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Glubbfubb
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  • Okay from an objective, nonbiased standpoint, I need you to tell me which team would win in this battle royale:

    Team 1 - 50000 of every type of Pikmin

    Team 2 - 1000 Stormtroppers

    Team 3 - 1 of Every Gen 1 and 2 Pokemon

    Team 4 - A team of Melee Fox, Brawl Meta Knight, Smash 4 Bayonetta, and Ultimate Steve

    Team 5 - A team of Akuma, Geese Howard, Heihachi Mishima, and Sol Badguy

    Team 6 - Sephiroth

    Team 7 - The Regular Show Park Workers

    Team 8 - 1000 Tyrannosaurus Rexes

    Discuss in great detail your thoughts on who would win this completely realistic and serious battle royale.
    Is it weird that my platform fighter has a different variable for calculating air acceleration when you are in freefall than when you are just normally moving in the air.
    Is using AI to help convert complex math equations to different scripts a bad thing? Not so much finding the answers and such, more so you already made and drawn out an equation and can't figure out how to properly convert it into different scripts.
    What do you think is more scarier to face in a fighting game, fighting against a top-tier character in the beginner's bracket, or fighting a bottom-tier character in the top brackets, and why?
    I don't know how much of a pain this would be to program, but I think if a rythmn game rep were to get into Smash, they could have a special tempo mechanic where they can perform long combo streams based on how much your attacks match the tempo of the song, so doing better following the song's beat lets you be more powerful.
    Does anyone notice how it feels weird to have a friend 1 or 2 years older than your age when you are 16-18 years of After that, it feels normal to have friends 5 years older than you when you reach 19 years of age and over. Being 26 and older is my current limit for whom I can be comfortable talking to regularly.
    I think I found the reason there is so many Fire Emblem characters in Smash, ever since Awakening its been treated as a cornerstone franchise in the same tier as Pokemon or Zelda, think about it, it's the only franchise with a mobile game Nintendo actively maintains, one of only two Nintendo franchises with a warriors styled spin off, two in fact, and is a franchise that consistently gets new games. I think if Fire Emblem was treated as a cornerstone franchise since the beginning, maybe if the first game was actually localized, then I imagine it would be acceptable that there would be so many reps

    Made some movesets that really went hard, I want some good input since heavyweights are always hard for me to design.
    For my platform fighter, I decided to just make a big list of all the mechanic changes and additions from a standard platform fighter like Smash Bros:

    No Ledges: No ledges will be in this game, I feel modern Smash Bros has gone down a more campy overly defensive playstyle, so the lack of ledges will theoretically make things more aggressive and therefore more entertaining.

    Separating Dodges and Shields into Two Separate Buttons: Due to mechanical changes to how shields work, I decided to separate shields and dodging into separate buttons. Dodging allows you to either do a standard spot-dodge, a directional air dodge, or a ground based dodge roll. Dodges are also what allow you to wave dash in this game, meaning no mis-inputting shields because...

    Shields are Now Tied into a Meter Mechanic: Every fighter has a 5-segment meter that fills when you either deal damage to opponents or receive damage yourself (though the meter growth is slower when you are just damaged) You can spend a section of meter to enhance one of your Special Attacks into Hyper Specials, which are either stronger or have unique applications the base Special can't perform. You also spend a section of meter to cast a shield, and you will be stunned if the segment gets depleted before you pull the shield back. Finally, the free shield button lets you shield in the air, which is stronger than a ground shield, but you will be pushed back more, and the shield will disappear when you touch the ground. Parrying can be used to partially recover some meter energy. When you have 1, 3, or 5 segments of meter, you can also perform 1 of 3 Hypermax Attacks, unique and powerful attacks coming in three levels based on how much meter you have.

    Wavedashing and DACUSing return: These two classic advanced techniques return with minor changes. DACUS can now be used for all directions of Charge Attacks (the equivalent to Smash Attacks), so you could see it as now Dash Attack Cancel Charge Attack, or DACCA. Wavedashing is mostly unchanged.

    Custom Stage Lists: You can save hazardless and hazard versions of each stage under a custom list, letting competitive players have more options in stage choices and not have situations where Battlefield/Smashville is too similar to Yoshi Story/Hollow Bastion to be worth using as a competitive stage choice.

