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Published: 2024-04-25 06:40:56 +0000 UTC; Views: 2280; Favourites: 4; Downloads: 0
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Description
The fourth character for this game has arrived to this game and he is ready to achieve peace at all costs.As you can see, the fourth moveset belongs to a man who has lost so much, is able to weild all types of weapons and is potrayed by a wrestler; Peacemaker. While he was busy killing people in the Mortal Kombat-universe, he was once again transported into another dimension through a portal. He was not as sure if he liked this shared universe as much as the Mortal Kombat-universe, as there a whole bunch of people that he couldn't kill. Though there were still plenty of villians that he could destroy to achieve peace. But are his skills with weapons and his stuborness be enough to let him win these battles? Let us find out.
Peacemaker's vector is made by: Speedcam
Here is the moveset in detail:
STANDARD B: Activate Force Field / Sonic Boom
Peacemaker shouts "Force field!" as a blue energy field surrounds his body for seven seconds. During these five seconds, he will not take any damage and knockback from the next two projectiles that he gets hit by. Though beam-like projectiles can still go through this move after the initial two hits have been absorbed. Peacemaker will also take the intended damage and knockback from any physical attack he gets hit by while having the force field activated. There is a 20 % chance that the force field will be yellow instead of blue. This variant of the force field will reflect any projectile he gets hit by and their properties back towards the opponent. When the opponent who threw the projectile stood really close to Peacemaker, then Peacemaker will be pushed backwards a short distance but recover quick enough to keep the pressure going. Beam-like projectiles cannot be reflected back, but they will be absorbed like how all projectiles worked with the “blue variant”. Regardless of which variant of the force field was activated and how it was cancelled. Once the force field is gone, Peacemaker must wait eleven seconds before he can activate it again. If he tries to perform this move anyways, then his helmet will not respond, Peacemaker will say “dammit” and be left open to get attacked by the opponent(s).
If the player presses the B-button once again while the force field is active, then Peacemaker will shout “Sonic boom!” and discharge a large sonic wave from his helmet. This sonic wave has the same reach as a Smart Bomb-explosion and deals a considerable amount of damage and knockback to any opponent that was close to him. Both of these are increase the closer the opponent(s) were to Peacemaker, with the maximum amount being comparable to an exploding Electrode if the opponent’s percentage-counter being over 100 %. After performing this move, Peacemaker will be dazed for a second as he regains his balance and then he is able to move around like normal again. Continuing the pressure on the opponent(s) or escaping to safer areas. Performing this move will instantly end the effect of the force field and increase the time Peacemaker must wait before he can activate it again by two seconds.
SIDE B: Heavy Weapons / Heavy Explosives
Just like Terry’s Side Special Moves, Peacemaker will perform two different attacks depending on which direction the player held the control-stick while pressing B.
Holding the control-stick forwards will make Peacemaker pull out a KSG Shotgun and fire towards the direction he is facing. These shots only travel as far as Piranha Plant’s fully-charged Down B, but these shots will deal around the same amount of damage and knockback as a thrown Bob-Omb. Once Peacemaker has fired a shot, he is able to walk around like usual while holding the KSG Shotgun. Doing this allows him to fire more shots by pressing the B-button, but it prevents him from using any other items and it will lower his movement-speed and jump-height. Also, like Banjo’s Side B, Peacemaker will only have access to a total of five shots before he runs out, one of which was used as the initial shot. Once he runs out of shots, then the KSG Shotgun becomes useless and he will only fire blanks. The player can press Down B in this stance to make him put the KSG Shotgun between his legs and fire diagonally upwards from his crotch. Once this shot has been fired, he will return to his normal stance. Peacemaker can put away the KSG Shotgun by either pressing Side B towards the opposite direction from he is facing or by taking 15 % while he is holding it. As he is wide open to be attacked from behind while holding the KDG Shotgun. Once the KSG Shotgun is gone, Peacemaker only needs to wait four seconds before he can take it out again. But his bullet-count will not be refilled until after he has lost a stock.
Holding the control-stick backwards will make Peacemaker take out a stick of dynamite and throw it forwards as far as the maximum-distance of Bowser’s Standard B. These dynamites will explode when landing on an opponent or on the ground. In both cases they will deal the same amount of damage and knockback as Link’s bombs. Peacemaker is still open to get attacked while he throws the dynamite and the dynamite can be reflected back at him. Regardless of what happened with the dynamite, Peacemaker must wait four seconds before he can throw more. Otherwise he will search his pockets, not find anything and angrily say: “SHIT!” Though there is a small chance that instead of a normal stick of dynamite, Peacemaker will throw a grenade attached to a Russian tank shell towards the direction he is facing. If it hits an opponent, then the opponent will get stunned for a short time as he tank shell falls down. Once it lands on the ground, it will lay still for a second, then it will explode and deal as much damage and knockback while also having the same reach as Sephiroth’s GigaFlare. Though is Peacemaker is too close, then he will also suffer from the damage and knockback unless he manages to activate his force field beforehand. The opponent(s) can attack the tank shell, but it will only make it explode sooner.
