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#Custom Moveset
blueares · 1 year
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Alear Smash Moveset (fan made)
Been a while since we did one of these huh? With Smash’s DLC hype having long been over I honestly didn’t plan on doing another fan moveset for a character, but I finished Engage recently, so... Here we are. That said, I’m opting to forego describing any of the neutral attacks this time because there’s honestly only so many ways you can describe “Alear swings their weapon” before things get stale. That said, I’m rather proud of some of the concepts I came up with here, so without further ado...
*Alear uses an Engage meter that slowly fills when they strike an enemy. When full, an Emblem will appear to supplement their next attack before the Engage Meter resets.
Neutral B: Astra/Astra Storm Alear fires off an arrow from the bow Mulagir; this can be repeated in quick succession for a total of four shots. If the Engage Meter is full, Lyn will appear after the last shot to fire four arrows at once that slightly track targets.
Side B: Advance/Override Alear dashes forward a short distance, striking the first enemy they hit with their sword. If the Engage Meter is full, Sigurd will appear and instead dash forward an even greater distance with Alear, running through enemies with his lance.
Down B: Counter/Blazing Lion Alear enters a counter stance and repels the first attack that hits them while the stance is active. If the Engage Meter is full, Roy will appear to blast away aggressors in a wave of fire.
Up B: Dragon Slash/Great Aether Alear rises into the air with their sword, then performs a descending slash. If the Engage Meter is full, Ike will instead throw his sword into the air for Alear to leap up and catch, performing an explosive Aether attack.
Smash A Side: Dragon Art Alear unleashes a burst of draconic energy from their hands.
Smash A Down: Unfaltering Strike Alear performs a mighty downward slash, before changing the sword’s direction and following up with an upwards strike.
Smash A Up: Awakened Dragon Alear thrusts their sword directly upwards, unleashing a spiral of red and blue energy around themselves in the process.
Final Smash: Lodestar Rush Alear Engages with Marth, unleashing a burst of power in the process. Those struck by the enemy are then bombarded with a fury of rapid-fast sword strikes before being blown away by a wave of energy.
*Alternatively, Bond Blast would be a viable candidate, but I think Lodestar Rush would be more likely given how Smash doesn’t usual make the spoiler final super ability/power the Final Smash.
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jaypgartifacts · 4 months
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a weird guy appear
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ask-obt · 7 months
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Rune, do you think you haven’t learned any fairy moves because vulpixes can’t learn fairy moves by level up?
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Rune: Um... Inigo, I can learn a fairy-type move naturally, right?
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Inigo: What? Of course you can. What kind of pokemon can't learn a move that's the same type as their evolution? Baby-Doll Eyes can be learned by even a bunch of normal-types. And for offensive moves, you'll probably get Fairy Wind. That one is pretty common.
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seansilv25 · 1 month
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He may not have the chalk, but he IS the chalk!
As promised, here is Snap's full moveset in all its chalky glory!
Nickelodeon All-Star Brawl 2: Custom Movesets - Chapter 3 - SeanSilv25 - Nickelodeon All-Star Brawl (Video Game) [Archive of Our Own]
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bluesofberries · 8 months
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i am thriving
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Adriana's Pokémon
..I may or may not have put far too much thought into the various Pokémon that my self-insert Adri obtains throughout her journey in Reborn, and then also came up with no less than four theme teams that she could use in Arclight's nightclub. So I wanted to share them here as well!
Since there are quite a few different teams here, I've decided to put the list under a readmore, and I want to stress that these are purely out of attachment to the Pokémon in question rather than any sort of actual competitive viability (as will probably be evident when you look at the teams, hehe). The Pokémon are listed in canonical order of acquisition for the two journey teams, but not in any particular order for the other teams.
Kalos journey team: Lumi (Shiny Pumpkaboo), Regalia (Aegislash), Spectre (Gengar), Calcifer (Chandelure), Anima (Rotom), Rowan (Trevenant). Spectre can Mega-Evolve. This is the team that Adri uses during her first journey as a Pokémon Trainer, before she comes to Reborn. Lumi is Adriana's partner Pokémon, and she is a companion Pokémon who does not participate in battles, so Regalia technically functions as her starter from a battling perspective since it was the first Pokémon she had been given by her parents to start off her journey.
