As always, comments and criticisms to help make these better is always appreciated!
Hello once again, ladies and gents! That Guy here, back again with another of my Possible Character Movesets for a new character to the Smash Bros Roster!
Before I begin, I want to apologize for my absence in of Moveset making. Between this one and the last one life has had it’s definite ups and downs. I’m hopeful that I’m able to return to a semi-normal schedule in of when these ideas come out.
———————————————————————
I don’t know about you, but if there’s one franchise that needs some representation in Smash Bros, it’s Minecraft. Smash Bros is a celebration of video game history, and what better game to feature in it then what has since become the highest selling video game of all time, even recently dethroning Tetris at the number one spot? As such, I took it upon myself to craft a moveset for it.
However, today I thought of something different than your normal Steve or Alex Moveset. I thought of something a bit...darker.
Today, we’ll be looking over a possible Smash Bros moveset for The Mobs of Minecraft. You read that correctly.
Specifically, we’re going over the Hostile Mobs; pretty much anything in Minecraft that can kill you.
That being said, let’s get into it!
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fd8bda57fd51b61b1788a10377250af6a473fac13r1-2048-2048v2_hq.jpg)
———————————————————————-
Table of Contents
———————————————————————-
-Who are The Mobs?
-The Mobs’ Playstyle/Frame Data
-The Mobs’ Specials
-Moveset Summary
-The Mobs’ Animations
-The Mobs’ Color Swaps
-Miscellaneous
———————————————————————-
Who are The Mobs?
———————————————————————-
Throughout your adventures through the blocky, beautiful landscapes of your Minecraft world; as you craft, mine, and build to your imagination and heart’s desire, you never can help but wonder why it is, that through all of your travels through mountains, oceans, and worlds beyond, you can’t seem to shake the feeling of eyes always seeming to watch you. Sure, the animals and other peaceful creatures are there, but there always seems to be something...darker, in the midst.
In the shadows of the deepest of caves. In the dark of the night beyond your torches and furnace’s light. Even in the dreary rain you shelter yourself from. They are there. Watching. Waiting. Seeking any possible method of finally reaching you, and putting an end to your travels once and for all. Those long since dead, having been reanimated with nothing more than death on their rotten minds, creatures of unimaginable horrors lurking in the shadows, even things far beyond your comprehension, as far away as in other dimensions. They are all out there, and only seek for one thing.
You.
Except if you play on Peaceful Mode. Cowards.
Yes, throughout your world, you’ll encounter things many hostile creatures that will try to kill you. Zombies, Skeletons, Creepers, Endermen, Zombie Pigmen, Blazes, Ghasts, and so many more. All of which normally get their Ender Pearls kicked in by the player, but now have seem to all come together for a common goal; to the world of Smash, and to finally put an end to their defeat after defeat once and for all.
———————————————————————
The Mobs’ Playstyle
———————————————————————-
Throughout Minecraft, the Mobs are usually easy to take on all by their lonesome. However, put them all together, and they’ll be able to do some real damage.
The Player’s controlled character is that of a Zombie; the most common type of enemy found in the game. However, don’t be fooled by it’s sheepish looks, as there’s more than meets the eye to this moveset.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F410e7d6e29c21524e28c9af3e9c08bbba9304678r1-163-272v2_hq.jpg)
Indeed, for most of the Mobs from Minecraft will at one point or another lend a hand in the moveset, whether they show up during certain moves, are summoned, or even are brought in through taunts. This conglomerate of abilities all in all makes a very viable character, as your damage ouput and summoning may be able to eventually overrun the opponent.
However, there are drawbacks as well. Many of the Playable Zombie’s moves utilizing other Mobs can be evaded or blocked, often leaving it open for attacks. Additionally, it’s not a very mobile character, resulting in a high-risk character, as well as a high reward.
