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She's aAlright. It's question time.
So, uh, this is one of them anime girls with the animal ears, huh? What animal is she supposed to be?
Hmmm, I guess we could use a rabbit-woman in the roster.Alright, it's Amiya's day new.
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I'm one of the few people here really familiar with Arknights, so feel free to ask me a lot of questions.
For anyone unfamiliar, Arknights has some killer promotional videos. Anyways despite being clear anime weeb bait, it's interesting to note that Arknights would represent two genres not yet in Smash - Phone Games, and Tower Defense games.
I'm only familiar with the game by reputation, as a friend of mine was really into it. What would her general gameplay be? I'm guessing she'd be some heavily defensive zoner.
Noms:
x10 Innkeeper
Looks like a rabbit to me.
Hey so first off who the ** is this, what the ** is the game they're from and what the **** can they do
Amiya's a character from Arknights, a mobile tower defense game with RPG elements developed by Hypergryph. She's the face of the game's marketing, and acts as the public face of Rhodes Island, a pharmaceutical organization dedicated to the treatment of Oripathy and a world where Infected and non-Infected people can live in harmony... Yeah, I should probably back up a bit.Who is Amiya anyway? Like, what's her story? I think I remember something about her being a combat medic...?
That...does sound like an interesting way to interpret her, but in the context of Smash, the opponents are basically the mooks trying to reach the end. If anything, I could imagine Amiya using a deployment beacon that can summon one Rhodes Island Operator to fight alongside her.When I envision tower defence, I imagine something like how Jack-O worked in Guilty Gear Xrd, she'd put these blobs down and they'd spawn minions to attack the opponent and the longer it stays on the field, the stronger it and the minions get. Would this concept work for Amiya?
It's called a Tower Defense game, but in Arknights the anime girls (like Amiya) are the towers, so it would def feel a bit weird I think.When I envision tower defence, I imagine something like how Jack-O worked in Guilty Gear Xrd, she'd put these blobs down and they'd spawn minions to attack the opponent and the longer it stays on the field, the stronger it and the minions get. Would this concept work for Amiya?
Realistically speaking I don't know if Nintendo and Hypergryph have ever interacted, but Amiya would represent mobile gaming and the tower defense genre. There's also the whole thing with the gacha system, but in Arknight's case it's been praised as actually decently fair. Apparently the rates are pretty decent for a gacha, and there's two different quality-assurance systems; First, a guaranteed 5- or 6-star operator within the first ten rolls on a banner, and second, a pity system that essentially guarantees a 6-star within 100 rolls at most, carrying over between banners. And even then, you don't need the shiny new godmodded operator to win; The tower defense aspect means you need to big brain your way through the stages instead of just throwing your strongest unit at them. So I suppose being pretty generous for a gacha is something going for it.Alright, I guess I'll ask why Arknights should get into Smash, because all I know about the game is that one DYKG episode that was clearly meant to shill the game.
Nominations: Laharl xMax
The obvious stage would be Rhodes Island, being the player HQ they're always going back to and allowing for a lot of cameos. There's also Chernobog and Lungmen, which are two very important cities in the first arc (Which just wrapped up, for reference). As for the music... Hoo boy...Noms: Frisk x10
How many options does the game have in terms of stages and music?
Also, does Arknights have a gacha system?
Hm. I feel like I say this all the time, but I'm never sure how I feel about characters that are actually multiple characters. Or rather, I think if you want to make a character something, it better be practically the first thing one thinks about when thinking of that character. All this to say... I don't know, I'm not convinced that making Amiya's thing stance switching is really right, considering it sounds like you don't switch between her... "modes" mid-level.I made a moveset for Amiya. She definitely has more gimmicky options like summoning buddies or self buffs, but I chose to ignore all that for a simpler more accessible character. I took some creative liberties based on the art I saw of her as well, as I'm not sure she uses those big rock pillars or the blue dragon thing on any of her attacks in game. But they looked cool so why not?
General Gameplay
A stance swapping defensive character. Both forms are inherently defensive in playstyle, though one has an emphasis on zoning, and the other on close combat. Basic gameplan is to force approaches in her caster mode and fight in defender mode, though both stances should have multiple applications. She generally has poor recovery and approach options to reflect her status as a TD character.
