Sonichu THAT IS MY MOVESET!!!

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Changed my mind about the Son-Chu move idea. It is now officially his side B (with the curse-ye-ha-me-ha being the neutral). Now, does anyone have any ideas for his up B? The only things I could think of were him using those "anime wings" or Gitar of failure. On the plus side, I've managed to think up 2 ideas for his down B (though I can't decide if either should be finalized).

The first idea is to bring out the clown doll and proceeding to punch it. Each hit has the chance of damaging someone but only if they're close enough to Chris, and even then the damage is random so you could easily get a max of 1% of damage. The other is to bring out an attraction sign. If near females he'll slowly get healed, but if any JERKS manage to hit him in this state, he'll get a small power boost. Do either sound good and does anyone having any ideas?
 
I like the Gitar of Fail and Attraction Sign ideas.
 
I like the Gitar of Fail and Attraction Sign ideas.

Thanks, though I can't think of any good ideas for how the Gitar would work. The best I could come up with were that he would need to press a random button combination and would then be sent flying from copyrighted music. But even then, I think that would be a bit hard to pull off.

I also can't decide on how the attraction sign works. Which sounds better, holding down b causing him to be put into a state where he can only walk back and fourth or him putting it into the background?

Also, can everyone stop rating my posts as "Autistic". I find it really offensive since I actually DO have autism, and I don't even get the meaning of the rating. So could someone explain?
 
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For his Up B, i would agree with the Anime Wings but i like the idea of using the Gitar of Fail as a recovery move, it's completely nonsensical, that's what makes it fun (although we have to figure out how it actually works in terms of gameplay). For the Down B, definitely the Attraction Sign. My idea is that it would works as a counter move akin to Marth's one for example, where by pressing once Chris would hold the sign immobile for a couple of seconds. Anyone who attacks him during the move would be bodyslammed by Jerkhief (Chris may also be caught in it but would not recieve any damage).

And also, you should drop the idea of a Heart Level mechanic. Maybe I may reconsider if you explain how it works, but it's useless and knowing Christory it would be constantly at 0% :heart-empty:.
Characters in SSB with unique gimmicks are fine if it has a justification in the game they are from, like Robin who can use hir magic tomes and Levin Sword a certain number of times before it breaks like in every Fire Emblem, but there are unnecessary cases like Little Mac's K.O. meter who only adds one stronger special move, is the only thing in the game that have it's own place in the HUD, and doesn't match accurately with the mechanics used in Punch-Out.

(Just a little question, are you only focusing on the Classic Chris era or you might incorportate some of the Tomgirl Chris with the pepper spray?)
 
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For his Up B, i would agree with the Anime Wings but i like the idea of using the Gitar of Fail as a recovery move, it's completely nonsensical, that's what makes it fun (although we have to figure out how it actually works in terms of gameplay). For the Down B, definitely the Attraction Sign. My idea is that it would works as a counter move akin to Marth's one for example, where by pressing once Chris would hold the sign immobile for a couple of seconds. Anyone who attacks him during the move would be bodyslammed by Jerkhief (Chris may also be caught in it but would not recieve any damage).

And also, you should drop the idea of a Heart Level mechanic. Maybe I may reconsider if you explain how it works, but it's useless and knowing Christory it would be constantly at 0% :heart-empty:.
Characters in SSB with unique gimmicks are fine if it has a justification in the game they are from, like Robin who can use hir magic tomes and Levin Sword a certain number of times before it breaks like in every Fire Emblem, but there are unnecessary cases like Little Mac's K.O. meter who only adds one stronger move, is the only thing in the game that have it's own place in the HUD, and doesn't match accurately with the mechanics used in Punch-Out.

Nice ideas for the Up and Down specials. I actually might use them, though how about I explain how the Heart Level works. It functions like R.O.B's Robo Beam build-up, but applies for all his moves. The differance is that each move has takes up it's own amount of "heart" to function. For example one move could be worth 20 while another could cost 40.
 
How can you make a Chris character for Smash Bros. without Curse-ye-ha-me-ha?
7486-49565-secret405jpg-550x.jpg

First thought I had imagining the Curse-ye-ha-me-ha in Smash.
 
how about I explain how the Heart Level works. It functions like R.O.B's Robo Beam build-up, but applies for all his moves. The differance is that each move has takes up it's own amount of "heart" to function. For example one move could be worth 20 while another could cost 40.
It's clear that you have put a lot of thought into this, but to me it's just looks like unnecessary constraints that only adds complexity to the whole package. I may ask what's the point of this? Does it makes more fun to play? Is there a reason to put a limit on the character's abilities? etc.
While i'm not convinced by the Heart Level mechanic, it's entirely up to you to decide what to do with your moveset and i'm only giving suggestions.

I advise you to keep it simple, it's a fan-made thing after all. Unique gimmicks should only be given if they're an integrant part of the character like Kirby's ability absorption, for example fan-requested Shantae and Ridley's hypothetical movesets do not require a special gimmick on their own to integrate the roster.
Nice ideas for the Up and Down specials. I actually might use them
Feel free to use them, here in this thread we don't care about being credited whatsoever and are only here to help.
 
Here's a sneak-peek of his stage:
stage_elevator_garbage_by_realshow-d93b6rf.png


It's supposed to be a traveling stage where players can explore "the wondrous regions of CWCville". So far, all I've got is Mal-Wart, Getar, CWCville mall and the White House.
 
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