There was an incorrect link in my Celeste song submissions, it's fixed now though.
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Sorry, but I’m going to reject this submission on two accounts; You need six songs, and I don’t think Pigstep has enough of a tie to really count, even if they share composers. However, you are welcome to resubmit within the next hour and a half.
OKSorry, but I’m going to reject this submission on two accounts; You need six songs, and I don’t think Pigstep has enough of a tie to really count, even if they share composers. However, you are welcome to resubmit within the next hour and a half.
Celeste Mountain Music
Mode Submission: Treasure Tussle
- First Steps (Remix) - Celeste
- Scattered and Lost - Celeste
- Confronting Myself - Celeste
- Reach for the Summit - Celeste
- 2 Mellow - Celeste
- Farewell - Celeste
Inspired by Shovel Knight and the coin mode from Smash, this mode has various gems and treasure drop from fighters upon taking damage. Touching treasure will cause it to be added to your Gold tally. Being KO'd will cause a good chunk of your Gold to fly out in a winged bag, allowing anyone to steal it for themselves. Be sure to snatch as many riches as you can, as whoever has the most at the end of the match wins!
Item submission: Freddy Plush (Five Nights at Freddy's)
This fuzzy little guy is similar to the Gooey Bomb from Smash; You can throw it at your opponents, causing it to attach to them. After being out for a short time, the Freddles from Five Nights at Freddy's 4 will suddenly swarm the plush, rapidly damaging its unlucky holder!
Job 5
1. Confronting Myself
2. Prologue
3. Resurrections
4. Scattered and Lost
5. First Steps
6. Mirror Temple (Mirror Magic Mix)
Job 6
Horde Rush
A combination of multi-man smash and Smash Run, you would have to fight off waves of unique enemies
Job 7
Bar of Soap (DUSK)
DUSK is a boomer shooter made by David Szymanski and published by New Blood and has become quite popular in the boomer shooter community.
This would be an item that you can pick up and throw. once it hits an enemy it immediately KOs them if they are over 100%.
I'm just hear suggesting Stamina Fights, every game should have that
Item Submission: Legendary Hero (Undertale)
View attachment 346883
It’s a sandwich shaped like a sword. Eating it restores 30% of your damage and gives you a temporary 1.5x attack power buff! Eating it produces the same sound effect it makes in Undertale.
View attachment 346882
Disc Gun (Nuclear Throne/Super Crate Box)
This "beloved" gun would shoot a razor sharp disc at a not quite straight angle that damages fighters. It can also ricochet off walls and damage the original fighter.
Celeste Mountain music:
Forsaken City (Sever The Skyline Mix)
Mirror Temple (Mirror Magic Mix)
Celestial Resort (Good Karma Mix)
Reach For The Summit (starts at 8:00)
Confronting Myself
Beyond The Heart
Mode Submission: Tetherball
You can hit the ball when its on your side, and the goal is to wrap up the ball on the opponent's side of the pole. How fast the ball goes depends on the strength of the attack it is hit with. Pretty much taken straight from Rivals. Playing this mode on bigger stages will mean a taller pole, a longer string, etc.
Item Submission: Teleporter (Henry Stickman)
Henry Stickman is a flash based point-and-click adventure series by PuffballsUnited. This item, when used, will teleport your fighter to a random point on the stage, which could get you in a really good position or just straight up kill you. Who knows? Only one way to find out!
Elder Kettle's Brew
Makes your character cel-shaded and replaces their jab, dash, and nair with a peashooting attack.
Song Resibmission:
Yeah, I’m starting to realize I coulda just had people submit a Back Special and Shield for Orcane and make things a lot easier. For Shovel Knight, though, there’s a bunch of Relics I didn’t use, and I want to see if anyone’s willing to try something out with those.I would submit a moveset, but between Rivals of Aether and Shovel Knight Showdown, I think you've covered their specials pretty effectively.
Don't worry too much about it - I ran the PlayStation All Stars 2 thread, and I found that it was an experience where you learn on the go. Find what works and what doesn't; it seems to vary from thread to thread.Submissions will close tomorrow as planned.
Also, it is likely that the next set of jobs will be more varied so that more people can contribute. Think of it as a "make-up" for the last item job.
In the meantime, I want to hear any criticism/ideas for the thread. I want to make this a fun thread, but lately, I feel like I haven't been living up to expectations with it.
Job #8: Shovel Knight
Job #9: Orcane
- Neutral Special: Flare Wand
- A rather simple projectile special; Shovel Knight uses the tilitular Relic to fire a fiery orb straight forwards. It's not the strongest move in the world, but it flies pretty quick.
- Forward Special: Dust Knuckles
- Shovel Knight lunges forwards with a powerful strike from the Dust Knuckles.
