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Smashboards Creates: Battle of AGES, a SEGA platform fighter

What's the roster number gonna be?


  • Total voters
    11
  • Poll closed .

Megadoomer

Moderator
Moderator
Writing Team
Joined
Jun 28, 2013
Messages
10,398
Switch FC
SW-0351-1523-9047
1. Gilius
2. Beat
3. Hornet

1. Honey
2. Horatio
3. Jack
 

OrpheusTelos

Smash Lord
Joined
Dec 9, 2018
Messages
1,094
Location
Portland, OR
ASR Vote:
  1. Beat (Yeah I’m gonna be the basic ***** who votes for Jet Set Radio. While the All-Star games are by no means gospel, the fact that JSR has had perfect attendance for these crossover games and continues to cross over with other Sega properties such as Sonic and Super Monkey Ball despite being a relatively small franchise shows that Sega still holds the series in high regard and would totally shove Beat into a game like this. It also helps that Beat could bring with him an incredibly fun and unique moveset, a super cool and visually striking stage, and some absolute bangers. He’s an obvious choice, but a fun one regardless.)
  2. Football Manager (I adore wacky non-fighters in fighting games, and Football Manager would scratch that itch perfectly for me. Also Football Manager’s a genuinely important series for Sega so it’d be nice to give it something)
  3. Gillius (Golden Axe rules and is more than deserving of a playable rep. You really can’t go wrong with the funny dwarf man.)
Non-ASR Vote:
  1. Phantom R (I absolutely ****ing adore Rhythm Thief so you better believe I’m pulling for Raph. Imagine the bangers we could add. Imagine the Louvre Heist as a stage. Even if Rhythm Thief is far from Sega’s biggest franchise, I can’t help but root for my boy getting in)
  2. Asha (Wonder Boy is neat and Asha’s a cool character to represent that series with. What else is there to say at this point?)
  3. Horatio (I know literally nothing about Endless Space, but holy **** Horatio sounds like a ton of fun. A gene-splicing alien who can make clones of himself and copy other fighters attacks? That sounds freaking awesome! Also you know I gotta root for a cool villain whenever they show up! They don’t get very many opportunities to shine in jobs that aren’t dedicated to them, so it’s nice to see a bad guy get some time in the spotlight once in a while)
The ASR choices were pretty simple for me to vote for, but man was the non-ASR side totally stacked! Jack, Honey, and Raikoh all came super close to making the list.
 
Last edited:

osby

Smash Obsessed
Joined
Apr 25, 2018
Messages
24,054
All-Stars vote:

  1. Gilius Thunderhead (Basic or not, I really like this dwarf man's design. I think he'd make a cool fighter, and starting to read Conan made me appreciate Golden Axe's aesthetic even more)
  2. Football Manager (We don't really have many non-combatant fighters and his series is actually big enough to justify his inclusion. Also, I feel like I have to vote for him as a European)
  3. Amigo (This is just me being biased for rhythm games. He's low as Samba de Amigo didn't exactly light the world on fire but I enjoy seeing him together with other SEGA characters)

Non-All-Stars vote:

  1. Horatio (One of the most creative fighter ideas I've seen for a roster like this and sounds like one hell of a character. )
  2. Pengo (I think Pengo would make a really unique and creative fighter. Not as much as modern characters, but we can use a couple more retro characters and he's an underrated one, imo)
  3. Honey (Fighting Vipers is just one of SEGA's many fighting games but I'd like to see a character from it duking it out with Virtua Fighter characters again. Honey also has quite a fun personality.)
 

YoshiandToad

Smash Hero
Joined
Dec 24, 2001
Messages
7,123
Location
Still up Peach's dress.
All Stars veterans:

1. Beat: Of the remaining games, yes...Jet Set Radio was my favourite.
2. B.D. Joe: Crazy Taxi might have a mini-game, but I do still love Joe a lot. Working out how to translate Crazy Taxi into a fighter could be really interesting.
3. Football Manager: I'm really curious how we're going to tackle him if he gets in. Fun idea.

Non All stars veterans:

1. Asha: Adorable, well loved star of an unrepresented series.
2. Blue Dragon: The creative potential intrigues me.
3. Raikoh: Never knew about this character, but his design is very cool looking and I like the idea of a high risk, high reward character.

Special shout out to Honey who would have ordinarily made a top 3 for me and Pengo because I am hankering for more retro characters. Competition was tough this round for the non All Stars. Truth be told every single one of these would be fun additions.
 
Last edited:

Flyboy

Smash Hero
Joined
Aug 26, 2010
Messages
5,288
Location
Dayton, OH
All Stars
1. Football Manager - I love him (and Goalkeeper). I'm a sucker for non-fighters fighting and he's from a well-loved series that should be represented.

