D
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I wasn't entirely sure WHERE to make this, as it's the series in general, not just one game, but I opted for Smash 4 sub-forums so we can get some speculation going.
Anyway:
So, if you've played other fighters you can draw parallels to other games' characters in similarities not just in abilities, but also in their general combat strategy. Therefore, in lieu of this, I feel we should make a comprehensive analysis of the different characters in Smash and other fighters to try and pin them down to certain categories. Just for discussion and the like. I want to see what the Smash Community can come up with. I'm basically going to rip from this forum: (http://shoryuken.com/forum/index.php?threads/list-of-fighting-game-archetypes.156294/) and expand on their speculation but also change a couple things.
I feel the two main ranks in fighters break down into A. Offensive, and B. Defensive. Basically, Defensive characters are reactive, while Offensive characters are proactive. In laymans terms, it boils down into who's chasing who, and who is better at avoiding/guarding. These two then break down in to 4 more categories being: Balanced, Rush Down, Grapplers, and Zoners. With an extra "Dynamic" category to describe characters with unique quirks and gimmicks that affect their play-style. Those 5 then break down into the unique archetypes that describe how each character plays, an their preferred strategy.
So lets get down to it:
OFFENSIVE:
Characters in this category tend to prefer an offensive style over a defensive one, they tend to be the ones chasing down the their opponent, rather than otherwise.
Balanced:
Easy to learn, good at everything, have both short range and long range technique as well as easy to execute killing moves, plenty of simple techniques, and tend to have NO obvious weaknesses (if they have them at all), however, they're usually the "jack of all trades, master of none" archetype, in that they don't really excel in anything, but are prepared for everything, because of this they can do very well in both offensive and defensive play. Usually the character most people pick up the first time they play the game.
Ex.
[COLLAPSE="Ryu, Sol, Ragna, etc..."]
[/COLLAPSE]
In Smash Bros, it's obviously Mario
, he even follows the Ryu 'Shotokan' archetype by the book (Fireball, Uppercut, Tornado).
Rush Down:
Fast characters that specialize in close range combat and combos/juggling. Offensive only, that's the defining trait here, even if they use some long range attacks, they're always on the offense.
-Momentum (chokers): Hyper close range (in-your-face) characters, with low defenses, or Close/Mid range characters with "sweet spots" both with very offensive play, usually exploit openings and weaknesses in their foes with fast speed and punish them with high damage combos. Once they get going it's hard to stop them. Also, hit-and-run characters fall under this, as most Momentum characters, start with hit-and-run tactics until they can really get going. Those are the defining traits, for this reason this archetype is full of fast characters.
Ex.
[COLLAPSE="Cammy, Fei Long, Makoto (BB), Noel, etc..."]
[/COLLAPSE]
In Smash, Fox
and Sheik
fit best under here. Marth
is another good example.
-Mix Up: Do best in close range, but rely on tactics and mind games to exploit their opponent's weaknesses. Are sometimes equipped with some mid-long range moves for Zoning and are generally more well rounded than Momentum characters, however, not the the extent that Balanced characters are as they can't play defensively, and have much more obvious/exploitable weaknesses.
Ex.
[COLLAPSE="El Fuerte, C.Viper, Urien, Akuma etc..."]
[/COLLAPSE]
Falco
and Lucario
come to mind as decent examples.
-Beatdown: Fast powerhouses with high damage output, usually great characters with great normals and specials. They are indeed close range characters and usually have 0 long range attacks, they differ from the Momentum characters in that they don't exploit weaknesses, they just jump in and do tons of damage, and don't necessarily need long complex combos to do so.
Ex.
[COLLAPSE="Maxima (KOF), Azrael (BB), Jam, Makoto (SF), Heihachi (SFxT) etc..."]
[/COLLAPSE]
Captain Falcon
, hands down.
DEFENSIVE:
The opposite of offensive characters, Zoners, Long-range users, Pokers, Grapplers, Item Users, and Turtlers all all under here. Their defining trait is that they usually avoid their opponent and bait them into exploiting their weaknesses from a distance before delivering a punishing blow.
Zoning:
They use tools and projectiles to fight, they usually don't rely on their own speed and power to fight, and wear their opponents down indirectly/from a distance.
