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SB TOURNAMENT 3; Sign-ups closed
Topic Started: Apr 3 2009, 01:52 AM (7,332 Views)
Nine Tailed-Ramen Fox
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Don't defy me or I will beat you senseless with a sack of doorknobs!
Lord Ilpalazzo (TUC)
Apr 5 2009, 02:56 AM
Ramen (Again, the sniper rifle is unsuited for tournament play. Also, all your skills are blasts, blasts and blasts... can you come up with something more creative? Just a suggestion.)
I have altered my profile to those suggestions as best as I can.
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Whisp
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*ahem*...FALCON PUNCH!!!
I also have alterd mine.
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The Storyteller
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No U
The black hole thing. I said that he could create a black hole powerful enough to suck in a city, I didn't say that it was something he could do very easily. Besides, he mainly uses them to keep his enemy in place while attacking them. But while I understand what you said, know that I never planned for him to do something like suck in the entire arena. The most that he'll do is use the black holes to create a sort of shield around himself.

The portals, as I forgot to mention, will ONLY be used to counter against projectile attacks. He won't actually be using them himself. I thought that that'd be okay.

Alright, I'll take out the summoning jutsu.

And it was intentional to just list three skills, but I've thought up another one to add.
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"I'm in a hostile environment, I'm completely unprepared, and I'm surrounded by people who probably want to kick my ass. It's like being back in highschool!" ~ Lancun, Metroid Prime LP in the Phazon Mines.

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Zak
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For The Circle
i have also edited my profile...except for one thing:
TUC
 
-For a spell caster, he's kinda unbalanced; most of his skills are attacking. Again, as long as you're sure...


he's not one to use spells for defense, he'd usually just try to jump out of the way or run. plus, i had Rock wall in there. trust me, i'm sure...
"Ati Ramar, In defeat we learn."
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L Dragon
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Chaos Emerald
Name: Entek

Age: 17

Species: Hedgehog

Appearance: Posted Image

Personality: Entek is a tough guy. He loves a good fight and wont back down from any fight that presents its self. he is hot headed and can become angered easily. He does like to mess around and joke a lot. He also has an "I'm tougher then you" attitude towards most people. He doesn't mind team work but only with those on who he can trust. everyone is his enemy at first meet. but he'll warm up to you should you let him.

Battle Psychology: Entek never attacks from the same spot. Its rare that he does since he is always moving to attack his opponent. He uses a mix between long range attacks and close range melee attacks. He barely defends himself and rather dodges attacks that come his way. Not defending gives him more time to attack and move about without being stuck in one spot.


Skills:
- He can turn blind his foe with a solar blast that he can see through. takes time to build up power for it.
- He can have his fist wrapped in flames so greater damage can be done, also his whole body can be covered in flames but only for 10 minutes.
- He can project fire balls from his flaming fist. though once released from his fist we has to ignite the flames around his fist again.
- He uses a mix between hand to hand combat and long range combat.

Equipment:
- two small katanas that become strong in sun light and can be caught on fire with out melting. he can also lash out flaming rays from them like he does with his fist.
- throwing knifes tucked away in his pants and vest. the two longer ones are in his pants.

Strengths:
- Never stays in one spot. he is always moving towards his target from different directions each time he attacks. its rare he would attack from the same spot or direction more then once. this can confuse his foe and make them more variable as he quickly moves about and is never standing still.
- he uses long range attacks as well as close combat. using both a mix of projectiles and his fist or katanas can overwhelm his target and can also give him a surprise attack. launching a projectile then attacking close range from tow different directions can be overwhelming.
- He uses a little more power then speed. making his attacks strong and hard to evade. this helps a lot with his long range attacks.

Weaknesses:
- Since he doesn't stay in one spot, blocking is not really an option for him but more of dodging. this can become a problem when his foe is attacking him as much as he is. since he doesn't block, if he stops moving he could be in for it.
- using long range attacks as well as combat can cause him to move slower at times. since he switches from moving a lot to stopping and trying to target his foe, he can leave him self open sometimes and as stated before, stopping can be a bad thing for him.
- since he uses a little more power then speed, his close range cause less damage then his range attacks. which he is most likely to use more close range then long range, sometimes.

