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Community  »  Roleplay Discussions  »  Make-A-Moveset: What If... August 4th, 2013 at 5:41pm

Anyone here ever heard of Make Your Move on the Smashboards? It's A sort of competition where the users there can create a Super Smash Bros. moveset for any character they can imagine, even if they aren't from Nintendo games, or video games in general! That's basically the premise here. You're task… Read More
Make-A-Moveset: What If...
Posted by Spinstrike on August 4th, 2013 at 5:41pm
Viewed 6419 Times

169 Comments

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Tobyjoey
875,792,335,902 BP
5 TP | 331 PP
Posted on July 18th, 2014 at 7:21pm #106 ( Edited : 2014/07/18 at 7:23pm )
Well, I have had ideas for several robot masters now, so here is one of them!

Name: Fracture Man
Designation: DWN. 082
Class: Chemical Mining Robot
Core: Earth

Weaknesses: Flame, Freeze
Resistances: Wind
Immunities: None
Affinities: Water

Energy: 102
Attack: 126
Defense: 81
Speed: 91

Quotes
Start: I hope you are ready to lose your footing!
Taunt: Ha! To think all those tree-huggers thought I was hazardous to the environment.
Victory: Can you feel the pressure?
Defeat: I think I may have used to much sand.

Signature Moves
Fracture Pump
Learned at Level: 1
Power: 9
Accuracy: 83%
Speed: 4
Energy: 1
Range: Front
Description: The user injects chemicals into the ground the opponent is standing on, causing it to shake.



Pipe Rupture
Learned at Level: 9
Power: 17
Accuracy: 81%
Speed: 5
Energy: 2
Range: Select
Description: The user causes a fracture pipe to explode under the target, dealing damage.

Robot Description
At one point in time, fracturing was seen as an efficient, powerful way of collecting underground chemicals. Unfortunately, research showed the dangerous effects fracturing has on the environment. Dr. Wily created Fracture Man for quick underground chemical gathering.
Good Point: Sturdy.
Bad Point: Ignorant.
Likes: Drill Man.
Dislikes: Environmentalists.

---
Name: Chemical Mines
First Appearance: MMRPG Prototype
Primary Core: Earth
Multipliers: 2x Earth, x 1.6 Water, x 0.5 Nature
Robot: Fracture Man
Mecha: Pipe Layer
Description: One of the few remaining fracturing sites in the world. Large machinery works night and day to create pipelines and fracture the earth below them.
Music: Mega Man 7's Guts Man/Heat Man/Snake Man Music remix.

---
Name: Pipe Layer
Designation: PPLY-001
Class: Pipe delivery robot.
Core: Earth

Weaknesses: Flame
Resistances: Freeze
Immunities: None
Affinities: None

Energy: 40
Attack: 50
Defense: 50
Speed: 60

Quotes
Start: Pling!
Taunt: Pling Plong?
Victory: Plong Plong!
Defeat: Plong Pling?

Signature Move:
Pipe Throw
Power: 8
Accuracy: 97%
Speed: 4
Energy: 0
Range: Front
Description: The Pipe Layer tosses a pipe at the target, dealing damage and lowering defense by 7%.
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CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 22nd, 2014 at 8:20pm #107
Well, I'm bored of waiting for Spinstrike to get back on board with Skullgirls Wave 2. I guess I'll pass the time by making some Skullgirls Fields...