    Taunt Changes: First you now have 4 taunts, one for each direction, AND you can use them in online battles now.

    These are the most notable changes from Smash Bros' main mechanics, how does this look so far, may add more.
    I have been thinking, do you separating the dodge and shield actions in two separate buttons will be good for my Platfighter. Since shield is linked to your meter in this game, I don't want accidentally wasting meter when they try to Wavedash, and it would also make spotdodging and roll dodging much easier to perform if you have a dodge button. On the other hand I can see if the shield is it's own button that is also a button linked to the meter mechanic, I could totally see air shielding which could bring some cool tech too.
    Should I not stress about getting dedicated server for my fighting game, Godot offers built in roll back netcode via an add on, but I know how serious some people are with online play. I also wanted the steam version the ability to give modders the ability to add rollback to molded versions of the game, so you can have essentially workshop supported online.

    I do also know Rivals of Aether and Nick Brawl 2 doesn't have dedicated servers, and uses rollback peer to peer for its online play. I an unaware of the online quality for those games so please tell me if I do not need to worry about dedicated servers.
    S
    StoicPhantom
    Dedicated servers are better suited for games with a huge party to sort and manage. Think like FPS or Rocket League where a lot of players are joining and playing at once. You're better off trying to manage latency and delay with fighting games instead as there's no real benefit with a dedicated server.

    Rollback is fine just remember that hardware requirements are usually higher when it comes to rollback for technical reasons. Delay based can be fine as well as long as it is designed properly.
    Name - Aremi
    Gender - Female
    Species - Wikkan
    Origin -
    Aremi is a Wikkan from the planet Wikko-1, a planet infused in methane and sulfuric gasses, making it near impossible to breathe from outsiders without a special suit. Wikkans are essentially living plants, using the methane in their air to retain body warmth and even manipulate it for self-defense. Aremi's people used to be very wealthy, as the gases in their homeworld were mined and converted into a powerful fuel named Pyronite, with the largest stow of the substance being used to power the Double Sigma. However, after the ship was lost, Wikko-1 was blamed due to their fuel being said to have caused the ship's disappearance; as a result, the planet was blacklisted from all known trade, and the planet fell into civil war as a result. Aremi, feeling trapped in her home world, took a risk and decided to travel outside her small planet and take back the Double Sigma for herself for profit, making her noticed by EPSILON in particular.

    Appearance - Aremi takes inspiration from plague doctors, scare crows, and Jack-o-lanterns. Her body is draped in a straw-based cloak that has an olive color; this cloak also lacks sleeves, making her ghostly in appearance. The limbs she does show resemble gnarled bark with blacking-olive coloration. Her face resembles that of a typical jack-o-lantern, with each of her skins giving a different face "carving." She has glowing purple eyes and mouth, matching the color of the fire she creates.

    Archetype - Zoner/Rushdown
    Gimmick - Vine Tether
    • Aremi shoots out a vine from her arm that gives her increased grab range in exchange for higher lag on the grab itself. She can also use this to catch on the sides of walls to give her another usuable jump.
    Intended Strengths -
    • Rather beginner friendly, with easy to pick up and play combos.
    • Solid ground and air stats allows her to excel in several areas.
    • Fast attacks and strong projectiles lets her fill a variety of roles.
    Intended Weaknesses -
    • Fast fall speed means she has a harder time recovering compared to others.
    • Recovery options can be easy to edge guard.
    • Her light weight makes her easy to launch and KO.

    Planned Stats: (Give a letter grade from E- to A+)
    Walk Speed -
    B-
    Running Speed - A-
    Traction - B
    Jump Height - A-
    Air Acceleration - B-
    Fall Speed - A
    Weight - C-

    Ground Moves:
    Jab - Root Kicks –
    A standing kick, followed by two more using her vine for support as she roots herself into the ground.
    Forward Tilt - Wick Lighter – A small flame projectile fired from Aremi's finger. Travels a short distance before disappearing.
    • Forward Tilt (Low Diagonal Input): Fire Stamp – A forward stomp that produces flames. Can be performed up to 3 times in quick succession.
    Up Tilt - Torch Bearer – Aremi swings her arm in an overhead arc, producing flames from her fingertip.
    Down Tilt - Underbrush – A sliding kick with a low profile, allowing Aremi to duck under projectiles and some standing attacks.
    Back Tilt - Flashfire – A quick, flame covered kick from behind. Can be used to retaliate against opponent and knocking away weak projectiles.
    Dash Attack - Root Sweeper – Aremi's vine roots herself into the ground for support, she then gets thrust forward a short distance, attacking with a sweep kick before retracting to her original position.

