Post by Phinos on Mar 31, 2008 17:09:43 GMT -5
[glow=red,2,300]Character[/glow]
Name: Aaron
From: Lunar Knights
Year: 2007
System: DS
Publisher: Konami
[glow=red,2,300]Status[/glow]
Speed: 6/10
Strength: 6/10
Jump: 7/10
Fall: 5/10
Weight: 5/10
Traction: 5/10
[glow=red,2,300]Pictures[/glow]
[glow=red,2,300]B Moves[/glow]
B: Solar Gun Knight
B>/<: Solar Gun Witch
B^: Elevator
Bv: Terrennial Switch
Solar Gun Knight: Aaron pulls out his Solar Gun Knight (see pic below) and fires a quick shot damaging for 7%. You can shoot up to seven shots in a row, but after that the Solar Gun nees to cool down for a couple of seconds. You can also hold the B button to charge up a powerful shot damaging for 16%
Solar Gun Witch: This move is a mix between Snake's B move and Samus's side B move. Aaron crouches while pulling out his Solar Gun Witch, and fires two tiny homing missiles. If you keep holding the B button, the missiles will go farther. Each one damages for 11%.
Elevator: A metallic platform appears under Aaron's feet and lifts him straight upward. When the platform reaches its highest spot, it will stop. This can be a great recovery move since Aaron can use a double jump even after performing this move. There are three drawbacks, though: it cannot damage enemies; Aaron can't move and is thus vulnerable while standing on the elevator; like Sonic's Spring Board, the elevator stays on the stage for a few seconds, meaning that other players can also use it as an extra platform.
Terrennial Switch: Now here comes the real interest of this submission (you know I can't help making confusing submissions, right? ). In Lunar Knights, Aaron is helped by strange magic-wielding beings known as the Terrennials. Like the Pixls in SPM or Navi in TLoZ:MM, there is always a Terrennial hovering in the air near Aaron. Well, it's the same in SSBB.
When you press Bv, Aaron will choose another Terrennial to escort him. Like the PKMN Trainer's Pokémon, they come one after the other, in a pre-defined order. Each own has unique abilities, described in the list below:
In a nutshell, it's up to you to decide which Terrennial best suits your fighting style. A clever use of your elemental helpers may be the key to victory...
[glow=red,2,300]Final Smash![/glow]
Once again, Aaron's Final Smash depends on which Terrennial is standing by his side when he breaks the Smash Orb.
Sol Aaron (with Toasty): Aaron turns into his fiery counterpart Sol Aaron. His attack power is boosted, he can burn enemies on contact, and he can also fire his Solar Gun Dragoon by pressing B, dealing five times as much damage as Bowser's Fire Breath.
Fire Trance: (with Ursula) Ursula spins and summons large fire pillars onto the stage, burning everyone and dealing heavy damage (even more than Entei). The fire pillars are especially deadly in small stages.
Earth Trance: (with Tove) Tove focuses and closes his eyes. Then the whole stage will start to shake, burying any foe standing on the solid ground. Big rock boulders will fall from the sky and crash on the battlefield (50%each)
Wind Trance: (with Alexander) Alexander flyupward and flaps his wings faster and faster. This triggers a huge tornado that sweeps across the stage, flinging the fighter in the air as well as dealing a lot of damage.
Ice Trance: (with Ezra) Ezra meows and a chilly blizzard freezes all the foes on the stage, making them easy targets for Aaron.