2. Beat - What can I say; Jet Set Radio is cool and should be in. Beat is the face of the franchise though my favorites were always Yoyo and Rhyth.

3. Joe Musashi - Cool ninja from a cool series.

Non All Stars
1.
Blue Dragon - I really just think this is a super cool and super unique way to represent Panzer Dragoon, a series that should absolutely be in.

2. Jack Cayman - The idea has stuck with me ever since he was first pitched way back when. MadWorld is a gem.

3. Harrier - I love Space Harrier. I will always be biased for him...

This was another super tough round. So many great characters that would be amazing additions to the roster.
 

PuyoWitch

Smash Apprentice
Joined
Oct 5, 2018
Messages
171
All Stars:
1. Joe Musashi (The sooner Shinobi gets in, the sooner I can get Godzilla, Spider-Man, and Batman as an assist)
2. Gillius Thunderhead (In the same way that if you go to Disney, you want to see Mickey, if you're gonna have Golden Axe, you GOTTA have Gillius, I think. I think SEGA putting him in the all-stars games is acknowledging that he's generally everyone's favorite character in it, because it's true.)
3. Beat (It was between Amigo and Beat, but I think Jet Set Radio is a long overdue add.)

Non-All Stars:
1. Jack Cayman (The potential with Jack and the MadWorld/Anarchy Reigns world and characters is half the reason I want him in. The other half is that he's just really cool. I am definitely the only person to ever make this compaison, but I think he's a pick similar to Billy Hatcher, in that he's semi-obscure and his game(s) happen to be just okay, but the difference is that the world and the character is so cool, you sort of just don't care. I'll take him as a biased pick.)
2. Honey (We're probably never going to get another Fighting Vipers game, but SEGA and its fans won't let Honey die, and I think that's a testament to how she's bigger than her franchise. It's pretty rare to get one of those, and as such, I think she is a must pick for this.)
3. Blue Dragon (Just for how hard SEGA was pushing it during the Saturn era to the Xbox era, I feel like it deserves a place in the main roster. It's an underperforming series, but just has a lot of love put into the world with fantastic vibes.)
 
Last edited:

Speed Weed

Smash Master
Joined
May 16, 2020
Messages
3,752
Location
Portugal
Switch FC
SW-1814-1029-3514
Alright, it's time for the results.

Let's take a look:

Gilius: 14 points
Amigo: 5 points
Beat: 27 points
Hornet: 3 points
Joe: 16 points
Shogun: 2 points
Manager: 9 points
william: 0 points
B.D. Joe: 2 points
Winter: 0 points
Goalkeeper: 0 points

Harrier: 4 points
Temjin: 13 points
Dreamcast: 1 points
Cayman: 12 points
Honey: 12 points
Pengo: 3 points
Horatio: 6 points
Raikoh: 1 points
Raphael: 4 points
Asha: 16 points
Dragon: 6 points

And so this prompt comes to an end, and the next two fighters to join our roster will be Beat and Asha!!!!!!!!

So now let's begin covering them:

Job #135: Submit a moveset for Beat

JET SET RADIOOOOOOOOOO

Here's the Sacred Moveset Format:

-General playstyle overview
-Notable normal attacks
-Specials and All-Star Move
-Misc. info
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,242
Location
the building from smash mouth's astro lounge
Well, here's my thinking for #135.

With Beat as a playable character, I'd like to bring elements of what makes him, and his game series, unique - meaning that there's a lot of things to consider. In terms of movement, however, I'd say that bringing the feel of the JSR series into three words would look something like:

Speed, Rhythm, and Style.

Allow me to explain each one.

Speed comes from the basic nature of how you move in the world of JSR. Being on roller blades (and having ROCKETS in JSRF), you're obviously much faster than most - and this speed and evasiveness is a key aspect in many situations. For example, looking at how combat is handled in the series, you often find yourself fighting tanky enemies, having to evade them with the tools at your disposal - often coming down to simply "where are you going and what are you going to do." With this game being based on conflict, this evasive, pincer-striking playstyle seems like an effective one.

Rhythm comes from a slightly different aspect of the JSR series. In the original Jet Set Radio, for example, controller prompts not unlike those seen in rhythm games were how you'd spray graffiti - and furthermore, performing tricks and stunts as you traverse the world of Tokyo-To requires a sense of rhythm, an attunement with one's surroundings as you try and progress. I think that this would lend well, in addition to the first point, to a playstyle that rewards you being able to react on the fly, keeping a pace as you go along - and maintaining it even in stressful situations.

