“Jonesy Drops In” Jonesy and Fortnite Smash Analysis Part 1

Welcome to the sixth article of Smashboards Character Analysis! These articles will not be looking at why a character is or isn’t likely, so please do not expect that going in. Instead, they will focus on how a character might play in Smash and how their series might be represented within the boundaries of the Fighter’s Pass.

”Jonesy Drops In” Smashboards’ Jonesy and Fortnite Character Analysis

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Introduction to Fortnite and Jonesy

Fortnite is an online third-person action/shooter game that combines elements of the open-world, sandbox, battle royale, and survival genres. The game was developed by Epic Games who were also behind famous titles such as Unreal Tournament, Gears of War, Infinity Blade, and the Unreal game engine. The game was initially released with a Player versus Environment (PvE) game mode where teams of players fought against approaching monsters called Save the World. This would eventually move to a paid model while a new freemium Player versus Player (PvP) mode, Battle Royale, was released. This mode was well-received among fans and critics alike. In Battle Royale, players can either do solo, pair, or team matches. The goal is to “parachute” to the main island from the Battle Bus and to establish a secure location by harvesting resources, collecting weapons and obtaining healing items. However, a toxic storm is circling in on the island so players must make their way to the “eye of the storm” or risk getting killed under the storm's toxic effect. This was implemented in order to force players into tighter areas together and give a sense of urgency.


The allure to Fortnite was its ease of access, availability, customization, culture, and the general aesthetic appeal. Despite the game featuring firearms, swords, and explosions; the game is rated ages 12 and up according to the ESRB but it manages to rope in even younger players. This is due in part to the lack of blood and gore that often comes with shooters. Customization is a huge feature in Fortnite and one particularly unique feature that was added is Fortnite Creative where players could customize and build their own maps, design their own matches, and share them with friends or with everyone. Epic Games also releases yearly events including holiday-themed events, items, seasonal updates, and more. This helped lead the series to becoming insanely popular and encouraged players to collect and create. On top of all that, the series also has a growing esports scene which draws in thousands of players.

Jonesy appears in both Save the World and Battle Royale but it wasn’t until later that he started getting more important to the franchise. Fortnite has many characters to choose from with some appearing more often in Save the World while others appear mostly in Battle Royale. In Save the World, Jonesy was given a bit more backstory. He is a character in the Soldier class which is a balanced class focusing on damage output and mobility. He has largely become the face of the franchise though he shares this distinction with a number of other characters, enemies, and even skins (cough cough Peely cough cough).

Jonesy Character Overview

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Jonesy isn’t the sole Fortnite rep but, rather, it’s a Hero situation where he’s joined by three alternate characters as costumes. These costumes are Jonesy, Ramirez, Spitfire, and Wildcat. Jonesy and Ramirez were chosen as they are poster characters in Battle Royale. The other two representatives are Spitfire and Wildcat who have a larger role in Save the World. This creates a character balance between these two main game modes. These characters were also chosen as they differ greatly from each other. Ramirez and Spitfire would be the first characters of Hispanic and African heritage respectfully. Wildcat, while Caucasian, has red, auburn-ish hair. I did consider characters like Banshee, Rio, and Headhunter but then we would have three characters with darker hair color. Spitfire was added to keep the hair colors diversified.

Each one has the same character attributes including weight and size. Jonesy stands just under Captain Falcon. In terms of weight, he would come in at around 102 which makes him heavier than Hero (101) yet lighter than Ryu and Ken (103). This is because, unlike other characters laden with gear, the Fortnite characters aren’t that heavy in their home games. Jonesy’s dashing speed isn’t the best though since, in Fortnite, you can't actually dash. His dash is around 1.72 which ties him with the Plant and Terry. His walking speed is actually better and more consistent with a rating of 1.210. This would make it faster than Wolf, Corrin, Roy, Chrom, and Yoshi (1.208) but slower than Duck Hunt (1.213). Jumping in Fortnite is a slightly floaty affair and this translates to Smash so he has a high and floaty jump. His jump rating would be tied with Mii Brawler, Fox, and Sonic with a rating of 35. This makes him jump higher than Ice Climbers (34.69) but less than Squirtle (35.35). His airspeed as a result would be 1.19 which places him below Inkling, Sonic, Little Mac, Mario, and Donkey Kong (1.208) yet higher than Mr. Game & Watch (1.176). His gravity rating would be .073, making him fall slower than Samus (.074) but faster than Pac-Man (.072). Finally, Jonesy has the ability to hover in air like Peach and Daisy by holding up on the control stick while in the air. This will cause the Glider to be deployed which decreases his falling speed for a moment before vanishing. Jonesy is also capable of crawling like Snake along the ground.

All in all, Jonesy is a well-balanced fighter much like how the avatars are in Fortnite. He deals varied damage output due to the weapons he uses and has excellent range thanks in part to those firearms as well as his ever-trusty Pickaxe. His walking speed allows him to quickly approach opponents without needing to enter into a dash while his floaty jumps allow him to gain a height advantage against other opponents. However, his large frame and relatively low weight make him a literal punching bag. This play style is based on Fortnite which requires to think and strategize in order to out-maneuver their opponents. Knowing when and where to use his abilities to gain an edge against the opponents is the key to victory.

Jonesy Specials and Final Smash

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Neutral Special: Build

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Constructing things is a huge part of Fortnite with players building walls, ramparts, flooring, and more to gain an edge in the battle royale. By holding down the special button, it brings up a schematic blueprint and a selectable menu above the character. Hitting attack spawns a platform, up attack summons a ramp, down attack spawns a triangular roof, and side special spawns a wall. Hitting the neutral special attack deactivates the Build command but inputting any other special such as the up special also does the trick. Once the construct is summoned, it’s interactable as it takes form much like in the original game. Each construct can take up to 100% and will begin flashing the closer it is to being destroyed.

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In order to create a construct, materials are needed which can be found by using the Pickaxe. This is mapped to the neutral attack, side neutral, and neutral aerial. Hitting an opponent, an item, or a stage element with this rewards the player with “materials”. These materials can be used to build these constructs. Completely destroying an item or KO’ing an opponent with the Pickaxe rewards with more materials than normal while dying causes the player to lose all their materials. Each construct requires 10 materials in order to be constructed. If the player doesn’t have any materials on hand, the Neutral Special is automatically changed into the Pickaxe until they have at least ten materials. From there, they can access the Build Blueprints. While the Pickaxe is needed to gather materials, it isn’t a sure-fire way to get them and, even when attacking opponents, materials are always a guarantee. The Pickaxe is capable of dealing 5.2% damage by itself and suffers from start up lag. Players can view how many materials they have above the HUD portrait with a number and material graphic visible.

