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Reported bugs will not be fixed and any progress made here will not be saved.
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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 tasked with creating MMRPG Prototype statistics for a character not yet featured in-game. This could be a character from the Mega Man X, Zero, ZX, Legends, Battle Network, or Star Force subseries, a 'bot from other media, or a fan project. Unlike Make Your Move, this is purely for fun, but you can comment on each other's movesets (Just keep any criticisms constructive!).
Note that whatever characters you create probably won't added to the game. Adrian's got his work cut out for him as it is!
A complete moveset MUST contain the character's... -...Name, and what game they come from. -...Core Type (Cutter, Flame, etc.) Determines what MMRPGP moves the character can use. Usually related from what moves the charter uses in their game, their appearance, and what weapons/gear you get from them. -...Attack(How much damage they deal), Defense(How much damage they take), and Speed(How fast the robot moves to attack, and how accurate their attacks are). You have 300 points to spend on each stat. -...Weakness(What moves do double damage to them) and Resistances(What moves to half damage to them). Give your 'bot two each. -...Affinity(Moves heal them), OR Immunity(Moves that do no damage to them). Give ONLY one of either.
You could also add some extra bits to add some flair to your character, such as... -...A numerical designation(i.e. Proto Man is DLN-000) -...A class. If you've played Pokémon, these are like the little sub-designations in the Pokedex entries(i.e. Pikachu is the Electric Mouse Pokémon, Proto Man is the Renegade Prototype Robot). They can describe the character's personality, abilities or job. -...Quotes for when the character enters battle, taunts their opponent, wins or losses. Can be derived from their source material, or interpreted from their personality.
If you have any confusion on what a moveset looks like, I'd recommend checking out some examples in the Database. I hope to see plenty of cool ideas for characters!
EDIT: In order to make this topic a little more interesting (I mean, the last post was over a year ago), it is now open to characters from ALL video games, not just Mega Man.
EDIT 2: In celebration of the field-centric Star Force Update, you can now create fan-made fields! I mean, what's the point of making bunch of awesome fan-made robots without some place for them to kick each other's butts?
A complete field MUST contain...
-The field's name. Composed of two words or phrases (three if you're pushing it, don't even think about four). -What game (Mega Man or otherwise) the field comes from. -The Field's primary core type. -The field's multipliers (Core types, damage, recovery, experience). Primary core type gets an automatic x2 multiplier. -The Robot (fan-made or otherwise) associated with the field. -The Mecha (fan-made or otherwise) associated with the field.
Optional:
-A short description of what the field looks like (1-2 sentences is good). -Music that plays during battle (link to YouTube or another video/music-sharing website).
Make-A-Moveset: What If... Posted by Spinstrike on August 4th, 2013 at 5:41pm Viewed 19329 Times
Quotes: Start: "Ah, nuts. This is NOT what I wanted to see." Taunt: "Throw more bombs at it! Make it go away!" Victory: "To be fair, (Doctor), he shot first..." Defeat: "Crap, this armor's gonna take forever to fix!"
Signature Attacks: Fusion Bomb - Level 1 Power: 10 - Accuracy: 85% - WE: 4 - Speed: 3 - Front Row The user throws a bomb, generating a small star in the front row. At the start of your next turn, the star explodes, dealing damage again and hitting the back row with shrapnel!
Afterburner - Level 5 Power: 18 - Accuracy: 85% - WE: 8 - Speed: 1 - Front Row The user rams the target with a rocket-powered boost, striking them with great force. The user's speed increases by 10%, and the force of the blow pushes the target into the bench, causing them to switch out.
Arena - Arctic Reactor Primary Core: Space Multipliers: Space x2.0, Freeze x1.7, Flame x1.1, Water x0.7, Nature x0.5 Description: A laboratory somewhere in the frozen tundra. The foreground is metallic, with pipes running through the ground. The background shows several boilers, as well as a window showing the white-washing blizzard outside. Music: Technically, I did write my own theme for it, but I haven't uploaded it and, thus, can't post it here. I hope CHAOS doesn't mind if I steal his RokkoChan AST for a bit as a replacement. Mecha Support - Haz Met A met in a padded haz-mat suit. It's primary roll is to sit and tank shots, though it can fire Neutral shots to pester foes. Weaknesses: Cutter, Time, Wind Resistances: Electric, Space, Impact Affinities: (none) Immunities: Flame, Freeze
Quotes Start: Here comes the metal meltdown... Taunt: I'm practically falling asleep over here. Victory: Can I go back to sleep now? Defeat: ...Oh, forget it. I'm goin' back to sleep.
