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NudeBeach

Smash Bros Movesets Fourpack by Captain Moneybags

Dec 12th, 2018
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  1. FUSION SUIT SAMUS Retaliates!
  2. UP B - SCREW ATTACK
  3. Moves a little forward, and not up as much.
  4. SIDE B - ICE MISSILE
  5. Hold the button to charge into a DIFFUSION MISSILE. Inputting the attack like a smash attack will make the rockets home, but only
  6. uncharged.
  7. NEUTRAL B - CHARGE WAVE
  8. Charges like Samus' charge beam, but fires 1 - 4 energy waves depending on charge
  9. DOWN B - SIPHON
  10. Samus strikes with her spiked arm. Close-range, heals Samus if it hits.
  11. FINAL SMASH - UNNAMED SUIT
  12. The Ice Beam Core-X appears in front of Samus, who absorbs it, upgrading her Fusion suit to the Unnamed suit. She fires off a huge
  13. Ice beam (basically Zero lazer except ice), before reverting to her Fusion Suit.
  14. Fusion Suit Samus is a bit lighter than Samus, but also a bit faster and a bit less floaty. Her Ice missiles might freeze, her
  15. Diffusion missile will freeze.
  16.  
  17. SPORTY DAISY In Motherfucking Spats Holy Shit!
  18. UP B - FLOWERBED RETURN
  19. Daisy is carried diagonally up by a bed of flowers that somehow grows in midair. Can be cancelled early.
  20. SIDE B - TORPEDO STRIKE
  21. A football (soccer ball) appears at Daisy's feet, and she draws her foot backwards. A Super Strike Meter straight out of Super
  22. Mario Strikers appears, with the same mechanic. (https://www.mariowiki.com/Super_Strike) If the needle lands in dark green, the
  23. shot goes straight and is very powerful. If the needle lands in light green, the shot is a little weaker. If the needle lands in
  24. black, the shot is a simple lob shot.
  25. NEUTRAL B - WONDER FLOWER SERVE
  26. Daisy throws a tennis ball up and readies a large tennis racket with petals. Hitting the button again will make her swing. Too
  27. early or late, and she'll miss the ball. When it does his, the trajectory and speed is controlled by the exact timing.
  28. DOWN B - DRIVE
  29. A golf ball appears at Daisy's feet, and she pulls out a golf club. A yellow bar appears, straight out of Mario Golf World Tour.
  30. The closer to full the bar is when the button is pressed again, the higher and farther the ball will fly, and the harder it will
  31. hit. The ball glows brightly, to make it more visible.
  32. FINAL SMASH - CRYSTAL SMASH PUNCH
  33. Daisy kicks a football (soccer ball) up, and jumps after it in a cinematic, in which she executes her Mega Strike from Super Mario
  34. Strikers Charged. The ball flies diagonally down at extreme speed, through any walls, dealing extreme damage to anyone it hits.
  35. Daisy then drops back down and causes crystals to erupt where she lands for a second strike, though not as powerful.
  36. Sporty Daisy is, well, a sporter, and brings the technique with her. Precise controler over the timing of her special is beneficial,
  37. as sometimes a "non-perfect" execution is desirable.
  38.  
  39.  
  40. MII Joins The Party!
  41. Outfits changes happen in a puff of smoke, are instantenous, and do not take any frames or cause any startup- or endlag.
  42. UP B - BLASTRONAUT
  43. The Mii's outfit changes to an astronaut oufit (with accents in their color). From there out, the move works much like R.O.B.'s up
  44. B. The Mii changes back to normal clothes the moment they hit the ground.
  45. SIDE B - DELIVERY DUEL
  46. A scooter pops up under the Mii (and a helmet matching their color on their head). For a short moment, the player can mash B to rev
  47. the engine, after which the scooter fires forward at a speed relative to the amount of button presses. The player can press any
  48. button to hop off the scooter, but it does more damage with the Mii on it. Hopping off the scooter or ending the ride makes the
  49. helmet disappear, the scooter disappears once it stops moving.
  50. NEUTRAL B - CAN POPPER
  51. The Mii throws a tin can (in their color) forward, and shoots it with a popgun (and a cowboy hat appears on their head). From then
  52. on, the player can keep pressing B to fire. Each time the can it hit, no matter the distance, it bounces up again. The can explodes
  53. when it hits an enemy, but simply disappears when it hits the ground, which ends the move. The popgun can hit enemies, but it isn't
  54. very strong and it has only one bullet per can-hit. The move can be ended prematurely by pressing any button that isn't B. Ending
  55. the move makes the hat disappear.
