NudeBeach

Smash Bros Moveset for Doomguy

Feb 7th, 2019
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  1. Up+B: Chaingun - Doomguy fires his chaingun beneath him while the button is held (up to several seconds), propelling himself upwards while shooting a rain of weak-but-rapid bullets beneath him. He can alter the horizontal movement of this move with the stick on startup, but once it comes out, he's locked into whatever direction he chose. Causes helplessness.
  2. Neutral B: Shoot it! Shoot them now! - Doomguy fires either his Pistol, Plasma Gun, Gauss Cannon, or Rocket Launcher forward while the button is held. His Plasma Gun is weak but shoots rapidly, the Gauss Cannon is devastatingly powerful and acts as a hitscan laser but needs a moment to charge before firing; the Rocket Launcher is between the two in terms of speed and power, and causes splash damage on hit. The Pistol kinda sucks at everything. Which weapon he'll pull out is completely random, and they all have to be put away after firing a preset number of shots - except the Pistol which can go forever if you really want.
  3. Side+B: Super Shotgun - Doomguy points his Super Shotgun forward while the button is held, and fires it upon release. The Super Shotgun fires a spread of hitscan projectiles that each do set damage, with knockback and shield damage growing exponentially depending on how many you're hit with, being completely irrelevant if one hits you, but surprisingly severe if all of them do. After firing, Doomguy is unable to attack for a second as he reloads it by punching more ammo in - but can move and jump just fine.
  4. Down+B: Grenades - Doomguy throws a grenade forward in an arc, that's more vertical if you tap the button, and more horizontal if you hold it (though it takes the same amount of time regardless). His grenades can be either traditional frag grenades, sticky bombs (stick to the first enemy or surface they touch), or tesla rockets (no explosion, but shoot electricity at any enemies who come near it while it's active), and all three of them can either work as normal, or as siphon grenades, which deal less damage, but heal Doomguy slightly depending on the damage they do. There is absolutely no way to predict which sort of grenade will be produced by this move.
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  6. Final Smash: BFG-9000 - The action stops, and the camera zooms in on Doomguy as he pulls out the BFG-9000 and fires a shot forward. He whips it out with so much force that if you're in melee range, you'll actually get hit with the gun and knocked into the path of the shot, holding you there before it explodes as you take minor damage. The shot itself pulsates for a second or two (during which time all combatants are free to move and do as they will) and then explodes in a burst of green rays that go very far in every direction, but do not pierce surfaces. This explosion does moderate damage and a lot of knockback.
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  9. Doomguy is an impossible-to-predict berserker, with a low weight, high speed, and specials that wreack havoc, but that even he can't really control. He's best played while in a state of screaming bloodlust. He often attacks directly in front of him and has difficulty dealing with enemies who make clever use of complex level layouts (as none of his numerous projectiles go through walls), or approach him from odd angles. His final smash basically encourages players to run and hide once its out, which causes chaos, which Doomguy himself thrives in.
  10. Many of his normals use his chainsaw, and tend to have good power, or a good hitbox, but not both. His throws are based on certain glorykills, and he uses The Grabber for his grab.
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  12. DOOMGUY RIPS AND TEARS HIS WAY INTO SMASH!
  13. DOOMGUY IS GONNA GIVE YOU ONE HELL OF A FIGHT!
  14. DOOMGUY IS KNEE-DEEP IN THE KOED!
  15. DOOMGUY IS AT SMASH'S GATE!
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