Reborn journey team: Echo (Mimikyu), Drifter (Drifblim), Willow (Aevian Mismagius), Sidera (Gothitelle), Prince Kai (Jellicent), Argent (Reborn-Shiny Silvally), Soulfire (Chandelure), Gemstone (Sableye), Lady (Reborn-Shiny Froslass), Corybantia (Aegislash), Amethyst (Reborn-Shiny Mismagius), Selene (Reborn-Shiny Cresselia), Phantom (Marshadow), Nightmare (Reborn-Shiny Darkrai), Galea (Reborn-Shiny Giratina). Argent holds the Ghost Memory, and Gemstone can Mega-Evolve. You might notice that this "team" has a) way more than six Pokémon and b) is listed in order of acquisition when you can't normally get Aevian Misdreavus or Mimikyu until later in the game than I've listed them. To the first point, these are all the Pokémon that Adri canonically obtains during her journey - though she gifts Sidera to Luna - and some are kind of needed for progression (Drifter to fly, Prince Kai to surf and dive, etc.); the team of six that she actually completes the main game with are Echo, Argent, Soulfire, Gemstone, Lady, and Corybantia, with Phantom and Galea then swapping in to her battling team during the postgame. To the second point.. I figured that it was reasonable for the Pokémon that I've moved to show up before the first gym (in Seacrest's garden and hanging around the city for Willow and Echo respectively), and it makes attempting to run a "canon team playthrough" of the actual game way more viable.
Gym Leader team: Lady (Reborn-Shiny Froslass), Echo (Mimikyu), Soulfire (Chandelure), Gemstone (Sableye), Corybantia (Aegislash), Amethyst (Reborn-Shiny Mismagius). As the name implies, this is the team Adriana uses once she becomes the Reborn League's Ghost-type Gym Leader; her "ace" Pokémon in terms of levels is technically Amethyst. She chooses to take her battles in Iolia Valley rather than in the Abandoned Power Plant as Shade had, so this team would be fought on the Dark Crystal Cavern field if it existed in-game.
Themed teams:
Kalosian Noble - Parfum (Aromatisse), Jacaranda (Trevenant), Corybantia (Aegislash), Mona (Crystal Aegislash), Diamantaire (Diancie), Lethe (Yveltal). Diamantaire can and will Mega-Evolve. This team would be fought on the Fairy Tale Field, if fields are enabled. It is themed around Adriana's origins as the daughter of a noble family in Kalos and the fact she was originally supposed to have become one of Valerie's Gym Trainers if she hadn't instead found her Shiny Pumpkaboo, hence why all the Pokémon originate from Kalos (except for Mona being a Reborn-exclusive altform) and most of them are Fairy-type. (Yes, Mona is named after the god-slaying sword from another game series that you might be suspecting her to be.)
Second Timeline - Arcan (Delphox), Rosalyne (Roserade), Sapphire (Reborn-Shiny Ampharos), Kelaino (Honchkrow), Argent (Reborn-Shiny Silvally), Corybantia (Aegislash). Argent holds the Ice Memory, and Sapphire can and will probably Mega-Evolve. This team would be fought on the Factory Field, if fields are enabled, though Adriana has multiple ways of changing the field in her team (such as Sapphire's Discharge or Rosalyne's Grassy Terrain), so that could very easily change mid-battle. It is supposed to represent the team that I myself used to beat the game for the first time, which is therefore the team Adri canonically used in the previous timeline where she was the chosen protagonist.
Galea's Chosen - Maelstrom (Reborn-Shiny Altaria), Phantom (Marshadow), Corybantia (Aegislash), Argent (Reborn-Shiny Silvally), Nightmare (Reborn-Shiny Darkrai), Galea (Reborn-Shiny Giratina). Argent holds the Dragon Memory, and Maelstrom can and will Mega-Evolve. This team would be fought on the New World field, if fields are enabled. It is probably the strongest of Adriana's teams considering the field (which can't be overwritten!) and how many legendaries are in it, which makes sense considering it is supposed to reflect her having been chosen by a Giratina.