Stats
Weight - 80 (Light, same as ZSS)
Run Speed - 1.8 (Average, between Mario/Pit)
Dash Speed - 1.76 (Below Average, same as DHD)
Jump Height (Full/Short) - 46 / 19.98 (High, tied with Greninja/Luigi)
Air Speed - 1.0 (Average, same as Palu)
Fall Speed (Regular/FF) - 1.9 / 3 (Fast, same as Pichu/Link)
Specials
Down + B (Caster Stance / Guard Stance)
Simple enough, Amiya switches between her two forms. It functions more similarly to Pythra's stance change than Pkmn Trainer's, fast with i-frames but without halting aerial momentum.
Neutral B (Spirit Burst / Fleeting Night)
A chargeable special move. In both stances the move can be cancelled with shield, but cannot be stored like Charge Shot. If Amiya is in Caster form she'll use Spirit Burst, if in Defender form she'll use Fleeting Knight.
Spirit Burst fires a short burst of dark red energy projectiles in a straight horizontal line. Similar to Sephiroth's flare, it has 3 stages depending on how long the move is charged. The first stage will fire 3 projectiles at medium distance, the second will fire 6 projectiles (at the same speed) at a slightly further distance, and full charge will fire a single fast moving projectile that travels the full stage similar to Theron.
Fleeting Night has Amiya slashing twice in front of her. The first second slash will always do more damage, but the first slash does much more shield damage. Similar to Spirit Burst, it also has 3 stages depending on how long the move is charged. The first will be a simple double slash, the second will be a double slash accompanied by blue energy which adds a small shockwave to the move dealing minor damage, and the fully charged form will be a double slash with a blue spirit dragon following the sword of which the first slash will always completely break a shield and the second will deal heavy damage.
Side B (Chimera / Shadowless)
Chimera has Amiya extending her palm and shooting a wave of red energy. If the opponents are close enough to Amiya, the move will ignore their shields and deal decent damage and knockback. (The move functions similarly to Lucario's Side B, but with a different twist on the command grab portion). Amiya will also knock herself back a fixed distance (about the length of a Belmont smash attack) when using this move, which can also make a decent get off me option, though this move has a lot of endlag so it shouldn't be spammed and is easily punishable.
Shadowless has Amiya doing a teleporting slash (similar to Fox or Mythra Side B). This move deals more damage and knockback at higher percents, and does negligible damage and knockback at lower percents, making it a decent move for killing but not for racking up damage. While the startup is fast, it also has lots of endlag and is easily punishable if whiffed.
Up B (Tactical Chant / Wrathful Cerulean Flame)
Tactical Chant has Amiya shooting a trio of red energy projectiles to launch her upwards at an angle. This move functions similarly to Robin's Elwind, but with less air control and distance. After using this move, Amiya's next use of Spirit Burst will start at its 2nd rank charge.
Wrathful Cerulean Flame has Amiya do an upwards slash similar to Roy's up B. It travels similar distance in the air but comes out much slower on the ground compared to Roy's up B (which makes it a much worse OOS option). After using this move Amiya's next use of Fleeting Night will start at its 2nd rank charge.
Tilts
Jab - Amiya will extend her palm forward and exude a burst of dark red flames (functions similarly to Mewtwo's jab but more red) / Amiya does a simple horizontal slash with her sword
Ftilt - Amiya makes a finger gun and shoots a single red projectile which travels a very short distance / Amiya does a downward slash with her sword
Dtilt - Amiya does a forward leg sweep which propels her forward a short distance (similar to Joker/Cloud's) / Amiya does a low lunge with her sword
Utilt - Amiya's arm does a crescent arc swing from in front of her to above her, and 3 small red projectiles are sent at different angles during the swing / Amiya does an upward slash from her sword which ends / hits behind her.
Smash Attacks
Fsmash - Amiya summons a large black pillar in front of her which descends quickly and deals heavy damage to any opponents it connects with / Amiya lunges forward slightly with her sword, with a blue dragon spirit traveling along the length of the stab (the dragon spirit does less damage than the sword but has slightly further range, both the dragon and the sword can connect on the same opponent if they're close enough)
Dsmash - Amiya summons two large black pillars on either side of her which descend quickly (the pillars are smaller than the Fsmash and the move is even slower but it hits on both directions) / Amiya does a sweeping strike with her sword hitting both sides with a blue dragon spirit circling around her.
