Sorry, been a bit in and out over the last week and some change. Been very busy, plus I some how managed to get under the weather a bit. I'm (mostly) better now.
Any way, I'll get to my comments (or rather "rants/raves") on yours and Sats soon. If not now, hopefully before the night is over...
You know how much I love your comments, rants, & raves!
Well here, Ben. To save you some trouble, as well as to shameless self promote my ideas and pat myself on my sexy ass, I'll simple Copy Pasta them all here for you to see.
Little Mac Little Mac would probably be my first choice. He's a FIGHTER. LoL, he's pretty much perfect for Smash Bros, and not just for jumping off levels as an Assist Trophy. It could definitely be done, and should be with the Upcoming Punch Out Wii game.
Standard B: Charge Punch. Limited Power, but can deal decent Knockback. Obviously hurts more depending on how long you Charge it.
Forward B: Dash Punch. Dashes forward and does a cool 1-2 Punch combo. Useful for a Get-Back move.
Up B: Charge Uppercut. Ducks and charges Uppercut. Longer the charge, higher the Uppercut. Powerful move, also a get back.
Down B: Guard Counter. Similar to Ike's more than Marths. Basic concept. Does standard damage.
Final Smash: TKO. Similar to Critical Hit. Dashes forward, catches, instant death.
Daisy Whereas Peach is our sexy smug Princess (she's SO smug), Daisy could be our athletic representation. Perhaps garbed in one of her many Sports outfits. Bitchslap needs more Bitchslappin gals, and I think Daisy has earned a spot.
Standard B: Play Ball. Similar to Wolf's Blaster. Up close, the Bat hits and does decent knockback. Otherwise, Daisy hits a Baseball straight ahead, which does little damage.
Forward B: Triple Green Shells. Like in Mario Kart, Daisy summons a Green Shell Shield around her. Further Forward/Backward B determines which direction the shells fire in. Limited Damage and little to no Knockback.
Up B: Daisy's Serve. Like Captain Falcon's/Ganordorf's Up B, but faster, Daisy jumps upward holding a Tennis Racket. If she catches someone, she uses her Tennis Racket to knock person down diagonally.
Down B: Soccer Slide. Daisy slides along the ground. If she catches someone, she kicks them like a Soccer Ball, sending them in the opposite direction
Final Smash: Driving Miss Daisy. Like Blue Falcon, only the Kart moves straight ahead from one side to the other. If caught, one gets knocked onto Mario Kart track, then a loud HI, I'M DAISY is shouted before she comes onto screen and hits you.
Midna/Wolf LinkMy guess is that by Bitchslap, we'll possibly see a new Zelda game, but I'd still love for our dear Twilight Princess to get some attention. However, I think that since Link will most likely be updated for Bitchslap, there's no harm in having her ride Wolf Link, seeing as how the moves are pretty much already there!
Standard B: Midna GrabHolding B will make Midna's head Hand come out with a small field surrounding them. If opponents step into the field, Wolf Link & Midna dashes towards each opponent and strikes. Also used to get back.
Forward B: Dashing BiteWolf Link dashes forward and jumps onto opponent and starts biting. How much damage depends on how many bites you can get off by pressing A.
Up B: Midna WarpSimilar to Zelda's Farore Wind. Used primarily for a comeback.
Down B: Wolf SpinWolf Link does his trademark spin around. Does decent knockback and damage.
Final Smash: Fused ShadowMidna calls forth the power of the Fused Shadows and transforms into giant creature. Midna is Invincible for 10 seconds. Similar to Giga Bowser.
Mike JonesThe hero of the beloved StarTropics series, Mike Jones is in definite need of a comeback much like Pit & Little Mac.
Standard B: Island Yo-YoThe traditional Mike Jones weapon, I'd make it similar to Sheik's chain, just with more distance and more power as well. While holding B, Mike can swing it around much like Sheik's Chain. Can be used as Mike's primary Ledge grab as well.
Up B: AnkletAllows Mike to jump twice his normal distance for a short time.
Down B: Foot SwitchIn traditional StarTropics fashion, a Switch appears under Mike Jones and he steps on it. When he does, a Box opens up and switches his Forward B Item at Random.
Forward B: Bolos, Asterisks, Mirror, Baseball Bat, KatanaBolos: Thrown straight ahead. If it hits opponent, it paralyzes them for a split second, like Zero Suit Samus' weapon
Asterisks: Shurikens that do little damage but can be thrown in 8 Directions.