-Pokers: Mid range characters that can pick off opponents slowly from a safe distance, exploiting their superior range to wear down (and annoy) their opponents. The can't be Snipers nor Turtles as they lack the range to be completely safe from harm. Many Mix-Up characters can also fall under here, as they also rely heavily on mind-games, however, they tend to favor a defensive fighting style over an offensive one.
Ex.
[COLLAPSE="Chun-Li, Sagat, Nu-13, etc..."]
[/COLLAPSE]
Not to sure on this one for Smash, Ike is too slow to fit in here, but then again, so is Sagat.
-Sniper: Long range weapons/projectile users, simple as that. Use projectiles to pressure their opponents to behave how they want them to, and are well equipped for close range combat in order to take down a tired opponent (though they do best from afar), but can also rely entirely on their projectiles to destroy their opponents with out ever needing to get close. They are usually equipped with projectiles/mid-long range killers. However, they normally face their opponent when attacking, unlike trap layers, who are more mind-game oriented.
Ex.
[COLLAPSE="Testament, Dizzy, Venom, Jin, etc..."]
[/COLLAPSE]
In Smash these are clearly Link
and Samus
.
-Trap Layer: Usually avoid their opponents (though not always) and lay traps that put a lot of pressure on their opponents, have a lot of indirect options to constantly keep their opponents on their toes. They differ from Snipers in that they can attack while facing away and evading their opponents, and that they excel in multi-tasking, usually stringing combos with their traps and their close range moves. They're also much more difficult to use than Snipers as they rely heavily on keeping a lot of pressure and mind-games.
Ex.
[COLLAPSE="Arakune, Rachael, Mu-12 etc..."]
[/COLLAPSE]
Snake
and Diddy Kong
are the best examples, though they represent two different variations of the archetype (heavy and fast).
-Turtle: Basically a more long range version of the Poker, I don't think this archetype exists in Smash Bros as these characters don't normally have explicit "killing moves." They're super defensive characters that focus on wearing their opponents down completely by hitting them from afar/with indirect moves. They differ from Pokers in that, Poker's shorter range forces them to be more offensive, but also can't be Snipers as they don't attack with projectiles, but rather with long range weapons that push/pull opponents, or with their own body. Their long range attacks also tend to go in a straight line. Hit-and-run tactics are also common here with characters such as Hazama and Axl, especially since their long range attacks aren't very powerful. These characters are usually very very poor at close range (with Hazama being an exception), but they are very fast at close range, however, they tend to deliver killing blows from a distance.
Ex.
[COLLAPSE="Dhalsim, Billy Kane, Axl Low, Hazama"]
[/COLLAPSE]
-Puppeteer/Tag-Team: You simultaneously control two entities in one form or another, they have less range than most other Zoners, and mastering them is usually a very daunting, yet rewarding task. Generally suffer from low defenses, but not always.
Ex.
[COLLAPSE="Carl, Relius, Eddie, etc..."]
[/COLLAPSE]
Ice Climbers
, simple as that, moving on.
Grapplers:
Grappling is usually a large part of their game. Usually forced into defensive play because of their slow speed and inferior jump (though not always), but make up for it with very powerful moves, and very little hit-stun. They essentially wait for their opponents to get in close to punish them for it.
-True Grapplers: You know them, you either like them or hate them. The big heavy-weight dudes with Counter Throws that hurt like a *****. Usually have some decent, mid-range pokes that hurt, and force their opponents to "close the gap," thus baiting them into the position you want them. Generally have very little hit-stun thanks tho their size/weight.
Ex.
[COLLAPSE="Zangeif, Iron Tager, Potemkin, etc..."]
[/COLLAPSE]
King Dedede
is the best example of this in Smash Bros I believe, though I guess Bowser
fits, he's just a poorly made example of the archetype, hopefully he gets buffed in Smash 4.
-Semi-Grapplers: Faster characters that have a huge Grapple focus, but also have very strong POWER moves to mix up their play, they're actually more offensive than defensive, but, oh well... Essentially the offensive grappler. Also equipped with a high defense and little hitstun, however lack the speed to be Beatdown characters, and the long-range to be Balanced or Mix-Up. Due to being grapplers they prefer close range, however they are much faster than the True Grappler and therefore prefer a more offensive play-style.
Ex.
[COLLAPSE="She-Hulk, Abel, Alex (SF3), Bullet (BB:CP)"]
[/COLLAPSE]
