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Official DLC Speculation Discussion Volume II

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Speed Weed

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Hey guys found another "leak" to laugh at
View attachment 300773
Fake as heck but points for originality
SEGA take over the direct and announce that they are making an official game out of the greatest Steam Workshop mod ever for one of their games: Streets of Rage 2 except it makes that weird Tim Allen noise when people die
 

Guynamednelson

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SEGA take over the direct and announce that they are making an official game out of the greatest Steam Workshop mod ever for one of their games: Streets of Rage 2 except it makes that weird Tim Allen noise when people die
To be fair it's not like they had any other choice

Most of the "romhacks" on Sega Genesis Classics' workshop page are actually games that Sega isn't selling for the collection.
 

Ayumi Tachibana

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Huh, I don't recall Sakurai using German words at all.

Waaait... XCX uses German phrases for its some of its songs (such as "Wir Fliegen") , Elma confirmed. :4pacman:



"My stage, the Eggman Amusement Park, will not be liable to any damage caused to it during a Smash Bros. match. In fact, anyone who damages the park will be prosecuted according to Eggman Empire's own laws regarding violation of property, per an agreement with my gracious friend Sakurai. Especially if the one causes the damage is a certain hedgehog."

(My mind went to Sonic Colors and the PA system Eggman uses there, yes.)
He didn't use the actual German word "Weltanschauung" but he used the translated term of it, "sekaikan", which means literally "worldview".
The word "sekaikan" is pretty common irl everyday Japanese and we use it to distinguish from the word "sekai/world". It's supposed to be a philosophical term so I don't think sekaikan has the same exact meaning as the original tho.
So what Sakurai said was not adding "worlds" to the game, but rather "adding elements to invoke new POV to the world(s)". So technically, an echo with no stage and no music also counts.
 

ROBnWatch

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Alright, my newest moveset thingy is done! Now with some slightly odd choices done to avoid adding spoilers to a 13 year old game! This one's for Chell.

Chell is one of the poor test subjects at Aperture Laboratories. She was given a Portal Gun, and asked to go through a series of dangerous puzzle rooms called test chambers. She spends Portal making her way through these chambers, and the inner workings of the facility, trying to make her escape, culminating in a fight between her and her captor, GLaDOS, ending in GLaDOS exploding.

While this did bring the two of them to the surface, Chell was unable to escape due to recently having been next to an explosion, and facility robots dragging her back inside to put her in stasis. Another personality core, Wheatley eventually finds her there, and another escape attempt is made, kicking off the story of Portal 2.

In Super Smash Bros., Chell wields an upgraded version of the Portal Gun, which can throw objects, create portals on any type of surface, and even emit electricity for attacks. She’ll put these portals and other testing objects to use, making it much harder for opponents to attack her.

Chell’s Neutral Special is the Portal Gun. By holding the Special Attack button down, she will aim her shot. Releasing the button will cause her to fire the shot creating a portal where it lands. The first portal does nothing until the second portal is created, which creates a hole in the surfaces they appear on. They’re big enough for even the tallest characters to walk through them (I had originally advocated for smaller portals, but now I realize that they kinda have to be large enough for characters like Ridley and Sephiroth to fit through them), and they allow you to fall in one hole, and come out the other.

The portals are color coded based on which player slot Chell is on. Player 1 has blue and orange portals, Player 2 has cyan and dark indigo portals, Player 3 has dark yellow and light green portals, Player 4 has green and lavender portals, Player 5 has yellow and brick red portals, Player 6 has white and dark blue portals, Player 7 has pink and red portals, and Player 8 has purple and black portals. Since players need to know where all portals lead rather than just their own, computer opponents will also adhere to these rules instead of getting grey ones.

The shots fired by the Portal Gun can hit opponents, but it doesn’t do any damage or create a portal there. Portals also can’t be created on grated surfaces (the shot goes through them), non-flat surfaces, moving surfaces, surfaces smaller than the portals, or too close to other portals when both are going onto the floor. Exceptions to these rules are where the main platform has these characteristics, so you can place portals on Lylat Cruise even though the entire stage is constantly moving, Mario Galaxy even though the entire stage is round, and so on. If a portal is placed on something that is later destroyed or begins to move, the portal will vanish. Portals can be placed on the bottom of semi-solid platforms (and the glow from them will extend so as to remain visible), and doing so does not cause players that drop through them to go through them.

