Characters:
Nhab is widely recognized in the Shifting Sands for his barbaric attitude and his brutal deeds. He was the one who attempted to assassinate the Water City's highest commanding officer. He was born in an area of the Shifting Sands where chaos reigned in every corner. He saw it as something normal, until one day he snapped. Many say it was because of the death of his parents before his very eyes. Others say it was because someone stole his most prized possession, a gift from a deceased friend. There is one thing everyone knows for sure, though. That he takes pity on no one.
Movelist
NEUTRALS AND TILTS
Jab Combo: 4%, 4%, 6% - Swipes 2 times with his tail, and then bites powerfully with his jaw
Side Tilt: 9% - Hits with his claw
Down Tilt: 6% - Quickly swipes the floor with his tail
Up Tilt: 8% - Forcefully raises his fists in the air
SPECIALS
Slithering Sand (Neutral Special): 5%(In air) ~ 7% (Grounded) Tosses a snake formed by the sand of his village, which travels foward in an arcing motion. If falling, it goes diagonally down. (Pikachu's Neutral B)
Sandstorm Propulsion (Side Special): 5%(Uncharged), 20%(Fully Charged) - Using his sands as propulsion, Nhab flies in foward. After 4 shots, the 5th is a Sandstorm Shot, which sends him farther and deals more damage and more knockback.
Sand Trap (Down Special): 3% - Creates a sand trap a few blocks away from him. Immobilizes a person from 1~2 seconds. Cannot trap the same person for 4 seconds after being released. Trap's stay in the stage, until someone activates it. Maximum of 2(3?) unactivated traps.
Shifting Uppercut (Up Special): 1%(No Sweetspot) ~ 25%(Sweetspot) - Using his power and the power of sand, Nhab does a mighty uppercut which then sends him to special fall. He has no movement during the uppercut, and when falling can move. Has a sweetspot which raises both damage and knockback. (Luigi's Super Jump Punch)
STRONG ATTACKS (SMASHES)
????
ELEMENTAL POWERS
Crushing Traps: Enemies Trapped in Nhab's traps take increased damage.
Sandstorm Shot: After 4 uses of Sandstorm Propulsion, his 5th shot will send him farther and deal significantly more damage and knockback!
??? (Open for suggestions )
Dumb Trivia!
Interestingly enough, Nhab means Marauder in Arabic, I translated it from English to Arab and from Arab to the Latin Alphabet!
I spent 4 Hours mimicking the trailer's text while being entertained by Sanic's amazing stream! Check it out whenever you guys can!
The picture (the name text) is based off of the trailer's introduction text! Completely made by me by EYE! No rips whatsoever!
Movelist
NEUTRALS AND TILTS
Jab Combo: 4%, 4%, 6% - Swipes 2 times with his tail, and then bites powerfully with his jaw
Side Tilt: 9% - Hits with his claw
Down Tilt: 6% - Quickly swipes the floor with his tail
Up Tilt: 8% - Forcefully raises his fists in the air
SPECIALS
Slithering Sand (Neutral Special): 5%(In air) ~ 7% (Grounded) Tosses a snake formed by the sand of his village, which travels foward in an arcing motion. If falling, it goes diagonally down. (Pikachu's Neutral B)
Sandstorm Propulsion (Side Special): 5%(Uncharged), 20%(Fully Charged) - Using his sands as propulsion, Nhab flies in foward. After 4 shots, the 5th is a Sandstorm Shot, which sends him farther and deals more damage and more knockback.
Sand Trap (Down Special): 3% - Creates a sand trap a few blocks away from him. Immobilizes a person from 1~2 seconds. Cannot trap the same person for 4 seconds after being released. Trap's stay in the stage, until someone activates it. Maximum of 2(3?) unactivated traps.
Shifting Uppercut (Up Special): 1%(No Sweetspot) ~ 25%(Sweetspot) - Using his power and the power of sand, Nhab does a mighty uppercut which then sends him to special fall. He has no movement during the uppercut, and when falling can move. Has a sweetspot which raises both damage and knockback. (Luigi's Super Jump Punch)
STRONG ATTACKS (SMASHES)
????
ELEMENTAL POWERS
Crushing Traps: Enemies Trapped in Nhab's traps take increased damage.