Signature Moves Volcano Cannon Learned at Level: 1 Power: 40 Speed: 3 Energy: 3 Accuracy: 75% Description: The user fires a chunk of volcanic rock at the active foe for massive damage. Upon a successful hit, the rock will explode violently, hitting the active foe and the benched foe directly behind them.
Volcanic Barrage Learned at Level: 7 Power: 35 Speed: 2 Energy: 5 Accuracy: 60% Description: The user fires four or five hunks of burning volcanic rock into the air. On the next turn, they come crashing down, hitting randomly selected foes on the enemy team for big damage.
And his Field:
Name: Meltdown Volcano First Appearance: Rokko Chan (2011) Primary Core: Flame Multipliers: Flame x2.0Earth 1.5Explosive x1.1Nature x0.2 Robot: Volcano Man Mecha: Flame Rider (Small wheel-based droid with flamethrower on its head; mid-high attack, high speed, but mid-low health and defense) - See page 5 of the Rokko Book Description: Volcano Man once took over this broiling research base built into an actual volcano. The background is rocky, and some lava flows can be seen. Flame Riders are riding about everywhere like madmen. See also, Volcano Man's map. Music: Volcano Man's Theme – Original OST – Official 8-Bit Remake
The same asterisks from the first time around still apply.
Posted on January 16th, 2014 at 1:02amEdited on 2014/01/16 at 1:51am
Posted 2014/01/16 at 1:02amEdited 2014/01/16 at 1:51am
#3
I'm going to get punched for this one
Name: Squid Girl from Shinryaku! Ika Musume Class: Environmental Sentinel Core: Water
Energy: 100 Attack: 115 Defense: 75 Speed: 110
Weaknesses: Electric, Freeze Resistances: Flame, Nature, Time Affinities: Water Immunities: (None)
Quotes Start: "Listen up, (Bot)! I'm Squid Girl, and I'm taking this place over!" Taunt: "Do you really ink you can face me?!" Victory: "Haha! I'll take over the world in no time!" Defeat: "You gotta be squiddin' me..."
Signature Moves Squid Ink - Level 1 Power: 12 - Accuracy: 90% - WE: 4 - Speed: 5 - Front Row The user sprays the target with black ink, dealing damage and reducing the accuracy of the user's next attack by half.
Squid Glow - Level 4 Power: 10% (Stat) - Accuracy: 100% - WE: 6 - Speed: 3 - Select Target Squid Girl glows with eerie light, lowering all of the target's non-Energy stats by 10%. This ability decreases in power with each consecutive use...
Squid Bind - Level 8 Power: 12 - Accuracy: 90% - WE: 6 - Speed: 3 - Front Row The user crushes the target with powerful tentacles, preventing it from switching this round. This move's power increases by 4 each round it's used in succession.
Squid Pummel - Level 12 Power: 10 - Accuracy: 85% - WE: 8 - Speed: 3 - All The user lashes out with powerful tentacles, striking all enemies on the field. Crits 50% of the time.
Arena - Lemon Beach Primary Core: Water Multipliers: Water x2.0, Earth x1.1, Flame x1.1, Impact x0.5, Swift x0.5 Music: Shinryaku no Susume Mecha Support - Mini Ika It's a mini-Ika! Similar stat lineup, though its job is to use Ink Spittle to slowly whittle away at the target's health while debuffing stats at random. Weaknesses/Resistances are the same as Squid Girl's.
Shocking how quickly I'm going through these. ...You can shoot me for that one.
Name: Lightning Man Designation: DMN-003 Class: Electronic Communications Robot Core: Electric
Energy: 110 Attack: 168 Defense: 99 Speed: 191
Weaknesses: Impact Resistances: Swift Immunities: None Affinities: Electric
Quotes Start: "Let's make this an honorable battle we can both be proud of!" Taunt: "You must be quicker than that! Quicker than Lightning!" Victory: "You were cocky and made many mistakes, and that led to your downfall." Defeat: "There is no honor in a loss..."
Signature Moves Lightning Flash Learned at Level: 1 Power: 28 Speed: 3 Energy: 3 Accuracy: 95% Description: The user fires a blast of lightning at the opponent. This weapon ignores external shields.
Double Lightning Learned at Level: 5 Power: 28 Speed: 3 Energy: 6 to charge, 0 to fire Accuracy: 95% Description: The user calls down a bolt of lightning to strike them, charging this attack in addition to giving a 25% chance to evade the next incoming attack. When fired, the attack fires two blasts of lightning with the same properties of Lightning Flash.