Strengths:
-High damage potential
-Can eventually overrun the opponent at times
-High risk/High reward
Weaknesses:
-Low mobility
-Can be punished harshly if not careful
-Slow for it’s weight class
———————————————————————
The Mobs’ Frame Data
———————————————————————
-Weight: 102 (Between Mario and Link)
-Height: Almost the height of Link
-Walk Speed/Run Speed: .8/1.8 (slightly faster than Bowser Jr/About the same as Bowser)
-Air Speed: 1.1 (About the same as Mario)
-Jump Height: Same as Bowser
-Amount of Jumps: 2
-Wall Stick/Climb: Yes (a Spider forms at the playable Zombie’s feet, and aids the Zombie in climbing vertically, as Spiders can climb vertically in Minecraft)
———————————————————————
Special Attacks
———————————————————————
Special Ability: Effects
One way in which Mobs can take you down in Minecraft is by utilizing various effects to damage or debuff you.
In Smash, all of the effects brought over are ones which deal Damage Over Time (DOT) to the opponent they hit. These effects are Poison, Ignite, and Wither; all of which are stated in the attacks that cause them.
You will know if you are afflicted with an Effect by seeing the symbol, as well as time left, of the effect underneath the afflicted target’s Smash Percent.
These effects can stack with one another, but cannot stack with the same effect. If one gets hit by an Effect while the same effect is already present, the second affliction doesn’t occur.
Neutral Special: ‘...there are monsters nearby’
The Mobs of Minecraft are most deadly when they are great in numbers, swarming the Player character until they either kill the Player, or die trying. This ‘Mob mentality’ (you may all let out a collective groan at the pun if you wish) will express itself in this Moveset in, what I believe to be, a very unique way.
Using this ability will result in a Mob Spawner block, about the size of Kirby and in the shape of a cube, to spawn on the ground, directly in front of the Zombie the player controls. These Spawners stay where they are placed until they are destroyed, each having 25% health, and taking no damage from projectiles (The playable Zombie can attack the spawner to destroy it as well). Additionally, only a maximum of two can be placed at a time, and once both are placed you cannot place anymore for 20 seconds. However, what they can do is much more interesting than what they are or look like.
Activating as soon as they’re placed, and once every ten seconds after until they are destroyed, these spawners spawn a random Minecraft Mob next to themself. The mob is chosen at random, and you can determine the mob that’s going to spawn by the small version that swirls around within the spawner, before changing to the next spawned Mob after spawning the one in the spawner.
The possible Mobs are as follows:
Zombie:
-Slightly faster than Bowser and the same size as the playable Zombies, these ones utilize their outstretched hands to hit the opponent as soon as they make with any part of their body. Each hit deals 6% and KOs at around 320%. Each Zombie has 50% health, disappearing in a similar death animation as in Minecraft when defeated, and are able to be launched at similar levels as the playable Zombie. Follow the opponent everywhere, being able to jump once the height of the playable Zombie’s first jump. However, they can be lead to fall off any cliff face if the opponent stays off the edge. However, if you screw up and touch it while near the edge, it can attack you.
Skeleton:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fc59c579a0b677b6b6c31886357d3dc0af409d847r1-554-1024v2_hq.jpg)
-Slightly slower than Zombies, and being the same height, these bony bros fire shots at you with their Bow, firing once every two seconds at the opponent until defeated. Their shots have the same trajectory path as a half drawn Link Bow, but can be fired in whatever direction the opponent is from the Skeleton. Arrows deal 5%, and KO at 350%. Skeletons have 30% health.
Opponents must be within three Bowser distances away from the Skeleton in any direction for them to fire at them, and will travel towards the opponent to be able to get in range.