Name: New Meridian Streets
First Appearance: Skullgirls (2012)
Primary Core: Nature
Multipliers: Nature x2 Freeze x1.3 Earth x1.3
Robot: Filia
Description: The sprawling streets of New Meridian are not for the faint of heart. Curious people walk by this junction all the time, and it's not uncommon for a fight to break out. The concrete jungle seems to extend out in every direction, towers of cold, unfeeling stone as far as the eye can see. A certain homeless girl can often be found in this part of town...
Music: Since Skullgirls's soundtrack is out of our legal zone, I'll be using WizzyWhipitWonderful's original themes for the Skullgirls characters, starting with Filia's Theme.
---
Name: Medici Tower
First Appearance: Skullgirls (2012)
Primary Core: Impact
Multipliers: Impact x2 Explode x1.7 Crystal x1.3
Robot: Cerebella
Description: Space is limited as you engage your foe in an elevator, rising up to the office of the head honcho of the Medici himself. You climb up, and up, and up, passing various billboards and advertisements, including for a curious "Salt Co." Due to the close quarters, any attack that covers a fairly large area will be effective here.
Music: Cerebella's Theme
---
Name: Anti-Skullgirl Lab 8
First Appearance: Skullgirls (2012)
Primary Core: Laser
Multipliers: Laser x2 Electric x1.7 Shadow x0.9
Robot: Peacock
Description: Perhaps the only place where you are even vaguely safe from the Skullgirl's grasp is in this little hidden building, where the creatures designed to kill her are built. Machines of all sort are everywhere, most of their functions unknown.
Music: Peacock's Theme
---
Name: Glass Canopy
First Appearance: Skullgirls - Fukua Update (2014)
Primary Core: Explode
Multipliers: Explode x2 Cutter x1.7 Impact x1.2
Robot: Parasoul
Description: This high-society ball arranged by Princess Parasoul also coincidentally has some of the most powerful figures in the Canopy Kingdom military attending! High-class guests watch on as you battle it out, perhaps making idle-minded comments about how one or two of those ruffians are actually kind of handsome. Mind the heavy glass chandeliers above your head; would hate to shatter one of them, would we?
Music: Parasoul's Theme
---
Name: Maplecrest Village
First Appearance: Skullgirls (2012)
Primary Core: Earth
Multipliers: Earth x2 Cutter x1.7 Electric x0.6
Robot: Painwheel
Description: The quiet suburb of Maplecrest is where Carol grew up...before she became the...thing she is now. As everyone else locks their doors and windows, do battle on a dusty plain outside, and hope you don't hurt her too badly.
Music: Painwheel's Theme
---
Name: Little Innsmouth
First Appearance: Skullgirls (2012)
Primary Core: Water
Multipliers: Water x2 Swift x1.7 Flame x1.4 Explode x0.7
Robot: Ms. Fortune
Description: This Dagonian slum on the outskirts of the Canopy Kingdom is full of naught but docks and water! Do battle atop a bamboo platform, surrounded by others, practically designed for freerunning and good-natured fun. There's a certain cool cat around here who has made this place her home.
Music: Ms. Fortune's Theme
---
Name: Grand Cathedral
First Appearance: Skullgirls (2012)
Primary Core: Time/Space (Counts as a Fusion Field)
Multipliers: Shadow x2 Time x1.4 Space x1.4
Robot: Valentine and Double (In separate encounters)
Description: In the dim candlelit light, the grand visages of the Divine Trinity suddenly don't seem so welcoming. All is silent, save the sound of your combat, and every sound echos deeply through the vast, yawning rooms. No place to run, no one to hear you if you scream. Trinity help you.
Music: Valentine's Theme or Double's Theme

I might be making some more full bios soon enough...but I'm not sure.
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Contributor
Spinstrike
661,728,607 BP
6 TP | 262 PP
Posted on July 22nd, 2014 at 9:15pm #108
These are amazing, CHAOS! Again, sorry I've neglected our little project; I've had a lot on my plate these last few months (finals, my summer job, prepping my costume for Comic-Con, etc.)
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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 23rd, 2014 at 4:00pm #109
I said I might be back soon, and I decided, "what the heck."
So...it's time for justice.
SHOVEL JUSTICE!
---
Name: Shovel Knight
Designation: WAN-001 (Wandering Adventurer Number 001)
Class: Chivalrous Excavation Robot
Core: Earth

Weaknesses: Cutter Laser
Resistances: Earth Nature Shadow
Immunities: None
Affinities: None

Energy: 110
Attack: 85
Defense: 100
Speed: 105

Quotes
Start: "Prepare to taste justice...SHOVEL JUSTICE!"
Taunt: "I don't need a blade to fight evil."
Victory: "As long as you fought honorably, you will always have your dignity."
Defeat: "...I'm sorry...I...have failed..."