And the stage:
Name: Communication Base First Appearance: Rokko Chan (2011) Primary Core: Electric Multipliers: Electric x2.0Swift x1.5Laser x1.3Shadow x0.4 Robot: Lightning Man Mecha: Thunder Gate (Stationary battery-like foe that blasts out electric waves; decent attack and defense, but barely any speed) – See page 9 of the Rokko Book Description: Lightning Man once took over this media base as part of a scheme to keep the public uninformed about Dr. Mad's war on humanity. Television screens in the background display a peculiar green static, and lightbulbs randomly flash on and off. Thunder Gates stand like looming sentinels in the background, occasionally sparking with electricity. Unfortunately, no more maps are ripped, but keep an eye on this VGMaps topic; that's where I got the first few. Or just go play the game to get a feel of the remaining stages' themes. I linked it up in the post featuring Rokko herself. Go on, I'll wait. Music: Lightning Man's Theme – Original OST – Official 8-Bit Arrangement (Give that back, Other CF!)
Unlike the others, I actually am sure that the Thunder Gate is properly named—a friend once translated their name for me. I really am having a ball over here. I know the likelihood of them being added to the game is basically nil (Unless I misread Adrian, there are no grounds for adding this sort of thing to MMRPG), but at least King-Soutuku would be receptive to the idea.
The good news is, during our forced leave, I managed to finish all of the data sheets for Rokko Chan's Robots! Next up is our high-flyer-death-defier, Jet Man.
Quotes Start: " It's a bird! It's a plane! It's Jet Man!" Taunt: "...Should've rolled." Victory: "Wait, I won? ...As expected, of course!" Defeat: "Looks like Jet Man is blasting off again..."
Signature Moves: Jet Missile Learned at Level: 1 Power: 25 Speed: 3 Energy: 2 Accuracy: N/A Description: The user fires a homing missile at the opponent. This attack can never miss.
Jet Dive Learned at Level: 5 Power: 30 Speed: 3 Energy: 4 to prepare, 0 to fire Accuracy: 95% Description: The user takes to the skies, flying above the action. Any attacks aimed at them will miss. On the next turn, they dive back down to the battlefield, crashing into the active opponent. (Note: even though this ability is Wind/Impact, only Wind-core Robots can equip this ability.)
And the stage on which he battles:
Name: Eagle Skyline First Appearance: Rokko Chan (2011) Primary Core: Wind Multipliers: Missile x2.0Wind x1.3Electric x1.2Flame x0.7 Robot: Jet Man Mecha: Hover Cannoneer (Orange and yellow humanoid mecha with a cannon over its shoulder that can spin its legs to fly; has low energy and defense, but makes up for it with very high speed and decent attack) - see Page 6 of the Rokko Book Description: Jet Man once occupied this air base, with high heights and higher danger. The floor suddenly drops away in places, and is sometimes replaced by large propulsion fans. Eagle Jets can be seen zipping by in the background, and some Hover Cannoneers can be seen hovering in the air. (Seeing as this is the stage where Beetle Jet is unlocked, having Beetle fly by in the background rarely might be a nice easter egg.) Music: Jet Man's Theme - Original OST - Official Chiptune Arrangement
Were I to follow Brorman's Weakness Guidelines, it would seem that Rokko Chan's Robots seem a bit unbalanced, but ultimately I am unsure.
Quotes Start: "Roll up! Roll up!" Taunt: "Suffering from vertigo, I see! You've just got to roll with it!" Victory: "Let the good times roll!" Defeat: "Woah...woah, I'm getting dizzy!"
Signature Moves Rolling Ring Learned at Level: 1 Power: 28 Speed: 3 Energy: 2 Accuracy: 90% Description: The user fires three purple rings that ricochet off walls at the target. There is a 45% chance that this attack will also hit a benched opponent for half the damage.
Rolling Rampage Learned at Level: 5 Power: 13 Speed: 3 Energy: 4 Accuracy: 50% Description: The user spins in a circle and fires multiple plasma shots at the foe. They have a low accuracy, but it fires ten shots total.
