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Character Traits

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Veggi

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Character Traits

Something that Injustice: Gods Among Us and BlazBlue did that I liked a lot was they gave all of their characters access to an interesting ability that would in most cases dramatically change the gameplay of that character in relation to the other characters in the cast. For example, Iron Tager could pull enemies closer to him, Rachel Alucard could control the wind, Martian Manhunter could extend the reach on his attacks, Wonder Woman could change stances, and Flash could slow down the environment. In a way, Peach and Little Mac already have something like this and it has changed how they work dramatically. I think it would be cool and make the game much deeper if all characters had some powerful ability that made sense for their character and gameplay, even if not all of them are different. I believe this would also solve a lot of problems that people have with the game not having enough movement options and being too focused around shielding. Because there are two unused buttons that are easy to access on the Gamecube controller, it could fit right in as easily as the Side Special addition in Melee.

Here are some of my ideas. Let me know what yours are so that I can add them to this post!


The Roster (plus unrevealed Brawl characters and Gematsu leaks)

Mario :4mario:

Damaging Footstool: When Mario jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Crouch Cancel: Has the same effect as crouch canceling in Melee, but Mario takes half damage instead of full. This is taken from the defensive crouch of Mario RPG games.

Luigi :4luigi:

Flutter Jump: Can stay in the air longer by paddling his feet as he does in any platformer in which he's different than Mario. This leads to a better recovery as well as ambiguous aerial approaches.

Damaging Footstool: When Luigi jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Peach :4peach:

Parasol Shield: Peach can hide in her parasol to effectively have the same function as crouch canceling in Melee, but takes no damage and has more lag as well as knock-back. Much like in some of Peach's playable appearances.

Damaging Footstool: When Peach jumps on an enemy and activates the trait button, she will footstool them and do 15%. This trait bypasses shields.

Bowser :4bowser:

Spike Shield: Bowser gets on all fours and moves his body upward to harm anyone who lands on top of him due to attacking into him, air dodging, or otherwise. Bowser's shell is invulnerable during this and touching it does 15%.

Damaging Footstool: When Mario jumps on an enemy and activates the trait button, he will footstool them and do 30%. This trait bypasses shields. The reason Bowser does more damage is because due to his size, he would have a harder time getting in a position to footstool. Bowser's footstool also does twice as much in Super Paper Mario.

Rosalina:rosalina:

Luma Spin: Rosalina can use the Mario Galaxy spin attack to give herself a quick boost in the air, turn around opponents and reflect projectiles. This trait can only be used once before touching the ground.

Damaging Footstool: When Rosalina jumps on an enemy and activates the trait button, she will footstool them and do 15%. This trait bypasses shields.

Yoshi :4yoshi:

Damaging Footstool: When Yoshi jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Invincible Boots: For as long as the trait button is held Yoshi can not do attacks, but he puts his feet below him and it allows him to negate attacks that hit his shoes. Sort of like a downward version of Pit's mirror shield. This is taken from Yoshi's ability to walk on spikes in Mario games.

Donkey Kong:4dk:

Thunder Clap: DK claps to surround himself with a quick noise hitbox that does 7% damage and destroys most projectiles.

Damaging Footstool: When Donkey Kong jumps on an enemy and activates the trait button, he will footstool them and do 25%. This trait bypasses shields. Donkey Kong does almost twice as much damage as Diddy for the same reasons as Bowser. However, the source material reasoning is that Donkey Kong is heavier and could defeat enemies that Diddy Kong could not in Donkey Kong Country.

Diddy Kong :4diddy:

Damaging Footstool: When Diddy Kong jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Jet-pack Hover: Diddy Kong slows his decent while moving forward, making for ambiguous aerial approaches and better recovery.

Link :4link:

Lock-on Walk: Link focuses on the enemy. This makes it so that as long as Link holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Toon Link :4tlink:

Lock-on Walk: Toon Link focuses on the enemy. This makes it so that as long as Link holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Wind Waker: Toon Link can send a gust of wind in one direction to throw off his opponents, hinder recoveries, and manipulate his projectiles.

Zelda :4zelda:

8-way Air Dash: Zelda uses Farore's Wind to push herself in the direction chosen with the control stick. The air dash can go in 8 directions. This can only be used once before touching the ground.

Nayru's Love: Zelda surrounds herself in a crystal, but it allows free movement. The crystal will absorb 10% for her.
Shiek :4sheik:

Smoke Bomb: Shiek throws a smoke bomb on the ground that makes it so neither Shiek or the opponent can see what's going on within a 5 Bowser radius.