Signature Moves
Shovel Slash
Learned at Level: 1
Power: 12
Accuracy: 99%
Speed: 3
Energy: 4
Range: Front
Description: The user steps forward and slashes at the target with a shovel. This move is fairly weak, but covers two types and costs little energy.

Shovel Burrow
Learned at Level: 10
Power: 45
Accuracy: 85%
Speed: 3
Energy: 8
Range: Front
Description: The user burrows underground for a turn, then bursts from underneath their opponent for massive damage.

Shovel Bounce
Learned at Level: 20
Power: 25
Accuracy: 90%
Speed: 3
Energy: 8
Range: Front
Description: The user leaps upon the target, striking them from above with a shovel. If the target used an offensive ability in the same round, this move will activate twice.

[Description exempt, because I don't know how to tackle it for a fellow like this]
---
So that's what we're doing today. What do you guys think, who from Shovel Knight deserves one of these (Aside from the obvious main characters)? The Order of No Quarter? The other Wandering Adventurers?
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MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on July 23rd, 2014 at 6:22pm #110 ( Edited : 2014/07/23 at 6:28pm )
I feel Black Knight could use one. Or perhaps Shield Knight? Or maybe we do both, then the Order? If you need any help with quotes or bios, I'm your man!

Shovel Knight is the game of the year for me. I can't even describe how much I love it. It goes in the style of multiple NES games, but it expands upon the formula. I love it.

I see that you don't have a description for Shovel Knight. Allow me.

Shovel Knight
Despite his small size and unusual "blade", Shovel Knight is a grand knight with a love for gold and Shield Knight. His trusty weapon, a Shovel, proves to be a valuable weapon in battle with various types of attacking, including bouncing around to attack from the skies or slashing the opponent with a mighty strike. The Shovel isn't his only weapon however! He has a large variety of items and armors, all great for fighting evil and finding large amounts of treasures for an even larger amount of items! Shovel Knight is your average protagonist, fighting for a damsel, but he is honest and helpful, a shining example of the Code of Shovelry. For the Order of No Quarter to challenge him and take away his beloved.....They've dug their own grave!
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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 24th, 2014 at 3:34am #111
Well, of course. I felt like Shield Knight, Black Knight, and The Enchantress would all be shoe-ins for a bio. The Order of No Quarter, too. I'm mostly concerned with the Director-For-a-Day "bonus bosses," comprised of Reize Seatlan, The Baz, Phantom Striker, and...um...Mr. Hat? What type would Mr. Hat be, anyway?

Nice work with that Bio! If you'd like to do a Spinstrike-style collaboration, I would be overjoyed with that. Of course, I'd do most of the work, since you have canon stuff to work on (Then again, so do I, but I'm much less dedicated). How about it?
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MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on July 24th, 2014 at 2:11pm #112
Yeah, they're all shoe-ins. The Director-For-a-Day bonus bosses sound interesting to work on. I imagine he could be Cutter though, seeing as how he fires off sharp objects. Well, least the only thing I can think of.

Yeah, sure, sounds fun. I'm done with bios for now, as I just finished Field Bios. I was thinking on moving onto Mega Man 5 bios, but considering we're not there yet, it can wait a while, perhaps until their weapons are made. In the meantime, I'll work with you on the SK project!

*Spits on hand, then reaches for a handshake.*
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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 24th, 2014 at 4:53pm #113
And so the collaboration begins, with a handshake and a...blast of confetti? First up in the evil Enchantress's Order of No Quarter, it's King Knight!
---
Name: King Knight
Designation: OQN-001 (Order of No Quarter Number 001)
Class: Supercilious Usurper Robot
Core: Swift

Weaknesses: Earth Nature
Resistances: Flame
Immunities: Wind
Affinities: None

Energy: 120
Attack: 100
Defense: 100
Speed: 80

Quotes
Start: "Who let these filthy peasants in here?"
Taunt: "All shall bow down before me!"
Victory: "Long live the king!"
Defeat: "My crown! My kingdom! All in shambles..."

