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| Viewing Single Post From: [#14] Super VG Fighters (fictional fighting game) | |
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| Gunstar Ikari | Feb 16 2009, 03:51 AM |
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So, I'm really bored, so I'm going to think up of my own fighting game using an FAQ-style format. I'll start off by posting the system and other stuff like that, then update with the fighters as time goes on. Before I start, here are some specifications about this fictional game. -3D graphics, 2D-style movement (like Smash, Street Fighter IV, and Tatsunoko vs. Capcom) -2-on-2 -4 buttons -Plays slightly faster than SFIV, but not as fast as Marvel vs. Capcom -Based on arcade (no specific console targeted) -No air blocking -No super jumps (jumping so high that opponent disappears from view) -No specific character count yet (it'll continue until I'm bored) So without further ado, here's Super VG Fighters: ---------------------- Super VG Fighters 2009 by Gunstar Ikari Last Update: 6/21/2009 Table of Contents: 1. Introduction [INT] 2. Controls [CON] 3. System [SYS] 4. Characters (pending) [CHR] -4a. Mario [MAR] -4b. Bowser [BOW] -4c. Sonic [SON] -4d. Shadow [SDW] -4e. Mega Man [MGA] -4f. ProtoMan.EXE [PTM] -4g. Kirby [KBY] -4h. King Dedede [DDD] -4i. Ryu [RYU] -4j. Dan Hibiki [DAN] -4k. Kyo Kusanagi [KYO] -4l. Terry Bogard [TER] -4m. Fox McCloud [FOX] -4n. Gunstar Red [GRD] -4o. Bomberman [BMN] -4p. Brenner [BRE] -4q. Solid Snake [SNK] -4r. Ness [NES] -4s. Roy Nagare [ROY] -4t. Gladys Lowe [GYS] 5. Bosses (pending) [BOS] Midbosses: -5a. Shadow Mario -5b. Akuma -5c. Blood Falcon -5d. Bomber Elite Final Bosses: -5e. Dark Matter Emerl -5f. Hyakki Huil (These are the list of characters that I absolutely want to get through. There will probably be more, plus I'll take suggestions) ----- 1. Introduction [INT] Welcome to this totally fictional FAQ for the nonexistent fighter "Super VG Fighters." Born from my extreme boredom, this game pits several videogame legends against each other in 2-on-2 combat. This FAQ can only be posted on blah blah blah, yadda yadda yadda. Please do not steal this FAQ, because you'll make yourself look like an idiot. If you have any questions regarding the game or the FAQ, please e-mail me at this@isnotreal.com. ----- 2. Controls [CON] *All directional controls assume that the player is facing left.
n - Neutral (not actually used; just a placeholder) u - Up d - Down f - Forward b - Back A - Light Attack B - Medium Attack C - Heavy Attack D - Sidestep X - A, B, or C button can be used. (Note the difference between "d" (down) and "D" (sidestep)) Here's the shorthand that's used in the guide: qcf - Quarter Circle Forward (d, df, f)(90 degrees forward from down) qcb - Quarter Circle Back (d, db, b)(90 degrees back from down) dp - Dragon Punch (f, d, df) ("Z" motion from neutral) rdp - Reverse Dragon Punch (b, d, db)(reverse Z from neutral) hcf - Half Circle Forward (b, db, d, df, f)(180 degrees from back) hcb - Half Circle Back (f, df, d, db, b)(180 degrees from forward) _ - Hold preceding direction for around 2 seconds. / - Either button will work (usually some differences depending on button choice) (air) - Can be done in air. (air only) - Self-explanatory Some other basic controls: f, f - Dash A+D - Taunt B+D - Running Tag C+D - Jumping Tag f+D - Forward Roll b+D - Backwards Roll B+C when knocked to the ground - Tech Roll ----- 3. System [SYS] Tag System: Tagging is performed by either pressing B+D (Running) or C+D (Jumping). In a Running Tag, the first player taunts as the second player runs in and performs a weak attack. In a Jumping Tag, the first player jumps off screen, while the second player flies in with an aerial attack that knocks the enemy down if it lands; the current player then performs a taunt. After tagging, there is a brief delay before being able to tag again: 2 seconds for a running tag and 5 seconds for a jumping tag. The inactive partner slowly recovers red health (health that is lost, but not yet erased from the bar). By tagging, the person jumping in surrenders all red health. Super Moves: There are two gauges: a two-part Offensive Gauge and a three-part Defensive Gauge. The offensive gauge raises by using attacks. Performing Super Moves require at least half of the Offensive Gauge (some moves require the entire gauge). Super Guard: After blocking a physical attack, press d+D. This will push the enemy back approximately 1/4th of the screen. Super Guarding takes 1 segment of the Defensive Gauge. (The defensive gauge raises by getting hit. Blocked hits count, but add less to the gauge) Disarm: After blocking a physical attack, press d+A+B+C+D. The enemy will enter a stunned state and their attack power will be reduced by 50% for about 7 seconds. This takes the entire Defensive Gauge. Emergency Roll: After blocking a physical attack, press f+D or b+D. Time will freeze for a split-second as the character rolls forward or backward. This takes 2 segments of the Defensive Gauge. Snapback: Press qcf+CD. The character will perform a strong attack which, if successful, will force the enemy character off of the screen and bring in their partner. The affected character will not be able to tag back in for around 7 seconds. This takes one bar of the Offensive Gauge. ----- 4. Characters [CHR] And now for the part that everybody is looking for: the characters. Before I start, here's a quick review of fighting game terminology for the uninitiated. THROWS are performed at close range, and they are unblockable. COMMAND THROWS are special throws that are inputted like regular Special/Super moves. COMMAND MOVES are special (usually physical attacks) that are performed by either being a certain distance away from the enemy or by holding a direction and pressing a button. SPECIAL MOVES are moves like Hadoken, Shoryuken, etc. SUPER MOVES are moves that take Offensive Gauge to use. -"Wall Jump" is when a character is allowed to jump off of the side of the screen. -"Super Armor" refers to the ability to take a hit without flinching (in a combo, the subsequent attacks work as normal). Characters with Super Armor can only be thrown with command throws. -"Teching" is using the Tech Roll when knocked down to avoid falling on your back. -"Chip Damage" refers to damage taken while guarding an attack. [4a. Mario] [MAR] Franchise: Super Mario (Platformer) Mario is best suited for melee combat, although his fireballs are nice and fast. He does some pretty good damage with his specials, but his Supers are a bit slow.