Void-kissed - Alatus (Absol), Amethyst (Reborn-Shiny Mismagius), Sidera (Gothitelle), Luna (Umbreon), Phantom (Marshadow), Nightmare (Reborn-Shiny Darkrai). Alatus can and will Mega-Evolve. This team would be fought on the Dark Crystal Cavern field, if fields are enabled. It is supposed to demonstrate Adriana's connection to Luna, since she also has an Absol and Umbreon of her own (named White Rabbit and Cheshire respectively), Luna is associated with Darkrai (albeit probably not necessarily its Shiny, as well as Cresselia) while Adriana is associated with Marshadow (as well as Giratina), and Adriana gave her Gothitelle (Sidera) to Luna while Luna then caught a Reborn-Shiny Mismagius (Amethyst) and decided to give it to Adriana.
And that's all the teams I've come up with so far! Thank you so much to everyone who has read to this point! It really means a lot ^-^
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jojolimons · 5 months
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ok damn i actually lost to drayton
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ajdrawshq · 7 months
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got my hands on the skytemple randomizer and editor so in playing thru pmd sky again :]
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kingfalconcombos · 2 years
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youtube
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bogleech · 8 days
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youtube
If you want to listen to me talk about "BREEDING" for almost four hours I put up the Dragon Quest bonus stream from a week ago. I mean, I do talk about other things, like creature design, and how this game's custom monster movesets work, and I think a bit about kaiju movie opinions and things like that. I don't JUST talk and think about BREEDING all the time >:(
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blueares · 1 year
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Meowscarada Smash Moveset (fan made)
Alright so it’s been a while since I did one of these, but having recently finished Violet, I decided: why not? That being said, I’m not gonna do the aerials for this or likely any future moveset going forward. They just feel really redundant and unremarkable to try and describe
Neutral B: Flower Trick Meowscarada throws an exploding bouquet; if an enemy is close to Meowscarada, it will auto-target them while throwing.
Side B: Magical Leaf Meowscarada unleashes a flurry of mystical leaves in whatever direction it’s facing.
Down B: Grassy Terrain Meowscarada creates a zone on the ground that heals anyone standing in it and increases the power of plant-based moves; this attack cannot be used in the air.
Up B: Trailblaze Meowscarada suddenly lunges in a direction, damages the first enemy it hits, if any; alter the direction with the joystick.
A: Play Rough Meowscarada bats its paws at a target, striking with fairy power at each hit.
Side A: Scratch Meowscarada slashes at its opponents with sharp claws.
Down A: Low Kick Meowscarada sweeps its leg along the ground.
Up A: Dark Pulse Meowscarada unleashes a small burst of sinister energy overhead.
Smash A Side: Seed Bomb Meowscarada tosses out several exploding seeds in front of itself.
Smash A Down: Knock Off Meowscarada ferociously smacks its paw downward; if a foe hit with this attack is carrying an item, they drop it.
Smash A Up: Disarming Voice Meowscarada lets loose a mystical cry that repeatedly strikes foes above it.
Final Smash: Grassy Tera Blast Meowscarada Terastalizes and unleashes a beam of shimmering green energy in a straight line. If used on Grassy Terrain, the move deals increased damaged.
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frankiesmileshow · 7 months
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Crystal Project Review
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Ive been having a lot of fun with Crystal Project, a well made FF5-inspired RPG. The combat is very tightly designed and the exploration aspect is top notch. The art style put me off a bit at first, but I think it grew on me over time.
The game does a great job of slowly uncovering its breadth and letting you break its sequence through curious exploring. Lots of fun to search every part of its gigantic map for secrets. This is a game that loves hiding secrets within secrets within secrets. You might even occasionally stumble into a late game area, and exploring carefully could lead to finding items meant for the end of the game, giving your party a significant early game boost.
Exploring will often lead to surprise optional boss battles that are completely out of your league - but dying has few consequences in the game (you just lose a bit of money) and dying from bosses has no consequences at all, so you rarely feel truly punished for having explored too far, and its always worth it to have a peek at a boss battle.