Pikachu :4pikachu:

Static: Pikachu generates sparks on his body and the next time Pikachu lands a non-projectile hit on the opponent, they experience three times more hitstun than usual and for the next two seconds the opponent acts as though they are under the effect of the Timer item. The time spend for Pikachu to activate his sparks is equal to the time it takes him to finish his (rolling on the ground) down taunt.

Charizard :4charizard:

Sunny Day/Solar Power: Charizard activates his solar power through Sunny Day. The stage suddenly gets bright and all of Charizard's moves do 50% more damage for 10 seconds. However, while this is active it is like Charizard has the flower status effect and he will take damage as time goes on.

Air Dash: Charizard uses his wings to propel himself forward in the air, at the cost of one of his jumps. Charizard can air dash once for every jump.

Lucario :4lucario:

Inner Focus: Lucario can give himself super armor. This trait has the same start and end time as Olimar's whistle, but with more super armor frames.

Greninja :4greninja:

Torrent: Once Greninja reaches 100%, he can hit the trait button to make his next move 50% more powerful with only a 15 frame (very short) start up for the buff. This trait is so powerful due to the limited time Greninja has to use it, similar to the Wario Waft not being usable for most of the match.

Kirby :4kirby:

Nosedive: Kirby can activate his trait button to fall head first and damage any opponent in the way, kind of like in the Kirby games. For as long as Kirby is falling, he can hold down the move to make a constant hitbox that does 10% on impact. This can be used to frame trap air dodges and use Kirby's slow fall speed to outlast spot dodges, as well as mix up his options in the air. If Kirby comes in contact with a shield, he will bounce off and out of harms way.

King Dedede:4dedede:

Hammer Throw: Pressing the button causes Dedede to spin around in circles with his hammer. When the button is released, Dedede will throw the hammer in the direction the player is holding. This can be used as a counter to spot dodges and rolls that cross you up, both due to how long the move can potentially last and because the player does not know what direction the hammer will be thrown.

Pit :4pit:

Air Dash: Pit uses his wings to dash forward in the air. Every air dash is used at the cost of one jump.

Palutena :4palutena:

8-way Air Dash: Palutena shoots through the air in the direction held. She can dash in 8 directions. She can only do this once before touching the ground.

Samus :4samus:

8-way Air Dash: Samus can dash through the air in 8 directions. She can only do this once before touching the ground.

Weapon Change: Same as in Project M. She can change to freezing versions of her gun moves.

Zero Suit Samus :4zss:

Jet-boot Boost: Samus has a continuous air dash using her jet boots that moves her forward at a slowly decreasing angle for as long as the trait button is held.

Fox:4fox:

Jet-pack Boost: Fox has a continuous air dash that moves him forward with his jet pack for as long as the trait button is held.

Marth :4marth:

Lock-on Walk: Marth focuses on the enemy. This makes it so that as long as Marth holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Ike :4myfriends:

Lock-on Walk: Ike focuses on the enemy. This makes it so that as long as Ike holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Olimar :4olimar:

Ultra-Spicy Spray: Sprays around Olimar to cause his Pikmin to attack faster, do more damage, and run back to Olimar faster. However, they are also more easily killed. Olimar must wait thirty seconds before being able to spray again. (credit to PixelPasta)

Ultra-Bitter Spray: Olimar sprays Ultra-Bitter Spray at the opponent. This causes them to fade gray and me immobilized for three seconds. This can only be used every 30 seconds. (credit to PixelPasta)

Little Mac :4littlemac:

Lock-on Walk: Little Mac focuses on the enemy. This makes it so that as long as Little Mac holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Villager :4villager:

Tree Shake: Villager has a close-range command grab that immediately makes the opposing player drop whatever they are holding. This grab has no throws and instead does 8% for every hit at the speed of Fox's grab attack until they mash out.

(variation): A fruit that heals 7% will fall from the opponent on the first shake and every 5 shakes afterward. (credit to King Sonnn DeDeDoo)

Wii Fit Trainer :4wiifit:

Limber: Pressing the trait button can bust Wii Fit Trainer out of hitstun. However, her knockback stays the same and she starts doing a stretching animation for 30 frames, so if you predict this you can just hit her out of it. This would be worse than being in hitstun, but Wii Fit Trainer still retains 100% aerial control while stretching.

Mega Man :4megaman:

Item-1: Mega Man creates a platform in front of him that slowly rises upward and can be used by both him and his opponents. (credit to PixelPasta)

Sonic :4sonic:

Boost: Sonic goes ridiculously fast and he can use it to increase his horizontal recovery, but he can't boost for very long and it takes a bit to charge back up. Like ROB's up b.