These don't exist in Smash I don't think. At least not a true iteration. Mewtwo :mewtwo: comes to mind, but he's too slow and lacked strong moves to make up for it, though, he was an expert in grappling back in Melee (had the longest grab-reach if I recall correctly), I'll toss him in here for argument's sake, however, when compared to the other examples, he does a bad job at representing the archetype. DK
fits a bit better here.
-Heavy Powerhouses: The heavyweight (defensive) "Beatdown" character. Slow characters that have very high damage output/knockback, with little hitstun. They're different from Grapplers in that, well, they don't grapple. Being more defensive characters they also have very good defense and little hitstun. They have power that is generally superior to that of Semi-Grapplers and Beatdown characters, but severely lack in the speed department, thus making them reactive characters.
Ex.
[COLLAPSE="M. Bison, Balrog, E. Honda, Sentinel, Astaroth"]
[/COLLAPSE]
Melee's Ganondorf
is the best example, though Brawl's, Ganondorf is the same premise, he was nerfed so much, he hardly lives up to the name. Ike
is a good example in Brawl.
Dynamic:
Finally, the Dynamic, sub-archetype, basically a unique quirk or ability that a character has, that affects their play strategy directly, like Voldo's stances for example, therefore, following this, Kirby's transformation is not intrusive enough to fall under this category, but Zelda's is. Most characters fall under another category, while having this in addition.
-Power Up: Need to charge up a meter in order to use their stronger attacks. It divides into two sub-archetypes, Passive charge where the meter fills up by itself, or through normal action (Jin; Hakumen), and Active Charge where you have to take time to charge it yourself (Tsubaki).
Ex.
[COLLAPSE="Tsubaki, Hakan (SSF4), Frank West, Order Sol, etc..."]
[/COLLAPSE]
Samus
, G&W
, and Lucario
are decent examples, with G&W and Samus having chargeable moves, and Lucario having a passive ability that makes him stronger. Wario's fart
falls under this.
-Ammo Users: Have certain moves that require recharging in order to be used, or are depleted completely when used up. The difference between Power-Up characters and Ammo users is that Ammo users lose abilities without their "Ammo" where as Power Up characters still retrain their abilities but can make them stronger. Guilty Gear's Jam is a great example of a Power Up character in that she has commands which boost her kicking power or her punching power, likewise Tsubaki in BB can use her Drive to power up her specials. Ammo characters on the other hand, lose abilities completely when they lack the ammo, and must therefore be more resource minded.
Ex.
[COLLAPSE="Aegis (P4A), Johnny (GG), Bang Shishigami, Robo-Ky, Petra (Arcana Heart 3), etc..."]
[/COLLAPSE]
Olimar
is a great example of an Ammo user in Smash, as he's totally useless without his Pikmin.
-Transformers: Characters that can transform to change their properties completely, basically a two-for-one character than covers two archetypes by transforming. However there's usually some sort of penalty for transforming, delay before/after/during transformation, cost of health, temporary transformation that needs to be charged, etc...
Ex.
[COLLAPSE="Valkenhayn, Shang Tsung (MK), Charade (SC), Double (Skullgirls) "]
[/COLLAPSE]
In Smash, Zelda/Sheik
, Samus/ZSSamus
, Pokemon Trainer
. We need more of these to be honest.
-Stance Users: It's like a half-transformation, the character's properties don't change, but they get access to other moves that give them more options when changing stances.
Ex.
[COLLAPSE="Voldo, Gen (SF), Hwoarang (Tekken), etc..."]
[/COLLAPSE]
These don't exist in Smash Bros, sadly, but they should...
-Counter-Users: Characters that are very reactive that have a counter Gimmick tossed in which can counter enemy moves when attacked.
Ex.
[COLLAPSE="Hakumen, Baiken, etc..."]
[/COLLAPSE]
In Smash both Marth
and MetaKnight
have this (and Ike
to a lesser extent), and can use it proficiently, though I do wish we got a character that can be more focused on this gimmick.
-Joke Characters: Can be good or bad, but have unique animations that make them a bit comical as they ridicule their opponents with their fighting style, they're normally purposefully bad (if they're bad).
Ex.
[COLLAPSE="Dan (SF), Mr. Satan (DBZ), Arale (DBZ), Doronjo (TvC), etc..."]
[/COLLAPSE]
In Smash, Pichu
ichu:, G&W
, and Wario
are good examples.
Anyway, these are not definitive Archetypes, as there are some hybrids, but it is a good way to look at characters, this is especially good for speculation. First we should attempt to rank the current characters that have appeared in the 3 current Smash games, but then also attempt to speculate popular wants for Smash 4, and try and see what their ideal, or proposed play style would be.
As it Stands:
Balanced:





Momentum:







Mix Up:








Beatdown:


Pokers:
:random:
Snipers:







Trap-Layers:


Turtles:
:random:
Puppeteer/Tag-Team:

True-Grapplers:


Semi-Grapplers:


:mewtwo:
Heavy Powerhouses:



DYNAMIC Sub-Archetype:
Power Up:



Ammo Users:

Transformers:




Stance Users:
:random:
Counter Users:



Joke Characters:


ichu:

Not yet ranked:

Feel free to add you opinions and to suggest characters to be moved changed etc... Potential newcomers for Smash 4 are valid as well.
[COLLAPSE="Potential Newcomers"]
Lyn:
Momentum with a heavy Counter Dynamic (Like Hakumen, but offensive, fast and with more mobility, less range, the Battousai character).
Mach Rider:
Beat Down Stance User (A contrast to C.Falcon, but able to use his Bike which will give him access to different moves).
Lip:
Poker with "Poison" Abilities (lots of mobility described as a "Magical Girl" to Falcon's Kamen Rider).
Toad:
Lightweight Beatdown (the "Glass Cannon").
Palutena:
Balanced Sniper with some mid-range attacks, maybe with some Trap-Laying (I think of Dizzy+Mu-12, hopefully she's well made)
Masked Link:
Transforming Character, duh. (Well balanced transformer, Light, Heavy, Medium, mid-range, shorth range, long range, this guy has everything covered, broken? Not so much really).
Diddy and Dixie:
Lightweight Tag Team + Stance User (a contrast to the Ice Climbers, the lead Monkey can change thus changing some of their abilities, Diddy Lead = Mix-Up a la Brawl, Dixie Lead = Mix-Up, but different).
Saki:
Stance User+Mix-Up (can switch between Gun and Sword to go from Long Range Blasts to Mid Range Slashes, some Gun Attacks are close range with heavy impact a la Noel Vermillion).
[/COLLAPSE]
Anyway:
So, if you've played other fighters you can draw parallels to other games' characters in similarities not just in abilities, but also in their general combat strategy. Therefore, in lieu of this, I feel we should make a comprehensive analysis of the different characters in Smash and other fighters to try and pin them down to certain categories. Just for discussion and the like. I want to see what the Smash Community can come up with. I'm basically going to rip from this forum: (http://shoryuken.com/forum/index.php?threads/list-of-fighting-game-archetypes.156294/) and expand on their speculation but also change a couple things.
I feel the two main ranks in fighters break down into A. Offensive, and B. Defensive. Basically, Defensive characters are reactive, while Offensive characters are proactive. In laymans terms, it boils down into who's chasing who, and who is better at avoiding/guarding. These two then break down in to 4 more categories being: Balanced, Rush Down, Grapplers, and Zoners. With an extra "Dynamic" category to describe characters with unique quirks and gimmicks that affect their play-style. Those 5 then break down into the unique archetypes that describe how each character plays, an their preferred strategy.
So lets get down to it:
OFFENSIVE:
Characters in this category tend to prefer an offensive style over a defensive one, they tend to be the ones chasing down the their opponent, rather than otherwise.
Balanced:
Easy to learn, good at everything, have both short range and long range technique as well as easy to execute killing moves, plenty of simple techniques, and tend to have NO obvious weaknesses (if they have them at all), however, they're usually the "jack of all trades, master of none" archetype, in that they don't really excel in anything, but are prepared for everything, because of this they can do very well in both offensive and defensive play. Usually the character most people pick up the first time they play the game.
Ex.
[COLLAPSE="Ryu, Sol, Ragna, etc..."]
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In Smash Bros, it's obviously Mario
Rush Down:
Fast characters that specialize in close range combat and combos/juggling. Offensive only, that's the defining trait here, even if they use some long range attacks, they're always on the offense.
-Momentum (chokers): Hyper close range (in-your-face) characters, with low defenses, or Close/Mid range characters with "sweet spots" both with very offensive play, usually exploit openings and weaknesses in their foes with fast speed and punish them with high damage combos. Once they get going it's hard to stop them. Also, hit-and-run characters fall under this, as most Momentum characters, start with hit-and-run tactics until they can really get going. Those are the defining traits, for this reason this archetype is full of fast characters.