UP B: Activate Anti-Gravity
Peacemaker puts his hand son his helmet and shouts "Anti-Gravity". As he does this, the helmet picks him up and carries him upwards at a pretty fast speed. Once Peacemaker has been carried as far upwards as King K. Rool’s Up B, then the effect of the helmet stops working and he falls helplessly downwards. Peacemaker is also vulnerable while he is performing this move, getting attacked will knock him off-course. While Peacemaker is being carried upwards, the player can move the control-stick either forwards or backwards and press the B-button to make him cancel the move early and come crashing down while performing “the people’s elbow”. The speed in which he comes crashing down is as fast as Bowser comes crashing down after performing his Down B. While the distance between where he was carried upwards and where he will come crashing down is the same as the distance Mario’s fireball travels. Any opponent that gets hit by Peacemaker while he comes crashing down will receive 11 % damage and a moderate amount of knockback. With aerial opponents being knocked towards the ground and grounded opponents being buried if Peacemaker lands right on top of it. After landing on the ground, Peacemaker will get back on his feet and resume his normal fighting-stance. Though if Peacemaker does not land on an opponent, then he is open to get attacked. After performing this move, regardless if he cancelled it by crashing downwards or not, Peacemaker must wait five seconds before he can perform it again. Though if he got attacked while performing the move, he only needs to wait four seconds before he can try again.
DOWN B: Eagly
Peacemaker will look behind him and see Eagly fly towards him and land on his arm, much to his delight. If Peacemaker gets attacked while Eagly is with him, then Eagly will fly towards the opponent and attack it by clawing and biting its face. Thus leaving the opponent open to get attacked further by Peacemaker. After attacking an opponent for bit, Eagly will screech loudly and fly away from the stage. Then Peacemaker must wait six seconds before he can call Eagly again, otherwise Peacemaker will look for his pet eagle and be left wide open himself. While Eagly is with him, Peacemaker will not be able to use any of his other Special Moves, but he gains access to new ones involving Eagly. In all of these moves, Eagly will fly behind Peacemaker for a while, he will say Eagly’s name before the attack occurs. Though the opponent cannot determine which attack occurs until Eagly actually attacks. In all variants Eagly, flies as fast as Sonic runs.
· Standard B – Peacemaker whistles and makes Eagly fly towards the closest opponent and attack them, similarly to when he was protecting his owner while sitting on his arm. This attack deals the most damage out of Eagly’s moves and leaves the opponent open for much longer then if it attacked on its own. Though if the attacked opponent gets attacked by another opponent, then Eagly will also take damage and make Peacemaker so mad that he takes the damage on Eagly’s behalf.
· Side B – Peacemaker does a backwards leapfrog as Eagly flies straight towards an opponent’s head or towards the belly if the opponent was in the air. Knocking the opponent towards the ground and cancelling whatever aerial it was going to perform. Allowing Peacemaker to keep attacking the opponent on the ground. Though if there was no ground beneath the opponent, then it will keep tumbling downwards. “Giant characters” will count as airborne when Eagly hits them, even if the opponent wasn’t in the air.
· Up B – Peacemaker nods and smiles towards Eagly as he watches Eagly fly away. During this time, Peacemaker cannot be harmed by the opponent(s). But as soon as Eagly is gone and Peacemaker has returned to his normal fighting-stance, he can be attacked like normal again.
· Down B – Peacemaker jumps into the air as Eagly flies closer to the ground and collides with an opponent’s legs. Knocking that opponent into the air for a short distance, while dealing 10 % damage. Though the heavier the opponent is, the shorter the distance it will be knocked upwards. With “giant characters” simply being stunned for a few seconds.
If Peacemaker gets attacked while Eagly is performing one of these moves, then Eagly will perform his attack uninterrupted while Peacemaker takes the full damage but none of the knockback. Regardless of which of these attacks Eagly performs, Peacemaker must wait seven seconds before he can call Eagly to his aid again.
FINAL SMASH: Peace out Motherfuckers!
Peacemaker says: “Activate Human Torpedo” as Leota Adebayo wearing one of his helmets appears behind him. She has no idea what is going on as she bends forwards and flies head-first towards the direction Peacemaker was facing. There is some time before she flies, but when she picks up speed, she will fly in is just as fast as Fox’s running-speed. If she does not collide with an opponent, then the Final Smash will instantly end once she has flown across the screen, as she will even fly through any walls on the stage itself. But if at least one opponent comes in contact with her, then Leota will drag that opponent with her. Once Leota has dragged the opponent(s) off-screen, then a cut-scene will play in which Leota keeps dragging the opponent(s) straight into the Cow. Making it scream loudly in pain as it dies while the opponent(s) receive a ton of damage in the process. Any opponent whose percentage-counter passed 100 %, will instantly lose a stock. As Leota falls to the ground and gets showered with the Cow’s guts, Peacemaker will say: “Peace out Motherfuckers!” take off his helmet and salute. Once it is all done, the cut-scene will end and Peacemaker and any surviving opponent8s) will be transported back to the stage. The latter of which will be dazed and lay down on the ground, allowing peacemaker to attack them further. All the while Leota can be heard swearing in the background over being covered in the Cow’s guts for the next four seconds.
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The project may have just begun and we do have a very long road ahead of us, but I am willing to go through with all of this. By making one character at the time, at the same pace as I have so far, every fourth/third day depending on what is going on in my personal life and the complexity of the moveset itself.
Thank you very much for reading this moveset and have a wonderful rest of the week as I will begin working on the moveset for a certian someone.