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 Insane Conductor

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Say yes.
Yes.
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 100% [ 9 ]
No.
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Total Votes : 9
 

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Knightmare
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PostSubject: Insane Conductor   Thu May 07, 2009 7:06 pm

He's Back
I'm going to finish him, and then get started back up on Knighty.
Statsistics
Speed: Above Average (Acording to this list, it is 3.87)
Weight: Medium (a little lighter than Mario)
Jump Height: Slightly lower than Mario's
Key:
#.[level of completion]Checklist note: (Damage) {Knockback} Image
Animations with an [EE] next to them were sprited by Lock.
Motions

1.[F]Idle: [EE]
2.[F]Walk:
3.[F]Run/Dash:
4.[ ]Jump:
5.[ ]Fall:
6.[ ]Land:
7.[F]Damage:
8.[F]Knockback:
9.[F]Dead:
10.[F]Get up:
11.[F]Hang:
12.[ ]Recover from Hang:
13.[F]Crouch:
14.[ ]Guard:
15.[F]Taunt:
16.[F]Win:
17.[F]Lose:
18.[F]Entrance: [EE]

Smashes

19.[F]Neutral: (4%) {None}
20.[F]Combo: Hit 2: (5%) {None} Hit 3: (1% for every hit) {None} If held: End:
21.[F]Up Smash: Smokestack: (7%) {Low} Smoke: (20%){Moderate}
22.[F]Side Smash: (21%) {Moderate}
23.[F]Down Smash: (19%) {Low}
24.[F]Dash Attack: (7%) {Low-High} This attack works like the knee/ lightning kick, it does low damage and has low knockback if hit under normal circumstances, but if hit in the "sweet spot" the enemy will be sent flying.



Specials

25.[F]Neutral Special: Conductor's Punch
The conductor charges his fist, turns it to steam, and prepares to lauch a mighty blow. When uncharged, the attack does 20% damage. When fully charged, the attack explodes in a puff of smoke soing an extra 5% damage. The attack has high knock back at full charged, but only moderate at normal-99% charged .
Charging: [EE] 0-99% Charged: [EE] 100% Charged: [EE]
26.[F]Side Special: Hadouken
The conductor draws back his hands and charges a ball of smoke. He then launches it forawrd, doing 25% damage and doing medium knockback; however, if hit by the explosion in the launching animation, the opponent will take 28% damage and high knockback.
Launch: Projectile:
27.[F]Up Special: Hat Air Baloon
The Conductor summons his Train's whistle. He uses the steam from said whistle inflates his hat which he uses to lift himself off the ground. It lasts for 3 seconds at a pace similar to snake's up special. It can be controlled by pressing left or right and when any button or down is pressed, or the time runs out, he falls.
Start:
Rising:
Falling:
Landing:
28.[F]Down Special: Firey, Firey Funace
The Conductor summons his Train's funace. He then launches a heated piece of coal at his enemies. The longer it sits in the furnace, the more damage it does, starting at 23%, it goes up 1% for every 25% charged with modreaate knockback. At full charge, the coal is set aflame and does an extra 3% fire damage with high knockback.
Begining:
Charging:
Shooting:
-1-99% Charged:
-Full Charged:
End:


Aerials

29.[ ]Neutral Aeria:l
30.[ ]Up Aerial:
31.[ ]Forward Aerial:
32.[ ]Back Aerial:
33.[ ]Down Aerial:


Grabs

34.[ ]Grab:
35.[ ]Pummel:
36.[ ]Up Throw:
37.[ ]Down Throw:
38.[ ]Forward Throw:
39.[ ]Back Throw:

Other

40.[ ]Stock:
41.[ ]Series Icon:
42.[ ]Selection:
43.[F]Preview:
44.[ ]Trophies:
-Classic:
-Adventure:
-All-Star:
-Final Smash:
45.[ ]Revival Platform:
46.[ ]Damage Meter:
47.[=]Final Smash:


Tilts

48.[ ]Up Tilt:
49.[ ]Side Tilt:
50.[ ]Down Tilt:


Sounds

51.[F]Main Theme:
52.[ ]Attacks and Sound Effects:
53.[F]Win Theme:


Last edited by Knightmare on Fri Jun 05, 2009 9:35 pm; edited 8 times in total
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gamedog
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PostSubject: Re: Insane Conductor   Thu May 07, 2009 7:20 pm

lol, very creative!
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Knightmare
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PostSubject: Re: Insane Conductor   Thu May 07, 2009 7:21 pm

:WAITANKUSIR:
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AEM
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PostSubject: Re: Insane Conductor   Thu May 07, 2009 8:46 pm

The Lose is Hillarious!
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X-Bot
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PostSubject: Re: Insane Conductor   Thu May 07, 2009 10:39 pm

I have something you can use as a selection card. It might be very big, though:
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Daichi
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 1:12 am

It's...
It's original but...
It was posted on this forum..
Originality..
Expansion Forums..
Paradox detected.
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Chaosvii7
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 5:06 am

Daichi wrote:
It's...
It's original but...
It was posted on this forum..
Originality..
Expansion Forums..
Paradox detected.