Signature Moves
King's Scepter
Learned at Level: 1
Power: 20
Accuracy: 85%
Speed: 4
Energy: 4
Range: Front
Description: The user dashes forward at the target, striking them with a golden scepter. If this move misses, there is a 50% chance it will stun them instead, preventing them from using an ability that turn if they haven't used it already.

King's Herald
Learned at Level: 20
Power: 10
Accuracy: N/A
Speed: 3
Energy: 8
Range: Entire Battlefield
Description: The user summons an orchestra of trumpets to play a herald in his honor, blasting confetti all about the stage. At the beginning of every turn, each Robot on each side of the battlefield will be hit with a confetti projectile raining down, which deals Swift/Wind damage. This effect will disippate after 5-7 turns.

Description: King Knight was born to rule...or so he says. For many a year, he wandered the land, deposed and stamped upon due to his haughty attitude toward the "filth of the world," until he heard of a dark sorceress and her schemes to throw the land into chaos. Eager to participate, he joined her force and usurped the throne of Pridemoor Keep as a display of his loyalty. Despite being a rather large fellow, King Knight can move with great speed, and has been known to call down heralds in his name in the middle of battle. Though King Knight appears to care only for the lavish life of a ruler, he's never been given a chance to prove his effectiveness as a leader figure—he's always been kicked off his throne too quickly. Perhaps now will be his big chance...?
---
With luck, he'll get a Field and Mecha all to himself sooner or later, too. For now, though, we'll be focusing exclusively on the main characters as Robots.
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Contributor
Spinstrike
661,728,607 BP
6 TP | 262 PP
Posted on July 24th, 2014 at 7:06pm #114
Oh, you guys are doing Shovel Knight movesets? I've been itching to play that game for a while now...might get it with some of my birthday cashola.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on July 25th, 2014 at 12:14am #115
Do you feel the darkness in the night? Sure would scare me if there was something in the corn-HOLY KARP! Oh, it's just Specter Knight. Well, while he's here, might as well bust out the Moveset me and CHAOS made......


Name: Specter Knight
Designation: OQN-002
Class: Sinister Apparition Robot
Core: Shadow

Weaknesses: Crystal Water
Resistances: Time Impact
Immunities: None
Affinities: Shadow

Energy: 95
Attack: 123
Defense: 74
Speed: 108

Quotes
Start: "This is no place for someone like yourself. Be gone, mortal!"
Taunt: "Even if you somehow manage to live, you will still die!"
Victory: "No matter how much you fought, you cannot prevent the end."
Defeat: "My time shouldn't be up yet! This can't be the end!"

Signature Moves
Specter Draining
Learned at Level: 1
Power: 9
Accuracy: 100%
Speed: 3
Energy: 2
Range: Select
Description: The user uses dark powers to damage the opponent for 3 or less turns. An added bonus to this technique is that the opponent can lose up to 6% of each of their stats every turn this move is active, which will be divided in half and given to the user to have a boost in all their stats.

Specter Scythe
Learned at Level: 13
Power: 18
Accuracy: 66%
Speed: 5
Energy: 4
Range: Front
Description: The user throws their scythe to the opponent, having the chance to hit up to 6 times! Each hit lowers one of the opponent's stats by 5%, then adds it to the user's own stats, meaning there's a chance to get up to 25% of one of the opponent's stat to have it added to your own!