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Build has a number of useful applications such as zoning, stage control, defense, mindgames, and helping with mobility. The walls can be used to limit and prevent approaches, floors can help with aerial mobility, and ramps can be used to coax an opponent onto it and then destroy the ramp from under their feet. However, there are weaknesses to them. Only ten structures can be built at one time so having more than ten causes the special to not work. If Jonesy is hit while selecting or right when he begins “building” the object; the move is canceled and there’s a significantly larger amount of hitstun than normal. Should Jonesy be KO’d, he doesn’t just lose all his materials, all of his structures are also destroyed. Finally, he doesn’t regain the materials back should he destroy the structures himself.

Side Special: Use Weapon/Inventory

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Another important aspect of Jonesy is his ability to access the weapon selection. This allows Jonesy to take out one of five weapons and use it to attack opponents. Each weapon has a set amount of ammo and, once it’s empty, must be reloaded. This is done by pressing down while shielding much like how the Inklings refill the ink tanks. The number of ammo available is visible in the weapon wheel menu and also next to the material icon above the HUD portrait. Due to it being mapped to the Side Special, he can move forward and backwards like Banjo and Kazooie’s Neutral Special, Egg Firing. Inputting Side Special will cause the firearm to be brought up which then transitions into the firing mechanic that allows for movement. Hitting the neutral special during this state ends the firing and causes the weapon to be holstered.

To prevent players from sticking to one gun, Jonesy has a durability mechanic like Robin. Overusing a weapon consecutively causes the weapon to “break” and need time to repair itself. This is shown as the weapon flashing red when it’s close to breaking. Using the Pistol over and over and reloading after ending each clip is a sure way to break the weapon after the 4th time. Finally, while five weapons are initially available, a sixth weapon is available under certain circumstances. Like Villager, Jonesy can “pocket” items though, unlike Villager, he uses it through the Grab animation rather than the Neutral Special. This is to reference how most items and weapons are found on the ground. Again, unlike Villager, he can’t pocket incoming projectiles such as Mario's Fireball. These character-based items have to be on the ground for him to pick up so items such as R.O.B.’s Gyro, Link’s Remote Bombs, Snake’s C4, and Banjo and Kazooie’s Rear Egg are all examples. Technically, Olimar’s Pikmin and Rosalina’s Luma could also be pocketed.

The following weapons are selectable and each as its owndamage output and ammo capacity which will be listed below.

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Pistol: A small firearm that deals little damage, has a small impact radius, but is very quick, can be spammed, and has a quick reload. It’s quick to draw and holster making it ideal for racking up damage. It has a 10 second cooldown time after breaking which makes it the go-to gun in times of need. It does 5.8% damage up close and 3.5% further away and holds up to ten shots before needing to be reloaded. This gun doesn’t negatively impact speed due to its lightweight and compact nature.

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Auto Rifle: This rifle fires a steady stream of firepower that has less damage output but fires at a higher rate. While the gun won’t hinder movement when it’s not being used, it has some kickback which slightly pushes Jonesy backward while firing. This effect is largely small though and it’s hard to notice it when not paying attention. Each shot does1.3% damage and it has 25 rounds total. However, the longer the Auto Rifle is firing, the more damage it deals with a max of 2.8% per shot. It has a longer reload period and a 30 second cooldown time when broken.

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Shotgun: Unlike the first two, this weapon has tons of stopping power. It fires a large shotgun blast where the initial projectile deals more damage than the other weapons but has a smaller hitbox. However, this hitbox grows larger the further it travels, but the downside is that it deals significantly less damage the further it goes. The windbox slightly pushes Jonesy back - especially in the air. This allows Jonsey to technically push himself in the air which could aid (or hinder) his recovery options. It does 13% damage up close and 9.2% further away. It has the longest reloading time of any weapon and the cooldown time is 45 seconds.

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Sniper Rifle: The Sniper Rifle functions similar to the Staff item from Kid Icarus in that it deals more damage further away. Unlike the earlier weapons, this gun doesn’t allow Jonesy to move and fire. Instead, he remains stationary while firing and can only move afterward. It holds five shots before having to reload which is longer than the Auto Rifle but less than the Shotgun. Holding and charging the input increases the possible damage output. Up close, it does 7% uncharged and 9.1% charged. When the furthest possible distance, it does 17.3% uncharged and 22% charged. It has a 38-second cooldown timer after it breaks.

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Rocket Launcher: Jonesy pulls out a Rocket Launcher and fires it. This powerful explosive payload flies forward in a straight line before exploding. It deals 15% damage when it hits directly with 8.2% damage outside the initial blast radius. While it’s a strong attack, it has a predictable trajectory. The launcher has a long cooldown period that requires around 40 seconds should it break. It can hold three rounds before needing to be reloaded.

Up Special: Launch Pad

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Jonesy pulls out a launch pad that catapults him into the air. This functions similarly to Banjo’s Shock Spring Jump and Sonic’s Spring Jump mechanically. There is a slight delay between Jonesy pulling out the pad and the launching animation. This is important as Jonesy can quickly move out of the way before being launched which causes the Launch Pad to be left idle on the floor until he or someone else walks past it. This feature isn’t included if Jonesy performs this in the air. If performed in the air, the pad will fall to the ground and whack any opponents underneath. This adds 6% to grounded opponents and 8% to aerial opponents with the chance of meteor smashing them.

Down Special: Remote Explosives

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It functions similar to Snake’s Down Special, C4. Players can attach this explosive device onto any object, stage element, or even an opponent. By inputting down special again, the device explodes. When it explodes, it deals up to 24.2% damage for those standing directly over, by the device or if the device was attached to an opponent. The damage decreases the further away the opponent is from the blast with the lowest possible amount of damage being 14%. If someone hits the remote explosive with a projectile, this counts as damage dealt by that opponent.

Final Smash: The Storm King

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Jonesy looks to the sky and the Storm begins to conjure itself before Jonsey exits the stage. The storm presents itself as a purple haze and will damage any opponents who find themselves within the field of effect. This acts similarly in theory to Bowser Jr's Final Smash, Shadow Mario Paint. The storm won’t induce hitstun but will greatly damage opponents inside of its area of effect. It will appear on either side of the stage near the side blast lines and will progressively travel inward; pushing opponents and forcing them to come into the “eye of the storm” where they won’t be damaged. The storm’s effect will deal with 1.5% per hit with a hit every .5 seconds. There, it deals with 3% per second. Shortly following the start of the Final Smash, the Shadow King appears far in the background. He will fire off randomized toxic laser blasts. A warning will appear at the location where the laser blast will land. He will fire around four to six blasts before vanishing along with the storm.

Jonesy Smash Attacks and Other Notable Attacks

Standard Attack: Jonesy uses the Pickaxe and swings it forward. This doesn’t have a jab combo and Jonesy just swings the Pickaxe back and forth. Hitting with the Pickaxe generates materials Jonesy can use to create objects and structures through Build. The attack doesn’t deal too much damage with each hit only doing 3.7% damage. However, the general speed and reach of the attack makes it an effective jab attack. Due to its low damage output and lack of notable knockback, it's perfect to get materials from.