Description: *Can Wall Jump -A: Quick Jab -Crouch A: Ducking Jab -Air A: Mario Tornado. Mario spins around for a brief second. Attack does about three hits. -B: Big Kick (Third hit of Mario 64/Smash basic combo) -Crouch B: Low Kick -Air B: Jump Kick (neutral A from Smash) -C: Giant Punch -Crouch C: Breakdance Sweep (down-smash A from Smash Bros.). Knocks down upon hit. -Air C: Swings hammer downwards. [1] Hammer Swing: Mario swings upwards with his hammer, knocking the enemy into the air. Opponent can be juggled afterwards. [2] Sliding Kick: Slides forward a few steps. Knocks down upon hit. [3] Side Kick: Forward + A from Smash. [4] Fireball: Bounces along the ground. Very low projectile. Button determines speed. [5] Super Jump Punch: Functions like Shoryuken. C version does three hits. [6] Jump Pound: Command throw. Mario jumps on opponent, then performs a Ground Pound. [7] Cape: Reverses projectiles. Does very little damage as an attack. [8] D-Down Pound: Mario swings the hammer downward. If it connects, the enemy will flash blue, and their defense will be reduced by 50% for about 7 seconds. Does very little damage. [9] Mario Finale: After a lengthy startup time, Mario shoots a HUGE wave of fire that it is very difficult to jump over. Does around 9 hits. Taunt: Takes hat off and rubs hair. Intro: A pipe emerges from the ground and Mario jumps out. Victory Pose 1: Gives the V-sign. (Super Mario World victory) Victory Pose 2: Spinning Jump, then does a fist pump as he lands. (One of the Smash victory poses) Winquotes: " Woo hoo! I did it!" vs. Bowser: "So long, King Bowser!" vs. Sonic: "So it's-a finally settled, then." vs. Shadow Mario: "Eh?" vs. Huil: "Thank you so much for a-playing the game!" [4b. Bowser][BOW] Franchise: Super Mario (Platformer) Bowser may be slow, but his moves are predictably very powerful. He also has a high defensive rating, allowing him to take more hits than the average character before going down.
Description: *Super Armor *Jumps are shorter and faster than most characters -A: Quick claw -Crouching A: Crouching quick claw -Jumping A: Falling jab -B: Straight Punch -Crouching B: Tail Swipe -Jumping B: falling kick -C: Strong swipe with about a second of recovery time. Causes damage equivalent to that of a special move. -Crouching C: Tail Sweep. Knocks down upon hit. -Jumping C: Shell spin. Does three hits. [1] Spike Trap. Tosses enemy onto Bowser's back as he jumps upward. [2] Bite. Knocks down upon hit. [3] Fire Breath. Fires a continuous stream of fire as long as the button is repeatedly pressed. A version targets high, B version mid, C version low. [4] Bowser Bomb. Drops onto the enemy, butt first. Has a bit of startup where he hangs in the air before falling. [5] Whirling Fortress. Spins along the ground. Capable of doing up to 4 hits. [6] Claw Grab. Command grab. Swipes at the enemy; if successful, Bowser grabs them, where one of the followup moves can be performed. Pressing B lets the enemy go. [7] Spike Carousel. Bowser combines the Spike Trap with Whirling Fortress. [8] Strong Bite. Takes a gigantic bite into the enemy. [9] Headbutt. Knocks the enemy across the screen. Cannot be Tech Rolled out of. [10] Switch. Bowser turns around and tosses the enemy upwards, allowing them to be juggled. [11] Fire Inferno. An extended Fire Breath. A version targets high, B version mid, C version low. [12] Koopa Combo. Command grab. If successful, Bowser tosses enemy upwards, performs Spike Trap, then leaps up and body slams the enemy. [13] Giga Freeze. Bowser turns into Giga Bowser then does a Whirling Fortress that, if successful, freezes the enemy. Doesn't do much damage. (Giga) Bowser is invincible for the entirety of the attack. Taunt: Throws head back and roars. Intro: A wildfire appears. Bowser steps out of it. Victory Pose: Extended version of taunt. Winquotes: "Bwahahahaha!" vs. Mario: "The Mushroom Kingdom...is MINE!" vs. Shadow Mario: "Go back home, son! I'll handle things from here!" [4c. Sonic][SON] Franchise: Sonic the Hedgehog (Platformer) Faster than a speeding bullet, but about as powerful as...a hedgehog. Sonic has to perform combos to do big damage, but fortunately his arsenal is tailored towards accomplishing just that.
