As requested by Bodine.
B: Hypnosis: Haunter shoots six rings in front of him in rapid succession, one after the after. They travel slowly, about the length of Pikachu's Thundershock. If three of the six rings hit the foe, they are put to sleep for 1.5 seconds. if all six hit, the foe is put to sleep for 3 full seconds. Has a .5 second charge time, does no damage, .5 second cooldown.
Side B: Sucker Punch: Haunter shoots his fist forward like a rocket. it goes the distance of Link's boomerang, then dissappears. A new hand immediately forms on Haunter. If the Hand hits anything while being shot, it deals 7% damage, no knockback, and 1 full second stun.
Down B: Curse: A needle appears in front of Haunter, and stabs him. Haunter takes 55% damage from this. Then, a small ghost floats around the foe(s), inflicting 10% damage per second for 10 seconds. The only way to alleviate the Curse is by being killed or by waiting the full ten seconds. In addition, all Haunter's moves have their knockback power reduced to very low. It has a 4 second charge time. Haunter takes 12% damage per second that he charges it. If Haunter is hit, or the charge is released before the full 5 seconds passes, Curse does nothing, but Haunter still retains the damage.
Up B: Shadow Sneak: Haunter dissappears and dashes in the chosen direction (via control pad/stick) then reappears at the other side. Travels the distance of Zelda's teleport, Fareores Wind. If an enemy(s) are in Hauters way during this move, the dissappear as well, travelling with Haunter to the chosen direction. For every second they are invisible with Haunter, they take 3% damage. Haunter travels for 2 seconds full. Both Haunter and whomever he Snuck are invincible and cannot attack for one second after they all reappear.
Final Smash: Night Shade of Terror: Haunter dissappears, then dark winds blow the characters back and forth. They layer, and each layer goes the opposite direction the one below it was going. (Figure 1-3 for reference) Then, Haunter reappears, filling up nearly the entire screen with his gaslike body. He laughs heartily, and the wind speed increases, making it more difficult to stay on any platform. The wind does damage depending on Haunter's damage %. If Haunter's damage is 30% or less, the wind does 3% damage per second for 10 seconds. If his damage is between 31-70%, it deals 7% damage per second for 10 seconds. If his damage percent is 71% or higher, it deals 10% damage for every second for 10 seconds. Haunter only fills the screen for the last 4 seconds. The winds, in addition to dealing damage, can push the players off the screen. Their power is slightly less then Squirtles Water Gun fully charged.
Figure 1-3: Example on Final Destination.
I know you guys prolly expected Shadow Ball in there somewhere, i felt we already had too much of that with the other players. Plus, Mewtwo's move in Melee was Shadow Ball.
Hitmonchan as requested by CK.
B: Focus Punch: Hitmonchan charges a powerful punch, then throws it with explosive force. Same speed and range as Falcon Punch. Has a 4 second charge time. Deals 30% damage plus immense knockback. (i felt we needed another Falcon Punch in the game)
Side B: Mach Punch: Hitmonchan dashes forward at a blinding speed, throwing a weak punch at the end. 4% damage, no knockback, .25 second stun, same range as Ike's fully charged Side B.
Down B: Counter: Hitmonchan blocks his face with his gloves, ready to counter any physical attack for 1.3 (hahaCK) seconds. He can only counter physical attacks, any projectile or magic based attack goes through.
Up B: Rapid Sky Uppercut: Hitmonchan jumps into the air at a 45 degree angle, travelling a small amount more than Mario's uppercut. While travelling, he punches furiously, letting loose a huge uppercut at the end. Any character caught in this attack deals 1% damage per hit, a total of 12 hits fired, and the uppercut at the end deals 7% damage and decent knockback. He is completely defensless during this attack from the bottom.