Mirror: Similar to Pit's Mirror Shield, but weaker
Baseball Bat: Standard swing. Does little damage but decent knockback. (LoL, too many Bats?)
Katana: Standard Swing. Does little knockback but decent damage.
Final Smash: Ultra Psychic ShockwaveMike Jones stands where he is and lets loose 10 Powerful Psychic Shockwave balls which you can control their aim and when you fire them. 10 Second Time Limit.
Dixie KongLoL, in yet more effort to get Female Bitchslappers, I think there are few more deserving to be in the Bitchslap than Dixie Kong. Definitely a classic member of the DK Crew.
Standard B: Hair RollerDixie curls up with her hair around her and rolls while you hold B. Can be done for a limited time. Similar to Yoshi's Egg.
Forward B: Hair WhipDixie rapidly whips her hair forward at opponents. Similar to Ivysaur's Vine Whip. Can also grab the ledge.
Up B: Hair CopterWhile on the ground, Dixie spins around for a time and can move around while spinning. While in the Air, Dixie hovers slowly downward, much like Peach's Umbrella & like DKC2.
Down B: Banana PeelsSimilar to Diddy Kong's Banana Peels, except she throws them forward. Like Diddy, she's only allowed two at a time!
Final Smash: RambiDixie releases Rambi from a Box then jumps on top of him and is invincible for 10 seconds. Hilarity then follows.
Kaptain K.RoolThat's right, I'm opting for Kaptain K.Rool over King K.Rool. Why? Because he's a [tornado fang]ing Pirate, that's why. LoL, no other explanation is really needed!
Standard B: BlunderbussHe shoots Cannonballs out of his Blunderbuss Pirate gun. Cannonballs will randomly be covered with Spikes.
Forward B: CloudsFrom his Blunderbuss, K.Rool will shoot out one of three clouds at Random. Red will slow the opponent down. Blue will freeze them. Purple will alter their controls from Left to Right and Visa Versa.
Up B: High JumpStandard Giant Villain High Jump Ass Stomp. More similar to Dedede than any others.
Down B: InvisibilityTurns Invisible for a very short time.
Final Smash: Cannonball Run K.Rool fires numerous Cannonballs into the air and they rain down upon the stage. Some are spiked.
Akari HayamiAgain, since Bitchslap needs more Female love, I thought to myself, "Self, why not give some much needed love and sex appeal to the hottie from 1080 Snowboarding & Wave Race: Blue Storm?" Well good thinking, PB. Good thinking! She would actually use her Snowboard as a weapon, for great Whacking purposes. She would be kinda combo happy for her moveset, to try and keep with the 1080 & Wave Race spirit. spirit.
Standard B: Snow WaveAkari would swing her Snowboard forward and create a minor wave of Snow, like how one is created when a Snowboarder stops quickly. Does more damage if you get hit by the Snowboard
Forward B: Triple Back FlipA flashy move involving Akari and her Snowboard. This move is a combo move similar to Marth's Forward B move. Depending on how you combo it, it will either send the opponent forward or upward. It sets up for the Down & Up B moves.
Down B: Forward 1080 Spin Akari will jump on her Snowboard and do a 1080 Spin forward towards an opponent. This is another Combo move and requires precise movements to do the most damage. Can be used as a get back move.
Up B: Upward 1080 SpinAkari will jump on her Snowboard and do a 1080 Spin Upward towards an opponent. Another Combo move that requires precise movements to do the most damage. Also is used for coming back.
Final Smash: Half PipeAkari will throw her Snowboard like a Boomerang. Whomever it catches will be knocked into a Half Pipe, and Akari will come racing down on her Snowboard and hit each person individually. Depending on the trick determines the damage and kill ability.
Young LinkI mean sure, we already have Toon Link (who needs a retooling), Link, and if I get my way, Midna & Wolf Link, but that's NO reason why we can't have yet another Link. Especially since this Link is completely based off of Majora's Mask. Some of you might remember this idea from the Brawl topic of the past. Young Link himself is not all that powerful, but what makes him unique is his Mask Transformations.
Standard B: Bunny HoodYoung Link takes out the Bunny Hood and wears it, allowing him to run faster. It can be knocked off of him and it comes off when he transforms into a different Link.
Forward B: Deku MaskYoung Link takes out the Deku Mask and transforms into Deku Link.
