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"? Block" Surprises the Crowd! - "? Block" from Super Mario Bros. as a Fighter.

How would you change this moveset?

  • Experiment further with the coin mechanic, maybe including more effects or moves affected by it.

    Votes: 3 13.0%
  • Include something else other than block types or block themed enemies.

    Votes: 0 0.0%
  • Include the use of Power-Ups, or other items.

    Votes: 9 39.1%
  • Try something new, maybe include some original ideas, rather than official sources only.

    Votes: 1 4.3%
  • I don't know, but I'm sure something could've been better.

    Votes: 1 4.3%
  • I think it's fine the way it is.

    Votes: 9 39.1%

  • Total voters
    23

Masked Marshmallow

Smash Lord
Joined
Jan 5, 2019
Messages
1,246
What is this thing?
The ? Block (also known as Question Block/Mystery Block/Item Block) is a recurring feature of the Super Mario Bros. series, often considered the second icon of the series (after the Super Mushroom). It is used as a dispenser for a multitude of items, ranging from Coins and Power-Ups to enemies in certain cases. Due to the huge array of objects that can be associated with it, it has a lot of potential for movesets, which can include turning into different variants of blocks from the series, to spawning objects and enemies. With enough creativity, this simple block can become one of the most unique fighters in the series, while also being humorous enough to rival even the likes of Piranha Plant and Mr. Game & Watch.

How would it play?
With an unique gimmick centered around accumulating coins to power up it's attacks, the ? Block would be a tactical character, focusing heavily on item management. Hard to master but rewarding in the right hands, think a more versatile Mega Man. It's attacks would be references to different variations of blocks across the Super Mario Bros. series, as well as some enemies and some items.

The Coin Counter Mechanic
Concept 1
? Block's main mechanic would be accumulating coins inside it, changing it's stats and moves depending on how many coins it's currently carrying. Coins are obtained by performing a Neutral Special, a Coin Counter is located near the character's portrait in the HUD, similar to Villager's Pocket and Cloud's Limit Gauge. They directly affect the blocks's weight, speed, and special attacks. Up to 5 coins can be carried at a time, with each one applying a modifier to the character. Being KO'd resets the counter to 0.

Coin Modifiers
Weight value is increased by 15 with each new coin. (Base Weight is 60, which is lower than Pichu. Max Weight is 135, which is tied with Bowser)
Damage output is increased by 0.1x for each coin being held, maxing at 1.5x damage at 5 coins.
Movement Speed is decreased by 0.1x for each coin being held. Maxing at 0.5x of the initial Movement Speed at 5 coins.
Up, Side and Down Specials work differently based on how many coins are currently being carried. Check the Concept 1 Moveset section for more details.

Concept 2
? Block can carry a total of 100 coins, which can be obtained be pressing or holding the B button, holding makes the counter charge faster, but leaves the ? Block vulnerable. Once the Coin Counter reaches 100, if the player uses their Neutral Special again, it will reset and gift the player with one of the following items: Banana Peel / Fire Flower / Super Mushroom / Lightning / Super Star (ordered from most likely to less likely).
Coins affect the moveset a lot, changing how some attacks work or the effects they have. This version has no modifiers. Check the Concept 2 Moveset section for more details.

Statistics
Concept 1
Weight
- Base: 60 / Max Coins: 135
Height - Similar to Kirby's
Jumps - Has 3 Jumps, height covered is decreased as it's weight increases
Running Speed - Base: 2.5 / Max Coins: 1.25
Air Speed - 1.15
Falling Speed - Base: 1.3 / Max Coins: 2.0

Concept 2
Weight
- 80
Height - Similar to Kirby's
Jumps - Has 3 Jumps
Running Speed - 2.3
Air Speed - 1.15
Falling Speed - 1.3

Movesets
Neutral Attack/Jab - Swipes a vine in front of it. (2% + flinching per swipe)
Dash Attack - Turns into an Ice Block and slides forward. (2% + flinching)
Up Tilt - Turns into a Grab Block and flips above. (3%, low knockback)
Side Tilt - Turns into a Fake Block and attacks with it's tail by spinning forward. (4%, low knockback)
Down Tilt - Turns into a Super Horn and honks diagonally down as it bounces in the opposite direction. (5% + flinching, small chance of stunning)