Witch:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F2f090b0cccd4eaeb081dd5080bc8591232496162r1-366-853v2_hq.jpg)
-Slightly slower than a Skeleton and slightly taller, Witches are dangerous opponents. If you come within range of their attack (half the range of Skeletons), they will throw a Splash Potion of Poison at You. These potions are thrown once every five seconds by the Witch, and have a slightly more straight forward shot than the Skeleton, but can still be evaded easily if you’re able to jump or airdodge. However, the range of the Splash Potions impact is about the size of Ivysaur, with enemies getting DOT if in the hitbox when it lands. The Potion deals 1% damage to the opponent every 2 seconds for 10 seconds. Witches themselves have 60% health.
Pig:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F5a72cd7798de78fde99d2cb4907f72a15a6880c6r1-1200-1200v2_hq.jpg)
Just your average pig. It doesn’t attack at all, and if you kill it it drops a Raw Porkchop, which either the opponent or you can use as an item to heal 10% instantly. Wanders around the map until it is killed, and has 30% health.
Side Special: ‘Into the Nether’
Who doesn’t love projectiles? Especially flaming balls of death that can be hurled at you at a moment’s notice?
Upon activation, one of two things can happen, depending on if you decide to press or hold the button.
Simply pressing the button will result in a Blaze appearing next to the Playable Zombie.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fff1647dea9647380a7b127266eae698e4f970f79r1-200-200v2_hq.jpg)
This Blaze, upon spawning, will immediately launch three small fireballs in succession, launched in the direction the playable Zombie is facing, and angled towards wherever the opponent is relative to the Blaze (it fires angled slightly downward if the opponent is behind them). These fireballs are fired in succession over the course of 1 second, move the same speed and are slightly larger than Mega-Man’s pellet bullets from his Jab attack, and travel up to half of Final Destination in length before disappearing. The Blaze, after firing and floating upwards a bit, disappears.
If one holds the button for two seconds without moving before releasing, a Ghast will appear instead of a Blaze.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F2bc4a455790dbec1a3d10bd8a75c5c5fdb553bc8r1-671-374v2_hq.jpg)
The Ghast fires one large fireball in similar trajectory and somewhat faster speed to the Blaze, however it does not disappear until hitting an object or leaving frame of the stage. A harder hitting and more knockback fireball, this attack also Ignites the opponent on impact, dealing DOT for a short bit due to the burning effect. After launching the fireball and floating higher than the Blaze, the Ghast disappears. The Ghast deals more damage than the Blaze, but summoning it results in two seconds of time open for enemies to attack the playable zombie.
Blaze attack deals 4% per fireball, each one KOing at around 250%. The Ghast Fireball deals 14%, and KOs at 170%. Ignite Effect deals 1.5% every second for 5 seconds.
Down Special: ‘Aww Man!’
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F0257c24a08aad869acbe9b7e41383dec7b335240r1-1200-1200v2_hq.jpg)
I believe you already know where this is going
Upon activation, a Creeper will spawn in front of where the playable Zombie is standing. It’s about then that you run. Upon releasing the button, the Creeper will begin it’s charge, slowly expanding and preparing, until it explodes in a large blast radius, after 1.5 seconds of charging. Holding the special button will result in the Creeper walking forward (the same speed as K-Rool’s walk), until the release of the button results in the Creeper beginning to charge.
The Creeper is a powerful tool, dealing good damage and knockback, and being a good edgeguard technique if at the edge. However, while the playable Zombie can walk and jump freely while the Creeper walks forward with the button command, you can’t use any Specials until the button is released, resulting in an open opportunity for opponents to attack. Additionally, the Creeper also hurts the playable Zombie when it explodes if they’re too close, meaning the Zombie will have to get out of the radius if simply placing the Creeper.
Blast radius for Creeper explosion is slightly larger than Bowser’s hitbox. Deals 30% and KOs at 85% if you’re at the very center of the Blast (as well as fully busting any shields held in the center of it), and deals 12% and KOS at 150% if you’re on the very edge.