Pac-Man :4pacman:

Profound Hunger: Truth be told, I don't know anything about Pac-Man either.


VV(Unconfirmed Brawl Characters)VV

Wario:wario: :substitute:

Quake: Wario hits the ground and it causes opponents to trip, even if shielding.

Damaging Footstool: When Wario jumps on an enemy and activates the trait button, he will footstool them and do 25%. This trait bypasses shields. Percent difference uses mostly Mario Kart reasoning. :lick:

Ganondorf :ganondorf: :substitute:

Energy Ball: Throws a ball of energy at the opponent like in Ocarina of Time. An entire moveset based off of his appearances would be cool too.

Jigglypuff :jigglypuff: :substitute:

Cute Charm: Jigglypuff make a cute pose and if the opponent hits her, she takes no knock back and she becomes invincible to the opponent's moves for 5 seconds. So basically she will be very good at both edgeguarding and recovering without people bothering her.

Metaknight :metaknight::substitute:

Lock-on Walk: Metaknight focuses on the enemy. This makes it so that as long as the player holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Air Dash: Metaknight can dash forward once at the price of a jump for every air dash.

Falco :falco::substitute:

Jet-Pack Boost: Falco has a continuous air dash that moves him forward with his jet pack for as long as the trait button is held.

Wolf :wolf::substitute:

Rage: Wolf will gain a 30% increase to movement speed and attack damage/knockback for 5 seconds, but he can not use special moves during this time. The cooldown for this ability is 15 seconds. (credit to King Sonnn DeDeDoo)

Jet-pack Boost: Wolf has a continuous air dash that moves him forward with his jet pack for as long as the trait button is held.

Captain Falcon :falcon: :substitute:

Unstoppable Force: If the trait button gets pressed while running Captain Falcon will get super armor throughout his whole dash, but loses the ability to shield, roll, or spot dodge for the entirety of the dash and 1 second after it stops. Captain Falcon's source material is a basically a car so I thought it was appropriate.

Ness :ness2: :substitute:

Lifeup: Heals Ness for 3% every second, but Ness must be on the ground.

Lucas :lucas::substitute:

Shield: After 100 frames (about 2/3 Mario's up taunt) Lucas gets a shield that reduces the damage and knock back of the next three moves that hit him by 50%, but Lucas must be on the ground.

Ice Climbers :popo: :substitute:

Dual Control: Pressing the trait button allows you to control to other Ice Climber while the AI controls whichever one you're not using at the moment.

Game & Watch :gw::substitute:

Dimension Flip: Game & Watch turns sideways for a max of three seconds to reduce the size of his hitbox to a thin straight line, while a dotted outline of Game & Watch appears in the space Game & Watch would normally be. Game & Watch must wait three seconds before doing it again.

ROB :rob::substitute:

Thruster Boost: ROB can continuously boost himself forward or backward without losing altitude, but he can not change directions once he starts and doing this takes away from the fuel for his up b.

Snake :snake:

Stealth Mode: Upon pressing the trait button, Snake will act as though he used the cloaking device item for 4 seconds. The next attack Snake does while cloaked will do 30% more damage. If Snake grabs someone while cloaked, the damage increase will be for every grab attack he does before the opponent is thrown. This move has a 15 second cooldown. (credit to King Sonnn DeDeDoo)

VV(Gematsu's)VV

Chrom :substitute:

Lock-on Walk: Chrom focuses on the enemy. This makes it so that as long as the player holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Shulk :substitute:

Foresight: Upon pressing the trait button, Shulk performs a contemplative animation for 30 frames. After that, for the next 5 seconds, any move that would feasibly hit Shulk will be perfect shielded if on the ground and air dodged if in the air. The cooldown for this would be 15 seconds. This would mean that for that time frame, Shulk would be more effective on the ground because air dodges can be frame trapped. (credit to Ariand/AEM)

Chorus Men :substitute:

Harmonize: Any attack the first Chorus Man (Marshal?) does produces a beat and if the player hits the trait button in time with that beat, the other two Chorus Men do the same attack while the first is free to move.
 
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PixelPasta

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You've got some good ideas here!
Mario and Luigi should definitely have damaging footstools. Bowser's spikes should do damage in some way or another. And the Luma Spin should definitely be incorporated into Rosalina's moveset.
A jetpack hover would feel very fitting for Diddy Kong, so I am down with that.
The idea of Link having his 'lock-on' mechanic is perfect. And I've always been in favour of Toon Link using his wind waker.
And giving the Pokemon mechanics based on their in-game 'abilities' is very logical.
Samus needs a weapon change, Ice Beam in particular should be incorporated.