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Don't expect too much of a story. There is one, but it keeps a very light touch, this is mainly a game about exploring and fighting monsters. It does have characters and some personality, but dont expect something dense story wise.
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It manages to avoid feeling like an open world game - it feels more like a linear game that just lets you break out of the confines of its intended path if you explore enough. It strikes a very good balance between having direction and having freedom. The world map just keeps expanding as you play, leading to many little shocks about the games' scope, a feeling you might be familiar with if you played Elden Ring.
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The games combat uses a very well balanced, strategic system. Battles give you a lot of information to let you choose your actions carefully - you can see any enemies' next action in advance, and you even know who the enemy will attack next (notice the dotted lines in the screenshot above). Manipulating the enemies' current target is actually one of the fundamentals of the game- enemies choose their next target based on a "Threat" system which is entirely open to you as you fight, and many classes have abilities to help you manipulate this. Some class abilities also depend on the current threat state of a character - for instance, the rogues' many powerful skills only work if they are considered an enemy's bottom threat, and will otherwise always miss, which requires careful actions on your part.
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The class system will be familiar if you played Final Fantasy 5 - you obtain new classes by exploring the world and finding large crystals, each unlocking a new one. The classes set a characters' stat growth on level-up, equippable items, main abilities and all have a unique "Innate passive" which are usually quite powerful (for instance, the base Cleric class receives a significant boost to all healing spells).
You can also add the abilities of a secondary class to your characters' moveset- like adding a clerics' healing spells to your Samurai. There is a lot of fun to be had mixing one class's abilities with anothers' passive boost - for instance, one class has an ability which makes the first action this character makes in a battle always target All enemies or All allies, allowing you to either massively boost your whole party or nuke the enemy party with a powerful spell usually meant for a single foe.
There are also passive abilities you can unlock from any class and assign regardless of a characters' current class, limited by a point cost system. These can range from a boost to max HP, to adding a poison effect to any weapon attacks, to allowing your character to equip a shield regardless of their class.
You can get very creative with the games' class system, there are countless ways to mix and match character abilities and classes to figure out some powerful strategy. The endgame has several challenges that might require you to make custom party setups just for them, turning the combat system into something resembling a kind of puzzle - though one with many possible solutions.
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Boss battles have a way of feeling like a desperate struggle of improvising as your strategy falls apart - then winning by the skin of your teeth. This happens a lot. At least half of the boss battles for me ended with most of my party dead, and being one or two turns away from a full wipe-out.
I think the only real misstep is the games' analogue to chocobo breeding, introduced at the very end of the game. It feels tedious, I gave up on it after an hour of wasting my money on food for the creatures and not getting anywhere. Luckily it seems to be completely optional.
All in all I recommend it to anyone who likes FF5 and who likes RPGs that have a focus on exploring. Visually it might look a bit basic, but underneath that is an extremely robust game.
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moonpaw · 7 months
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Is there a way to play with Hisuian Zorua in PMD? Your art just makes it look so fun
yup! you can find the sprite sheets and files over at the Sprite Repository!
it does involve knowing how to work SkyTemple a little though!
For Zorua, what I did was replace vulpix as a starter, swapped out the sprites/icons and the changed the movesets/typing/ability/ect
It's not too hard, but it does take a little bit to tweak it, especially if you're first learning how
OR, if you're fine with playing as a normal Zorua, this person has you covered
For Echo, they're actually a custom Unovan Zorua that I recolored/edited for my team :]
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seansilv25 · 3 months
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"I wish Timmy Turner was a part of the brawl!"
As your guys' designated Fairy Godparent, your wish is my command!
**POOF!**
Nickelodeon All-Star Brawl 2: Custom Movesets - Chapter 1 - SeanSilv25 - Nickelodeon All-Star Brawl (Video Game) [Archive of Our Own]
I've now made my own moveset for Timmy Turner in Nickelodeon All-Star Brawl 2! Come check out the moves I gave to the average kid no one understands!
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shuttershocky · 4 months
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I got mutuals who love FF16 and I did at least have enough fun to play through the entire game so I'm going to try to not be too harsh on it, but I disagree with the statement that its battle system is great. I would wait for the PC version to release and for someone to make an inevitable "Use all Eikons at once" mod, because otherwise the combat becomes very, very stale halfway through. It makes me wish that they just stuck to Final Fantasy style ARPG combat, because when they went for being an action game they refused to commit to it.