Up Special: ‘Enderman Teleport’
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Ff302c9f3cf159b118d31ac0089a36890d6f5e001r1-340-554v2_hq.jpg)
Self explanatory in of what it does. Upon activation, an Endermen appears next to the playable Zombie, picks it up with both arms and holds it forward, and teleports to the direction the player inputs, similar to Palutena’s warp. Upon reappearing, it lets the Zombie go and teleports away once more.
While dealing no damage, it is an excellent recovery tool due to it’s nature.
The event takes 12 frames to fully occur (6 frames for the Enderman to appear and grab the Zombie, 6 frames for the Enderman to teleport, let the Zombie go, and teleport away). Enderman can travel up to Two Ganondorf heights above itself as it teleports.
———————————————————————
Moveset Summary
———————————————————————
Basic Attacks
Jab:
The playable zombie swings it’s arms in a manner similar to when one attacks you in Minecraft, dealing damage to the opponent, and knocking them backwards. A reliable attack for a swift strike, and a decent combo starter/extender, as it pops the opponent slightly upwards as they launch. Additionally, it has a 20% chance to afflict the opponent with the Wither effect for 10 seconds (while they don’t do that in Minecraft, I felt it would be fitting. See Side-Tilt for Wither Effect’s damage output).
Deals 9% damage and KOs at 280%, the attack landing at the end of 3 frames (for reference, it’s the same speed as the first jab in Snake’s jab combo). Hitbox is the area on and around the Zombie’s hands.
Dash Attack:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fb1772358f05ca5331c6e2a44c98da5f59b336558r1-1151-900v2_hq.jpg)
A Spider appears in front of the zombie (the same length but slightly shorter than Ivysaur), lunging forward in a manner reminiscing of their lunge to attack the player when one attacks you in Minecraft. Swift with decent damage, however, the Zombie can be left open for a short bit if the opponent jumps over the Spider as it lunges.
Deals 11% and KOs at 140%, the attack landing after 5 frames. Spider launches up to an Ivysaur hitbox away from the Zombie, and the attack’s hitbox is on the Spider’s head, front legs, and front half of it’s abdomen.
Tilts
Up-Tilt:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fdf7090d9765073870d57b9d097a5527f20b1391br1-680-481v2_hq.jpg)
An Iron Sword appears in the Zombie’s hand, in which it proceeds to slash upwards with it’s arms still outstretched, before returning to it’s normal stance, and the sword disappears. A great combo starter to be followed by certain aerials, as the upward arc pops opponent upwards when hit by it.
Deals 10%, KOing at 190%, and taking 6 frames to attack. Hitbox is the entirety of and around the Sword’s blade (The Sword is slightly shorter than Marth’s), and is slashed upwards in an arc in front of the Zombie, from it’s waist up to the top of it’s head.
Down-Tilt:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Ff138517d7f0e4bd7bcfe5f1e44988dd451f56c1fr1-592-325v2_hq.jpg)
A Silverfish appears at the Zombie’s feet, where it proceeds to rush forward and attack at the opponent’s feet/crouched opponents, before disappearing once more. A powerful tool if the opponent gets hit by it, as they are tripped by the Silverfish’s attack if caught by it.
Deals 7%, and KOs at 280%. Takes 3 frames to attack, and while the Silverfish is half the height of Kirby, the hitbox is the height of Kirby around the Silverfish.
Side-Tilt:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F9a490392f70257b55edc769a384deef8c523ca6cr1-316-428v2_hq.jpg)
A Wither Skeleton appears in front of the Zombie (slightly taller than the Zombie), taking a step forward as it slashes vertically downwards in front of itself with it’s Stone Sword, before disappearing. Enemies struck by the slash will be given the Wither Effect for 10 seconds, dealing a small amount of damage once every 2 seconds until the time is complete, just as Wither Skeletons do in Minecraft. A longer attack to begin, so enemies have a fair chance of evading/blocking it, with the possibility of you being open while the Wither Skeleton attacks.