Forward Tilt: This attack functions just like the jab but does a bit more power and knockback. This version does 6% damage which makes it good to use as a theoretical jab finisher after harvesting enough materials using the jab.

Forward Aerial Tilt: This attack functions similarly to the forward tilt with a bit more damage output and knockback. It does 12% damage.

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Side Smash: Jonesy takes the STOP Axe, heaves it over his head, and smashes down with it. Its animation is similar to Byleth’s Down Special, Aymir. The attack can meteor smash opponents hanging from the ledge. It has excellent range and damage output but suffers from heavy start-up and ending lag. It does 14% damage uncharged and 28.8% charged.

Up Smash: Jonesy lights up a Bottle Rocket which causes it to shoot upwards into the air. Charging up the attack increases both the damage output and the length of the attack. Once it reaches a certain height, it explodes with a beautiful display of pyrotechnics. Getting hit by this attack before it reaches its peak height triggers the explosion. It deals 12.4% damage uncharged and 19.1% charged. It is a good anti-aerial Up Smash attack that functions similarly to Villager’s Up Smash.

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Down Smash: Jonesy constructs a retractable spiked floor trap and sets it down on the ground. While most Smash attacks launch opponents, this one stuns the opponent and also deals damage. When the opponent strays into the trap, the retractable spikes spring up and pierce into them. This does heavy damage and also induces hitstun which is dependent on how much the attack was charged up. Uncharged, the attack does 10.8% damage while doing 17.6% charged. This attack is great at trapping opponents while adding a large amount of damage output and then laying into an attack better suited for killing like the Side Smash.

Grab/Tether: Jonesy fires out the Harpoon Gun which acts as both a long-distance grab like the Hookshots but also can add in recovery as a tether. What’s more is that it does damage upon contact with an additional 3% to the grab animation before entering into a throw or a pummel.

Classic Mode: Battle Royale

The title references the Battle Royale mode where people airdrop onto the island. Each match is a Stamina Match and a free-for-all which is again a nod to the series. Finally, opponents are characters who also have a particular alternate costume fighting alongside them, for example, Pikachu and Libre Pikachu. This is to reference the fact that Fortnite has a plethora of skins available for players to wear. Finally, the stages are loosely based on actual locations found within the Battle Royale Island map.

Round 1 - Vs.:ultmario:, :ultmario: (Builder), :ultpikachu:, :ultpikachu: (Libre)
Saffron City

The stage is based on the many city-like locations found in Fortnite like Lazy Lake.

Round 2- Vs.:ultolimar:, :ultalph:, :ultike:, :ultike: (Radiant Dawn), Wario, Wario (Classic)
Delfino Plaza

The stage is based on city, Sweaty Sands.

Round 3 - Vs.:ultbowserjr:, :ultwendy:, :ultlittlemac:, :ultlittlemac: (Wireframe), :ultcloud:, :ultcloud: (Advent Children)
Tortimer’s Island

This stage is based on the many tropical islands found on the map including the event-specific boss lair, The Shark.

Round 4 - Vs.:ultbrawler:, :ultbrawler: (Vampire Garb),:ultswordfighter: , :ultswordfighter:(Pirate), :ultgunner:, :ultgunner:(Special Forces)
Pilotwings

This stage is a direct reference to the Battle Bus, the vehicle that brings in players and drops them to the map below.

Round 5 - Vs.:ultisabelle:, :ultisabelle: (Winter Outfit), :ultridley:, :ultridley: (Meta Ridley), :ultinkling:, :ultinklingboy: (Boy)
Midgard

This stage is based on Steamy Stacks.

Round 6 -Vs. :ultvillager:,:ultvillagerf: , :ultwiifittrainerm:,:ultwiifittrainer: , :ultbayonetta:, :ultbayonetta1:

or if Fighter’s Pass Vol 1 was downloaded with all content made available

:ulthero: ,:ulthero3: ,:ultjoker: , :ultjoker: (Shunji Academny) , :ultbyleth:, :ultbyleth: (Femyleth)
Onett

This stage is based on the town, Pleasant Park.

Final Round Vs. Ramirez, Ramirez (Recon Specialist), Spitfire, Spitfire (Funk Ops), Wildcat, Wildcat (Psion)
Battle Royale (The stage, Battle Royale, will be featured in Part 2)


Entrance Animation

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Jonesy glides down to the ground while riding on the Glider. In the distance following the start of the match, the Battle Bus can be seen flying away.

Taunts

Jonesy is unique in that he has more than three distinct taunts with, technically, ten taunts total. This is due to the sheer amount of Emotes in Fortnite. He has four taunts instead of three for each directional input. In addition, the Down Taunt has multiple versions available based on dance emotes.


Up Taunt: Jonesy pulls out a wad of cash and starts swiping it forward; scattering the cash everywhere. The cash will vanish shortly after being thrown out and can’t be picked up by other players. Based on the “Make it Rain” emote.


Side Taunt: Stretches out both hands in front of him and slightly waves them. This is the “Behold” emote from the game. This comes complete with the sound effect.


Side Taunt Left: A microphone appears in his hands. He takes it, taps on ktand drops it which makes it land with a sudden thud on the ground. This is based on the “Drop the Mic” emote. The microphone can even damage the opponent with 1.3% when it connects.

Down Taunt: Like Bayonetta’s down taunt, players can perform a dance by holding down the down taunt input. Jonesy has an added bonus of being able to perform a number of dances taken from Fortnite. The dance Jonesy performs is randomized each time.
Idle Animations

Does the Brush Your Shoulders emote and, smugly, brushes off both shoulders.

He stands up straight and snaps his finger loudly. Based on the Snap emote which, possibly, is based on the legendary Thanos finger snap from Avengers Infinity War.

Victory Animations

Along with the three victory animations, Jonesy also has an additional victory animation featuring the dances seen in his Down Taunt.

Grabs a bag from his pocket and takes out a pinch of salt. He then sprinkles it slowly in front of the camera. This is based on the “Pure Salt” emote.


Holds up a gold trophy and begins thrusting it up and down in the air in jubilation. While he does this, confetti falls down from the sky. Based on the “Kiss the Cup” emote.


Pulls out a Saxophone and starts soulfully playing it while swaying his hips to the music. Based on the “Phone It In” emote.


Defeat Pose

He will either appear performing the “Slow Clap” emote, “Face Palm” emote, or the “Rage Quit” emote.

Stamina KO

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When KO’d in a Stamina Match, a device that collects the defeated player in Fortnite appears.

Victory Theme

0:00 to 0:06

Alternate Costumes

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Conclusion



Fortnite has taken the video game industry by storm and greatly redefined how games are developed and released. The game continues to bring in new players due in part to the game being available on many platforms including the Switch and mobile. The game supports itself through paid content like Save the World as well as additional content including cosmetics, weaponry, and more. It wouldn’t be a stretch to suggest that Fortnite has more than earned its spot at one of the greatest crossover games ever. That being said though, the series certainly has its fair share of haters and detractors. Getting Fortnite content could be a controversial inclusion that might not be received as well as earlier content.