Final Smash: The "Chan Man's" Rhapsody: Hitmonchan rushes across the ring, not stopping until he hits a target. (note: if he does not run into anything, he could easily run out of the ring) If Hitmonchan runs into a target, the camera zooms in close, and a fast pace drum solo begins, rapidly beating the Snare drum. As the drum makes a hit, Hitmonchan also swings punches. All in all, it is a rapid punch flurry that goes to the beat of the drum. When the solo ends on a cymbal crash, Hitmonchan also throws his final punch, which is a straight forward "superman" punch. Each punch does 2% damage, with a total of 45 punches thrown in rapid, unblockable succession. The final "superman" punch deals an extra 25% damage, for a total of 115% damage dealt, plus immense knockback. If multiple characters are grouped together, the damage is split equally among them.
For those who dont know what the "superman" punch is, its a punch where the attacker rears back, and throws his fist into the opponents chest with their full body weight behind it. Its a KO punch basically.
So its known i plan on editing in his A moves later, which will include Thunderpunch, Fire Punch, Ice Punch, and Mega Punch.
I think its time for me to make another moveset...hopefully i can measure up to the expectations!
King K Rool; DK 64 (I had to!)
B: K Rool Kannon: KKR (King K Rool) takes out a small hand cannon and shoots small cannonballs forward. The cannonball plops out of the cannon and rolls across the stage (kinda like Pikachu Thundershock yea?) deals 5% damage to whatever target it hits. No charge needed, two second interval between shots if attempted to fire repeatedly. No knockback, 1/2 second stun.
Side B: K Rool Vakuum: KKR takes out his signature K Rool vak, and sucks up everything in front of him. Whatever is sucked up, KKR can then fire, dealing 13% damage to the projectile and sending it the length of Zamus' Gun Attack (Reg B) (example: if he shoots a bomb, the bomb explodes as soon as it is shot, damaging K Rool as well) If K Rool sucks up a player, he gains 1% damage every second the player is inside the Vak. Escapable, rapidly buttonmash.
Down B: K Rool KlapTrap: KKR places an invisible claw trap on the groun, this dissappears as soon as it is laid. Takes 1.3 (CK rofl) seconds to set up trap fully and make it ready to work. Deals 10% damage and stuns the opponent for 3 seconds. Only 2 KlapTraps can be on the field at a time (like Diddy's banana rule)
Up B: K Rool Kopter: KKR takes a small propeller above his head, spins it, then takes off diagonally vertical. Able to steer. Chargeable, 2.5 seconds to fully charge. If Kopter blade hits anything, traps them in the circular movement, dealing 3% damage every hit. Hits from start to finish # 5. Cannot be used consecutively (while falling after already being used) distance equal to Diddy's rocket packs, charged and uncharged.
Final Smash: K Rool Krusher: KKR's giant alligator robot island from DK 64 comes on screen as a robot, able to drag itself across screen on wheels and fire rockets out of mouth and fingers, via B button. K Rool Krusher also has jets used to jump with, also deals 7% damage when running into you. Rockets deal 25% each from fingers, x 2, and 35% when fired from the mouth. Same amount of time allowed for Fox's Landmaster. Kind of a super landmaster.
There it is. Comments?
Double Jump: Instead of a second jump, Kazooie flaps her wings, propelling them higher into the air. Max: 3. (Like Pit's double jump)
B: Kazooie Kannon: Kazooie comes out of the backpack and fires blue eggs at the enemy. Same distance and style as G&W. 4% damage per egg.
Side B: Breegul Blaster: Banjo and Kazooie launch themselves forward with force. Much like Ike's forward B, chargeable, and does 5% damage at minimum, 12% maximum. Same distance and speed as Ike.
Down B: Clockwork Kazooie: An egg pops out of Kazooie, revealing a small robot chick. As soon as used, player loses control of Banjo-Kazooie and gains control of the chick. The chick explodes either by running into something, this includes Banjo Kazooie, or by pressing the A or B button. Does 20% damage, low knockback.
Up B: Flying Kazooie: Kazooie spreads her wings and flies high. Same movement, length, and distance as Ikes up B.