And the stage:
Name: Vertigo Simulator First Appearance: Rokko Chan (2011) Primary Core: Space Multipliers: Space x2.0Impact x2.0Shadow x1.7Shield x0.6Cutter x0.4 Robot: Rolling Man Mecha: Circle-Six Train (Train-like mecha with a conductor's hat on top of the engine; has high speed and defense, but lacks a good method of attack) - See Page 7 of the Rokko Book Description: Rolling Man took over this gravity-defying simulator designed to help astronauts train for deep space. The battle takes place inside the base, with a few windows showing a starry sky outside. In some contained pits, perhaps over spikes, Circle-Six Trains can be seen driving back and forth. Occasionally, the entire stage background flips, swapping the places of the floor and ceiling, and leaving the Circle-Six Trains to fall (This has no effect on combat). Music: Rolling Man's Theme - Original OST - Official Chiptune Arrangement
Did I mention how much fun I have writing these out?
Well, note the most. Most players defeat Rolling Man first. I actually find him the most difficult RM in the game. Darned Rolling Rings are so random, I have trouble dodging them properly. I've played the game multiple times, and I typically gravitate towards Volcano Man or Lightning Man first. --- Last but not least, the creature of the woods who speaks for the trees, Forest Man.
Quotes Start: "Ehehehe...let the games begin." Taunt: "Just give up, I've practically won already." Victory: "Seems you've gotten all tangled up, Robot." Defeat: "Let's all just pretend I won this fight instead..."
Signature Moves Forest Whip Learned at Level: 1 Power: 20 Speed: 3 Energy: 2 Accuracy: 95% Description: The user lashes out at the target with a whip made of thorny vine. This weapon has a high (33%) critical hit ratio.
Forest Vine Learned at Level: 5 Power: N/A Speed: 3 Energy: 4 Accuracy: N/A Description: The user summons a “Forest Vine”—a dummy mecha with a single point of health. It takes their place in combat, taking a single hit for them and putting them back in combat when defeated. It shares elemental statuses (Weaknesses etc etc) with Forest Man, and if not defeated, the user can attack through it.
And his home field:
Name: Mechanized Forest First Appearance: Rokko Chan (2011) Primary Core: Nature Multipliers: Nature x2.0Earth x1.7Cutter x1.3Swift x0.5Electric x0.2 Robot: Forest Man Mecha: Tribal Joe (Tribesman with a tiki-like shield and spear in his hand; decent all-around stats with especially high defense, but has relatively low health) - See Page 8 of the Rokko Book](http://king-soukutu.xsrv.jp/rokkobook.html) Description: Disgusted with the mechanization taking place, Forest Man once took over this forest to preserve its flora and fauna. The background is predominantly dark, with trees and underbrush sticking out against what is otherwise a black umbrage. There may be a pit of mud here and there. Tribal Joes can be seen practicing spear-throwing on one another, and Poinsettias sit idle. Occasionally, a Mecha-Monkey will pop out of the trees. Music: Forest Man's Theme - Original OST - Official Chiptune Arrangement
Alright, that's all six of Rokko Chan's Robots and Rokko herself...but wait, there's more...!
Posted on January 19th, 2014 at 12:14amEdited on 2014/01/19 at 12:17am
Posted 2014/01/19 at 12:14amEdited 2014/01/19 at 12:17am
#9
Well, there has been fan speculation on the topic (Rokko Chan may one day get a sequel, even), but Dr. Mad doesn't really have a Bass counterpart. He does have something close, though: a pair of Medieval Twins, that battle Rokko Chan in the first stage of Dr. Mad's Castle. So, without further ado, I present the Rival Battle of this campaign: Fransiska and Lancea!
Quotes Start: "No place to hide! Face my wrath!" Taunt: "Pain does not exist to me!" Victory: "You were fun to kill!" Defeat: "Just pass by...I have not the strength to stop you."
Signature Moves Berserk Axe Learned at Level: 1 Power: 35 Speed: 3 Energy: 3 Accuracy: 98% Description: The user prepares a large silver axe, then rushes their opponent and chops them with it. This weapon is powerful, but has no special effects.
Axe Throw Learned at Level: 3 Power: 40 Speed: 3 Energy: 4 Accuracy: 80% Description: The user prepares a large silver axe, then chucks it at their opponent. This weapon is powerful, but has no special effects.
Berserker's Rage Learned at Level: 10 Power: 40 Speed: 3 Energy: 8 Accuracy: 95% Description: The user lets out a blood-curdling scream, draws two axes, and dashes at the target, slashing them brutally. With each successful hit, they will be fueled by bloodlust, increasing their attack by 10%. In addition, there is a 60% chance they will hit again. The onslaught continues until the user misses (But continues even if the target's health hits 0—racking up overkill and attack boost!). (Note: even though this attack is Cutter/Swift, only Cutter type Robots may equip it.)