Feel free to read other Character/Series Smash Analysis Articles


Author’s Note: What do you think? Do you think Fortnite deserves to be in Smash? Would Jonesy and his ability to wield firearms and build things be an interesting choice? What skins do you personally want to see? Let us know below!
 
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Venus of the Desert Bloom

Comments

#3
I'd be OK with a FN character being added. It's mighty popular and filled with such goofiness for a shooter type game.

SideB could cycle between 3 projectiles which changes what neutral B, Dair, end-jab, and grab dmg+kb (grab+shoot with the BOOM, pew, or whack).

DownB could just be a cheeky hold-shield for reflecting projectiles and KBing nearby enemies during the earlier frames. Probably using the umbrella.
 
#4
I love this concept of Jonesy!
I think you could probably just keep the building mechanic, and simplify the shooting mechanic, to keep the character a bit more streamlined (and still allow a weapons changeout for another character with more effort on shooting).

All that said, you really captured the spirit of the world quite well. I loved reading this.
 
#5
This comment section will not fare well. I am certain of it.
It will be EPIC to say the least.


I'd be OK with a FN character being added. It's mighty popular and filled with such goofiness for a shooter type game.

SideB could cycle between 3 projectiles which changes what neutral B, Dair, end-jab, and grab dmg+kb (grab+shoot with the BOOM, pew, or whack).

DownB could just be a cheeky hold-shield for reflecting projectiles and KBing nearby enemies during the earlier frames. Probably using the umbrella.
Great ideas! I was considering using a Shield Potion as the down special but I felt the Remote Explosive was a better fit for the zone and trap play style I crafted.


I love this concept of Jonesy!
I think you could probably just keep the building mechanic, and simplify the shooting mechanic, to keep the character a bit more streamlined (and still allow a weapons changeout for another character with more effort on shooting).

All that said, you really captured the spirit of the world quite well. I loved reading this.
Thanks! I was considering mapping a gun to different inputs but I felt that, it really goes against Fortnite. You run around collecting good gear and keep things that works for you. I felt that Jonsey (and co) coming in Smash has collected all the gear they need for Smash. I also wanted the player to be able to grab an item and pocket for later use like how it is in Fortnite. If we were to get a rep from there (which I do doubt), I think either the Build or the Inventory gimmick would be used; not both. Since this is all theoretical, I went with both for funsjes.
 
#7
I think people generally underrate the chance of Fortnite getting in Smash in some capacity... Nintendo is calling the shots to a degree, and as a business it's not like they wouldn't see an opportunity in it :ohwell:

Kudos to you, by the way, for posting about Fortnite on this site. The attitude the internet has towards it is pretty much how it talked about Minecraft in the mid 2010's--until the kids and normies stopped playing it. You have displayed bravery worthy of a medal of honor :4pacman:
 
#8
I wouldn't be a big fan of Fortnite ANYTHING getting into Smash, but I still appreciate the effort that was clearly put into this.
When I decided to focus on Fortnite, I downloaded the game on both Switch and iPhone so I could get a feel for it. I grew up on shooters after moving from fighters so it was good to get back into those fun multiplayer type shooters that I enjoyed back in the day with games like GoldenEye. That being said, even after playing it, I wasn’t hooked and I wouldn’t consider myself a dedicated player. Fortnite in Smash is such a controversial and ridiculous concept that I simply couldn’t pass up the opportunity to explore how it could be included. It was loads of fun. It’s kind of like how I would love to do an article on things like Dragon Ball Z.

I think people generally underrate the chance of Fortnite getting in Smash in some capacity... Nintendo is calling the shots to a degree, and as a business it's not like they wouldn't see an opportunity in it :ohwell:

Kudos to you, by the way, for posting about Fortnite on this site. The attitude the internet has towards it is pretty much how it talked about Minecraft in the mid 2010's--until the kids and normies stopped playing it. You have displayed bravery worthy of a medal of honor :4pacman:
In these articles that I do, want to focus on both heavy-hitters in speculation (Lloyd and Crash being examples), ones heavily rumored to be in the game (Doomguy), characters who are popular but not huge characters in terms of speculation (2B), and finally the one that maybe Smash players never even considered due to lack of understanding/viewpoints (Sol Badguy and Jonsey).

The purpose of these articles is to give a spotlight on both popular and underdog characters while also providing information how them and their series could be incorporated into Smash. Hopefully, along the way, those characters and fan base again a few more supporters.
 
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#10
This is something that I'd love to see make it to smash. Fortnite is overhated IMO, and it's entirely because of the community. People also claim it's a kids game to deter others away from an amazing experience. It's a shame, because people hear "Fortnite" and respond by closing their ears and immediately saying "no" whenever the game is brought up in Smash speculation. Fortnite is currently in the exact same boat that Minecraft was in before 2019, when it became popular again, and there was no shame in playing it. Jonesy has such a massive amount of moveset potential, and knowing how successful Fortnite is, Nintendo might have considered it at some point.

Some changes I would make:

Emotes:
+ Intensity
+ Take The L/Savor The W (should be a winning animation)
+ Free Flow
+ Work It
+ Drop The Bass (its in my avatar)
+ Electro Swing
+ Dance Moves AKA The Default Dance (how did you forget this?)
- Dab (dabbing needs to die already)
- Dance Off (because Marvel)

Replace C4 with a healing item such as the Medkit or Slurp Juice. Snake already has this, and it feels a bit copy-pasta for a character with this much moveset potential.

I'm not sure how I feel about the durability mechanic. It doesn't really work well with the weapons in the game itself. I would've used many of the weapons for neutral attacks, and some as specials. However, the Minigun has an overheating mechanic when you hold it down for too long, which forces you to switch to another item before being able to use it again. I would rather use an ammo mechanic that regenerates over time or can be harvested just like materials. I like the building mechanic, which should be Jonesy's primary gimmick, while the inventory mechanic should be removed entirely for a different weapon/item.

For skins, I think each skin should have its own name, just like in Fortnite itself, which is known for its massive collection of characters. 16 skins total, 8 default, and 8 more notable skins.

I would personally pick the following skins: (4 male, 4 female)

Raven (Iron Beak + Feathered Flyer)
Cuddle Team Leader (Cuddle Paw + Cuddle Cruiser)
Omega (Onslaught + Terminus)
Beach Bomber (Rainbow Smash + Brite Blimp)
Drift (Rift's Edge + Rift Rider)
Lynx (Scratchmark + Intrepid)
Luminos (Astral Axe + Arcana) (He's in my avatar!)
Aura (Diamond Eye + Skellon)

That's all I have for now. I might make my own moveset at some point, but these are just some changes I would make to this moveset. For those who mindlessly hate on the game just to sound "cool" (it really isn't cool), try it first, and if you still don't like it, give legitimate reasoning as to why. Stay safe everyone.