Description: *Takes more damage than most characters *Dashes/Rolls slightly faster than other characters -A: Generic jab -Crouching A: Crouching jab -Jumping A: Falling kick -B: Shin kick -Crouching B: Breakdance kick (Sonic Flare from Battle) -Jumping B: Twirling kick in the air. -C: Somersaults forward, performing a Spin Attack in the middle of the attack. -Crouching C: Rolls forward about two steps -Jumping C: Essentially an aerial version of regular C [1] Mule Kick: Sonic gets on all fours, turns around, and kicks the enemy with both of his feet. [2] Sliding Kick: Sonic slides forward, catching the enemy low. Sonic can perform his followup moves whether this connects or not. [3] Roundhouse Kick: Sonic stands up and delivers a high kick. This must connect for Finishing Kick to be used. [4] Finishing Kick: Sonic does a pretty straightforward side kick. (AAA from Smash, kick of Punch-Kick from Sonic the Fighters) [5] Sonic Up Draft: Sonic does a backwards somersault, kicking the enemy upwards and allowing them to be juggled. If used in the Sliding Kick/Rolling Spin combo, it must hit for their respective followups to be used. [6] Axe Kick: Sonic jumps into the air and slams the enemy into the ground. Cannot be Tech Rolled out of. [7] Rolling Spin: Sonic rolls forward a few steps. It must connect for Sonic Up Draft to be used. [8] Bounce Attack: Sonic leaps into the air and drops onto the enemy, slamming them into the ground. Cannot be Tech Rolled out of. [9] Sonic Wave: Sonic fires as gust of air that extends about half of the screen on the ground, or until it hits the ground in the air. Aerial version fires at a 45-degree angle. [10] Spin Dash: Sonic curls into a ball and charges up, before shooting forward. Number of hits relative to number of button presses. Sonic is vulnerable before he shoots forward. [11] Sonic Drive: Sonic pulls out a ring and tosses it into the air (button press determines height and distance of arc). Inputting the command again causes Sonic to Spin Attack towards the ring. [12] Blue Tornado: Sonic jogs forward. If he connects with the enemy, he runs around them rapidly, causing a tornado that spits them upwards and enables them to be juggled. No damage is done. If the attack is blocked, Sonic will continue to run into the enemy, leaving him vulnerable. [13] Sonic Wind: Sonic waves his arm, and a blue pillar of energy appears in front of him (distance determined by button press). Sucks the enemy towards the pillar. [14] Super Sonic Attack: Sonic transforms (during the super flash) and dashes forward. If he connects with the enemy, he flies off screen before dashing into the enemy multiple times; the final hit shoves the enemy back and can't be Tech Rolled out of. If blocked, Super Sonic continuously rams into the enemy, doing sizable chip damage. Taunt: Does the Super Peel-Out (Figure 8 run) in place while saying "You're too slow!" Intro: Runs in from the side of the screen and gives a thumbs-up, saying "Time to party!" Victory Pose #1: Turns back to the screen, turns head to the side and gives thumbs-up (Advance 2 Act 1 clear) Victory Pose #2: Breakdances, jumps into the air feet-first, lands, and gives a thumbs-up (Advance 3 Act clear Gold) Winquotes: "It's like you're moving in slow motion!" "That wasn't bad. We should go again!" "What, you thought all I could do was run?" vs. Mario: "Looks like I won out in the end, eh, Mario?" vs. Bowser: "Geez, and I thought Eggman was ugly..." vs. Mega Man: "There's only one true blue, and you're looking at him!" vs. Shadow: "Getting rusty, eh, Shadow?" vs. Shadow Mario: "Trying to be more like me, huh? A color change won't quite cut it." vs. Emerl: "Emerl! Snap out of it!" vs. Huil: "Now you know the TRUE power of teamwork, creep!" [4d. Shadow][SDW] Franchise: Sonic the Hedgehog (Platformer) As opposed to Sonic, who relies on rushdown, Shadow is more suited for playing on the defensive.