Looks like I'm going to have to split this post in half to accommodate the character capacity. Oh well!
Weaknesses: Electric Resistances: FlameSwift Immunities: Impact Affinities: None
Quotes Start: "You shall go no further!" Taunt: "There's just no getting past me!" Victory: "Doctor will be so proud of me!" Defeat: "I couldn't stop them...I'm a failure..."
Signature Moves Glory Lance Learned at Level: 1 Power: 30 Speed: 4 Energy: 2 Description: The user prepares a superheated golden lance, then jumps forward and stabs at the foe with it. This weapon is powerful, but has no special effects.
Honor Shield Learned at Level: 3 Power: N/A Speed: 3 Energy: 3 Accuracy: N/A Description: The user puts a golden shield with a skull marking on it up in front of them, absorbing 80% of all incoming attacks for three turns. In addition, all attacks aimed at benched Robots on the user's team will instead target the user.
Glory Charge Learned at Level: 10 Power: 35 Speed: 3 Energy: 8 Accuracy: 95% Description: The user prepares a superheated golden lance, then charges into the active enemy, skewering her. Upon a successful hit, there is a 60% chance that they will keep going and skewer the next target in line on the bench. The attack continues until it misses, or until the entire enemy team has been skewered. (Note: even though this attack is Flame/Impact, only Impact type Robots may equip it.)
And the battlefield:
Name: Dr. Mad's Castle First Appearance: Rokko Chan (2011) Primary Core: N/A Multipliers: Flame x2.0Experience x2.0Defense x1.5 Robot: Fransiska & Lancea, led by Dr. Mad Mecha: N/A (Like a Rival Battle—has no native Mecha (That is the case, correct?)) Description: Dr. Mad's Castle took some cues from old Wily himself, from a skull motif to the many mecha and machines within, right down to the giant warcraft he used as his last-ditch effort. There are actually many locations within Dr. Mad's Castle that would look nice for a fight, and the first stage is somewhat lackluster, so consider this a question mark for now. Music: Dr. Mad Boss Battle - Original OST - Official Chiptune Arrangement
And if Dr. Mad is to accompany his Robots on the battlefield, he'll need to vocalize as well:
Dr. Mad Quotes Start: "Fight, my Robots! For honor and glory!" Taunt: "This war shall be ours!" Victory: "They said I was Mad to try! Now look at me!" Defeat: "Defeated?! No! No! Retreat! Retreat!"
Unlike typical Rival Battles, which consist of a "Warrior" archetype and a "Support" archetype, Fran and Lan take a different approach: Fransiska is the aggressive one, while Lancea is the defensive one.
Well, that's all I got. Now to be sad that they won't be in the game. Or will they??? No, they probably won't.
Geomancy Level: 1 Type: Crystal Power: --- Speed: 4 Accuracy: --- "The user forfeits a turn to charge up energy, then [after one turn] brings the energy into itself to boost Attack by 50%, Speed by 40%, and Defense by 30%!"
Moonblast Level: 10 Power: 30 Speed: 3 Accuracy: 100 Energy: 4 "The user channels energy from the moon, which has a 20% chance to lower the target's defense by 30%!"
Posted on January 25th, 2014 at 11:00pmEdited on 2014/02/08 at 6:08pm
Posted 2014/01/25 at 11:00pmEdited 2014/02/08 at 6:08pm
#12
I think it's time for me to make my appearance....
Retro Pikachu From the real world Doesn't originate from any game or series :p RPN-001 (Retro Pikachu Number) Viridian Champion Robot
Core Type: Electric
Stats:
A: 120 D: 80 S: 100
Weaknesses: Earth, Crystal Resistances: Swift, Impact Affinity: Electric Immunity: None
Quotes: Start: "Prepare to face the power of the Viridian Forest!!!" Taunt: "What wrong, can't put in 110% of effort?!" Victory: "Get some more training, than come back to fight me later" Defeat: "Good game, you were better than me in every aspect..."
Level Up Moves:
Teamwork Strike Level: 1 Type: Electric/Shield Power: 7x Speed: 3 Accuracy: 90% Select Target Energy: 4 "The User summon every single teammate to attack the target (ex. 5 teammates mean that the attack has a base power of 7 x 6), causing major damage"
Pikachu Stampede Level: 10 Type: [Electric/Swift] Power: 25 Speed: 4 Accuracy: 95 Energy: 4 "The user sends a signal to all the pikachus around the world, causing them to stampede the opponent with a 40% chance to lower the target's speed by 20%!"
