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Describe your most wanted newcomer's potential playstyle (please read OP)

ShinyRegice

Smash Lord
Joined
Jul 27, 2014
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France
Source Gaming is really doing an awesome job at translating into English informations officially coming from Masahiro Sakurai himself and they allow us to learn more about his design philosophy. Here is the last batch of translated informations, going deep in details about how Sakurai did develop the playable roster in Brawl. A particularly interesting information and one particularly relevant to this thread was shown:
In the bottom left, Sakurai explains that each character's basic concept must be described in to or three words that describe their most defining unique characteristics, and compare these short descriptions to "marketing slogans" that sum up the "selling points and features" of these characters. I thought... why not try to imagine what our most wanted characters's "marketing slogan" may be?

In order to this this suggest you to follow this formula:

[----------------------------------------------------------------------------------------------------------------------------]

Character: obviously don't forget to mention which character you're trying to describe.

Concept: put here a "marketing slogan" as described by Sakurai, with two or three words ideally, never go higher unless if absolutely necessary, and avoid worlds like "for" or "with".

Concept justification: explain in depth how this character is perfect at fulfilling this niche and how it does justice to its original series's source material; don't use "it'd make this character unique" as a justification, because your concept must define uniqueness, not the other way around.

What makes it unique: compare your characters to the rest of the cast and highlight the uniqueness of your concept, mostly gameplay-wise.

[----------------------------------------------------------------------------------------------------------------------------]

Before posting here I suggest you to really have an accurate, polished and cohesive idea of how your character would play like in Smash. Try to brainstorm ideas for a moveset in your mind, create a moveset from these ideas, then polish it further and further to truly imagine how they'd translate as Smash fighters, and keep in mind that there's nothing wrong in making up moves from scratch or altering how their moves work from their source material if needed. Also, I'd advice you to not try to be overly gimmicky unless you think you need a unique gimmick to translate your character the best way possible into Smash and do it justice. Of course you're not forced to go too much in-depth if you don't want to, but at least a short concept justification and uniqueness highlighting would be liked.

Also, you're allowed to share your thoughts about other people's concept ideas, especially if you're familiar with their character as well, but please keep things civil. Also it's not forbidden to post a playstyle description for the same character as someone already posted, except maybe if your vision of this character overlaps too much with the other one already posted. There's no need, however, to post entire movesets; post these in your character's support thread instead, at most you can put alongside your character concept a link to your post showcasing your character's entire moveset. Third-party and "deconfirmed" characters are eligible to be described in this thread, but not characters who aren't primarily video game characters or lack absolutely any historical Nintendo relevance (so no Mickey Mouse or Ratchet, for example). Cut veterans are also not worth it for obvious reasons, unless you want to see their moveset massively revamped (like masked Young Link or something).

So I'm going to post my personal two most wanted characters, two characters I have an accurate idea of how they could fight in Smash:
Character: King K. Rool

Concept: Ranged Juggernaut

Concept justification: King K. Rool is a massively powerful enemy from the Donkey Kong Country series, but prefers to attack with brutal charges and deadly projectiles rather than melee combat. Most of his iconic moves such as the Krown Toss, Kannonball Barrage and the arsenal hidden under his signature blunderbuss are projectile based, and he also much prefers charging at full speed rather than keeping fighting at melee range. As such, he's perfect at being a ranged attacker with an heavyweight feeling to his projectile and charges, such as brute power and high risk high reward attacks, and his large hurtbox combined to his low melee range make him in a particularly bad position when the enemy manages to approach him.

What makes it unique: heavyweight characters currently in Smash Bros. generally fight at melee range, and most high range attackers in Smash tend to primarily use those ranged attacks mainly as approach options. The purpose of this concept is to give an heavyweight feeling to a primarily ranged fighter, with deadly charges and projectiles that can be used to rack up damages, prevent the enemy to approach, punish, and kill all at moderate distance. However, the heavyweight feeling must also be felt through cons such as high risk moves than can be easily punished if not done right, and a poor range for his melee moves that makes him particularly vulnerable if approached successfully. In other words, King K. Rool would be to ranged attacks what current heavyweight characters are to melee fighting.
Character: Tetrimino

Concept: Shape-Changing Fighter

Concept justification: the seven Tetris pieces (or five if you don't count the mirrored ones) are all gaming icons easily assimilated with the hugely influent puzzle game Tetris. As such, having a playable Tetris piece able to take all those different shapes seems to be the best way to do justice to the original game, and may inspire more gameplay mechanics specifically based on this hitbox and hurtbox-changing characteristic, such as projecting its current shape to attack, creating a stair of Tetris blocks under it for recovery, or throwing small Tetris pieces with the same shape as its current one in order to complete lines on the ground and being rewarded by a powerful attack such as an explosion. The later in particular is a very good representation of Tetris' gameplay.

What makes it unique: we don't have many stance-based characters; the most notable one, Shulk, is fairly different due to its stances being stats-based and temporary. Tetrimino's stance-based gameplay, on the other hand, would be based on permanent shape changes, allowing it to change its hitbox and hurtbox properties without changing its core moveset in order to make its moves gain more range or power according to the situation, and it also open the door for creativity by allowing otherwise impossible combos. This fighter will please players who like highly technical characters and keep an eye on all of their moves's hitboxes and properties.
Maybe at some point I'll update the OP to gather all characters concepts; it will be interesting to see all these different concepts and visions people imagine about those numerous popular characters.
 
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DJ3DS

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CHARACTER: King K. Rool

CONCEPT: Heavyweight Trapper

JUSTIFICATION/UNIQUENESS: First I'd like to really define what I mean by a "Trapper". By this, I mean a character who can effectively limit the opponents options and control space. "Heavyweight" is what it says on the tin, but I am an advocate of the idea that a character who is good at trapping shouldn't be a lightweight with absurdly good frame data, as it would be difficult to balance next to the rest of the cast. Furthermore, the heavyweight in question should not get anywhere near the reward from attacks that other heavyweights do in order to maintain balance there, as the trapper should find landing attacks much easier.

If this role does not yet scream King K. Rool to you, then allow me to justify further. K Rool is well known for using a plethora of different weapons of various different styles in most of his boss battles, rather than attacking head on. Moreover, many of these weapons are directly meant to limit the players space, making K Rool harder to avoid. In DKC2, he shoots out spiked cannonballs the player has to avoid whilst K Rool charges at them. In DKC3, he electrocutes the entire floor! In DKC1 he uses falling cannonballs which also make great sense for space controlling.

A moveset that I think envisions this is here. Hopefully, it also demonstrates how easily it fits to the source material, as each of the tags labels the game it is from.

Specials:

Neutral - Blunderbuss Cannon (DKC2). Hold B to charge the cannon, increasing damage and distance. Lightly tapping B fires a smooth cannonball which can be picked up and thrown by any player (it is heavy though!). Holding B fires a Spiked Cannonball which deals more damage and sticks where it lands like a Unira, unable to be picked up by either player, vanishing after 5 seconds. Only one cannonball can be active at one time. Has the utility of a Gyro whilst also being an effective trap move, but not at the same time like ROB Gyro. On the other hand, K Rool's cannonballs are much harder to use against him.

Side - Crown Toss (DKC1). King K Rool tosses his crown forwards as a projectile. Nothing interesting here.

Down - Cannonball Drop (DKC1). King K Rool stomps the ground, causing a cannonball to drop from the skies in front of him. If used in midair, K Rool will drop a cannonball from hammer space, an effective move for returning to the ground.

Up - Kopter (DKC3). K Rool's Kopter activates, allowing him to fly to the stage. This move has similar horizontal recovery to DK with somewhat better vertical recovery, but only has a hit box with the blades and no super armour.

Neutrals:

Jab - Kombo (DK64) - Jabs with his boxing gloves.

Dash Attack - Headbutt (Tropical Freeze). Performs a running crown headbutt. Hey, if Frederick can steal our moves...

F-Tilt - Glove Boomerang (DK64) - Throws his boxing glove as a boomerang for a very weak but safe long range poke.

D-Tilt - Foot Sweep (New) - Sweeps at the opponents feet with claws/gloves. Quicker but weaker than the Jab, with less range.

U-Tilt - Glove Toss (DK64) - Throws his boxing glove upwards for a very weak but safe long range uppercut.

Aerials:

Neutral - Karousel (King Of Swing) - Spins in midair for a reasonably quick but weak aerial with a crown sweetspot.

Forward - Klaw Swipe (Barrel Blast) - Slashes with his claw. See Bowsers forward air.

Back - Blunderbuss Jet (DKC2) - Fires his blunderbuss behind him, propelling him forward. See ROB's Back Air.

Down - Belly Flop (DKL) - Sticks out his gut downwards. Acts as a sex kick.

Up - Cannon Blast (New) - Fires an explosion from his cannon upwards, propelling him downwards.

Smashes:

Forward - Leap Attack (DKC1) - Performs a leaping body slam. Has massive end-lag, though this is avoided if K Rool uses the move to leap off the stage. Can also be used out of a Dash (Using A+B input).

Down - Ground Pound (DK64) - Standard stuff.

Up - Uppercut (DK64) - Again, standard stuff.