Description: -A: Quick horizontal chop -Crouching A: Crouching jab -Jumping A: Short, quick kick -B: Low kick -Crouching B: Crouching chop -Jumping B: Aerial kick with slightly more reach than Jumping A. -C: Roundhouse Kick with Chaos energy -Crouching C: Sliding kick -Jumping C: Does an aerial somersault, performing a Spin Attack for a split-second. [1] Cranium Kick: Shadow teleports above and behind the enemy, kicking them forward. [2] Chaos Chop: Shadow does a slower, stronger chop surrounded with Chaos energy. [3] Chaos Spear: Shadow waves his arm, and 1-3 spears of light (depending on button press) streak across the screen at a very high speed. [4] Chaos Magic: Shadow snaps his fingers, and a burst of energy appears in front of him (distance determined by button press). [5] Chaos Reverse: Shadow closes his eyes. If he is hit, he lets loose a burst of energy that knocks the opponent backwards. If Shadow is not hit after a split-second, he slowly opens his eyes, leaving him vulnerable to attack. [6] Shadow Arrow: Shadow extends his leg and hovers in the air for a bit before slamming into the ground. [7] Chaos Control: Shadow teleports based on the amount of button presses at the end of the command (AB = 1/2 screen, BC = full screen). dp version moves forward, while rdp version moves backward. [8] Chaos Blast: Shadow teleports forward (distance determined by button press) and unleashes a wave of energy around himself. [9] Super Shadow Attack: Shadow transforms (during the super flash) and dashes forward. If he connects with the enemy, he freezes time and fires several Chaos Spears that stay suspended in midair; he then releases Chaos Control, causing all of the Spears to strike at once. If blocked, Super Shadow continuously rams into the enemy, doing sizable chip damage. Taunt: Pulls out Chaos Emerald and laughs. Intro: Shadow appears in a flash of light, saying "I'll show you the ultimate power!" Victory Pose #1: Twirls around once using his Air Shoes, crossing his arms in the process. Victory Pose #2: Tosses a Chaos Emerald in the air while saying "I have no time for games." He catches the Emerald and holds it out toward the screen before disappearing. KO'd: Screams "No...not here...!" Winquotes: "You didn't even stand a chance!" "Maria...I will fulfill my promise..." "You can't hope to best the Ultimate Lifeform!" vs. Sonic: "I expect more from you, Sonic! Your performance was pathetic!" vs. Mario: "You can't put away an overgrown lizard, much less the Ultimate Lifeform!" vs. Mega Man: "You are a weapon, just like me! Accept your fate!" vs. Snake/Red/Gladys: "You have no idea how to handle a firearm!" vs. Emerl: "Is this it? Is this your idea of bringing hope to humanity?!" vs. Huil: "Not even Black Doom was as evil as you! Begone!" [4e. Mega Man][MGA] Franchise: Mega Man (Platformer) Mega Man is predictably versatile, but he doesn't really excel in one specific area.
Description: -A: Generic jab -Crouching A: Generic crouching jab -Jumping A: A straight punch. -B: A strong kick upwards -Crouching B: Slides forward about half character-length -Jumping B: Extends leg downwards. -C: Fires a weak, slow-moving shot from the Mega Buster. Holding the C button charges the buster, allowing use of the Charge Shot after enough time has passed (can still move and fight normally so long as the C button is not released and Mega Man is not hit) -Crouching C: Fires the Mega Buster while crouching -Jumping C: Fires Mega Buster downwards at an angle. 1] Mega Kick: Kicks opponent away. 2] Mega Arm: Mega Man fires a hand forward; if it connects, it pulls the enemy toward him. Does very little damage. 3] Jewel Satellite: Summons four jewels to surround Mega Man; inputting the command a second time causes the jewels to be shot forward. The shield can take two hits of a projectile attack, or two collisions with the enemy (they deal minor damage upon contact). 4] Flame Sword: Creates a flaming sword and swings it overhanded. 5] Dragon Punch: Generic Shoryuken move 6] Rush Jet: Rush flies in from whichever side of the screen that the opponent is facing. A version hits at around average jumping height, B button his near the average character's (Mario's) head, C button hits low. 7] Change Weapon: Mega Man changes color for a split-second depending on his chosen weapon. A chooses Mega Arm, B chooses Jewel Satellite, C chooses Flame Sword. 8] Oil Slider: Mega Man spreads oil along about 1/4 of the screen, then slides forward a screen's length at high speed. If the enemy is struck with the oil, they cannot block the attack. 9] Thunder Beam: Fires a very long beam of electricity. If opponent is hit with the first 1/4th of the beam, time will rapidly stop and start back up a few times, drastically increasing damage. 10] Power Mega Man: Rush comes forward and fuses with Mega Man, giving him bulky armor for about seven seconds. During that time, Mega Man cannot be stunned or thrown, and his attacks do more damage. However, the only special move he can perform is Dragon Punch, and his C is replaced with a much stronger but short-range projectile. Taunt: Sticks out his tongue, places his fingers on his head and moves them in a sort of "nyah nyah!" fashion. Intro: Light beams down as Mega Man forms. Victory Pose 1: Gives the V sign. Victory Pose 2: Jumps in excitement, then warps offscreen. Victory Pose 3: Roll runs in and hugs him. KO'd: Explodes into bursts of energy as the other character appears (if they are still alive). Winquotes: "Wait...I didn't get a weapon?" "I'll continue to fight! For everlasting peace!" "I did it, Dr. Light!" vs. Villains: "I can't let you cause trouble any longer!" vs. Sonic: "Wow, QuickMan was a sloth compared to you...!" vs. Protoman.EXE: "You know...you remind me of someone..." vs. Roy: "So you like robots, huh? Oh...you only like the really big ones...?" vs. Emerl: "This power...it's something more than reprogramming..." [4f. ProtoMan.EXE][PTM] Franchise: MegaMan Battle Network (Action RPG)