I was having fun with it until halfway through the game where its limitations became very apparent: it was branding itself as the first Final Fantasy to become a full action game, but didn't want to leave behind ARPG's entirely and so they limited the number of Eikons you can have equipped so there's still a measure of making a "build" (equipment is literally just stat go up so there's no build choice there lmao)
This is fucking disastrous because Clive's moveset outside of Eikon abilities never expands ever. He has the DMC foundation (as Square Enix famously hired DMC5's combat designer) of having attack-based parries (you have to clash an attack with the enemy's rather than time a block), enemy step, timed dodges, a ground slam, a taunt button, etc, but it's just the foundation, and it never fucking grows.
You have one, ONE attack string for the entire game: Attack, Magic Burst, Attack, Magic Burst, Attack, Magic Burst, Attack, Magic Burst, and this goes for both on the ground and in the air, meaning the longest attack combo you can make on an enemy you can send flying is A, M, A, M, A, M A, M, Torgal attack, Phoenix Shift (which is just Dante's Trick btw) A, M, A, M, Torgal uppercut+ Enemy Step (because you'll fall before you finish this), A, M, ground slam, maybe another Torgal attack.
That's it. For the entire game. You can charge an attack to give yourself super armor to make parries easier or charge a magic attack (not that you can shoot one off midcombo as you need to be tapping magic to do magic bursts), but otherwise you're not exactly going to be seeing infinite creative possibilities.
Meanwhile the Eikon abilities are limited by three issues: They have cooldowns, there's only two ability slots per EIkon (not counting their base ability / Feat) with a max of 3 eikons equipped, and the strong Eikon abilities are much, much, MUCH stronger than the fun Eikon abilities.
You know who are fun Eikons? Titan and Garuda. Titan has the most satisfying base ability in Titanic Block with incredibly meaty feeling counter hits, while Garuda's the only Eikon that realized FF16 wants to be an action game and has abilities that create actual combos like Gouge and Wicked Wheel rather than one and done spellcasts.
But do you know who you actually need to deal with the significantly bloated HP bars in lategame? Odin (base Odin because of Arm of Darkness' incredible damage and clear, but also Dancing Steel) and Shiva (Cold Snap + Diamond Dust). You've got one Eikon slot left to bring for a favorite (but let's be real it's prooobably Phoenix for Phoenix Shift) and two or one slots left for fun (because you WILL have Gigaflare, Lightning Rod, Diamond Dust, Judgment Bolt and/or Dancing Steel).
"But you never play efficient in DMC" yeah because playing for style over efficiency is built into the system. There's a style meter that hypes up how cool you are, strong enemies can get ragdolled around, and most importantly YOU HAVE SO MANY OPTIONS. Dante has more possible avenues of attack than the human mind can comprehend, Clive has his basic moveset, 6 Eikon abilities, and 3 Eikon Feats maximum, and you have to commit the 6 Eikon abilities to a cooldown in order to use them.
Let's say you customize to look stylish and cool, you go Titan - Garuda - Phoenix and then you start with a Raging Fists counter into Phoenix Shift, basic attack string, Wicked Wheel to take it to the air, air attack string, enemy step, Gouge, ground slam, finish with Windup. Congratulations, 4/6 of your equipped abilities are on cooldown to do that one cool-looking combo, you were attacking one enemy the whole time, and you didn't even deal as much damage as Lightning Rod + Level 5 Arm of Darkness clearing all the trash in the fight while dealing way more damage to the boss, and all that's on cooldown is Lightning Rod.