Sandstorm Shot: After 4 uses of Sandstorm Propulsion, his 5th shot will send him farther and deal significantly more damage and knockback!
??? (Open for suggestions )
Dumb Trivia!
Interestingly enough, Nhab means Marauder in Arabic, I translated it from English to Arab and from Arab to the Latin Alphabet!
I spent 4 Hours mimicking the trailer's text while being entertained by Sanic's amazing stream! Check it out whenever you guys can!
The picture (the name text) is based off of the trailer's introduction text! Completely made by me by EYE! No rips whatsoever!
By DrMister
Ice Penguin Character
This is my ice character concept, a frost penguin character that has a unique ice system. Frost slowly builds up on the penguin over time indicated by a meter under his stock count at the bottom of the screen. Once the meter reaches maximum capacity he is considered frosted and the ice begins to affect his play style. Being frosted increases gravity, weight and causes the player to slide allowing new combo possibilities. While in frost state his next strong or special attack (excluding his neutral special) are augmented with frost removing all frost from him and consuming his entire frost meter. These frost moves apply frost to the opponent putting them in frost state meaning they become slippery and have increased weight and gravity. In addition to applying frost to enemies he can also freeze the ground with some of his special moves when used in frost state. Only one area of the stage can be frozen at a time and the ice melts if he is Koed, freezes a new section of the map or he reaches the limit of how much ice can be on the stage. Naturally iced portions of the map are slippery. Ice penguin regenerates ice meter more quickly while standing on ice. Also if a frosted opponent comes in contact with the ice on the stage he will be frozen to the floor for a short period of time rendering them stunned.
Ice shard (side special)
Penguin shoots a shard of ice forward in a straight line that will pass through enemies. He can only have one ice shard on the screen at a time
With a full frost meter he fires a more powerful ice shard that does not pass through enemies but instead applies frost to the first enemy it hits.
Ice Board (down special)
Penguin slides forward on a board of ice he creates. Hitting enemies will deal damage and launch them upward. This move is jump cancelable and causes the board to continue sliding forward on the ground as a projectile that will deal less damage and knockback. The penguin can only have one ice board can be out at a time. While on the board he is affected by gravity as usual and so is the board after he jumps off of it.
With a full frost meter this move freezes the ground behind him continuously while he is riding the board. If he reaches his limit on ice allowed on the stage it will melt in the order it was created meaning ice furthest from him will melt and he will continue to create new ice behind him. Hitting an opponent with the ice board applies frost to them and deals more damage than the normal version of ice board. Hitting a grounded opponent while riding the board would freeze them to the ground instantly as it is both applying frost to them and the floor they are standing on.
Frost Breath (up special)
Penguin quickly fires a cone of frost downward with his breath sending him soaring upward for recovery and putting him in special fall. The cone of ice deals damage and sends opponents downward with weak knockback. This move can be used while standing on the ground and it will not launch penguin upward, but will still send out a cone of frost that can hit enemies on either side of penguin.
With a full frost meter this move freezes the ground that the frost breath comes in contact with. It also applies frost to opponents; therefore if it hits a grounded opponent it freezes them to the ground instantly. Using this move with a full meter does not put penguin in special fall allowing for follow ups on frosted opponents. However, penguin cannot up special again after using this move until he touches the ground, takes damage or wall jumps.
Ice pull (neutral special)
Ice pull does not use up frost meter. When used it pulls frosted opponents or ice projectiles towards penguin and pulls penguin towards the frosted opponent or projectile. Once an opponent is frosted penguin can manipulate spacing by pull them towards him while pulling himself towards them at the same time. Ice shard and ice board can be pulled back to him by activating this move and also boosts him forward for movement. Once a projectile comes back to penguin it is destroyed.
Frost meter would fully charge in about 20 seconds I am thinking meaning it would take 10 seconds if you were standing on ice continuously. The match starts with an empty meter and KOs reset the meter to zero.
Ice shard (side special)
Penguin shoots a shard of ice forward in a straight line that will pass through enemies. He can only have one ice shard on the screen at a time
With a full frost meter he fires a more powerful ice shard that does not pass through enemies but instead applies frost to the first enemy it hits.