Example Situation:

Opponent has just grabbed a ledge, and wants to get up. King K Rool has a spiked cannonball positioned on the edge of the ledge, preventing climbing and/or attacking. The opponent can now only roll on or jump up. A well timed falling cannonball prevents the jump, forcing the opponent to roll onto the ledge, which K Rool punishes.

In terms of uniqueness, I think there are some moves in the game which emulate this, but none are fully realised. Gyros and bananas are my main examples, but by their inherent nature more exploitable by the opponent and don't lend as well to trapping. K Rool's tools aren't as exploitable, making them much stronger as traps, but also aren't as adaptable and don't lend themselves to offense and approach in the same way a Banana will. Moreover, K Rool can not only control a patch of land but also use his moves to control air space and trap airborne opponents.

The closest character he'd probably be to is Snake, by virtue of Snake's ability to control space with both mines and grenades. However, K Rool would be distinguished by having trapping options that don't damage him as well as more aerial traps, but without anywhere near the same sort of abusable strength Snake had in his tilts. Moreover, Snake is no longer on the roster and so K Rool would not even have to share this niche, one that has already been (sort of) realised by Sakurai.
 
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WeirdChillFever

Smash Hero
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Jun 10, 2014
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Somewhere Out There
King K. Rool:
"The Burly Trapper"

Justification:

King K. Rool has two types of attacks:
Powerful and slow attacks and trap moves.

The king first lays down his traps, ranging from spiked cannonballs to status-effect clouds.
Then, he uses his other projectiles and powerful attacks to make the opponents activate his traps.
Now the opponent is stuck and K. Rool can damage his opponents easily.

While his trapless moveset is too slow to use, it really shines when used on opponents weakened by traps.

Uniqueness:
Normally, trappers use their traps to kill and damage directly, but K. Rool uses its traps to weaken the opponent enough to kill it.

Captain Toad
"Engineer"

Captain Toad is slow, with very low jumps and his strenght is nothing to write home about either.
But he can build contraptions to fix these things.
These contraptions help him jump, help him traverse the stage horizontally and can even help him attack!

Captain Toad needs these contraptions to get to the opponent before he can combo it.

Why unique?
Because there's no engineer in Smash yet, and perfectly catches the philosophy of Captain Toad: Treasure Tracker.
In that game, he needs to puzzle with the objects he encounters to traverse his levels, because of his low mobility.
This in contrast to Mario Jumpman Mario that uses his platforming skills to deal with things.
 

MAtgSy

Smash Ace
Joined
May 12, 2006
Messages
976
Name: Captain N

Concept: Gadgeteer Jack of all trades

Concept Justification: Captain N is updated to showcase the whole history of Nintendo's hardware in a single fighter, not just limited to his old NES gear. Using the different custom options he can change up between close range or long range, offensive or defensive.

What makes him unique: Well he's the only other character aside from Palutena & Miis to have distinct customs. & would be the 1st & only 1 to fight with a whip-like weapon for his standard moves (unless Simon Belmont gets in but that's gotten depressingly less likely now that Konami's lost it). By necessity he becomes the 1st DLC fighter with Customs.

His default setup has him as a ranged fighter, armed with a Wiimote+nunchuck. The nunchuck acts as a whip for standard attacks, giving him a reach similar to swordfighters, while the wiimote is used as a zapper, long range grab (points wiimote, the menu cursor hamd shoots out from it & grabs an opponent) & creates shockwaves on the ground with it's rumble.

Custom specials allow for more strategies. He could be more of a close-range fighter by swinging a Gamecube by it's handle or having 3D objects pop out of a 3DS's top screen (like DK's barrel or Link's sword). Speed Dash & Super Jump from his old NES controller trade out damage for mobility. For defensive play, he can draw ropes with a stylus or lay down a Virtual Boy that "blinds" (stuns) whoever gets too close to it.
 

dangeraaron10

Smash Master
Joined
Apr 7, 2015
Messages
3,222
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Ohio
Character: King K. Rool

Concept: The Trickster Tank

Concept justification: An odd concept descriptor, at least in terms for Smash. While Smash does have Heavyweights, they're all very much centered around brute force melee combat and straight forward playstyles. You have King Dedede's hammer, Bowser's wrestling moves, Charizard's bestial and fire attacks, Ganondorfs sorcerous brawling playstyle, etc. But most of them only have one token ranged attack or none at all.

King K. Rool is meant to be a heavyweight, if not the tallest and/or heaviest on the roster, while also making a much greater use of projectiles, traps, and other gadgets. Throughout the DKC and DK64 games, K. Rool has adopted various personas and used a variety of weapons in his boss fights. In DKC1, King. K Rool used his girth to charge attack with, and would more notably throw his crown and drop cannonballs onto the stage to defeat Donkey Kong. In DKC2, K. Rool becomes a pirate and has a multi-purpose blunderbuss type weapon that can shoot cannonballs and colored mists that cause static effects on the kongs. In DKC3, K. Rool adopted a mad scientist persona and makes use of a helicopter backpack to gain flight, as well as drop electrical diodes that can arc in a debilitating lightning blast. In DK64, King. K Rool adopted a boxer persona and, while still reminding us all of his immense size and strength, he brings super weapons to bare as well (big island exploding death lasers mainly).

K. Rool's appearances gives him a massive wealth of potential moves. Blunderbuss, helicopter pack, cannonballs, status effect mist, crown throwing, diode traps, boxing gloves, mega lasers, or possibly making use of his countless minions in the vain Dedede did with Waddle Dees in Brawl. So this means K. Rool doesn't rely entirely on his strength like the other heavies, but instead makes use of a wide array of wacky weapons and gadgets to invoke a trickster playstyle and being able to control the battlefield in ways other heavies can't hope to achieve.

What makes it unique: As stated above, K. Rool is a type of heavy we have not yet seen in Smash, with only Bowser Jr. coming remotely close to this concept, but K. Rool taking this playstyle to an extreme. In theory, K. Rool will have tools other heavies lack in terms of dealing with lightweights, and dealing with fast hitting, combo happy lightweights is the key to success in higher level play. K. Rool is ideally a fusion of Bowser and Villager. Making him a lot like Snake from Brawl.
 

Blue_Sword_Edge

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May 18, 2015
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Character: Bartz Klauser

Concept: Job System Master

Concept Justification:
This mainly embraces the job system that the Final Fantasy series and Bravely series boasts and presents Bartz with a variety of techniques to bring in like no other human or humanoid. A job would present itself in a move that would refer to each job showcased (Spears with Dragoons, heavy melee weapons for Beserkers, throwable weapons like Ninjas, offensive & elemental magic like Black Mages, etc.) Bartz would need to be a Freelancer and possess many weapons and magic for this description to work. His weapons would have different properties to make mastering them complex like swords would be balanced, spears would do the most damage at the tip, and fists would be fast and weak, for physical moves. Magic could be wind for pushing, an ice enchanted sword for cutting, rod produced fire or earth for magical power, etc. To avoid being broken, magic might need to be at -ara(2nd level) or base level for powering purposes and weapons having punishable attributes (Heavy weapons are slow with no super armor, spears can be ducked under, projectiles deflectable, etc.) A nice touch on spells is repeated spell use not only weakens it by the game's mechanic, but visuals shows that as well.

Unique quality/Uniqueness:
Bartz has multiple weapons (Spears, swords, magic rods, throwables, many fields of magic, etc.) and varied abilities from the Job System. This would be difficult to replicate by other characters currently in Smash without retooling. None of the weapons have durability mechanics and thus are not discarded. Knowing what Bartz has on him and how they differ in regards to weapon properties is key for optimal use as willy-nilly uses (Spamming moves or combos and easy reads) can be punished easily, especially from the likes of top-tier characters.
 