Nearly everything that moves is able to go through portals. This includes players, projectiles, items, and certain stage elements (though these are almost exclusive to the Test Chamber S and Stage Builder stages). Any momentum is preserved through the portals, but the trajectory is changed depending on which way the exit portal is facing (which is always the opposite direction of the terrain the portal is on). For example, if Fox shoots a laser into a portal on the wall that has an exit portal on the floor, it will come out of the exit portal going straight up, and the same will happen if Fox runs in.

As stated before, portals act as holes that allow you to go in one side and out the other, which means that you can stand in two places at once. For example, if Bowser was to stand in between portals, he can clearly be seen both where he’s entering and where he’s exiting the portal, and he can be hit in both locations as well.

Depending on how entry and exit portals are situated, a characters and items may come out upside down or sideways. If this happens to a character (this includes Assist Trophies), they will quickly flip right side up, and any attacks they were doing will launch in the direction relative to their orientation as they do so. If a character is doing a downward charging move, the move will immediately end as they flip. This includes stall and fall Down Aerials, Down Specials like Yoshi Bomber, Up Specials like Climhazard (when going down), and other special moves like Backslash. Certain other Special Moves will end as well if the orientation change would mess them up.

As stated before, momentum is preserved upon going through a portal, which means that the faster you go into a portal, the faster you will come out of one. This is important to note, because you do not go faster when you come out of a portal, you can go faster than normal in a given direction depending on how you enter it. For example, if Fox fast falls into a portal on the ground, he will come out the portal on the wall at a rate faster than his normal air speed.

One last thing to note is that Chell will fire the portals in a pattern of the first one, then the second one, and then back to the first. If the player wishes to skip one in this pattern, then they can hold the shield button as they aim the Portal Gun.
After Portal Gun, Chell’s most important Special Move is her Down Special: Weighted Cube. She will press a Pedestal Button, and a Cube will pop out of a dispenser on the ground. This can be a Weighted Storage Cube, Weighted Companion Cube, Discouragement Redirection Cube, or a Frankenturret. None of these cubes have any mechanical differences, and Chell can only have one of them on-screen at a time (different cube types all count as one cube).

These cubes act like unbreakable Crates. They can be picked up by players, but they are heavy, and will weigh down anyone that isn’t Chell. Since Chell doesn’t use any sort of strength to pick up items (the Portal Gun grabs it for her), heavy items can be picked up without impeding her movement. She can also throw the cube forward or straight up or down, causing it to damage opponents based on its trajectory, and how fast it’s going. When dropped, it will build up speed as it falls (there is a cap on how fast it can go, but it is quite fast). You can throw the cube at Portals in order to try and mix up your opponents, or cover more options. One classic thing to do is to place a portal on the floor and the ceiling, and have the cube fall endlessly between them. Do note though, that Chell can get hit by her own cubes, even if she’s the one that threw them.

When summoning the cube, the cube is launched in the air slightly, dealing damage to those it hits. This move cannot be used in the air, or too close to a ledge.

Chell has one more item in her Side Special: Sentry Turret. Chell summons a Sentry Turret in a similar manner to how she summons a Weighted Cube, and with the same restrictions, but the Turret pops up more slowly, and doesn’t do damage upon appearing. A Sentry Turret will shoot at all players, including the one that summoned it, that appear in its line of sight which is a cone in front of it that goes out a small ways. The bullets deal a little bit of damage, and can lock opponents in hitstun until they escape similar to Bowser’s Fire Breath. Remember that the turrets must have line of sight, so any terrain between the turret and the fighters will block the turret’s vision.

Turrets are immune to damage from physical attacks, but they can be knocked over if the attack does enough damage. A turret does not do enough damage to knock over another turret, but reflecting a turret’s shots will be enough. Attacks with more special effects like electric, flame, darkness, and magic effects can damage and destroy turrets outright.

If a turret is knocked over, it will freak out, and fire bullets sporadically for a short period before deactivating, and disappearing. Turrets can be picked up like normal items (though you might want to approach one from behind). If you drop them, they will land on their feet unless the terrain is sloped, but if thrown, they will freak out as they tilt in the air and start shooting before they land. They will not deactivate until they have been freaking out on the ground for a bit (about a second). Just like with the cubes, Chell can only have one turret out at a time.