Nature's Wrath Level: 15 Type: Electric/Nature Power: 25 Speed: 3 Accuracy: 100 Energy: 8 "Mother Nature launches spiky thorns and thunderstorms on the target, reducing all stats (minus energy) by 5%!"
Mega Volt Level: 25 Type: Electric/Laser Power: 40 Speed: 5 Accuracy: 90 Energy: 12 (yes, not even copy core robots can use this overpowered gem) "A huge bolt of lightning hits all the opponents (active or benched) and changes the field multipliers to only increase electric attacks to 4x". This attack is unaffected by benched multipliers."
AND NOW HIS MY STAGE:
Viridian Forest First Appearance: Viridian Forest Primary Core: Electric Field Multipliers: Electric x2.0, Nature x1.7, Damage x1.2, Flame x0.5 Main Robot: Retro Pikachu Mecha: Met Description: "The champion of the Viridian Forest lurks in this forest, along with a lot of pikachus. Are you ready to fight not only Retro Pikachu, but the user of Nature itself?!" Music: Red's Theme - B2W2 Ideal Background: Here
Hey again! After the wild success that was the Rokko Chan Robots, I thought I'd come back for one more Data Sheet. This one's for the cold-hearted girl that's a thorn in Roll's side throughout the entire course of Rockmen R: Dr. Wily's Counterattack, Piano!
Name: Piano Designation: SWN-002-02* Class: Cold Manipulator Robot Core: Neutral
Energy: 135 Attack: 95 Defense: 80 Speed: 90
Weaknesses: Flame, Electric Resistances: Freeze Immunities: None Affinities: None
Quotes Start: "Pathetic weakling...I will crush you underneath my heel." Taunt: "Isn't the weather beautiful out here?!" Victory: "Don't cry. Now that you're scrap, you'll be rebuilt as our ally." Defeat: "I'm really starting to hate you, Robot...!"
Signature Moves Piano Buster Learned at Level: 2 Power: 15% Speed: 3 Energy: 2 Accuracy: 97% Description: A weapon crafted in likeness to the Roll Buster, but far more devastating in power. Upon charging, the user recovers only 5% of their total life energy, but firing does massive damage to the enemy's shielding system!
Deep Freeze Learned at Level: 4 Power: N/A Speed: 4 Energy: 3 Accuracy: N/A Description: The user fires a curious weather-manipulating shot into the air, freezing the general vincinity and making snow fall. The weather lasts for 4-6 turns, and during its time, the power of all Freeze-type abilities are increased, and the power of all Earth- and Nature-type abilities are decreased.
Weather Shot Learned at Level: 4 Power: 40 Speed: 3 Energy: 4 Accuracy: 97% Description: The user draws part of their environment into their buster, and fire a powerful blast. The type of damage this weapon does determines on the weather presently in effect (e.g., using Weather Shot while Deep Freeze is in effect will make it do Freeze damage). This ability will fizzle out and do nothing if there is no weather...
Furious Storm Learned at Level: 8 Power: N/A Speed: 4 Energy: 3 Accuracy: N/A Description: The user fires a curious weather-manipulating shot into the air, calling down a storm with thunder strikes and ample amounts of rain. The weather lasts for 4-6 turns, and during its time, the power of all Water- and Electric-type abilities are increased, and the power of all Flame-type abilities are decreased.
Tempest Learned at Level: 12 Power: N/A Speed: 4 Energy: 3 Accuracy: N/A Description: The user fires a curious weather-manipulating shot into the air, kicking up massive winds and causing leaves to fall. The weather lasts for 4-6 turns, and during its time, the power of all Wind- and Nature-type abilities are increased, and the power of all Freeze-type abilities are decreased.
Sunny Day Learned at Level: 16 Power: N/A Speed: 4 Energy: 3 Accuracy: N/A Description: The user fires a curious weather-manipulating shot into the air, increasing the brightness of the Sun to near-ridiculous amounts. The weather lasts for 4-6 turns, and during its time, the power of all Flame-type abilities are increased, and the power of all Water- and Shadow-type abilities are decreased.
And her stage:
Name: Dizzying Heights First Appearance: Rockmen R: Dr. Wily's Counterattack (2009) Primary Core: N/A Multipliers: Experience x2.5Damage x2.0Recovery x0.5 Robot: Piano Mecha: None. It's just you and Piano up here. Description: This version of Wily's Castle, situated in the frozen North, reaches up to higher heights and down to colder temperatures than should be possible. Everything is frozen over, and snow drifts down from the top of the screen (Deep Freeze in effect by default). There are only a few platforms and ladders against an otherwise empty, bleak sky background, and everything seems to be quiet...like a calm before the storm. (Level in question can be seen here) Music: Rockmen R - Unused Track (RMRUNU in this music pack; believed to be a Piano Battle theme?)
