User blog:IsGamer13/Dim. Admin Smash Moves

Smash 4 is probably my favorite smash game in the franchise for lots of reasons, and even if I know this is pretty much not possible, I wanted to make a moveset for my original characters from my game idea. Without further delay, let's begin:

Aria
Since she's the impulsive of the two, I wanted to make her a fast, reliable and solid character yet fairly punishable and risky, making her a high-risk high-reward character of sorts. Having ranged options that deal moderate damage and knockback and melee options that have a lot of kill potential yet whiffing may lead you to many problems. Theorically mastering Aria will be very fun and rewarding in the end.

As for her moveset, it kinda goes like this: Her specials allow her to safely attack from a distance, notice that fast characters could potentially dodge her attacks, but landing her specials is rewarding because half of them are very good killing moves, her recovery is excellent as well.
 * Jab: Punches twice in front of her dealing 3%, then finishes with a kick that deals 6% and sends the opponent a small distance. Fast, reliable and you can lead jabs into grabs as well.
 * Up Tilt: Flashes the icon above her head dealing 9%, hitting any enemies in the air, has a lot of range above her head but it has little to no range on ground enemies. Fast, and can prevent air assaults often.
 * Side Tilt: Slashes with her virtual weapon forward dealing 6%, very quick move with long melee range, it has no vertical range however, use it at your heart's content since it's hardly punishable and can space your opponent nicely with it's fair knockback.
 * Down Tilt: While crouching, does a sweep with her leg on the ground, dealing 5%, fast move that can take enemies by surprise if caught offguard while coming at you. This move can potentially set an aerial.
 * Dash A: Aria slashes with her virtual weapon in an odd arc fairly donwards, this move deals 9% and comes out very fast, the range is fairly short but it can kill enemies often as well.
 * Up Smash: Aria prepares her virtual weapon, then slashes in a wide arc around her, dealing 15%-22%, similar to Toon Link's but with more damage and range. This move comes out fast and can reliably kill, it has mediocre range on the ground however.
 * Side Smash: Aria prepares her virtual weapon, then slashes with two swords in a wide arc in front of her, dealing 18%-24%, this move consists of two fast hits where the first deals the most damage and the second deals the most knocback. This move covers a lot of range in front of her but whiffing it can leave you exposed for a bit.
 * Down Smash: Aria prepares her virtual weapon, then slashes with two swords on both sides, dealing 12%-18%, this move is fairly fast but it leaves her exposed if you whiff it. Works nicely when hitting it while the enemy is trying to recover.
 * Nair: Aria spins her virtual weapon around like a spear, hitting enemies for 8% while it's spinning, considerable range, lingering hitbox and can be used defensively. Has a fair amount of landing lag and almost no ending lag.
 * Fair: Aria sweeps her virtual weapon in front of her in a 180° angle in the form of a scythe, dealing 10% (14% if sweetspot), this move covers a lot of range and can kill opponents if you manage to land it, the sweetspot can spike enemies as well. Has a lot of startup and landing lag.
 * Bair: Aria kicks behind with her leg, this move comes out very fast and it has a sweetspot that deals more damage and knockback, deals 6% (10% if sweetspotted), recommended to use often as it can reliably kill or be used for gimping.
 * Uair: Aria shines her icon upwards, hitting for a fast 9%, this move can combo into itself but it has considerable lag if you whiff it, recommended to use for killing when you're at a moderate distance from the blast zone.
 * Dair: Aria kicks with one leg, followed shortly by the other for 5% damage each, this move sends opponents diagonally upwards in a random direction. Fairly good when approaching from above or simply negating recovery from enemies.
 * Grab: Aria tries to reach her enemy with her virtual weapon, if successful, "binds" the opponent (grab animation) and constricts it to pummel it for 3% damage (fairly slow pummel). Long grab range.
 * Fthrow: Aria kicks the opponent forward while unbinding it from the grab, dealing 9% damage and small knockback.
 * Bthrow: Aria launches the opponent diagonally backwards, dispelling the bind and launching it for a small amount of knockback towards the floor. Can connect with her Bair if done correctly.
 * Uthrow: Aria hurls her opponent around her once, then launches it upwards, potential kill throw since it has a lot of knockback.
 * Dthrow: Aria sends her opponent down, setting up an aerial of your likings (Nair, Uair and in rare cases Bair and Fair).
 * B: Aria turns her virtual weapon into a mecha-cannon, then she fires an energy ball at the randomly targetted enemy, has a similar startup to a fully charged smash attack, you must also have an enemy targetted in order to hit it, but it deals 25% and it has a lot of kill potential. This move has very little ending lag, it cannot be absorbed but it can be reflected to negate the damage.
 * Side B: Aria slashes quickly with her virtual weapon a set distance for 8%, making her almost teleport, but actually make a light-speed slash, this attack can be shielded but it has no startup in exchange of some ending lag, you can also use this to recover, but you can only use it once in the air.
 * Down B: Aria prepares for the next enemy attack, she turns her virtual weapon into something, depending on what hits her, a physical attack will make her make a diagonal cut in front of her while a projectile will be reflected back. Deals 1.3 of the countered/reflected move.
 * Up B: Aria jumps a set distance while swirling her virtual weapon around in the process, this attack has considerable range on the sides, but has no vertical range excluding the startup of the jump. This attack can deal up to 10%.

Isaac
Since I always go by the "opposites" theme, Isaac would be a bit more punishable than Aria, in exchange of having much more ranged moves than her and having a lot of killing methods, which are safer to hit if you are able to read and therefore punish your opponent. Isaac probably takes more skill than Aria to master, but if you get the hang of him, he's going to be a menacing opponent.