Drason

Smash Journeyman
Joined
Mar 23, 2015
Messages
266
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West Newbury, Massachusetts
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Character: Silver the Hedgehog
Concept: Psychic Trapping Vortex
Justification:
Now if you want to know what a "Vortex" character is, it is a character who can string together moves for pretty elongated combos like :sheik:but unlike Sheik who is one of the fastest characters in the game and forces rush down, Silver baits the opponent to coming to him trapping them with his Troll of a move set then unleashing the fury of his attacks on his opponent. Silver is one of the only Sonic characters to be slow in his debut, and he is a slow moving Vortex which is almost unheard of, usually Vortexes rush down the opponent forcing mistakes and exploiting weaknesses. Also a Lightweight normally wouldn't be as slow as Silver but his attack speed greatly out speeds his movement speed adding in some un-predictablity to his move set, his specials also will be pretty powerful with some aiding in trapping his opponent and some being high-damage hitters. Silver also being a Psychic adds to the expansion of Smash's roster. Also if he gets in we got his rocking soundtrack
Here is the move set I made for him in my thread
Neutral B-Psycho Shock Silver must get into point-blank range and slap them, it also stuns the opponent and leaves a small window of time for Silver to do massive damage, the longer it's charged the longer the opponent stays stunned, higher percentages help too, but it has a somewhat long ending lag on the ground, but in the air he experiences none of it. (Game appearance: Sonic 06) Damage: Low/ Knock back: None/ Effect: Paralysis
Up-B- Homing Attack Silver immediately shoots up in the air with high momentum, damaging those who are in range of Silver when he launches, but he then dives at a 35-45 degree angle(left or right based on directional input), that can spike, but can't be jumped out of and a must not if nowhere near the stage[It is inspired off of his original homing attack (Game appearances: Sonic Rivals)] Damage:Moderate/ Knock back: Moderate/ Effect: Spike
Side-B- Psycho Dash
Silver dashes across the screen with Super Guard, invincible at the start up while he's dashing any opponent in contact with him will be sent flying, and will receive a hefty amount of damage, but has horrible ending lag, and in a large stage its a must not, its even worse in the air cause Silver will be almost helpless if he does this over a bottomless pit, with his only saving grace being his Up-B (Game appearance: Sonic06') Damage: Moderate/ Knock back: High
Down-B- Counter Silver braces for impact, and when the attack hits, Silver paralyzes them and teleports behind his opponent to hit in the back with the force of their own attack, but be warned the attack can be blocked. This attack does not appear in the games. Damage: Depends on what he counters/ Knock back: Depends on opponent damage meter
Ground Moves:Neutral-Punch, Punch, Push Silver does a quick jab combo before pushing the opponent, a few feet away from him
Down-Tilt- Psycho Wave(Down)Silver sends a small shockwave directly downward and causes them to fall down, stops dodge spammers
Up-Tilt- Psycho Wave (Up)Silver sends a small shockwave upwards and can juggle the opponent if done at right altitude
Side-Tilt- Psych Push Silver uses this move to gain distance between him and his opponents, great for setting up combos
Up-Smash- Psycho Smash(Up)
Silver punches the opponent upwards with much more force than Psycho Wave and sends the opponent flying
Side-Smash- Psycho Smash(Side)Same thing with the up variant except sideways
Down-Smash- Leg Sweep He sweeps the opponents legs if in range, kills at rather high percentages
Dash- Slide Kick Silver kicks the opponent at their ankles causing them to go in the air
Aerial:
Neutral Air- Psychic Shield Silver holds a pose that creates a small shield for a few seconds that damage opponents only next to Silver
Up Air- Psychic Reflect (Up)Silver creates a green slide of energy above him in the air that damages opponents near it and defends or reflects spikes back at the opponent
Side Air- Psychic Slash Silver creates a green knife of energy and slashes sideways sending the opponent back, great range and can be stringed.
Back Air- Psychic Stab Silver stabs the opponent with a green knife of energy that is stronger than its slash variant and kills earlier
Down Air- Kinetic Force Silver pushes down ward sending him up the first time in a row, though second time he drops like a rock unless spiking an opponent
Unique Quality: Silver has a unpredictable move set which makes him more deadly in the hands of a skilled fighter. He is really slow when on the move but in his moves that slowness goes away and it is replace with pure fury as he unleashing his moves at a quick pace. His psychic power background also gives him a sense of uniqueness that none of the other characters and his hotheaded rash nature that goes along with it as you wouldn't really expect psychic characters to have that personality. Also, as said earlier you wouldn't expect either of these Archetypes to be from a slow moving character.
 

udime123

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Aug 7, 2014
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Character: Isaac
Classification: Adaptive Swordsman

Justification: Golden Sun has been one of the few cases where Nintendo decided to create a traditional RPG, one that has held close to the hearts of many gamers. The thing about Isaac is that, even though he's "Just Another Swordsman", he has much more on the table. Isaac is a Venus Adept, which means he can use powerful earth-based attacks, among other things. Unlike most swordsman, Isaac doesn't use his sword directly as a weapon, but more as an amplifier to make his Psynergy that much more devastating. Therefore, even though he may use a sword to fight, he mostly focuses on using it to channel attacks.

Moves:
B: Growth, which is an early level attack that fires vines, could be used in similarity to Pikachu's Thunder Jolt. The attack will wrap around the stage as a weak but fairly spammable projectile. Eats 1 PP.
B-Side: Move is Isaac's signature and most well know (ahem) move. This will be a chargeable attack with huge range, but instead of damage, it simply pushes enemies away. The longer it's charged, the faster and further the attack goes. Eats 1 PP
B-Up: Planet Diver is actually a Mars Psyenergy, which means it's a fire attack, but one that Isaac can use under the right circumstances. With this attack, he flies high into the air, flaming sword in front, and he smacks down on the ground, creating a small shock wave around him. This move does more damage if you hit with the actual sword, but the shock wave does damage and knockback as well. Eats 3 PP
B-Down: Earthquake is one of Isaac's first attacks, but don't make the mistake that this makes it weak. In this move, Isaac charges up every ounce of his Psyenergy into his sword and slams it into the ground, dealing massive damage and knockback the longer it is charged. Eats more PP the longer it is charged, from 1-5.

Unique Quality: Isaac's attacks are so powerful that they eat up his PP (Psyenergy Points). Whenever he uses a Psyenergy attack, depending on the move, he'll lose some PP, and without any PP, there's no Psyenergy to the attack. Don't be alarmed, though, he can still fight without, but he's drastically weaker. For example, a PP-less Earthquake will have him simply jab his sword into the ground as opposed to the big range and power of the one that consumes PP. Isaac will start the battle with 10 PP, and can have a maximum of 15. Every second, Isaac replenishes 1 PP.

Other Things: Isaac is rather middle-weight, somewhat lighter than Marth and Lucina. His jumps are slightly higher than Link's. His walking speed is a little bit slower than Robin's, and his running speed is about the same as R.O.B's, so he isn't terribly fast. Some of his Smash Attacks and Aerials also eat PP, so be sure to use them sparingly.
 

JBRPG

Smash Journeyman
Joined
Jun 6, 2009
Messages
376
Location
USA
Character - Bayonetta (and Jeanne as alt)

Classification - Combo-builder to finisher

Unique Quality - The unique aspect of this character is that the 3-input combo system, which is normally restricted to non-directional standard attack (aka jab) to all characters, is extended to directional standard attacks. On the ground, directions are side, up, and down; in the air, the directions are front, up, and back. However, the opponent must be close so the witch can lock her victim to build up damage. That means that the charged smashes, down air, and grab attacks are reserved as powerful, but delayed moves with medium-mild damage with high knock-back. Those powerful moves are best used when the opponent has enough damage to act like finishing moves.

Other - When the witch relies on pattern of building damage through combos and then do a finishing move, she is very vulnerable to any attacks that have good range. She is lighter than average weight and is as tall or a little more than Palutena, making her a slightly easy target for taking greater knockbacks. There will also be specials that involve animal transformations designed to get to her opponents closely (cat on ground, bird in the air). Another special utilizes the witch time: that when opponents are close to the witch by the time the spell activates, the opponents are slowed down, making combo moves easier to pull off, but the opponents can still attack. The witch's other unique special are witch bullets, which the witch locks into position to fire three bullets rapidly and then freely move again. The bullets are designed to stop projectiles, but does not hinder movements of the opponents. One more feature might maker her stand out but best act as a nice supplement: Moon Pearl Meter. When the witch deals damage, the pearls light up; when the witch takes damage, the pearls lose their light. When the meter is full, she can use her charged smashes for wicked weaves for big damage and knock-back, but has more delay than charge attacks. The witch's grab attacks get promoted from punish attacks to torture devices when the meter is full. The powered-up grab attacks also deal high damage and high knockback, along with giving a more cartoon-like and heavily exaggerated take on various torture devices.

I felt very detailed on giving a more general idea along with filling in other details to stand out even more.
 

Zoljinx

Smash Apprentice
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Sep 7, 2014
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Well, here goes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Character: Shantae

Classification: Dancing Pirate Shape-shifter

Concept Justification:
Shantae has a large array of different abilities and weaponry at her disposal, ranging from her briefly transforming into creatures such as a Monkey, a Mermaid, or an Elephant, to Pirate Gear which her rival Risky allowed her to use, such as her Hat, Scimitar, Boots, and Cannon, (her transformations would be brief to accommodate the 3DS' limitations.)

Shantae would be an aggressive character that wants to stay close to her opponent, and would have the tools to achieve such a goal without the use of a projectile (technically Shantae has a pistol she could use in her moveset, but since Sakurai is supposedly against guns in the game, I'll refrain from implementing it into the moveset)(i also don't count her shooting a cannonball downward as a "projectile") she would be very mobile on the ground with Risky's Boots as her Special, and her air game would fair just as well with Risky's hat keeping her in the air momentarily, giving her more time to avoid an attack, or even juggle the opponent.

most of her animal transformations would be quick and fierce, allowing for decent combo strings to be performed. while the Pirate gear would compliment it by being mostly finishers, though some of these moves do allow opposing roles (Shantae's Elephant transformation is likely to kill, Risky's scimitar wouldn't kill), this would make her moveset cater a little more to newer players as well by having visual representations of what moves don't kill, and what moves do by having these 2 archetypes put into one.