Usmash - Amiya makes a finger gun and shoots a single large red projectile which doesn't travel very far (functions similar to Ivysaur/Lucas Usmash) / Amiya does an upward stab with her sword, with the dragon following and making a separate bite animation at the tip of where the sword is.
Aerials
Fair - Amiya makes a finger gun and fires a small red projectile forward which propels her backwards slightly (similar to Mii Gunner's fair) / Amiya does a downwards slash with her sword
Bair - Amiya makes a finger gun and fires a projectile (identical to Fair) / Amiya does a sweeping slash with her sword
Dair - Amiya extends her palm forward and fires a single red projectile downward which propels her upwards slightly (this move can help vertical recovery slightly), Amiya does a downward stab with her sword which spikes.
Nair - A red sigil of red energy appears behind Amiya and deals damage to anything it connects with / A blue dragon circles around Amiya striking opponents in its path
Grabs
Amiya has the same grab in both stances (which is somewhat slow and stubby) and her throws are the same / are generally pretty basic
It's sort of like with how it works in ARMS; You switch between them before you enter the level. Granted, it's a bit more drastic than with Min Min, but it's the same sort of adaptation.Hey, what happens if Amiya puts on a Bunny Hood? Does she just get another pair of rabbit ears? Does any being need three sets of ears?
Hm. I feel like I say this all the time, but I'm never sure how I feel about characters that are actually multiple characters. Or rather, I think if you want to make a character something, it better be practically the first thing one thinks about when thinking of that character. All this to say... I don't know, I'm not convinced that making Amiya's thing stance switching is really right, considering it sounds like you don't switch between her... "modes" mid-level.
Maybe? Having something to spawn minions is more like how the enemies work. In Arknights, you just plop down characters directly. There is some level-ups involved, but the characters are a bit more personalized than like in PvZ or BTD, where you can just plop down as many of the same down as your funds allow. In AK, there's only one of each character, there's a cap on how many Operators can be on the field at one time, and once you remove them there's a long delay until you can redeploy them, so they're usually not something you can just throw out willy-nilly.When I envision tower defence, I imagine something like how Jack-O worked in Guilty Gear Xrd, she'd put these blobs down and they'd spawn minions to attack the opponent and the longer it stays on the field, the stronger it and the minions get. Would this concept work for Amiya?
Right. But in general, I can get down with stuff like Min Min or Pyra/Mythra because most of their moveset is the same between stances. This concept is two different fighters stapled together, and my bar is even higher for concepts like that. Representing a loadout screen is generally under that, unfortunately.It's sort of like with how it works in ARMS; You switch between them before you enter the level. Granted, it's a bit more drastic than with Min Min, but it's the same sort of adaptation.
I think Amiya is the first character discussed so far that I had never even heard of before. This moveset seems really cool. I’m a big fan of shadow magic users so I would enjoy playing as her. I think the idea of a Tower Defense character in general is pretty fun as well.I made a moveset for Amiya. She definitely has more gimmicky options like summoning buddies or self buffs, but I chose to ignore all that for a simpler more accessible character. I took some creative liberties based on the art I saw of her as well, as I'm not sure she uses those big rock pillars or the blue dragon thing on any of her attacks in game. But they looked cool so why not?
General Gameplay
A stance swapping defensive character. Both forms are inherently defensive in playstyle, though one has an emphasis on zoning, and the other on close combat. Basic gameplan is to force approaches in her caster mode and fight in defender mode, though both stances should have multiple applications. She generally has poor recovery and approach options to reflect her status as a TD character.
Stats
Weight - 80 (Light, same as ZSS)
Run Speed - 1.8 (Average, between Mario/Pit)
Dash Speed - 1.76 (Below Average, same as DHD)
Jump Height (Full/Short) - 46 / 19.98 (High, tied with Greninja/Luigi)
Air Speed - 1.0 (Average, same as Palu)
Fall Speed (Regular/FF) - 1.9 / 3 (Fast, same as Pichu/Link)
Specials
Down + B (Caster Stance / Guard Stance)
Simple enough, Amiya switches between her two forms. It functions more similarly to Pythra's stance change than Pkmn Trainer's, fast with i-frames but without halting aerial momentum.
