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1 hour ago, Jotari said:

I feel like Iron Bow is a bit underwhelming. Silver Bow or simply Bow would work better. And Dancing Dragon should just be called Double Lion, or at least some skill from the game (Tiger Stance?) instead of ripping off Marth's side special's name.

Changed it!

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It's time for a character who has been relegated to Assist Trophy to finally get his chance at being a playable character. The young protagonist from a timeless handheld game finally brings his swordplay and strange powers to the fray of Smash Bros.

 

That's right, it's a golden opportunity for a time in the sun for...

 

...the Prince of Sablé!

 

Prince of Sablé takes his toll!

Spoiler

General Stats:

  • Franchise: The Frog for Whom the Bell Tolls
  • English Voice: Todd Haberkorn
  • Stats: Light and small, with pretty good speed.
  • Palettes: A blue palette based on Prince Richard, and a gray monochrome one based on the Game Boy style. The other five palettes are standard green, yellow, purple, brown, and white palettes.
  • Entrance: Sablé jumps down onto the stage as a frog, and quickly changes back to human form.
  • Special Abilities: Many of Sablé's attacks turn him into a frog or a snake briefly. This actually does reduce his hitbox size, making him good for some hit and run tactics. He also turns into a frog as his crouching animation, instead of just squatting like any normal person would. He can crawl and wall-jump (both as a frog).

Moveset:

  • Jab: A punch, followed by a two-hit sword combo, and ending with a kick, for a four-hit jab.
  • Dash: Sablé pushes forward with his shield out, roughly shoving whoever is in his path.
  • Tilts
    • F-Tilt: Broad horizontal sword slash.
    • U-Tilt: Vertical sword slash with a hitbox in front of and above Sablé.
    • D-Tilt: As a frog, Sablé hops forward across the ground in a headbutt. Can be used to cover distance like Dedede's D-Tilt.
  • Smash Attacks
    • F-Smash: Sablé turns into a frog and headbutts forward through the air a short range, socking opponents hard in the gut.
    • U-Smash: Upward sword thrust.
    • D-Smash: Sablé pulls out a tree saw and spins in a low circle with it.
  • Grabs/Throws
    • Grab: Sablé turns into a snake and grabs onto a foe with his tail.
    • Pummel: Snake bite. Has the poison effect like White Pikmin.
    • F-Throw: Sablé rolls forward and tosses the victim overhead.
    • B-Throw: Sablé whips the victim behind himself.
    • U-Throw: Sablé turns back into a human and kicks the victim upward.
    • D-Throw: Sablé slams the victim down and bites hard into them, with poison effect. Low knockback but good damage, and combo potential.
  • Aerials
    • Note: Sablé's aerials have him turn into a frog mid-air, decreasing his hitbox size. This lasts until he lands back on the ground, where he transforms back into a human after a few frames. As a consequence, there is some potentially-punishable end lag to his jumps should he choose to attack in mid-air and whiff it.
    • N-Air: Sablé turns into a frog and spins through the air.
    • F-Air: Sablé turns into a frog and lashes his long tongue forward and downward. Good spacing tool, and the tip has a sweetspot that can spike foes if it connects right.
    • B-Air: Sablé turns into a frog and kicks his froggy legs back. Comes out quick with decent power, making it good for foes that get too close from behind.
    • U-Air: Sablé turns into a frog and lashes upward with his tongue. Also good range with a sweetspot, but no spike obviously.
    • D-Air: Sablé turns into a frog and headbutts straight downward, dropping back to the ground like a rock and dealing good damage along the way. Does not spike.
  • Specials
    • Neutral Special - En Garde!: This is a command grab move similar to Wario's Chomp. Sablé lunges onto a foe immediately in front of him and both fighters disappear into a cartoonish violent dust cloud (just like his Assist Trophy does), where the foe starts taking damage as Sablé presumably beats them up. Also like Wario's Chomp, mashing the B button can increase the damage dealt, and the foe can wriggle to escape from it earlier. Unlike Wario's Chomp, the final hit that launches the foe away actually has pretty good knockback, and is his best grounded kill move besides his Smash Attacks.
    • Forward Special - Straight Thrust: Sablé charges forward with his sword pointed out, like the thrusts he uses to finish off the final boss of his game. Decent power and can be used for horizontal recovery.
    • Up Special - Frog Hop: Sablé turns into a frog (assuming he isn't already one) and does a large vertical leap, like the frogs from Super Mario Odyssey. The initial jump does some light damage to nearby enemies, but it's mostly a (very good) recovery move and he can do mid-air attacks afterward. As with all his aerial moves there is landing lag due to needing to turn back into a human.
    • Down Special - Slither: Sablé turns into a snake and slithers across the ground. He moves forward quickly and automatically. The player can change direction and slither off ledges, but cannot jump. If he manages to collide with an enemy, he bites at them, inflicting poison damage and knocking them far away enough that he can transform back into a human without much risk of being punished. If you can't reach an enemy in this state you'll have to cancel it by letting go of the B button, but it has a lot of end lag so there's an element of risk-vs-reward here.
  • Final Smash - Bell Toll Beatdown: Sablé engages the move just like his regular Neutral Special, with a hitbox area comparable to Shulk's Chain Attack. The dust cloud grows bigger and bigger as more of Sablé's allies join in to help him out, including Mad Scienstein, Russell's mining crew, a whole bunch of frogs, and a woolly mammoth, until eventually all captured fighters (including any who got pulled in when the cloud expanded or were thrown in by other fighters) are launched out with tremendous force.
  • Taunts
    • Up-Taunt: Sablé points at the screen and says something, like he does at the end of his tenure as an Assist Trophy (just obviously not "sarabada!").
    • Side-Taunt: Sablé turns into a frog and hops up and down a few times, posing at the screen.
    • Down-Taunt: Sablé turns into a snake and coils around himself a little, letting out a not-very-threatening hiss.