Uniqueness:
Shantae brings 2 things that the rest of the cast can't say that it "defines their move set/playstyle": Shape-Shifting, and Pirate Gear, Shantae would have both of these as a representation of "who she is" and "how she plays", for Shantae's Transformations, think about Kirby's Down B where he would change his character model into different objects, and expand that across a quarter, or even half of her moveset, except fixed to a specific transformation on each attack, her Pirate Gear covering a remaining portion of the moveset such as Risky's Scimitar, and Cannon, and the last bit with her signature Hair Whip.

she may play similar to a few characters, but they never would behave in the same way as to be "comparable", the closest category she would fit in would be "Rushdown" or "Pressure" similar to Sonic, Shantae would be able to approach with Her Side B (being the Scimitar Dash) as well as her ariel attacks, however she would have a fairly different feel to Sonic in her lack of speed and alternative escape options, such as her Up B, unlike Bowser Jr., Game & Watch, or Sonic, she wouldn't be able to Up B as a proper getaway option, but rather as a more focused pressure tool in the form of Risky's Cannon, being able to use it up to 3 times.
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I put the Justification and Uniqueness into spoilers to shrink my post a little, seemed a bit long otherwise.

I hope I explained my choice well enough. I'm not used to putting my ideas into text like this, was a nice fun challenge none the less. I may do more later. as well as possibly write up a full move list so it doesn't sound like hypothetical gibberish when I'm talking about moves. :p
 
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WeirdChillFever

Smash Hero
Joined
Jun 10, 2014
Messages
6,498
Location
Somewhere Out There
Nabbit
Fragile Speedster Thief

Justification:
Nabbit in New Super Mario Bros. U is a special enemy that robs Toad Houses for its items.
Luckily for the Toads, Mario can catch Nabbit by chasing him through the level Nabbit hides.

In this mini-game, Nabbit is very fast, but it's game over for him when he's caught.

This translates well to Smash.
Nabbit would have very high mobility, but a pathtetically low weight.

This means Nabbit will have to use hit-and-run tactics to even survive!

His "job" as thief also translates very well to Smash.
With tricks like creating dust clouds, stealing status effects and items and even kidnapping opponents, Nabbit can easily flee when he's almost caught.


The concept of thief and the stealing, kidnapping and infiltrating hasn't been used in Smash yet.
 

NateCurtis(NJC)

Smash Apprentice
Joined
Sep 20, 2014
Messages
112
Character: Geno
Title of the game the character appears in: Super Mario RPG Legend Of The Seven Stars
Concept: Star Warrior
Concept Justification: Geno, a star spirit who has taken control of a doll named Geno, his real name is ♥♪!? but it's hard to pronounce so we just call him by the doll.Geno is a small character kind of the same size as Mario,his pretty fast and stronge character with low defence, he also uses projectile's, but also does up close combat.All his moves would come from Super Mario RPG.
Special moves::GCB::GCN: Geno Beam
:GCB::GCL::GCR:Geno Whirl
:GCB::GCU:Geno Boost
:GCB::GCD:Geno Blast
What makes him unique:First of all Geno is a doll,he's not a robot and he's not a human,and he doesn't use a sword, he's a doll, how unique is that you don't see any other character in smash that's a doll and when you look at geno it just screams's out uniqueness and originality and he could kill and give damage from a distance, using
attacks like lasers beams,canons, and star blasts and could boost his attack's and defence with geno boost, and geno is a smart character he alway's think's before heading into battle.


hope you like Geno and hope you vote for him in super smash bros.
 

DJ3DS

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Character: Geno
Title of the game the character appears in: Super Mario RPG Legend Of The Seven Stars
Concept: Star Warrior
Concept Justification: Geno, a star spirit who has taken control of a doll named Geno, his real name is ♥♪!? but it's hard to pronounce so we just call him by the doll.Geno is a small character kind of the same size as Mario,his pretty fast and stronge character with low defence, he also uses projectile's, but also does up close combat.All his moves would come from Super Mario RPG.
Special moves::GCB::GCN: Geno Beam
:GCB::GCL::GCR:Geno Whirl
:GCB::GCU:Geno Boost
:GCB::GCD:Geno Blast
What makes him unique:First of all Geno is a doll,he's not a robot and he's not a human,and he doesn't use a sword, he's a doll, how unique is that you don't see any other character in smash that's a doll and when you look at geno it just screams's out uniqueness and originality and he could kill and give damage from a distance, using
attacks like lasers beams,canons, and star blasts and could boost his attack's and defence with geno boost, and geno is a smart character he alway's think's before heading into battle.


hope you like Geno and hope you vote for him in super smash bros.
Thoughts:

I'm not sure if you've really read the purpose of the thread. Your concept is a literal description of Geno's role in his original game. It isn't a concept of a fighting game character in the sense the OP mentioned and gives absolutely no indication of a theme for the character in terms of playstyle.

The justification falls flat because you don't really have a theme you're justifying. This said, being a doll isn't really a point of uniqueness when every single character is intended to be a trophy and ROB is a toy for the NES. Moreover all of the moves you've described have been used in other characters and you've given no explanation as to what would make Geno play any differently.

 

NateCurtis(NJC)

Smash Apprentice
Joined
Sep 20, 2014
Messages
112
Thoughts:

I'm not sure if you've really read the purpose of the thread. Your concept is a literal description of Geno's role in his original game. It isn't a concept of a fighting game character in the sense the OP mentioned and gives absolutely no indication of a theme for the character in terms of playstyle.

The justification falls flat because you don't really have a theme you're justifying. This said, being a doll isn't really a point of uniqueness when every single character is intended to be a trophy and ROB is a toy for the NES. Moreover all of the moves you've described have been used in other characters and you've given no explanation as to what would make Geno play any differently.

I did read the purpose of the thread and I'm just a teenager I did my best and I was just saying what moves geno could use in super smash bros and have you played super mario rpg, geno doesn't use other characters moves from smash bros and Geno is more unique then other clones in smash bros
 

Saenen

Smash Rookie
Joined
Apr 11, 2015
Messages
15
Character: The Masked Man (Mother 3)

Concept: Cyborg Weapons Specialist

Justification: the Masked Man has access to a plethora of weapons, including his sword, arm cannon, and PSI powers. Due to his semi-robotic nature, the Masked Man could easily have access to a wide array of other weapons as well, in addition to extra tools like his jetpack. This is more than a majority of the other characters, and would allow for very unique gameplay.

Uniqueness: the Masked Man would serve as the first light to middle-weight villain, as well as the second middle-sized one. His variety and combination of weapons are also entirely unseen in Smash, and would no doubt be put to use in creating a very unique and diverse moveset.
 

Geno Boost

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Star Hill. Why do you ask?
oh thats going to be fun.
Character: ♥♪!?/Geno

Concept: Magician with guns

Concept justification: Geno has alot of new things brings to the table he has different guns on his hands on SMRPG such as wood bullets, iron bullets and star bullets and in SMRPG when he fights he has 3 red stars before he use a magic attack the longer you push the button the longer the more stars you get the more attack gets stronger before it hit, if Geno lost all of his magic attacks (PP) he can use his gun hand and feet to fight. and also he have different capes to protect him.

What makes it unique: Geno can be very compettive, Geno will be the lightest mario character because he has low defence in SMRPG but he is going to be the strongest and the speedest mario character because he has the strongest attacks in SMRPG and he was the speedest in SMRPG.
ok now lets go to the moveset part (the best part)

first of all this is a very big thing, :4littlemac: has KO punch on his icon and :4shulk: has Monado arts on his icon Geno will have this
in his icon i will explain now.
his :GCU::GCB: will be Geno boost, if you used Geno boost 5 times the attack and the defence will be max (+5) wich means high, each times you use Geno boost it will takes 3 seconds, Geno boost does not hit anyone but it will increase you defence and attacks however if you used Geno boost on the ground you wont go up you will stay on the ground but if you used Geno boost in the air will go up just like in SSB Crusade and controlling it will be the same as in SSB Crusade. now there is another thing about the 3 stars lets start:
Geno beam
wich would be his :GCB: if you used this with with :starman::starman::starman: stars being max the beam will reach and hit half of the stage, if :starman::starman: stars it could hit only 3 people near you, if :starman: star it could only hit 2 people near you, if you have 0 stars you would only hit 1 person near you, reminder it takes 1 second before you hit with Geno beam.
now his Geno whirl
wich would be his :GCR::GCB: if you used this attack with :starman::starman::starman: being max there would be 25% chance that it will hit 999% damage if you clicked at :GCB: the right time before you hit the person, if :starman::starman: stars there would be 15% chance that it will hit 999% damage if you clicked at :GCB: the right time before you hit the person, if :starman: star there would be 5% chance that it will hit 999% damage if you clicked at :GCB: the right time before you hit the person, if 0 stars there would be no chance of dealing 999% damage, and of course the more star that you got the more damage you hit.
now his Geno blast like the one from SSB Crusade it will be his :GCD::GCB: if you used this attack with :starman::starman::starman: stars the lazer will be thick but it will hit people that are far from Geno, if :starman::starman: stars the lazer will be medium size but it will hit people that are not far from Geno, if :starman: star the lazer will be between small and medium size but it will hit people that are close from Geno, if 0 star the lazer will be small size but it will hit people that are very close from Geno, reminder the more thicker the lazer was the more parlayze the people can get.

now his :GCCR: there are 2 different moves on this normal puch and rocket punch he uses 2 hands to punch, of you used :GCCR: normally it will just be normal punch but its stronger than rocket punch but it wont hit people that are far from Geno, but if you used :GCCR: but clicked at :GCB: exactly before you punch it will turn into rocket punch
it can hit the people that are far from Geno and it will explode when it hits but its weaker than normal punch.
now his :GCCU: like in SSB Crusade he shot wood/iron/star bullets from his hand, if you used this attack with :starman::starman::starman: stars he will shot star bullets from his hand
wich is stronger than than wood bullets and iron bullets, if :starman::starman: stars he will shot iron bullets from his hand
wich is stronger than wood bullets but not strong as star bullets, if :starman: star he will shot wood bullets from his hand
but its not strong as star bullets and iron bullets, if 0 star he will shot wood bullets from his hand but only few bullets wich is weak.
now his :GCCD: Geno will spin while he shot star/iron/wood bullets from his hand just like what i said about his :GCCU: the same thing will happen.

i think thats enogh i did take alot of time on this so i hope you like it and you know how intersting and compettive and very unique Geno would be if he was in smash he can easily be one of the best smash fighter in the smash history ;).
 

