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1 | - | Paper Mario |
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2 | - | Oracle Link |
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3 | - | Super Star Kirby |
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4 | - | Mega Man X |
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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 | ||
119 | ||
120 | ||
121 | ||
122 | - | Three for one. Come get some. |
122 | + | |
123 | All of these by Captain Moneybags. |