Some of my ideas:
Olimar could use some of the sprays from his games, such as the Super Spicy Spray which would increase that damage that his Pikmin can inflict, or the Super Bitter Spray which petrifies opponents for a short period of time.
Megaman could use 'Item-1' from Megaman 2, which would obviously create a temporary platform that slowly rises upwards.

That's all I've got for now...
 

Veggi

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That sounds great! I just added them in.

But yeah, it sucks that a lot of the most fun mechanics from each character's respective games aren't present in Smash. It makes it feel like Smash isn't really all of my favorite characters coming together. It's just characters that are sort of like them with moves that are mostly just made up.
 

PixelPasta

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That sounds great! I just added them in.

But yeah, it sucks that a lot of the most fun mechanics from each character's respective games aren't present in Smash. It makes it feel like Smash isn't really all of my favorite characters coming together. It's just characters that are sort of like them with moves that are mostly just made up.
I know how you feel. A lot of the characters aren't represented as well as they could be. Some are very well done, and actually feel like they do in their respective games - such as Diddy Kong, Yoshi, King Dedede, or Mega Man - but a lot of characters feel like a waste of potential, such as Luigi, Peach, Bowser, Wario, Ganondorf, Samus, and Lucas, IMO.
 

Veggi

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I think the movesets with the least source material actually did as well as they could. Fox and Captain Falcon both kind of felt like the closest thing to flying in an Arwing or driving an F-Zero racer, haha. Maybe if Fox's air speed was the best in the game he would feel like a real Arwing.

I agree with you for all of them, although I still wish Diddy had two pop guns. They made Diddy SUPER fun though. He's definitely one of the most original of the Brawl newcomers. Sometimes even when Sakurai does small things with a character, it makes me happy. Like Peach having her float made me think he at least kind of tried to make her fun and Peach-ish. Outside the ones you mentioned, I think Donkey Kong is probably the worst offender. They waited until Smash 4 to give him his roll attack. Like, that's his main move in almost every single one of his games. Seriously? They decided to not put that in? But mostly I just want characters to be less boring and that could easily be done by...making them like the interesting characters that they are in their games.
 
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pupNapoleon

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Good idea, man. It is about making them feel like the characters they are, which I think this game is better at than any smash prior.
Pokemon abilities, and Link-lock are vital.
Balancing them into game play would be key.

I'm not sure every character should have one, though. Characters with gimmicks already are pretty solid, such as Little mac.
 

King Sonnn DeDeDoo

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Oh I love this idea, I especially liked the ability for captain falcon and Pikachu. Here let me give it a try.

Wolf: Rage- after letting out a short howl, wolf will move faster and deals much more damage for all of his normal attacks for 5 seconds, but he will also be unable to use special moves for the duration.

Villager: Tree Shake- same as Veggi's idea except for every hit there's a chance that fruit will drop off of the grabbed enemy that you can eat later.

Snake: Stealth mode- after activating the character trait button, Snake will go completely invisible for 4 seconds. If snake attacks while invisible he will inflict additional damage but the invisibility is lost.
 

AEMehr

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Shulk's character trait could be an auto-dodge.

Since he can see the future and everything, every now and then when a near fatal attack is about to hit Shulk he auto dodges it.
 

D-idara

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I think the movesets with the least source material actually did as well as they could. Fox and Captain Falcon both kind of felt like the closest thing to flying in an Arwing or driving an F-Zero racer, haha. Maybe if Fox's air speed was the best in the game he would feel like a real Arwing.

I agree with you for all of them, although I still wish Diddy had two pop guns. They made Diddy SUPER fun though. He's definitely one of the most original of the Brawl newcomers. Sometimes even when Sakurai does small things with a character, it makes me happy. Like Peach having her float made me think he at least kind of tried to make her fun and Peach-ish. Outside the ones you mentioned, I think Donkey Kong is probably the worst offender. They waited until Smash 4 to give him his roll attack. Like, that's his main move in almost every single one of his games. Seriously? They decided to not put that in? But mostly I just want characters to be less boring and that could easily be done by...making them like the interesting characters that they are in their games.
Donkey Kong should have a Barrel Throw move for his side+B :c
 

PixelPasta

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Donkey Kong should have a Barrel Throw move for his side+B :c
I agree. I've always wanted this - the headbutt just doesn't feel like something iconic to DK to me.

I've also thought that a shell kick would be more fitting for Mario's side special than the cape. It's much more iconic and fitting, if you ask me. I mean, the cape has only really been in one Mario game, while the green shell has been in almost all of them. And to make matters worse, in Smash, the cape doesn't even behave like it does in Mario World.
 

pupNapoleon

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Donkey Kong should have a Barrel Throw move for his side+B :c
But then he would have an iconic move AND a projectile, and why should DK have either of those things?
 