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DJ3DS

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999% damage in an attack 25% of the time? No sane developer would ever consider this as more than a joke.
 

Geno Boost

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999% damage in an attack 25% of the time? No sane developer would ever consider this as more than a joke.
i dont think you did read carefully i said if Geno used Geno boost 5 times Geno will get :starman::starman::starman: stars wich is the max and have very high attack and defence and each Geno boost will take 3 seconds also i said there would be 25% chance of dealing 999% damage if you clicked at :GCB: exactly at the right time before Geno whirl hit the person
and remember that we already have a character that can KO in 1 hit :4littlemac::4gaw:
 
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Zane13pyro

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446
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Toronto, Ontario
Character: Geno
Title of the game the character appears in: Super Mario RPG Legend Of The Seven Stars
Concept: Star Warrior
Concept Justification: Geno, a star spirit who has taken control of a doll named Geno, his real name is ♥♪!? but it's hard to pronounce so we just call him by the doll.Geno is a small character kind of the same size as Mario,his pretty fast and stronge character with low defence, he also uses projectile's, but also does up close combat.All his moves would come from Super Mario RPG. pictuces help right X3 he may not do 999 damage be he may do some really good knock back X3
999% damage in an attack 25% of the time? No sane developer would ever consider this as more than a joke.
well roy's attack is pure ko little mac too and mr game and watch they all can so ya o.o
 

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Zoljinx

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i'll be entirely honest, so far i am not convinced by the Geno concepts, mainly due to them being mostly just movesets. so far all i've seen that has merit is @ Zane13pyro Zane13pyro 's take on Geno and the overall concept of his star power mechanic, this mechanic is also mentioned by @ Geno Boost Geno Boost . that's actually pretty brilliant, so go in depth about it, and how it makes him Unique from anything else we've seen from the characters already in smash. not just lay out the moveset, but what this does to how he's played as a whole.

for example:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Character: Geno

Concept: Star Powered Charger (Star Warrior just makes me think of Kirby.)

Justification: to start, Geno is a character from the Game "Super Mario RPG: Legend of the Seven Stars", how is this relevant? well in this game he had a special mechanic involving a Star Gauge, this made Geno's attacks stronger overall depending on how long you held the button, how could this translate to smash? simple, have his Specials act similarly to another Special that charges, like Samus' Charge Shot, or Donkey Kongs Giant Punch, depending on how long you hold the B button for a Special, the stronger his attacks become, if you simply tap it then he will simply do the move normally, but if you hold it, he will charge his Star Guage and/or use it. this alters how he is played by making the player think when it will be a good time to start charging up and what to use for the KO.

Geno is a Projectile based fighter with many attacks to throw at the opponent, such as his Geno Beam, Geno Whirl, and Geno Blast, while all of these attacks are powerful in their own right, they all have a small amount of startup just for the opponent to notice and avoid properly if they're quick enough, but not alot of end lag to allow geno to not be completely helpless should an enemy find a way to get close to Geno, should Geno find himself in such a predicament, he has his Finger Bullets and Rocket Fists to fall back on should he find himself in close quarters, though this is not his ideal positioning in combat.

Uniqueness: What seperates him from other charge based characters like Samus and Donkey Kong, is that all of his specials are charged under a Guage above his icon with 3 stages,1-star, 2-star, and 3-star. this charge can be kept and used for a different Special attack later on in the battle, for instance, if you have a 1-star charge for Geno Beam, it will give slightly more knockback and damage than one without any stars charged, where as a full 3 star Geno Beam could potentially KO someone at around 90%. but simply using a special wouldn't drop the guage back down to 0 would it? what if it missed? what would be the point of that if the very next special he used would get rid of the charge? which is why he should have to Press the button as opposed to Tap it to activate the charge, this allows him to be able to continue using his specials while still having a killer move waiting in the wings, of course to compensate for this, the attack that uses the charge would have increased startup and more end lag, and the Charge won't last forever, it has a fuse that eventually runs out and he'll need to charge again if he doesn't use it within a certain period of time.

another defining feature of Geno is in "Super Mario RPG" Geno has the most powerful attack in the form of the Geno Whirl, where if you timed the button press right, it would instantly deal 9999 damage to the enemy, the maximum amount of damage that could be done in the game, how this would work in smash would keep the same mechanic, except it would only be able to be applied if Geno has Fully charged his Star Guage, and hits the B button at exactly the right time, if he achieves this, it send's the opponent SOARING into the air, nearly guarenteeing a KO, however, this can still be easily avoided by either Jumping over it or Shielding, though Shielding is not exactly reccommended, should Geno properly time the attack command, it will do some massive damage to your Shield, possibly even break it. so you'd better Perfect Shield that if you're going to use that option.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is how i would imagine Geno playing, very defensive, and lots of projectiles to keep the enemies at bay, while charging his star guage for the finish. i detailed the specific aspects that would differentiate him from characters that are already in the game, as well as explain some of the moves that he is most commonly known for, as well as give a brief reference on the other moves which he uses. it may not be what you'd like, but that's why i'm posting this in the first place, not to tell you "you're wrong and also that's bad" but rather "you're not telling us enough."

giving a moveset only gets us so far in trying to understand what you want this character to be, what does this moveset make him play like? where does he fall short? what are his strong points? how do these moves make him unique from the rest of the cast we already have? making a moveset is all about how each move benefits the style of play you are thinking of your character having. Charge characters need their space, that's why DK has alot of moves that push people away from him, and why samus has ways of making walls for the opponent to need to get around. Geno would most definately use his projectiles to keep his opponents at bay. you conveyed that much. but to what end? a chance of an OHKO? a buff to his next special? i honestly felt like there needed to be more added to the star guage mechanic and i tried to convey that as best i could with my concept. and i hope you see that.

well roy's attack is pure ko little mac too and mr game and watch they all can so ya o.o
the main difference i see between Roy, Little Mac, and Game & Watch in comparison to Geno Boost's Moveset, is that Geno would take multiple moves, as well as alot more setting up than Roy and Little mac, with no actual guarentee of a proper payoff, and Game & Watch takes no setup at all, it's strictly random and just... happens. whereas with Geno you get the worst of both sides, a long charge up for a CHANCE of it working out the way you want it to, it just doesn't sound like an appealing, or effective strategy to use.

sorry if i sound a little peeved, but this thread isn't meant to simply be a "moveset thread" but rather a "in three words or less, can you convey what your character would be in smash? and if so, convey how those words would make him unique among the rest of the cast in detail." thread.

EDIT: also sorry for the wall of text. O.O i said alot more than i thought i did here.
 
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DJ3DS

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i dont think you did read carefully i said if Geno used Geno boost 5 times Geno will get :starman::starman::starman: stars wich is the max and have very high attack and defence and each Geno boost will take 3 seconds also i said there would be 25% chance of dealing 999% damage if you clicked at :GCB: exactly at the right time before Geno whirl hit the person
and remember that we already have a character that can KO in 1 hit :4littlemac::4gaw:
I can read (no mean feat given your standard of typesetting; it wouldn't hurt to use some punctuation). However, my understanding, based on both what you've written and the sprite you've posted, is that you are effectively suggesting having a chargeable projectile with a chance of instant OHKO that increases with charge and no drawbacks. Compare this to the other moves you mentioned:

G&W Judgement - deals an effective OHKO 1/9 of the time. Damages the user 1/9 of the time. Very punishable.

Little Mac - deals an effective OHKO, but meter must be built up and is compensation for deliberate flaws of the character. Charge is lost as soon as he gets hit, so difficult to pull off.

Roy - OHKO takes charging forever which is easy to avoid/punish before used. Seriously, I've never seen anyone get hit by this.

What you've listed are highly punishable moves with noticeable drawbacks. Compare this to what you've suggested - a move with no noticeable drawbacks whatsoever.

Now, whether it could be balanced is another question but it's not one you've addressed. It would be nice if it could be as I get it's making a reference and I actually quite like the Star Gauge but this isn't something you have begun to explore.
 

aldelaro5

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OMG FINALLY A THREAD ABOUT SOMETHING THAT DESERVES IT!!!!

...sorry, but imo, playstyle > moveset.

Character: Paper Mario

Concept: versatile papery (never thought I was able to compress that much :) ).