His moveset would go like this: As for his specials, they're fairly hard to land, but his edgeguarding and recovery is excellent if you do it properly, he can also put a lot of offstage pressure because of his recovery and also be able to turn (literally) the battle to his favor, but it also requires some skill and his specials have considerable drawbacks as well.
 * Jab: Isaac quickly points out forward, making a burst of magic in a wide area in front of him, this jab only hits once for 10% and it has considerable kill potential, however, it can be avoided with proper timing.
 * Up Tilt: Shines his icon upwards, has inmense range around it, but it doesn't reach the ground a lot, great anti-air option and it can multi-hit for 9%. You can properly avoid it with proper timing if you're in the air, or simply be at a relatively short distance away from him in the ground.
 * Side Tilt: Bursts energy forward for 7%, this move is fairly quick and has considerable horizontal range, a very safe move to use, you can still avoid ti with proper timing however.
 * Down Tilt: Turns his virtual weapon into a fairly huge sort of spear, then Isaac points down, making the spear go down until it touches the floor or until it touches an enemy on it's way, dealing 6% to it in the process, this move has a probable infinite range if you use it on the edge or if there is no floor (or enemy) to stop this move. It can't really kill even at relatively high %s however, but it works nicely to edgeguard due to the speed of it.
 * Dash A: While he's dashing, he bursts energy in front of him 8% and keeps dashing a short distance afterwards, this move has considerable knockback but it's fairly punishable, specially if you can shield it in time.
 * Up Smash: Isaac turns his virtual weapon in some sort of orb that increases in size the more you charge it, dealing multiple hits for 15%-22%, this orb travels slightly upwards to cover more range, excellent for punishing incoming air approaches and it has a lot of kill potential, otherwise, it has no range on the ground.
 * Side Smash: Isaac turns his virtual weapon into some sort of orb-amplifier, he proceeds to channel energy inside of it, then bursting it forward in some sort of laser, dealing 15%-20%, this move has infinite range forward and the only thing that rewards you for fully charging it is dealing more damage. You can jump or spot-dodge to avoid it, shielding also works, but this move shreds shields.
 * Down Smash: Isaac turns his virtual weapon into some sort of orb-amplifier, he channels energy inside of it to fire it on both sides on the ground, dealing 15%-22%, this move can hit multiple times so it's excellent to punish rolls, it has a relatively short range however, and you must be precise to hit this move. It has a lot of knockback as well.
 * Nair: Isaac distorts the space around him while in the air, dealing multiple hits for 12%, this move can swallow in opponents to make it easier to hit. Great for combos or other uses you'd like to make for it thanks to it's properties.
 * Fair: A quick two kicks in the air, the first one deals 4% with little knockback while the second one deals 5% (7% if sweetspotted) and has moderate knockback, if sweetspotted, it deals even more damage and it becomes a killing move. You only have to be careful with shields if you happen to sweetspot it, since it leaves you exposed for a bit.
 * Bair: Turns his virtual weapon into some sort of orb and hits with it backwards for 11%, this move has great range and has a lot of killing potential, but if avoided properly, can leave him open.
 * Uair: Flashes his icon upwards, similar to Aria's aerial, but it has bigger range and more killing potential, deals the same damage as hers as well, failing this aerial leaves him exposed, so try to be safe when hitting it.
 * Dair: Turns his virtual weapon into the same orb as his Bair, but he flips downwards in order to hit it, if you land this move, it will pretty much always spike the opponent, but if you fail it, you're left exposed for a bit, landing on the ground with this aerial is safe since he flips to his original position quickly.
 * Grab: Isaac tries to catch the opponent, his grab range is longer than expected since he actually uses magic to extend his grab range, use this to your advantage to take enemies by surprise. When enemies are grabbed, they're trapped inside of some sort of orb prison that deals 1% damage every 0.5 seconds.
 * Fthrow: Breaks through the prison and damages the trapped enemy, this throw has fairly good kill potential and deals 7%.
 * Bthrow: Breaks the prison while hurling the opponent backwards, this throw also has decent kill potential and deals 8%.
 * Uthrow: Isaac hurls the opponent above his head, breaking the prison and sending it upwards for 6%, a fairly standard throw that can probably lead to Uair.
 * Dthrow: Isaac hurls the opponent to the ground while breaking the prison, this move sets up most of his aerial combos and can lead to an up smash if done correctly.
 * B: Isaac exchanges some shield resistance in exchange of making his shield be able to reflect projectiles when he uses it, it won't drain the shield when a projectile hits it, it will act like a normal shield towards physical attacks, so be careful when using it. If you perfect shield an attack that is not a projectile, it will turn the opponent around.
 * Side B: Depending on how you input the attack, if you tilt it, Isaac fires a slow-traveling orb that can't be absorbed but it can be reflected, this orb deals up to 9% damage and it hits a lot of times, it's knockback is also considerable when edgeguarding. On the other hand, if you smash it, Isaac fires a very fast-traveling orb that can't be reflected but it can be absorbed, this attack deals 8% and has a lot of knockback, but it leaves Isaac a bit exposed after firing it, so be careful when choosing what to fire.
 * Down B: Isaac distorts the space around him for 12% damage, this attack is more of a defensive attack that has little startup and can get you out of sticky situations, besides, it rewards you for doing that since it's range is kinda short and it deals considerable damage. You can also use this attack as a surprise attack since you're not really left exposed for a lot of time.
 * Up B: His recovery works like a warp, but this warp is instant and covers 2/3 of an omega stage, controlling his recovery is going to be hard since it doesn't hit as well, but if done properly, you can surprise enemies with it and you can almost always recover when sent flying offstage, you can't spam this move however, since it has a cooldown of 3 seconds just after the move finishes (which is not really noticeable, but it will discourage spam of it).