Ex.
[COLLAPSE="Cammy, Fei Long, Makoto (BB), Noel, etc..."]
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In Smash, Fox
-Mix Up: Do best in close range, but rely on tactics and mind games to exploit their opponent's weaknesses. Are sometimes equipped with some mid-long range moves for Zoning and are generally more well rounded than Momentum characters, however, not the the extent that Balanced characters are as they can't play defensively, and have much more obvious/exploitable weaknesses.
Ex.
[COLLAPSE="El Fuerte, C.Viper, Urien, Akuma etc..."]
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Falco
-Beatdown: Fast powerhouses with high damage output, usually great characters with great normals and specials. They are indeed close range characters and usually have 0 long range attacks, they differ from the Momentum characters in that they don't exploit weaknesses, they just jump in and do tons of damage, and don't necessarily need long complex combos to do so.
Ex.
[COLLAPSE="Maxima (KOF), Azrael (BB), Jam, Makoto (SF), Heihachi (SFxT) etc..."]
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Captain Falcon
DEFENSIVE:
The opposite of offensive characters, Zoners, Long-range users, Pokers, Grapplers, Item Users, and Turtlers all all under here. Their defining trait is that they usually avoid their opponent and bait them into exploiting their weaknesses from a distance before delivering a punishing blow.
Zoning:
They use tools and projectiles to fight, they usually don't rely on their own speed and power to fight, and wear their opponents down indirectly/from a distance.
-Pokers: Mid range characters that can pick off opponents slowly from a safe distance, exploiting their superior range to wear down (and annoy) their opponents. The can't be Snipers nor Turtles as they lack the range to be completely safe from harm. Many Mix-Up characters can also fall under here, as they also rely heavily on mind-games, however, they tend to favor a defensive fighting style over an offensive one.
Ex.
[COLLAPSE="Chun-Li, Sagat, Nu-13, etc..."]
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Not to sure on this one for Smash, Ike is too slow to fit in here, but then again, so is Sagat.
-Sniper: Long range weapons/projectile users, simple as that. Use projectiles to pressure their opponents to behave how they want them to, and are well equipped for close range combat in order to take down a tired opponent (though they do best from afar), but can also rely entirely on their projectiles to destroy their opponents with out ever needing to get close. They are usually equipped with projectiles/mid-long range killers. However, they normally face their opponent when attacking, unlike trap layers, who are more mind-game oriented.
Ex.
[COLLAPSE="Testament, Dizzy, Venom, Jin, etc..."]
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In Smash these are clearly Link
-Trap Layer: Usually avoid their opponents (though not always) and lay traps that put a lot of pressure on their opponents, have a lot of indirect options to constantly keep their opponents on their toes. They differ from Snipers in that they can attack while facing away and evading their opponents, and that they excel in multi-tasking, usually stringing combos with their traps and their close range moves. They're also much more difficult to use than Snipers as they rely heavily on keeping a lot of pressure and mind-games.
Ex.
[COLLAPSE="Arakune, Rachael, Mu-12 etc..."]
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Snake
-Turtle: Basically a more long range version of the Poker, I don't think this archetype exists in Smash Bros as these characters don't normally have explicit "killing moves." They're super defensive characters that focus on wearing their opponents down completely by hitting them from afar/with indirect moves. They differ from Pokers in that, Poker's shorter range forces them to be more offensive, but also can't be Snipers as they don't attack with projectiles, but rather with long range weapons that push/pull opponents, or with their own body. Their long range attacks also tend to go in a straight line. Hit-and-run tactics are also common here with characters such as Hazama and Axl, especially since their long range attacks aren't very powerful. These characters are usually very very poor at close range (with Hazama being an exception), but they are very fast at close range, however, they tend to deliver killing blows from a distance.