Well, that wraps it up... Any comments? ;D
Name: Aaron
From: Lunar Knights
Year: 2007
System: DS
Publisher: Konami
[glow=red,2,300]Status[/glow]
Speed: 6/10
Strength: 6/10
Jump: 7/10
Fall: 5/10
Weight: 5/10
Traction: 5/10
[glow=red,2,300]Pictures[/glow]
[glow=red,2,300]B Moves[/glow]
B: Solar Gun Knight
B>/<: Solar Gun Witch
B^: Elevator
Bv: Terrennial Switch
Solar Gun Knight: Aaron pulls out his Solar Gun Knight (see pic below) and fires a quick shot damaging for 7%. You can shoot up to seven shots in a row, but after that the Solar Gun nees to cool down for a couple of seconds. You can also hold the B button to charge up a powerful shot damaging for 16%
Solar Gun Witch: This move is a mix between Snake's B move and Samus's side B move. Aaron crouches while pulling out his Solar Gun Witch, and fires two tiny homing missiles. If you keep holding the B button, the missiles will go farther. Each one damages for 11%.
Elevator: A metallic platform appears under Aaron's feet and lifts him straight upward. When the platform reaches its highest spot, it will stop. This can be a great recovery move since Aaron can use a double jump even after performing this move. There are three drawbacks, though: it cannot damage enemies; Aaron can't move and is thus vulnerable while standing on the elevator; like Sonic's Spring Board, the elevator stays on the stage for a few seconds, meaning that other players can also use it as an extra platform.
Terrennial Switch: Now here comes the real interest of this submission (you know I can't help making confusing submissions, right? ). In Lunar Knights, Aaron is helped by strange magic-wielding beings known as the Terrennials. Like the Pixls in SPM or Navi in TLoZ:MM, there is always a Terrennial hovering in the air near Aaron. Well, it's the same in SSBB.
When you press Bv, Aaron will choose another Terrennial to escort him. Like the PKMN Trainer's Pokémon, they come one after the other, in a pre-defined order. Each own has unique abilities, described in the list below:
- Toasty: He is the Sun Terrenial. When you choose Toasty, Aaron's Solar Gun gets stronger, and it can fire as many shots as you want with out needing to cool down.
Toasty slightly increase the strength of Aaron's A moves - Ursula: He is the Fire Terrennial. When you choose him, Aaron's A moves will sometimes burn the opponents (like Ness's PK Fire), dealing extra damage. The missiles shot by the SG Witch will trigger a bigger explosion than usually, too.
- Tove: He is the Earth Terrennial. When you choose him, Aaron's A moves will sometimes bury the opponents in the ground for a short time. Your defense also increases slightly, which means you'll take less damage.
- Alexander: He is the Wind Terrennial. When you choose him, Aaron moves faster and jumps higher. It's not as effective as a Bunny Hood, though.
- Ezra: She is the Ice Terrennial. When you choose her, Aaron's A moves will sometimes freeze the opponents. If your opponent has a high damage percentage, then you'll have more chances to freeze him.
In a nutshell, it's up to you to decide which Terrennial best suits your fighting style. A clever use of your elemental helpers may be the key to victory...
[glow=red,2,300]Final Smash![/glow]
Once again, Aaron's Final Smash depends on which Terrennial is standing by his side when he breaks the Smash Orb.
Sol Aaron (with Toasty): Aaron turns into his fiery counterpart Sol Aaron. His attack power is boosted, he can burn enemies on contact, and he can also fire his Solar Gun Dragoon by pressing B, dealing five times as much damage as Bowser's Fire Breath.
Fire Trance: (with Ursula) Ursula spins and summons large fire pillars onto the stage, burning everyone and dealing heavy damage (even more than Entei). The fire pillars are especially deadly in small stages.
Earth Trance: (with Tove) Tove focuses and closes his eyes. Then the whole stage will start to shake, burying any foe standing on the solid ground. Big rock boulders will fall from the sky and crash on the battlefield (50%each)
Wind Trance: (with Alexander) Alexander flyupward and flaps his wings faster and faster. This triggers a huge tornado that sweeps across the stage, flinging the fighter in the air as well as dealing a lot of damage.
Ice Trance: (with Ezra) Ezra meows and a chilly blizzard freezes all the foes on the stage, making them easy targets for Aaron.
Well, that wraps it up... Any comments? ;D