Ice Board (down special)
Penguin slides forward on a board of ice he creates. Hitting enemies will deal damage and launch them upward. This move is jump cancelable and causes the board to continue sliding forward on the ground as a projectile that will deal less damage and knockback. The penguin can only have one ice board can be out at a time. While on the board he is affected by gravity as usual and so is the board after he jumps off of it.
With a full frost meter this move freezes the ground behind him continuously while he is riding the board. If he reaches his limit on ice allowed on the stage it will melt in the order it was created meaning ice furthest from him will melt and he will continue to create new ice behind him. Hitting an opponent with the ice board applies frost to them and deals more damage than the normal version of ice board. Hitting a grounded opponent while riding the board would freeze them to the ground instantly as it is both applying frost to them and the floor they are standing on.
Frost Breath (up special)
Penguin quickly fires a cone of frost downward with his breath sending him soaring upward for recovery and putting him in special fall. The cone of ice deals damage and sends opponents downward with weak knockback. This move can be used while standing on the ground and it will not launch penguin upward, but will still send out a cone of frost that can hit enemies on either side of penguin.
With a full frost meter this move freezes the ground that the frost breath comes in contact with. It also applies frost to opponents; therefore if it hits a grounded opponent it freezes them to the ground instantly. Using this move with a full meter does not put penguin in special fall allowing for follow ups on frosted opponents. However, penguin cannot up special again after using this move until he touches the ground, takes damage or wall jumps.
Ice pull (neutral special)
Ice pull does not use up frost meter. When used it pulls frosted opponents or ice projectiles towards penguin and pulls penguin towards the frosted opponent or projectile. Once an opponent is frosted penguin can manipulate spacing by pull them towards him while pulling himself towards them at the same time. Ice shard and ice board can be pulled back to him by activating this move and also boosts him forward for movement. Once a projectile comes back to penguin it is destroyed.
Frost meter would fully charge in about 20 seconds I am thinking meaning it would take 10 seconds if you were standing on ice continuously. The match starts with an empty meter and KOs reset the meter to zero.
By akf09
Artic Fox Character
Character Element: Ice
Species: Arctic Fox
Playstyle: Stage Control / Zoner
Points of Reference: Zelda (Smash PM), Kula Diamond (KoF), Noato (P4A), Robin (Smash), Snake (Smash), Lili (Tekken/SFxT), Natsu (SCV), Sheik (Smash), Zero Suit Samus (Smash WiiU), Greninja (Smash), Peach (Smash WiiU)
General Information: I don't really have a story for this character, but I do know that I'd prefer the character to be female (as you can see from the many references) and have a toolkit designed for stage control. Orcane and Kragg both have tools that can be utilized for stage control as well, but this character would be one you could pick up and immediately tell it would be an ideal way to play her. Appearance wise, she'd have a bit of a mage fighter look to her. Not like full on dress and robes with Zelda and Robin, she's a fox and should be able to stay nimble, so perhaps something like a mantle, shawl, or mini cape that extends to about her mid-back would suffice in giving that mage feel without compromising her mobility.
-Moveset Concepts-
Specials
NSpecial: Crystal Vortex
Basically stolen straight from PM Zelda. A good get off me move with a slight amount of invulnerability frames. Aerial version can be land canceled if spaced right to be an effective combo tool, but has little to no invulnerability in the air.
SSpecial: Icy Breath / Icy Wind
Takes inspiration from Kula Diamond's Diamond Breath special. A multi hit attack that freezes the ground where it touches. Frozen ground causes characters to slide greater distances when starting smashes out of dash/run and makes turning on a dime next to impossible. Characters also cannot tech upon frozen ground. If used in the air, the angle of the attack could change to make attempts to freeze the ground simpler to execute and more intuitive to the players, like almost completely downwards. Sounds a bit too good at that angle though. This move could also potentially freeze the opponent if you find that fitting.
Alternatively, instead of a breath attack, she could wave her hand and send up a small gust of wind. Would still freeze the ground, but start low and come up instead to pop the opponent up for combos. The utility would end up the same as Kragg's DSpecial, but it would have far less hitstun and not "guarantee" any follow ups since it has the added ability of freezing the ground. They should probably have just enough time to jump out of the follow up, but this character would like the additional time to set up her next special anyways.