Deals 11%, and KOs at 140%. Wither Skeleton takes 6 frames to step forwards from the Zombie, and 3 frames of end lag after the downward slash. Hitbox and Sword length are the same as Up-TIlt, however the arc is from the Zombie’s head to it’s feet in of height, and his slashed downwards instead of upwards. The Wither Effect deals 1% every 2 seconds, dealing 5% extra in total.
Grab, Pummel and Throws
Grab:
An Enderman appears in front of the Zombie, picking up the opponent and holding it in it’s hands, just like how Endermen normally pick up blocks to take. If left like this, you’ll be able to hear some of the noises that normal Endermen make in Minecraft, which can be rather unsettling at times.
Pummel:
The opponent flinches as the Enderman’s arms move slightly upwards with the opponent, the Enderman having it’s hostile state’s face and mouth and grunting for a moment before it returns to normal.
The pummel deals 2% every second if you continuously input it.
Up-Throw:
Reminiscing of an Iron Golem’s attack, the Enderman drops the opponent for a split second, before hitting the opponent by uppercutting them with both arms as it extends it’s arms straight into the air, before teleporting away and leaving the playable Zombie to continue the fight.
Deals 9%, and KOs at 160% from center stage.
Down-Throw:
The opponent is thrown violently onto the ground, before the Enderman teleports away. As the opponent pops up from the ground due to how strongly they were thrown against the ground, the Enderman teleports back two Ganondorf hitboxes above them, now holding Minecraft TNT. The Enderman then drops the TNT as it teleports away again, the TNT exploding on impact with the opponent as it lands on them, and sends the opponent flying. The grab with the most knockback out of them all, for obvious reasons.
Deals 8%, and KOs at 110% from center stage.
Forward-Throw:
The Enderman lifts the opponent over it’s head, and throws the opponent forward, before teleporting away. Can be combo’d into moves such as a Side Special.
Deals 7%, and KOs at 180%.
Back-Throw:
It begins with the same starting animation as Forward Throw. However, when it teleports, it teleports a Bowser’s width away on the other side of the opponent, before rushing at them with it’s Hostile Form’s mouth and head, lifting it’s arms up to hit the opponent, before teleporting away once again.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F7862faa08f309a69352da7ec740b5dc184085b09r1-171-162v2_hq.jpg)
Deals 13%, and KOs at 190%.
Smash Attacks
Up-Smash:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fb37d25d40af4f68a2b1af0b9ba827f996b5a032cr1-717-546v2_hq.jpg)
A fully grown slime appears behind the Zombie, as the charge up for the smash attack shows it begin to compress a bit, as if getting ready to jump. Upon release, the Slime jumps straight into the air above the Zombie, dealing damage and knockback, before disappearing upon landing back onto the ground. The height of the Slime’s jump is determined by the amount of time charged, similar to Snake’s Up Smash.
Deals 14% uncharged, and 26% fully charged, KOing at 170% and 130%, respectfully. Hitbox is about the size of Kirby, with the charge and speed of the Slime being similar to Snake’s Up-Smash.
Down-Smash:
Upon charging, two small Cave Spiders appear on either side of the playable Zombie, pointing to their respective directions, and slinking back a bit as if readying to leap forward, while the Zombie faces toward the screen. Releasing the button results in both the Cave Spiders springing out, leaping forward a short distance and dealing damage to any enemy they hit, before disappearing. Enemies hit by the Cave Spiders get the Poison effect on them, dealing DOT to them until it wears off. Use the uncharged version if you want to utilize the Poison for some quick damage, or the fully charged version if you’re feeling lucky.
Deals 11% uncharged, and 22% fully charged, KOing at 210% and 160%, respectfully. Cave Spiders are about 3/4s the size of the Spider from Dash Attack in of hitbox and visual size, and travel half the distance of the Dash Attack Spider. Upon release of the button, it takes 4 frames for the Spiders to deal damage. Poison deals 1% every 2 seconds for 10 seconds.