    Charge Attacks:
    Side Charge - Spitfire –
    Aremi spits out a burst of roaring flames. It's got a short range but is fast and powerful, can be angled up or down.
    Up Charge - Firework Flare—Aremi raises her hand, pointing straight up while charging a flame at her fingertip. She then fires it into the sky where it explodes in spectacular fashion. The image produced by the flame can vary, but it is purely aesthetic and does not affect the moves attributes.
    Down Charge - Arcane Flare – Aremi summons a wall of purple fire from the ground to surround herself and keep opponents at bay. The middle frames of the move gives her temporary invincibility.

    Aerials:
    Neutral Air - Branch Kick –
    Aremi extends her leg to kick and holds the pose, allowing the hit to momentarily linger.
    Forward Air - Fire Orb – Aremi swirls a large orb of fire in front of her, dealing multiple hits of damage. Hitting the opponent with the center of the orb deals more damage and knockback.
    Up Air - Autumn Breeze – A quick upwards kick wreathed in flames with a wide arc.
    Down Air - Flame Burst - Aremi leans downard with both hands brought close together. She then fires a short-range burst of flame to spike opponents caught directly beneath. The explosion has a deceptively wide radius, though the rest of flames will not spike.
    Back Air - Vine Whip – Aremi quickly turns in the air, swinging her vine like a whip, its fast with good range but high end lag.

    Grabs:
    Pummel - Scalding Flames -
    Aremi burns the opponent with purple flames.
    Forward Throw - Vine Slinger - Aremi wraps her vines around the opponent and launches them forwards.
    Down Throw - Firestamp - Aremi stomps on them like a person would stomp on flames to put them out, though this time Aremi actually conjures flames to brun the opponent as well.
    Back Throw - Flame Burst -
    A kill throw where Aremi launches the opponent back with a burst of flames.
    Up Throw - Mindblown - Aremi tosses the foe above her head, which then explodes into a large orb of flames, another notable kill throw.

    Specials:
    Neutral Special - Seed Shot
    Aremi spits seeds from her mouth that travel quite far but deal only light damage and no knockback or hit stun. She can hold the button to charge the move into a larger seed that deals more damage as well as hitstun.
    • Neutral Hyper - Seed Burst - Aremi shoots a line of flaming seeds that deals more damage and knockback than the charged seeds.
    Side Special - Pyro PumpkinAremi throws a Pyro Pumpkin forward in a short arc. Hold the button to launch the bomb in a farther but lower to the ground arch, can either be used to spike opponents in the air or be used to create a lingering fire trap.
    • Side Hyper - Pyro Patch – Aremi will hold multiple Pyro Pumpkins in here arms and throw them all together creating a series of small explosions in a wide radius.
    Down Special - Pyro Dance - Aremi leaps like a ballerina and performs a spinning motion while her body is wreathed in flames. She can perform an explosive leap while in the middle of her current spin, but the force sends her to tumble and leave her in free fall.
    • Down Hyper - Pyro Hurricane Aremi will begin to rapidly spin while producing flames, becoming a great tornado of fire. You can move left and right as well as gain height by mashing the special button when in this state.
    Up Special - Head Shot - Aremi turns herself over and charges her head with fire, causing it to explode and propel her upwards like a rocket. After performing the attack she enters a helpless state until she lands on the ground, causing her head to grow back. The blast the head explosion creates causes a potent spike.
    • Up Hyper - Pyro Missile - A higher but more vertical blast upwards. This move trades some horizontal drift with more vertical distance and the explosion is bigger with a spike in the tip of the blast.
    Hypermax Attacks -
    Level 1 - Paralyzing Scream
    Aremi will perform a scary face while unleashing a parlaying scream with a wide radius in front of her, this freezes opponents in place, letting you set up combos.
    Level 2 - Pyro BeamAremi shoots a laser beam onto the ground, which causes the ground to explode in a fiery burst.
    Level 3 - Trick'n'Treat - Aremi's head opens up to shoot out a thick beam of fire to push opponents off the stage.

