Lemurboy07

Smash Bros Moveset - Ray - Custom Robo

Mar 13th, 2018
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  1. Ray 01 dives into Smash/Ray MK III enters the Arena!
  2. Skins - The various models of the Ray Series (Ray,Legend,Warrior,MK II,MK III,II Dark,X-Ray,Ray Sky and AIRS)
  3. Intro - Shot onto stage as cube and then unfolds into Robo form.
  4. Jumps - 1 Jump followed by 2 Air Dashes
  5. Air Dashes - Grants good horizontal movement at the cost of some vertical movement.
  6.  
  7. Neutral
  8. B
  9. Default
  10. Gatling - Hold to fire off five energy rounds that deal 2% per hit. A relatively fast moved that can be spammed.
  11. Custom 1
  12. Drill Gun - Short Range, 4% damage a hit,will pull any enemies caught within the projectiles toward you. Unlike the Flame Gun, this automatically ends after 6 seconds of use. Good for setting up combos.
  13. Custom 2
  14. Wyrm Gun - Long Range, fires like a normal gun. On ground, shoots a stream of 5 purple snake-headed round that homes in on opponent for 3% a round. In the air, shoots an extremely fast, single round with limited homing, doing 8% upon hit.
  15.  
  16. Side Special
  17. Default
  18. Straight Bomb G - A medium range explosive that fires straight forward. Bomb itself is very fast and deals 15% on hit.
  19. Custom 1
  20. Tomahawk Bomb B - Long range, fires a bomb in a low arc, exploding above an opponent for 10% damage. Very effective keeping foes from getting back to the stage.
  21. Custom 2
  22. Wall Bomb - Incredibly short range, firing off in a high arc and falling down a few feet away from Ray. Upon exploding, leaves behind a high tower of flame/energy that deals 2% each second if an enemy stays within the tower. The tower dissipates after 4 seconds. The tower of fire does not affect projectiles.
  23.  
  24. Up Special
  25. Default
  26. Acrobat Pod - Spawns a pod under Ray that immediately explodes, generating a big explosion launching you and any nearby enemies upward while dealing no damage. Use this in conjuction with jumps and air dashes to get back to the stage.
  27. Custom 1
  28. Satellite Pod H - Fires up to 2 satellite pods that hang around in the air, slowly moving in one direction and can be used as platforms. If an enemy is near, it will home in and explode dealing 6% to enemies and Ray if caught in the blast.
  29. Custom 2
  30. Throwing Pod P - Spawns a pod under Ray that is used as a platform when used in the air. The pod goes forward in an arc bringing Ray along with it. When used on the ground, it fires off regularly instead of under Ray. It explodes if it lands on a solid object or opponent, dealing 7% damage to nearby enemies and Ray if caught in the blast.
  31.  
  32. Idea 1 - Down Special
  33. Default
  34. Action : Charge - Ray glows red and quickly charges forward, dealing 11% damage while sending any hit enemies up and behind Ray 01. Can easily chain into a back aerial.
  35. Custom 1
  36. Action : Evasion - Ray glows red before quickly jumping backwards. Any enemies unlucky enough to get hit take heavy knockback and 13% damage.
  37. Custom 2
  38. Action : Counter - Ray glows red, staying in place for a few seconds before charging forward. The forward dash will automatically activate if attacked while glowing red. Enemies hit by the charge take 9% damage and are thrown upwards.
  39.  
  40. Idea 2 - Down Special
  41. Default
  42. Leg Change: Default - Standard, Formula, High Jump - Changes between the 3 legs types when used, can be used mid-air. Does not reset air dashes or jumps.
  43. Standard - No effect.
  44. Formula - Increases speed but decreases jump height and reduces air dashes to 1.
  45. High Jump - Increases jump power and increases jumps to 2.
  46. Custom 1
  47. Leg Change: Aerial - Booster, Wide Jump, Long Thrust.
  48. Booster Legs - Air dashes now go farther.
  49. Wide Jump - Reduces jump height while increasing Ray's horizontal movement in air.
  50. Long Thrust - Increases jumps to 2 and air dashes to 3 while decreasing ground speed.
  51. Custom 2
  52. Leg Change:Grounded - Quick Jump,Stabilizer,Ground -
  53. Quick Jump - Decreases jump height while making Ray 01 heavier causing it to drop faster.
  54. Stabilizer Legs - Increases ground speed, gives small speed boost for 2 seconds if you dash in opposite direction you're facing at the cost of jump height and an air dash.
  55. Ground Legs - Decreases jump height and horizontal movement speed in the air but decreases vulnerability when landing.
  56.  
  57. Final Smash - Soulboost
  58. A small cutscene plays as Ray turns gold and gains extra stats as well as an extra jump and air dash. This mode does not make Ray invincible but it slightly decreases the amount of knockback Ray takes, alongside making it take more damage to interrupt Ray's attacks. This mode last for 10-15 seconds. When finished, an aesthetic effect will be applied making Ray appear dirty for the rest of the stock or match.
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