(If I need to change anything or add something let me know.)

EDIT: I put in Kiyels info instead of Enteks, so I fixed it, which is why I edited this.

APPROVED
Edited by Bowie, Apr 26 2009, 09:05 PM.
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Sonic Blast Fated Kingdom Fanfic
Members/Chara Data-Base
Chapter 1: Otogi | Chapter 2: Claws, Rifle, and Wind Chain | Chapter 3: Crimson, Psychic, and Mage Chain | Chapter 4: Eclipse Blossom | Chapter 5: Death Chain | Chapter 6: Royal Blood | Chapter 7: Cold Chain | Chapter 8: Siege | Chapter 9: Memories of Old Kingdom | Chapter 10: Tactic, Purge, and the Fight | Chapter 11: Four Shadows | Chapter 12: Three Letters | Chapter 13: Two Sources
Sonic Blast Madness Fanfic
Chapter 1: Openly Close | Chapter 2: Kamelot Tol-e-maC | Chapter 3: Found Lost | Chapter 4: Reaper What You Soul | Chapter 5: Openly Reapers in Lost Tolemac | Chapter 6: Follow the Reaper | Chapter 7: Don't Follow the Reaper | Chapter 8: Fight Yourself, Die Yourself | Chapter 9: Masquerader Massacre | Chapter 10: THE Enemy | Chapter 11: Gulliver | Chapter 12: Finally, Unlimited Madness | Chapter 12: Finally, Loki's Madness(alternate ending)

I'm totes a guy~
Kota: I hereby dub thee, Swolverine~
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RabidChoco
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Sandopolis Act 2
Name: Taylor Richard Hiss

Gender: Male

Age: 30

Species: Human

Appearance: Taylor is somewhat tall and lanky, with a shaggy mop of brown hair and haunted-looking brown eyes. His preferred attire is a black bomber jacket over an aqua t-shirt and dark jeans.

Personality: He seems open and kind, but to the astute observer, it seems somewhat forced, as if he is brooding internally.

Battle Psychology: Taylor tends to switch between gunplay at range and uses fire spells to augment a brawler's style of close-in, hand-to-hand fighting.

Skills: -Move: Flare Punch: It's pretty much a roundhouse punch enhanced with fire magics. Has a bit of a kick to it. Used to open distance between himself and a foe.
-Move: Mirage Dodge: By the same fire magics, he can heat air between himself and a foe so that he seems closer to his opponent than he actually is. Good for blows. Not so good against, say, a gunslinger.
-Skill: Aether Smoke: When using a technique that actually releases flame, it also releases a strange chromatic smoke that has an adverse effect to all senses. It tends to be a thin smoke, however, and only mildly irritates the skin on touch.


Equipment: "Concealable" .50 caliber handgun, known colloquially as a "Saber." It is called this due to the similarity of its second piece to a sword's sheath; the gun fits into the second piece seamlessly, forming a featureless steel brick. The gun is heavy for it's size, but due to a unique firing mechanism, it still has extreme recoil and noise. Clip holds nine rounds. (How many spare clips can one assume he's carrying?) Maximum effective range: 200 feet.
(Final note on the weapon: It's fictional, but it's not something I made up. Source material: Left Behind, book 6: Assassins)

Strengths: 1: Taylor is a practiced trick-shooter, which pretty much means that he has some natural accuracy even when he's not staring directly down the sights of his weapon.
2: Due to training for a stint with an "elite" mercenary organization, his hand-to-hand combat skills, especially blocking, are good up to a tempo of about three blows per second at the fastest. This assumes he's not straining to put force behind his blows, however.
3: Taylor has fast reflexes. Which usually means that if someone's swinging a sword down over his head, he can still dive to the ground and roll out of the way of the blow.