Oracle_Summon

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Character Traits

Something that Injustice: Gods Among Us and BlazBlue did that I liked a lot was they gave all of their characters access to an interesting ability that would in most cases dramatically change the gameplay of that character in relation to the other characters in the cast. For example, Iron Tager could pull enemies closer to him, Rachel Alucard could control the wind, Martian Manhunter could extend the reach on his attacks, Wonder Woman could change stances, and Flash could slow down the environment. In a way, Peach and Little Mac already have something like this and it has changed how they work dramatically. I think it would be cool and make the game much deeper if all characters had some powerful ability that made sense for their character and gameplay, even if not all of them are different. I believe this would also solve a lot of problems that people have with the game not having enough movement options and being too focused around shielding. Because there are two unused buttons that are easy to access on the Gamecube controller, it could fit right in as easily as the Side Special addition in Melee.

Here are some of my ideas. Let me know what yours are so that I can add them to this post!


The Roster (plus unrevealed Brawl characters and Gematsu leaks)

Mario :4mario:

Damaging Footstool: When Mario jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Crouch Cancel: Has the same effect as crouch canceling in Melee, but Mario takes half damage instead of full. This is taken from the defensive crouch of Mario RPG games.

Luigi :4luigi:

Flutter Jump: Can stay in the air longer by paddling his feet as he does in any platformer in which he's different than Mario. This leads to a better recovery as well as ambiguous aerial approaches.

Damaging Footstool: When Luigi jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Peach :4peach:

Parasol Shield: Peach can hide in her parasol to effectively have the same function as crouch canceling in Melee, but takes no damage and has more lag as well as knock-back. Much like in some of Peach's playable appearances.

Damaging Footstool: When Peach jumps on an enemy and activates the trait button, she will footstool them and do 15%. This trait bypasses shields.

Bowser :4bowser:

Spike Shield: Bowser gets on all fours and moves his body upward to harm anyone who lands on top of him due to attacking into him, air dodging, or otherwise. Bowser's shell is invulnerable during this and touching it does 15%.

Damaging Footstool: When Mario jumps on an enemy and activates the trait button, he will footstool them and do 30%. This trait bypasses shields. The reason Bowser does more damage is because due to his size, he would have a harder time getting in a position to footstool. Bowser's footstool also does twice as much in Super Paper Mario.

Rosalina:rosalina:

Luma Spin: Rosalina can use the Mario Galaxy spin attack to give herself a quick boost in the air, turn around opponents and reflect projectiles. This trait can only be used once before touching the ground.

Damaging Footstool: When Rosalina jumps on an enemy and activates the trait button, she will footstool them and do 15%. This trait bypasses shields.

Yoshi :4yoshi:

Damaging Footstool: When Yoshi jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Invincible Boots: For as long as the trait button is held Yoshi can not do attacks, but he puts his feet below him and it allows him to negate attacks that hit his shoes. Sort of like a downward version of Pit's mirror shield. This is taken from Yoshi's ability to walk on spikes in Mario games.

Donkey Kong:4dk:

Thunder Clap: DK claps to surround himself with a quick noise hitbox that does 7% damage and destroys most projectiles.

Damaging Footstool: When Donkey Kong jumps on an enemy and activates the trait button, he will footstool them and do 25%. This trait bypasses shields. Donkey Kong does almost twice as much damage as Diddy for the same reasons as Bowser. However, the source material reasoning is that Donkey Kong is heavier and could defeat enemies that Diddy Kong could not in Donkey Kong Country.

Diddy Kong :4diddy:

Damaging Footstool: When Diddy Kong jumps on an enemy and activates the trait button, he will footstool them and do 15%. This trait bypasses shields.

Jet-pack Hover: Diddy Kong slows his decent while moving forward, making for ambiguous aerial approaches and better recovery.

Link :4link:

Lock-on Walk: Link focuses on the enemy. This makes it so that as long as Link holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Toon Link :4tlink:

Lock-on Walk: Toon Link focuses on the enemy. This makes it so that as long as Link holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Wind Waker: Toon Link can send a gust of wind in one direction to throw off his opponents, hinder recoveries, and manipulate his projectiles.

Zelda :4zelda:

8-way Air Dash: Zelda uses Farore's Wind to push herself in the direction chosen with the control stick. The air dash can go in 8 directions. This can only be used once before touching the ground.

Nayru's Love: Zelda surrounds herself in a crystal, but it allows free movement. The crystal will absorb 10% for her.
Shiek :4sheik:

Smoke Bomb: Shiek throws a smoke bomb on the ground that makes it so neither Shiek or the opponent can see what's going on within a 5 Bowser radius.