Description: Specter Knight was one of the most cruel and cunning warriors the world has ever seen, and nothing seemed to be able to stop him.....Except death. Brought back to life by the Enchantress's sorcery, Specter Knight utilizes powers from the other side, focusing on draining the opponent's life-force, slowly weakening them before he uses his scythe for the kill. Although he follows the Enchantress's commands, he only does it because her magic is the only thing keeping him alive. His entire existence is deception to reality, and he is no more than a dead man walking.
--

Like CHAOS said, we're going to focus on the robots, not the Fields or Mechas. Maybe one day.......
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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 25th, 2014 at 3:06pm #116
I knew I left the next Shovel Knight bio around here somewhere...oh, that blasted Treasure Knight must have made off with it! That greedy snake will get what's coming to him one day...
---
Name: Treasure Knight
Designation: OQN-003
Class: Avaricious Pirate Robot
Core: Water

Weaknesses: Space Explode
Resistances: Wind Flame
Immunities: Water
Affinities: None

Energy: 92
Attack: 93
Defense: 143
Speed: 72

Quotes
Start: "Let us battle...winner take all."
Taunt: "Sink and drown....With all the treasures of the deep."
Victory: "All of the treasure...is only for me...no one else."
Defeat: "The gold...it shines...so bright..."

Signature Moves
Treasure Anchor
Learned at Level: 1
Power: 17
Accuracy: 95%
Speed: 3
Energy: 4
Range: Front
Description: The user fires an anchor on a chain at the target, then pulls it back to them. This ability fires twice (Once for the initial firing, then again while the anchor is coming back). Upon contact, there is a 5% chance that this move will also steal an item from the target's inventory, which the user shall immediately use.

Treasure Box
Learned at Level: 20
Power: 60
Accuracy: 25% and up
Speed: 2
Energy: 8
Range: Front
Description: The user throws down an empty treasure chest, which opens and generates a whirlpool to pull in the target. If the move is successful, the chest slams shut and bursts, dealing massive damage to the target. The accuracy of this move increases according to the percentage of maximum health that the target is missing (e.g., accuracy is 50% when target is at 75% health (25% health missing + 25% base accuracy).

Description: For the longest time, Treasure Knight has been infatuated with gold. For a long time, he fought criminals and collected bounties, but as his love for it grew greater, he turned to more dishonest means. He serves the Enchantress through robbery and pillaging, and many people suffer due to his avarice. He fights with all sorts of underhanded trickery, including his signature anchor cannon, which has become all but famous for catching his opponents off guard. With no respect for anything except his gold, Treasure Knight is one fellow you do not want to cross...or he'll rob you blind.
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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 26th, 2014 at 1:48pm #117 ( Edited : 2014/07/26 at 2:20pm )
Time for the next member of the Order of No Quarter...haha ha. I spent all night awake on this one...HA! It's the explosives expert of the crew, Plague Knight!
---
Name: Plague Knight
Designation: OQN-004
Class: Vitriolic Alchemy Robot
Core: Explode

Weaknesses: Earth Water
Resistances: Wind Explode
Immunities: None
Affinities: None

Energy: 90
Attack: 110
Defense: 97
Speed: 103

Quotes
Start: "Haha...hahahaha! It's time that someone taught you a lesson!"
Taunt: "Who's the fool now, fool?! Seems like I've fooled you! Ha ha!"
Victory: "Bad...bad bad bad...bad people get punished! The sooner you learn that, the less painful life will be."
Defeat: "Hee...hee hee..." *Hack hack* "You haven't...heard the last of me...!" *Wheeze*

Signature Moves
Plague Vial
Learned at Level: 1
Power: 10
Accuracy: 92%
Speed: 3
Energy: 4
Range: Front
Description: The user throws a chemical vial at the target that explodes violently on contact. It does no damage on contact, but at the beginning of every turn thereafter, the target will take damage multiplied by the number of times they've been hit with this attack (e.g., if hit 5 times, they take 50 power's worth of damage). Removing the target from the front for two turns will reduce the count by 1.

Plague Beaker
Learned at Level: 15
Power: 50
Accuracy: 100%
Speed: 3
Energy: 8
Range: Select
Description: The user places an oversized beaker of a dangerous chemical in front of one ally of choice (Including themselves), acting as a "shield." Whenever they are next hit, the beaker violently explodes, dealing damage to both the attacker and the ally.