Also, for those who want good Fortnite content on YouTube, check out I Talk Fortnite and PIZ0. They make actual content and don't clickbait, and they set a mature, and good example for the community.
 
#15
The only legit argument against him I can see is that Fortnite shouldn't be the first franchise to represent FPS in Smash. After getting Doom Slayer or Master Chief first, then they may talk about Jonsey.

I know that Smash has characters with skills that overlap with others... but wouldn't building mechanic overlap with Steve from Minecraft? Steve's whole gimmick is building blocks, so Jonsey might take away the factor.
 
#16
The only legit argument against him I can see is that Fortnite shouldn't be the first franchise to represent FPS in Smash. After getting Doom Slayer or Master Chief first, then they may talk about Jonsey.
On the other hand, we got Final Fantasy and Persona on the roster before Dragon Quest, the grandfather of the traditional turn-based JRPG. Order of addition doesn't really seem that important in my eyes.
 
#17
This is something that I'd love to see make it to smash. Fortnite is overhated IMO, and it's entirely because of the community. People also claim it's a kids game to deter others away from an amazing experience. It's a shame, because people hear "Fortnite" and respond by closing their ears and immediately saying "no" whenever the game is brought up in Smash speculation. Fortnite is currently in the exact same boat that Minecraft was in before 2019, when it became popular again, and there was no shame in playing it. Jonesy has such a massive amount of moveset potential, and knowing how successful Fortnite is, Nintendo might have considered it at some point.

Some changes I would make:

Emotes:
+ Intensity
+ Take The L/Savor The W (should be a winning animation)
+ Free Flow
+ Work It
+ Drop The Bass (its in my avatar)
+ Electro Swing
+ Dance Moves AKA The Default Dance (how did you forget this?)
- Dab (dabbing needs to die already)
- Dance Off (because Marvel)
I looked at what was popular dances but, as I mentioned earlier, I had to study up on Fortnite material. I looked at variety of them but I chose ones that seems tame yet interesting because, while trying to keep things as realistic as I could, I tried to keep in mind that limitations of Smash and how each model works in the game. However, I didn’t know about Dance Off being based on Starlord until I published this.

Replace C4 with a healing item such as the Medkit or Slurp Juice. Snake already has this, and it feels a bit copy-pasta for a character with this much moveset potential.
I really wrestled at what the down special should be. It was originally going to be Medkit, Floor Trap, Pulse Grenade, that one Super rare goldfish trophy thing, or the Bottle a Rocket. I chose the remote explosive less because it was an easy pick but to keep to the “defensive bait and trap zoner” play-style I was shooting for.

I'm not sure how I feel about the durability mechanic. It doesn't really work well with the weapons in the game itself. I would've used many of the weapons for neutral attacks, and some as specials. However, the Minigun has an overheating mechanic when you hold it down for too long, which forces you to switch to another item before being able to use it again. I would rather use an ammo mechanic that regenerates over time or can be harvested just like materials. I like the building mechanic, which should be Jonesy's primary gimmick, while the inventory mechanic should be removed entirely for a different weapon/item.
This was one of my greatest regrets that I decided to map the firearms to specials instead of mapping them to the standard attacks. Like I said earlier, collecting weapons is a huge aspect of the games and I wanted to make it seem like the player collected these items before the match and can use them freely depending on the situation while also being able to pocket one item they find for later use

For skins, I think each skin should have its own name, just like in Fortnite itself, which is known for its massive collection of characters. 16 skins total, 8 default, and 8 more notable skins.

I would personally pick the following skins: (4 male, 4 female)

Raven (Iron Beak + Feathered Flyer)
Cuddle Team Leader (Cuddle Paw + Cuddle Cruiser)
Omega (Onslaught + Terminus)
Beach Bomber (Rainbow Smash + Brite Blimp)
Drift (Rift's Edge + Rift Rider)
Lynx (Scratchmark + Intrepid)
Luminos (Astral Axe + Arcana) (He's in my avatar!)
Aura (Diamond Eye + Skellon)
Like I said with the dances, I tried to keep things marginally realistic and gave the character two normal swaps (2 characters featured in BR and two in StW) while also choosing costumes/skins of those characters as alternate costumes. I certainly considered many of those you listed as they are very popular (like Reaper) but I felt that was a HUGE departure from the base character, that being Jonsey that it would feel weird in Smash. Different characters in Smash have different costumes like Shulk, King K Rool, Ryu, Ken, Bayonetta, and even Villager with different hats, glasses, and accessories. However, we don’t really see anything that extreme in terms of different costumes. So, technically, I could just go nuts and include tons of iconic and unique skins from Fortnite cause this isn’t actual Smash Development but I did try to keep things a tad bit realistic.

As for the down special, there is still Part 2 and I do have plans to include more Fortnite content that was previously missed out :)
 
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#19
Would love to see an FN rep in the game, especially if there was a Drift or Catalyst skin variant (Visitor too)

Just the prospect of annoying people who circle jerk FN while playing a game that’s also circle jerked with zero sense of self awareness would bring pure joy to me

Edit: Even outside of BR there’s a metric ton of stuff that could be done with STW if they ever actually added an FN rep. Something like the smashers for an assist trophy. Or Ray as a spirit. Hell even make the Visitor the final smash with his rocket or meteor
 
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#28
You know, a MC or FN fighter in Smash is definitely an interesting idea.

Though... I think MC is more probable since Nintendo has a somewhat friendship with Microsoft, which owns Mojang.
 
#29
Welcome to the sixth article of Smashboards Character Analysis! These articles will not be looking at why a character is or isn’t likely, so please do not expect that going in. Instead, they will focus on how a character might play in Smash and how their series might be represented within the boundaries of the Fighter’s Pass.

”Jonesy Drops In” Smashboards’ Jonesy and Fortnite Character Analysis

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Introduction to Fortnite and Jonesy

Fortnite is an online third-person action/shooter game that combines elements of the open-world, sandbox, battle royale, and survival genres. The game was developed by Epic Games who were also behind famous titles such as Unreal Tournament, Gears of War, Infinity Blade, and the Unreal game engine. The game was initially released with a Player versus Environment (PvE) game mode where teams of players fought against approaching monsters called Save the World. This would eventually move to a paid model while a new freemium Player versus Player (PvP) mode, Battle Royale, was released. This mode was well-received among fans and critics alike. In Battle Royale, players can either do solo, pair, or team matches. The goal is to “parachute” to the main island from the Battle Bus and to establish a secure location by harvesting resources, collecting weapons and obtaining healing items. However, a toxic storm is circling in on the island so players must make their way to the “eye of the storm” or risk getting killed under the storm's toxic effect. This was implemented in order to force players into tighter areas together and give a sense of urgency.