* Piano technically fills the same "Roll Counterpart/Bass's Little Sister" that Disco does, meaning she, too, would technically be SWN-002; and I thought this the most agreeable compromise.
Tried to put a unique spin on her, make her support-unit-like, and also introduce the typical Pokemon concept of weather playing in the battlefield. I'm probably not going to do the rest of Rockmen R's Robots, mostly because they aren't even ripped, let alone sprited for the Classic style (The only reason Piano is is because I ripped her sprites...).
Posted on February 2nd, 2014 at 6:51pmEdited on 2014/02/05 at 4:17pm
Posted 2014/02/02 at 6:51pmEdited 2014/02/05 at 4:17pm
#14
I'm surprised no one's done Quake Woman yet. Might as well do her myself...
Name: Quake Woman (Mega Man by Archie Comics, Issue #13) Designation: LMN.001 Class: Geological Survey Robot Core Type: Earth
Weaknesses: Impact, Water Resistances: Earth, Explode Affinities: None Immunities: None
Energy: 100 Attack: 117 Defense: 84 Speed: 99
Quotes- Start: “So, you want to battle? Alright…” Taunt: “Let’s get this over with…I’m starting to feel a little claustrophobic…” Victory: “Now that that’s over with, I’d better be getting back to work…” Defeat: “I’m trapped! Help me, Doctor!”
Signature Moves- Quake Drill Learned At: Level 1 Power: 16 Accuracy: 100% Speed: 3 Energy: 4 Range: All Description: “The user causes an earthquake to deal damage to all robots on the opponent’s side!”
Quake Burry Learned At: Level 5 Power: 24 Accuracy: 94% Speed: 3 Energy: 8 Range: Front Row Description: “The user causes a cave-in, burying the target robot in rubble to deal damage and prevent switching for five turns! This ability’s effects can be ended early with an Explode-type move…”
Field: Collapsed Mineshaft First Appearance: N/A (Original) Primary Core Type: Earth Type Multipliers: Earth x2.0, Impact x1.4, Flame x0.7 Mecha: Caricarry, a robotic mine cart designed for hauling ore. With its Carry Haul ability, it can throw rubble at foes. While it has excellent speed and decent attack and energy, it suffers from poor defense. Description: A caved-in mineshaft miles below the Earth’s surface. Broken-down mining equipment and massive rockslides dominate the background, with more rubble raining down from above. Several Caricarry can be seen rocking back and forth amongst the debris. Music: “Macbeth” from Star Fox for the SNES (Original Version)(Sega Genesis Remix)
Posted on February 5th, 2014 at 5:06pmEdited on 2014/02/06 at 8:48am
Posted 2014/02/05 at 5:06pmEdited 2014/02/06 at 8:48am
#15
Here's Ra Thor, the robot created by Dr Wily using Ra Moon's alien technology in Super Adventure Rockman. He also appears in the Archie Comics adaption of the game.
Name: Ra Thor Desegnation: NWN. 001 Class: Extraterrestrial Conqueror Robot Core Type: Space
Quotes- Start: "Submit to Ra Moon or die!" Taunt: "Your puny Earth weapons are no match for mine!" Victory: "Your services are no longer required, Doctor..." Defeat: "Long live Ra Moon!"
I would make Ra Thor faster than that. Those "teleport" moves he does aren't actually teleporting—that's his natural movement speed.
Also, shouldn't he at least have some relationship to Shadow-type attacks? He (And Ra Moon) are kind of themed on negative emotion (Ra Moon taught humans to hate), and he incorporates black holes into his moveset (If I recall correctly) besides.
Posted on February 8th, 2014 at 6:08pmEdited on 2014/02/17 at 2:45pm
Posted 2014/02/08 at 6:08pmEdited 2014/02/17 at 2:45pm
#17
I've decided to do Red's Pokemon Sets from Pokemon Gold, Silver, and Crystal.
First up.....