Concept justification: The basic concept of him starts with him being a piece of paper. This would dictates a VERY high mobility and control. The player would pretty much feel that he can be very responsive for pretty much most moves. The other main aspect is its versatility: he;s a character that would want to be looked at as he uses his mobility to do an enormous amount of moves. For example, he does have an hammer, but he won;t just use him....to just swing it like anyone would as a weapon, he would play with him like spinning and folding while holding the hammer essentially being multihit. He can stomp people.....but he won;t just jump on the top of someone, he would fold himself to jump higher, do small repetitive jumps to rack damage or even do a tornado while spinning in the air because a paper can move air easily. You start to see the point: he feels quirky while using his moves which according to his games would require thinking and even maintenance. His versatility is greatly improved by the fact that he could use his partners as well as only having one out and each of them having moves that only fit a particular situation. This is where his versatility can get balanced, you need to know what you're doing basically if you want to switch a partner.

What sets him apart is this already sounds like an unique fighter, the feel of playing him would also be unique. His games portrays him as a very quirky characters that will not hesitate to do figures JUST to look appealing to the one who watches him and this could even be his enemies. As someone who would play him, the feel is very happy and you basically feel you have fun fighting with him while the enemy might feel awkward. it goes from stylish poses in the air for soem attacks to very fluid and quirky animations. He's a paper, rolling is like folding himself to roll and avoid. These does reflects his quirkiness but also the fact that he's still a paper, he can move that swiftly. not to mention that his artstyle will reflect a very vivid character that would just make the player smile with his animation.

What makes it unique: He is mostly on flatten which gives the impression he's like G&W, but not really, G&W is ALWAYS on flatten while Paper Mario can fold himself to be in 3d. Not to mention that the way a paper acts is the complete opposite: instead of having minimal frames of animation and feel segmented, Paper Mario would look appealing by his fluidity while fighting. G&W is appealing with how odd his frames looks near characters that has motions, Paper Mario would be quirky in a different way.

Even Mario doesn;t match this appealing feel. He sure does look happy, but Paper Mario would MAKE YOU FEEL happy, not just show it. He would fight with an artstyle in mind designed to look gorgeous and with how much mobility he has, it would definitely stand out.

I talked about partner switch and this might look like Shulk, but it isn;t really. Shulk tries to change the way he operates globally, Paper Mario will simply change his options available. it;s like Shulk has the same moves that he can uses in different parameters while Paper Mario would have the choices between moves that are vastly different each other, but the parameters don;t changes.

And on the conclusion on why he could be something we never saw in smash: it's not just about being a paper that has a hammer and do lots of weird stuff. It'a about using them to make you appealing as a paper while using these moves which would gives a very satisfying feel. Couple this with how versatile he would be and you got a very maneuverable character that needs thinking to use.


I just want to mention that FINALLY such a thread exists. To me, the playstyle matters MUCH MUCH MUCH more than the movesets. I saw a ton of Paper Mario movesets and a lot do feel like they don;t have much of a direction to follow....it just feels unnatural which is why taking a long time to think of how your character would even feel once translated is essential to have any good idea of his moves.

Some characters can do a lot of moves like Paper Mario, but some lacks a possible direction to have them. Paper Mario is so well defined that neither of these is much of a problem.
 
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LIQUID12A

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------

Character
: Sylux

Concept: Stage Controlling Zoner

Concept justification: To justify what Sylux can do I will first need to bring up Samus.

Samus is commonly labeled as an offensive zoner; she has plenty of tools up close and has missiles and charge shots for long distance use. While a fine zoner in her own right, Sylux is meant to expand on that concept, and get an arsenal of weapons designed to work superbly at mid-to long range, which while weak up close, still have their uses. As for honoring doing justice to Metroid, one of the elements of the series is firepower. It was awesome to use the Phazon Beam/Ice Beam/Hyper Beam/Annihilator Beam, but none of these are in Samus' moveset. Sylux does justice to that concept of firepower by having the six Affinity Weapons from Metroid Prime: Hunters, which are the Battlehammer, Judicator, Imperialist, Magmaul, Volt Driver and Shock Coil, each with different effects.

What makes it unique: Now, here's where most would think "lots of weapons? That's Mega Man/Mii Gunner's niche!"

But Sylux has a few key differences when comparing them.

First and foremost, Sylux has two weapons both would die for. Firstly, it's signature Shock Coil. As a homing "grapple" sort of electricity weapon, it locks on to a target and drains health, but not as a throw. Now, most would compare this to Robin's Nosferatu, but that is a command grab; the Shock Coil is a ranged weapon, which gives Sylux longevity, and isn't too hard to balance. The second weapon they would die for is the Imperialist: a sniper rifle. A sniper rifle has never been used in Smash to this day. As snipers are instantaneous, single-hit projectiles, Robin's Thoron does not count. The addition of a sniper rifle brings Sylux closer to Colonel Mael Radec(PSASBR) and Chris Redfield(UMVC3, though it was a magnum) in practice. And the other weapons, while possible to label as similar to Mega Man's weapons, still remain unique(assume that Sylux is adapted without a charge mechanic). The Judicator is a thin ice projectile that becomes a spread weapon when charged. The Magmaul is an arcing fire projectile(and again, unlike Robin's Arcfire, it shoots at a different angle as opposed to straight down), the Volt Driver is a rapid fire electricity projectile(a faster and weaker Mega Buster), and the Battlehammer is an arcing explosive(more akin to Mii Gunner).

The last difference is the Lockjaw. Sylux's alt form can lay tripwires that converge together when three are laid. This allows it to use a control tactic, keeping an area to itself with the threat of a Lockjaw tripwire.
 

DJ3DS

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------
Character: Sylux

Concept: Stage Controlling Zoner

Concept justification: To justify what Sylux can do I will first need to bring up Samus.

Samus is commonly labeled as an offensive zoner; she has plenty of tools up close and has missiles and charge shots for long distance use. While a fine zoner in her own right, Sylux is meant to expand on that concept, and get an arsenal of weapons designed to work superbly at mid-to long range, which while weak up close, still have their uses. As for honoring doing justice to Metroid, one of the elements of the series is firepower. It was awesome to use the Phazon Beam/Ice Beam/Hyper Beam/Annihilator Beam, but none of these are in Samus' moveset. Sylux does justice to that concept of firepower by having the six Affinity Weapons from Metroid Prime: Hunters, which are the Battlehammer, Judicator, Imperialist, Magmaul, Volt Driver and Shock Coil, each with different effects.

What makes it unique: Now, here's where most would think "lots of weapons? That's Mega Man/Mii Gunner's niche!"

But Sylux has a few key differences when comparing them.

First and foremost, Sylux has two weapons both would die for. Firstly, it's signature Shock Coil. As a homing "grapple" sort of electricity weapon, it locks on to a target and drains health, but not as a throw. Now, most would compare this to Robin's Nosferatu, but that is a command grab; the Shock Coil is a ranged weapon, which gives Sylux longevity, and isn't too hard to balance. The second weapon they would die for is the Imperialist: a sniper rifle. A sniper rifle has never been used in Smash to this day. As snipers are instantaneous, single-hit projectiles, Robin's Thoron does not count. The addition of a sniper rifle brings Sylux closer to Colonel Mael Radec(PSASBR) and Chris Redfield(UMVC3, though it was a magnum) in practice. And the other weapons, while possible to label as similar to Mega Man's weapons, still remain unique(assume that Sylux is adapted without a charge mechanic). The Judicator is a thin ice projectile that becomes a spread weapon when charged. The Magmaul is an arcing fire projectile(and again, unlike Robin's Arcfire, it shoots at a different angle as opposed to straight down), the Volt Driver is a rapid fire electricity projectile(a faster and weaker Mega Buster), and the Battlehammer is an arcing explosive(more akin to Mii Gunner).

The last difference is the Lockjaw. Sylux's alt form can lay tripwires that converge together when three are laid. This allows it to use a control tactic, keeping an area to itself with the threat of a Lockjaw tripwire.
Isn't the "no sniper rifle" remark slightly fallacious? At least as far as normal size stages are concerned, R.O.B's laser is effectively the same thing as the Imperialist was back in Hunters, a fast piercing beam reaching all the way across the stage.

(Big fan of Sylux though, and certainly feel the affinity weapons is the way to go with him)
 

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LIQUID12A
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Isn't the "no sniper rifle" remark slightly fallacious? At least as far as normal size stages are concerned, R.O.B's laser is effectively the same thing as the Imperialist was back in Hunters, a fast piercing beam reaching all the way across the stage.

(Big fan of Sylux though, and certainly feel the affinity weapons is the way to go with him)
There is another difference between R.O.B's laser and the Imperialist.

Unlike the Imperialist, as R.O.B's laser is a charging weapon, you would have to fire it every few seconds to ensure you get the laser and not the fully charged shot, which in most cases is loads more beneficial to you than the laser. R.O.B's laser by design is that; a passive charge weapon, not unlike Wario's fart. The shot itself, while fast, isn't instant. You wanted a clean headshot from the other side of Alinos Gateway, you got it in less than a second. That's the key word here: instant.

Chris Redfield's Magnum special and Colonel Radec's sniper rifle were instant moves, hence the parallels. You pulled them out, you waited the small delay they had before firing, and you got an instant shot. No fast moving laser, no lingering projectile like R.O.B's laser, a clean, precise and instant shot. No lingering projectile, just instant.