Other:

  • Palutena's Guidance:
    • Pit: Ohh, hey! I know this guy! Glad to see someone making the jump from assist to fighter! ...What was his name again? 
    • Palutena: I'm not sure, but he's the prince of Sablé. He's not the sharpest guy around-
    • Viridi: Like somebody else we know!
    • Palutena: -but he has a kind heart and is an accomplished fencer.
    • Pit: Great, so I know who to call if I need a picket fence constructed on the double.
    • Viridi: Not that kind of fence, Pit. Swordplay. But any idiot can wield a blade. Look at you! No, his real talent is that he can transform into a frog or a snake thanks to a potion a witch made him drink.
    • Pit: Yeah, I noticed that. Being able to transform at will sounds like a pretty handy power, I must say.
    • Palutena: Perhaps we could get you some of your own! I can see it now. Power of... eggplant! 
    • Viridi: Take the shape of... shrimp tempura!
    • Pit: Oh, har har.
    • Viridi: You know, I adore frogs and snakes, but his human form is actually pretty adorable too. For a human, anyway
    • Pit: You're just saying that because you want him to build fences for your gardens.
    • Palutena: That's enough, Pit. Stay focused on the battle, and watch out for his transformations. A smaller target is harder to hit, but more vulnerable to attack.
  • CODEC:
    • Mei Ling: I see you're fighting the prince of Sablé, Snake.
    • Snake: I've seen a lot of swordplay styles here in Smash, but never anything this. Half the time he's some other animal, and the other half I can't even see what's going on with the dust he kicks up.
    • Mei Ling: It's pretty strange, isn't it? Looking into his tale, he was turned into a frog by a witch, but willingly used that form on a quest to save a girl he never even met! Isn't that pretty sweet?
    • Snake: If you say so.
    • Mei Ling: Of course, it turns out the girl and the witch were the same person all along, so... love takes many forms, doesn't it? Just like he does! Besides a frog he can also turn into a snake, so watch out for that.
    • Snake: Don't worry. I've fought other snakes before, haven't I?
    • Mei Ling: *sigh* Just don't let him bite you in that shape, Snake. It'll envenom you pretty badly.
    • Snake: I guess I shouldn't try to eat him, either.
    • Mei Ling: Well, he's venomous, but probably not poisonous, so- wait, what am I saying?! You can't eat him, no matter his form he's still a fellow human in mind and soul!
    • Snake: ...
    • Mei Ling: Ugh, you really do like to mess with me, don't you? You're such a gadfly sometimes.

And since I'm adding a new franchise to the playable cast...

The Frog for Whom the Bell Tolls information:

Spoiler

Victory Theme: https://www.youtube.com/watch?v=Eclv80yoQ_Y

Series Icon: One of the two bells featured on the game's title. You can see 'em in the above video.

Stage: Mille-Feuille Kingdom. Based on the first major town in the game, with the palace in the background. I don't have an exact stage layout here, but a few of the stage features include a well that players can fall down into, and stray frogs that occasionally wander onto the battlefield; they can be picked up and thrown at their targets like a Mr. Saturn.

Item: Wasabi Root. An innocuous wasabi root. If thrown at an opponent, they're forced to consume it, which briefly stuns them (with them locked into their Superspicy Curry animation rather than their dizzy animation, but with the same dizzy particle effects). It doesn't have explosive KO power like the Deku Nut, but its effects last a little longer and doesn't get destroyed if it misses its target. Using Kirby, Dedede, or Wario's Neutral B specials to consume the item inflicts its effects upon them.

Assist Trophy: Jam. Jam replaces the prince's previous function, hopping around as a frog and roughing up any enemies he manages to collide with. He cannot turn into a snake like the prince could, and his attacks don't deal as much damage, but as an added side effect to his attack, he steals any items the victim might have. This includes held weapons such as Beam Swords and Ray Guns, equipment such as the Super Leaf and Franklin Badge, weapon pieces like the Dragoon and Daybreak, and effects like the Metal Box, Super Mushroom. He can even steal the power of the Smash Ball if his target has it on standby! Any items stolen will be conferred to Jam's summoner the next time they touch, or simply taken off the field when Jam disappears. Other fighters can attack Jam, causing him to drop stolen items or potentially be KO'd.

 

Edited by Anomalocaris
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Here’s another moveset of mine, this time for DeMille from Tomato Adventure:

Spoiler

Intro: DeMille jumps out of his Snea-car and lands into his starting position.

Notable Palette Swaps: Lyric, King Avila, Parsley, Sophie, Aretha, Seremo

Idle Animation: DeMille occasionally switches between a fighting stance and swinging his arms around.

 

Grab: DeMille jumps onto the opponent and patches onto them.

Pummel: DeMille headbutts the opponent he’s latching onto.

F-Throw: DeMille rocks the opponent into the ground, and he falls off. As he’s falling, he has a scared expression on his face.

U-Throw: DeMille drops (you get it?) onto the ground and lifts the opponent with his Pyramet.

D-Throw: DeMille throws a tantrum and stomps all over the opponent.

B-Throw: DeMille pops his Banana Surfboard out of nowhere.

 

Special Moves: 

B : Linear Glove; DeMille charges up his glove and fires it like a rocket.

B + Forwards : Chomper; DeMille takes out a toy crocodile head and springs it out. It’s reach length is between that of Corrin and Simon Belmont.

B + Up : Hoverboard; DeMille jumps onto his Hoverboard and floats up to recover.

B + Down : Mr. Volcano; DeMille (sort of?) turns into Mr. Volcano and spews volcanic boulders. Opponents take 17% damage from the boulder and MUCH less when touching the Volcano himself.

Final Smash: Doki Doki Train; DeMille pulls out a whistle, and the noise static affects anyone around him. They are then dropped (get it?) into a cinematic attack where the train appears and launches them.

 

Taunts:

1: A hallucination of Parsley appears. DeMille thinks about it for a moment.

2: DeMille flails his arms around, then gets tired.

1+2: DeMille takes a deep breath, then let's out a “Hah!”

 

Winposes:

1: DeMille spins his yoyo around, then catches it in one hand.

2: DeMille looks at the camera doing a handstand.

3: DeMille jumps around with joy at his victory.

 

Icon: The gear of the Gear Yoyo

Victory Music: A slight remix of “Well Done”, the victory theme for Tomato Adventure

Kirby Hat: DeMille’s hat

 

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Here's my ideas for Pig Beast Ganon

Overview and Combat Style

Spoiler

Ganon is about the same size as Ridley only bulkier. He moves rather slowly which combined with his very large size makes him a bit of a sitting duck. However, his attacks hold a lot of power and frequently contain super armour. He's also among the heaviest units in the game making him hard to KO. He wields his classic trident for most attacks which gives him great range. Like Marth's Falchion, it has a tipper, meaning knowing how to space enemies is key, although it doesn't take quite as much dexterity as the tipper is larger and you won't be expected to chain may attacks with his high power. He also shrugs off most light attacks without flinching.