Up Smash - Turns into a Note Block and fires a musical note upwards. (Uncharged = 2%, medium knockback. Charged = 4%, high knockback)
Side Smash - Sprouts a small Piranha Plant on it's side and chomps. (Uncharged = 4%, low knockback. Charged = 7%, medium knockback)
Down Smash - Turns into a POW Block and pounds the ground generating a small shockwave near it. (Uncharged = 5%, low knockback. Charged = 8%, medium knockback)

Grab and Tether Recovery - Grows a vine from it's side. As a pummel, a small Piranha Plant on it's tip bites the opponent. (2% per bite)
Up Throw - Turns into a cannon and shoots the enemy upwards. (4%, high knockback)
Down Throw - Turns into a Thwomp and pounds the enemy. (4%, high knockback)
Forward Throw - Wraps the enemy in vines and launches them similar to a spinning top. (3%, high knockback)
Back Throw - Swings it's vines backwards and launches the enemy. (3%, high knockback)

Neutral Air - Turns into a Spiky ? Block and spins. (2%, low knockback)
Forward Air - Turns into a Fake Item Box and launches itself forward. Bounces off enemies. (3%, low knockback)
Back Air - Turns into a Triangular Block and spins backwards, like a boomerang. (3%, low knockback)
Down Air - Turns into a Donut Block and fastfalls. Bounces off enemies. (3%, medium knockback)
Up Air - Turns into a Springboard and pushes enemies upwards. (No damage, high knockback)
Alt 1 - Bounces upward as if hit from below, like in the source games. If coins are being held, they bounce as a whip before returning. The whip works as a multi-hit attack. (Bump = 2%, Coins = 3% per coin, low knockback)

Neutral Special (Coin Load) - A coin bounces on top of it, adding a coin to it's counter. Up to 5 coins can be carried. The animation of the coin bouncing on top of it takes about a second to be completed. The button can be held to continuously obtain coins, however it leaves the ? Block vulnerable. Being hit during the animation cancels the move.
While being used by Kirby as a Copy Ability, he'll pick up a coin as an item instead, similar to Peach's turnips.
Alt 1 - The move works the same for Kirby, except only the Damage multiplier is applied. Kirby can only lose coins by getting the move cancelled, getting rid of the copy ability or by being KO'd.
Side Special (Cannon Box) - Fires a different projectile based on how many coins it's carrying. Can be aimed while holding B, and fired by releasing it. Firing it costs coins. Holding the button midair decreases the falling speed. Holding it for too long (about 5 seconds) will make the ? Block explode, losing the coins and dealing a small amount of self damage. All projectiles move straight forward in the direction they were shot.
0 Coins - Explodes instead of firing a projectile. Causes a small amount of self damage. (5%)
1 Coin - Fireball (5%, weak knockback, average speed)
2 Coins - Cannonball (5%, average knockback, slow speed)
3 Coins - Boomerang (4%, weak knockback, fast speed, pierces enemies and returns after shot)
4 Coins - Red Cannonball (6%, high knockback, slow speed)
5 Coins - Bullet Bill (10%, high knockback, high speed, explodes on contact)
Up Special (Propeller Block) - Turns into a Propeller Block and flies. Similar to King K. Rool's Up Special. The more coins, the slower it flies. (2%, low knockback)
Down Special (Bob-Omb/Blue Shell) - Turns into a Bob-Omb and explodes instantly. If holding 5 coins, turns into a Blue Shell instead. The Blue Shell has a bigger explosion radius and is more powerful overall, it also consumes the 5 coins. Causes a small amount of self damage. (Bob-Omb = 5%, low knockback. Blue Shell = 7%, medium knockback)
Final Smash (Roulette Block) - Turns into a Roulette Block. As the roulette begins, starts firing multiple projectiles in all directions, until it overloads and causes a huge explosion. (3%, medium knockback per projectile)
Neutral Attack/Jab - Uses a Super Leaf and swipes it's tail in front of it. (2% + flinching per swipe)
Dash Attack - Uses a Penguin Suit and slides forward. (2% + flinching)
Up Tilt - A Goomba jumps out of it's top, before returning. If more than 50 coins are being held, an extra Goomba appears on top of the first one. (3%, low knockback)
Side Tilt - A Koopa Shell spins by it's side, before returning. (4%, low knockback)
Down Tilt - Turns into a Thwomp and pounds the ground, lifting a small cloud of dust that damages enemies nearby. (4%, low knockback, may trip enemies)