Weaknesses: 1: Due to Taylor's personality, he rarely focuses completely on a fight. This tends make him slack his defense, whether it be dodging repeated swings of a blade, or blocking a punch.
2: Taylor is not particularly sturdy up close. If he's duking it out up-close-and-personal with someone the caliber of a professional athlete, he's gonna wear down more quickly, or a single blow could possibly break his arms and really take him out of commission.
3: Taylor is not immune to the effects of his own aetheric smoke. So if he gets caught in a smokescreen of his own creation, he'll be stuck with the itch and other effects as well.

APPROVED
Edited by Bowie, Apr 26 2009, 09:06 PM.
Indeed, there is nothing more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft. They are unscrupulous scoundrels without conscience and virtue, veritable creatures from hell capable only of taking lives. They have no place amongst decent and honest folk.
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Badx
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The airbrush is my bitch
Finally got a picture up, for completion's sake.
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Cee Jay HaychPosted Image
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"I didn't use the whole thing ...."
Dropping out, Sorry.
Edited by Cee Jay Haych, May 27 2009, 02:14 AM.
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`TakeCare
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-sigh-
Are we able to use Chao as a form of weapon/equipment/fighting-style?
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"lurk lurk lurk lurk type type type type post post post post post"
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Gallant Vision
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Sky Sanctuary Zone
The Chao might count as a second character, which would be a no-no. But I don't exactly know the rules, so wait for someone who made the tournament to answer the question.
I have an interest in spriting. If anyone has a request, don't hesitate to ask.

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Dregan
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The True Awsomifier
I think it'll probably depend upon the chao's purpose really... I mean, if it's a stat booster (like Sonic in games such as The Dark Brotherhood) or can be sent forward for a single ranged attack by the user (like Cream in Sonic Advanced 3) then I assume it'll be okay, whereas, if it acts independently, and attacks of it's own accord, I'm gonna guess it won't be allowed. You'll probably need to specify exactly how the chao will act in accordance with your character before they give the yay or nay...
Although as I say, those are simply my personal assumptions on the matter, I don't speak for any of the staff in any way. We'll just have to see.
Edited by Dregan, Apr 9 2009, 02:33 AM.
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Dregan has COMICS!
Dregan has BRAAAAARGH!!!
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Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

Well, he said as a form of equipment/weapon/figthing style, so I assume he means using it like Cream and Cheese.

As long as it doesn't operate 'independantly', so to speak', I would consider it allowable. I shall put this to Bowie and Venny when next I see 'em just to be sure though, as this is a kinda borderline case.
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`TakeCare
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-sigh-
Heh, keep the thought in mind, but scratch it from me. I'll just use my Lakitu/Paratroopa. I do need your opinion on the limit of the Masher equipment

Name: Specs

Gender: Male

Age: 19

Species: Koopa (Paratroop trained in the fields of Thunder Lakitu and Hammer Bros)

Appearance: Black boxers worn under a blue spiked shell with white paratroopa wings. Thick glasses are worn over his eyes as well prescription goggles, which hangs around the neck. Wears blue shoes.

Personality: Playfully joyful, no matter the situation this Koopa happily smiles.

Battle Psychology: Hand-to-hand Combat is an ability he lacks. Aerial assaults is his specialty, but with the lack of projectiles he uses his own body to attack opponents (thus bring him in close range).

Skills:

  • Swipe. Using his wing, or a cape, Specs is able to deflect a moving projectile back at the opponent. Projectiles such as: Bullets, Arrows, or things that are sharp cannot be deflected. Attacking the opponent with this move was the potential in changing their direction.
  • Bouncing Smash. In mid-air Specs rapidly descends diagonally. He makes impact with his feet. Ending in a crouch he'll use his position and his wings to push himself airborne again. He's unpredictable with this move as he tends to lightly jump around. Can be considered as a flying kick, but he simply follows through by returning back into the air.
  • Doom Reverb. No damage is dealt here. Singing a tone this attack literally silences the enemy from speak. This magic attack blocks the opponent from their elemental enhancements/powers for small period of time.
  • Homing Shell. A small tone is worded to his shell. He'll remove himself from his shell and either kick or throw it at his opponent. The shell magically locks-on to the intended target, won't stop pursuing it until it target get it or of it impacts an object/wall. Without wings the shell's turns are wide. If the paratroopa's wings the shell goes airborne and can turn very sharply, making it hard to shake off. If any barrier is active it will break it (like using Brick Break on a Pokemon who activated Barrier), and stop it's pursuit. The shell, after an impact, will race back to it's previous wearer.