 

Design is based primarily off A Link to the Past, although he has a green palette swap that makes him look like his Four Swords appearance, a red palette that makes him look like his OG appearance and a dark palette representing the nightmare version of Ganon from Link's Awakening. He also comes with a Yuga Ganon costume swap both for his regular appearance and his dark spiked collar appearance.

Special Moves

Spoiler

 

Neutral Special: Dead Man's Volley: Ganon launches a ball of lightning forward. Has high start up lag and travels at only moderate speed, but stuns enemies similar to Zero Suit Samus' Paralyzer and deals high damage (~12%) for a projectile. Mostly used for spacing. Based on Agahnim and several of Ganondorf's fighting style.

Side Special: Boar Rush: Ganon rushes forward with Super Armour, dealing damage to any enemies he comes in contact with. Most similar to Charizard's flare blitz, only without quite so much power and no recoil effect. Comes out very quickly if Ganondorf is already running. Has heavy ending lag. Based on Twilight Princess Ganon's battle style.

Up Special: Trident Warp: Ganon flings his trident like a boomerang. As it travels, he hovers in one spot. After it's traveled a certain distance, Ganon warps to its location and slashes it. The player can throw it in any direction and manipulate it's trajectory. Based on how he moves in most appearances.

Down Special: Fire Keese: Ganon summons four fire keese to rotate around him similar to Mega Man's leaf shield. They can damage enemies on contact, but can be destroyed by most attacks (this means they can also be used to block projectiles similar to Luma, though less reliably). By using Down Special a second time after summoning them, the Fire Keese will disperse and attack. How they disperse depends on how many keese are alive. If it's all four, they will rotate outwards, passing through solid objects. If the remain, they will charge forward one after another, with a slight delay in between. If two remain, they will fire in both horizontal directions. If only one remains, it will automatically target the closest enemy and move in their direction (it won't change trajectory after being initially launched). Not a powerful attack, but useful for distracting opponents. Based on his fighting style in A Link to the Past.

Final Smash: Calamity Ganon: Ganon will transform into his large Dark Beast Ganon form from Breath of the Wild and rush forward. In function, identical to Ganondorf's old Final Smash.

 

Standard Moves

Spoiler

 

A Combo: Ganon punches forward with his fist at short range, slash with his trident, and then shoot a small fire ball at the enemy. The second and third attacks will only occur if the previous attack connected with something. Based on his use of fire balls in the original The Legend of Zelda.

Forward Tilt: Ganon makes a wide slash with his trident.

Up Tilt: Ganon strikes his trident in a large arc above him, similar to Link's up tilt (among others).

Down Tilt: Ganon kicks forward similar to Ganondorf's down tilt.

Dash: Ganon shoulder tackles his enemy, like Ganondrof dash (among others).

 

Side Smash: Ganon charges darkness into his trident and stabs it forward. Has slow start up, but very good horizontal range. Even if the attack misses, there is a slight disjointed hitbox beyond the trident that deals minor dark damage. Based on the way Yuga Ganon fights in A Link Between Worlds.

Up Smash: Ganondorf jumps directly upwards a pounds the ground. Deals knock back as he goes up and buries nearby enemies standing on the ground when he comes back down. His height will increase slightly the longer you charge. Based on his bound move in A Link to the Past.

Down Smash: Ganon charges energy into his fist and then strikes the ground, dealing damage to enemies standing either side of him. He uses an attack similar to this in the Oracle games.

 

Neutral Aerial: Ganon swings his trident all the way around his body, attacking in every direction. 

Forward Aerial: Ganon swings his trident at an angle, similar to his forward tilt.

Back Aerial: Ganon flaps his cape backwards damaging enemies and pushing him in the opposite direction, similar to Corrin's back aerial. Based on Ganondorf's ability to reflect lightning bolts in Ocarina of Time (and Ganondorf should totally use it in Smash too).

Down Aerial: A stall and drop down aerial similar to Link and the Ice Climbers etc. Ganondorf crashes back to the ground dealing damage as he moves.

Up Aerial: Ganon twirls his Trident in a helicopter motion. Based on how he moves around the room in several games.

 

Grab: Granon grabs his enemy with his free hand

Pummel: Ganon burns  his enemy with fire magic

Forward Throw: Ganon flings his enemy upwards and then strikes them with his Trident.

Back Throw: Ganon flings his opponent backwards and launches an energy ball at them.

Up Throw: Ganon throws his enemy upwards  and shoots lightning at them.

Down Throw: Ganon simply throws his enemy downwards like Ganondorf's down throw.

 

Taunt 1: Ganon laughs meaicingly

Taunt 2: Ganon throws back his arms and gives a beastly roar.

Taunt 3: Ganon poses with his trident similar to an animation from Four Swords Adventures.

 

 

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Wanna see a really dumb but creative moveset I made? It’s for Drifblim. Now, DISCLAIMER: I made this only for fun.

Spoiler

Intro: Drifblim pops out of its Poké Ball, like all other Pokémon.

Notable Palette Swaps: Drifloon, Pidgeot, Gengar, Tornadus, Spiritomb, Braviary, Gourgeist

Idle Animation: Drifblim floats happily and spins slowly.

 

Grab: Drifblim latches itself onto the opponent from above them.

Pummel: Drifblim shocks the opponent with ghostly energy.

F-Throw: Drifblim blows the opponent away a far distance.

U-Throw: Drifblim carries the opponent up, and then throws them.

D-Throw: Drifblim’s shock is more powerful, so then it lays the stunned opponent down.

B-Throw: Drifblim underhand throws the opponent behind itself.

 

Special Moves: 

B : Explosion; Drifblim stores it’s anger and blows up after full charge. The move needs to REcharge after use.

B + Forwards : Air Slash; Drifblim launches a moderately powerful, far-going air blade that occasionally stuns the opponent it hits.

B + Up : Tailwind; Drifblim simply drifts in the air for a few seconds. The move does no damage, but carries Drifblim a good distance.

B + Down : Ominous Wind; Drifblim swirls itself slowly in a gust of ghostly wind.