Style comes from the final point I think is important to JSR. It's undeniable that the series has its own unique "look," but aside from that, even smaller matters such as the characters' designs and personalities are important to consider as well. The nature we see of the characters, primarily Beat in this case, is that of a rebellious youth - not "stylish" in the same way as the Lupin-esque flamboyance of Joker, but rather, stylish in his late-90s to early-00s, pop-culture-based appearance. It's key to catch this.

As such, this suggests a combination of these is necessary, and my best way of describing it would be "A fast-moving character with lots of combo strings, though who has low-enough weight to easily be knocked back if they screw up. Their playstyle rewards a sense of rhythm and speed, running circles around your opponents, in order to attain victory."

Yes, the word "gimmick" is probably the equivalent to being set on fire to some people, but hey - what's a character without a weird, slightly unusual mechanic?... ah.

Anyways, back on track - I have two gimmicks in mind for him. The first is one that'll bring a whole new element to Beat's overall gameplay unique to other characters. See, unlike other characters, there are wheels on his shoes, and that means that physics work... a little differently for him. Given that Beat doesn't run, his movement rather uses a skating style that's unique to the rest of the cast, whilst still fitting in. My thinking is this:

As you would normally walk, Beat would skate. Now, this means that his "initial" walking speed is quite slow, but speeds up over time - it's possible to go straight into a dash by holding the joystick completely to the side, but this allows you to control Beat's speed quite well depending how much you hold the stick to one side. Should you completely let go of the stick, Beat's going to follow the laws of physics like a good boy, and continue rolling. He'll of course slow down over time, but where this is interesting is in that this allows many of Beat's moves to combo more effectively on the ground. For instance, he's theoretically able to use a smash attack whilst moving, but you need to bear in mind that this'll be difficult to manage effectively for laggy moves.

You're probably thinking, "wouldn't it make it difficult to turn around?" Well, yes - Beat's dash attack will help there, though. (I'm aware this bleeds into the next section, but ech, I'll get into it here.) It functions similarly to the ability to stop by turning in the source material, and will bring you to a stop when used. However, if you hold the stick in the other direction as you dash attack, you'll actually keep your momentum but in the opposite direction. As it happens, the same animation is used for turning around - but it won't activate a hitbox unless you hit the jab button at the same time.

On that - your speed will be shown with a little indicator next to your UI. This is a ****ty mockup I made about a year ago, but it's a basic idea. (IGNORE THE SPRAY CANS. For now...)

1642968562246.png


Your speed is indicated by the meter on the side. It might seem useless, but many of your grounded attacks may be marginally more powerful or have slightly altered stats such as knockback depending on your speed (overall, it'll be useful to keep your speed up as much as possible for optimum results.)

The second "gimmick" is in the form of spray cans. Similar to Inkling, Beat has a paint mechanic, though his differs in that it uses spray cans with descrete numberings. He can carry up to 30 at a time, and builds them up by attacking opponents, as well as slowly over time. These can be used in certain attacks, as well as one of the specials that I'll get into later.

So, we need to keep with the idea of our attacks being based on the tenets of Speed, Rhythm and Style that I originally proposed.

Here's my first thought - aerials. Pretty much every notable non-grinding stunt that the characters perform in JSR is in the air, and I think it's unreasonable not to give them these tricks and stunts in the air too. It'll be a little difficult to bring it down to 5, but here's my best shot!

For example, Down Air is a stunt named the 1080. Similar to characters in Smash like Joker and Samus, Beat would twirl around in a downward direction a total of three times. Interestingly, the stunt itself would cover a surprising amount of ground, as the first attack would lean forward slightly (maybe at around 70 degrees?), the second directly downward, and the third backward at the same angle. The sweet spot would of course be in his feet given how heavy those skates must be, but being hit by the legs would still multi-hit. The last hit spikes.

I won't do every single move in his arsenal because it'd be a nightmare, but here's a few I'd like to go into detail with.

Beat's Dash Attack was touched on earlier, but my concept is that it's both an attack and a mobility tool considering Beat's unique movement mechanics. Whilst it doesn't do much damage, it does kick up sparks that can make opponents flinch (the equivalent of kicking dirt into someone's eyes... harsh.)

Notably, I'd like to point out that his Down Smash will always stop him in place as well. Being based on his introduction in JSR as well as breakdancing as a whole, he'll plant his hands on the ground and spin with his legs open, multi-hitting opponents around him. It's a surprisingly solid tool for crowd control.

Beat's Down Tilt could maybe use one of his moves used when grinding on rails?

Also, I'd suggest maybe his Up Tilt and Jab Combo could use cans... just a thought. Some might, some may not.

Neutral Air would have Beat use an Abstract 360 where he tucks into a ball and spins, but if he has cans and uses it, he sprays them as he spins, using up a can but still dealing extra damage in the process, as well as added range.

