Thread: Smash Bros. Profiles.

Name - Ramza Beoulve Age - 19 Gender - Male Home Realm - Final Fantasy Tactics, Ivalice, Unknown Location Combat Form - Multi-talented weapon combat sword rapier and knight, spear, ax, dagger, bow, martial arts, magic. Movement speed - Below average. Jump Prowess - High, fast descent. Attack speed - Above average. Attack power - Variable. - Basic Movelist - Attack - Ramza's basic-most attack, in which he attacks with the currently equipped weapon. Combo and damage potential varies on the weapon used. Double Elbow - Side, Ramza delivers a pair of elbow blows in quick succession in front of him, with reasonable throwback, but low damage potential. Ax Sweep - Below, Ramza swings an ax below him in a tripping motion slow attack speed, high damage while able to cause 'trip' status to foes. Crescent Uppercut - Skywards, Ramza swings an ax in an upwards motion, launching foes in reach skywards. Triple Kick - Aerial, Ramza kicks at his foe in front of him three times, with the last kick causing knockback. Swirling Cut - Aerial front, Ramza delivers a short flurry of sword swipes in front of him. Reverse Slash - Aerial back, Ramza uses a sword in a slashing motion behind him, and subsequently turns him around in midair. Hammer Down - Aerial below, Ramza swings the butt end of an ax downwards on a foe, spiking them downwards at high speeds. Upper Thrust - Aerial sky, Ramza uses a spear and thrusts the weapon upwards, launching the foe further skywards. Limited horizontal reach. Cross Cut - Smash, Ramza delivers two slashes in an 'X' shape to the foe in front of him, quick in execution. Moon Launch - Smash sky, Ramza performs a wide-arched ax strike in an upwards motion with a lot of power and damage output, with slow attack speed. Tornado Repulse - Smash down, Ramza spins with his spear outstretched, damaging foes near him horizontally and knocking them away. - Special Movelist - Jump Recovery move - Ramza takes a spear in hand, leaping incredibly high, but descends very quickly as well on foes in a small area. Variation 1 Vertical Leap - Ramza performs the high jump, but at the highest point, his descent comes to a slow for a brief moment. Foes are damaged on the upwards leap, but Ramza becomes vulnerable after. Variation 2 Sky Ripper - Ramza's vertical jump is shorter, but is able to quickly execute a second, horizontal jump for compensated distance, damaging foes during both movements. Decent is slowed at first. Shield Break Side Swipe - A move that deals more shield damage than a standard smash attack, with potential of breaking it. Variation 1 Speed Break - Ramza's attack damage is small, but his foe's movement speed is reduced by a fair margin for a short while. Represented with a blue glow. Variation 2 Power Break - Ramza's attack damage is small, but foe's damage and knockback output is reduced a bit for the next attack. Represented with a red glow. Mug Low blow - Ramza quickly moves in, dealing a bit of damage while also taking his foe's held item, if they carry one pre-equipped weapons can't be stolen. Variation 1 Reflect - Instead of attacking someone, Rmaza conjures up a shield that protects him from ranged attacks of all kinds and reflecting them back to the assaulter. Variation 2 Parry - Ramza assumes a defensive stance if he is attacked, he blocks the blow with his rapier, and retaliates with a strike that puts distance between him and his foe. Affects only melee attacks. Charge Basic special - Ramza takes a bow in hand, and the longer he charges it, the farther the arrow flies. Able to angle the shot to a near vertical reach. Variation 1 Magic Black - Ramza focuses on his powers of a black mage. The longer he charges, the more powerful the spell. Comes in Fire, Thunder and Blizzard varieties, with the power of the spell reaching as high as the 'Ga' stage, distance dependent on spell power. Variation 2 Combat Tackle - Ramza performs a quick forward charge if he hits a foe, it knocks them to the ground to 'trip' status, with Ramza backing up in safety. Final Smash Ultima - Ramza focuses on his inner potential, and with it, he comes surrounded in powerful magic energy. Foes that wander too close to him will suffer damage this continues for a few seconds, before Ramza unleashes the power as a whole in a shockwave, putting a great distance between himself and his foes. Has a magnetic pull to foes that are close, that may attempt to draw them in. When used in midair, Ramza remains stationary until after the shockwave, to which he will make his descent, though he is vulnerable. Bio - Some time following the incident of Orbonne Monastery, Ramza had gone into hiding with his younger sister, Alma, far away from the land of Ivalice. His talents remaining firm after the final battle, somehow, he was found, yet not by people he was familiar with. A messenger, providing an invitation of some kind, read that Ramza has been requested to participate in a tournament of champions. At least, that was what the letter's contents spoke of. Ramza honestly hesitated at first he had just gone into hiding, and now he was being asked to go back in the open, despite being branded a heretic back in his home land. After mulling it over a long while, and with support from Alma