Way to call your own character unoriginal.

Why can't you just be self-conceited like the rest of us?
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 8:46 am

This is very original. I like it! 😁
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 8:53 am

I think the get up should be a fluid upfromground type fluid motion, rather then black smoke (or whatever it is) apearing and dissapearing.
Also, i think entrance by train would be a better entrance.
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Copy'n'Paste
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 9:06 am

Great work there, Knighty. =w=
Except some few flaws, such as lack of frames, etc, but that can be fixed easily.
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Knightmare
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 1:41 pm

Tredog wrote:
I think the get up should be a fluid upfromground type fluid motion, rather then black smoke (or whatever it is) apearing and dissapearing.
Also, i think entrance by train would be a better entrance.
Lawk made the entrance, I was planning to redo the geddup, and I'm using the train for something special. It's appearance is not to be revealed until the end of the expansion.
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Knightmare
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 9:34 pm

Update: Dash Attack: (7) {Low-High} This attack works like the knee/ lightning kick, it does low damage and has low knockback if hit under normal circumstances, but if hit in the "sweet spot" the enemy will be sent flying.
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Tab
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PostSubject: Re: Insane Conductor   Fri May 08, 2009 11:46 pm

Knightmare wrote:
Update: Dash Attack: (7) {Low-High} This attack works like the knee/ lightning kick, it does low damage and has low knockback if hit under normal circumstances, but if hit in the genitals the enemy will get herpes.
Edited to what my dirty mind thought it was.
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Knightmare
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PostSubject: Re: Insane Conductor   Sat May 09, 2009 1:55 pm

Sweet spot of his foot, not of the enemy.
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PostSubject: Re: Insane Conductor   Sat May 09, 2009 3:53 pm

Knightmare wrote:
Update: Dash Attack: (7) {Low-High} This attack works like the knee/ lightning kick, it does low damage and has low knockback if hit under normal circumstances, but if hit on the "sweet spot" of the boot the enemy will be sent flying.
Edited for what should have been said.
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PostSubject: Re: Insane Conductor   Sat May 09, 2009 9:33 pm

I say....No.



JK.

Herll Yers.
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PostSubject: Re: Insane Conductor   Sun May 17, 2009 9:10 pm

He's original and his animations are clean so far. I'll keep me eye on him to download.
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PostSubject: Re: Insane Conductor   Mon May 18, 2009 5:20 pm

*moves*
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PostSubject: Re: Insane Conductor   Mon May 18, 2009 5:24 pm

Sprites look amazing and animations play smoothly. I'm not sure if I like it or not though. I'll have to see more attacks first.
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Knightmare
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PostSubject: Re: Insane Conductor   Fri Jun 05, 2009 7:37 pm

Update:
Forward Special: Hadouken
The conductor draws back his hands and charges a ball of smoke. He then launches it forawrd, doing 25% damage and doing medium knockback; however, if hit by the explosion in the launching animation, the opponent will take 28% damage and high knockback.
Launch: Projectile:


Last edited by Knightmare on Fri Jun 05, 2009 9:34 pm; edited 1 time in total
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PostSubject: Re: Insane Conductor   Fri Jun 05, 2009 9:25 pm

Are you sure 35 damage isn't a bit...too much? Ganon's wizard punch only does 33 percent damage and I think its one of the strongest special moves in Brawl.

No wait Charizard has rock smash which has 34 % but still both those moves have tons of lag.
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Knightmare
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PostSubject: Re: Insane Conductor   Fri Jun 05, 2009 9:34 pm

You have a point.
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PostSubject: Re: Insane Conductor   Fri Jun 12, 2009 6:57 pm

I'll download him hes cool.
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Knightmare
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PostSubject: Re: Insane Conductor   Fri Jun 12, 2009 7:35 pm

Sweet, thanks. I'm working on another project ATM, so he's on hold.
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