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  1. Considering the fact that every Fire Emblem game since Path of Radiance (except Tokyo Mirage Sessions ) has contained at least one character that also appears in Smash Bros., I think an Echoes rep would be nigh on guaranteed. Also, Alm would be another generic AF swordlord, so he's not getting in! Now, sure, they could make Celica a Robin clone with recoil damage instead of the limited uses mechanic, but that's boring. So, here's my idea for her moveset, with some notes on how it could be used in a competitive setting. I'll assume the mechanics are smash-4-esque. Tilts (and jab): Jab: A fast string of two swings with the sword (to reference how easy it is to double in Gaiden) with reasonable damage and low knockback to start or continue combos. However, the move has pathetic range, allowing opponents to stuff the move with their own attacks. F-tilt: A small explosion comes out of her hand, which deals plenty of horizontal knockback, which makes it a good combo finisher to get the opponent offstage, and can potentially kill if the opponent has a lot of damage. However, the move hits high, so most characters can duck under it, and it also has lag so it's unsafe on shield. D-tilt: She stabs her sword into the ground, which spikes aerial opponents, breaks shields and buries grounded opponents for a short time. Great for punishing 2-frame vulnerability and starting kill confirms, but has poor frame data. U-tilt: Has her summon an angel above her (like the seraphim spell) to juggle opponents and block aerial approaches. However, this move won't hit anyone on the ground. Dash attack: She summons a cone of wind in front of her that is also an intangible hurtbox, so it can block incoming attacks. The animation is similar to her dash in the dungeons. Useful for stopping rushes but has a lot of endlag. Aerials: N-air: She sets herself on fire for a short amount of time for a multi hit attack, somewhat like Lucas's N-air. F-air: She swings her sword downward in front of her, which can be used for spacing. Similar to Lucina's F-air. B-air: She propels herself forward with a small blast of wind which has a powerful windbox at long range, and a decently strong hitbox up close. Could be used twice for an aerial cross-up. U-air: She summons an angel that flies up to the top blast zone, which can kill very early if the opponent doesn't know how to SDI. However, it deals pathetic damage and doesn't cover her sides or the ground at all, somewhat like megaman's up air. D-air: She makes a blade of wind underneath her. The start of the move (ie the blade itself) spikes while the later part of the move (her arms) deals weak horizontal knockback and can lead to follow-ups. Grab: A slow, short range grab animation that is VERY unsafe. Down tilt is a better shield punish every time. Her throws all involve her tossing the opponent with wind in the appropriate direction. High knockback, but the only significant damage you'll be getting is off her pummel. Smashes: F-smash: A sharp stab with her sword that deals a huge amount of damage and knockback. Causes a crumple animation if you hit with the hilt of the blade. However, the hitbox is very thin and the move has a lot of endlag. U-smash: A huge plume of fire with multiple hits for maximum damage output. Can cover every landing option except airdodge. However, if the opponent does airdodge or drift far enough away, you're fucked. D-Smash: Celica slams her hand into the ground, making a huge explosion that hits on both sides and deals insane knockback. However, it has a LOT of start up, the the opponent can react with a roll or spotdodge. It could cover all options in a tech chase if spaced correctly. Special: Neutral-B: Seraphim. She fires small angels in front of her, like Falco's lasers. Side-B: Throwaway food. She throws a food item at the opponent that deals damage and can be eaten for health. You can press B during the animation to hold the food in her hand where it can then be eaten with the attack button or thrown with the grab button. Down-B: Thunder. On the ground, she charges up a blast of lightning that deals huge damage and knockback and has a disjointed hitbox that extends all the way to the blast zone. In the air, she rises while charging (can be B-reversed) before launching the lightning downwards for the most badass-looking spike in the game. However, the very slow startup makes this move very much fashion over function. Up-B: Excalibur. On the ground, it's a toned down version of Cloud's limit-break blade beam. This combined with thunder would make a VERY flashy long-range trap that covers all grounded options except jump. In the air, it's a recovery move which surrounds her in wind as she travels up, which works somewhat like Meta Knight's drill Rush. Final smash: Ragnarok Omega. A VERY beefed up version of her down smash. Overall: Celica is a slow but long-range character who focuses on covering as many of the opponent's options as possible with powerful hits and combos. Alternate skins: Celica, Mae, Boey, Tobin, Faye, Silque, Nino(FE7), Lute(FE8) Stage ideas: There's already a boat stage. Thanks, Toon Link! PS: If any modders (or even people at Nintendo) want to steal my idea, go for it. As for why I didn't put this in my smash moveset ideas thread, curse you double-posting rules!
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