Pikachu :4pikachu:

Static: Pikachu generates sparks on his body and the next time Pikachu lands a non-projectile hit on the opponent, they experience three times more hitstun than usual and for the next two seconds the opponent acts as though they are under the effect of the Timer item. The time spend for Pikachu to activate his sparks is equal to the time it takes him to finish his (rolling on the ground) down taunt.

Charizard :4charizard:

Sunny Day/Solar Power: Charizard activates his solar power through Sunny Day. The stage suddenly gets bright and all of Charizard's moves do 50% more damage for 10 seconds. However, while this is active it is like Charizard has the flower status effect and he will take damage as time goes on.

Air Dash: Charizard uses his wings to propel himself forward in the air, at the cost of one of his jumps. Charizard can air dash once for every jump.

Lucario :4lucario:

Inner Focus: Lucario can give himself super armor. This trait has the same start and end time as Olimar's whistle, but with more super armor frames.

Greninja :4greninja:

Torrent: Once Greninja reaches 100%, he can hit the trait button to make his next move 50% more powerful with only a 15 frame (very short) start up for the buff. This trait is so powerful due to the limited time Greninja has to use it, similar to the Wario Waft not being usable for most of the match.

Kirby :4kirby:

Nosedive: Kirby can activate his trait button to fall head first and damage any opponent in the way, kind of like in the Kirby games. For as long as Kirby is falling, he can hold down the move to make a constant hitbox that does 10% on impact. This can be used to frame trap air dodges and use Kirby's slow fall speed to outlast spot dodges, as well as mix up his options in the air. If Kirby comes in contact with a shield, he will bounce off and out of harms way.

King Dedede:4dedede:

Hammer Throw: Pressing the button causes Dedede to spin around in circles with his hammer. When the button is released, Dedede will throw the hammer in the direction the player is holding. This can be used as a counter to spot dodges and rolls that cross you up, both due to how long the move can potentially last and because the player does not know what direction the hammer will be thrown.

Pit :4pit:

Air Dash: Pit uses his wings to dash forward in the air. Every air dash is used at the cost of one jump.

Palutena :4palutena:

8-way Air Dash: Palutena shoots through the air in the direction held. She can dash in 8 directions. She can only do this once before touching the ground.

Samus :4samus:

8-way Air Dash: Samus can dash through the air in 8 directions. She can only do this once before touching the ground.

Weapon Change: Same as in Project M. She can change to freezing versions of her gun moves.

Zero Suit Samus :4zss:

Jet-boot Boost: Samus has a continuous air dash using her jet boots that moves her forward at a slowly decreasing angle for as long as the trait button is held.

Fox:4fox:

Jet-pack Boost: Fox has a continuous air dash that moves him forward with his jet pack for as long as the trait button is held.

Marth :4marth:

Lock-on Walk: Marth focuses on the enemy. This makes it so that as long as Marth holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Ike :4myfriends:

Lock-on Walk: Ike focuses on the enemy. This makes it so that as long as Ike holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Olimar :4olimar:

Ultra-Spicy Spray: Sprays around Olimar to cause his Pikmin to attack faster, do more damage, and run back to Olimar faster. However, they are also more easily killed. Olimar must wait thirty seconds before being able to spray again. (credit to PixelPasta)

Ultra-Bitter Spray: Olimar sprays Ultra-Bitter Spray at the opponent. This causes them to fade gray and me immobilized for three seconds. This can only be used every 30 seconds. (credit to PixelPasta)

Little Mac :4littlemac:

Lock-on Walk: Little Mac focuses on the enemy. This makes it so that as long as Little Mac holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Villager :4villager:

Tree Shake: Villager has a close-range command grab that immediately makes the opposing player drop whatever they are holding. This grab has no throws and instead does 8% for every hit at the speed of Fox's grab attack until they mash out.

Wii Fit Trainer :4wiifit:

Limber: Pressing the trait button can bust Wii Fit Trainer out of hitstun. However, her knockback stays the same and she starts doing a stretching animation for 30 frames, so if you predict this you can just hit her out of it. This would be worse than being in hitstun, but Wii Fit Trainer still retains 100% aerial control while stretching.

Mega Man :4megaman:

Item-1: Mega Man creates a platform in front of him that slowly rises upward and can be used by both him and his opponents. (credit to PixelPasta)

Sonic :4sonic:

Boost: Sonic goes ridiculously fast and he can use it to increase his horizontal recovery, but he can't boost for very long and it takes a bit to charge back up. Like ROB's up b.