Chell’s last Special Move is her Up Special: Aerial Faith Plate. An Aerial Faith Plate is built underneath her, and promptly flicks her into the air up, and forwards. Players can influence where they end up by pressing left or right on the control stick. This attack has no hitbox, but when it’s used on the ground, the move can be canceled by jumping or shielding, and Aerial Faith Plate will stick around for a second regardless, allowing you to instead launch a Weighted Cube or Turret.
Chell isn’t much of a fighter, so her normal attacks are fairly underwhelming, with most of them being mostly there to set up her assault with turrets, portals, and cubes. Her Neutral Attack is a thrust of the Portal Gun, which emits a burst of electricity. It acts as a decent poke with its slight disjoint, but it is fairly slow for a Neutral Attack. Her Forward Tilt is also fairly slow, and this time it doesn’t have any disjoint, as it is just a forward kick. It does cover more ground than the Neutral Attack though.

Her Up Tilt is an uppercut. It is one of her quicker attacks, but the hitbox is quite small, so it isn’t all that great an attack. Her Down Tilt is much better; a quick kick that is her best poke, and can combo into Weighted Cube at low percents. Chell’s Dash Attack is a simple shoulder tackle. It’s not a bad attack, but there isn’t much to write home about it either.

Chell’s Forward Smash has her fire a High Energy Pellet from the Portal Gun. This is a projectile attack that fizzles out quite quickly. While it can help rack up damage, it doesn’t normally K.O. for quite a while, and the attack itself is pretty slow. It’s damage and K.O. power increase drastically if you hit the sweetspot, that being the moment the projectile fizzles out on its own.

Chell’s Down Smash is a bit stronger than the Forward Smash on average, but weaker than the sweet spot of the move, but a bit faster. It’s a kick in front, and then a kick behind; similar to Snake’s Down Smash.

Chell’s best K.O. move on the ground is her Up Smash, where she holds the Portal Gun up as it crackles with electricity. This has some decent cooldown though, so she can be rendered pretty vulnerable afterward.
Chell’s Neutral Aerial consists of two kicks, much like with Captain Falcon, though the kicks are made a bit more awkwardly than with other attacks of this ilk. This is Chell’s best combo tool, comboing into her Forward Aerial, her tilts if you don’t hit the second hit, and possibly itself at lower percents. There is a slight bit of end lag to it though, so she can’t spam it. Her Forward Aerial is a swipe with the Portal Gun as it emits electricity. There isn’t much to it, but it does decent enough damage.

Chell’s Up Aerial is also kind of eh. She thrusts the Portal Gun above her head and it bursts with electricity. It doesn’t really lead to any juggling or anything. Her Down Aerial is much more useful. It’s a double foot stomp that spikes at the start, and sends her down. It’s not the greatest for landing, but she can use it over a portal to launch herself out of the exit portal much faster than she could when fast falling or running through.

Chell’s Back Aerial is her best K.O. option outside of launching boxes at high speeds. It is similar to the Inkling’s Back Aerial, where she swings the Portal Gun behind her as it releases a burst of electricity. It is a bit slower than Inkling’s Back Aerial, so she can’t spam this move either.
Because she already does a lot with the Portal Gun, Chell grabs opponents with her left arm to keep the animations from overlaping. It’s pretty standard as grabs go. Her throws all use the Portal Gun to throw the opponent in the given direction. Most of them are just for stage control, but her Down Throw does combo into things at low percents, and can drop people off ledges (including through portals), though it’s about the weakest Meteor Smash in the game.
Chell, and nearby opponents are launched by a large panel. If this panel doesn’t hit any other opponents, Chell is simply launched forward and upward like with the Aerial Faith Plate, but if it does hit, then it starts a cinematic.

In the cinematic, Chell and the others land on a platform surrounded by crushers. In front of them, GLaDOS appears on the monitor, and states that this is the part where she K.O.’s you. Chell uses the Portal Gun to escape as the Crushers all slam into the platform. Any players with 100% or higher are immediately K.O.’ed. After the Cinematic, Chell appears out of a portal where she started the cinematic ignoring how portals can’t appear in the air for this one instance.