Ex.
[COLLAPSE="Dhalsim, Billy Kane, Axl Low, Hazama"]
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-Puppeteer/Tag-Team: You simultaneously control two entities in one form or another, they have less range than most other Zoners, and mastering them is usually a very daunting, yet rewarding task. Generally suffer from low defenses, but not always.
Ex.
[COLLAPSE="Carl, Relius, Eddie, etc..."]
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Ice Climbers
Grapplers:
Grappling is usually a large part of their game. Usually forced into defensive play because of their slow speed and inferior jump (though not always), but make up for it with very powerful moves, and very little hit-stun. They essentially wait for their opponents to get in close to punish them for it.
-True Grapplers: You know them, you either like them or hate them. The big heavy-weight dudes with Counter Throws that hurt like a *****. Usually have some decent, mid-range pokes that hurt, and force their opponents to "close the gap," thus baiting them into the position you want them. Generally have very little hit-stun thanks tho their size/weight.
Ex.
[COLLAPSE="Zangeif, Iron Tager, Potemkin, etc..."]
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King Dedede
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-Semi-Grapplers: Faster characters that have a huge Grapple focus, but also have very strong POWER moves to mix up their play, they're actually more offensive than defensive, but, oh well... Essentially the offensive grappler. Also equipped with a high defense and little hitstun, however lack the speed to be Beatdown characters, and the long-range to be Balanced or Mix-Up. Due to being grapplers they prefer close range, however they are much faster than the True Grappler and therefore prefer a more offensive play-style.
Ex.
[COLLAPSE="She-Hulk, Abel, Alex (SF3), Bullet (BB:CP)"]
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These don't exist in Smash I don't think. At least not a true iteration. Mewtwo :mewtwo: comes to mind, but he's too slow and lacked strong moves to make up for it, though, he was an expert in grappling back in Melee (had the longest grab-reach if I recall correctly), I'll toss him in here for argument's sake, however, when compared to the other examples, he does a bad job at representing the archetype. DK
-Heavy Powerhouses: The heavyweight (defensive) "Beatdown" character. Slow characters that have very high damage output/knockback, with little hitstun. They're different from Grapplers in that, well, they don't grapple. Being more defensive characters they also have very good defense and little hitstun. They have power that is generally superior to that of Semi-Grapplers and Beatdown characters, but severely lack in the speed department, thus making them reactive characters.
Ex.
[COLLAPSE="M. Bison, Balrog, E. Honda, Sentinel, Astaroth"]
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Melee's Ganondorf
Dynamic:
Finally, the Dynamic, sub-archetype, basically a unique quirk or ability that a character has, that affects their play strategy directly, like Voldo's stances for example, therefore, following this, Kirby's transformation is not intrusive enough to fall under this category, but Zelda's is. Most characters fall under another category, while having this in addition.
-Power Up: Need to charge up a meter in order to use their stronger attacks. It divides into two sub-archetypes, Passive charge where the meter fills up by itself, or through normal action (Jin; Hakumen), and Active Charge where you have to take time to charge it yourself (Tsubaki).
Ex.
[COLLAPSE="Tsubaki, Hakan (SSF4), Frank West, Order Sol, etc..."]
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Samus
-Ammo Users: Have certain moves that require recharging in order to be used, or are depleted completely when used up. The difference between Power-Up characters and Ammo users is that Ammo users lose abilities without their "Ammo" where as Power Up characters still retrain their abilities but can make them stronger. Guilty Gear's Jam is a great example of a Power Up character in that she has commands which boost her kicking power or her punching power, likewise Tsubaki in BB can use her Drive to power up her specials. Ammo characters on the other hand, lose abilities completely when they lack the ammo, and must therefore be more resource minded.