Equipment:

  • Feather. Just in case we loses his wings he can quickly grow them back, or he can become a Super Koopa. He has three of these
  • Masher. Hammer Brothers insignia is labeled into the hammers. It has a duel head and handle that's made of durable steel. [Supply is judges choice because in Super Mario games doesn't have a limit in how many hammers a Hammer Bro throws (and I was considering have a special attack base on the limit but I kicked it out, just in case I was denied)]
  • Blue Spiked Paratroopa Shell. This tough armor can be used as an offensive weapon.


Strengths:

  • High Ranked Shell. Spikes on a koopa shell indicate that this koopa was a former boss of a castle. This shell is quite sturdy and rarely breaks. The spikes give it an advantage in defense as it can potentially harm the opponent. In need of rest Specs can withdraw into his shell, it's got good protection. Wearing this shell connect the wearer to the armor, therefore damage is still felt to the wearer.
  • Aerial Advantage. His large wings enable Specs to use them as an extension of his arms. But their main purpose is for flight. Being in the air, with good prediction, can easily create high evasion. Using a cape, he has less advantage as he flies, like Mario and Luigi, forward, but he's still able to perform his aerial assaults.
  • Koopa Troopa flexiblity. He's extremely flexible with changing situations. He knows how to fight in and out of his shell. He's got extensive knowledge in all forms of combat taught by the Koopa Troop.


Weaknesses:

  • Shell Weakness. When Specs is without his shell his defenses drop drastically, however his agility and evasiveness will rise. With his shell on he doesn't evade well, without his wings. Regardless of being in or out of his shell if he's lands on his back, it's trouble for him. He does not have a ground fighting knowledge[/i].
  • Elemental Resistance. He has small resistance to thunder as he trained as a Thunder Lakitu. However there's one thing that sucks and that's being attacked with elemental damage and have low resistance to it. Even though Thunder Lakitu's handle fire with ease, it's Specs' ultimate weakness. (Fire base looking attacks will intimidate Specs and causes the next weakness to show up.) Fire scares Specs. Bowser's surviving minions mention how fireballs, thrown by Mario, are well know to take down even the most prepared of Koopas.
  • Pressure the Playfulness. He rarely takes ANYTHING seriously. If you're shooting him with bullets, yeah he'll freak out, but he'll get a laugh. Eventually he'll slip up under the pressure and that period of time, that small opening, is your time to strike as he is unprepared. If you get him serious in fighting you'll also get another advantage as he'll want to attack you in close range, with his poor fight style.


APPROVED
interesting idea
Edited by Bowie, Apr 26 2009, 09:10 PM.
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"lurk lurk lurk lurk type type type type post post post post post"
~TakeCare
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Whisp
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*ahem*...FALCON PUNCH!!!
Have you made a decision on mine yet?
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HollyYoshiPosted Image
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I object to your claims
Name: Blaire Fields

Gender: Female

Age: 19

Species: Siberian Husky

Appearance:

-Close-lying, soft purple fur
-Long-snouted, lavender-furred fuzzy muzzle
-Lavender-furred inner ears
-Thin purple-furred legs
-Purple-furred hands
-Purple-furred feet
-Lavender-furred abdomen
-Large, almost-always lidded eyes with blue irises, black pupils, and glassy white sclera
-Purple eyelids with two short eyelashes on either side
-Long, triangular, erect purple-furred ears that are continuously alert
-Shiny round, black nose with no apparent nostrils
-Long, arched purple-furred tail with a lavender underside
-Thin purple-furred arms
-A dark red sleeveless shirt with a magenta collar
-An open, dark blue sleeveless trench coat that extends a few inches past her shirt.
-A pair of navy blue jeans
-A pair of red gloves with thick, darker red cuffs
-A pair of dark purple boots with black trim around the soles
-Sometimes dons a pair of blue-rimmed sunglasses with black lens

