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Super Smash Bros. for 3DS/Wii U

StormCloudStormcloud247

10/20/2017 5:46 AM ·Spoilers

My xehanort moveset! [xehanort obviously not pictured (really wish you could post play journal entires w/o screenshots...too late for that now :-/ )] Continuing on with making movesets for my most wanted characters: is our darkness obsessed old friend! WARNING!!: SPOILERS ARE IN SPOILERS ARE EVERYWHERE!!! So if you don't want several games in the KH series spoiled, TURN BACK NOW!!!

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  • Down-tilt: no-heart's round house kick, however i want the smash bros. version to be more of a floor sweep! This attack would have a bit of start-up, but would hit pretty hard (enough KO at respectable %s), & just like the original, would send a shock wave of dark energy. this shock wave wouldn't hit as hard, but it would semi-spike opponents!

    Yeahs0
    Played
  • Also, Side-tilt can be comboed directly into this move at any point before the final hit!

    Yeahs0
    Played
  • Up-tilt: that upwards slash that no-heart occasionally mixes into his combos, the one that, if you get hit by it: also blasts you with several spectral keyblades! Basically the same, just minus the keyblades! well...sort of, i'll get to that when i get to his commands.

    Yeahs0
    Played
  • Forward-smash: dark impulse's ground combo, complete with that hand finisher!

    Yeahs0
    Played
  • Up-smash: those pillars of earth that old man xehanort summons. Obviously the smaller ones used in the fight with terra, not the MOUNTAIN sized ones he creates during the cutscenes beforehand!

    Yeahs0
    Played
  • Down-smash: riku's spin-attack! While this move would have pretty low start-up & modest end-lag for a D-smash as well a pretty active hitbox, it would as a result of these traits: be one of the weaker D-smashes.

    Yeahs0
    Played
  • Dash attack: the command dark haze (without the doom effect obviously!). While this attack would have moderate start-up, it would however go quite a distance, be fairly powerful, & do a lot of shield damage!

    Yeahs0
    Played
  • Neutral-air: an version of the jab. not much too say then that, however to compensate for xehanort high falling speeds, each hit in the combo would have him do a little hop (similar to bayonetta's forward-air).

    Yeahs0
    Played
  • Forward-air: A somewhat slow on start-up, but powerful horizontal slash.

    Yeahs0
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  • Up-air: a curving upwards slash. This one is based several aerial slashes used by many different characters in KH, & like many of these aerial slashes: when it's used within a 3-foot radius in front of & above xehanort, he will home in on them!

    Yeahs0
    Played
  • Down-air: a "stall-then-fall" downwards slash, based on one of terra's aerial combo finishers (BTW, i'm referring to the regular combo finishers, not the "finish" commands). This would hit quite hard on landing & (unlike the original) would produce a gout of dark fire at the end of the keyblade. But because of it's power, it would quite lagy on landing, even by stall-then-fall standards!

    Yeahs0
    Played
  • Back-air: a spining slash like D-smash, but it would only be one slash. This move would have two hitboxes: one in the front, & one in the back. The back hitbox is the main one that actually damages & launches opponents away, while the front hitbox just drags opponents into the back hitbox. Also, like marth's Bair, this would turn xehanort around in the air.

    Yeahs0
    Played
  • Grab: those wispy little chains young xehanort uses to put characters into that doom trap. This would have alot of range, but would be very lagy on miss! Pummel: because characters would be put into the aforementioned doom trap, rather uniquely for a pummel: this trap would deal damage over time (about 1% per one-&-a-half seconds), rather then require player imput!

    Yeahs0
    Played
  • Forward-throw: young xehanort's "ethereal blade" combo. Wouldn't have much knockback, but would be very damaging by throw standards (12%).

    Yeahs0
    Played
  • Up-throw: young xehanort's "rope" garb & slam (anyone whose played kingdom hearts birth by sleep, knows exactly which attack i'm referring to...*shudders*). This attack would be un-techable upon first slaming to the ground (similar to how you couldn't use aerial recovery on it).-

    Yeahs0
    Played
  • -This throw's main purpose is to set up tech chases: as it would be techable upon landing on the ground afterwards, opponents would launched in such a way that they'd have no choice but to tech. Also, the move for xehanort would just lagy enough to prevent him from directly comboing off it, but have low enough lag that he could tech chase fairly easy!

    Yeahs0
    Played
  • Down-throw: Raging storm. This throw would have xehanort teleport on top of the foe & use the aforementioned command from birth by sleep: burning the foe 7 times with the final eighth hit launching foes upwards. This throw would have solid KO potential (by throw standards anyway).

    Yeahs0
    Played
  • Back-throw: that cyclone that young xehanort fires off sometimes (which i believe was a variant of ventus' tornado command). This throw would have xehanort teleport behind the opponent & fire off the cyclone. The cyclone would be very damaging if all hits connect (12.5%), thanks to the windbox the final hit would have, it would be a solid KO throw, this travel quite a distance & can sweep up more-

    Yeahs0
    Played
  • -Opponents as it goes. However, the big draw back of this move is that it would be pretty easy to SDI out of.

    Yeahs0
    Played
  • I really do wish i could have incorporated more of YX into this moveset, but i didn't want to make it overly complicated, & or overpowered! Besides; isn't one time manipulating characters enough for, not only one game, but one SERIES?

    Yeahs0
    Played

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