The allure to Fortnite was its ease of access, availability, customization, culture, and the general aesthetic appeal. Despite the game featuring firearms, swords, and explosions; the game is rated ages 12 and up according to the ESRB but it manages to rope in even younger players. This is due in part to the lack of blood and gore that often comes with shooters. Customization is a huge feature in Fortnite and one particularly unique feature that was added is Fortnite Creative where players could customize and build their own maps, design their own matches, and share them with friends or with everyone. Epic Games also releases yearly events including holiday-themed events, items, seasonal updates, and more. This helped lead the series to becoming insanely popular and encouraged players to collect and create. On top of all that, the series also has a growing esports scene which draws in thousands of players.

Jonesy appears in both Save the World and Battle Royale but it wasn’t until later that he started getting more important to the franchise. Fortnite has many characters to choose from with some appearing more often in Save the World while others appear mostly in Battle Royale. In Save the World, Jonesy was given a bit more backstory. He is a character in the Soldier class which is a balanced class focusing on damage output and mobility. He has largely become the face of the franchise though he shares this distinction with a number of other characters, enemies, and even skins (cough cough Peely cough cough).

Jonesy Character Overview

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Jonesy isn’t the sole Fortnite rep but, rather, it’s a Hero situation where he’s joined by three alternate characters as costumes. These costumes are Jonesy, Ramirez, Spitfire, and Wildcat. Jonesy and Ramirez were chosen as they are poster characters in Battle Royale. The other two representatives are Spitfire and Wildcat who have a larger role in Save the World. This creates a character balance between these two main game modes. These characters were also chosen as they differ greatly from each other. Ramirez and Spitfire would be the first characters of Hispanic and African heritage respectfully. Wildcat, while Caucasian, has red, auburn-ish hair. I did consider characters like Banshee, Rio, and Headhunter but then we would have three characters with darker hair color. Spitfire was added to keep the hair colors diversified.

Each one has the same character attributes including weight and size. Jonesy stands just under Captain Falcon. In terms of weight, he would come in at around 102 which makes him heavier than Hero (101) yet lighter than Ryu and Ken (103). This is because, unlike other characters laden with gear, the Fortnite characters aren’t that heavy in their home games. Jonesy’s dashing speed isn’t the best though since, in Fortnite, you can't actually dash. His dash is around 1.72 which ties him with the Plant and Terry. His walking speed is actually better and more consistent with a rating of 1.210. This would make it faster than Wolf, Corrin, Roy, Chrom, and Yoshi (1.208) but slower than Duck Hunt (1.213). Jumping in Fortnite is a slightly floaty affair and this translates to Smash so he has a high and floaty jump. His jump rating would be tied with Mii Brawler, Fox, and Sonic with a rating of 35. This makes him jump higher than Ice Climbers (34.69) but less than Squirtle (35.35). His airspeed as a result would be 1.19 which places him below Inkling, Sonic, Little Mac, Mario, and Donkey Kong (1.208) yet higher than Mr. Game & Watch (1.176). His gravity rating would be .073, making him fall slower than Samus (.074) but faster than Pac-Man (.072). Finally, Jonesy has the ability to hover in air like Peach and Daisy by holding up on the control stick while in the air. This will cause the Glider to be deployed which decreases his falling speed for a moment before vanishing. Jonesy is also capable of crawling like Snake along the ground.

All in all, Jonesy is a well-balanced fighter much like how the avatars are in Fortnite. He deals varied damage output due to the weapons he uses and has excellent range thanks in part to those firearms as well as his ever-trusty Pickaxe. His walking speed allows him to quickly approach opponents without needing to enter into a dash while his floaty jumps allow him to gain a height advantage against other opponents. However, his large frame and relatively low weight make him a literal punching bag. This play style is based on Fortnite which requires to think and strategize in order to out-maneuver their opponents. Knowing when and where to use his abilities to gain an edge against the opponents is the key to victory.

Jonesy Specials and Final Smash

View attachment 273805

Neutral Special: Build

View attachment 273684

Constructing things is a huge part of Fortnite with players building walls, ramparts, flooring, and more to gain an edge in the battle royale. By holding down the special button, it brings up a schematic blueprint and a selectable menu above the character. Hitting attack spawns a platform, up attack summons a ramp, down attack spawns a triangular roof, and side special spawns a wall. Hitting the neutral special attack deactivates the Build command but inputting any other special such as the up special also does the trick. Once the construct is summoned, it’s interactable as it takes form much like in the original game. Each construct can take up to 100% and will begin flashing the closer it is to being destroyed.

View attachment 273683

In order to create a construct, materials are needed which can be found by using the Pickaxe. This is mapped to the neutral attack, side neutral, and neutral aerial. Hitting an opponent, an item, or a stage element with this rewards the player with “materials”. These materials can be used to build these constructs. Completely destroying an item or KO’ing an opponent with the Pickaxe rewards with more materials than normal while dying causes the player to lose all their materials. Each construct requires 10 materials in order to be constructed. If the player doesn’t have any materials on hand, the Neutral Special is automatically changed into the Pickaxe until they have at least ten materials. From there, they can access the Build Blueprints. While the Pickaxe is needed to gather materials, it isn’t a sure-fire way to get them and, even when attacking opponents, materials are always a guarantee. The Pickaxe is capable of dealing 5.2% damage by itself and suffers from start up lag. Players can view how many materials they have above the HUD portrait with a number and material graphic visible.

View attachment 273804

Build has a number of useful applications such as zoning, stage control, defense, mindgames, and helping with mobility. The walls can be used to limit and prevent approaches, floors can help with aerial mobility, and ramps can be used to coax an opponent onto it and then destroy the ramp from under their feet. However, there are weaknesses to them. Only ten structures can be built at one time so having more than ten causes the special to not work. If Jonesy is hit while selecting or right when he begins “building” the object; the move is canceled and there’s a significantly larger amount of hitstun than normal. Should Jonesy be KO’d, he doesn’t just lose all his materials, all of his structures are also destroyed. Finally, he doesn’t regain the materials back should he destroy the structures himself.

Side Special: Use Weapon/Inventory

View attachment 273682
Another important aspect of Jonesy is his ability to access the weapon selection. This allows Jonesy to take out one of five weapons and use it to attack opponents. Each weapon has a set amount of ammo and, once it’s empty, must be reloaded. This is done by pressing down while shielding much like how the Inklings refill the ink tanks. The number of ammo available is visible in the weapon wheel menu and also next to the material icon above the HUD portrait. Due to it being mapped to the Side Special, he can move forward and backwards like Banjo and Kazooie’s Neutral Special, Egg Firing. Inputting Side Special will cause the firearm to be brought up which then transitions into the firing mechanic that allows for movement. Hitting the neutral special during this state ends the firing and causes the weapon to be holstered.