Up B: Goron MaskYoung Link takes out the Goron Mask and transforms into Goron Link.
Down B: Zora MaskYoung Link takes out the Zora Mask and Transforms into Zora Link.
Final Smash: Fierce Deity LinkYoung Link puts on the Fierce Deity Mask and transforms into Fierce Deity Link for 10 seconds. During this time, Fierce Deity Link is invincible as wields his Double Helix Sword, which when swung fires a twirling energy beam.
Deku LinkLightest & Trickiest of the Links. Moderate Speed and semi-decent power.
Standard B: BubbleDeku Link stands still and starts charging a Bubble by Holding B. The longer the charge, the more damage it does.
Forward B: Deku SpinDeku Link spins in the direction you select. Similar to Mario Twister.
Up B: Deku FlowerDeku Link suddenly blasts out of a Flower and then two spinning flowers appear for him to hover downward with. The blast upward does decent damage and knockback.
Down B: Remove MaskDeku Link removes the mask and transforms back into Young Link.
Final Smash: Fierce Deity LinkDeku Link puts on the Fierce Deity Mask and transforms into Fierce Deity Link for 10 seconds. During this time, Fierce Deity Link is invincible as wields his Double Helix Sword, which when swung fires a twirling energy beam.
Goron LinkStrongest & Heaviest of the Links. Little to no Comeback ability though
Standard B: Goron PunchGoron Link does a 1-2 Punch Combo. Slow, but very strong.
Forward B: Goron RollGoron Link rolls into a ball and starts spinning. Holding B will charge the roll. When B is released, Goron Link rolls along the ground. The longer the charge the faster and harder the roll. If fully charged, spikes come out of Goron Link.
Up B: Goron StompGoron Link jumps slightly upward then comes slamming down fast.
Down B: Remove MaskGoron Link removes his Mask and transforms back into Young Link.
Final Smash: Fierce Deity LinkGoron Link puts on the Fierce Deity Mask and transforms into Fierce Deity Link for 10 seconds. During this time, Fierce Deity Link is invincible as wields his Double Helix Sword, which when swung fires a twirling energy beam.
Zora LinkFastest & Combo Happiest of the Links. He cannot fly, but he can glide like Pit, MetaKnight, & Charizard.
Standard B: Lightning ShieldZora Link generates a Lightning Shield around him. The Shield does not last long and does little to know damage when something is reflected off of it. However, up close it deals decent damage with no knockback.
Forward B: Fin BoomerangsZora Link throws his Fins as Boomerangs. Each Fin can be thrown one at a time.
Up B: Dolphin JumpZora Link does a kind of Swimming Uppercut. His fins slightly extend outward during the Dolphin Uppercut. Does moderate damage & knockback
Down B: Remove MaskZora Link removes his mask and transforms back into Young Link.
Final Smash: Fierce Deity LinkZora Link puts on the Fierce Deity Mask and transforms into Fierce Deity Link for 10 seconds. During this time, Fierce Deity Link is invincible as wields his Double Helix Sword, which when swung fires a twirling energy beam.
AliceNow, I thought about using Balloon Fighter over her, but then my love of "kicking people's ass with Cuteness" kicked in, and well here we are using Alice, the Balloon Kid from the GB game. Her moveset was not easy to think of, but I hope I came up with something decent and unique.
Standard B: Balloon PumpAlice inflates Balloons rapidly. She can inflate a total of 6 Balloons. The more Balloons she has, the higher she can jump. If she has all 6 Balloons, she can float and hover around the stage. The number of Balloons determine how well the rest of her B moves are affected.
Forward B: Balloon SwingAlice playfully swings on her Balloons. If B is held after Balloon Swing is activated, Alice's swinging becomes faster and more powerful if you press back and forward on the Analog stick at the proper time.
Up B: Balloon Hop Alice will jump up and stomp on her opponents head. How high she jumps depends on how many Balloons she has out. Hard to catch with, but does good damage if she does. If she has 6 Balloons on and is floating, the move won't come out.
Down B: Balloon PopAlice can Pop the Balloons she has out to reduce their number. If someone is above Alice and next to her Balloons as she pops them, it does moderate damage, which depends on how many Balloons pop next to them.
Final Smash: Balloon RisingAlice will begin pumping like crazy, and suddenly all these Balloons will rise up from the bottom of the screen. They will lift her opponents high off the screen if they cannot dodge or escape from them all.