herself, Ramza finally accepted to participate, somewhat curious to know who may participate in this same 'Tournament of Champions', this so-called, 'Super Smash Bros.' event. Appearance - ----------------------------------- Name - Starkiller Age - Appears 23 Gender - Male Home Realm - Star Wars, Homeworld unknown. Combat Form - Single Lightsaber and Force Powers Movement speed - Fast Jump Prowess - Average, slow descent. Attack speed - Below average. Attack power - Average -Basic Movelist- Slash Combo - Starkiller's basic attack, to which he chains up two strikes, then unleashes a swift flurry of slashes, that ends with a distancing kick. Dual Cut - Side, Starkiller slashes in front of him twice in quick succession, low launch power. Uppercut - Skywards, Starkiller provides a firm uppercut that launches foes skywards. High launch potential. Lower Sweep - Groundwards, Starkiller swipes at the ground with his lightsaber, causing a step-back flinch from those he hits. Aerial slash - Starkiller slashes out in front of him in a horizontal strike. Triple cut - Aerial front, Starkiller attacks three times in a very quick momentum in front of him. Reverse slash - Aerial behind, Starkiller makes a rotational cut that attacks the foe behind him. Aerial volley - Aerial skywards, Starkiller performs a backflip as he cuts skywards, knocking the foe further to the sky. Aerial slam - Aerial groundwards, Starkiller quickly descends to the ground with his blade directed down. Upon hitting ground or a foe, Starkiller creates a shockwave that damages foes nearby, knocking them to either side of him. Sith Strike - Smash, Starkiller provides a damaging cut, while at the same time, creating a shockwave in front of him, knocking foes in reach far away. Storm Seeker - Smash skywards, Starkiller emits a shockwave above him if it hits a foe, it creates a blast of lightning around him for a moment only. Repulse - Smash groundwards, Starkiller unleashes a shockwave on either side of him creating distance for himself. Low damage, high launch power. -Special Movelist- Force Jump Recovery - Starkiller leaps really high if an enemy is in range, he delivers a cut to them while kicking off them, and able to Force Jump again. Variation 1 Force Leap - Starkiller doesn't attack at all, though he jumps higher as a result. Variation 2 Force Tempest - Starkiller provides a leap upwards, but as he does, he's performing rotational cuts to help him reach his destination, and harms foes close to him. Force Lightning Side - Starkiller unleashes a flurry of bolts out in front of him the longer he does this, the shorter and weaker the bolts can reach and damage. Variation 1 Lightsaber Throw - Starkiller throws his lightsaber out in front of him, to which it damages any foes in line of sight for a bit of distance. Variation 2 Sith Seeker - Starkiller combines Force Push and Force Lightning into one, unleashing a wave in front of him, but if it hits a foe, it explodes and bolts of lightning are unleashed around it for a few moments. Dark Sider Ground - Starkiller focuses on his inner dark powers, amplifying his lightsaber damaging skills. Cancels if a force ability is used, or Starkiller takes damage. Variation 1 - Force Focus - Starkiller focuses on his Force Powers, improving their damage and launch prowess. Cancels if a lightsaber attack is used, or Starkiller takes damage. Variation 2 - Force Meditation - Starkiller focuses around him, allowing him to predict his foe's next attack upon him. In doing so, he is able to counter quickly and efficiently. Force Push - Starkiller unleashes a wave of telekinetic energy in front of him the longer he charges, the further the distance his foes are launched. Variation 1 - Force Pull - Starkiller uses a wave of energy to pull foes towards him can be used to initiate a quick combo. Variation 2 - Force Charge - Starkiller charges the Force within him for a while. The next Force Power he uses, will result double in power. Final Smash The Rogue Shadow - Starkiller calls in his ship, the Rogue Shadow, to which he will leap up and out of the battle area. He will then take place in the pilot seat of his ship, and unleashes an array of laser shots and proton torpedo launches across the battlefield. This lasts for 20 laser shots or 6 Proton Torpedo launches, before the ship leaves, and Starkiller returns to the battlefield. Bio Taken under the wing of the Sith Lord, Darth Vader, Starkiller was created to endure the pain, and dish it out tenfold. Even though he was trained in secrecy, Starkiller always found himself to enjoy battle against all opposition. Despite being trained to assassinate Jedi, Starkiller has been known to go against Vader's will at times. Such is the case with this gathering of heroes across the many galaxies and dimensions. Hoping to further his knowledge in the Force and his brutal lightsaber techniques, he finds himself taking part in the dark plot... Appearance - ----------------------------------- Name - Falco Lombardi Gender - Male Home Realm - Lylat System, Corneria Combat Form - Close combat with range backup Movement speed - Below average Jump Prowess - High Attack speed - Average Attack power - Above Average -Basic Movelist- Knifehand strike - Falco performs two