That and the Imperialist is an explicit sniper rifle. Technicalities, yes, but still.
 
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kenniky

Smash Master
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3,054
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MA
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kenniky
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1349-7627-3646
Character: Melia Antiqua, Xenoblade Chronicles

Concept: Elemental micromanagement

Concept justification: I'm too lazy to type this up again, so have a link: http://smashboards.com/threads/witn...x-spoilers-please.386301/page-2#post-19029862

Basically it revolves around Melia giving herself buffs using one of her special moves. These buffs will affect her stats, attacks, and how she plays - you can build a defensive style using health regen, weight, damage reduction, and passive reflection; all-out offensive by boosting her attack power, or just run circles around your opponent by boosting your speed, or you can mix and match them. You can only hold up to three buffs at a time, but you can also discharge them in the form of a projectile to make room for another one.

What makes it unique: Do you know any other characters like this?
 

Fatmanonice

Banned via Warnings
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Somewhere... overthinking something
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Fatmanonice


Character
: Muddy Mole

Concept: Tunneling Strategist

Concept justification: Mole Mania revolves around digging and moving objects to solve puzzles so, to stay in line with that, much of Muddy’s concept is about literally using the stage to quickly move around and set up strategic holes and items to get his attacks in.

What makes him unique: In the air and simply walking/running on the stage, Muddy isn’t very fast but he’s one of the fastest characters in the game when using tunnels. Unlike the rest of the cast, Muddy can use tunnels to dodge and avoid attacks, making him a defensively strategic character.

NEW CONCEPT: WALL CLIMBING! Muddy’s recovery options (mentioned below) are average at best. They will generally only get him to a stage wall but, wait, maybe that’s all he needs. Press the grab button near a stage wall and Muddy will dig his claws in and be able to climb. Kind of a combination of a wall cling and tether recovery, this allows him grab onto a wall and quickly climb up or down an edge. Be careful though, Muddy can’t keep his grip forever and wary opponents may try to use this to get in stage spikes. As long as Muddy touches a part of the stage, he can dig his claws into a part of it, even if it’s above his head!

Special Attacks to Further Detail Character Concept:

B- Cabbage Pluck- Muddy plucks a head of cabbage from the ground. If you press B again, Muddy will kick it forward at a high speed. It will roll on the ground but, unlike the mecha koopa, it cannot be grabbed when it’s in motion on the ground and has to hit a shield, reflector, wall, or player to stop. The cabbage can be thrown but it doesn’t go very far and doesn’t do much damage. In both cases, it has more knockback at pointblank range. If Muddy leaves it on the ground, it can block low attacks and slow down opponents from stomping out his holes (More on that in a bit). In this sense, it can act as an impromptu shield and decoy, possibly stalling opponents to allow Muddy to counter attack or simply dig a tunnel to get away.

B forward – Mole Charge- Muddy dashes forward with a flurry of claws, kind of like a mix of Luigi’s dash attack and Metaknight’s drill rush. If you quickly tab the input, the attack is very quick, has little ending lag, and does a series of weak hits. This version can be used as a recovery option and easily done in the air. If you hold the input, Muddy attacks with slower, heavier slashes that not only do more damage and has a launching finisher but also puts on very heavy shield pressure. If you have less than a full shield at the beginning of this attack, Muddy will likely dig right through it. The downside is that it has more ending lag and that it kills your aerial momentum if you try to do it in the air, causing you to fall.

B up- Mole Copter- Muddy launches himself up a short distance and spins with his arms out stretched out. He then starts to slowly descend, much like Peach’s parasol. While he’s spinning, opponents can be hurt from the side but the top is very vulnerable. In order to recover, this will likely need to be paired up with the Mole Charge and his wall climbing technique

B down- Tunnel Dig- By far Muddy’s most important move. On the ground, Muddy digs a hole and dives into it, having his head pop out. If you press down B again, it makes the hole deeper, causing tripping if an opponent runs over it. If you press B forward or B back, Muddy digs a tunnel in that direction and pops out of another hole. Quickly tapping this input, Muddy will travel fairly far, quickly popping up when he makes another hole. Hold this input and Muddy will travel a short distance but will pop up with enough force to launch opponents. These holes can be re-entered until they are stomped out (see details below). Muddy can use these tunnels to dodge attacks and move around the stage. If you press B while in a hole, Muddy will set a cabbage on the stage. Press B again to hit in forward or grab it and toss it over your head if you press back.

Muddy can only have two holes on the stage at a time and only one can be a “deep” hole that causes tripping. In order to get rid of the holes, an opponent has to run over a hole that Muddy is not occupying. If on a platform, Muddy will drive though the platform and go to the main stage. If done in the air, Muddy will quickly dive downward (think Greninja or Sonic’s dair) and quickly dig a hole upon landing. This can be used as a very hard hitting attack so when Muddy’s above you, watch out! Much like Dedede's cancelled recovery, if its done in the air too close to the stage, Muddy will awkwardly land on his face (ouch) so be careful.

One final aspect of these holes is that Muddy can shield and do grabs while standing in them, much like in Mole Mania. If Muddy’s in a hole, he stands about waist high on most characters and his throws have double the power so Muddy may want to dig near opponents, pop up and grab them by surprise and deliver a powerful throw. Be careful though, if Muddy is hit while standing in a hole, he’ll suffer from more hit lag than usual and be knocked out of the hole. Because of this, shield grabs are a very important part of Muddy’s playstyle and defensive strategies.


If people like this, I’ll come up with more for him and other characters later.
 
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AlphaSSB

Bring Back Star Fox
Joined
Jun 19, 2014
Messages
2,751
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United States
3DS FC
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Character: Krystal from the Star Fox series

Concept: Mixed Staff Fighter

Concept Justification: In Star Fox Adventures, you used Krystal's staff to fight your enemies. Up-close, you would use the staff in combat, whether it be swinging the staff around at your enemies or using it as a pivot for kicks. At range is where the staff really shines, because of all it's special powers. You can shoot fire blasts, ice blasts, create ground quakes, and even boost yourself up into the air to reach high places. It's the versatility of all Link's items mixed into one.

What makes it unique: Krystal's staff alone is what makes her unique from her other Star Fox pals. Plus, no other character used a staff to fight. Her entire move set can literally be taken straight from Star Fox Adventures. Neutrals, Tilts, Smashes, and Specials are all EASILY covered. Aerials and her Final Smash don't require much imagination, either. She would literally be so easy to implement in terms of character design and move set.
 

Geno Boost

Smash Master
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Jul 25, 2014
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Star Hill. Why do you ask?
I can read (no mean feat given your standard of typesetting; it wouldn't hurt to use some punctuation). However, my understanding, based on both what you've written and the sprite you've posted, is that you are effectively suggesting having a chargeable projectile with a chance of instant OHKO that increases with charge and no drawbacks. Compare this to the other moves you mentioned:

G&W Judgement - deals an effective OHKO 1/9 of the time. Damages the user 1/9 of the time. Very punishable.

Little Mac - deals an effective OHKO, but meter must be built up and is compensation for deliberate flaws of the character. Charge is lost as soon as he gets hit, so difficult to pull off.

Roy - OHKO takes charging forever which is easy to avoid/punish before used. Seriously, I've never seen anyone get hit by this.

What you've listed are highly punishable moves with noticeable drawbacks. Compare this to what you've suggested - a move with no noticeable drawbacks whatsoever.

Now, whether it could be balanced is another question but it's not one you've addressed. It would be nice if it could be as I get it's making a reference and I actually quite like the Star Gauge but this isn't something you have begun to explore.
Geno boost is a bad recovery as I said it take 3 seconds to grab the ledge (before the animation finish) you can spike Geno easily when he use Geno boost and also to make Geno power max you should use Geno boost 5 times to get 3 stars wich each takes 3 seconds each Geno boost give you +1 for your attack and defence, and if you hit Geno while using Geno boost it will fail to boost his power, and remember when you start play as Geno you will be kinda weak without Geno boost because you can get lunched easily because of him being the lightest Mario character and some of Geno moves doesn't go to far places because of not using Geno boost he would be the fastest Mario character so to use Geno boost at the good place you should lunch people far from the stage then go far from the stage then use Geno boost because your going to have enough time to do it but it will take a lot of time when using Geno whirl to KO someone and have a chance on it, it's very complicated and not easy and takes a lot of time until you do it
 
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Delzethin

Character Concept Creator
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Delzethin
I like this thread. It's a way for people who believe their character has potential to win others over.


Character
Delphox (Pokémon)

Concept
Master Pyromancer


Justification of Concept
Even though fire is such a common element among the Smash fighters, it's still barely been explored.

Think of the major fire-users we have so far: Charizard, Captain Falcon, Mario, Roy. All of them use fire either in its most basic forms to deal damage, or augment their physical attacks with it to strengthen them. They use fire as a raw, untamed force of nature.

Then you have the spellcasters: Robin and Zelda, although the Mother boys might or might not also count. Fire is just one of several elements in their repertoire, a tool for them to use when needed but not a key part of their abilities. In fact, for most of them, lightning is more prominent in their movesets!

