From SmashWiki, the Super Smash Bros. wiki
Hello anyone and everyone! I am Reptilius of Peace and I LOVE playing Super Smash Brothers Brawl! My mains are:
1) Lucas
2) Diddy Kong
3) Falco
4) R.O.B.
5) Luigi
My friend code is 2062-9347-0954. Email me at reptiliusofpeace@gmail.com to tell me YOUR friend code; and tell me your mains too; I can't play wi-fi with a disadvantage!
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[edit] Wifi Clan
Now, I'm part of a Super Smash Bros. Brawl Wifi Clan. Join, make online friends, share friend codes, and brawl!
Visit at http://dawnlegends.ipbfree.com.
[edit] Made-Up Characters
Okay, so I got some ideas for new brawlers, so I'm gonna put them on here:
[edit] Grore
Grore is a medium-weight, long-ranged character with a sword, similarly to Marth or Ike. He has specials very similar to Ike, but he also has very quick aerials. His attacks are still weaker than Marth's balancing him out. His uniue trait is that he holds his sword backhanded, like Pit's bottom half of his sword.
Neutral A: Does a backwrist swipe, then a palmwrist swipe, and then a swivel around and stab.
Dash Attack: Slides forward while running and sticks point of sword forward. Very easy to sweetspot with.
Strong Side: A backwrist swipe. Can be angled up or down. Is quick with little knockback and can set up combos.
Strong Up: Backwrists up, and jabs point of sword up. Two hits, strong knockback.
Strong Down: Palmwrists sword diagonally downwards. Sweet spot is at the tip of sword. Spikes foes off ledge. Good knockback.
Side Smash: Does an overhead 180 degree arc stab with his sword. Travels from behind, then up, then down and forwards. Spikes foe EXTREMELY powerfully off the edge if hit with point.
Up Smash: Similar to strong up, but only one stabbing backhanded swing.
Down Smash: Similar to Side Smash except goes down. One swing, very quick, weak knockback though. Hits back to front and people behind go up. In front, its a semi-spike. Similar to King Dedede's, except for lag and speed.
Standard Special (Dive): Charges while cloaked in water. Identical to Eruption. Slashes at the end with water spouting out if fully charged.
Side Special (Revert): Just like Aether, onyly sideways and goes about 1.5x the distance. When used on the ground, pulls any opponent that's hit back very far backwards. In the air, he doesn't become helpless and doesn't revert back to original starting point.
Up Special (Birode): Identical to Quick Draw, only goes up, is less powerful, and goes a less distance.
Down Special (Block): Similar to Marth's counter, but is better in terms of speed, range, power, and lag.
Neutral Aerial: Rapidly extends sword-wielding arm and long leg in opposite directions and spins briefly.
Forward Aerial: Backwrists and then palmwrists quickly. Good finisher.
Back Aerial: Stabs quickly behind him. Long range and duration. Extremely good move.
Down Aerial: Shifts sword vertically and jams it below himself. Meteor smash.
Up aerial: Flips sword up and then follows up by flipping legs up to finish.
Up Taunt: Swings sword upwards in an arc.
Side Taunt: Flips sword continuously between backhand and forehand very quickly.
Down Taunt: Slashes the ground a few times, scooping dirt out of it.
Final Smash: Grore holds his sword high above his head, and he jams it down into the ground. If anyone is on the ground when he does, they are inflicted with high damage and are semi-spiked powerfully. More power the closer they are to Grore.
[edit] Aquos
Aquos is similar in appearance to Lucas. he has short red hair, a turqouise colored shirt with a single yellow stripe along the right stitch. As stated in his name, he uses water type attacks instead of PSI power or PK. His shorts are identical to Lucas'.
Neutral A: Two water-coated swipes, then a jet blast of water emerges from his palm.
Dash Attack: A medium power jet blast of water whilst sliding forward. Semi-spikes.
Strong Side: Claws a watercoat at foe. Can flexibly be angled up or down.
Strong Up: Water bombs on his palm while holding it above his head. Hits foes to side as well, and is more powerful than his up smash, although it has less control, range, and speed.
Strong Down: Claps hands in a cup in front of him. If it cups the foe, sweetspots and does more knockback.
Side Smash: Shoots a waterjet out of palm. Can be angled up or down.
Up Smash: Slashes above himself with a watercoat a long ways upwards. Weaker than strong up, but speedier with better range. Can slightly be angled right or left.
Down Smash: Charges two water cannons in his palms, then blasts them on either side of himself. Slow, but extremely powerful with great range.
Standard Special (Water Channel): Blocks one move and absorbs it. When the Special button is pressed again, it uses the same move it absorbed. Can only use absorbed move once, and then reverts to original effect.
Side Special (Stealth Stream): Shoots a medium power water line laterally in front of him. Similar to Robo Beam. Cannot be reflected; does double damage and knockback if attempted. Must be charged.