Neutral B (Spirit Burst / Fleeting Night)
A chargeable special move. In both stances the move can be cancelled with shield, but cannot be stored like Charge Shot. If Amiya is in Caster form she'll use Spirit Burst, if in Defender form she'll use Fleeting Knight.
Spirit Burst fires a short burst of dark red energy projectiles in a straight horizontal line. Similar to Sephiroth's flare, it has 3 stages depending on how long the move is charged. The first stage will fire 3 projectiles at medium distance, the second will fire 6 projectiles (at the same speed) at a slightly further distance, and full charge will fire a single fast moving projectile that travels the full stage similar to Theron.
Fleeting Night has Amiya slashing twice in front of her. The first second slash will always do more damage, but the first slash does much more shield damage. Similar to Spirit Burst, it also has 3 stages depending on how long the move is charged. The first will be a simple double slash, the second will be a double slash accompanied by blue energy which adds a small shockwave to the move dealing minor damage, and the fully charged form will be a double slash with a blue spirit dragon following the sword of which the first slash will always completely break a shield and the second will deal heavy damage.
Side B (Chimera / Shadowless)
Chimera has Amiya extending her palm and shooting a wave of red energy. If the opponents are close enough to Amiya, the move will ignore their shields and deal decent damage and knockback. (The move functions similarly to Lucario's Side B, but with a different twist on the command grab portion). Amiya will also knock herself back a fixed distance (about the length of a Belmont smash attack) when using this move, which can also make a decent get off me option, though this move has a lot of endlag so it shouldn't be spammed and is easily punishable.
Shadowless has Amiya doing a teleporting slash (similar to Fox or Mythra Side B). This move deals more damage and knockback at higher percents, and does negligible damage and knockback at lower percents, making it a decent move for killing but not for racking up damage. While the startup is fast, it also has lots of endlag and is easily punishable if whiffed.
Up B (Tactical Chant / Wrathful Cerulean Flame)
Tactical Chant has Amiya shooting a trio of red energy projectiles to launch her upwards at an angle. This move functions similarly to Robin's Elwind, but with less air control and distance. After using this move, Amiya's next use of Spirit Burst will start at its 2nd rank charge.
Wrathful Cerulean Flame has Amiya do an upwards slash similar to Roy's up B. It travels similar distance in the air but comes out much slower on the ground compared to Roy's up B (which makes it a much worse OOS option). After using this move Amiya's next use of Fleeting Night will start at its 2nd rank charge.
Tilts
Jab - Amiya will extend her palm forward and exude a burst of dark red flames (functions similarly to Mewtwo's jab but more red) / Amiya does a simple horizontal slash with her sword
Ftilt - Amiya makes a finger gun and shoots a single red projectile which travels a very short distance / Amiya does a downward slash with her sword
Dtilt - Amiya does a forward leg sweep which propels her forward a short distance (similar to Joker/Cloud's) / Amiya does a low lunge with her sword
Utilt - Amiya's arm does a crescent arc swing from in front of her to above her, and 3 small red projectiles are sent at different angles during the swing / Amiya does an upward slash from her sword which ends / hits behind her.
Smash Attacks
Fsmash - Amiya summons a large black pillar in front of her which descends quickly and deals heavy damage to any opponents it connects with / Amiya lunges forward slightly with her sword, with a blue dragon spirit traveling along the length of the stab (the dragon spirit does less damage than the sword but has slightly further range, both the dragon and the sword can connect on the same opponent if they're close enough)
Dsmash - Amiya summons two large black pillars on either side of her which descend quickly (the pillars are smaller than the Fsmash and the move is even slower but it hits on both directions) / Amiya does a sweeping strike with her sword hitting both sides with a blue dragon spirit circling around her.
Usmash - Amiya makes a finger gun and shoots a single large red projectile which doesn't travel very far (functions similar to Ivysaur/Lucas Usmash) / Amiya does an upward stab with her sword, with the dragon following and making a separate bite animation at the tip of where the sword is.