Final Smash: Super Breegul Ultra Flying Bomber (Recoome ): Much like Diddy's final smash, Kazooie flaps her wings and flies high with Banjo. Banjo throws grenade eggs made by Kazooie at the ground. Same length of time as Diddy's. Does 10% damage per egg. If fired rapidly from start to finish, maximum number of eggs fired is 15.
B: Charged Kamehameha Wave: Charges like Samus, except can charge while falling also. Very low range, about the same range as Lucas' PK Fire. Does 9-17 damage, from minimum to maximum charge. Has immense knockback.
Forward B: Kaioken Attack: Much like Marth's Combo attack, multiple taps on the buttons give multiple hits. 7-12 Damage, low knockback, high stun.
Down B: "Now Im TRULY Angry": Goku gathers energy, and transforms into a Super Sayian. All of Goku's attacks get 5% extra damage to them plus extra knockback. Goku gains 3% damage every second he remains a Super Saiyan to his Damage counter as a negative effect. Performing the move again retards him back to his normal form.
Up B: Instant Transmission: Much like Mewtwo's teleport attack, Goku instantly teleports to the direction pointed, the same distrance as Zelda's "Faerors Wind". Goku is temporarily invincible in between the teleport distance. He gains 5% damage immediatly once this move is used.
Final Smash: Spirit Bomb: If Goku turns Super Saiyan without the negative effects. From point used, Goku gathers energy the size of Ganon Beast (Ganon's final smash) and throws it straight across the stage. Any on the receiving end of this attack are pushed with it out of the ring, no damage.
Semi-Perfect Cell (This is the only form available to start with. Final smash MUST be performed in order to play as Super Perfect Cell.)
B: Life Absorbtion: 10 second charge (cannot be used unless fully charged) When charged, can be used at any time by pressing the same button once. Cell's tail extends from his back and quickly stabs the opponent, dealing 25% damage to them and recovers 25% damage. Has a 1.5 second delay to hit. Has the same reach as Lucas' Pk Fire.
Forward B: Instant Rocket Punch: Can be charged a maximum of 5 Seconds. Cell teleports forward, punching the first thing he comes in contact with in the stomach. 2 second stun dealt to target. Has same reach as Ike's Forward B, charged and uncharged. Deals 5% damage.
Down B: Perfect Barrier: No charge: A quick purple blast all around Cell, repels all opponents and projectils. Has the same reach as Ike's "B" move (fully charged). The catch is, Cell still takes damage from whatever attacks, projectiles and physical moves, that were pushed away with this move. Causes knockback to opponents, no damage.
Up B: Instant Transmission: Same as Goku's.
Semi-Perfect Cell Final Smash: Cell grows bigger and bigger, about the size of Jigglypuff final smash; then explodes. Does massive damage, lower knockback than a normal punch. Cell MUST sacrifice one life. (this counts as a suicide in all types of Brawl) Cell then returns as Super Perfect Cell. All Cells moves gain a 5% damage increase, but no additional knockback. Also, this Final smash can only be used once per round.
Super Perfect Cell Final Smash: Ultimate Full-Power Kamehameha: Cell gathers power, and lets loose an enourmous Kamehameha slowly across the field. Any that touch this beam get 30% damage on impact, plus 15% damage for each additional hit (has roughly 5 hits from start to finish) plus monstrous knockback. Basically, any hit by this attack suffer instant KO. (can only be used when in Super Perfect form/.)
Ok, as courtesy to Raichu himself, Im starting from scratch.
B: "Raichu, Show 'em a REAL Thundabolt. Shut it DOWN!": Raichu's signature move, Raichu absorbs electricity yelling, "Raiiiii," for 4 seconds, then unleashes it in a startling blast of electricity while screaming, "CHU!". While charging, Raichu loses all motor functions. This move can be cancelled by pressing the Guard button. Can only be used when charged the full length of time, then a bolt of lightning flashes at lightning speed at any given direction, via the control stick. The lightning blast goes through everything, and can hit multiple enemies if in the same direction. The bolt deals 50% damage plus massive knockback to whomever is hit. Raichu also takes 10% damage.