Up Smash - A Piranha Plant sprouts on it's top and chomps. The more coins being held, the bigger is it's reach. (Uncharged = 4%, low knockback. Charged = 7%, low knockback)
Side Smash - A cannon appears on it's back and lets out a small explosion, that pushes the ? Block forward. (Uncharged = 4%, low knockback. Charged = 8%, low knockback)
Down Smash - Turns into a Snake Block and spawns 2 other Snake Blocks on it's sides, that pound the ground, dealing damage. (Uncharged = 3%, low knockback. Charged = 7%, low knockback)

Grab and Tether Recovery - Grows a vine from it's side. As a pummel, a small Piranha Plant on it's tip bites the opponent. (2% per bite)
Up Throw/Forward Throw/Back Throw - Turns into a cannon and shots the enemy towards the inputed direction. (4%, high knockback)
Down Throw - Turns into a Thwomp and pounds the enemy. (5%, medium knockback)

Neutral Air - Vines appear on it's sides and spins. Similar to Ivysaur's Neutral Air. (3%, low knockback)
Forward Air - Throw a Triangular Block forward like a boomerang. (3%, low knockback)
Back Air - A Buzzy Beetle appears on it's side, before returning. If more than 50 coins are being held, an extra Buzzy Beetle appears on top of the first one. (4%, low knockback)
Down Air - Turns into a Donut Block and fastfalls. Bounces off enemies. (3%, medium knockback)
Up Air - Bounces upward as if hit from below, like in the source games. If coins are being held, they bounce as a whip before returning. The whip works as a multi-hit attack. Up to 5 coins can be used as a whip. (Bump = 2%, Coins = 3% per coin, low knockback)

Neutral Special (Coin Load) - By pressing or holding the B button, coins will start bouncing on top of it, charging the Coin Counter (Max: 100 Coins). If the move is used while carrying 100 coins, the Coin Counter will reset and the player will be gifted with a random item between: Banana Peel / Fire Flower / Super Mushroom / Lightning / Super Star (ordered from most likely to less likely).
Side Special (Cannon Box) - By paying a coin, the ? Block will transform into a Cannon Box and fire a different projectile based on an item wheel, similar to Pac Man's Bonus Fruit. The move can be aimed while holding the B button and fired by releasing it. Using the move while holding no coins will cause a small explosion instead that deals a small amount of self damage. The projectiles are:
Fireball (4%, low knockback, fast speed) (Biggest hitbox)
Cannonball (5%, low knockback, slow speed)
Boomerang (4%, low knockback, fast speed) (Pierces shields)
Red Cannonball (5%, low knockback, slow speed)
Bullet Bill (6%, medium knockback, high speed) (Explodes on contact)
Up Special (Rise Up) - Depending on how many coins are being held, change into a different form and flies. Coins are spent while the B button is being held. The forms are:
0~10 Coins - Instead of transforming, explodes, propelling yourself upwards, similar to Link's bomb recovery. Spends all coins being held. (4%, medium knockback)
11~40 Coins - Turns into a Power Ballon and floats slowly. (No damage)
41~70 Coins - Turns into a Propeller Block and flies with an average speed. (2%, low knockback)
71~100 Coins - Turns into a Bullet Bill and flies with high speed. Touching someone will generate an explosion that deals a small amount of self damage. (5%, medium knockback)
Down Special (Fake Item Block) - Places a Fake Item Block. If an enemy touches or attacks the Fake Item Block, it will trigger an effect based on the amount of coins being held. Only one block can be placed at a time. Exploding the block will consume all coins being held.
0~19 Coins - Hitting or touching the block will make the enemy trip. (1%)
20~39 Coins - Trips the enemy and for 4 seconds, their attacks will deal half their original damage. (1%)
40~59 Coins -Trips the enemy and for 4 seconds, their movement speed is halved. (1%)
60~79 Coins - Trips the enemy and for 4 seconds, their attacks will deal half their original damage and their movement speed is halved. (1%)
80~99 Coins - Explodes, making the enemy sleep. (1%)
100 Coins - Explodes, dealing huge damage and knockback in a wide area. (10%, high knockback)
Final Smash (Giant POW Block) - Teleports to the center of the screen and transforms into a Giant POW Block, then proceeds to pound the ground, generating a huge shockwave that deals high damage and high knockback. (30%, high knockback)
Up Taunt - A beanstalk grows on top of it, then retracts back.
Side Taunt - Turns into a Fake Block and spins in place.
Down Taunt - Becomes a Brick Block and shatters before changing back.
Blocking - Uses the "angry expression" of used ? Blocks from Super Mario World.
Dodging - Turns into an Invisible Block.
Ducking - Changes into an Expansion Block from Yoshi's Island and shrinks.
Idle - Floats around a bit.
Jumping - Sprout wings and flaps them.
Dizzy - Becomes a Hard Block and falls to the ground.
Stamina Battle Defeat - Turns into an used ? Block and falls to the ground.
KO - Coins scatter around, similar to Mega Man's explosion.
Victory Pose 1 - Multiple coins erupt from the top of itself.
Victory Pose 2 - Falls from the sky as a Thwomp before changing back.
Victory Pose 3 - Flies around as a Fake Block.
Losing Animation - Stands there, motionless.
Kirby Hat - A ? Block with Kirby's arms and feet.
Alternative Costumes/Colors
Normal / Mario / Luigi / Peach / Daisy / Rosalina / Bowser / Retro
Costumes 2-7 represent the colors of the characters's icons in spin-off games.
Costume 8 is based on it's original appearance in Super Mario Bros. for the NES.