Description: -Takes more damage than some characters (not as much as Sonic) [1] Air Sword: Slashes the enemy and blows them 1/4th of the screen away. [2] Shield: A shield appears in front of ProtoMan for a split-second. If it is hit by an enemy attack, ProtoMan immediately returns to his neutral stance with no recovery time. If it misses, ProtoMan is stuck in place for about a half-second. [3] Variable Sword: A version is a LongSword, which has long horizontal reach. C button is a WideSword, which a wide vertical arc. B version is a regular sword that is stronger than the other two variants. [4] Fighter Sword: ProtoMan poses before slashing with an extended LongSword (reaches over 60% of the screen). Button determines strength and length of startup delay. [5] Kunai: ProtoMan poses before slashing in a semicircle that covers him on all sides. Button determines strength and length of startup delay. [6] StepSword: ProtoMan disappears for a fraction of a second before dashing forward, attacking after reaching a certain distance. Button press determines how far he runs. [7] LifeSword: ProtoMan's sword arm turns normal during the super flash. He does a double-handed swing upwards as the sword begins to form (it knocks the enemy upwards), then comes down with a huge WideSword. Does more damage against an airborne enemy. [8] HawkCut: Runs forward, slashing 8 times along the way. [9] Delta Ray Edge: ProtoMan does a backhanded upwards slash. If it hits and the second command is input, he slashes downward, appearing behind the enemy. If the third command is input, ProtoMan does a horizontal slash, appearing in front of the enemy, completing the triangle, and piling on massive damage. Taunt: Holds sword vertically in front of his face and says, "You're not worth Master Chaud's time..." Intro: Streams of data fall from the sky as Chaud says, "Battle routine, set!" ProtoMan forms, swings his sword, and says, "Execute!" Victory Pose 1: Swipes at the screen before teleporting away. Victory Pose 2: A PET screen with Chaud appears; ProtoMan turns to face the screen and says, "Operation Complete." KO'd: Becomes pixelated and disappears off-screen as the other character appears (if they are still alive). Winpose: [Chaud] "As expected, your skills are vastly inferior to ProtoMan's." [Chaud] "Really? You thought you could outwit me and ProtoMan?" [ProtoMan] "Master Chaud. Please increase the difficulty of these programs." vs. Sonic: [Chaud] "Speed means nothing if there's no brains behind it." vs. Mega Man: [ProtoMan] "You can't be MegaMan. He was much stronger than you!" vs. Dan: [ProtoMan] "...this is the Humor program, right?" [4g. Kirby][KBY] Franchise: Kirby (Platformer)
Description: *Can double jump [1] Suplex: Steps behind the opponent and slams them backwards. [2] Rapid Punch: Fires off several short-ranged punches while the button is still being pressed. [3] Hammer Spin: Jumps at an angle, spinning clockwise with a hammer in hand. If it hits an airborne enemy, it will spike them to the ground, preventing them from using a Tech Roll. [4] Inhale: Command throw. Kirby swallows the enemy. [5] Spit Out: Spits the enemy out as a star; they hit the side of the stage before returning to normal. [6] Copy: Enemy must be inhaled. Kirby "swallows" the enemy (they fall to the ground behind him), and he gains one of their moves for 10 seconds or until tagged out. (Pending) -Mario: Fireball -Bowser: Fire Breath -Sonic: Spin Dash -Shadow: Chaos Spear -Mega Man: Currently equipped weapon -ProtoMan.EXE: Variable Sword -Kirby: Nothing -King Dedede: Waddle Dee Throw -Ryu: Hadoken -Dan: Gadoken -Kyo: Aragami -Terry: Power Wave -Fox: Blaster -Gunstar Red: Rapid Fire -Bomberman: Bomb Throw -Brenner: Brenner Kick -Solid Snake: Tranquilize -Ness: PK Fire -Roy: Turtle Gale Wave -Gladys: Gunfight -Shadow Mario: Paint Cross -Akuma: Gou Hadoken -Blood Falcon: Falcon Punch -Bomber Elite: Bomb Phantasm (Front and Back variations) -Emerl: None -Huil: None [7] Mike Kirby: Kirby pulls out a microphone and screams into it. The soundwave covers him in all directions, and takes up a great deal of the screen. Taunt: Faces the screen, stands on his tiptoes, and sings "Hiiiiii!" while flapping his hands up and down. This has the added side effect of canceling Copy if it is active. Intro: A Warpstar carrying Kirby appears from the sky. It vanishes, as Kirby falls to the ground. Victory Pose #1: Does a dance before posing with one hand pointing to the sky. Victory Pose #2: Same as above, only two more Kirbys appear to participate in the dance. Winquotes: "Hiiiiii!" "Poyo Poyo!" [4h. King Dedede][DDD] Franchise: Kirby (Platformer)