Description: Plague Knight was originally a schoolteacher, but after he was found with dangerous materials in the classroom, he was promptly kicked out. After hearing of the Enchantress and her Order of No Quarter, he decided to use this chance to get revenge on those who stole his credentials and obtain dangerous and rare liquids for science! He uses dangerous combinations for attacks, and sometimes uses a colossal beaker for protection! With a maniacal attitude and a crave for creating explosive blasts, this guy's more of a mad scientist then a Knight!
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on July 27th, 2014 at 12:05pm #118 ( Edited : 2014/07/27 at 11:58pm )
You know, this collaboration is starting to make me think the shovel truly is the best digging tool weapon. Eh? Apparently Mole Knight disagrees with that notion.
--
Name:Mole Knight
Designation: OQN-OO5
Class: Subterranean Tunneling Robot
Core: Flame

Weaknesses: Wind Explode
Resistances: Nature Time
Immunities: None
Affinities: None

Energy: 92
Attack: 120
Defense: 103
Speed: 85

Quotes
Start: "How'd you get here? Never mind! This land is mine, I found it!"
Taunt: "The secrets of the Earth are all for me....I'm the only worthy Knight for it!"
Victory: "With your measly skills, I'd bet you couldn't dig 10 feet underground!"
Defeat: "This isn't so bad....At least I'll be buried with my rightfully deserved land..."

Signature Moves
Mole Glide
Learned at Level: 1
Power: 8/11
Accuracy: 96%
Speed: 3
Energy: 2
Range: First 6 rows
Description: The user uses their customized claws to glide through the six first rows, dealing damage to each robot. After four attacks, the user will drop down and slide, dealing slightly more damage. If there is less than 6 robots, the user will reappear on the first row and go up from there, until six hits have been done.

Mole Eruption
Learned at Level: 23
Power: 4/55
Accuracy: 90%
Speed: 1
Energy: 8
Range: All
Description: The user digs through the ground, bringing up small flame sparks that do damage to all robots, albeit weak. If the user chooses to use this weapon again, they'll repeat the process, except this time, the user bursts into flames and erupts, doing significantly more damage.

Description: While the shovel is the best digging tool/weapon for the world above, below is a different story, one that belongs to Mole Knight. Not only does the shrewd Mole Knight have great eye-sight and endurance, he also has his modified armored claws, which he can use to dig, glide across the air, and release a giant explosion of flames! Serving as the best man in the underground for the Order of No Quarter, he mainly joined the Order because he felt he'd make the best progress underground with their supplies. With his powerful flame attacks, his claws, his powerful mole army, and the Lost City under his command, the mole may prove to be the only thing to out-dig the shovel.
---
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Moderator
CHAOS_FANTAZY
15,932,294 BP
7 TP | 121 PP
Posted on July 27th, 2014 at 11:30pm #119 ( Edited : 2014/07/27 at 11:41pm )
Look! Up in the sky! It's a bird! It's an airship! No, it's Propeller Knight! This high flier is my favorite Knight in the game. I hope I did him justice!
---
Name: Propeller Knight
Designation: OQN-006
Class: Flying Machinery Robot
Core: Wind

Weaknesses: Wind Impact
Resistances: Earth Explode
Immunities: Cutter
Affinities: None

Energy: 87
Attack: 100
Defense: 80
Speed: 133

Quotes
Start: "Oh, you would like to duel? Very well, then! En garde!"
Taunt: "I'm as light as a feather, I'm as free as a bird! I'm too high to be brought down!"
Victory: "High above the land, the earth so far away...this is where I belong!"
Defeat: "How uplifting...how riveting!...Thank you...for the duel..."

Signature Moves
Propeller Thrust
Learned at Level: 1
Power: 15
Accuracy: 92%
Speed: 3
Energy: 4
Range: Front
Description: The user pulls the target towards them with a gust of wind, then stabs at them with a rapier. If the move connects successfully, it activates again, targeting the next foe in line, up to three times. If there are less than three members left on the opponent's team, this ability shall cycle back around to the first target in line.