Stock Icon

Masked Marshmallow
faygoshill
JaiTheGuy
AlexOviedo
fleshdude.gov
RealPokeFan11
Noipoi
Luigi The President
Dyllybirdy
Connorb0t2
lemon demon
GothFluttershy
RetrogamerMax
Manonymous
PsySmasher
RcS735
Good Guy Giygas
Gyakutenno Megami
Joinallthreacs.smash
TheSmashingToad
Smashing Ramen
 
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D

Deleted member

Guest
the only newcomer we need, but not the one we deserve

I support
 
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fleshdude.gov

Smash Journeyman
Joined
Dec 5, 2018
Messages
276
This is the logical progression of Pirahna Plant, and it so utterly ridiculous that I cannot help but find it utterly and thoroughly genius.

Sign me up.
 

Ridrool64

Smash Lord
Joined
Jun 21, 2013
Messages
1,398
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...Sig as OP's pfp. Nice.

On a more serious note, if a Piranha Plant can happen, ? Block is a fine choice.
 
D

Deleted member

Guest
YOU'RE A GENIUS!!!

I wanna support!
 
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D

Deleted member

Guest
Omg what the **** you actually ****ing did it
I'm joining for the lulz
 

RetrogamerMax

Smash Legend
Joined
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Messages
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NNID
RetrogamerMax2
I would prefer to get Kamek, Shy Guy, Hammer Bro, Goomba, or Koopa Troopa in first but lmao! I support for the lulz as well!
 

Manonymous

Smash Journeyman
Joined
Oct 2, 2018
Messages
301
Location
France
I REALLY want to see that happening now because of you. That's one of the best idea for a newcomer I've ever heard. Count me as a supporter !
 

Masked Marshmallow

Smash Lord
Joined
Jan 5, 2019
Messages
1,246
This thread got way more attention than what I expected, thanks guys. If you have any suggestions, feel free to tell me.
 