Pikachu From Pokemon Gen. I RsPN-001*1 (Red's Pokemon Number) Electric Mouse Robot Type: Electric
A: 120 D: 70 S: 110
Weakness: Earth, Shield Resistances: Wind, Cutter Affinity: Electric Immunity: None
Signature Attacks:
Thunderbolt lv. 1 Power: 25 Speed: 3 Energy: 4 Accuracy: 95% Description: "The user releases electricity to damage the target with a 10% chance of lowering their speed systems by 25%!"
Quick Attack lv. 4 Power: 15 Speed: 5+ Energy: 4 Accuracy: 100% Description: "The user goes at lightning speed to attack the opponent first, even if the ability speeds tie!"
Volt Tackle lv. 20 Power: 50 Speed: 4 Energy: 8 Accuracy: 90% Description: "The user launches and ramjet speed to hit the opponent. This attack has 33% recoil."
And the stage: Viridian Forest*2 Pokemon Red, Blue, Green, Yellow, Fire Red, Leaf Green, Gold, Silver, Crystal, Heartgold, Soulsilver Core Type: Electric Field Multipliers: Electric x2, Freeze x1.5, Flame x0.5 Main Robot: Pikachu*2 Mecha: Pichu*3 Description: A forest with wild pokemon inhabiting the background. Music
*1 I know what you're thinking: "RETRO PIKACHU YOU IDIOT, IT SHOULD BE RPN-001 INSTEAD OF RsPN-001! Y R U SUCH AN IDIOT!!!" My explanation: If you read my robot profile, I'm already RPN-001, so for Red's Pokemon it'll be RsPN-00?.
*2 If this set was implemented into the game itself, this is how you could fight me: Win against Pikachu 5 times and I will appear on the same stage to completely annihilate you :D
*3 And Here's the Mecha Profile:
Pichu From Pokemon Gen II Baby Pikachu Mecha Type: Electric
Stats: E: 50 A: 20 D: 10 S: 120
Weaknesses, Resistances, Affinities, and Immunities are the same as Pikachu's.
Attack:
Thundershock Power: 12.5 Speed: 3 Energy: 0 Accuracy: 100% Description: "The user lets out a tiny bolt of electricity with a 5% chance of lowering the target's speed by 10%!"
Posted on February 9th, 2014 at 8:37pmEdited on 2014/02/17 at 2:45pm
Posted 2014/02/09 at 8:37pmEdited 2014/02/17 at 2:45pm
#18
Next up... Charizard From Pokemon Gen I RsPN-002 Flame Dragon Robot Type: Flame
A: 115 D: 85 S: 100
Weaknesses: Electric, Water Resistances: Flame, Nature Affinities: None Immunities: Earth
Signature Attacks:
Heatwave lv. 1 Power: 15 Speed: 3 Energy: 4 Accuracy: 95% Description: "The user sends out a scorching wind that damages all the opponents with a 30% of lowering attack and defense by 10%!"
Fire Blast lv. 10 Power: 30 Speed: 3 Energy: 8 Accuracy: 89% Description: "The user scorches the opponents with flames and reduces their weapon energy by 1!"
Dragon Pulse lv. 25 Power: 45 Select Target Speed: 3 Energy: 8 Accuracy: 90% Description: "The user launches a powerful ball of energy that has a 20% chance of lowering all the target's stats by 10%!"
And now his stage!
Cinnabar Island Pokemon Gen I-IV Main Type: Flame Field Multipliers: Flame x2, Water x 1.2, Earth x0.7 Main Robot: Charizard Mecha: Charmander* Description: An island covered in ashes thanks to a volcano in the background. Music
*Here's the Mecha
Charmander From Pokemon Gen I Baby Charizard Mecha Type: Flame
Ember Power: 7.5 Speed: 3 Energy: 0 Accuracy: 100% Description: "The user burns the target with a little scorch, with a 20% chance of lowering the target's defense by 5%!"
Posted on February 10th, 2014 at 7:12pmEdited on 2014/02/12 at 9:49am
Posted 2014/02/10 at 7:12pmEdited 2014/02/12 at 9:49am
#19
For my next project, I'll be creating a series of movesets like I did with the League of Evil Exes. I have a few ideas, but I want your input.
-The mercenaries from Team Fortress 2 -The members of FOXHOUND from the original Metal Gear Solid -The cast of Skullgirls (Probably just the original 8, maybe a few more) -The Mighty Numbers from Mighty No. 9 (My personal pick)
I was actually kind of thinking about doing the Skullgirls cast, myself. If we go past the original roster, though, that's a lot of characters (42). And I don't think they have a snowball's chance in hell of getting in, at that.
Nonetheless, they're the best option on the list from my perspective. And if you want any help, you can hit me up.
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