*If they allow the word “kill” to be used in this context, then this is what will be used instead.
Chell is similar to Hero in that her normal attacks are somewhat unremarkable for the most part, and her focus is on the Special Moves. She can control a large amount of the stage with her Portals and her Sentry Turrets, and make really cool item plays with the aforementioned objects and her Weighted Cubes. Her biggest weakness is her disadvantage, as while she can get out of being juggled well enough, her Up Special has no hitbox on it, and can be challenged quite easily. Not really a balance point, but she’s also one of those characters who relies on galaxy brain plays like PAC-Man.

This is a large stage like Temple, allowing Chell to play with portals a lot more freely than on most stages. On top of this, the layout is semi random, adding variety to each time you play on it. Because of the random layouts, I won’t be explaining them in excruciating detail, but I will explain the objects that can appear on them:

  • Dark Grey Terrain: Portals cannot be placed on this, but it otherwise doesn’t have any unique properties.
  • Goo: It can appear at the bottom of the stage. It acts like water, but if you get in, you will continually take a non-trivial amount of damage, and will drown much faster.
  • Heavy Duty Super-Colliding Super Button: When a character stands on it or a heavy object is placed on it, they will activate certain mechanisms.
  • High Energy Pellet: This is emitted by a High Energy Pellet Launcher that is mounted on a wall or ceiling. If the projectile hits a High Energy Pellet catcher, it will briefly activate certain mechanisms.
  • Unstationary Scaffold: Literally just a moving platform that moves side to side. Can operate from the get go, or can require activation.
  • Victory Lift: A lift that goes up when activated, and down when deactivated.
  • Vital Apparatus Vent: A tube that can dispense Weighted Cubes or Gels when activated. Gels will only come from these. Sometimes they’re always active.
  • Sentry Turret: They work the same as Chell’s Sentry Turret item, but once they’re gone, they’re gone.
  • Aerial Faith Plate: Launches anyone that stands on them.
  • Excursion Funnel: An energy cyclone that can go vertically or horizontally. Anyone who jumps into it will be carried away from its emitter, and it can even catch players that are launched into it. If this object is activated, it will instead suck players in.
  • Hard Light Bridge: A semi-solid platform that will extend through portals.
  • Conversion Gel: A white liquid. Anything it covers will allow portals to be made on their surface.
  • Propulsion Gel: An orange liquid. Gradually increases the speed characters walking or running on it.
  • Repulsion Gel: A blue liquid. Increases the jump height on characters that jump on it, and characters and objects will bounce on it upon landing unless they hold down.
The stage guest stars GLaDOS, Wheatley, or Cave Johnson randomly. If Wheatley is chosen, then he will show up in the room, and commentate on the match. If GLaDOS is chosen, she will make comment on the match, as well as on the characters and items in it. Cave Johnson’s messages are pre-recorded, so they won’t quite line up with what’s going on. Cave Johnson is much rarer than the other two since he has fewer lines. Alternatively, they could pull him from the Perpetual Testing Initiative, which is an alternate reality where he didn’t die, and could make direct comments about the action. Either could be entertaining.

  • Chell (Portal 2): She wears a cropped tank top with Aperture Laboratories’s logo on it with a blue tank top underneath. Well…it’s either a tank top or a leotard, I’m not quite sure if the grey part of her outfit is a pair of short shorts or part of a leotard. She also wears an orange jumpsuit as pants; the top part of it is tied at her waist. She also has brown hair, wears a white wristband, and a pair of white Long Fall Boots.
  • Chell (Portal): She wears the orange jumpsuit in full, and is barefoot, wearing the Advanced Knee Replacements instead of the Long Fall Boots.
  • Grey: Chell’s jumpsuit becomes a slate color, and her tank top is now grey as well. Her blue tank top becomes red. This is based off of the Defective Turrets.
  • White: Chell’s jumpsuit becomes white. This is based off the fact that pretty much all of the characters in this series are primarily white.
  • Beige: Chell’s jumpsuit is now red, the blue undershirt is now burgundy, and her hair is now blonde. This is based off of Cave Johnson’s color pallet as seen in the paintings of him.
  • Red: Chell’s jumpsuit is now red. This isn’t really based off of anything. If you want to stretch things you could say it’s based off of the red team in Team Fortress 2 but, eeeeh.
  • Green: Chell’s jumpsuit is now green with a camo pattern, and her undershirt is green too. This isn’t based off of anything.
  • Blue: Chell’s jumpsuit is now blue. This isn’t really based off of anything. If you want to stretch things you could say it’s based off of the blue team in Team Fortress 2 but, eeeeh.
  • Mii Gunner
  • Bowser Jr.
  • Snake
  • Mewtwo
  • Mega Man
  • R.O.B.
  • Bonus
  • Galleom
This has the theme of rival technologies to Aperture Laboratories, and all of the battles except Galleom take place on Test Chamber S.
A lot of the OST blends in with the atmosphere, so I wasn’t expecting to find this many usable tracks. I do think Chell should come with some other Valve tracks, but I wouldn’t really know what to look for there so I’ll just stick with Portal.