DSpecial: Frost Rune
Mostly taken from Noato Shiragane's Hair-Trigger Megido in P4A, but you can find similarities to the aerial version with PM Zelda's Din's Fire and the grounded version with Snake's DSmash mine. This special when used on the ground will create a spell rune on the floor, that when touched by an opponent, will activate and freeze them for a period of time. The aerial version stalls you in the air for a moment and places a spell rune in that spot, and if touched will freeze an opponent. A limitation could be set of only one out at a time, but having a limit of one ground and one air rune is what I considered since I based this off of Noato.
If the frozen state would be too difficult to add into the game (which if I remember some of the things that can be accomplished in GM it shouldn't be, but I haven't messed around with it in a long time so I'm not too sure), the rune could just go off a do additional hitstun than usual.
This move would probably be met with a bit of resistance from fellow smashers, as we already know how much they enjoy PM Zelda. A stationary hitbox that can be left in the air is actually quite good at reducing an opponents options. However, I believe since the trap can only be placed in the location you are currently standing in, the ability to play keep away with it is mitigated a great deal. Also, you'd only be allowed one in the air at all times. The air stall could also be great for mixups and aiding your recovery slightly. Attacking an aerial rune should also be able to break it, so this one attack wouldn't single handily destroy an opponents ability to recover.
UpSpecial: Rising Blizzard
Basically stolen from Robin in Smash 4. I didn't want a generic Zelda teleport, even though it could work, since we have Orcane's SSpecial.
Normals
Jab Combo
Could be a bunch of different things. A normal Zelda jab could work, but I want more of the fox to be represented in her normals. So something like Lili's Bedtime combo in SFxT where it would pop an opponent up at the end like Wrastor's jab combo, or perhaps Lili's Peacock Jive in the standard games. Natsu's Haste and Rapid Destruction kick attacks would be a good ones as well.
Tilts
I feel like her DTilt should be purposefully lackluster. It could be something like her just clawing at her feet. Her UpTilt could be something like Lili's St.MK from SFxT. FTilt could be a variety of things, but should be her go to spacing tilt. Shiek's FTilt or ZSS's FTilt sound like decent candidates.
Smashes
Zelda, Sheik or ZSS FSmash would be just fine (would prefer the later two). Zelda DSmash and UpSmash would be just fine.
Aerials
Nair could be a multi hit like Zelda's or a single hit like Greninja's and could even have a similar animation to DSpecial to lessen the workload. UpAir could be similar to Peach's but with a short trail of icy wind instead of rainbows, and down air could be like an opposite Zelda UpAir. Something like her bracing her arm out below her and releasing a blast of freezing energy below her. Zelda Fair and Bair as her last aerials, but nerfed in knockback and base trajectory (raised a bit instead of pretty much horizontal), since they would be way too powerful RoA's current form.
Species: Arctic Fox
Playstyle: Stage Control / Zoner
Points of Reference: Zelda (Smash PM), Kula Diamond (KoF), Noato (P4A), Robin (Smash), Snake (Smash), Lili (Tekken/SFxT), Natsu (SCV), Sheik (Smash), Zero Suit Samus (Smash WiiU), Greninja (Smash), Peach (Smash WiiU)
General Information: I don't really have a story for this character, but I do know that I'd prefer the character to be female (as you can see from the many references) and have a toolkit designed for stage control. Orcane and Kragg both have tools that can be utilized for stage control as well, but this character would be one you could pick up and immediately tell it would be an ideal way to play her. Appearance wise, she'd have a bit of a mage fighter look to her. Not like full on dress and robes with Zelda and Robin, she's a fox and should be able to stay nimble, so perhaps something like a mantle, shawl, or mini cape that extends to about her mid-back would suffice in giving that mage feel without compromising her mobility.
-Moveset Concepts-
Specials
NSpecial: Crystal Vortex
Basically stolen straight from PM Zelda. A good get off me move with a slight amount of invulnerability frames. Aerial version can be land canceled if spaced right to be an effective combo tool, but has little to no invulnerability in the air.