 

Final Smash: Astonishing Acrobatics; Drifblim uses Astonish the opponent in front of it, and whoever it scares, it slices to pieces with lightming-fast air based attacks, which it then finishes with a powered-up Air Slash.

 

Taunts:

1: Drifblim looks to the camera with its eyes glowing red.

2: Drifblim almost drifts off, but catches itself and pulls itself back.

1+2: Drifblim happily spins around back and forth.

 

Winposes:

1: Drifblm bounces on the ground, woth a dizzy expression when it stops bouncing.

2: Drifblim happily spins around and then looks up towards the camera.

3: Drifblim cheers by bouncing left to right, and catches itself when it nearly drifts off.

Icon: Poké Ball

Victory Music: Pokémon series victory theme

 

Kirby Hat: Drifblim’s wind puff

 

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16 minutes ago, Perkilator said:

Wanna see a really dumb but creative moveset I made? It’s for Drifblim. Now, DISCLAIMER: I made this only for fun.

  Hide contents

Intro: Drifblim pops out of its Poké Ball, like all other Pokémon.

Notable Palette Swaps: Drifloon, Pidgeot, Gengar, Tornadus, Spiritomb, Braviary, Gourgeist

Idle Animation: Drifblim floats happily and spins slowly.

 

Grab: Drifblim latches itself onto the opponent from above them.

Pummel: Drifblim shocks the opponent with ghostly energy.

F-Throw: Drifblim blows the opponent away a far distance.

U-Throw: Drifblim carries the opponent up, and then throws them.

D-Throw: Drifblim’s shock is more powerful, so then it lays the stunned opponent down.

B-Throw: Drifblim underhand throws the opponent behind itself.

 

Special Moves: 

B : Explosion; Drifblim stores it’s anger and blows up after full charge. The move needs to REcharge after use.

B + Forwards : Air Slash; Drifblim launches a moderately powerful, far-going air blade that occasionally stuns the opponent it hits.

B + Up : Tailwind; Drifblim simply drifts in the air for a few seconds. The move does no damage, but carries Drifblim a good distance.

B + Down : Ominous Wind; Drifblim swirls itself slowly in a gust of ghostly wind.

 

Final Smash: Astonishing Acrobatics; Drifblim uses Astonish the opponent in front of it, and whoever it scares, it slices to pieces with lightming-fast air based attacks, which it then finishes with a powered-up Air Slash.

 

Taunts:

1: Drifblim looks to the camera with its eyes glowing red.

2: Drifblim almost drifts off, but catches itself and pulls itself back.

1+2: Drifblim happily spins around back and forth.

 

Winposes:

1: Drifblm bounces on the ground, woth a dizzy expression when it stops bouncing.

2: Drifblim happily spins around and then looks up towards the camera.

3: Drifblim cheers by bouncing left to right, and catches itself when it nearly drifts off.

Icon: Poké Ball

Victory Music: Pokémon series victory theme

 

Kirby Hat: Drifblim’s wind puff

 

Isn't that like the only reason anyone would make a moveset?

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I love doing stuff like this so I'm getting as detailed as possible.

Catria

Moveset:

Spoiler

Her specials are mostly based on the combat arts in Echoes. The lance she wields changes according the the combat art being used. For normal attacks, it defaults to a Steel Lance.

Neutral Special - Gradivus Toss - Catria does a parabolic toss with Gradivus that deals 17%. Will stick into the ground and can be picked up and thrown again for 12% but will disappear when remaining untouched for 2 seconds.

Side Special - Solar Thrust - Catria will do a short forward leap into the air. Pressing the B button again during the leap will deal does a powerful thrust at a 30 degree downward angle. You can press B again at any time during the leap but not doing so will cause Catria to stumble a bit upon landing. (Think of Corrin's Dragon Lunge without the pin; the forward leap will also still occur if in the air) If the opponent is hit with the tip of the lance, Catria recovers 8% and deals higher knockback and 16%. Otherwise, it only deals 7%.

Up Special - Tempest Lance - Catria spins her lance swiftly above her head with wind surrounding her, causing her to rise. The attack has a windbox at the start, and her lance can multi-hit an opponent up to 5 times, withe each hit dealing 2%. The attack has low knockback.

Down Special - Vendetta - Catria makes a forward thrust using Duma's Lance that travels a distance. If used in the air, she travels down at a 60 degree angle. (Think of Captain Falcon's Falcon Kick) The attack deals more damage and knockback at higher percentages. For example, it will deal 4% when Catria is at 0%, but will deal 22% when she is above 100%.

Final Smash - Triangle Attack - When triggered, Catria will rush forward on a Pegasus and trap any opponent that gets hit. The hit opponent is trapped in the air. Palla and Est come to assist by delivering a strike through the opponent, with Catria delivering one final blow shouting "Better you than me!". Palla and Est's strikes deal 16 each%; Catria's attack, being the final hit, deals 20% and high knockback.

 

Standard Attack - A horizontal sweep and quick thrust that deals 4% each.

Forward Tilt - A quick upwards swipe that deals 10%.

Up Tilt - A sweep of the lance over her head dealing 9%.

Down Tilt - Does a quick lance thrust close to the ground dealing 6%.

Dash Attack - Slides holding her lance in front of her dealing 11% (5% if late).

 

(For reference, the percentage is based on uncharged-charged)

Forward Smash - A quick combo consisting of three stabs that deals 17%-25% if all hits connect. 

Up Smash - A powerful thrust upwards with far reach. Sweet spots at the tip. Deals 16-22% at the tip and 11-15% anywhere else.

Down Smash - A short thrust forward with the head of the lance, and a thrust backwards with the butt of the lance. First hit deals 15-21% while the second deals 14-20%.

 

Neutral Aerial - A quick body spin with the lance sticking outwards which deals 9%.

Forward Aerial - Two quick thrusts of her lance that connect. The first hit deals 6% while the second deals 8%.

Back Aerial - A backwards kick that deals 10%.

Up Aerial - Spins her lance over her head which does multiple hits (consisting of 7). Each deals 1% with the last doing 4%.

Down Aerial - A large sweeping attack below her holding the lance by the very end that can meteor smash opponents if hit with the tip. Deals 12% at the tip and 3% anywhere else.

 

Pummel - Knees the opponent quickly dealing 1%.

Forward Throw - Throws the opponent at a low angle doing 7%.