    I know I posted this moveset on my Sigma Busters thread, but I love it so much that I wanted to share it to the general chats as well. For added context, every fighter has a Back Tilt they can perform from behind, each Special can be enhanced into a Hyper Special by spending some meter, and each fighter has 3 levels of Hypermax Attacks of increasing potency that act as the Final Smash equivalent, albiet ones balanced for competitive play. How does this moveset look, any feedback you have.
    How bad would it be if there is no set short or full hop distance? rather the total height of your hop is dictated by how hard you tilt the stick. Does that sound like a bad idea for my platfighter?
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    KneeOfJustice99
    KneeOfJustice99
    I've actually come across a similar kind of issue with a game I've been working on for university recently, but based on my experience - I'd personally recommend having characters feature a set distance for both (it can be different from character to character, though), for the sake of consistency.

    In playtesting (and from my own experience), I've found that one of the most annoying things is pressing a button and something you don't expect happening - especially when in a competitive or high-tension setting.
    Glubbfubb
    Glubbfubb
    To be honest short and full hopping are mechanics I'm a bit mixed on in their implementations. Unlike the inputs for Walking and Dashing, it's very hard to gently tilt the stick upwards than side to side. On the other hand multiple jump heights are something I want to keep so I'm having a hard time finding a way to better implement short hops.
    Dumb question, what makes an "honest character" to you guys?
    MBRedboy31
    MBRedboy31
    I’d imagine it is a character with a standard playstyle (based on what is considered “standard” by your game) that doesn’t “scam” the opponent with particularly powerful combos or knowledge check-heavy shenanigans or by dragging opponents into the blast zone for early KO’s, they mainly win by outplaying their opponent multiple times. It’s pretty subjective.

    A character being “honest” or “dishonest” isn’t always a deliberate design decision by the game’s developers, though, sometimes it’s affected heavily by what players figure out. Like, for example, :ultluigi: has a pretty standard moveset, even if a bit weirder than Mario’s, but in competitive play he is incredibly gimmicky due to the importance of his zero-to-death combo, and thus is a dishonest character even if that‘s possibly not part of his design.
    Glubbfubb
    Glubbfubb
    By that logic I assume Steve and Kazuya are dishonest characters due to how they play, meanwhile the more low key Sora and Sephiroth are considered more honest characters.
    MBRedboy31
    MBRedboy31
    Sora has “dishonest” nair loops he can do to combo the opponent for ages, although you don’t see them super frequently, at least not yet.
    I can’t think of any really cheap things Sephiroth does, though, so yeah.
    Theory, do you think a character with a fast fall speed and Cloud Up Air can use that Cloud Up Air to combo into a Ganondorf Volcano Kick, maybe if the kick is a bit faster?
    I think I figured out why I'm so mixed on Project M's Lucas rework, it's not the moveset, it's how its inconsistent with how other clone movesets were handled. All that time was spent on remaking Lucas' moveset from the ground up to be less like a Ness clone, but they also made the Spacies MORE clone-like, rather than diverge their movesets even further. That is my true issue, I feel like keeping the Spacies the same while changing the other clones is a refusal towards accepting the new updates to their movesets.
    Random deep question, do you think some people are stifled creatively and skillfully by being taught the wrong way?
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    fogbadge
    fogbadge
    oh absolutely. there are certainly creatively bankrupt people in the world. and if they teach others they will certainly stiful them i would think.

    but then i'm not sure there is one right way to be creative. so people could be taught what is the wrong way for them.
    S
    StoicPhantom
    I think creativity tends be more about your upbringing than any particular way of teaching. If you were brought up in a environment that tried to force conformity via destroying your independence it can be difficult to find your way of doing things. I've seen a lot of people wanting to be creative and being completely lost on how to achieve that, which says it all really.

    Alternatively, incentive can be a negative factor in this regard. The obsession with commercialization nowadays has caused a lot of people to conform to some particular way of doing things that homogenizes everything. See Youtube for example.

    You need to have a desire to create a particular thing rather than a general desire to create if you really want to be creative. Having a vision in mind and then going about finding ways around all the potential obstacles to that vision is what leads to creativity in most cases.