Up Special (Water Jet): Blasts multiple shots of water under him. Spikes if foe is underneath. Propels upwards a lot, puts him into helpless mode, and is very fast.
Down Special (Force of Thirst): The last foe that hit Aquos freezes (not literally) in place and then starts gaining damage. Then, if he's on the ground, Aquos can freeze the foe literally if he uses any other attack. Must be charged, if chooses to freeze, Aquos' damage becomes half that of foe's.
Neutral Aerial: Envelopes himself in a liquid sphere for a moment, almost identical in appearance to Ness' PSI Magnet. Differences are he keeps moving in a jumping animation unlike Ness' whilst in the liquid, and that the liquid around lasts only a brief second. Does great damage and knockback. High priority like R.O.B.'s nair.
Forward Aerial: Thrusts boths hands forward in a watercoat and then chops down. Spearhands foe, then spikes them moderately, like Captain Falcon's dair spike if second hit hits. Hard to spike, though, because spearhand has good enough knockback to push foes away.
Back Aerial: Flips backwards (like Lucas) and then, whilst upside-down, waterjets behind him. Very quick, like R.O.B.'s bair, and propels him a good amount forward, though not as much as R.O.B.'s.
Down Aerial: Cups a waterball in his hand and pushes downwards with his hand. A great, easy-to-hit-with meteor smash.
Up Aerial: Pokes finger upwards and a somewhat large waterjet shoots up as well. Deceptively huge range. Can be used to halt vertical momentum.
Tether: Darts liquid lasso forward. Wraps around foe and then releases with good knockback.
Grab: Lassoes foe with a liquid tether. Tether does not disappear during pummel or throws.
Pummel: Whips with secondary liquid lasso.
Forward Throw: Tosses lasso in front of him and whips with liquid tether.
Back Throw: Flips foe behind with what appears to be psychokinesis and waterjets them. Very strong.
Up throw: Slams foe on ground, picks them up again, then tosses them up and whips them.
Down Throw: Rears back and then crashes foe on the ground on front of him. If used close enough to the edge whilst edge-guarding, will meteor smash foe powerfully.
Up Taunt: Shoots multiple tiny blasts of aqua in front of his near his eye level going down to his neck level.
Side Taunt: Drinks some water from a cup.
Down Taunt: Sits down and sneezes.
Final Smash: Aquos raises multiple waves above the ground and sends them flying into the air. The more you hold "B", the higher the waves will rise.
[edit] Chairman
Chairman is basically a man with a wooden chair. Really, that's all. And he knows mlutiple martial arts involving large weaponry, such as ball and chains, clubs, and, of course, chairs. Oh, and if he were to have a game, I would make his character a tennis umire ('cause they sit on those huge chairs). Yeah, and when he attacks, the chair might break immediately on contact, for amusement and animation, but only on certain moves. He always has another one, however.
Neutral A: Punches, kicks, then swings chair in front of him.
Dash Attack: Tosses chair ahead of him a LONG distance, then leaps forward and sits in it. Lags at sitting.
Strong Side: Identical to Mr. Game & Watch's Lion attack, only smoother movement and angle-ability.
Strong Up: Pokes legs of chair upwards.
Strong Down: Twirls legs of chair along the ground in front of him.
Side Smash: Swings chair in front, Uses to swing body around, then leaps around and roundhouse kicks. Long distance, damage during entirety of attack.
Up Smash: Sets chair on legs, jumps on with his hands on seat, then kicks up.
Down Smash: Thrusts chair legs into ground, then sits on it to cause a tiny earthquake. Charging increases distance, not power, of earthquake.
Neutral Aerial: Sits in chair and spins around in place. Great knockback and quick ending lag. Long startup lag, though.
Forward Aerial: Overhead slams the chair onto foe.
Back Aerial: Horizontally steps on chair, then kicks behind himself. Propels forward, barely.
Up Aerial: Stands on chair and jumps up, hitting with hands.
Down Aerial: Stall-then-Falls down with chair. Those hit are automatically spiked.
Tether Aerial: Swings chair around (enlarges), seats foe, then stomps down. Double spikes, like Down Aerial.
Standard Special: Sits in chair and starts healing. Damage reduces 1% a second and must be charged.
Side Special: Shoots firebolts from chairlegs after holding chair up horizontally.
Up Special: Flips chair up a bit and then leaps off of it. Similar to Spring Jump, less distance.
Down Special: Charges down (indefinitely) and when B is released, rises very high, then comes down and crashes chairlegs into the ground. Doesn't cause earthquake, but it highly damages and knocks back anyone hit. If fully charged, rises as high as top of Temple and self-inflicts 10%.
Up Taunt: Breakdances in chair.
Side Taunt: In a similar movement to Mr. Game & Watch, Swings chair left and right. No damage.
Down Taunt: Crawls underneath standing chair.
Final Smash: Seats all opponents in chairs, immobilizing them for charged smashes, etc., but damage decreases for each attack.
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Reptilius of Peace
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