Luigifan18

Smash Master
Joined
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Messages
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Switch FC
SW-5577-0969-0868
Piranha Plant is weird, but does make some degree of sense when you think about it. This is just flat-out insane. But on the other hand, I love the moveset and the coin gimmick. I do have a few issues, though...
  • The up aerial is completely missing (this isn't Brawlhalla, so up and neutral inputs lead to different moves).
  • While the down special is mentioned to change if 5 coins are being carried, it doesn't mention if using the second version consumes any coins.
  • How much time does Neutral Special take to accumulate coins? Does accumulating coins work with one input of neutral special playing the animation once and giving one coin if not interrupted, or does it work like an auto-charge special (like Giant Punch, Charge Shot, Limit Charge, Shadow Ball, etc.), where inputting neutral special puts ? Block in a "charging" animation that continually gives it coins until it reaches max coins, flinches, or manually cancels by shielding, dodging, or jumping?
  • Does being KO'd remove ? Block’s coins?
  • If Kirby copies ? Block, how does the neutral special work for him? Do the coins modify his stats? How can he lose coins?
 

Masked Marshmallow

Smash Lord
Joined
Jan 5, 2019
Messages
1,246
Piranha Plant is weird, but does make some degree of sense when you think about it. This is just flat-out insane. But on the other hand, I love the moveset and the coin gimmick. I do have a few issues, though...
  • The up aerial is completely missing (this isn't Brawlhalla, so up and neutral inputs lead to different moves).
  • While the down special is mentioned to change if 5 coins are being carried, it doesn't mention if using the second version consumes any coins.
  • How much time does Neutral Special take to accumulate coins? Does accumulating coins work with one input of neutral special playing the animation once and giving one coin if not interrupted, or does it work like an auto-charge special (like Giant Punch, Charge Shot, Limit Charge, Shadow Ball, etc.), where inputting neutral special puts ? Block in a "charging" animation that continually gives it coins until it reaches max coins, flinches, or manually cancels by shielding, dodging, or jumping?
  • Does being KO'd remove ? Block’s coins?
  • If Kirby copies ? Block, how does the neutral special work for him? Do the coins modify his stats? How can he lose coins?
Thanks for the feedback Luigifan18. I updated the main post to fix these issues you pointed out. Here's the answers:
  • Up Air: Turns into a Springboard and pushes enemies upwards. Deals no damage, but has high knockback.
  • Using the Blue Shell (5 coins) consumes them, reseting the counter to 0.
  • It takes about a second for the animation to be completed. Holding down the B button will leave the ? Block vulnerable while continuously obtaining coins until the counter maxes out. Being hit during the animation will cancel the move and the coins obtained during this animation (Previously obtained coins will stay). Holding the B button should only be used when it's safe to, like when the opponent is off stage. Otherwise, only pressing the button for a single coin is safer.
  • Yes, being KO'd will reset the coin counter back to 0.
  • Since the gimmick is exclusive to ? Block, Kirby will instead pick up a coin as an item, similarly to Peach's turnips. The coins properties are the same as the turnips.
 
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fleshdude.gov

Smash Journeyman
Joined
Dec 5, 2018
Messages
276
Piranha Plant is weird, but does make some degree of sense when you think about it. This is just flat-out insane. But on the other hand, I love the moveset and the coin gimmick. I do have a few issues, though...
  • The up aerial is completely missing (this isn't Brawlhalla, so up and neutral inputs lead to different moves).
  • While the down special is mentioned to change if 5 coins are being carried, it doesn't mention if using the second version consumes any coins.
  • How much time does Neutral Special take to accumulate coins? Does accumulating coins work with one input of neutral special playing the animation once and giving one coin if not interrupted, or does it work like an auto-charge special (like Giant Punch, Charge Shot, Limit Charge, Shadow Ball, etc.), where inputting neutral special puts ? Block in a "charging" animation that continually gives it coins until it reaches max coins, flinches, or manually cancels by shielding, dodging, or jumping?
  • Does being KO'd remove ? Block’s coins?
  • If Kirby copies ? Block, how does the neutral special work for him? Do the coins modify his stats? How can he lose coins?
Here’s a couple ideas for how to address these:

Up Aerial could be the ? block bouncing upward and then jolting back down a sign it were hit from below in SMB. Maybe if you have at least one coin, it makes it spawn the coin and do a multi-hit attack with good damage and knockback that uses up a coin?

I do think the down special should consume a coin, and that coins should be reset on death. Also, maybe they could have a coin counter on their HUD a la villager’s pocket display?

