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Wario Wario Wario
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  • I don't know why prefering things for nostalgia is so frowned upon - like, yeah, someone who grew up in the 90s or 2000s is obviously going to prefer children's games and cartoons from the 90s or 2000s over children's games and cartoons from a later era. You can make all the arguments in the world for how media for children should be taken more seriously and they'd mostly be valid, but the reality is that very few grown adults will really want to - let alone - be that up to speed on the current state of the Nicktoons lineup. It's different when there's an attempt at legitimate analysis and discussion, but there's nothing wrong with just having Gen 1 as your favourite Pokémon gen or thinking of Cow & Chicken as superior to Steven Universe, and is kinda just the natural opinion most people will form if they were raised on the earlier works and grew out of kids' media - not to mention that even without nostalgia there are valid reasons to prefer a lot of these earlier works over their later counterparts (and yes, that includes Pokémon Gen 1)
    I think Smash has two major problems holding it back, but weirdly enough they are in and of themselves opposites?
    1. Smash takes itself too seriously - it builds up even its smallest additions as a bigger deal than they should be; rarely branches out into further merchandise or spin-offs; uses overly dramatic theming unfit for the type of game it is even competitively; and refuses to be self-aware about its fundamental absurdity even when representing comical and "meta" series like WarioWare and Banjo-Kazooie.
    2. Smash doesn't take itself seriously enough - it only pays lip service to competitive players at best; adds characters based mostly on fan demand and marketability instead of moveset or their place in an "ultimate crossover"; juxtaposes its dramatic story mode with wacky, abstract battles based on promotional PNGs from the 90s; and has strange mechanics meant to give a less skilled player the upper hand that can bleed into competitive play.
    Wario Wario Wario
    Wario Wario Wario
    FazDude
    FazDude
    To be fair, that KH line was more about saying how Smash can't be more/less lighthearted was akin to KH being unable to do the same thing.

    Anyway, I'm not going to say that the argument being made here is completely baseless - I don't think Smash should go completely into meme/oddball territory either (although the term "meme pick" is horrifically overused and at this point I see more people use the term to mean "popular character that I don't like"), and there is a bit of a balance that must be considered. At the same time, though, I think dismissing Wario3's points as "lies" isn't the way I'd go about arguing them; There are ideas and interpretations that one could argue against, yes, but I don't think anything he's said is a "lie", perse.
    BonafideFella
    BonafideFella
    from where im standing, there’s quite the divide between “what smash is” and “what smash ought to be” in the community
    and while i definitely dont want to speak FOR wario thrice, his two problems seem to stem from how smash incites that within its development, intentionally or not, through how its depicted. theres a lot of value in the disparate concepts smash relays, but its how it carries itself as a franchise that lays too many of em to rest.