    Skill tends to come from a combination of knowledge and experience. You could argue that experience can expose bad teaching and help guide the individual towards the correct way of doing things, but being taught properly can speed up the learning process quite a bit.

    However, I do believe that learning is mostly by self-discovery and doing as opposed to having your hand held every step of the way. I've come to see teachers as more guides to push you in the right direction as opposed to the modern idea where they spoon feed you every last little bit. There's a certain set of connections you need to build that can only come from trying to muddle your way through the learning process on your own. The current conveyor belt way of teaching students in a profit-obsessed society where they are just rammed through as quickly as possible has led to a lot of people who can recite trivia but are pretty useless when it comes to practical application.
    Hot take, if we WERE to have a Gen 9 Pokemon in the next game, Ogrepon would be the better choice ngl, firstly they are the least divisive mon of the gen, they have a cool mask gimmick to make a moveset out of, and being a club wielder, they would bring a unique archtype to the game
    I think the worst part of Smash's online is just that you can't garentee a fair fight, you can try all you might, but there will always will be the risk of a Ness main wrecking you on Pac-Land or something, and it doesn't help that it feels very slow to collect GSP a it feels like you only get 5000 when you win and lose 50000 when you lose, makes it so your unable to know your true skill in the game
    What does DSR mean in the context of Smash Ultimate?
    Is a Switch Pro Controller good for competitive Smash Bros?
    Janx_uwu
    Janx_uwu
    Yes and no. Way more comfy and natural than the GC in my opinion, but you have to trade a few technical things for that:
    • The GC controller has eight notches that help prevent misinput directions
    • The small C-stick is better for quick tilts and aerials
    • The left stick will move slightly in the opposite direction if you just let it go from the edge of the circle, meaning you could be dashing, let go, and accidentally do a pivot.
    • More prone to wear and tear (sticky buttons, or stick drift) than most Gamecube controllers (except for PowerA which is somehow worse than joy-cons after a month or two of tournament play, in my experience)
    None of them are a dealbreaker on their own, altogether though? Becomes more clear. I personally overlook all that stuff because of the how nice the controller feels, but it's up to the individual.
    If I were to remake Ganondorf's moveset, I would keep the Warlock Punch but make it his Forward Smash, really has the asstetic of such
    are zoners in Platfighter inherently unfun to play as or go against, are there ways to make combat with them more enjoyable?
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    Glubbfubb
    Glubbfubb
    Would you say the most fun zoners are the ones that actually need some finesse to master, like Pac-man?
    KneeOfJustice99
    KneeOfJustice99
    I think it depends on the player. For some, the process of learning how to work with a weirder zoner with some more unusual tools (like Pac-Man's) would be really rewarding - but for others, it might just be something as simple as liking to generally play rushdown, but using zoning tools to cover neutral, and anything inbetween.
    Glubbfubb
    Glubbfubb
    Yeah good point, plus I imagine someone has PTSD from getting KO'd by that bell Pac-Man has
    How can I make layouts for competitive stages in my platform fighter that are still interesting to fight on? Like my battlefield equivalent, it takes layout inspiration from WarioWare with better blast zones, there will be a Final Destination equivalent for a good clean fight on a flat layout, and there will be a stage that utilizes different patterns of moving platforms, however, they are in a consistent order so they can be consistently taken advantage of.
    What do you guys think is the reason Found of Dreams from Melee is so loved, the aestetic, music, or layout, maybe a combo of the three, I want to make a spiritual successor to that in my platfighter but I don't know where to start
    How does the mechanic of allowing players to reset their jump through sacrificing meter sound? Basically, when your in the air and either spend your double jump or in freefall, you can regain the jump by spending meter, which also allows you to use up special a second time. The meter can also be used to enhance your special attacks into stronger versions and powers you shield, so there is some balance you have to account for. I feel like this helps with the lack of ledges in my game, does that sound like a good idea?
    I'll make a hot take, on paper Nintendo suing Yuzu is justified, the Switch is a current generation console, so I do think an emulator for it could negatively affect Nintendo, and considering how a few Switch games, most notably Tears of the Kingdom, have been leaked, it would be natural for Nintendo to sue them. It is a shame Citra is in the crossfire, but it's not like there will be other emulators for the 3ds eventually. Personally if an emulator is emulating a currently supported console then its not okay and to me its piracy, if the console isn't supported anymore then I think emulation is okay.
    KneeOfJustice99
    KneeOfJustice99
    Personally, I'd respectfully disagree.