Side-Smash:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F8a50b12b272a8e34b8af5321da3e442d6ea5f723r1-261-576v2_hq.jpg)
Borrowing an item from it’s Drowned counterpart, the playable Zombie gains a Trident in it’s right arm, which it proceeds to hold upright and charge back, as if readying to throw it. During this state, the Zombie can still move, but will face the direction the Trident is pointing, and will walk at 2/3s speed, not being able to jump. Upon release, the Zombie throws the Trident forward, dealing damage from spearing the opponent with it.
Deals 12% uncharged, and 25% fully charged, KOing at 170% and 120%, respectfully. Trident itself is twice the length of the Zombie’s Iron Sword, however it’s major hitbox is at the head of the Trident. Opponents somehow being caught by the shaft but not head of the Trident will take half damage from the attack due to the sourspot.
Air Attacks
Neutral-Air:
The Playable Zombie, while in the air, twirls around once, hitting anything currently touching it, before returning to it’s normal pose while falling.
Deals 8% and KOs at 250%, the speed being similar to Olimar’s Nair, and the hitbox occurring all around the Zombie’s hitbox.
Up-Air:
A stone axe appears in The Playable Zombie’s hand, with which it will proceed to cleave the air above it’s head in an arc from the back to the front of his head, before the axe disappears. Due to it’s decent range, it can be a good tool (pun entirely intended) to prevent people from trying to spike you.
Deals 11% and KOs at 150%. Takes only 5 frames to occur, and the hitbox is the blade of the axe, and a small area around the axe’s blade.
Down-Air:
Under it’s feet, A Splash Potion of Harming drops from the Playable Zombie, breaking and dealing damage to anyone in it’s blast radius whenever it hits a player or stage. It doesn’t spike, but it is useful against those currently off the side of the stage.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fbdd6b2384a95f2655d78afbacc928ab56a231fe0r1-200-200v2_hq.jpg)
Deals 13% in all of the area of effect, however you are only launched if you get hit by the original potion, it being able to KO at around 190%. Speed and hitbox is similar to the second half of Snake’s projectile from Up-Smash, however it is a consistent speed instead of gaining momentum (the speed is similar to near the end of Snake’s projectile’s falling).
Forward-Air:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fa04c615e6788b117fe0d5cc0f467829e59c778e8r1-748-421v2_hq.jpg)
A Phantom appears in front of the playable Zombie, which will proceed to fly forward in the air (slightly faster than the Blaze’s fireballs) and damage anything it touches, before, at Two Bowser hitboxes away from the Zombie, it flies diagonally upwards until it goes out of view of the camera. Useful for attacking those in front of you in the air, or attacking towards the ledge if you think the opponent will jump off to attempt a spike, as the Phantom can still hit as it flies diagonally upwards. If it hits a stage or obstacle that’s not a player, it will turn around and fly upwards in the opposite direction.
The Phantom deals 12%, and starts KOing at 160%. The Phantom is a third of CHarizard’s height, and the same as Charizard’s width in of both it’s size and it’s hitbox.
Back-Air:
A similar animation to Forward-Air, however the Phantom appears behind the Playable Zombie, and swoops diagonally downwards when it’s one Bowser width away from the Zombie. If the Phantom touches a stage or obstacle that’s not a player, it will bounce off of it and fly upwards in a similar angle to Forward-Air.
Same damage, KO potential, and hitbox size as Forward-Air
Final Smash: The End
Like most Final Smashes of characters made after Ultimate’s initial release, the Mobs’ Final Smash begins with a move and results in a damage dealing cutscene.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F5ead853f9ce0fe0f548323453ffe79e031b0f010r1-640-340v2_hq.jpg)
The animation triggers if the enemy is hit by the Zombie’s hit, literally pushing the opponent into a Nether Portal that appears behind the opponent. Here, the opponent now stands atop a Nether Fortress, and is greeted by these:
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Faaeab061c2129fa2baa4d89dec20c734a84e9c06r1-845-444v2_hq.jpg)
The Zombie Pigmen attack in droves, running by and striking at the opponent, one after another. Until they part ways for a Wither Skeleton to lurch forward from the side of the opponent and swipe with it’s sword, sending opponents flying off of the side of a Nether Fortress, and landing into an End Portal.