Aerials
Fair - Amiya makes a finger gun and fires a small red projectile forward which propels her backwards slightly (similar to Mii Gunner's fair) / Amiya does a downwards slash with her sword
Bair - Amiya makes a finger gun and fires a projectile (identical to Fair) / Amiya does a sweeping slash with her sword
Dair - Amiya extends her palm forward and fires a single red projectile downward which propels her upwards slightly (this move can help vertical recovery slightly), Amiya does a downward stab with her sword which spikes.
Nair - A red sigil of red energy appears behind Amiya and deals damage to anything it connects with / A blue dragon circles around Amiya striking opponents in its path
Grabs
Amiya has the same grab in both stances (which is somewhat slow and stubby) and her throws are the same / are generally pretty basic
Well, I'm not too far into the game (These levels can be pretty hard, NGL), but so far, I'd say W could be a good Assist Trophy. She's a sniper/mad bomber kind of character that you fight during the first levels of the game, and she's pretty tough to beat.I think Amiya is the first character discussed so far that I had never even heard of before. This moveset seems really cool. I’m a big fan of shadow magic users so I would enjoy playing as her. I think the idea of a Tower Defense character in general is pretty fun as well.
As far as a question goes, most of my usual questions have already been asked so I guess I’ll ask about bosses and assist trophies again. Is there anything that would work well as a boss or assist trophy if she makes it in?
Ah, okay, yes, you actually have 25 bonus noms on top of the normal 5 then. Sorry, I haven't been keeping track when they go unused for a day. I'll note that when counting stuff up tonight...If I remember didn't I get some noms in the previous day, I remember I got 15 or 20 something and never uses it?
You open a portal to a rabbit dimension and Smash Bros Ultimate is revealed to have been a front for the long-awaited Nintendogs spin-off, Nintendbunnies. All the DLC led up to this one moment, as everyone copy of Smash Ultimate is permanently and irreversably turned into a copy of Nintendbunnies and we all welcome our new rabbit overlords.Hey, what happens if Amiya puts on a Bunny Hood? Does she just get another pair of rabbit ears? Does any being need three sets of ears?
Gentle reminder this thread is not meant to be for discussion of likelihood!In terms of Tower defense, who has better chance? Crazy Dave or Amiya? Amiya is from Chinese developer. I am not entirely sure how that makes her any easier than contacting EA. I guess timezone and kanji make somewhat easier... I'm not entirely sure. Then again, EA seems to have stronger relationship with Nintendo afaik.
I think Amiya is the first character discussed so far that I had never even heard of before. This moveset seems really cool. I’m a big fan of shadow magic users so I would enjoy playing as her. I think the idea of a Tower Defense character in general is pretty fun as well.
As far as a question goes, most of my usual questions have already been asked so I guess I’ll ask about bosses and assist trophies again. Is there anything that would work well as a boss or assist trophy if she makes it in?
x15 Sarah Kerrigan
The potential for a tower defense gimmick kinda overlaps with ATs, so I'll just use this to rattle off a few notable OperatorsAh, okay, yes, you actually have 25 bonus noms on top of the normal 5 then. Sorry, I haven't been keeping track when they go unused for a day. I'll note that when counting stuff up tonight...
You open a portal to a rabbit dimension and Smash Bros Ultimate is revealed to have been a front for the long-awaited Nintendogs spin-off, Nintendbunnies. All the DLC led up to this one moment, as everyone copy of Smash Ultimate is permanently and irreversably turned into a copy of Nintendbunnies and we all welcome our new rabbit overlords.
(or, you know, she just jumps higher I guess)
Gentle reminder this thread is not meant to be for discussion of likelihood!
So, my Arknights knowledge begins and ends with "I have friends who enjoy it," so let me ask a vague and general question: How do you narrow down the spirit selection when pulling from a gacha game, which inherently means it has a lot of rare/fancy png files to choose from?
Noms: Whoever I did yesterday x 5. I have already forgotten and will check before tonight lol.
Yeah, about that...I don't have any experience with Arknight other than some "interesting" fanart around the internet so I'm all up to question, is there any important character that could be turn into a spirit? All I know is that the game has literal furry on top of cast who has animalistic feature like Amiya.