To prevent players from sticking to one gun, Jonesy has a durability mechanic like Robin. Overusing a weapon consecutively causes the weapon to “break” and need time to repair itself. This is shown as the weapon flashing red when it’s close to breaking. Using the Pistol over and over and reloading after ending each clip is a sure way to break the weapon after the 4th time. Finally, while five weapons are initially available, a sixth weapon is available under certain circumstances. Like Villager, Jonesy can “pocket” items though, unlike Villager, he uses it through the Grab animation rather than the Neutral Special. This is to reference how most items and weapons are found on the ground. Again, unlike Villager, he can’t pocket incoming projectiles such as Mario's Fireball. These character-based items have to be on the ground for him to pick up so items such as R.O.B.’s Gyro, Link’s Remote Bombs, Snake’s C4, and Banjo and Kazooie’s Rear Egg are all examples. Technically, Olimar’s Pikmin and Rosalina’s Luma could also be pocketed.

The following weapons are selectable and each as its owndamage output and ammo capacity which will be listed below.

View attachment 273686
Pistol: A small firearm that deals little damage, has a small impact radius, but is very quick, can be spammed, and has a quick reload. It’s quick to draw and holster making it ideal for racking up damage. It has a 10 second cooldown time after breaking which makes it the go-to gun in times of need. It does 5.8% damage up close and 3.5% further away and holds up to ten shots before needing to be reloaded. This gun doesn’t negatively impact speed due to its lightweight and compact nature.

View attachment 273687
Auto Rifle: This rifle fires a steady stream of firepower that has less damage output but fires at a higher rate. While the gun won’t hinder movement when it’s not being used, it has some kickback which slightly pushes Jonesy backward while firing. This effect is largely small though and it’s hard to notice it when not paying attention. Each shot does1.3% damage and it has 25 rounds total. However, the longer the Auto Rifle is firing, the more damage it deals with a max of 2.8% per shot. It has a longer reload period and a 30 second cooldown time when broken.

View attachment 273692

Shotgun: Unlike the first two, this weapon has tons of stopping power. It fires a large shotgun blast where the initial projectile deals more damage than the other weapons but has a smaller hitbox. However, this hitbox grows larger the further it travels, but the downside is that it deals significantly less damage the further it goes. The windbox slightly pushes Jonesy back - especially in the air. This allows Jonsey to technically push himself in the air which could aid (or hinder) his recovery options. It does 13% damage up close and 9.2% further away. It has the longest reloading time of any weapon and the cooldown time is 45 seconds.

View attachment 273691

Sniper Rifle: The Sniper Rifle functions similar to the Staff item from Kid Icarus in that it deals more damage further away. Unlike the earlier weapons, this gun doesn’t allow Jonesy to move and fire. Instead, he remains stationary while firing and can only move afterward. It holds five shots before having to reload which is longer than the Auto Rifle but less than the Shotgun. Holding and charging the input increases the possible damage output. Up close, it does 7% uncharged and 9.1% charged. When the furthest possible distance, it does 17.3% uncharged and 22% charged. It has a 38-second cooldown timer after it breaks.

View attachment 273690
Rocket Launcher: Jonesy pulls out a Rocket Launcher and fires it. This powerful explosive payload flies forward in a straight line before exploding. It deals 15% damage when it hits directly with 8.2% damage outside the initial blast radius. While it’s a strong attack, it has a predictable trajectory. The launcher has a long cooldown period that requires around 40 seconds should it break. It can hold three rounds before needing to be reloaded.

Up Special: Launch Pad

View attachment 273688
Jonesy pulls out a launch pad that catapults him into the air. This functions similarly to Banjo’s Shock Spring Jump and Sonic’s Spring Jump mechanically. There is a slight delay between Jonesy pulling out the pad and the launching animation. This is important as Jonesy can quickly move out of the way before being launched which causes the Launch Pad to be left idle on the floor until he or someone else walks past it. This feature isn’t included if Jonesy performs this in the air. If performed in the air, the pad will fall to the ground and whack any opponents underneath. This adds 6% to grounded opponents and 8% to aerial opponents with the chance of meteor smashing them.

Down Special: Remote Explosives

View attachment 273689
It functions similar to Snake’s Down Special, C4. Players can attach this explosive device onto any object, stage element, or even an opponent. By inputting down special again, the device explodes. When it explodes, it deals up to 24.2% damage for those standing directly over, by the device or if the device was attached to an opponent. The damage decreases the further away the opponent is from the blast with the lowest possible amount of damage being 14%. If someone hits the remote explosive with a projectile, this counts as damage dealt by that opponent.

Final Smash: The Storm King

View attachment 273693
Jonesy looks to the sky and the Storm begins to conjure itself before Jonsey exits the stage. The storm presents itself as a purple haze and will damage any opponents who find themselves within the field of effect. This acts similarly in theory to Bowser Jr's Final Smash, Shadow Mario Paint. The storm won’t induce hitstun but will greatly damage opponents inside of its area of effect. It will appear on either side of the stage near the side blast lines and will progressively travel inward; pushing opponents and forcing them to come into the “eye of the storm” where they won’t be damaged. The storm’s effect will deal with 1.5% per hit with a hit every .5 seconds. There, it deals with 3% per second. Shortly following the start of the Final Smash, the Shadow King appears far in the background. He will fire off randomized toxic laser blasts. A warning will appear at the location where the laser blast will land. He will fire around four to six blasts before vanishing along with the storm.

Jonesy Smash Attacks and Other Notable Attacks

Standard Attack: Jonesy uses the Pickaxe and swings it forward. This doesn’t have a jab combo and Jonesy just swings the Pickaxe back and forth. Hitting with the Pickaxe generates materials Jonesy can use to create objects and structures through Build. The attack doesn’t deal too much damage with each hit only doing 3.7% damage. However, the general speed and reach of the attack makes it an effective jab attack. Due to its low damage output and lack of notable knockback, it's perfect to get materials from.

Forward Tilt: This attack functions just like the jab but does a bit more power and knockback. This version does 6% damage which makes it good to use as a theoretical jab finisher after harvesting enough materials using the jab.

Forward Aerial Tilt: This attack functions similarly to the forward tilt with a bit more damage output and knockback. It does 12% damage.

View attachment 273694
Side Smash: Jonesy takes the STOP Axe, heaves it over his head, and smashes down with it. Its animation is similar to Byleth’s Down Special, Aymir. The attack can meteor smash opponents hanging from the ledge. It has excellent range and damage output but suffers from heavy start-up and ending lag. It does 14% damage uncharged and 28.8% charged.

Up Smash: Jonesy lights up a Bottle Rocket which causes it to shoot upwards into the air. Charging up the attack increases both the damage output and the length of the attack. Once it reaches a certain height, it explodes with a beautiful display of pyrotechnics. Getting hit by this attack before it reaches its peak height triggers the explosion. It deals 12.4% damage uncharged and 19.1% charged. It is a good anti-aerial Up Smash attack that functions similarly to Villager’s Up Smash.