Pac-Man :4pacman:

Profound Hunger: Truth be told, I don't know anything about Pac-Man either.


VV(Unconfirmed Brawl Characters)VV

Wario:wario: :substitute:

Quake: Wario hits the ground and it causes opponents to trip, even if shielding.

Damaging Footstool: When Wario jumps on an enemy and activates the trait button, he will footstool them and do 25%. This trait bypasses shields. Percent difference uses mostly Mario Kart reasoning. :lick:

Ganondorf :ganondorf: :substitute:

Energy Ball: Throws a ball of energy at the opponent like in Ocarina of Time. An entire moveset based off of his appearances would be cool too.

Jigglypuff :jigglypuff: :substitute:

Cute Charm: Jigglypuff make a cute pose and if the opponent hits her, she takes no knock back and she becomes invincible to the opponent's moves for 5 seconds. So basically she will be very good at both edgeguarding and recovering without people bothering her.

Metaknight :metaknight::substitute:

Lock-on Walk: Metaknight focuses on the enemy. This makes it so that as long as the player holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Air Dash: Metaknight can dash forward once at the price of a jump for every air dash.

Falco :falco::substitute:

Jet-Pack Boost: Falco has a continuous air dash that moves him forward with his jet pack for as long as the trait button is held.

Wolf :wolf::substitute:

Jet-pack Boost: Wolf has a continuous air dash that moves him forward with his jet pack for as long as the trait button is held.

Captain Falcon :falcon: :substitute:

Unstoppable Force: If the trait button gets pressed while running Captain Falcon will get super armor throughout his whole dash, but loses the ability to shield, roll, or spot dodge for the entirety of the dash and 1 second after it stops. Captain Falcon's source material is a basically a car so I thought it was appropriate.

Ness :ness2: :substitute:

Lifeup: Heals Ness for 3% every second, but Ness must be on the ground.

Lucas :lucas::substitute:

Shield: After 100 frames (about 2/3 Mario's up taunt) Lucas gets a shield that reduces the damage and knock back of the next three moves that hit him by 50%, but Lucas must be on the ground.

Ice Climbers :popo: :substitute:

Dual Control: Pressing the trait button allows you to control to other Ice Climber while the AI controls whichever one you're not using at the moment.

Game & Watch :gw::substitute:

Dimension Flip: Game & Watch turns sideways for a max of three seconds to reduce the size of his hitbox to a thin straight line, while a dotted outline of Game & Watch appears in the space Game & Watch would normally be. Game & Watch must wait three seconds before doing it again.

ROB :rob::substitute:

Thruster Boost: ROB can continuously boost himself forward or backward without losing altitude, but he can not change directions once he starts and doing this takes away from the fuel for his up b.


VV(Gematsu's)VV

Chrom :substitute:

Lock-on Walk: Chrom focuses on the enemy. This makes it so that as long as the player holds down the button, he will always face his enemy and crossing him up will not be as effective. This also grants him an increased walking speed to help with his spacing, while facing the same direction means he doesn't need to waste time turning around and can immediately counter-attack on a whiffed move.

Shulk :substitute:

I don't know anything about Shulk.

Chorus Men :substitute:

Harmonize: Any attack the first Chorus Man (Marshal?) does produces a beat and if the player hits the trait button in time with that beat, the other two Chorus Men do the same attack while the first is free to move.
This would be awesome to have as an extra game mode, but not in the main game. I fear that if this was in the main game, that the game would be unfair in many circumstances.
 

Veggi

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Oh I love this idea, I especially liked the ability for captain falcon and Pikachu. Here let me give it a try.

Wolf: Rage- after letting out a short howl, wolf will move faster and deals much more damage for all of his normal attacks for 5 seconds, but he will also be unable to use special moves for the duration.

Villager: Tree Shake- same as Veggi's idea except for every hit there's a chance that fruit will drop off of the grabbed enemy that you can eat later.

Snake: Stealth mode- after activating the character trait button, Snake will go completely invisible for 4 seconds. If snake attacks while invisible he will inflict additional damage but the invisibility is lost.
Thanks, I think Pikachu's sounds like one of the most fun ones. Ahhh! I actually forgot about Snake completely. I'll add him in with your suggestion as well as put your other ones in as well.

Shulk's character trait could be an auto-dodge.

Since he can see the future and everything, every now and then when a near fatal attack is about to hit Shulk he auto dodges it.
I'll add that in too, but I'm going to edit it to make its effects more consistent. Just let me know if you don't like what I did with it and I'll change it to yours.