  56. DOWN B - SPRING TIME
  57. A pogo stick in the Mii's color appears underthem, and they bounce up. When they hit the ground or an enemy, B can be pressed again
  58. for a second bounce, higher than the first. This can be done one more time for an even higher bounce. The move does a little damage
  59. going up, but landing on an enemy is the real damage, the more damage the higher it comes from. Mistiming the B press (or landing a
  60. third time) simply makes the Mii land. On the pogo stick, the player has a little air control, but it's very slow.
  61. FINAL SMASH - (UN)FRIENDLY FACEOFF
  62. The Mii transforms into a super hero (super hero outfit in their color, including cape) and dashes forward. The first enemy hit
  63. receives a super-powered beatdown, ending with a mario-style spin throw diagonally up and away. After this, they transform right
  64. back.
  65. Mii actually is here to play games. Minigames. And the goal is hurting your enemies.
  66.  
  67. ALOLAN POKÉMON TRAINER Catches Victory!
  68. As with the Kantonian Trainer, down B swaps the active pokemon. Again, as with the Kantonian trainer, Switch has i-frames unless spammed. Final Smash is shared amongst them.
  69. TOGEDERMARU
  70. UP B - WILD CHARGE
  71. Togedemaru envelops itself in electricity before firing upwards a distance. Can be angled before release, like Fox/Falco's.
  72. SIDE B - DISCHARGE ROLLOUT
  73. Like Jigglypuff's, can be charged for more damage, can turn around mid-roll. Unlike Jigglypuff's, the rollout is electrically
  74. charged, meaning it will zap fighters who even come too close to it, though it won't even make them flinch. Pressing B again ends
  75. the rollout in a small burst of electricity.
  76. NEUTRAL B - ZING ZAP
  77. Togedemaru uncharges electricity all around it, in a medium-large area. Holding the button makes it keep the attack up, but it
  78. will become gradually smaller, until only togedemaru itself has an active hitbox. Not using the move will recharge it, like
  79. Bowse/Charizard's Flamethrower.
  80. DOWN B - SWITCH
  81. The trainer recalls Togedemaru, and switches it out for Bewear.
  82. Togedemaru is the smallest, lighest, and fastest out of the three. Most attacks do electric damage.
  83. BEWEAR
  84. UP B - TAKE DOWN
  85. Bewear jumps straight up high, arms spread wide. before falling back down, with some air control. If it catches an enemy, it will
  86. simply pull them into a bear hug for the remainder of the move, dealing a heavy blow upon landing.
  87. SIDE B - THRASH
  88. Bewear starts running forward (not very fast), waving its arms in front of it, for a set amount of time (in midair, this is just
  89. a jump forward with arms waving for the same amount of time instead). If it hits an enemy, they are punched a few times. If
  90. Bewear is attacked in this state, it will retaliate viciously instead, which ends the move. Can be dodged out of early.
  91. NEUTRAL B - BRUTAL SWING
  92. Chargeable by holding the button. A simple strong attack, buries grounded opponents and spikes airborne opponents at high enough
  93. charge.
  94. DOWN B - SWITCH
  95. The trainer recalls Bewear, and switches it out for Golisopod
  96. Bewear is the largest, slowest, and by far most powerful of the three pokemon. It's heavy, and some smash attacks have armor on
  97. them.
  98. GOLISOPOD
  99. UP B - RAZOR SHELL
  100. Golisopod jettisons upwards on a stream of water, continually slicing below it with its claws. The initial hit is the strongest.
  101. SIDE B - EMERGENCY EXIT
  102. Golisopod dashes away in a panicky fashion, slicing behind it as it does so, and slicing in front of it as the dash ends. The
  103. former of those two hits harder.
  104. NEUTRAL B - FIRST IMPRESSION
  105. Golidopod dashes forward a short distance and slashed with its claw. Does very heavy damage, but goes on a long cooldown after
  106. that. If the same target is hit during that cooldown (every target has their own personal cooldown), the attack is instead
  107. extremely weak. Hitting another target shortens any active countdowns.
  108. DOWN B - TACTICAL RETREAT
  109. The trainer recalls Golisopod, and switches it out for Togedemaru.
  110. Golisopod is barely smaller than bewear, but its hunched posture makes it appear middling between the other two pokemon in size. It
  111. isn't that heavy, but a very fast-faller, making for a very twitchy, hit-and-run playstyle.
  112. FINAL SMASH - NECROZMA - PHOTON GEYSER
  113. Whichever Pokémon is active right now is recaller, and replaced with Necrozma (normal forme), which immediately fires off its
  114. signature move: a broad laser of yellow-white light erupts upwards from its position, hitting anyone next to or above Necrozma.
  115. After it dissipates, the laser combes back down for a second strike, this time slightly in front of Necrozma. After this, Necrozma
  116. is immediately switched out for whichever Pokémon was active before.
  117. Three for one. Come get some.
  118.  
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  120.  
  121.  
  122.  
  123. All of these by Captain Moneybags.
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