Propeller Airstrike
Learned at Level: 20
Power: 25
Accuracy: 90%
Speed: 3
Energy: 8
Range: Random
Description: The user summons a mighty airship to rain down an assault of cannonballs and bombs on the opposing team. This move hits three randomly selected Robots on the enemy team, receiving the full damage as if they were in front regardless of position. If there are only two foes left, one of them will randomly be hit twice, and if there remains only one foe, they shall receive the full three blasts of the attack.

Description: Propeller Knight used to be a simple adventurer a lot like Shovel Knight, but ever since he purchased an airship with the money from his conquests, he's become a member of high society—in more ways than one. He is an avid fencer, and he couples his skills with his blade with his cutting-edge propeller helmet to deftly soar through the air. Though he acts very prideful and considers himself one to be looked up to, he is also known for being a thrill-seeker, and respects anyone who can show him a good time. He cares not for the Enchantress's objective; he only serves her because he thought it would be fun. In truth, he feels he already achieved his dream—the dream of soaring freely through the air.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on July 28th, 2014 at 3:26pm #120 ( Edited : 2014/07/28 at 8:27pm )
I suppose it's time to post the next Moveset. Might as well watch some TV while I'm doing....Since when does the Power button make my TV a giant death robot? Someone must have tinkered with it and I can only think of one person! Tinker Knight! Well, him or Dr. Wily, but I didn't make a moveset for Wily...
---
Name: Tinker Knight
Designation: OQN-007
Class: Fiddling Machinist Robot
Core: Impact


Weaknesses: Laser Swift
Resistances: Shield Explode
Immunities: None
Affinities: None

Energy: 75
Attack: 110
Defense: 87
Speed: 128

Quotes
Start: "All that noise....I can't focus! I'll get rid of the noises by getting rid of you!"
Taunt: "They all thought I was pathetic and weak....and I'll show them all soon!
Victory: "I warned you my plan was foolproof!"
Defeat: "No one...appreciates...true genius...!"

Signature Moves
Tinker Lob
Learned at Level: 1
Power: 14
Accuracy: 95%
Speed: 1
Energy: 2
Range: Front
Description: The user flings a wrench at the opponent. There is a 20% chance of the opponent getting stunned by the attack, a 50% chance of no added side effects to this attack, and a 30% chance the user will fall on their face and lose 3 units of weapon energy.


Tinker Build
Learned at Level: 18
Power: N/A
Accuracy: N/A
Speed: N/A
Energy: 8
Range: N/A
Description: The user starts to build a giant combat-robot machine for 3 turns, and if they are uninterrupted, they will enter the machine and pilot it, boosting their attack by 200% their defense by 100%, and their speed 50%. However, a setback to this attack is while building the machine, all of the user’s stats are divided in half for them to focus on building it, leaving them susceptible to attacks. The user can switch out however, but this does not protect them from attacks with the range of select. This attack only lasts 5 turns, which means the user will have to redo the technique all over again if they wish to fight in this form again after the 5 turns.


Tinker Annihilation
Learned at Level: 19
Power: 32
Accuracy: 84%
Speed: 1
Energy: N/A
Range: Select
Description: The user fires off a large amount of ammo at the opponent, dealing incredible explosive power! However, this attack is only usable under the effects of Tinker Build, but it doesn't waste weapon energy!

Description: In this world of adventuring, warriors all over the world rush into battle! However, one knight is not the same way, he fights before the battle, creating diabolical devices to fight for him, and this knight's name is Tinker Knight! Although short in stature, Tinker Knight is quite a danger on the battlefield, and if it seems he's weak, such as using his large supply of wrenches to battle, it's only because he has a dangerous trick hiding in the wings! Tinker Knight is the main mechanic of the Order of No Quarter, and his reason for joining is the belittling he gets from other people because of his small size, he wanted to get revenge on all of those who called him the "little man". Tinker Knight's choice of weaponry, the wrench, can truly open up so many possibilities, ranging from weak devices to devastating death-machines! Even though he is the smallest member of the Order of No Quarter, he's arguably the biggest threat, and when he's working on his machines, it seems there's no hope left. Well, maybe if you make a big enough distraction.....
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Mega Man and all related names and characters are © Capcom 1986 - 2024.
This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)