This would be awesome to have as an extra game mode, but not in the main game. I fear that if this was in the main game, that the game would be unfair in many circumstances.
Well, Peach's float is only about as strong as I've made some of these mechanics and although her float contributes a lot to the way she's played, it isn't overpowered. I believe that if I presented the idea for Peach's float ability before Melee, people would have thought it was overpowered too. Plus, there have been games like the ones I listed that have done this before. If every character has a really cool ability, then they aren't uneven because everyone has one. It's just a matter of making them loosely even like they do with the other moves in the game.
 

Oracle_Summon

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Well, Peach's float is only about as strong as I've made some of these mechanics and although her float contributes a lot to the way she's played, it isn't overpowered. I believe that if I presented the idea for Peach's float ability before Melee, people would have thought it was overpowered too. Plus, there have been games like the ones I listed that have done this before. If every character has a really cool ability, then they aren't uneven because everyone has one. It's just a matter of making them loosely even like they do with the other moves in the game.
True, but that means that not all characters will be on even grounds in terms of balance. I really like the idea though and I would be hard pressed to actual find a broken character trait in any of this.

This is well thought out and processed, thank you for your contribution.
 

AEMehr

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I'll add that in too, but I'm going to edit it to make its effects more consistent. Just let me know if you don't like what I did with it and I'll change it to yours.
No that's good. I was just throwing the idea out there, so I've got no problems with your description of it.
 

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This is pretty good, but I feel like we already have more than enough gimmick characters.
 

Aguki90

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This great awsome idea. Change the core of the gameplay feel more iconic!
The only problem is balancing, but still can work of it.

Olimar Ideas are soo wonderful, Olimar Ultra-Spicy-Spray can Act ad the X Boost in MVSC3U.
 

pupNapoleon

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This really is just 'what is the Gimmick to each character,' no?
 

Kawaiiderpz

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- Mario & Luigi -
Plumber: Everything in Mario and Luigi's circle(like a bowser next to, behind, over, under them) have a 50% chance of tripping.
 

Veggi

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This is pretty good, but I feel like we already have more than enough gimmick characters.
We only have one or two. The only one we have a lot of experience with is Peach and it's definitely proven how great it can be. It's used all the time in both Melee and Brawl for many different creative purposes. I'd hardly call it just a gimmick.

This great awsome idea. Change the core of the gameplay feel more iconic!
The only problem is balancing, but still can work of it.

Olimar Ideas are soo wonderful, Olimar Ultra-Spicy-Spray can Act ad the X Boost in MVSC3U.
Yep! Olimar's is kind of like X-Factor now that I think about it. But obviously not as horrifying. X-Factor boosts in Marvel buff the character so much you can take out 2 in top level play sometimes before it ends. But yeah, the concept is similar. :laugh:

This really is just 'what is the Gimmick to each character,' no?
Gimmick makes it sound shallow, when really these additions could add a whole lot to a character's gameplay and make them a lot more fun. I guess the best way to explain it is I wanted to capture the feel and iconic abilities of characters from their respective games and translate it into how it would work in the Smash engine to provide deeper and more fun gameplay. If I couldn't find something iconic that a character did, I wanted to give them an ability that would compliment their character design or what people liked about them in the Smash series. For example, many people like Captain Falcon's fast and aggressive gameplay from Melee, so I gave him Unstoppable Force.

- Mario & Luigi -
Plumber: Everything in Mario and Luigi's circle(like a bowser next to, behind, over, under them) have a 50% chance of tripping.
Before I could add this, I need some more information about how it would work. Also, how did you come up with this from plumbing? lol
 

Kawaiiderpz

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Before I could add this, I need some more information about how it would work. Also, how did you come up with this from plumbing? lol
Mario & Luigi have a circle(not visible) but any opponent in the range of the circle has a 50% chance of tripping. Well plumbers work with pipes/bathrooms so they're generally wet and slippery all over :3
 

pupNapoleon

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Gimmick makes it sound shallow, when really these additions could add a whole lot to a character's gameplay and make them a lot more fun. I guess the best way to explain it is I wanted to capture the feel and iconic abilities of characters from their respective games and translate it into how it would work in the Smash engine to provide deeper and more fun gameplay. If I couldn't find something iconic that a character did, I wanted to give them an ability that would compliment their character design or what people liked about them in the Smash series. For example, many people like Captain Falcon's fast and aggressive gameplay from Melee, so I gave him Unstoppable Force.
I don't mean it in a shallow way, I think all characters should have a gimmick. I posted a thread about it a while back.
But I dont think characters that have one already necessarily need another. Or that all characters then need one if it becomes a stretch.
But yes, make as many special cases as possible, it makes each character more unique, and also makes them play more like their respective games.
 
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