I think the neutral special should be a single coinon a tap or hold, but can give more coins faster if the button is mashed, to emulate the effects of multi-coin blocks. It shouldn’t have too much lag either way, but it should take at least a bit of time.

Also, their stamina death animation should be them becoming a used-up brown ? block. Their being-grabbed animation should have them be turning back and forth.

Maybe make the coins give a slight damage modifier, so Kirby’s swallow would still have an effect? Also the Kirby’s hat should be make them shiny, yellow, and have white ? eyes. Kirby could maybe not be able to lose coins unless they die or get rid of the copy ability?
 

Masked Marshmallow

Smash Lord
Joined
Jan 5, 2019
Messages
1,246
I've added a poll for you guys to leave some suggestions on how the moveset could've been improved. If you guys have any interesting ideas you'd like to share, feel free to post them. I'll make sure to include these alternatives in the main post.
 

Manonymous

Smash Journeyman
Joined
Oct 2, 2018
Messages
301
Location
France
I've added a poll for you guys to leave some suggestions on how the moveset could've been improved. If you guys have any interesting ideas you'd like to share, feel free to post them. I'll make sure to include these alternatives in the main post.
Neutral-B function like a charge : instead of having one coin per second, you have to press until it goes to max 100 coins. If you press the neutral-B while having 100 coins, you can have a free item :
Banana : 75% of chance.
Fire Flower : 50% of chance.
Mushroom : 25% of chance (its effect is shorter in time and size)
Lightning : 10% of chance.
Super Star : 5% of chance.

I'd rather have his side-B charged like :ultpacman:'s neutral-B.

Replace his down-B by something like a fake block from Mario Kart. It would act like a malus if the ennemy touch it.
0 coins : a fake block that make trip the ennemy.
20 coins : his attacks are now weaker (4 seconds).
40 coins : take the 1 coin effect and add it with this effect which is that ennemy now jumps less higher (4 seconds).
60 coins : the two effects above + ennemy's stats now are worst (4 seconds).
80 coins : the fake block makes sleep the opponent.
100 coins : It acts like a bomb.
This Fake Block can be destroyed by any attack. The block fall if it has no platform beneath it. The block is here as the same amount of time as Isabelle's down-B.
 
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D

Deleted member

Guest
Put me on the list of supporters! Having a :ultpiranha: join the fray was quite the surprise, but a :?: makes things more interesting. You had me at its costume colors where pink, blue, and green are included. Y'all probably know the reference when it comes to those three colors.

Sayonara :kirby:
 

Joinallthreacs.smash

Smash Journeyman
Joined
Oct 17, 2018
Messages
344
Posted this thread in the directory. This is genuis i support, why didn't my Lord Hyness support thread gain traction like this
 

Masked Marshmallow

Smash Lord
Joined
Jan 5, 2019
Messages
1,246
UPDATE 01/17

Made some changes to the main post in order to include some suggestions, as well as some other changes for a better reading experience:
  • Changed the text's alignment in order to make it more comfortable for reading.
  • Separated the Moveset sections without the use of Spoiler Tags, in order to optimize reading.
  • Fixed some grammatical errors.
  • Included a Concept 2, which includes some suggestions, such as more use of the Coin Counter and more Power-Ups.
  • Added Air Speed and Falling Speed to the Statistics section.
UPDATE 01/18
  • Added damage percentage and knockbacks to the attacks.
I plan on including Damage Percentages for the moves in the future, as well as some different Alternate Costumes.
Thanks to Luigifan18 Luigifan18 , fleshdude.gov fleshdude.gov and Manonymous Manonymous for the suggestions, as well as everyone that used the poll. Please keep leaving suggestions so we can optimize this thread even further.
 
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SmashHype64

Smash Rookie
Joined
Apr 30, 2019
Messages
20
dude that ridiculous...
You gained a new supporter!
This thing is a goldmine made out of salt!
 

Lisbon Mapping

Smash Apprentice
Joined
Jun 23, 2018
Messages
104
This is great, I support! I'm not clear on how ? Block would move though?
 
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Guybrush20X6

Creator of Lego Theory
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Well, CTR added the checkpoint box to the game so now it's a thing that can happen.
 
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