Back Throw - Throws the opponent backwards dealing 6%.

Up Throw - Tosses the opponent up then thrusts her lance up at them doing 7%.

Down Throw - Throws the opponent on the floor and stabs straight down with her lance dealing 8%.

 

Other Animations and Aesthetic stuff:

Spoiler

Entrance - Hops off of her Pegasus that flies by the stage.

 

Taunt 1 - Parts her hair.

Taunt 2 - "I wasn't impressed." - Spins the lance on her left then on her right before striking a confident pose

Taunt 3 - Holds her lance out pointing forward 

 

Victory Animation 1 - Catria, on her pegasus, lands on the ground between Palla and Est.

Victory Animation - "That didn't take long." - Walks towards screen spinning lance on both sides before stabbing the butt of it into the ground (similar to taunt 2)

Victory Animation 3 - "This is a fight I can't lose." - Performs the Echoes finishing blow animation.

 

Alternate Palette 1 - Echoes Outfit, Original Palette

Alternate Palette 2 - Heroes Outfit, Original Palette

Alternate Palette 3 - Echoes Outfit, Est Palette

Alternate Palette 4 - Heroes Outfit, Minerva Palette

Alternate Palette 5 - Echoes Outfit, Palla Palette

Alternate Palette 6 - Heroes Outfit, Caeda Palette

Alternate Palette 7 - Echoes Outfit, Clair Palette

Alternate Palette 8 - Awakening DLC Outfit

I was going to do one for Laslow too but doing Catria's actually took a while.

Edited by KongDude
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3 hours ago, KongDude said:

I love doing stuff like this so I'm getting as detailed as possible.

Catria

Moveset:

  Hide contents

Her specials are mostly based on the combat arts in Echoes. The lance she wields changes according the the combat art being used. For normal attacks, it defaults to a Steel Lance.

Neutral Special - Gradivus Toss - Catria does a parabolic toss with Gradivus that deals 12%. Will stick into the ground and can be picked up and thrown again for 10% but will disappear when remaining untouched for 2 seconds.

Side Special - Solar Thrust - Catria will do a short forward leap into the air. Pressing the B button again during the leap will deal does a powerful thrust at a 30 degree downward angle. You can press B again at any time during the leap but not doing so will cause Catria to stumble a bit upon landing. (Think of Corrin's Dragon Lunge without the pin; the forward leap will also still occur if in the air) If the opponent is hit with the tip of the lance, Catria recovers 8% and deals higher knockback and 16%. Otherwise, it only deals 7%.

Up Special - Tempest Lance - Catria spins her lance swiftly above her head with wind surrounding her, causing her to rise. The attack has a windbox at the start, and her lance can multi-hit an opponent up to 5 times, withe each hit dealing 2%. The attack has low knockback.

Down Special - Vendetta - Catria makes a forward thrust using Duma's Lance that travels a distance. If used in the air, she travels down at a 60 degree angle. (Think of Captain Falcon's Falcon Kick) The attack deals more damage and knockback at higher percentages. For example, it will deal 4% when Catria is at 0%, but will deal 20% when she is above 100%.

Final Smash - Triangle Attack - When triggered, Catria will rush forward on a Pegasus and trap any opponent that gets hit. The hit opponent is trapped in the air. Palla and Est come to assist by delivering a strike through the opponent, with Catria delivering one final blow shouting "Better you than me!". Palla and Est's strikes deal 16 each%; Catria's attack, being the final hit, deals 20% and high knockback.

 

Standard Attack - A horizontal sweep and quick thrust that deals 4% each.

Forward Tilt - A quick upwards swipe that deals 10%.

Up Tilt - A sweep of the lance over her head dealing 9%.

Down Tilt - Does a quick lance thrust close to the ground dealing 6%.

Dash Attack - Slides holding her lance in front of her dealing 11% on early hits and 

 

Forward Smash - A quick combo consisting of three stabs that deals 17%-25% if all hits connect. 

Up Smash - A powerful thrust upwards with far reach. Sweet spots at the tip. Deals 16-22% at the tip and 11-15% anywhere else.

Down Smash - A short thrust forward with the head of the lance, and a thrust backwards with the butt of the lance. First hit deals 15-21% while the second deals 14-20%.

 

Neutral Aerial - A quick body spin with the lance sticking outwards which deals 6%.

Forward Aerial - Two quick thrusts of her lance that connect. The first hit deals 4% while the second deals 5%.

Back Aerial - A backwards kick that deals 11%.

Up Aerial - Spins her lance over her head which does multiple hits (consisting of 7). Each deals 1% with the last doing 4%.

Down Aerial - A large sweeping attack below her holding the lance by the very end that can meteor smash opponents if hit with the tip. Deals 12% at the tip and 3% anywhere else.

 

Pummel - Knees the opponent quickly dealing 1%.

Forward Throw - Throws the opponent at a low angle doing 6%.

Back Throw - Throws the opponent backwards dealing 6%.

Up Throw - Tosses the opponent up then thrusts her lance up at them doing 7%.

Down Throw - Throws the opponent on the floor and stabs straight down with her lance dealing 8%.

 

Other Animations and Aesthetic stuff:

  Hide contents

Entrance - Hops off of her Pegasus that flies by the stage.

 

Taunt 1 - Parts her hair.

Taunt 2 - "I wasn't impressed." - Spins the lance on her left then on her right before striking a confident pose

Taunt 3 - Holds her lance out pointing forward 

 

Victory Animation 1 - Catria, on her pegasus, lands on the ground between Palla and Est.

Victory Animation - "That didn't take long." - Walks towards screen spinning lance on both sides before stabbing the butt of it into the ground (similar to taunt 2)

Victory Animation 3 - "This is a fight I can't lose." - Performs the Echoes finishing blow animation.

 

Alternate Palette 1 - Echoes Outfit, Original Palette

Alternate Palette 2 - Heroes Outfit, Original Palette

Alternate Palette 3 - Echoes Outfit, Est Palette

Alternate Palette 4 - Heroes Outfit, Minerva Palette

Alternate Palette 5 - Echoes Outfit, Palla Palette

Alternate Palette 6 - Heroes Outfit, Caeda Palette

Alternate Palette 7 - Echoes Outfit, Clair Palette

Alternate Palette 8 - Awakening DLC Outfit

I was going to do one for Laslow too but doing Catria's actually took a while.