Description: -Takes less damage than most characters (more than Bowser, however) [1] Hammer Grapple: Grabs the opponent, then swings upwards, knocking them into the air. They can be juggled afterwards. [2] Waddle Dee Throw: Pulls out a Waddle Dee and throws them upwards; they fall back down at an arc determined by the button press. [3] Jet Hammer: Dedede pulls out a hammer equipped with a motor and, after a bit of startup lag, swings upward. The ground version can be charged for extra damage. Unlike Brawl, it cannot backfire. [4] Super Dedede Jump: Dedede jumps into the air (if it is the ground version), then falls back down, butt-first. The initial jump launches the opponent upwards, setting them up for the rest of the attack. [5] Inhale: Command grab. Exactly the same as Kirby's version, except Dedede immediately spits the opponent out without any extra input needed. [6] Regal Hammer: Swings the hammer downward extremely quickly. Has quite a bit of recovery lag. [7] Waddle Dee Army: Swings the hammer upwards. If it connects, the enemy is sent upwards. When they land, 25 Waddle Dees will run onto the screen and trample the helpless opponent. Taunt: Deep laugh. Intro: He is carried to the ring by a team of Waddle Dees. Victory Pose #1: Slaps his belly and lets out a hearty laugh. Victory Pose #2: Twirls the hammer clockwise using his right hand, then slams it into the ground. Winquotes: "I am the one and only King of Dreamland! Bow to my feet!" "I'm looking to expand my kingdom; I could use a good fighter like you!" "This victory is dedicated to all of my loyal subjects!" vs. Bowser: "Step aside, you pitiful bully!" vs. Kirby: "You were simply no match for me, Kirby! Guhahahaha!" [4i. Ryu][RYU] Franchise: Street Fighter (Fighter)
Description [1] Shoulder Toss: Pretty self-explanatory. [2] Hadoken: Shoots a fireball straight forward. Button press determines speed. [3] Shakunetsu Hadoken: A fiery Hadoken, the only difference being that Shakunetsu knocks down at close range. [4] Shoryuken: Performs a jumping uppercut. Ryu is completely invincible while he is rising. Button press determines height. [5] Tatsumaki Sempuukyaku: Spins in the air in helicopter like fashion, floating forward. [6] Joudan Sokutou Geri: Ryu raises one of his legs, slides a distance with his back turned to the enemy, and kicks out. [7] Shinkuu Hadoken: A multi-hitting Hadoken [8] Shinkuu Tatsumaki Sempuukyaku: A multihitting Tatsumaki; done in place. [9] Shin Shoryuken: If the opponent is close, Ryu does a gut punch; if successful, he performs a gigantic Shoryuken. If not, it is just a multi-hitting Shoryuken. Taunt: Tightens his belt Intro: Adjusts his gloves and tightens his headband. Winpose #1: Crosses his arms and bows his head, as the wind blows. Winpose #2: Raises his right arm. Winquotes: "Victory is only achieved through hard work and rigorous training." "I could feel your fighting spirit, but your style needs more refinement." "Whenever you feel that you are ready, come back for a rematch." vs. Dan: "You are fighting like that to confuse the enemy...?" vs. Kyo: "Your arrogance is what led to your downfall." vs. Akuma: "I will not give in to Satsui no Hado!" vs. Huil: "...what is this power?!" [4j. Dan Hibiki][DAN] Franchise: Street Fighter (Fighter)
Description: [1] Gado Thrust: Grabs the enemy with his left hand, then thrusts with his right before striking a pose. [2] Gadoken: Dan throws a fireball with one hand that travels only a couple of steps away. [3] Gado Sho Koh Ken: Dan charges up for a half-second, holding his hands close to his sides, then fires a huge burst of energy...that only travels a couple of steps away. [4] Kouryuken: A Shoryuken without the startup invincibility and with very little horizontal movement. Every 12th button press, if this move is used, Dan will flash white; the move will do more damage and gain the Shoryuken's startup invinciblity. [5] Dankukyaku: Dan jumps forward, performing 1, 2, or 3 kicks depending on button press. [6] Shinkuu Gadoken: Dan fires a multi-hitting Gadoken [7] Hissho Buraiken: A rapidfire mixture of punches and kicks, ending with a Kouryuken [8] Legendary Taunt: Dan does six Rolling Taunts, jumps in the air, and gives a thumbs-up. Taunt: Flexes his right arm while trash-talking. Intro: Performs a Rolling Taunt. Winpose #1: Gives a thumbs-up. Winpose #2: Flexes his right arm, tears rolling down his eyes. "I did it! FATHER!" KO'd: Screams "FATHERRRRR!" Winquotes: "My Saikyo power is invincible! Lay down, chump!" "Take a hike, you scrub!" "Start learning Saikyo today! You'll see results, I guarantee it!" vs. Mario: "Go crawl back into a pipe!" vs. Bowser: "Take your ugly mug somewhere else!" vs. Sonic: "Your quick...quick to taste my fist, that is!" vs. Shadow: "You try to act cool, but your nothing but a joke!" vs. Mega Man: "Get equipped with Saikyo style!" vs. ProtoMan.EXE: "What the...he disappeared..." vs. Ryu: "You imitator! You can't hope to match Saikyo style!" vs. Dan: "When'd you start practicing Saikyo, Robert?!" vs. Kyo: "You're the flame...and I'm the fire department!" vs. Terry: "GET SERIOUS! There! How do you like that?!" vs. Fox: "Welcome to your final destination, you freak!" vs. Red: "Suck on that, little girl...boy...whatever!" vs. Bomberman: "I'm the most explosive fighter in the universe! You've got nothing!" vs. Brenner: "Maybe you should break out with the tanks next time! Like that would help you against Saikyo!" vs. Snake: "You'll need that box to hide your pathetic face!" vs. Ness: "The battlefield's no place for kids like you!" vs. Roy: "Hey, you nerd! Lay off of the anime and enroll in the Saikyo Dojo today!" vs. Gladys: "Are you going to arrest me? 