Do you know what lategame FF16 combat looks like? You rotate through a selection of one and done spells like you're farming a dungeon in Genshin Impact, optimizing your rotation by lining up the cooldowns of your 3 characters (Eikons in FF16's case) to do as much burst damage in a window as possible. As soon as a boss hits 40% Break bar or less, you cast Lightning Rod, then Diamond Dust (Diamond Dust's first half will both destroy 40% of an enemy's Break Bar while the second half does so many hits you hit the maximum bonus Break damage immediately with just combining with Lightning Rod), then Level 5 Arm of Darkness, Dancing Steel, Rift Slip to cancel the animation after the last hit (one of the few extremely cool unique abilities that aren't just big damage nuke), Level 5 Arm of Darkness again which was recharged by Dancing Steel, Gigaflare, and if the boss is really tanky? Judgment Bolt. Feeling Spicy and want even higher Break damage? Have Bahamut equipped and charge a level 5 Megaflare (dodge attacks while charging so it doesn't take forever to charge) and then unleash that BEFORE Lightning Rod + Diamond Dust.
That's how you make the most of a Break in FF16, because doing a regular honest combo on an enemy you've Broken won't do anything substantial due to the game being balanced around how ridiculously powerful the endgame nuke rotation is. As meaty and fun as Titanic Block is, when you see it do 2% of the enemy's max HP as damage even after how crunchy and satisfying the 3 counter hits are, you get discouraged because now you're weighing the opportunity cost of having Titan equipped vs Odin.
You're not supposed to worry about that in an action game! You play inefficiently because you're toying with the enemy on purpose, and then you annihilate them with your ultra nuking moves as you please. You don't choose what moves you bring to a fight! You have ALL of them! The promise of unlimited creativity, fulfilling mastery, and the game hyping you up as the coollest motherfucker on earth implores you to play with your entire moveset, invites you to experiment. What you optimize is how flashy you can look, not how much damage you can inflict because you made moves a semi-limited resource in a character action game for some reason.
"Well putting a cooldown on moves and limiting how many you have is 16 just trying to preserve the RPG identity of Final Fantasy" Where??? 16 abandoned damn near everything! Jill gave her country, her powers, her body, and all her screentime to Clive and Clive can't even give her a potion?! You don't have job classes, your party exists to be sandbags for you, you can't interact with each other in battle, your only resources are potions to heal and stat buffs for just you, your equipment means nothing and you can't even so much as banter with your party members while traveling around because god forbid you start to look friendly with each other.
Nobody praised FF15's combat but the game threw everything and the kitchen sink at you to make you believe Noctis and his boys were a team, just like how a Final Fantasy party should be. You passed resources between each other, you leveled up together, even when you only controlled Noctis you could give orders to Ignis, Gladio, and Prompto, then the Royal Edition was like "hey wait a minute this is a Final Fantasy game" and let you freely swap control between Noctis and the boys in the middle of combat. It wasn't tight and precise but it worked at making you feel like a party, and Final Fantasy as a series IS about being in a party.
FF16's combat system removed all of that, slapped a Final Fantasy skin on top of a Devil May Cry foundation, and then forgot to be a Devil May Cry game anyway. Are you going to do a cool co-op move with Jill like in FF15? No. Are you even going to talk to each other mid combat as your relationship grows? No. She shuts the fuck up and throws attacks separately from you and won't talk to distract you from being a one-man army.
Are you at least going to be able to juggle a bandit in the air for 40 seconds with an array of moves that will have your hands shaking as the game starts hyping you up? Still no, that's not how we do things here in Final Fantasy. You throw someone up in the air and they're dropping after 10 seconds. We don't do that extended combo stuff here.
Lightning Rod. Will o Wisp. Gigaflare. Fuck you.
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surfingpichu · 2 months
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Real quick update here the Glitchdex for RB is COMPLETE up to Charizard 'M! All glitch pokemon from Red and Blue are fully functional in the Pokemon Essentials engine!
I'm getting started now on filing out movesets with custom glitch moves as well. Still trying to figure out how to set animations but I'll play with that more when I've got time.
Still stoked to have this first leg finished. If people want I can release the .txt file that includes the RB glitch pokemon.
There are some caveats. Right now glitch moves and super glitch/ cooltrainer are not includes in movesets (the latter two I'm still figuring out what to do with). And not all pokemon have cries yet.
I'm planning on releasing the .txt and sprite data on its own before I update for moves. I did this in Pokemon Essentials v21 if that makes any difference to people.
Anyway super excited to have this step completed. I'd be stoked if people wanted to include my lil guys in their fangames.
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