I like the Gradivus is represented, but it seems a bit underwhelming being a weak projectile. I think the attack would be better suited as the Javelin, which is much more iconic to the series as a whole. Maybe Gradivus could still be present for her smash attacks or something though.

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1 hour ago, Jotari said:

I like the Gradivus is represented, but it seems a bit underwhelming being a weak projectile. I think the attack would be better suited as the Javelin, which is much more iconic to the series as a whole. Maybe Gradivus could still be present for her smash attacks or something though.

I originally had Javelin, but I remembered Gradivus is a thing too. So I thought "might as well"

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4 hours ago, KongDude said:

I love doing stuff like this so I'm getting as detailed as possible.

Catria

Having Catria fight off of her Pegasus seems a little bit weird and off, it's what she's famous for. I do like her, though.

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It may go against the purview of this topic, but since I added a new franchise with my previous post, I figured I'd go and add some details of what else comes from the Prince of Sable's home game. It's up on my edited post.

Feedback would be appreciated.

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3 hours ago, Anomalocaris said:

It may go against the purview of this topic, but since I added a new franchise with my previous post, I figured I'd go and add some details of what else comes from the Prince of Sable's home game. It's up on my edited post.

Feedback would be appreciated.

Cant really give much opinion on a series I know next to nothing about, I expect most other people are in the same boat.

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Tweaked some of Catria's damage outputs.

Changes:

Spoiler

Gradivus Toss does 17% on the initial throw and 12% when picked up.

Vendetta does 22% when she's at over 100%.

Neutral Aerial does 9%.

Forward Aerial does 6% then 8%.

Back Aerial does 9%.

Forward Throw does 7%.

 

Some of them felt a little underwhelming so I upped it up a bit.

Thinking about doing Alm and Celica later when I get the chance.

Edit: nevermind people already did those two

 

Edited by KongDude
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3 hours ago, KongDude said:

Tweaked some of Catria's damage outputs.

Changes:

  Reveal hidden contents

Gradivus Toss does 17% on the initial throw and 12% when picked up.

Vendetta does 22% when she's at over 100%.

Neutral Aerial does 9%.

Forward Aerial does 6% then 8%.

Back Aerial does 9%.

Forward Throw does 7%.

 

Some of them felt a little underwhelming so I upped it up a bit.

Thinking about doing Alm and Celica later when I get the chance.

Edit: nevermind people already did those two

 

More than one person can suggest a moveset. Not like we're actually creating a game here. I'd be interested to see how multiple people interpret the same character.

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9 hours ago, Jotari said:

More than one person can suggest a moveset. Not like we're actually creating a game here. I'd be interested to see how multiple people interpret the same character.

Ye but if someone's already done one for them I might as well give attention to someone else.

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Saki's assist trophy has seemingly been removed, but I highly doubt that's a harbinger for his return and more a sign that he'll never get in. For those of you that don't know, his creators, Treasure, one of the best studios there is when it comes to quality gameplay, have left the industry. Still, a man can dream.

Saki Amamiya

Image result for saki sin and punishment

Overview and Combat Style

Spoiler

The bosses in Sin and Punishment take dozens if not hundreds of shots to take down as the player tries to find the best way to survive their onslaught and find weak points to deal additional damage. To reflect that, Saki will be a character that is excellent and racking up damage, but struggles to actually land kills, a bit like Sonic, only with a higher focus on projectiles than speed (though he'll also be pretty speedy). His attacks all come our very fast and with great range. Kind of a like Marth, only with projectiles instead of a tipper. The mechanic of dodges becoming slowly nerfed also doesn't affect him quite as strongly as most characters.

His jumping will be short but rather quickly executed, on par with Fox. Although he never performs it in his own game, he can also wall jump. Although he is far from an aerial fighter, jumping is key for keeping up Saki's momentum as he uses his specials. Saki also has a rather major gimmick in that all his regular attacks involving his sword can reflect enemy projectiles.

In terms of his design, he comes in his default human appearance, but he also has a costume swap for his semi Ruffian form and Airan. Similar to Shulk (and Saki's own game), Saki's sword only appears when he's actually using it in an attack.

Special Moves

Spoiler

 

Neutral Special: Radiant Silver Gun: Saki will take a standing pose and a reticle will appear just in front of him. So long as the B button is held, the player can then freely move the reticle with the joy stick while Saki remains in place. When the B button is released, Saki will fire a stream of bullets in that direction. This attack allows for a lot more focused and targeted attacks compared to most other projectiles, being aimable in a full 360% direction, however it does kill Saki's momentum as he needs to stop to use it, unless it's used in the air. Reflect the full range of motion for firing independent of the player's position in Sin and Punishment.

Side Special: Gunstar Hero: Saki will fire a consistent barrage of shots while running. This attack comes out as fast and almost as frequently as Fox's Blaster, but like Fox's Blaster, it also doesn't make the enemy flinch. It requires less technical skill to use compared to Fox's Blaster as you can just hold the button, but it can't be spammed as easily as Saki by necessity has to gradually get close to his opponent to use it. It can also be used without moving in the air and Saki can even retreat while use it by jumping backwards, although obviously it's more difficult to hit the opponent that way. A good Saki player should be constantly using this attack to deal whatever damage they can. Comes from the general run and gun rail shooter gameplay of Sin and Punishment.

Up Special: Omega Factor: Saki teleports and reappears some distance away like all the other teleporting moves in the series. The move comes out relatively quick, however there is no hit box upon initiating the move. Saki can perform a slash upon reappearing like Galaxia cloak however. Teleporting is something Saki can only seem to do in his Ruffian form in Sin and Punihsment, but I think it works okay for a recovery rather than some generic Dolphin Slash like attack.

Down Special: Gaist Crusher: Saki charges energy into his free hand and punches forward. Attack comes out as quickly as Ganondorf's alt special Warlock Thrust from SSB4. One of Saki's few real kill moves. Comes from a scene in Sin and Punishment.

Final Smash: Ruffian Saki:  Saki transforms into his giant ruffian form and proceeds to shoot up the stage.

 

Standard Moves

Spoiler

 

A Combo: Saki slashes three times with his sword in a similar pattern to his own game.

Forward Tilt Combo: Saki kicks forward twice before performing a sword slash.