- Back Special: Buzzsaw Boomerang
- An innovated version of one of the Custom Knight's relics, Shovel Knight tosses this projectile forwards. After a few seconds, it will boomerang back to Shovel Knight's location.
- Up Special: Propeller Dagger
- Shovel Knight uses the Relic of the same name to propel himself upwards, not unlike SpongeBob's Up Special in NASB.
- Down Special: War Horn
- Shovel Knight blows into the War Horn, creating a mighty soundwave which launches opponents and nullifies most projectiles.
- Shield: Shield Knight
- Shovel Knight's most trusted ally appears to completely protect him from the front. However, she leaves her back open, allowing opponents to attack Shovel Knight from behind. But hey - She can even reflect projectiles if you time the shielding just right!
- Neutral Special: Droplet
- Orcane fires a drop of water from his blowhole. While it serves as a weak projectile, it leaves a puddle of water on the ground if it doesn't hit anything, which can be used for Orcane's Up Special.
- Forward Special: Telesplash
- Orcane rushes forwards, damaging opponents in his path.
- Back Special: Hydro Pump
- Orcane charges up, being able to store a full charge for later use. Once charged, Orcane spews water from his blowhole, pushing opponents away in a manner similar to Squirtle's Water Gun.
- Up Special: Puddleport
- If used normally, Orcane does a pitiful hop into the air. However, if a puddle is present when the Up Special is used, Orcane will teleport to said puddle, dealing major damage to any foe who may be standing on it.
- Down Special: Evaporate
- If Orcane has a puddle on-stage, it evaporates to deal multiple hits of damage to any foe standing on it. Otherwise, Orcane will just spawn a puddle in his current position (or drop a droplet beneath him if he is in midair).
- Shield: Parry
- In true RoA style, Orcane does not have a proper shield. Instead, he can parry attacks just as he can in his home series.
I'll give one a shot for Shovel Knight, and see if I can do anything unusual for him. Admittedly I don't really know Rivals well, but Orcane seems like he'd work with a variation of his current moveset in Rivals. Notably, a couple of these will as a result use some of Custom Knight's unique Relics and the like. I wanted to avoid using any Arcana or Curios (mostly because I'm imagining Shovel Knight may possibly get a second rep down the line!)
I'd first like to suggest some smaller aspects. Specifically - he uses the Fishing Rod in order to grab opponents, giving him a long-range grab. His Forward Air would actually look a lot like the Burrow Bomber. Also, his dodges will utilise the Phase Locket, and at least one of his taunts has Chester appear beside him, leaping out in excitement... before going back inside and vanishing again.
Neutral Special: Flare/Flareo Wand.
When tapping the Neutral Special, Shovel Knight will fire a quick projectile from his Flare Wand. This is pretty spammable, a little like Mega Man's jab combo. However, charging it will result in it changing form and becoming the Flareo Wand - firing a much larger and slower projectile, but one that violently explodes on combat. It's possible to store this too, similar to how Samus's Neutral Special functions. I know this isn't how it functions in-game, but I think this would be nice.
Forward Special: Mobile Gear.
Shovel Knight manifests the Mobile Gear in front of him. Whilst it doesn't do anything at first, it will begin to move forward if he jumps on top of it, or if he hits it with an attack. It works as a sort of platform, allowing him to ride on top of it, and it does damage to opponents that it hits, knocking them away. It'll vanish in a puff of smoke if it hits a wall or solid object, but it can in fact move up or down slopes, and will just run off the edge of a platform.
Notably, if used in the air, Shovel Knight will automatically be stood on top of it. This then gives a bit of horizontal movement in a downward direction, working as at least somewhat as a recovery tool. Of course, he can jump off and act freely afterward, but only one Mobile Gear can be on screen at a time - and he can't use it more than once in the air.
Back Special: Throwing/Tow Anchor.
Shovel Knight picks up an anchor from seemingly nowhere, and the effect depends on whether you're on the ground or in the air. If you're on the ground, it acts as a Throwing Anchor - he'll toss it in an arc similar to Simon's neutral special, which does a meaty hit of damage and knockback to opponents hit by it, but is a lot laggier than the Neutral Special. However, if used in the air, Shovel Knight will hold onto it - flying in the same arc! It's possible to let go of the anchor at any time, but if you attempt to use it in the air again, it'll only be a Throwing Anchor... but if you hold onto it, it'll pull you down with it too!
Notably, it's possible to influence the actual arc by holding an upward or downward direction as you input Back Special, with this also working in the air. Holding a more downward direction will have the arc be lower, but cover more horizontal distance, whilst an upward direction has the arc higher but with less horizontal coverage.
Up Special: Glide Cloud.