  • Still Alive(Remix)
    • There’s no way this wouldn’t be here. It is a bit soft for a battle theme though so they’ll probably remix it.
  • Want You Gone
    • The second GLaDOS song who’s lyrics are even more confusing out of context. I don’t think this one would need a remix, though they might give it one while they’re at it if one of the composers had the inspiration to do so.
  • Cara Mia Addio(Remix)
    • Also known as The Turret Opera, this song is another kind of unfitting one, but I think they could come up with something kind of beautiful with it.
  • 4000 Degrees Kelvin/You’re Not a Good Person(Remix)
    • I could see a remix like this being added. These two songs play in particularly dangerous parts of the game: The part where “you get cake”, and the second Sentry Turret ambush.
  • You Can’t Escape, You Know(Remix)
    • Iirc this is the boss fight theme for GLaDOS. It’s mostly just rhythm, but I think it could work.
  • The Courtesy Call(Remix)
    • This is the theme for when you meet Wheatley, and he moves you through the facility. It could either be a remix, or they might could just cut out the first minute of the track.
  • I Saw a Deer Today
    • One of the faster tempoed songs from Portal 2.
  • You Will Be Perfect
    • A rare song that’s actually perfect for the game as is.
  • Robots FTW
    • This one’s kind of a bop. May or may not get a remix.
I’m not including it because it’s just ambiance, but I wanted to point out that there is a track called Procedural Jiggle Bone…I’m sorry, what?
  • Space Core (Novice)
    • Spirit Battle: You battle a yellow Kirby on Mario Galaxy that just jumps around aimlessly. You Will Be Perfect is the music for this battle.
    • Effect: Grants Floaty Jumps.
  • Wheatley (Novice)
    • Spirit Battle: You battle a blue Kirby in Test Chamber S. The Kirby is distracted by the many Bob-ombs that appear, but only after they start to walk. The courtesy call is the music for this battle.
    • Effect: Primary Spirit. Is balance type, and has 1 slot.
  • Defective Turret (Novice)
    • Spirit Battle: You battle a 3 R.O.B.s on Frigate Orpheon that have no charge on their Neutral Special, but spam it anyway. I Saw a Deer Today is the music for this battle.
    • Effect: Grants Ammoless, which causes all attacks that would require ammo (blasters, guns, bows, etc.) to not work.
  • Weighted Companion Cube (Advanced)
    • Spirit Battle: You battle a pink R.O.B. that does literally nothing on Norfair in a stamina match. The lava is permanently at the bottom of the stage. Cara Mia Addio is the music for this battle.
    • Effect: Grants Item Gravitation.
  • Atlas & P-Body (Advanced)
    • Spirit Battle: You battle Chell, and a blue Chell on Test Chamber S with no special effects. Team attack is on. Robots FTW is the song that plays for this battle.
    • Effect: Primary Spirit. Is Shield type, and has 2 slots.
  • Sentry Turret (Advanced)
    • Spirit Battle: You battle 3 R.O.B.s on Test Chamber S have a full charge on their Neutral Special, and spam it. 4000 Degrees Kelvin/You’re Not a Good Person is the music for this battle.
    • Effect: Primary Spirit. Is Attack Type, and has 2 slots.
  • Cave Johnson (Ace)
    • Spirit Battle: You battle Snake on Shadow Moses Island as the two of you are pestered by yellow Kirbys. Snake will be more interested in attacking the Kirbys than you, and you must defeat Snake to win. Want You Gone is the music for this battle.
    • Effect: Grants Shooting Attack Up.
  • GLaDOS (Legend)
    • You battle an invincible R.O.B. accompanied by purple, orange, blue, and red Kirbys that avoid conflict. You must beat the Kirbys to win. Still Alive is the music for this battle.
    • Effect: Grants Persistant Ramblin’ Evil Mushroom, which causes you to start with a Ramblin’ Evil Mushroom, and another to spawn next to you whenever you that one goes away for whatever reason after a cooldown time.
I’m extremely late (I was just recently able to read through this in full) but I love this. Great work, man.
 