Up Tilt: Saki does a stationary backflip, damaging enemies in front of him and above him. Like his sword attacks, this attack can reflect projectiles. Comes from Kachi's acrobatic attacks in Sin and Punishment: Successor of the Skies.

Down Tilt: Saki does a slide kick similar to Cloud's down tilt. Comes from a move available to the heroes of Gunstar Heroes.

Dash: Saki performs a wide slash similar to Shulk's dash attack.

 

Side Smash: Saki charges his gun and releases a giant short range beam. Similar in nature to the Mii Gunner's forward smash only as a single hitting attack. Noticably weaker than most forward Smash's, but still one of Saki's more reliable kill moves. Has with good range and comes out quite fast. Is considered a projectile.

Up Smash: Saki's gun shoots a stream of fire similar to Samu's up smash. His gun is used as a flame thrower in a single scene in Sin and Punishment.

Down Smash: Saki's eyes glow and he crosses his arms as he charges. When the attack is release, shockwaves appear on either side of him, knocking enemies upwards. Comes from an attack used by Brad, one of the bosses in Sin and Punishment with a similar history to Saki.

 

Neutral Aerial: Saki performs a single quick slash with his sword.

Forward Aerial: Saki fires his gun at a downward angle, similar to how he attacked as an Assist Trophy.

Back Aerial: Saki turns around and shoots behind him. Like Marth's back aerial, this actually changes what way Saki is facing.

Down Aerial: Saki slashes downwards similar to Marth's down aerial. Acts as a semi spike.

Up Aerial: Saki shoots flames from his guns in a wide arc similar to his up smash.

 

Grab: Saki grabs his enemy with his free hand

Pummel: Saki knees his opponent, like Marth.

Forward Throw: Saki simply lobs his opponent forward. Taken from Gunstar Heroes.

Back Throw: Saki fling his opponent behind him and shoots at them several times, similar to Fox and Falco's back throw.

Up Throw: Saki throws his foe upward and shoots at them, similar to Fox and Falco's up throw.

Down Throw: Saki flings his opponent on the ground and shoots a stream of fire at them, the last hit of which knocking them away slightly.

 

Although Saki's Airan costume plays the same, there are some differences to her animations.

Entrance: Saki is sleeping on the stage before the match starts. A gun comes flying at him from the foreground and he suddenly wake sup and catches it.

Taunt 1: Saki takes deliberate aim at what's directly in front of him, striking the pose from his official artwork.

Taunt 2: Saki looks around, cautiously as if someone just called his name.

Taunt 3: Saki's free hand glows with sinister energy. Saki makes a fist and tries to contain keep himself under control.

 

Entrance: Airan teleports on to the stage, looking distressed before getting her bearings and throwing off her coat.

Taunt 1: Airan points her gun upwards and gestures behind her with her free hand as if telling someone to get back.

Taunt 2: Airan activates her sword and looks at it for a few seconds before turning it off.

Taunt 3: Airan tries to swipe with her sword, but it recoils and the beam doesn't appear, similar to when you try to attack an invincible enemy with it in Sin and Punishment.

Probably falling into the same trap Anomlacorais for covering a game that no one has played, but if anyone has thoughts or opinions on the moveset I'd love to hear them.

Edited by Jotari
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2 hours ago, Jotari said:

Saki's assist trophy has seemingly been removed, but I highly doubt that's a harbinger for his return and more a sign that he'll never get in. For those of you that don't know, his creators, Treasure, one of the best studios there is when it comes to quality gameplay, have left the industry. Still, a man can dream.

 

 

[snip]

Probably falling into the same trap Anomlacorais for covering a game that no one has played, but if anyone has thoughts or opinions on the moveset I'd love to hear them.

Jeez, you really mangled my name there.

Anyway, I've never played Sin & Punishment (so yeah, same trap), but it looks like a pretty solid moveset. Not sure if "all standard sword attacks reflect projectiles" is a good idea balance-wise, though, regardless of accuracy. Reflectors are pretty powerful, and there's a reason the only two standard attacks that can do that are both Smash Attacks with a slow wind-up.

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3 hours ago, Anomalocaris said:

Jeez, you really mangled my name there.

Anyway, I've never played Sin & Punishment (so yeah, same trap), but it looks like a pretty solid moveset. Not sure if "all standard sword attacks reflect projectiles" is a good idea balance-wise, though, regardless of accuracy. Reflectors are pretty powerful, and there's a reason the only two standard attacks that can do that are both Smash Attacks with a slow wind-up.

Maybe, but reflecting attacks us a key element in Sin and Punishment and I didn't want to give up a special move for a generic reflecter special. 

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By the way, I would really appreciate some feedback on some of the movesets I've suggested; especially any ideas that could fill in the areas with a "??" (for example, I could really use some help coming up with a final smash for Geralt of Rivia).

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I’ve made a new moveset now, this time for FE’s Hector.

Spoiler

Intro: Same intro for all other FE characters.
Notable Palette Swaps: Lyn, Eliwood, Ninian, Nergal, Lilina, Zephiel, FE6

Idle Animation: Hector puts Armads down onto the ground after lifting it briefly.

 

Grab: Hector grabs the opponent with his open hand.

Pummel: Hector knees whoever he’s grabbing.

F-Throw: Hector throws the opponent forward.

U-Throw: Hector throws the opponent up and calls down thunder.

D-Throw: Hector slams Armads down on the ground.

B-Throw: Hector swings Armads backwards.


Special Moves:
B : Shield Smasher; Hector charges Armads with the power of thunder. When charged completely, it will destroy the opponent’s shield and send them flying.

B + Forwards : Hand Axe Throw; Hector throws Armads in front of him and it comes back, just as a Hand Axe would.

B + Up : Armads’ Blessing; Hector spins Armads like a Helicopter and it takes him up for about 3 seconds.

B + Down : Dual Counter; this counter works two ways. If Hector is hit by a physical attacks, he will do a close counter with Armads. If he is hit by ranged attacks, he will throw a short axe to the opponent who attacked him.


Final Smash: Critical Impact; “Enough chit-chat!” Hector slams Armads down upon the ground, spins it once, and jumps up and deals a powerful OHKO.


Taunts:
1: “O-ho!” Hector puts Armads on his right shoulder.

2: Hector puts down Armads on the ground facing downward.

1+2: “I know few people whom I can properly trust.”