'Cause that whooping I gave you was CRIMINAL!" vs. Huil: "All the power in the universe couldn't save you from the awesome might of Saikyo!" vs. Geno: "I didn't need strings to make you flop!" [4k. Kyo Kusanagi][KYO] Franchise: The King of Fighters (Fighter)
Description: [1] Elbow Drop: Tosses opponent over his shoulder, then performs an elbow drop. [2] Aragami: Lunges forward with a flaming punch. Autoguards everything until the actual attack comes out. [3] Kono Kizu: A flaming uppercut. [4] Yano Sabi: Elbows to the ground. [5] Nanase: A middle kick. Travels forward about three character-lengths. [6] Miguri Ugachi: Punches the downed opponent. [7] Dokugami: Kyo turns, then lunges forward. Has autoguard until the punch comes out. [8] Tsumi Yomi: An punch to the gut. [9] Batsu Yomi: A leaping shoulder charge [10] Oni Yaki: Kyo leaps into the air, surrounded by flames. [11] Yami Barai: A ground fireball. [12] Hikigane: A/B versions have Kyo turning around, jumping towards the opponent, and using a flaming gut punch to send the enemy upwards. C version has Kyo rearing back, before unleashing a huge flaming uppercut that knocks the enemy away. [13] R.E.D. Kick: Kyo leaps into the air before coming down in a tall, narrow arc with his foot outstretched. [14] Orochinagi: Kyo holds a small flame in his hand. When the button is releases, Kyo closes his fist and unleashes a massive wave of fire. [15] 182 Shiki: Kyo turns from his opponent as a ring of fire swirls at his feet. When the button is released, he swings forward with all of his might. Autoguard from the time the button is released until the punch comes out. Fully charged version is unblockable. [16] Mushiki: Kyo throws down a tall pillar of fire and lunges forward with 4 left punches, 4 right punches, and an Oni Yaki. Repeatedly tapping the button after the move is executed causes Kyo to perform his taunt. Taunt: Wiggles his pointer finger and says, "Weak!" Winpose #1: Holds up his right arm and yells, "This is MY victory!" Winpose #2: Creates a flame on his index finger. He blows it out and says, "Heh heh...burned." Intro: Creates a flame in his palm. Pulls his arm down, closes his fist, and yells, "Let's go!" Winquotes: "My flame is unquenchable...but I guess you know that now." "My fists melted your hopes of winning!" "Fight me again and you will be burned to a crisp!" vs. Mario: "You call that a flame? Let me show you how it's done!" vs. Dan: "I don't have time to mess around with you!" vs. Red: "Your spirit burns with fiery passion...shame my fist burn louder." vs. Huil: "What the heck? You think you're Orochi or something?!" [4l. Terry Bogard][TER] Franchise: Fatal Fury/The King of Fighters
Description: [1] Takedown: Tosses the opponent over his shoulder [2] Power Wave: Puches the ground, causing a wave of fire to emerge from the ground and rocket forward. [3] Burn Knuckle: Throws both arms out before leaping forward with a flaming left punch. [4] Power Dunk: A jumping left elbow followed by a downward flaming right punch. [5] Crack Shoot: Jumps forward, performing a fairly large axe kick. [6] Rising Tackle: Spins in the air upside-down, arms outstretched and feet drilling upward. [7] Power Geyser: After a short delay, punches the ground, causing a huge burst of fire to erupt in front of Terry. [8] Triple Power Geyser: Essentially the same as Power Geyser, followed by two more eruptions that chase the hapless enemy. Taunt: Motions for the enemy to "C'mon! C'mon!" Intro: Adjusts his hat, the throws his fists out while saying "Get ready!" Winpose #1: Turns his back to the camera, tosses his hat to the side, and yells, "Okay!" Winpose #2: Turns his back to the camera, points down at the floored opponent, and says, "Stand up!" Winquotes: "The Legend of the Hungry Wolf continues!" "C'mon, cheer up! You did your best, right?" "You did okay...I just have been in way more tournaments." vs. Ryu: "That was intense! Give me a call when you want a rematch!" vs. Dan: "Geez, what happened, Robert?!" vs. Kyo: "I put your lights out! Try again next year!" [4m. Fox McCloud][FOX] Franchise: Star Fox (3D Flight Rail Shooter)