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Perkilator

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Þe 1 → Way

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Huh, neat coincidence; TKOWL just did an Eggman moveset commission on Twitter!
That is everything I want out of an Eggman moveset. Though I personally would have his final smash be the Space Laser for reasons that definitely aren’t related to me wanting scream “I’ve come to make an announcement!” every time I use it.
 

7NATOR

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There's probably gonna be nothing in February as well, but we shall see

On the topic of Eggman, One thing I see is that it seems Eggman is the character that Non-Sonic fans latch onto the most. It's not based in fact, but it's just an observation I've kind of seen. I'm going to guess it's because Eggman is radically different from the Animal Designs of the other characters and also is very eccentric and Memeable, Rivaling or exceeding Knuckles in Memes

What are your guys' thoughts?
 

SharkLord

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Well January is almost over. I can honestly say that the month after a DLC character is released are usually the most boring periods of speculation.
Eeyup. It's fun at first; A new precedent is almost invariably broken, and everyone pours out with renewed energy... For about a week or two. Then it starts to wear off.

"This can happen! THIS CAN HAPPEN! THIS CAN... Happen...
Please happen faster..."
 

Þe 1 → Way

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There's probably gonna be nothing in February as well, but we shall see

On the topic of Eggman, One thing I see is that it seems Eggman is the character that Non-Sonic fans latch onto the most. It's not based in fact, but it's just an observation I've kind of seen. I'm going to guess it's because Eggman is radically different from the Animal Designs of the other characters and also is very eccentric and Memeable, Rivaling or exceeding Knuckles in Memes

What are your guys' thoughts?
Well, I feel its mostly because Eggman is the one who has basically nothing in his way.
Hes the main villain, meaning he already has clout.
Hes not a DLC mii costume or Assist Trophy. Which depending on who you ask deconfirms Tails, Knuckles, and Shadow (His biggest competition).
Hes also the oldest Sonic character that is realistic, since it was just him and Sonic in the OG.
Not to mention, lets be real here. Villains are more fun than sidekicks. Theres a reason Bowser beat Peach all the way back in the Smash 64 ballot way back when.
To most people, Robotnik has it all.

On a side note, I feel like Robotnik is an inevitability. I just can’t imagine a world where he never makes it in.
 

SMAASH! Puppy

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Not to mention, lets be real here. Villains are more fun than sidekicks. Theres a reason Bowser beat Peach all the way back in the Smash 64 ballot way back when.
I dunno about that. It's probably just an execution/taste thing.

Also Peach isn't a sidekick, she's a McGuffin that doesn't generally do anything. Of course people are going to want Bowser more.
 

Þe 1 → Way

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I dunno about that. It's probably just an execution/taste thing.

Also Peach isn't a sidekick, she's a McGuffin that doesn't generally do anything. Of course people are going to want Bowser more.
Thats fair, but I still do think Robotnik has the best shot for a second Sonic Rep.
Sidekick was the wrong word to use. Shes more of a side character/ goalpoint.
 
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Guynamednelson

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There's probably gonna be nothing in February as well, but we shall see

On the topic of Eggman, One thing I see is that it seems Eggman is the character that Non-Sonic fans latch onto the most. It's not based in fact, but it's just an observation I've kind of seen. I'm going to guess it's because Eggman is radically different from the Animal Designs of the other characters and also is very eccentric and Memeable, Rivaling or exceeding Knuckles in Memes

What are your guys' thoughts?
Well I'm more of a 2D Sonic guy, so Eggman would interest me more than Shadow even as someone who might stan AT promotions a little too much.
 
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SMAASH! Puppy

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Thats fair, but I still do think Robotnik has the best shot for a second Sonic Rep.
Oh sure, I just took issue with that one part. I don't really have an opinion on the verdict.

...

Come to think of it though, there aren't really that many sidekicks in gaming are there? Most of the supporting characters are either nonexistant unless you have more than one player (in which case they're in this weird limbo between main and supporting characters), they're the annoying hint character, or they're just normal supporting characters.