Winposes:


1: “Haven’t lost my touch!” Hector mimics his pose artwork from FE7.

2: “Push your limits-that’s what I say.” Hector mimics his pose artwork from FE6.

3: “Now that’s how to do it!” Hector swings Armads to his left and to his right.

Vs. Roy: “Wait…whose son?” (Winpose 2)

Vs. Marth/Chrom/Lucina “Well? Which Marth’s the REAL Marth?” (Winpose 1)

Vs. Corrin: “Are the Dragons really back?” (Winpose 3)


Icon: Falchion


Victory Music: https://youtu.be/o0l6BSZURKE


Kirby Hat: Hector’s hair

 

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I’ve made a new moveset now, this time for FE’s Hector.

Spoiler

Intro: Same intro for all other FE characters.
Notable Palette Swaps: Lyn, Eliwood, Ninian, Nergal, Lilina, Zephiel, FE6

Idle Animation: Hector puts Armads down onto the ground after lifting it briefly.

 

Grab: Hector grabs the opponent with his open hand.

Pummel: Hector knees whoever he’s grabbing.

F-Throw: Hector throws the opponent forward.

U-Throw: Hector throws the opponent up and calls down thunder.

D-Throw: Hector slams Armads down on the ground.

B-Throw: Hector swings Armads backwards.


Special Moves:
B : Shield Smasher; Hector charges Armads with the power of thunder. When charged completely, it will destroy the opponent’s shield and send them flying.

B + Forwards : Hand Axe Throw; Hector throws a Hand Axe, which does minimal damage but flies and comes back very quickly.

B + Up : Armads’ Blessing; Hector spins Armads like a Helicopter and it takes him up for about 3 seconds.

B + Down : Ostian Counter; this counter works two ways. If Hector is hit by a physical attacks, he will do a close counter with Armads. If he is hit by ranged attacks, he will throw a short axe to the opponent who attacked him.


Final Smash: Critical Impact; “Enough chit-chat!” Hector slams Armads down upon the ground, spins it once, and jumps up and deals a powerful OHKO.


Taunts:
1: “O-ho!” Hector puts Armads on his right shoulder.

2: Hector puts down Armads on the ground facing downward.

1+2: “I know few people whom I can properly trust.”


Winposes:


1: “Haven’t lost my touch!” Hector mimics his pose artwork from FE7.

2: “Push your limits-that’s what I say.” Hector mimics his pose artwork from FE6.

3: “Now that’s how to do it!” Hector swings Armads to his left and to his right.

Vs. Roy: “Wait…whose son?” (Winpose 2)

Vs. Marth/Chrom/Lucina “Well? Which Marth’s the REAL Marth?” (Winpose 1)

Vs. Corrin: “Are the Dragons really back?” (Winpose 3)


Icon: Falchion


Victory Music: https://youtu.be/o0l6BSZURKE


Kirby Hat: Hector’s hair

 

Edited by Perkilator
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11 minutes ago, Perkilator said:

I’ve made a new moveset now, this time for FE’s Hector.

  Hide contents

Intro: Same intro for all other FE characters.
Notable Palette Swaps: Lyn, Eliwood, Ninian, Nergal, Lilina, Zephiel, FE6

Idle Animation: Hector puts Armads down onto the ground after lifting it briefly.

 

Grab: Hector grabs the opponent with his open hand.

Pummel: Hector knees whoever he’s grabbing.

F-Throw: Hector throws the opponent forward.

U-Throw: Hector throws the opponent up and calls down thunder.

D-Throw: Hector slams Armads down on the ground.

B-Throw: Hector swings Armads backwards.


Special Moves:
B : Shield Smasher; Hector charges Armads with the power of thunder. When charged completely, it will destroy the opponent’s shield and send them flying.

B + Forwards : Hand Axe Throw; Hector throws Armads in front of him and it comes back, just as a Hand Axe would.

B + Up : Armads’ Blessing; Hector spins Armads like a Helicopter and it takes him up for about 3 seconds.

B + Down : Dual Counter; this counter works two ways. If Hector is hit by a physical attacks, he will do a close counter with Armads. If he is hit by ranged attacks, he will throw a short axe to the opponent who attacked him.


Final Smash: Critical Impact; “Enough chit-chat!” Hector slams Armads down upon the ground, spins it once, and jumps up and deals a powerful OHKO.


Taunts:
1: “O-ho!” Hector puts Armads on his right shoulder.

2: Hector puts down Armads on the ground facing downward.

1+2: “I know few people whom I can properly trust.”


Winposes:


1: “Haven’t lost my touch!” Hector mimics his pose artwork from FE7.

2: “Push your limits-that’s what I say.” Hector mimics his pose artwork from FE6.

3: “Now that’s how to do it!” Hector swings Armads to his left and to his right.

Vs. Roy: “Wait…whose son?” (Winpose 2)

Vs. Marth/Chrom/Lucina “Well? Which Marth’s the REAL Marth?” (Winpose 1)

Vs. Corrin: “Are the Dragons really back?” (Winpose 3)


Icon: Falchion


Victory Music: https://youtu.be/o0l6BSZURKE


Kirby Hat: Hector’s hair

 

Having him throw Armads for an attack called Hand Axe is a bit weird. It's not a two ranged weapons, plus it's absolutely massive, so seeing it work like a boomerang would be weird. Why not just have him throw an actual hand axe? Which seems to be what he does for the counter (which, by the way, you could get a good Heroes reference in by calling it Ostian Counter). Would be nice to have some details on how fast and heavy you envision him. Also kind of strange that you included throws, but not aerial or ground attacks, or even Smash attacks.

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21 minutes ago, Jotari said:

Having him throw Armads for an attack called Hand Axe is a bit weird. It's not a two ranged weapons, plus it's absolutely massive, so seeing it work like a boomerang would be weird. Why not just have him throw an actual hand axe? Which seems to be what he does for the counter (which, by the way, you could get a good Heroes reference in by calling it Ostian Counter). Would be nice to have some details on how fast and heavy you envision him. Also kind of strange that you included throws, but not aerial or ground attacks, or even Smash attacks.

1). Well, sometimes I don’t have the time to make neutrals, airs, or Smashes.

2). Yeah, maybe I should give Hector a Hand Axe.

3). I sort of envision Hector to be a medium-speed heavy character.

I made the changes.

Edited by Perkilator
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