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Post by The Architect on Jul 16, 2010 15:34:33 GMT -5
Polygon Fighter Aliases: None Appearance: Super Smash Bros. (N64) Origin: Thirty copies of the first twelve super smash fighters from the Polygon Stage. Origination Point: Smash World, Polygon Stage Origin Type: Dimensional Order Type: Order Neutral Danger Level: 1 Abilities: -Copy: Polygon Fighters can mimic any super smash fighter exactly except in appearance. -Jumping: Polygon Fighters can jump very well and even do double jumps if they goes to far off an arena's edge. -Shield: Polygon Fighters have a shield that can block anything. These shield shrinks over time and after every hit. If it shrinks to a certain point, they will be stunned and vulnerable to attack.
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Post by The Architect on Jul 16, 2010 15:34:52 GMT -5
Guardian Link Aliases: None Appearance: Super Smash Brothers Melee (Game Cube) Origin: Weaker versions of Link designed to protect the Underground Maze. Origination Point: Smash World, Underground Maze Origin Type: Dimensional Order Type: Order Good Danger Level: 3 Abilities: -Sword Spin: Guardian Links can spin there swords to attack enemies in combat. -Boomerang: Guardian Links are equipped with boomerangs to attack enemies in combat. -Arrows: Guardian Links are equipped with arrows to attack enemies in combat. -Blue Time Bombs: Guardian Links are equipped with blue time bombs to attack enemies in combat. -Grapple Chain: Guardian Links have grapple chains that allows them to grab enemies from up to two feet away. -Jumping: Guardian Links can jump very well and even do double jumps if they goes to far off an arena's edge. -Shield: Guardian Links have a shield that can block anything. These shield shrinks over time and after every hit. If it shrinks to a certain point, they will be stunned and vulnerable to attack.
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Post by The Architect on Jul 16, 2010 15:35:10 GMT -5
Red Mr. Game & Watch Aliases: None Appearance: Super Smash Bros. Melee (Game Cube) Origin: Thirty weaker versions of Mr. Game & Watch. Origination Point: Smash World, Flat Zone Origin Type: Dimensional Order Type: Order Neutral Danger Level: 1 Abilities: -Random Items: Red Mr. Game & Watches can summon random items from their bodies to defeat enemies in combat. -Shield: Red Mr. Game & Watches have a shield that can block anything. These shields shrinks over time and after every hit. If it shrinks to a certain point, they will be stunned and vulnerable to attack.
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Post by The Architect on Jul 16, 2010 15:35:32 GMT -5
Male Wire Frame Fighter Aliases: None Appearance: Super Smash Bros. Melee (Game Cube) Origin: Male types of simulation fighters made to train super smash fighters. Origination Point: Smash World, Battle Field Origin Type: Dimensional Order Type: Order Neutral Danger Level: 2 Abilities: -Jumping: Male Wire Frame Fighters can jump very well and even do double jumps if they goes to far off an arena's edge. -Shield: Male Wire Frame Fighters have a shield that can block anything. This shield shrinks over time and after every hit. If it shrinks to a certain point, they will be stunned and vulnerable to attack.
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Post by The Architect on Jul 16, 2010 15:35:52 GMT -5
Female Wire Frame Fighter Aliases: None Appearance: Super Smash Bros. Melee (Game Cube) Origin: Female types of simulation fighters made to train super smash fighters. Origination Point: Smash World, Battle Field Origin Type: Dimensional Order Type: Order Neutral Danger Level: 2 Abilities: -Jumping: Female Wire Frame Fighters can jump very well and even do double jumps if they goes to far off an arena's edge. -Shield: Female Wire Frame Fighters have a shield that can block anything. This shield shrinks over time and after every hit. If it shrinks to a certain point, they will be stunned and vulnerable to attack.
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Post by The Architect on Jul 16, 2010 15:36:12 GMT -5
128 Mario Aliases: None Appearance: Super Smash Bros. Melee (Game Cube) Origin: Fragile six inch tall versions of Mario. Origination Point: Smash World Origin Type: Dimensional Order Type: Order Neutral Danger Level: 1 Abilities: -Fire Balls: 128 Marios can spit out balls of red fire that can do low damage to Super Smash fighters. -Tornado: 128 Marios can do spin combos that end with the enemy going into the air. The more damage the enemy has, the farther they will go. This can do below moderate damage to a Super Smash fighter. -Punch Jump: 128 Marios can do a combo of punches in a jump. This can do low damage to Super Smash fighters. Once they use it, they won't move until they land on solid ground. -Cape: 128 Marios have a cape that can deflect missiles and can do low damage to a Super Smash fighter.
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