The only true sidekick characters that I can think of are like, Diddy Kong, Tails, Lok that one time, and maybe Clank and Daxter. I say maybe because I don't actually know those characters very well.

EDIT: Oh, and how could I forget Rikki's sidekicks from Xenoblade Chornicles? :p
 
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ZelDan

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I actually could see us getting some Smash news sometime around the latter half of February, whether that be through a NIntendo direct or just a standalone thing. Considering that Most DLC character releases seem to go through 3 different phases that are spaced out a week from eachother (Reveal -> Showcase -> Release), I could see CP9 being revealed in February but release early to mid March.

But of course, just having it all take place in March is certainly quite possible too.
 
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ForsakenM

Smash Lord
Joined
Sep 14, 2018
Messages
1,984
The problem with Smash is that so much would be cool in it that inevitably many cool possibilities will not materialize, no matter how much amazing content we do get. Sakurai and his team could announce FP3 with another half-dozen popular characters and people would still be upset because something potentially cool didn't end up happening. And I get that. Development time and budget are obviously finite.

But I do think it's important to recognize that some stuff you want isn't going to be what you wanted personally. For example, I really wanted Shovel Knight playable, and he's an Assist Trophy. Now, I could go into all the ins and outs of "ATs deconfirm" vs. "no they don't", or I can be happy he's in the game at all. I'm choosing the latter.

I don't want to rain on the parade of Geno fans or anyone else who's still holding out hope for a character who is, looking at all available information, implied not to be coming. But I think it's good to appreciate what the devs have been able to give us.
Just to clarify, I'm actually one of the few from the Geno Thread who popped off when Sephiroth was revealed. I think I chimped out and repeated 'I'm not even mad' a couple of times in my reaction, not sure don't really remember and feels weird to go watch it back just to have a refresher. See, I didn't play FF7 up until last year and I hadn't even finished it before Sakurai's presentation, however I HAD finished FF7R and I'm generally a cultured gamer in the sense that I know about things that are popular that don't appeal to me, so for years I knew about how big FF7 was to gamers.

It's why I lost my mind over Cloud, as he was thought impossible and was Mr. FF7/arguably Mr. FF In General and it was a really big deal. I got even more hype for Sephiroth because I had some attachment to the series. I still think FFX is my favorite as it was my first FF game I finished, but Sephiroth is hype as balls. Meanwhile, some people in the thread had absolute childish meltdowns and ******* about Sakurai or Square or Nintendo, complained about it being another FF7 character, complained that it wasn't Geno, and a couple even got extra ridiculous and starting attacking other support groups...and I'm just over here like 'Guys, Sephiroth is awesome and doesn't kill Geno, what in the **** are you doing right now?'

I was also one of the few who didn't ***** for months about Byleth and was (and still am, I don't have any of the DLC unfortunately) excited to try them out, even more so with the Imran Khan info that suggests the original concept was for Monster Hunter. I was also hyped about how an ARMS character would play and who they would pick, hoping for Spring Man because then it would kill so many fan rules for those who can't think outside of anything shoved right in their faces, but Min Min is adorable and I want to play as her. I really can't get into Minecraft, but holy **** I want to play as Steve because I main trap-based characters in fighting games and this is what Steve is as an archetype.

This is why I said in an earlier statement that 'Announcing an FP3 is a win-win scenario' because no matter what, everyone wins. Those who are speculating about characters that have less of a chance win, those who are speculating character who have a good chance win, and literally all Smash players win because we get MORE CHARACTERS. More new content is something I'm always excited for, and specifically for Smash, since I know Sakurai and his dev team really try to make us cool new things we will love. The reason I don't get upset when things look bad for Geno or when people disagree with me about his chances is because I know that, right or wrong, playable Geno or no, I will love Ultimate and all the future content it gets.

I rationalized that even though I want OTHER characters, Geno is the only one that matters so much that him getting in would make me not be upset at inclusions I would probably be somewhat unhappy about, like another FE character no one asked for, a Gen 8 mon or a character from a trendy game. I couldn't care less who comes after Geno...but I also know I have all my eggs in one basket and that if it wasn't my community of Geno Bros he wouldn't even stand a chance. I get that he's been the longshot of longshots, even more so than those before him, so I reason with myself that since what I'm asking for is so specific and niche that I can't really be that upset if it never happens...much unlike many OTHER folks around these parts.
 