attacks, following up with a series of attacks with his wing-like hands, finishing the combo with a double hit. Roundhouse kick - Side, Falco swings one of his legs in front of him, hitting his foe in the mid-torso region. Can be angled higher to hit their head, or lower to hit their legs. Sky juggle - Up, Falco spins a bit, while swinging his arms upwards the first strike has the better knockback power, and can KO at higher damages. Tail Feather Sweep - Down, Falco sweeps with his tail feathers, having surprising launch power and KO probability. Overhead Slash - Smash, Falco brings both his wings down in front of him, dealing high damage with high knockback power. Somersault Kick Ground - Up smash, Falco performs a backwards somersault, while his leg is extended, kicking foes upwards as a result. Split Kick - Down smash, Falco makes a swift, distancing attack where his legs hit in front and behind him. Quad Cut - Aerial neutral, Falco delivers four strikes to a foe, with the last hit having reasonable launching power. Swift execution. Drill Peck - Aerial forward, Falco performs a rotary attack with his beak, delivering multiple hits as a result. Back Kick - Aerial back, Falco performs a swift kick to a foe, having high damage and launch power despite the short reach and duration. Somersault Kick Aerial - Aerial up, Falco performs backwards somersault kick not as much power as it would on the ground, but can be effective for juggling. Corkscrew Stomp - Aerial down, Falco performs a rotary stomp on a foe below him, knocking them downwards. -Special Movelist- Fire Bird Recovery - Falco cloaks himself in fire, charging for a moment, before launching a reasonable distance in any direction, damaging foes multiple times. Variation 1 Fast Fire Bird - Falco launches himself immediately, but for shorter distance and less damage. Variation 2 Distant Fire Bird - Falco charges longer, but he launches a greater distance, with the initial hit causing launch potential, while the rest delivers damage. Falco Phantasm Side - A potential backup recovery, Falco charges at blinding speed, damaging foes and launching them opposite of his position. In midair, spikes foes down, and on the ground, Falco hits them skywards. In midair, Falco has forward momentum after the use of the move. Variation 1 Falco Phase - Falco becomes intangible, but at the same time, he cannot damage opponents either. When used in midair, there is no forward momentum. Variation 2 Falco Charge - Falco's charging distance is reduced, but delivers more damage at the startup of the move. Reflector Down - Falco kicks out a small device while activating it, causing any projectile moves used against him to reflect back to his opponent with a bit more momentum and damage than normal. The device returns to him as if magnetized. Colored cyan. Variation 1 Accele-Reflector - Falco's reflector doesn't amplify the damage of the projectile launched at him, but doubles the traveling speed, making it harder to avoid. Colored green. Variation 2 Reflector Void - Falco's reflector destroys absorbable projectiles, while still reflecting non-absorbable, though at a fraction of the damage they normally would deal. Colored purple. Blaster Neutral - Falco draws his blaster pistol, and fires off rounds at a slow rate, but each shot causes stagger and slows the momentum of foes. Variation 1 Explosive Blaster - The rounds fired from the blaster slow as they travel, and explode before they stop moving. The round itself doesn't deal damage until it explodes, instead pushing foes back. Variation 2 Burst Blaster - Falco's firing rate improves drastically, though the shots no longer cause stagger and lose a bit of power. Final Smash Landmaster - Falco calls in and pilots the Landmaster tank to assist him, which its size definitely takes up most of the field. Shots fired deal damage, as well as barrel rolls. What sets Falco's apart from Fox's is that his has more aerial maneuverability, though with lesser firepower as a result, and doesn't last quite as long. Bio One of the co-pilots of the Star Fox team, Falco was at one time a leader of his own group of mercenaries, but decided to assist Fox on many occasions. He considers Fox as his rival on the team, hoping to out-perform him. Somewhat arrogant and cocky, Falco means well in the things that he does, and very talented. Been a part of the Smash Bros. organization since Melee, Falco has had his ups in downs during the times he participated. One thing that hasn't changed is that his jumps are the highest of all the competitors, despite his horizontal movement is rather slow. The Lylat System has come under fire from this new threat, however, so he hopes to lend his aid accordingly. Appearance - ----------------------------------- Name - Luigi Gender - Male Home Realm - Mushroom Kingdom Combat Form - Close combat with fireballs being his only ranged ability. Movement speed - Average, low traction Jump Prowess - High Attack speed - Above average Attack power - Average -Basic Movelist- Double-hit Hip thrust - Luigi delivers two attacks with his fists, then he thrusts his hips to the side, hitting the foe with some knockback power. Reverse Roundhouse - Side, as it says, Luigi performs a rever roundhouse kick that provides