Posted Image


Personality:
Blaire is a cool-headed Siberian Husky, calm and collected in the face
of danger. This personality trait most likely streams from the dog’s habit of relaxing under a shady tree near a serene stream. However, she is not at all oblivious to the dangers of her job as an Oakland Force agent. For this reason, it is safe to say her calm nature is there mostly to help her handle stressful situations. Blaire is also quite spunky, and a bit of a tomboy.
Blaire breaks the normal Siberian Husky characteristic of favoring to work in a team in that this canine prefers solo missions. This desire is a bit strange, as Blaire is by no means a solitary Mobian, and in reality is quite social. However, she is not against working in a team, provided that she is placed with Mobians she can work with, something that has happened many times with her Force team, luckily

Battle Psychology:
Blaire uses various slashing tactics with her swordto defeat her opponent, her favorite method involving her forming a vertical semi-circle with the cutting edge. She slowly moves the blade in a curved motion, and then quickly shifts it upward. This almost always ends with the sword in an upright position, giving Blaire some protection if her foe strikes back.
Also, Weather permitting, Blaire is able to perform some nifty cyrokinetic powers. However, before she can use any ice-based powers successfully, the temperature around her, even if it’s just for a range of a few feet, must be 32 degrees F. This is where he Cyrokinetic Band comes in, as it can temporality lower the temperature around Blaire, enabling her to successfully perform her ice-based moves.



Skills:
-Slicing Twister: With her sword outstretched, Blaire spins a few times in a circle, harming any foes within range.

-Glacial Triangle: Blaire unleashes a triangle-shaped ice shard at her opponent. This can be used multiple times while her Cyrokinetic Bangle is activated.

-Crescent Slash: Holding the tip of her saber out in front, Blaire slowly moves it in a vertical arc. Next, she swiftly shifts the blade upward. This ends with the blade in an upright position, making it a guard against attacks.

-Cyro Zephyr: Blaire unleashes an onslaught of ice needles, so small that the attack looks more like an icy wind. It's power increases the colder in gets. This attack may only be used once while the Cyrokinetic Bangle is activated.

Equipment:
-Sapphire Blade-A metallic blue saber with a dark hilt. The Sapphire Blade was given to her after she completed her sword-fighting training.

-Cyrokinetic Bangle: A primarily ice blue bangle worn on one of her wrists. It enables Blaire to decrease the temperature around her by up to 50 degrees F., allowing her to perform various Cyrokinetic powers. The bangle affects the temperature right around the husky. The range does not affect the overall strength of Blaire’s attacks. (Blaire's attacks will still work no matter how far away the opponent is) The bangle must be 100% charged before the effects take place. Once it is fully charged, the charge will steadily decrease to 0%, where it must be reactivated.

Strengths:

-Excellent Reflexes: Because of Blaire’s low defense, she needs to avoid getting hit by strong attacks. This is where her great response time comes in. If she spots her foe coming after her, she can leap or sidestep out of the way, so as to avoid the attack.

-Resistance to the cold: Since she’s a Siberian Husky, it’s not surprising that Blaire can take a little chilly weather. This canine can handle temperatures as low as -50 degrees Celsius (-58 degrees Fahrenheit) without complaints.

-Cool headedness: She is calm in the face of danger, and will not back down until either she or her opponent is defeated. Of course, she has strong moral values and fights to disable her opponent, not to kill them.

Weaknesses:

Blaire can’t take very much damage from strong blows. Whereas she can take a number of minor strikes, all her opponent has to do to defeat her is land a few hard blows, and Blaire will be out of the fight.

-Intolerant to high temperatures: As a husky, Blaire does not do well in places where the temperature is 90 degrees or higher. In these conditions, her fighting abilities tend to weaken, making it easier for her to be defeated in combat.

-Her cyrokinetic powers will only work if the temperature is 32 degrees F., or lower.

APPROVED
Edited by HollyYoshi, Jun 28 2009, 04:42 PM.
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