Using the Up Special will manifest a cloud under Shovel Knight's feet, on which he is able to stand. The cloud will move at a sharp upward angle at first, before continuing horizontally, downward at a low angle. If Shovel Knight jumps off, he's able to act - though the cloud will disappear, and can't be used again until he touches the ground. When actually used on the ground, he'll surf along the floor, doing minute damage to opponents he hits, but dragging them along with him!
Down Special: Shadow Knight.
This works a little differently to the original variant. Shovel Knight will have a small, stylised meter on his UI that indicates the level of "magic" that his Shadow Knight will have. Then, when inputting Down Special, Shovel Knight will manifest a shadowy clone of himself that follows his exact movements with a short delay (maybe around 10 frames.) This works a little like the Ice Climbers, being able to use them to combo attacks by essentially hitting opponents twice.
However, there's some differences. Shadow Knight, most prominently, is intangible - opponents can't hit it, but it can hit them. However, Shadow Knight can't use any Relics, meaning it's useless to use Shadow Knight to spam projectiles. Furthermore, using Shadow Knight will constantly drain your magic meter, meaning you can't constantly use it. Over time, it'll slowly recharge.
Shield: Phase Locket.
Shovel Knight doesn't have a shield as such, but rather dodges attacks by becoming intangible with the Phase Locket. At first glance, it might seem like a really good option - but this means Shovel Knight doesn't have access to parries or other perfect shield mechanics. Attacks will pass through him without damaging him, though! He's also not able to move whilst shielding - he's stuck in place for balancing reasons - and after a certain amount of time, he'll be forced to become tangible once more (though you can also make him tangible by simply letting go of the shield button.)
I hope this is at least a somewhat unique take!
Whilst Canabalt's Runner might not be such an interesting character to work with, the unique, almost oppressing aura of Canabalt's world would make for a wonderful stage. Set on the rooftops of the city, and overlooking the grey skyline, it's almost quaint - birds will perch on the rooftops and hop around, as well as flying away if you get too close. Of course, there's also stage hazards in the form of ships that fall from the sky, smacking into the ground (though with a little icon indicating where they'll hit.) They deal massive damage on contact - making the stage perilous to battle atop... but also slightly picturesque.
The Teleporter will not be accepted, since it's already an item. Cadence and Diogenes' Mountain are fine, though.Job #10:
Character Name: Cadence.
Character Origin: Crypt of the NecroDancer (2015.)
View attachment 347360
The problem with a job like this is that there's two pretty obvious picks (the genie and the mountaineer, shh) that I imagine would get me ninja'd, so I'll submit someone a little weirder and hope to see a positive response.
Cadence would be a pretty interesting, though unusual, representative for the rhythm game genre. Unlike Shovel Knight however, she also has a small knife she can use. Her overall gameplay would primarily focus on her needing to keep to a rhythm in order to effectively do better at attacking opponents. She'll use her knife and shovel mostly, but may also use some of her spells too.
I'd like to suggest that she could have a unique function in the form of a sort of tempo? It'd have to be changed from the source material, meaning that maybe her smash attacks would work a little like attacks in the Paper Mario series (where you have to time your inputs.) She'd be really fun to see - and her series was popular enough to even crossover with the Legend of Zelda!
Job #11:
Stage Name: Diogenes' Mountain.
Stage Origin: Getting Over It with Bennett Foddy.
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Okay so I got ninja'd with the whole Stanley Parable thing, but luckily I have another game in mind with a particularly notable narrator. On another note, meet Diogenes. He had to climb a mountain, in a cauldron, with nothing more than a sledgehammer. Now you do too.
The stage itself takes place somewhere on the mountain. I'm not exactly sure, but I'd like to suggest partway through Stage 2 (so as to include Orange Hell there somewhere.) The stage itself is placed in a perilous place, but being that you can only really fall off on one side. I'm thinking on top of the building with tons of trash on it so you can use them as tunnels to get around maybe? Also, Bennett Foddy will narrate here but as you can imagine he's now talking about the philosophy of fighting games in his incredibly calming tone.
Job #12:
Item Name: Teleporter.
Item Origin: Crossing the Pit.
View attachment 347369
Press the button, and it'll teleport someone random in to aid you! I'm aware that the Teleporter isn't supposed to work like this in the actual Henry Stickmin "canon" but let's be real, things not working like you expected them to is a pivotal part of the whole series. The Teleporter doing something completely different to it's intended function ironically makes it more of a Henry Stickmin reference.
If the "trainer" is a female, that'd be fine.For the female fighter job, can I submit a Pokemon-Trainer style fighter that has a female character in it?
Shoot me a mention when you edit the stage in so I don't miss it.I'll edit in a stage idea later.
Added my stage idea; I probably could have thought of a better name, but it's based on the concept of the game rather than any particular level/area in it.Shoot me a mention when you edit the stage in so I don't miss it.