Description: *Takes a tiny bit more damage from attacks than most characters (not as pronounced as Sonic or ProtoMan.EXE) [1] Shoulder Charge: Punches the enemy, then rams his shoulder into them. [2] Blaster: Pulls out his trusty blaster. After a brief pause, fires a somewhat long, green beam. [3] Fire Fox: Crosses arms above his head, then fires upwards in a burst of flames. [4] Reflector: Fox's Reflector pushes back projectiles for a fraction of a second. Comes out extremely fast, but has a great deal of recovery lag attached. [5] Fox Illusion: Poses for a second, then dashes forward nearly instantaneously. [6] Arwing Air Raid: Fox jumps backwards and points as four Arwings swoop in, bombarding the enemy with blaster shots. If Fox is hit, the attack ends. [7] Smart Bomb: Fox throws a small disc forward that creates a radial, character-sized explosion that lands multiple hits. Taunt: Motions to the enemy, demanding them to "Come on!" Winpose #1: Twirls his blaster before sliding it into his holster. Winpose #2: Kneels down and contacts the Great Fox, saying "This is Fox! Mission accomplished!" Winquotes: "Being a bounty hunter requires agility and intelligence. Yeah, you're unqualified." "Personally, I prefer fighting in the Arwing." "You need practice, and lots of it." [4n. Gunstar Red (Super Heroes version)][GRD] Franchise: Gunstar Heroes (Platformer/Shoot 'em Up)
Description: [1] Shoulder Toss: Tosses opponent over her shoulder to the ground. [2] Force Gun: After a short pause, fires three pellets forward. C version fires upward. [3] Dragon Punch: Generic flying uppercut. [4] Exploding Fire Gun: Fires a pellet that explodes after a certain distance is traveled (determined by button press). [5] Force Bazooka: Fires three large fireballs forward. [6] Gunstar Super Heroes: Red slides forward rather daintily (although she's standing, the attack hits low). If she connects, Gunstar Blue jumps in and assists her in beating down the enemy. The attack ends with both of them using their bazookas on the opponent. Taunt: Casually holds her gun upwards and says, "Is that all?!" Winpose #1: Swipes once with the gun and points it at the screen Winpose #2: Yellow's spacecraft appears above Red. She activates the tractor beam, pulling a struggling Red into the ship. Winquotes: "I knew it! I'm way tougher than you!" "...and I didn't even tap into my ultimate weapon combination!" "Even Blue puts more effort into fighting than you!" vs. Gladys: "Your gun only fires one type of shot? How boring!" [4o. Bomberman][BMN] Franchise: Bomberman (Puzzle/Platformer)
Description: [1] Bomber Toss: Bomberman grabs the enemy, turns around, plants a bomb on them, and tosses them while twirling around once more. The bomb explodes while the enemy is in the air. [2] Shin Crusher: Bomberman uses his bomb-kicking skills to strike his opponent's knees, causing them to crumple to the ground. [3] Bomb Throw: Bomberman throws a bomb along a mostly horizontal arc that explodes upon contact. [4] Bomb Kick: Bomberman kicks upwards as four bombs appear. After hovering for a bit, the bombs explode. [5] Dangerous Bomb: A huge, purple bomb with a skull marking is thrown at the enemy. [6] Max Rescue: Bomberman poses. If he is struck by a physical attack during the pose, he falls to the ground. Max appears, tossing his Static Bomb at the enemy and causing lots of damage. Taunt: Rubs the back of his head nervously with a smile (as close to a smile as Bomberman can give, anyway) Winpose #1: Gleefully jumps into the air, raising his right hand. Winpose #2: Sits on the ground, rubbing his head nervously. Winquotes: "Whew, that's a relief!" "2-on-2's a little limited, wouldn't you say?" "Maybe I shouldn't have used full fire..." vs. Bomber Elite: "It's okay...you don't have to fight anymore..." [4p. Brenner][BRE] Franchise: Famicom Wars (Strategy)
Description: *Walks slightly slower than most characters (around Bowser/Dedede speed) [1] Stalemate Breaker: Punches the opponent in the stomach, then flings them to the other side of the screen [2] Brenner Kick: A swift kick with severely increased range (about 1/2 of the screen). Height determined by button press. (A = Air, B = Mid, C = Low) [3] Anti-Air Cannon: Brenner poses. If he is hit with an aerial attack, he grabs the enemy and does one of three things depending on button press: A = Positions the enemy directly in front of him. B = Slams the enemy into the ground behind him. C = Performs Stalemate Breaker [4] Bomber Strike: Rears back for a half-second, then unleashes a explosive punch that knocks the enemy across the screen. [5] Blitzkrieg Kick: A single, explosive Brenner Kick (B version). [6] Howl of the Wolves: Grabs the enemy and performs an autocombo ending with a Bomber Strike. Taunt: Crosses his arms and says, "This is senseless." Winpose #1: Crosses his arms. Winpose #2: Walks to the defeated foe and asks, "Are you okay?" Winquotes: "I wasn't fighting to kill. I just needed to stop you." "There are more important things to do than fighting to the death." "You're defeated. Now help me save this world." Edited by Gunstar Ikari, Jun 22 2009, 12:42 AM.
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| "THIS ONE'S A REAL ROCK!" *explodes* -Nameless Neo Zeon Grunt | |
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| [#14] Super VG Fighters (fictional fighting game) · Gamez | |
| Theme: NAD Skin |
6:41 PM Nov 22
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| All content on New Age Descendants is original, though original conception of some content may bear some strong resemblance to existing material. Any resemblance of material is purely coincidental unless otherwise stated. |







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6:41 PM Nov 22