QUOTE(Hayate @ Mar 2 2008, 10:26 PM)

Dang. You took a lot of time to think about this, huh, Mr. Sirius? I can respect that. I like your moveset ideas. ^^ Although it might be an inevitable outcome that Fia is in fact dangerously close to being a Marth clone...
And then of course with all those Overskills as B-moves, they'd have to be a bit weaker and less elaborate than normal.
I had in mind for them in that regard a completely re-worked "overskill", if you can put it that way. The Overskills you know them as could be the fully charged specials.
Let's take Serene as an example.
Serene Inferno would basically be changed to a fire pillar that does no damage from the outside but causes normal damage inside the pillar as well as upwards knockback. 5-10 hits, each around 1-3% damage. Charging it would cause the pillar to grow from a 1-body length to a 2-body length maximum.
Serene Combo would be about the same as in Riviera. Swing, Swing, create miniature scythe two-three bodies ahead. Second swing would be a knockback, enough for the miniature scythe to hit twice. Averaging around 10-13% damage total, but cause quite a bit of lag after execution.
Serene Absolute/Illusion (prefer the JP name for this one) would be akin to Mewtwo's teleport with a few changes. First, attacking Serene while pressing B-Up causes the resultant warp to be doubly high. Next, the warp can only be in the four directional directions (Up, Down, Left, Right); cannot be done at an angle. Thirdly, in descent, she would glide using her wings.
Serene Almighty/Platinum (either naming version is fine here) would be like Fox's reflector, only with a difference. First, the only affected attacks are melee, projectiles are not negatively affected. Second, Serene still takes the damage. Thirdly, any knockback the melee move has is reflected back to the user. A non-knockback move would not affect it other than a 1% reduction in damage. Fourthly, all projectiles gain knockback.
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Another one is Lina.
Voltage Raid is an air-only attack (first for any SSB game). Lina curls in, then unleashes an arrow in the 8 directionals, holding a small amount of electricity. The arrows travel a body length before crashing down onto the ground, which happens only if the B button is released. If it isn't, the arrows spark themselves, causing Lina to shoot up. DI is halved, and she cannot use any move until she lands.
Arrow Rain (another first, specials change completely based on distance from an opponent) is like it sounds. Lina takes her bow, shoots five arrows up in an arc (around 13 degrees), it curves up and down and hits closely in front of her. This move is obviously useless when under a shallow platform.
Barrage/Gatling Shot (JP name preferred here) is Lina using her bow and shooting five arrows forward (around 85 degrees), with very high speed, minimal knockback, and low gravity impact. Arrows stay on the character hit with it for five seconds, allowing the character hit to run into other players and hit them with the tip of the arrow sticking out of them.
Star Dust mainly is Lina moving in a small arc (about 3/4 the radius of Ness' tighest PK Thunder Circle) with arrow-like stars trailing her. This can be done thrice. However, this is needed, as she has no double-jump. Using it once restricts all other moves besides Star Dust from being used.
Trinity Spark is three lightning bolts (one from directly above, and the other two from 30 degrees to the left and right) coming down and hitting Lina. Lina suffers 5% damage each time this move takes place. This move passes through all jumpthrough-able platforms. If the attack is reflected, the move follows angle refraction rules (if the 30 degree from the left bolt hits Fox's reflector and he's where the three bolts converge, the left bolt will now travel 150 degrees from the top towards the left). Damage is approximately 1/2 of Pikachu's Thunder.
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I started doing Ein's, but then realized I wouldn't be able to tackle everything, so I did as much as I could remember of the format of characters found on SmashBoards.
Earth Shaker/Musou Roku Renzan (US name preferred) is Ein slamming Einherjar into the ground, creating a single ripple that is 6 pixels high, starts traveling to the left and to the right of Ein (about a 1/2 body width), and stops traveling once a corner edge is reached. The move can't be used if there is still a ripple onscreen. Lag issues are abundant, from start-up to execution to recovery.
Mimic Ray/Senkou Shougekidan (US name preferred) involves Ein taking any attack. The attack that hit him last becomes his neutral B-move with halved effects (damage, knockback, healing, etc.). The number of different attacks that can be stored is 5, and each stored attack can be used once.
Sword Blitz/Rengekizan (US name preferred) uses Ein's Triple A combo, but with a Holier light and absolutely no lag time inbetween swings. Knockback for the third slash is doubled and lag time is similarly increased. Damage is increased based on how close to 0% he is. Double damage at 0%, and standard regression until it hits its low at 200% (x1.1 damage).
Divine Ascension/Shingi Tenshouzan (US name preferred) involves Ein gaining his wings back temporarily for 3 seconds as he flies (automatic, no button pressing). This move cannot be executed for a small time period if Ein's back was hit, and this lasts until 15 seconds after the hit.
Lightning Strike/Raikou Rengekizan (US name preferred) has Ein throwing his sword and having a lightning bolt hit it from a random angle between 30 degrees to the left and 30 degrees to the right. The direction the sword is thrown will be similar to DI controlling. Ein has Super Armor until the sword comes back, which is immediately after the bolt hits it. Charging this move will increase the number of bolts that hit it, up to 10.