    edit: wario thrice, darling, I promise you im not working my way down your profile posts and responding to them in according order. im just working my way up the corporate ladder, bossman let’s me off easy on mondays, i beg
    PAC-MAN IN FORTNITE WHAT
    It's kinda interesting how most Multiversus hype I've seen has been "look at this cool detail/reference!" rather than "look at this cool technique/move!" - nothing wrong with that, but it really does confirm my suspicion that the drop in NASB interest isn't because it's a low quality product but just that it attracted an audience it wasn't aiming for.
    When I make movesets my process is often
    1. What is this character's single most iconic ability or trait?
    2. What playstyle and attributes would that ability or trait fit with?
    3. What other moves can I make that can flow well with that move?
    4. How do I theme those moves to fit the fighter, and how can those themes enhance the moves?
    I'll use my SMSB Birdo moveset as an example here
    1. Birdo's most iconic ability is shooting eggs out of her mouth
    2. Since the eggs can be stood on in Mario 2, Birdo's moves should provide different movement options - as a dinosaur, it makes sense for her to be heavyweight and slow
    3. As a fighter with enough movement options as is, Birdo should have a non-offensive Up B; a move that propells her backwards with nose suction; and an offensive move that the Up B goes into
    4. Birdo's Up B could be a parallel to Yoshi's Side B, and given the origins in Story that move could also be chargable. If Birdo's going to have an inhale move, she should follow it up with a kiss since she's a feminine character. On the topic of femininity, how about being able to cancel the Up B into a ballerina drill attack, and in turn make it a multihit?
    Reminder that we are submitting movesets and alts for Birdo + animations for Klump and Captain Syrup, and voting on accessory uses! We also have a fighter job coming up tomorrow due to the schedule change
    There is just something significantly more special about seeing a classic character's new look for the first time through a still JPG on a blog post than there is to some elongated fully-animated reveal with teases and ****.
    It's kinda weird how many times the appropriateness of references to characters who have comitted suicide has come up in the Infinite thread. Of all the perpetual Infinite arguments, that is by far the weirdest - but not really in the funny way that Clippy and such are.
    I've been thinking of speeding up the pace on SMSB - it's been really hard coming up with jobs to fill Saturday and Tuesday through Thursday, and given how popular the fighter sub jobs tend to be that may attract people to submit more for non-fighter and fighter-related jobs.
    Wario Wario Wario
    Wario Wario Wario
    I have a different idea that may work better
    1. Monday: Fighter + Stage job
    2. Tuesday: Ally Contact + Item(s)
    3. Wednesday: Fighter content
    4. Thursday: Adventure + Events
    5. Friday: Stage job + misc. job (possibly a second stage job on rare occasions)
    6. Saturday: Misc. job
    7. Sunday: Item OR ally contact without criteria.
    The music-FS-music-animations pattern would continue. Not faster, but more consistent. Would be revised for DLC.
    i cant believe the annoying orange met the snorks
    One mine for meta-stories of the Wreck-It Ralph/Roger Rabbit variety I think hasn't been looked into enough is commercials - you could make a really funny yet poignant social commentary about capitalism by using self-aware ad mascots, maybe play into how a lot of kids would overthink dark humour-based commercials (especially for food) or something to that extent

    That being said, it'd pretty much have to use entirely original mascots with no cameos - maybe a few mascots who fell into the public domain after their companies went defunct but that's about it.
    I wonder, are any of you interested by this concept for a platform fighter control scheme? Basically, the left joystick is used for movement - including jumping - while the right stick is used for input directions, which would then allow for things like seperate down and crouch attacks; directional crouch attacks; directional dash attacks, reverse-momentum moves without a strafe or unturning jump; so on. There'd probably be a "simple mode", especially if it were a crossover and/or licensed game.
    I'm honestly surprised it took until Steve to get a pixel art character in Smash. There have been tons of characters at least an alt would fit beautifully for.

    Credit to Nicroc-Rock (as is to be expected with... any 3D Sonic render really) and Okie-Dokkie-Art
    Nickelodeon: We will not allow recolours of our characters in Nickelodeon All-Star Brawl
    Also Nickelodeon:
    Reminder that we're submitting Sunshine stages and main character newcomers!
    I do use a lot of competitive slang when discussing games, but I'm not really a competitive player as much as a hyper-attentive player. I generally prefer the funny wacky stages and using items, but I also like to understand and learn the mechanics I'm using to play those battles.
    I finally finished watching Rocko - glad I chose it of all shows. It has some REALLY high highs, and even the lows aren't "frustrating/mean/painful episodes" as much just "less funny than usual episodes"

    I watched Static Cling long before I decided to binge the series and honestly now I've rewatched it's a lot funnier than I remember, (in part because I now know these characters better - so I can understand the irony of once-progressive Rocko becoming a little bitter like Ed after being isolated in space for example)
    I kinda understand why people prefer Ultimate over NASB, but I don't really get why people act like it's "night and day" or extremely obvious/objective that Ultimate is better.
    FazDude
    FazDude
    I prefer Ultimate as a whole, but NASB blows it out of the water in terms of competitive-specific play. There’s things to enjoy with both games; It’s just a matter of which you like and knowing that it doesn’t make the other any worse.
    Linkmain-maybe
    Linkmain-maybe
    Its because I can’t play as the funny OHKO top deck cheese lord that is Hero. Beyond that I believe that NASB is generally better.
    Wario Wario Wario
    Wario Wario Wario
    Being a 1HKO cheese lord isn't special in a game where everyone's a 1HKO cheese lord 😭


    In all seriousness, I have set a lot of super strong statements when it comes to NASB and Ultimate in the past, and I've been trying to tone down the Ludosity boot-licking/Namco tomato-throwing, but even then I'm just always baffled by how significant people think the quality gap between NASB and SSBU is moreso than what direction they believe the quality gap to go in, and that's where my defensiveness came from - probably.