reasonable spacing at above moderate damage. Fly Swat - Up, Luigi performs a sweeping attack that hits foes up, and can still hit foes that are directly behind him. Crouch Kick - Down, Luigi performs a kick that can trip foes at low damage, and knock foes away from edges as well. Knifehand Thrust - Smash, Luigi shoves his hand out in front of him with variable knockback based on the angle. Poor reach, but fast and powerful in execution. Sky Headbutt - Smash up, Luigi provides a headbutt that knocks foes skywards, and most consistent of KO'ing potential of his attacks. Angle of launch varies where his foe it hit. Breakdance Sweep - Smash down, Luigi performs an almost dance-like move where he kicks all around him, providing space as he needs it. Standard Kick - Aerial, Luigi performs a fairly basic kick, though his provides vertical knockback, and the only one to achieve this. Knifehand strike - Aerial front, Luigi swings his hand in a karate-chop motion, quick in execution. Dropkick - Aerial back, Luigi swings his legs, reliable KO tactic, though it has the tendency to launch foes in the opposite direction than intended. Backflip Kick - Aerial up, as it says, Luigi performs a kick that launches foes upwards, yet has more horizontal knockback than his brother's. Corkscrew Dropkick - Aerial down, Luigi performs a two-legged kick that has a timed sweetspot, which when timed right, can launch foes down to the ground at high speeds even at moderate damage. -Special Movelist- Super Jump Punch Up - A staple for the Mario bros., though while Mario's delivers multiple hits, Luigi only hits once. If timed poorly, damage dealt is minimal, but timed just right with the proper placement, Luigi can send foes flying in flames, with a noticeable, KERCHENG! sound to show the impact was spot on. However, Luigi only jumps vertically, thus his horizontal recovery is rather weak. Variation 1 Fiery Jump Punch - Provides Luigi with more horizontal distance, at the cost of reduced damage when hitting the sweetspot. The minimal damage sourspot is still present. Variation 2 Burial Header - Instead of a fire sweetspot, when Luigi makes his descent, it can cause foes to be embedded in the ground. The jump is higher than SJP. Green Missile Side - Luigi's choice of recovery most of the time he can charge up to launch himself further and deal more damage. There is a 10 chance of delivering a mis-fire, which deals higher damage, but can launch him off the field. Variation 1 Floating Missile - Luigi launches directly forward, improving accuracy or recovery potential. It charges faster, but deals less damage. Variation 2 Quick Missile - The riskier of the former two, Luigi launches himself further and faster, but he can slide across the ground. Deals more damage fully charged, but less when uncharged or mis-fired. Luigi Cyclone Down - Luigi quickly rotates around, arms extended and delivers multiple hits to foes. His horizontal movement is quicker than his run, making for surprise approaches, and can move vertically as well. Variation 1 Mach Cyclone - Luigi's horizontal distance is reduced, but he is surrounded in a tornado, causing push, as well as a greater vertical reach, though Luigi only has one hit to deliver a foe. Variation 2 Clothesline Cyclone - A slower variation that delivers only one hit, but greater knockback. Similar to what it was since the first Smash Bros. Fireball Neutral - Luigi launches a green fireball in front of him, and can be used multiple times in succession. Unlike Mario's fireballs, his are unaffected by gravity. Variation 1 Bouncing Fireball - Luigi's fireballs function much like Mario's, though the bouncing arch is more vertical, and covers more distance, though weakens with the added distance. Variation 2 Ice Ball - Luigi throws a ball of ice that deals less damage and is slow, but has longer range and can freeze foes at higher damages. Final Smash Poltergust 5000 - Luigi's well-known ghost-capturing vacuum that was invented by Professor E. Gadd, that has helped him save his brother on a few occasions. With this machine, Luigi can suck up his foes, and the sooner he sucks them up, the more damage it can deal before he launches them back out. This can result in providing great distance, and even KO in open spaces. Bio With his brother, Luigi has been in the Super Smash Bros. committee since when it first began, though Luigi had been in the shadows at the time, that required to be unlocked. Luigi found himself overwhelmed and awkward when the Year of Luigi was announced, and he was no longer to be hidden, but to be accessible right from the start. Not known for his courage, Luigi can be seen as a bit easy to startle and can be frightened, but since he had to save his brother on a few occasions, Luigi has been getting better, stepping out of Mario's shadow, and becoming his own individual. Though many of his moves were based on Mario's, he places his own flare on them, making them his own. Luigi was definitely surprised, though, when he found out that the trophifications were taking place in many more worlds since the appearance of Subspace, and though he wishes to stay on the sidelines, Mario gave him the necessary push to move forward and provide his help in his own way. Appearance -