View attachment 273695
Down Smash: Jonesy constructs a retractable spiked floor trap and sets it down on the ground. While most Smash attacks launch opponents, this one stuns the opponent and also deals damage. When the opponent strays into the trap, the retractable spikes spring up and pierce into them. This does heavy damage and also induces hitstun which is dependent on how much the attack was charged up. Uncharged, the attack does 10.8% damage while doing 17.6% charged. This attack is great at trapping opponents while adding a large amount of damage output and then laying into an attack better suited for killing like the Side Smash.

Grab/Tether: Jonesy fires out the Harpoon Gun which acts as both a long-distance grab like the Hookshots but also can add in recovery as a tether. What’s more is that it does damage upon contact with an additional 3% to the grab animation before entering into a throw or a pummel.

Classic Mode: Battle Royale

The title references the Battle Royale mode where people airdrop onto the island. Each match is a Stamina Match and a free-for-all which is again a nod to the series. Finally, opponents are characters who also have a particular alternate costume fighting alongside them, for example, Pikachu and Libre Pikachu. This is to reference the fact that Fortnite has a plethora of skins available for players to wear. Finally, the stages are loosely based on actual locations found within the Battle Royale Island map.

Round 1 - Vs.:ultmario:, :ultmario: (Builder), :ultpikachu:, :ultpikachu: (Libre)
Saffron City

The stage is based on the many city-like locations found in Fortnite like Lazy Lake.

Round 2- Vs.:ultolimar:, :ultalph:, :ultike:, :ultike: (Radiant Dawn), Wario, Wario (Classic)
Delfino Plaza

The stage is based on city, Sweaty Sands.

Round 3 - Vs.:ultbowserjr:, :ultwendy:, :ultlittlemac:, :ultlittlemac: (Wireframe), :ultcloud:, :ultcloud: (Advent Children)
Tortimer’s Island

This stage is based on the many tropical islands found on the map including the event-specific boss lair, The Shark.

Round 4 - Vs.:ultbrawler:, :ultbrawler: (Vampire Garb),:ultswordfighter: , :ultswordfighter:(Pirate), :ultgunner:, :ultgunner:(Special Forces)
Pilotwings

This stage is a direct reference to the Battle Bus, the vehicle that brings in players and drops them to the map below.

Round 5 - Vs.:ultisabelle:, :ultisabelle: (Winter Outfit), :ultridley:, :ultridley: (Meta Ridley), :ultinkling:, :ultinklingboy: (Boy)
Midgard

This stage is based on Steamy Stacks.

Round 6 -Vs. :ultvillager:,:ultvillagerf: , :ultwiifittrainerm:,:ultwiifittrainer: , :ultbayonetta:, :ultbayonetta1:

or if Fighter’s Pass Vol 1 was downloaded with all content made available

:ulthero: ,:ulthero3: ,:ultjoker: , :ultjoker: (Shunji Academny) , :ultbyleth:, :ultbyleth: (Femyleth)
Onett

This stage is based on the town, Pleasant Park.

Final Round Vs. Ramirez, Ramirez (Recon Specialist), Spitfire, Spitfire (Funk Ops), Wildcat, Wildcat (Psion)
Battle Royale (The stage, Battle Royale, will be featured in Part 2)


Entrance Animation

View attachment 273603
Jonesy glides down to the ground while riding on the Glider. In the distance following the start of the match, the Battle Bus can be seen flying away.

Taunts

Jonesy is unique in that he has more than three distinct taunts with, technically, ten taunts total. This is due to the sheer amount of Emotes in Fortnite. He has four taunts instead of three for each directional input. In addition, the Down Taunt has multiple versions available based on dance emotes.


Up Taunt: Jonesy pulls out a wad of cash and starts swiping it forward; scattering the cash everywhere. The cash will vanish shortly after being thrown out and can’t be picked up by other players. Based on the “Make it Rain” emote.


Side Taunt: Stretches out both hands in front of him and slightly waves them. This is the “Behold” emote from the game. This comes complete with the sound effect.


Side Taunt Left: A microphone appears in his hands. He takes it, taps on ktand drops it which makes it land with a sudden thud on the ground. This is based on the “Drop the Mic” emote. The microphone can even damage the opponent with 1.3% when it connects.

Down Taunt: Like Bayonetta’s down taunt, players can perform a dance by holding down the down taunt input. Jonesy has an added bonus of being able to perform a number of dances taken from Fortnite. The dance Jonesy performs is randomized each time.
Idle Animations

Does the Brush Your Shoulders emote and, smugly, brushes off both shoulders.

He stands up straight and snaps his finger loudly. Based on the Snap emote which, possibly, is based on the legendary Thanos finger snap from Avengers Infinity War.

Victory Animations

Along with the three victory animations, Jonesy also has an additional victory animation featuring the dances seen in his Down Taunt.

Grabs a bag from his pocket and takes out a pinch of salt. He then sprinkles it slowly in front of the camera. This is based on the “Pure Salt” emote.


Holds up a gold trophy and begins thrusting it up and down in the air in jubilation. While he does this, confetti falls down from the sky. Based on the “Kiss the Cup” emote.


Pulls out a Saxophone and starts soulfully playing it while swaying his hips to the music. Based on the “Phone It In” emote.


Defeat Pose

He will either appear performing the “Slow Clap” emote, “Face Palm” emote, or the “Rage Quit” emote.

Stamina KO

View attachment 273610
When KO’d in a Stamina Match, a device that collects the defeated player in Fortnite appears.

Victory Theme

0:00 to 0:06

Alternate Costumes

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Conclusion



Fortnite has taken the video game industry by storm and greatly redefined how games are developed and released. The game continues to bring in new players due in part to the game being available on many platforms including the Switch and mobile. The game supports itself through paid content like Save the World as well as additional content including cosmetics, weaponry, and more. It wouldn’t be a stretch to suggest that Fortnite has more than earned its spot at one of the greatest crossover games ever. That being said though, the series certainly has its fair share of haters and detractors. Getting Fortnite content could be a controversial inclusion that might not be received as well as earlier content.

Feel free to read other Character/Series Smash Analysis Articles


Author’s Note: What do you think? Do you think Fortnite deserves to be in Smash? Would Jonesy and his ability to wield firearms and build things be an interesting choice? What skins do you personally want to see? Let us know below!
This is gonna get flamed, I can tell. The thing is, the concepts for Fortnite representation could legitimately be really cool. It's just the playerbase that makes it massively unpopular.
 
#30
This is gonna get flamed, I can tell. The thing is, the concepts for Fortnite representation could legitimately be really cool. It's just the playerbase that makes it massively unpopular.
And that it’s a bad game. I don’t really care about its players tbh. They are mostly eight year olds so you can’t blame them for sometimes being cancer. The game is just boring. Looks lifeless and getting good loot is down to luck. Really would be disappointed if we got a playable fortnite character as one of the dlc pack characters
Edit: I will say I really don’t care if fortnite gets a spirit or even assist trophy but please no DLC character.
 
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