CapitaineCrash

Smash Champion
Joined
Oct 30, 2018
Messages
2,679
Location
Canada, Québec
Hey guys found another "leak" to laugh at
View attachment 300773
Fake as heck but points for originality
A Sega direct with no Jet set radio and skies of Arcadia port, and no new Monkey ball and no new Samba de amigo for switch is disappointing... but realistic.

Hating on how Sega is not using their older ip aside, I'm still unsure on my stance on Eggman in Smash. Sephiroth did prove that vilains from already represented franchises can be dlc, but that doesn't mean that this situation will happen again, just like Min min prove that spirits can be playable, but so far we don't have any others. Of course, Sonic is huge, but in some way it's already pretty well represented. Of course it's not perfect, there's a lot of possiblity for cool stages. You could go with something retro like Sky sanctuary, something more modern like Starlight carnival (sonic colours) or Studiopolis zone, or something more in the middle like Seaside hill from Heroes. If you want something closer to Eggman, you could go with the final fortress from Heroes too.

I think the music and the spirits is where I have more difficulty imagining a new Sonic fighter pack. Of course, there's some good music missing here and there, but nothing like huge is missing like it was with Final fantasy 7, and there's no new sonic game to take music from like Fire emblem could with Three houses. The spirits is in the same situtation where there's probably some small characters missing, but nothing like super obvious is missing (unless I'm missing something).

For me Eggman is in that weird spot where it totally make sense for him to be in Smash (he's from a huge franchise, he's one of the most iconic video game vilains not in Smash, huge moveset potential, would probably be not too hard to deal with Sega), but at the same time, I'm not sure if Nintendo would specifically go for him and if more Sonic content is really needed.

They could solve that problem by making Eggman a puyo puyo rep. :4pacman:
 
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chocolatejr9

Smash Hero
Joined
Sep 30, 2018
Messages
8,284
Hey guys found another "leak" to laugh at
View attachment 300773
Fake as heck but points for originality
Well, at least it mentions Balan Wonderworld. Still holding out hope for that game, even though the demo more or less proves that the Switch version wasn't a high priority...

Though, why a Sega Direct? I don't know why, but the fact they claim THAT is what kills it for me. Unless something crazy happens like Nintendo buys Sega, which isn't exactly likely.
 

Captain Shwampy

Smash Master
Joined
Jul 20, 2014
Messages
3,066
Well, at least it mentions Balan Wonderworld. Still holding out hope for that game, even though the demo more or less proves that the Switch version wasn't a high priority...

Though, why a Sega Direct? I don't know why, but the fact they claim THAT is what kills it for me. Unless something crazy happens like Nintendo buys Sega, which isn't exactly likely.
we had a sega direct before
 
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Idon

Smash Legend
Joined
May 24, 2018
Messages
17,623
Location
Waxing Moon Ritual
NNID
Miyamoto Iori
Switch FC
SW-4826-9581-3305
Is there a more iconic villain missing than Eggman?
Theres still quite a few villains to take sure, but do any of them rise past Robotnik? I’d argue he's the biggest antagonist missing.
The biggest villain of them all, Digital Millenium Copyright Act.

Oh wait, he's already killing Final Fantasy songs on the internet.
 

SMAASH! Puppy

Smash Legend
Joined
Feb 13, 2015
Messages
12,395
Location
Snake Man's stage from Metal Blade Solid
I think the music and the spirits is where I have more difficulty imagining a new Sonic fighter pack. Of course, there's some good music missing here and there, but nothing like huge is missing like it was with Final fantasy 7, and there's no new sonic game to take music from like Fire emblem could with Three houses. The spirits is in the same situtation where there's probably some small characters missing, but nothing like super obvious is missing (unless I'm missing something).
Iirc, most of Sonic the Hedgehog's included tracks are the band songs, so they wouldn't have much trouble picking from the rest of the series's OSTs. Dr. Eggman's Spirit Board could be themed around his creations. Metal Sonic, Shadow, and Omega would (or might) be reused for this purpose, but after that, they could add some of the biggest boss machine designs (like the one from Sonic the Hedgehog 2), and a few of the most iconic Badnik designs. The Legend Spirit could be something like The Death Egg.
 
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