Despite everyone who currently uses fire...there's a whole side to it that Smash has yet to do anything with. Even though fire is still very much a dangerous thing that needs to be handled properly, it can also be much more. Fire can be warm and inviting to someone sitting in its glow or to a group of companions gathered around and sharing stories, even comforting, in a way. Fire can have an elegance and, dare I say, beauty to it, from the way a candle flame dances on the end of its wick to brilliant, multicolored fireworks displays (though those are much more beautiful than they are elegant, heh).

There's a lot to the element of fire that we haven't seen yet in Smash Bros...and Delphox is the perfect character to utilize it. A calm, reserved personality and graceful movements could make her fire attacks almost seem to dance. A mastery of a wide range of Fire-typed techniques in the Pokémon games gives her a huge repertoire that allows her to create long, spiraling, breathtaking flames, summon wisps that scour opponents with lasting burns, ignite the very air surrounding her to propel herself to safety, create miniature tornadoes of fire to protect herself or trap her foes for her to do as she wishes, even something as simple as lighting the stick she carries as a wand on fire and swinging it. Even her fire itself can be far from ordinary, augmented by her psychic and magic abilities to burn in a rainbow of colors (derived from Mystical Fire, Delphox's signature move in the Pokémon games, which is tinted green and specifically described as being different from ordinary fire), giving her powers a distinct and visually commanding appearance in battle!

And that isn't even getting into the psychic abilities she can supplement them with...or other, more trickster-like elements. For all the spellcaster motifs that are present, she is still a fox.


Uniqueness Factors
Have you ever noticed how few mages there are in Smash? The only true examples we have are Robin and Zelda. Ness and Lucas might or might not qualify, as previously mentioned, and Rosalina and Palutena are ambiguous themselves, but for how many possibilities there are with magic, it's surprisingly low.

Compare that to all the swordfighters we have: Link, Marth, Roy, Meta Knight, Ike, Toon Link, Mii Swordfighter, Robin (showing up again, being a Magic Knight and all), Lucina, and Shulk. Ten swordsmen (and women) compared to only two straight up spellcasters. Even if you throw in the more ambiguous ones, that also adds two more swordfighters since Pit and Dark Pit can separate their bows into blades! Needless to say, magic is still pretty unexplored as far as thematic niches go, and so another mage would fit right in as long as their powers were unique compared to the ones we currently have.

That is where Delphox would stand out. Though not the developers' first pick for a Pokémon from the modern games, she is still prominent as a fully evolved starter Pokémon from the newest generation, and generally well-promoted by Game Freak and liked by the fans as much as all three of Kalos' starters are. Though we have mages that use fire, it's in a supplemental role and not a major focus with all the variations therein. Though we have characters that use fire in major roles, they're all physical fighters, not spellcasters.

The niche of a pyromancer is wide open, and with all the ways she can utilize her powers, Delphox can play that role like no other.
 
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WeirdChillFever

Smash Hero
Joined
Jun 10, 2014
Messages
6,498
Location
Somewhere Out There
Double Whammy Delphox
Concept: Status-effect fire mage

Justification
Delphox in Pokémon X and Y is a Fire/Psychic-type Pokémon, specialised in seeing the future and in wielding her fire staff.
This fire can give opponents the "Burning" effect, which cripples the opponent's attack power while damaging them over time.

Along with effectively nerfing opponents, Delphox can also buff herself.
Flame Charge can enhance her speed, and Howl can buff her attack power.

Also, you might think that fire has been used already to the full effect, but it is in fact not.
Fire has only been used yet in small portions, but not as an entire moveset and in its full capacity.

Heck, we haven't even had the burning effect that deals damage over time.

Delphox can open up the full potential of fire, by using high arcane blasts, spreading fires and crippling opponents options and power.

But that's not all.
Delphox also has the psychic side of moves.

Delphox is known for predicting the future with Future Sight.
While it could work as a counter, it could also be used as a delayed explosion, like Crash Bomb.

The psychic side of things also has its fair shair of status effects.
Psychic lowers the attack power of Specials, Psybeam confuses them and Light Screen buffs Delphox when attacked.

How graceful Delphox may look, it's still a fox and as a foreign proverb says:
"A fox may lose its hairs, but not its tricks"

In this case, while Delphox has gotten a elegant robe and dito moves, it still has foxy tricks.
Delphox still knows moves like Swticheroo and Magic Room, that steal or lowers the effect of items,
to give the moveset a thief-ish accent.

Uniqueness
Besides there being little mages in general, there hasn't been used with it either.
No damage over time
No self-buffing
No opponent-nerfing
No AoE-attacks
No wands

Delphox would fix all of these.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
25,969
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SW-1597-979602774


Impa, the protective guardian of Princess Zelda of Hyrule.

Captain of Hyrule's Army in Hyrule Warriors, and Chosen Warrior to protect Zelda's mortal form in the future in Skyward Sword. Sage of Shadows, and Sheikah instructor to Princess Zelda in Ocarina of Time.

Concept: Rushdown Poker / Adaptive (Hyrule Warriors moveset)

Concept justification: Impa would create a new concept in Smash Bros. that brings the style of Hyrule Warriors into Smash. Justification here is that Hyrule Warriors makes it's way to the 3DS now, which makes it more likely for this spin-off title to become a "main-spin-off" title to the Zelda franchise. Much like say, Paper Mario, Mario & Luigi, and similar titles are to Mario.

Impa is a character that is highly relevant to the 'story' of Hyrule Warriors, and is the only character from the game who's not in Smash Bros. to have gotten a new redesign not exactly based on any of her previous looks. Infact, it combines her most ironic roles from Sage of Shadow (OoT), and Hylia's Chosen Warrior (SS). This was one of the detractor's most used arguement against Impa's inclusion: she had no standarised design, ranging from an old woman in the orignal Zelda's handbook, to a fat elderly woman (able to lift cows) in the Oracle games, to the more iconic Sheikah appearances of OoT and Skyward Sword, and again being an old woman in ALBW.

This does opt for a lot of styles for Impa however, and I am going to cover all options here in this thread. Starting however, with the Impa from Hyrule Warriors. I'll state the reasoning for other Impa incarnations in other posts related to her here after this one.

Hyrule Warriors is a typical Hack & Slash game, and with the way how enemies are obliberated in this game, it's hard not to picture such style working greatly in Smash Bros. Controlling the battle field with aggresive, longranged weaponary mixed with agility would be Impa's main fighting style in this incarnation. However, translating Impa from Hyrule Warriors to Smash should make her a little slower overall.

Impa would be a character with amazing agility, matching the likes of :4sheik::4fox::4diddy::4mario::4littlemac::4falcon::4feroy: with her moves with fast excecution and high mobility but she'd set her self apart by the usage of her weaponary. Roy does this in a similar way but Impa would have more range, and compared to Roy she has ending lag on her moves which make her more similar to :4myfriends: in this regard. So she's a character that's all about keeping space, controlling space, and minding her every step, because she'd probably end up as a taller light weight with similar weight to :4zelda::4sheik:.

Her attacks would have long hitboxes though to create safety, and she'd have a couple of weaker get-off me attacks in which she won't use her sword. Her dash attack for example could be much like a weaker version of :4falcon:'s, but sends the opponent up similary to follow up on her aerial attacks.

Her weapon attacks deal a lot of damage, and have long excecution and major after lag, but they come out very fast, so creating space is essential with Impa.

Special Moves:

B: Spirit Weapon. Impa meditates shortly and blue magic engulves her and blue spirit weapons begin to form around her unleashing a ranged short distance projectile weapon with great priority.
Side B: Spirit Spears. Impa charges up magical spear projectiles that hail down on her enemies from above. Very good for creating a distance between enemies.
Down B: Focus Attack. Impa focusses her blade, which becomes infused with elemental powers (water or fire, or both) and then leaps out on her enemies, dealing considerable damage.
Up B: Spin Leap. Quite similar to Aether but the spin she does in the beginning deal the most damage, no landing hitbox. Best suited to jump upwards vertically, but follows a set horizontal distance in the air.

AAA, D Tilt, U Tilt and Dash Attack are quicker rushdown attack involving kicks and light punches, in case of the dash attack a shoulderbash.

U Air is a double moon spin kick where Impa holds her weapon to balance but attacks by kicking.
B Air involves Impa hitting with the hilt of her blade and doing a kick afterwards.

D Air, N Air, F Air are all huge sword swings that cover a lot of distance, F Air would be mainly used for approaching and also getting KOs. D Air can KO as well.
F Smash is a leaping attack that covers as much range as Shulk's D Smash, but also has considerable lag afterwards.
D Smash is a double spinning attack that functions much like Ike's U Smash but is far more precise and more suited for damaging, less than punishing or KOing.

Uniqueness Factor:

Creates a rushdown character that's essentially full of strategy and punishing compared to the others who are constantly all about getting stage control. Impa creates stage control by being extremely careful in her doings, and chipping in damage little by little, but consistantly, which forces people to approach her differently than other characters. Her rushdown style really comes into play once she has to deal with other zoners. Cause with Impa's mobility and range, she has a good chance to strike before projectile users can create a comfortable distance. Very prone to being punished herself, and being a lightweight with gimpable recovery, Impa's offensive traits should not be abused, even though it'd be extremely tempting due to the damage she can dish out in a relatively short period if all goes to plan.
 
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