The opponent is sent to The End, where instead of the normal ground they’d find, they free float in the air for a bit, confused as to their scenario. A roar can be heard, and a dark mass can be seen flying from left to right of the screen behind the opponent.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Fe21206d085abc181405c76a98599aabbd9153f4cr1-1280-720v2_hq.jpg)
Here, the opponent turns to find the Ender Dragon, reappearing from the right of the screen, and now proceeding to fly towards the opponent, and readying an attack from it’s mouth. The Ender Dragon attacks from it’s mouth in a flash of light, and the opponent reappears in the playable stage, being launched from a now formed End Portal that disappears as soon as the animation ends.
The whole attack deals 50% in total, and KOs from launch at 80%. The initial push is the same speed and hitbox as Jab, with a 3 frame windup before the attack.
———————————————————————
The Mobs’ Animations
———————————————————————
Entrance:
-An Oak wooden door from Minecraft surrounded by Oak Wood Blocks is on the stage. THe noise of the door being broken, along with seeing the breaks on it, occurs, before the third breaking noise results in the door busting down. The Playable Zombie on the other side walks through the doorway the door once was, and the Blocks disappear, leaving only the playable Zombie is it’s normal battle stance (It’s Default Standing position from Minecraft).
Up-Taunt
The Playable Zombie makes the animation as if it has died in Minecraft, disappearing with a new one spawning in it’s place.
Down-Taunt:
The Zombie catches on fire, similar to the way it does when in the sunlight in Minecraft. However, a 1x1 Water Block forms on the ground in front of it, and the Zombie walks into it before hopping out from the same side it came in, the Water disappearing soon after.
Side-Taunt:
A Mini-Zombie spawns, beginning to run around the Playable Zombie in a circle(while the playable one follows it with it’s head, spinning in place as it does so), before the Mini Zombie disappears after three full circles.
Idle 1:
The classic Zombie Groans that it makes in Minecraft can be heard coming from it.
Idle 2:
In a similar manner to what they do in Minecraft, the Zombie turns it’s head in a random direction, before it’s body follows and turns the same direction a half a second afterwards, before returning to it’s normal position after a bit.
Victory:
A few Minecraft Villagers can be seen running away from the left side of the screen. The camera proceeds to pan over towards the left, where we find a small horde of Zombies, Skeletons, and a Creeper, the Skeletons firing arrows towards the Villagers with all of them chasing after them. The freeze frame of victory occurs on this horde, where afterwards it will continue to follow them. The Color Swap the Zombie the player played as wore will be at the front of the horde.
Victory 2:
All of the Mobs that appear in the moveset are lined up as the camera pans swiftly across all of them, before landing on the Playable Zombie (in the Player’s equipped skin) for the end of it.
Victory 3:
The Player’s Zombie stands in place looking to the right of the camera. An arrow will whizz towards and hit the Zombie, where it will turn around. The camera turns towards the Skeleton that hit the Zombie, and the victory screen occurs when the Zombie runs up and hits the Skeleton. A fight ensues between the two, in which the Zombie will run towards and hit the Skeleton, and the Skeleton shoots the Zombie and then walks towards it, for an infinite loop as the camera stays on the two going at it.
The Mobs’ Color Swaps
-Default:
The Default Zombie in Minecraft.
-Alternate 2:
The Zombie wears a green shirt and reddish pants; the same color as Alex, the other default playable character of Minecraft besides Steve.