Ex.
[COLLAPSE="Aegis (P4A), Johnny (GG), Bang Shishigami, Robo-Ky, Petra (Arcana Heart 3), etc..."]
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Olimar
-Transformers: Characters that can transform to change their properties completely, basically a two-for-one character than covers two archetypes by transforming. However there's usually some sort of penalty for transforming, delay before/after/during transformation, cost of health, temporary transformation that needs to be charged, etc...
Ex.
[COLLAPSE="Valkenhayn, Shang Tsung (MK), Charade (SC), Double (Skullgirls) "]
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In Smash, Zelda/Sheik
-Stance Users: It's like a half-transformation, the character's properties don't change, but they get access to other moves that give them more options when changing stances.
Ex.
[COLLAPSE="Voldo, Gen (SF), Hwoarang (Tekken), etc..."]
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These don't exist in Smash Bros, sadly, but they should...
-Counter-Users: Characters that are very reactive that have a counter Gimmick tossed in which can counter enemy moves when attacked.
Ex.
[COLLAPSE="Hakumen, Baiken, etc..."]
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In Smash both Marth
-Joke Characters: Can be good or bad, but have unique animations that make them a bit comical as they ridicule their opponents with their fighting style, they're normally purposefully bad (if they're bad).
Ex.
[COLLAPSE="Dan (SF), Mr. Satan (DBZ), Arale (DBZ), Doronjo (TvC), etc..."]
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In Smash, Pichu
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Anyway, these are not definitive Archetypes, as there are some hybrids, but it is a good way to look at characters, this is especially good for speculation. First we should attempt to rank the current characters that have appeared in the 3 current Smash games, but then also attempt to speculate popular wants for Smash 4, and try and see what their ideal, or proposed play style would be.
As it Stands:
Balanced:
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Momentum:
Mix Up:
Beatdown:
Pokers:
:random:
Snipers:
Trap-Layers:
Turtles:
:random:
Puppeteer/Tag-Team:
True-Grapplers:
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Semi-Grapplers:
:mewtwo:
Heavy Powerhouses:
DYNAMIC Sub-Archetype:
Power Up:
Ammo Users:
Transformers:
Stance Users:
:random:
Counter Users:
Joke Characters:
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Not yet ranked:
Feel free to add you opinions and to suggest characters to be moved changed etc... Potential newcomers for Smash 4 are valid as well.
[COLLAPSE="Potential Newcomers"]
Lyn:
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Momentum with a heavy Counter Dynamic (Like Hakumen, but offensive, fast and with more mobility, less range, the Battousai character).
Mach Rider:
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Beat Down Stance User (A contrast to C.Falcon, but able to use his Bike which will give him access to different moves).
Lip:
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Poker with "Poison" Abilities (lots of mobility described as a "Magical Girl" to Falcon's Kamen Rider).
Toad:
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Lightweight Beatdown (the "Glass Cannon").
Palutena:
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Balanced Sniper with some mid-range attacks, maybe with some Trap-Laying (I think of Dizzy+Mu-12, hopefully she's well made)
Masked Link:
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Transforming Character, duh. (Well balanced transformer, Light, Heavy, Medium, mid-range, shorth range, long range, this guy has everything covered, broken? Not so much really).
Diddy and Dixie:
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Lightweight Tag Team + Stance User (a contrast to the Ice Climbers, the lead Monkey can change thus changing some of their abilities, Diddy Lead = Mix-Up a la Brawl, Dixie Lead = Mix-Up, but different).
Saki:
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Stance User+Mix-Up (can switch between Gun and Sword to go from Long Range Blasts to Mid Range Slashes, some Gun Attacks are close range with heavy impact a la Noel Vermillion).
[/COLLAPSE]