I get where you're coming from. In hindsight I suppose the two forms for the character didn't really have to be separate, and could've just been represented by different moves on the same character, though I don't think the "two in one" fighter thing is inherently that bad either. She effectively would two sets of movesets, but has the same physical statistics in both stances which is different from Trainer and Pythra which would still tie them together better than say, Sheik and Zelda were.Right. But in general, I can get down with stuff like Min Min or Pyra/Mythra because most of their moveset is the same between stances. This concept is two different fighters stapled together, and my bar is even higher for concepts like that. Representing a loadout screen is generally under that, unfortunately.
Ah I see so it's just the artist preference, kudos to them I actually find KuroBlood's really interesting and probably the reason I'm interested in the series with the other one being that banger YouTube ad, I love when mobile games has a more detailed artwork for their character rather than a flat tv anime art which has a habit to cut down details in order for the animator to easily copy like the Im@s mobile game which felt boring really quickly, I mean it's just a png there's no reason to hold back.Yeah, about that...
Most characters just have a couple animal traits, but some characters are just furries for whatever reason, mostly drawn by this one artist KuroBlood. Even then, it's inconsistent; Kuro's characters are still fairly humanoid and anime-styled (Including, um... Well, it's supposed to be "Huai Hu" in Mandarin, but they ended up saying it in Cantonese instead), but others are just normal animals but "What if they were bipedal?", namely the giant rat that makes up all the rules. And then there's just an actual penguin.
I dunno, it's never really explained. A lot of the time the more animal-like characters are of the same species of the human-like characters, even in the same family.
I like this idea a lot. I have never played Arknights so I can’t speak for that game specifically but I think something along these lines is great for a Tower Defense rep in general.One thing Amiya can use in her moveset to reflect her game's tower defense mechanics is to deploy static objects used in the levels. In the game, you can place some objects on the map to control the flow of enemies, and I think it wouldn't be too farfetched to make her summon them at will.
For example, she can place Originum Flow Generators that power up the fighters around them while also dealing gradual damage. She can also make use of drones for recovery or cover fire.
Obviously, her Arts would be the focus of her moveset but these can help to make her stand out more and reflect her game better.
Oh yeah, forgot to mention those. About halfway through chapter 4 now, plus a couple side missions that are a lot harder, and so far we've got:One thing Amiya can use in her moveset to reflect her game's tower defense mechanics is to deploy static objects used in the levels. In the game, you can place some objects on the map to control the flow of enemies, and I think it wouldn't be too farfetched to make her summon them at will.
For example, she can place Originum Flow Generators that power up the fighters around them while also dealing gradual damage. She can also make use of drones for recovery or cover fire.
Obviously, her Arts would be the focus of her moveset but these can help to make her stand out more and reflect her game better.
Does Amiya have any costumes that could make for good alts?
If I had to guess, it'd have to be colors based on various and popular Operators. SilverAsh McOverpoweredPants is the first thing that comes to mind.To make this discussion active again, I'm gonna bring back this post I made:
Personally, I think basing Cadence's gameplay on over 1,000 songs would be more trouble than it's worth. My own moveset (link to a doc in my signature) instead has her specials only be powered up by hitting B in a specific rhythm for each. Other than that, I just gave her basic attacks where she mostly wields the Greatshovel (her exclusive weapon from Cadence of Hyrule).Now I've never played Crypt of the Necrodancer, but the fact this game managed to get a Nintendo-approved ZELDA crossover gives Cadence herself all the more spotlight. I can imagine Cadence having a unique movement mechanic that's dependent on the tempo of the music that plays, though I'm sure that'll be difficult to program tempo values into all 1000+ songs in the game, but hey, Sakurai managed to change all of the stages for Steve's mining, so I'm not gonna count that out.
Maybe they'd include Octavo since he was original to Cadence of Hyrule (and I could see them using CoH artwork for Cadence, Frederick, and Aria's spirits), but I think they'd want to avoid "blurring lines" between franchises.Should any of the Spirits on the CotN board be Zelda characters?
It'd be likely, and an opportunity to not miss.Do you guys think Cadence would bring any Cadence of Hyrule tracks with her if she gets in?
x15 Sarah Kerrigan