents away. If the initial forcefield release doesn't catch any opponents, then Psychic Power will fail.

Lotos

I can't wait for K. Rool.  Don't forget about his Kaptain, Baronstien, and Krusha forms!

Playat

Cool. Don't forget about Shadow the Hedgehog and Dixie Kong

Ugawa

"Then wear the gold hat, if that will move her;
If you can bounce high, bounce for her too,
'Till she cry 'Lover, gold-hatted, high-bouncing lover,
I must have you!'"
~Thomas Parke D'Invilliers

Brawl Code: 5412-9651-4689

Nayrman

Please do Geno from Super Mario RPG. Nintendo was actually looking into it but Square-Enix didn't feel like going through with it and immediately canned the idea. So Geno was one of those "going to if..." characters. Sadly we didn't get to see him, and the hard work of an oldsider member and friend of mine FATMANONICE very disappointed (a petition of over 2000 signatures from various forums to include Geno, five full movesets and an drawing of an updated look from a professional artist!).

QingXin

Quote from: Lotos on August 02, 2008, 02:42:02 PM
I can't wait for K. Rool.  Don't forget about his Kaptain, Baronstien, and Krusha forms!
You mean as transformations, or something? I'll be using weapons and items from each, but not physical transformations  :(
Quote from: PLAYAT on August 02, 2008, 02:44:36 PM
Cool. Don't forget about Shadow the Hedgehog and Dixie Kong
My thread is based on practicality. They're both practical to an extent, but I'm a little icky on them.
Quote from: Ugawa on August 02, 2008, 02:50:28 PM
What about Banjo/Kazooie???
I've never actually did an in-depth article on the bear and bird, so it would be interesting to make a movelist for them. Ahhh, I miss Banjo Kazooie/Tooie.
Quote from: Nayrman on August 02, 2008, 04:11:10 PM
Please do Geno from Super Mario RPG. Nintendo was actually looking into it but Square-Enix didn't feel like going through with it and immediately canned the idea. So Geno was one of those "going to if..." characters. Sadly we didn't get to see him, and the hard work of an oldsider member and friend of mine FATMANONICE very disappointed (a petition of over 2000 signatures from various forums to include Geno, five full movesets and an drawing of an updated look from a professional artist!).
Well, I was actually pretty anti-Geno at some point, but I'll include him, nonetheless, so no need to keep your fingers crossed ;)

StarWindWizard7

Marina Lightyears should Really be added to this list.

She's from the game, "Mischief Makers".
   

Nayrman

Quote from: StarWindWizard7 on August 02, 2008, 06:10:57 PM
Marina Lightyears should Really be added to this list.

She's from the game, "Mischief Makers".
she really wasn't on the "going to cut it" list I don't think X_X;;

CommanderFlint

You should do Isaac from Golden Sun(Not Felix...>_> I don't know why some people want him more than Isaac, Isaac is way more important then Felix)) and Will from Advance Wars : Days of Ruin(I would have said Andy, but I ready do think he wasn't in Brawl, because his combat skill would be like Snake's so I said Will since he's from the latest one and has actually fought before).

Nayrman

Quote from: CommanderFlint on August 03, 2008, 02:32:12 PM
You should do Isaac from Golden Sun(Not Felix...>_> I don't know why some people want him more than Isaac, Isaac is way more important then Felix)) and Will from Advance Wars : Days of Ruin(I would have said Andy, but I ready do think he wasn't in Brawl, because his combat skill would be like Snake's so I said Will since he's from the latest one and has actually fought before).
Isaac is the definitive AT that should've been playable. For some reason Nintendo hates Golden Sun...they act like we were lucky to get an AT and music X_X;;

Tupin



Quote from: SkyMyl
Tuppy frightens me with his knowledge of legacy technology.

CommanderFlint

Quote from: Nayrman on August 03, 2008, 03:06:21 PM
Quote from: CommanderFlint on August 03, 2008, 02:32:12 PM
You should do Isaac from Golden Sun(Not Felix...>_> I don't know why some people want him more than Isaac, Isaac is way more important then Felix)) and Will from Advance Wars : Days of Ruin(I would have said Andy, but I ready do think he wasn't in Brawl, because his combat skill would be like Snake's so I said Will since he's from the latest one and has actually fought before).
Isaac is the definitive AT that should've been playable. For some reason Nintendo hates Golden Sun...they act like we were lucky to get an AT and music X_X;;
Yeah I agree Isaac should have been playable(Sol Sacutum or Venus Lighthouse for stage!)....BUT ADVANCE WARS GOT ONLY A AT, TROPHY, AND STICKERS. EVEN THROUGH IN JAPAN IT'S GOT A TOTAL OF 14 GAMES UNDER IT'S BELT. D:<

Java

How has Krystal not been mentioned. I also support Animal Crosser along with the rest of your "SWCs".

Water ☮


Cornwad

Don't forget Eggplant Wizard :P
You made a commitment when you created that move set ;D