Side B: Volt Tackle: Raichu charges energy, then rolls forward with an electric spin, almost the same motion and speed as Sonics Side B. Can be cancelled by pressing any button. If Volt Tackle hits at minimal charge, it deals 10% damage to those hit and good knockback, Raichu also takes 3% damage. If hit at max charge time, maximum charge of 3 seconds, Raichu moves much faster and deals 24% damage, great knockback, and Raichu takes 8% damage himself.
Down B: Thunderstorm: Raichu plants his feet on the ground, and charges his power. While doing this, every .8 seconds, a small lightning bolt will shoot from Raichu in a random direction, usually towards his enemies. If they strike an enemy, they take 7% damage and cause knockback. If they hit, Raichu ceases charging. Also, Raichu can be knocked out of charging by any move. While Raichu is charging, every 2 seconds he heals himself by 5%. This move can only be used to heal a maximum of 20% damage per life. When the max healing is reached, Raichu still sputters electricity until the move is cancelled or he is hit.
Up B: Raichu's arrogance, aka Take Down: Raichu dashes in the given direction via control stick. Raichu travels as far as one of Pikachu's Quick Attacks. If Raichu hits an opponent, they are spiked downwards. Raichu deals 10% damage, and takes 3% damage as a result. Also, if it hits, Raichu then enters "free-fall mode".
Final Smash: "Raichu is da Ultimate Pokamon!": Raichu gains tremendous power. For 8 seconds, Raichu remains vulnerable, but takes no recoil damage from his attacks. Also, all Raichu's moves no longer have to charge.
Special Abilities: Float: King Boo cannot activate or trip any land based bomb or device. He can still be harmed by things above the ground, such as Bom-ombs.
B: Boolicious Summon: King Boo summons one of his minion Boos, and throws them at the opponent in rapid volley. The ghost do no damage, but instead pass through the opponent, including all objects/walls. Each time a Boo passes through the opponent, they are stunned for 1.3 seconds. This attack is very fast, however, multiple Boos passing through the opponent do not stack the stunning time. (Eg: If the opponent is hit with more than one Boo at the same or near the same time, they are still only stunned for 1.3 seconds. Throws three Boos at once that travel as far and fast as Falcos Laser.
Side B: Mr. Boojangles: Boo creates a copy of himself across the ring, then the too King Boos dash towards eachother, laughing maniacally until they crash into eachother, and the phantom Boo fades. This attack deals 5% damage plus makes the opponent stuck in the ground, the amount of time depends on how much damage they have; the more damage, the more time stuck. The phantom appears about the distance away as Fox's side B. Fast attack, but not quite as fast as Foxs Side B.
Down B: Transparency: King Boo turns invisible, and becomes invincible to all non-element attacks. If an element based attack (fire, ice, electric, water, energy, etc.) he turns back to normal. This effect lasts as long as the user holds the B button after the initial Down B is executed. The player can still move around in this form, however, they cannot dash, jump, dodge, or attack in any way. Also, they cannot pick up items.
Up B: Booregard's Ascendence: King Boo rapidly propels himself in a given direction, via control stick, leaving afterimages of crying Boos in his trail. 5 Boos are left behind him, if they are hit by the opponent, they haunt the opponent, swirling around them in a circle. Each Boo deals 1% damage to the opponent for 3 seconds, for a total of 15 damage if all five Boos are hit. The afterimage Boos only remain for 1.3 seconds, or until they are hit.
Final Smash: The Kings Trump Card: A Giant Bowser Ghost head appears, and King Boo dissappears into it. The player then has control of the giant bowser head, which can fly. B button will fire tiny Ice Balls, which freeze the target for 1.5 seconds while dealing 15% damage. Holding the A button will launch a continuous stream of fire from Bowsers mouth, dealing 10% damage per second for as long as the button is held. The Head stays in play for 12 seconds total. The head is not invincible, however. A strong attack will cause the head to spin around and face the opposite direction.
