Dr. James Rustles
Daxinator
- Joined
- Mar 24, 2008
- Messages
- 4,019
I've seen speculation about the customizable character experience that the new games will probably have and some of the ideas I've seen revolve around swapping out abilities for different ones, changing their input, or literally giving abilities a new direction like a sideways Pikachu Thunder (? Lol.) I think what would be more interesting is to have characters choose from an augment or equipment piece they can carry into the match that would give them a new mechanic or change an existing one. Below are a few examples that I have in mind.
Mario -
Bowser -
Samus -
Mario -
- Cloud Flower: Mario's second jump now creates a soft cloud platform that can be landed on or fallen through, giving him a new recovery mechanic and a way to harass airborne enemies. Visually, Mario has a mist of clouds around his feet.
- Cape: From the ground, Mario can prime his up-special to leap high without entering a vulnerable fall after. Holding Mario's side-special will cause him to plummet where he can grab an midair and carry them with him. He can suicide plunge (Like Ganondorf's airgrab) or if he hits the ground, the enemy will slam and Mario will immediately roll out. If Mario hits the ground without grabbing anyone he will shake the nearby area, knocking standing enemies up and dealing moderate damage.
- Super-Heated FLUDD: Holding Mario's neutral special with a fully charged FLUDD will cause him to heat the FLUDD water to an intense boil. Unleashing the heated FLUDD will cause the water to erupt out, dealing damage, flinching, and sudden extra knock-back. Good for on-the-spot burst defense as well.
Bowser -
- Titan Shell: Touching or melee with Bowser's back applies light damage and knock back. He no longer flinches at moves angled against his back. Gives his lying down, crouching, and up-smash stances more resistance and helps him more safely exit his up-special animation.
- Chomper: Upon reaching 80%, Bowser's grab is briefly replaced with a one-time use chain-link Chomper that he can throw that latches to an enemy and deals damage. Missed throws result in a short chase by the Chomper towards the nearest enemy. If Bowser picks up the end of its chain after it has grabbed an enemy, he can perform a strong ranged throw against tethered opponents into the air or against the ground.
- Buddy: If Kirby is holding a copied ability while taunting, he will produce an AI-controlled buddy that will fight with you. The buddy is a clone of your character and has 35% stamina.
- Pop Rock Star: Kirby's down-special transformation becomes a granite Smash Bros. logo and can he briefly roll around (no collision effects.) If an enemy hits Kirby in his down-special invincible state or until after two seconds pass, he will emerge with a rock carapace that has a 18% stamina shield and grants him flinch-resistance while it is up. His up-grab gains extra power and he can sacrifice the buff to break out of grabs by reactivating the down-special. Can only be triggered once every 25 seconds.
- Ice arrows: Do not flinch, but hit characters have reduced running speed and jump height and also an increased falling speed. Fully charged arrows freeze a character solid in place (lethal off-stage snipe.)
- Skyward Strike: Holding the up tilt will cause link the charge a Skyward Strike, ending with a lightning strike to the Master Sword that deals 8% transcendent damage to enemies hit in its radius. While holding the strike, Link receives half the hitstun from attacks and decreased wind-up times. The Skyward Strike can be unleashed with the forward tilt in the air or on the ground.
Samus -
- Speed Booster: Samus gains acceleration while running. Initiating a shinespark is possible. The shinespark has a short wind-up and deals 20% damage to Samus when colliding with characters or surfaces. Impacted characters receive large damage and knockback and shields are broken instantly. It's possible to cancel out of the shinespark midair by activating her down-special.
- Missile Barrage: Samus' side-special can be charged to store up to 5 homing missiles that can be fired in quick succession.
- Wave Beam: Samus' neutral special fires an electrical shot that randomly pulses through enemies hit over a duration based on how long the shot was charged. Shots can pass through enemies and have no knockback. Each pulse causes affected the character to flinch and take additional damage and can interrupt moves mid-execution. A fully charged blast will prevent affected characters from using their up-special for the duration of the pulses.