SSpecial: Icy Breath / Icy Wind
Takes inspiration from Kula Diamond's Diamond Breath special. A multi hit attack that freezes the ground where it touches. Frozen ground causes characters to slide greater distances when starting smashes out of dash/run and makes turning on a dime next to impossible. Characters also cannot tech upon frozen ground. If used in the air, the angle of the attack could change to make attempts to freeze the ground simpler to execute and more intuitive to the players, like almost completely downwards. Sounds a bit too good at that angle though. This move could also potentially freeze the opponent if you find that fitting.
Alternatively, instead of a breath attack, she could wave her hand and send up a small gust of wind. Would still freeze the ground, but start low and come up instead to pop the opponent up for combos. The utility would end up the same as Kragg's DSpecial, but it would have far less hitstun and not "guarantee" any follow ups since it has the added ability of freezing the ground. They should probably have just enough time to jump out of the follow up, but this character would like the additional time to set up her next special anyways.
DSpecial: Frost Rune
Mostly taken from Noato Shiragane's Hair-Trigger Megido in P4A, but you can find similarities to the aerial version with PM Zelda's Din's Fire and the grounded version with Snake's DSmash mine. This special when used on the ground will create a spell rune on the floor, that when touched by an opponent, will activate and freeze them for a period of time. The aerial version stalls you in the air for a moment and places a spell rune in that spot, and if touched will freeze an opponent. A limitation could be set of only one out at a time, but having a limit of one ground and one air rune is what I considered since I based this off of Noato.
If the frozen state would be too difficult to add into the game (which if I remember some of the things that can be accomplished in GM it shouldn't be, but I haven't messed around with it in a long time so I'm not too sure), the rune could just go off a do additional hitstun than usual.
This move would probably be met with a bit of resistance from fellow smashers, as we already know how much they enjoy PM Zelda. A stationary hitbox that can be left in the air is actually quite good at reducing an opponents options. However, I believe since the trap can only be placed in the location you are currently standing in, the ability to play keep away with it is mitigated a great deal. Also, you'd only be allowed one in the air at all times. The air stall could also be great for mixups and aiding your recovery slightly. Attacking an aerial rune should also be able to break it, so this one attack wouldn't single handily destroy an opponents ability to recover.
UpSpecial: Rising Blizzard
Basically stolen from Robin in Smash 4. I didn't want a generic Zelda teleport, even though it could work, since we have Orcane's SSpecial.
Normals
Jab Combo
Could be a bunch of different things. A normal Zelda jab could work, but I want more of the fox to be represented in her normals. So something like Lili's Bedtime combo in SFxT where it would pop an opponent up at the end like Wrastor's jab combo, or perhaps Lili's Peacock Jive in the standard games. Natsu's Haste and Rapid Destruction kick attacks would be a good ones as well.
Tilts
I feel like her DTilt should be purposefully lackluster. It could be something like her just clawing at her feet. Her UpTilt could be something like Lili's St.MK from SFxT. FTilt could be a variety of things, but should be her go to spacing tilt. Shiek's FTilt or ZSS's FTilt sound like decent candidates.
Smashes
Zelda, Sheik or ZSS FSmash would be just fine (would prefer the later two). Zelda DSmash and UpSmash would be just fine.
Aerials
Nair could be a multi hit like Zelda's or a single hit like Greninja's and could even have a similar animation to DSpecial to lessen the workload. UpAir could be similar to Peach's but with a short trail of icy wind instead of rainbows, and down air could be like an opposite Zelda UpAir. Something like her bracing her arm out below her and releasing a blast of freezing energy below her. Zelda Fair and Bair as her last aerials, but nerfed in knockback and base trajectory (raised a bit instead of pretty much horizontal), since they would be way too powerful RoA's current form.
By JCOnyx
Final Smash:
Final Smashes by T00nbink (me)
Spiky Earth Pillar
My idea was that he summons a lot of spiked earth pillars from the ground. Those pillars have high knockback with average damage (like 8%-12% per hit). But the pillars are going pretty rapid fire so there is a change you will get hit multiple times. I don't know how long this final smash will last though.
Burning Stone Shower
My idea was that he summons a lot of burning small meteors. It is kinda like the final smash of ness and lucas in brawl. It isn't the most unique final smash. And maybe a little bit weird that they are on fire as he doesn't have the fire element. But because meteors are kinda like stone. So I thought it could fit.