    I feel NASB is its own weird niche of hyperfast hyperoffensive gameplay, and it does it well, while I think Ultimate is held back by not catering to a niche in its mechanics - I think the whole "chess like thinking game" mentality people play Ultimate with is super cool and some great stuff can be pulled off, especially with trappers like Steve; Snake; and the Pacster, but it's also clearly not the game's intended direction even competitively and thustly most of the movesets don't really gel well with said playstyle IMO. Rivals is better than both of them competitively though TBH.
    I think if I was to redo Smash's take on custom moves, I'd design them exclusively and explicitly for casual play - those base 4 special moves make up a solid fighting character with strengths and weaknesses, but the alternate versions are crazy source material fanservice that isn't really balanced or based on a playstyle - made for button mashers and lovers of busy screens above all - for example, Captain Falcon jumping into a Blue Falcon to ram it into foes and explode, doesn't fit his playstyle, and there aren't many downsides to just lingering in the seat, but it's cool and nostalgic so here it is in the customs. That way the "he did the thing" crowd is statisfied, but competitive or just attentive players used/attached to the old movesets are satisfied too. A lot of Ultimate and to a lesser extent 3DS/Wii U's newcomers would probably have their default specials changed to alternates.
    Baysha
    Baysha
    Some random ideas for this concept:

    Mario side B: Cappy - Winds up and throws Cappy forwards. Mario's player then briefly controls whichever opponent was hit first.

    Kirby neutral B: Super Suck - Like the regular version but waaaaay bigger. Like half of Final Destination both width and height wise. Has considerable startup. Refernces Kirby Triple Deluxe

    Kirby up B: Rainbow Curse - Kirby turns into a ball with the player being able to draw a rainbow ramp for him to fly off of. The ramp stays on screen for a bit and can be used as a platform.

    Steve up B: Creative Mode - Text in the corner of the screen saying "Switched to gamemode Creative" pops up. Steve can then briefly fly anywhere he wants and is invincible for the duration.

    Wario neutral B: Warioware! - Wario briefly pulls out a TV. If an opponent hits him, they'll be pulled into a quick microgame from the actual Warioware series. If they win, they recieve minimal damage and no knockback. If they lose, they recieve massive damage and are sent flying.

    Luigi down B: Poltergust Slammer - Like his grab but with a wind aesthetic instead of a plunger. When an opponent is grabbed, the stick can be rotated to repeatedly slam them into the ground, dealing damage.

    Kinda fun. The imagination can go wild when you aren't restricted by anything.
    Wario Wario Wario
    Wario Wario Wario
    Here's some ideas:

    Sonic instanty teleporting to the other side of the stage at lightspeed, knocking back any foe in his invisible path

    Bowser throwing a hammer upwards that can be picked up as a ranged item when it lands

    Pac-Man summoning Dig Dug/Mappy/e.t.c. sprites who just walk around the stage and use their classic abilities like really tiny assist trophies

    ROB slamming a big Gyromite column from the sky into the ground

    Mario going into a Kart Mode with a Crazy 8 to throw shells and fireballs

    Yoshi turning into his mole car mode as an Up B to dig straight into the bottom of the stage and come out the top

    K. Rool using the invisible and control-reversing cannonballs

    Duck Hunt turning a foe into a vulnerable white box

    Wario using all his hats at once for a mega flying-fire Shoulder Bash
    Baysha
    Baysha
    Y'know that bit in Sephiroth's reveal trailer where it looked like he cut the stage in half? He can do that now.
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