-Alternate 3:
The skin will be a clammy gray, the shirt will be a light sandy tan, and the pants will be brown. A reference to the Husk, the Desert equivalent of a Zombie.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F511ae584e0bb08a0e6da4ead742455bc789943f9r1-200-200v2_hq.jpg)
-Alternate 4:
THe skin will be blue, and the clothes will be brown. A reference to the Drowned, the aquatic version of the Zombie.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2F7aa7a302fc49ee1d7444834cba68a45410c839ebr1-200-200v2_hq.jpg)
-Alternate 5:
The Normal Zombie will be decked out in all Leather Armor. Weapons used in certain attacks will be made of Stone.
-Alternate 6:
The Normal Zombie will be decked out in all Iron Armor. Weapons used in certain attacks will be made of Iron.
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Ffab7e88b28798eabce7ef706eb32c55565a09f7ar1-150-253v2_hq.jpg)
-Alternate 7:
The Normal Zombie will be decked out in all Gold Armor. The Normal Zombie will be decked out in all Iron Armor. Weapons used in certain attacks will be made of Gold.
-Alternate 8:
The Normal Zombie will be decked out in all Diamond Armor. The Normal Zombie will be decked out in all Iron Armor. Weapons used in certain attacks will be made of Diamond.
————————————————————————
Classic Mode: They May Not Rest Now
![You may not rest now, for the Mobs... the Battle!!! (Smash Character Concept)-[BCI]As always, comments and criticisms to](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7445%2Face37a90ee4ff16212f21c014f244301ed851932r1-2048-2048v2_hq.jpg)
A play on the infamous message to appear when the Player in Minecraft tries to sleep in a bed with a hostile Mob around (You may not rest now, there are Monsters nearby), each of the opponents the Playable Zombie fights are all based on things that Hostile Mobs would attack in Minecraft. While the Zombie would most likely burn and die in the sunlight of some of these stages, just bear with me.
Additionally, the Mode will be Stamina Battles at 100%, as in Minecraft everything has a health bar to whittle down to zero.
Round 1:
Alternate Color 5 Marth in the Golden Plains Stage. Many Villager Trees will be spotted around the Map, that can be attacked to be knocked down. A reference to Steve, the main playable character in Minecraft, as well as the Minecraft ability of punching trees down for wood. The Golden Plains is a reference to the main Overworld of Minecraft, specifically the Plains Biome.
Round 2:
Alternate Color 1 Lucina in the Golden Plains. The Village Trees are still present. A reference to Alex, the alternate main playable character in Minecraft.
Round 3:
Link with Dark Link Color Palette in the Golden Plains, with the trees. Likes to use Neutral Special a lot. A reference to Skeletons, as a stray arrow hitting another Mob will result in the two Mobs getting into a fight.
Round 4:
A wave of 4 different colored Palette Villagers in Smashville. Will run away if the playable Zombie gets too close to them. Additionally, Killing one will result in a U version of the Playable Zombie to spawn on your team. A reference to the Villagers of Minecraft, and how a Zombie killing one will result in them becoming Zombies themselves. Smashville is a reference to the many Villages that dot many Minecraft maps.
Round 5:
Alternate Color 5 (White) Donkey Kong in Smashville. Does not flinch and likes to stay Grounded. A reference to Iron Golems, the hulking brutes often protecting Villages throughout Minecraft.
Round 6:
Alternate Color 6 (The very light Turquoise) Ice Climbers in Smashville. Like to Neutral Special a lot. A reference to Snow Golems, who also frequently protect Villages throughout Minecraft (albeit in colder Biomes, as they melt in hotter climates).
Bonus Stage:
Your generic bonus stage. Nothing special here.
Round 7:
Rathalos in Final Destination Boss and Stage is a reference to the Ender Dragon and The End, respectfully. Although no Hostile Mobs would attack the Ender Dragon, I thought it to be a fitting ‘End’ to the Mode.
———————————————————————
Well folks, that’s all for now! I hope you guys enjoyed my newest moveset idea!
With that, I’ll be seeing you all next time!
Comments (1)
This right here>Steve