Gruntilda (pre-skeleton form) BK 64:
B: "Many Tricks I Have Up My Sleeve, To Save Yourself, You'd Better Leave!": Grunty summons a white ball of magical energy, growing in size as she charges it. The ball has a charge time of 3.2 seconds. When used uncharged, it does 1% damage and stuns for 1 second. When fully charged, it does 5% damage and reverses all movements for the opponent (ex: Like Spear Pillar, controls are reversed, but as an added bonus, the up and down axis are switched.) They remain in this state for 3 seconds when below 40% damage, when between 41% and 80%, they remain like this for 6 seconds, when at 81% or above, they remain like this for 10 seconds. This move does no knockback when fully charged.
Side B: "Revenge is mine, I cannot Miss! Lets see that furry fool dodge This!": Grunty swirls her arms above her head with green energy, this is chargeable for 3 seconds. Then, it can be fired at any time, minimally charged dealing 8% damage, little knockback, and travels the distance of Lucarios Aura Sphere. When fully charged, it travels the full distance of the screen, dealing 24% damage and good knockback. Also, if hit, the target turns transparent like a ghost and is immune to mines and bom-ombs for 5 seconds.
Down B: "Yes thats right, swim under there. Icy Water takes Double Air!": Grunty shoots a frosty blue-white ball of energy straight in front of her, about the length of PK Fire. If it hits, it freezes the target for 2 seconds, causing 4% damage per second. She can only shoot one ice ball every 5 seconds.
Up B: "Your Butt will tel you and you'll know, when my Boot swings To and Fro!": Grunty pulls up her skirt, and swings her boot in an upward arc. Travels the distance of Mario's Up B, and deals 8% damage on impact. If it hits at the beginning of the kick, it deals 10% damage, and the opponents butt catches on fire. They then take 1% damage per second for 5 seconds, for a total of 15% damage.
Final Smash: "You Won't Catch Me, I've Made Sure; All The Credits You'll Now Endure!": Grunty dissappears off the stage and lines of credit from the original Banjo Kazooie game, all of them, slowly rain upon the stage. Some very slow, others quite fast, you'll have to jump to save your ass! (lol, little rhyme I just made lmao) You can jump on top of the credits and scale them, jumping from line to line to dodge. However, if the bottom of one touches you, you enter freefall mode and sustain 5% damage if in the air or hanging on a ledge. If one touches you while on the ground or a platform, you sustain 5% damage and are stuck to the ground for 2 seconds (the time stuck can stack; ex: if two hit you, 6 seconds, etc.) A total of 75 lines of Credit fall in 35 seconds.
Broly, the Legendary Super Saiyan:
Special Abilities: Broly naturally sheds off damage, meaning any move or item that strikes him has its damage reduced by 5% and less knockback than normal. In contrast, Broly is the slowest character in the game.
B: "Kakarot....": Broly explodes with power, surrounding himself with a green barrier than repels all opponents, causing them to endure 10% damage. It has a .75 second charge up time. Also, this barrier does not repel objects, only energy.
Side B: Gigantic Hammer: Broly charges power for 1.3 seconds, creating a green barrier around him, then blasts forward at blasting speed. He travles the distance of Ike's Side B when it is fully charged, and repels anything he hits into. This attack causes 10% damage, and only hits once. Has great knockback.
Down B: Meteor Cannon: Broly charges energy in the ball of his hand, then whips it forward at dangersous speeds. It charges for a maximum of 3 seconds. At minimal charge, it deals 5% damage with low knockback. Fully charged, it deals 25% damage and massive knockback. Broly also drops a weight class after using this move, making him easier to knock back.
Up B: "My Power is Rising....Overflowing....": Broly surrounds himslef with his green shield and explodes upwards, travelling the distance of Sonics up B. If hit at the beginning of this move, those struck sustain 15% damage an immense knockback. If hit otherwise, they sustain 8% damage. After using this move, Broly enters freefall mode.