    While I recognise that the circumstances behind what happened to Yuzu make sense, I don't personally think that the act of purely offering emulation for current-generation consoles should constitute piracy - because that's just another step towards emulation itself becoming interchangable with, and therefore classified as, piracy... when really, they're different things. It's the equivalent of saying MP3 players should be banned because people are likely to illegally download music and then play them on their MP3 players - which most people would say is a little silly.

    I still think you should be able to back up and then play your (legally-acquired) games on pretty much any platform you like with optimizations or whatever else, and emulation is a logical way of doing that. Obviously, it's not like the Nintendo Switch is a difficult console to get your hands on (legally) at the moment or anything, but having the option to run your games on a different platform shouldn't really be considered piracy. If you want to specifically target piracy (and without recommending anything too radical), then the better option is easily to go after ROM sharing sites and the like.

    If anything, even beyond just preservation, I think an understated but valuable element of emulation is the valuable tools it includes both to improve your gameplay experience - but also for accessibility tools, which a lot of modern consoles and platforms still refuse to include. When it's 2024 and a lot of games still don't, by default, even include button remapping tools, then emulation is immediately a pretty valuable (legal!) tool that'd be a real shame to lose out on.
    What are the pros and cons of having ledges in a platform fighter, that seems to be a double-edged sword to some people
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    Glubbfubb
    Glubbfubb
    Rivals does that too, I thought I was doing something cool and original, oh well I mean it can work. I feel the different feel is a good thing ngl, makes it have its own identity and gives it a better niche
    S
    StoicPhantom
    What Janx said. Ledges are pretty much down to execution and every Smash game but Melee has been horrible at it. Ledge hogs are good because there's real strategy around them for both players and ledge trumping is dumb because it skews things towards the player in advantage. If your recovery does not have any versatility when it comes to recovering you can pretty much kiss your stock goodbye without any real effort on your opponent's part.

    Personally, I enjoy offstage and ledge play because it adds more depth, style, and fun to the game overall. Ultimate is lame, but watching people have epic battles offstage in other games in between ridiculous wall techs is almost as fun as participating in those yourself. Watching high level Smash 4 is a treat because of how insanely cool the advantage state was in that game. Silly people complain disadvantage was too strong in that game but they seem to have forgotten/never understood all the ridiculous confirms and spikes that could happen in that game. The tech windows were tiny and there was no cap on how high of damage you could tech at. You also couldn't just spam Dair at the ledge and get cheap spikes either.

    Ledges and offstage synergize so well that I would prefer to have ledges as a "transition" between onstage and offstage action.
    Glubbfubb
    Glubbfubb
    I feel it depends on the game's feel, so far it seems most characters will have good options for recovery, so there isn't so much a reliance on ledges compared to other games.
    Does anyone know the reason why the Smokey Progg of all enemies became the first spirit fought in world of light, I feel like it wasted a potential slot for such a cool enemy. If I were to design the spirit I would make it a giant black Bowser who can attack by dashing into you, taking place on Final Destination Distant Planet with both Poison Floor AND Fog, it would also be able the pierce shields, it would be a legendary spirit
    Working on a heavy-bruiser zoner for my platfighter. A Ganondorf-tier bruiser who is projectile-focused, they wield a large shotgun as their main weapon. I was imagining their normal Up Special would have them shoot their gun downwards to launch themselves upwards, then they perform a powerful kick to get back onto the stage, so a combo of Mii Gunner's Lunar Launch and Wizard's Foot, while the enhanced Hyper version has them shoot a grappling hook from their gun to latch onto the ledge.
    I noticed, the lower the tier placement a fighter is, the more deranged their discord server is
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    Wario Wario Wario
    Wario Wario Wario
    In the case of the first one, I'd argue it depends on the tone and graphical style. If you're going for a retro/pixel look they'd fit, or if they're exclusively for a Steve/G&W style character and nobody else.

    The second one though, I'm not feeling it. Sounds a bit soft and would need a lot of modification to be a satisfying sound, and even if you did adjust the pitch just right, it sounds more like a gunshot than a hit.
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