Final Smash: Omega Blaster: Broly travels to the upper right hand corner of the stage, while charging a powerful blast in his hand. When he reaches the corner, he screams, mad with power, and throws a small green ball onto the corner of the stage. As soon as it hits the ground, it becomes the size of Giga Bowser, and quickly shoots across the stage. If it hits any one character, it hits them all. It enters a cutscene, then, whomever can mash buttons the fastest wins the beam fight. If Broly wins, he shoots three more Omega Blasters onto the original one, causing it to explode and cause 250% damage to all characters except himself, with immense knockback.. If the opponents win, however, the ball is shot back at Broly, exploding on him and causing 200% damage plus massive knockback to himself.
Killer Instinct Gold: N64
Special Abilities: Fulgore, being made of metal, takes 5% less damage from all physical attacks. In contrast, he takes an additional 10% of damage from any electrical or fire based attack.
B: Laser Storm: Fulgore charges electrical energy for 3 seconds max. At minimum charge, it shoots one short lightning blast that travels all the way across the screen. At max, it shoots three lightning blasts consecutively. They travel very fast, about as fast as Falcos Laser. Each laser blast deals 7% damage and .75 second stun.
Side B: Cyborg Rush: Fulgore dashes forward, knocking anything he hits out of the way and dealing 7% damage. Does no knockback, but makes the opponent collapse if hit.
Down B: Lightning Field: Fulgore showers himself in a field of lightning that remains around him for 1 second. If timed correctly, this field can deflect any projectile. If it hits an opponent, it deals 3% damage and good knockback. 1 second recovery time after this move is used.
Up B: Cybertronic Uppercut: Fulgore spins upward with his fist swirling above him in a corkscrew motion. Travels as high and fast as Sonics up B. If opponent(s) are caught in this attack, they are consumed in the corkscrew motion and are carried up to the top of Fulgore's attack, dealing 14% damage and good knockback. After using this, Fulgore enters freefall mode and cannot use it again until he touches the ground.
Final Smash: Ultimate Plasma Storm: Fulgore jumps into the center of the screen, suspended by the jetpacks on his feet, then spins wildly, firing off small but fast plasma beams in random directions. These beams are about as fast and as long as Falco's laser, and he shoots 25 of them consecutively in completely random directions. Each beam that hits causes 15%% damage, and medium knockback. This Final smash lasts 10 seconds.
B: Force Wave: Darth Vader charges Force energy in his hands for a maximum of 3.5 seconds. When fired, it travels the entire distance of the screen. At minimum charge, it deals 3% damage and good knockback. At maximum charge, it deals 7% damage and unbeleiveable knockback.
Side B: Force Grip: Can only be used if the opponent is in the air. Reach is that of Lucario's Side B. When it hits, it suspends the foe in the air for 3 seconds, dealing 5% damage per second. The foe is stunned for the entirety of the move's usage. After the damage is dealt, you can choose which direction to throw the opponent via the control stick and the release of the B button. Grip lasts as long as you hold the B button, but only does a maximum of 5% damage. When a direction is chosen, Darth Vader uses the Force to launch the opponent in that direction with good knockback. After this moves usage, Darth Vader has a 2 second recharge time before he can move again.
Down B: Lightsaber Throw: Darth Vader charges his Lightsaber for 2 seconds and then whips it in a circular motion that travels the distance of Link's Boomerang. Deals 14% damage on impact plus decent knockback. The saber then returns to Vader's hand.
Up B: Force Ascension: Darth Vader implies his power of the force and rockets in any direction via the control stick. Vader deals no damage to foes he comes in contact with, but deals good knockback.
Final Smash: "You Don't Know The Powa.... Of The Dark Side!": Darth Vader says the quote, then charges energy for 10 seconds. During this time, damage can be dealt to him, but he takes no knockback, and this move cannot be stopped. When he reaches the 10 seconds, he releases his power, creating an explosive Force Hurricane that is able to be controlled by Vader. Now, Vader is invincable. The Hurricane fills the entire screen, and cannot be dodged through. If the Hurricane hits an opponent, it deals 350% damage, basically a OHKO. The Hurricane remains on the field for 5 seconds.
Behold.... the most overpowered FS in the world.