That should do for now! Next up:

For specials, let's do something a little unusual. First I'll start with:

Neutral B: Tagger's Tag. Being from arguably one of the most important mechanics in the original game, this attack allows him to spray a can of spray paint in front of him, "tagging." If an enemy is caught in the cloud of spray paint, they get “tagged” - shown by Beat’s tag (a small amount of graffiti as well as some paint!) being placed upon them. This does 5% damage at first, then minimal progressive damage similar to the effect of the Lip’s Stick, though the effect will eventually wear off. If an enemy gets caught inside the spray, then a “target” similar to Sonic’s homing attack will appear over them to indicate that they’ve been hit, that appears like the graffiti areas in the source game.

Notably, if it misses an enemy, then the tag will just be sprayed onto the floor in most stages (unless it's not possible for whatever reason.) It doesn’t actually do anything, but acts as a sort of reference to how it’s, well… graffiti. Notably, it actually sprays the SS symbol on opponents (the colourful one) but sprays the S symbol on the floor (the blue one.) I'll expand on this later.

Side B: Boost Dash. Ripped from JSRF, one of the new mechanics in the game was the ability to suddenly shoot like a rocket! This works similarly - using up 5 cans (instead of 10 like in the original game), Beat will suddenly gain a burst of speed to his movement that will let him do damage whilst moving at such a speed, as well as increasing his jump height and even letting him do certain attacks faster, as well as being a valuable recovery tool. There are, of course, catches - for instance, it takes up 5 cans each time, plus if you turn around, the animation will cancel out your dash just as it did in the original game.

Up B: Grind Rail. It essentially summons a “rail” underneath his feet when used in the air, which appears like a telephone wire in a horizontal direction, allowing you to jump off it or grind on it, tricking as you do it! Notably, leaping off doesn’t leave you in freefall, though you can’t use Grind Rail again until you’re on the ground. If you tap the B button when on the rail, Beat does a variety of tricks on the rail, including but not limited to the Makio, Torque Soul, Acid Soul, Star (renamed from “Pornstar” for that E rating) and others. Each trick has a small amount of damage and knockback that can combo into each other. However, you need to time them perfectly for optimum speed and distance, because if you do it too late, you lose speed, and if you do it too early, you lose much more speed.

When used on the ground, the rail simply “pops up” from the ground in front of Beat, similar to the rails seen on the ground in Dogenzaka Hill, and can be used right up until he reaches the edge, at which point he shorthops off… and, well, off the stage. When ground-based, using the tricks will result in Beat maintaining his momentum, as well as being able to combo into enemies. However, hitting an enemy on the rail will slow Beat down a little even if perfectly timed for balancing purposes.

Down B: XL Graffiti. Whilst the fun little side effect of Neutral B doesn’t actually do anything when used on the floor, Down B does. It essentially works like the original game, bringing up prompts to tilt your stick in different ways in order to fill the graffiti in - and you'll be able to fill it depending how many consecutive "strokes" you complete. You can come back to it to complete it, too! However, the whole graffiti will last only 30 seconds from the first use, after which it can be placed anywhere else on the stage. Attempting to use Down B again will have the original graffiti's effects rendered null and void.

Should Beat fill in the whole graffiti on the floor, he gets a buff for the remaining time until the graffiti disappears. (There’s also a little jingle when it’s completed, which is actually the jingle for when Beat completes graffiti in JSRF. There’s a small chance that the jingle of when Beat collects a Graffiti Soul will play instead, though this has no gameplay effects.) This specifically gives a slight buff to his speed, jump height, and attack power, though notably slightly decreases his defence.

All-Star: Graffiti Soul. Despite being named for the collectibles, it's not related. Rather, it involves him breakdancing as he does sometimes in the game at the end of missions. Picking up two spray cans (please note that these cans aren’t dependent on the number of cans Beat has to his disposal), he begins breakdancing with inputs similar to those of the original Jet Set Radio placed on the screen above him. The more of these inputs you get successfully, the more effective his attack will actually be. Throughout the attack, there’s a cloud of spray paint around Beat, and enemies caught in it will get minor constant damage as well as flinching - a little like Piranha Plant’s Side B. The amount of damage it does will depend on the success rate of your inputs. At the end of the attack, Beat does a flip and upon landing, the cloud disperses, dealing high damage and knockback to opponents caught within it. Again, the level of damage and knockback is dependent on how well you input the commands.

Not really sure what to add here? Beat's quite fast and light, but given he takes a while to get up to speed, I guess he has some of the weirder movement in the game. Huh. I don't think I'm supposed to add stuff to do with added content such as stages yet, so I won't.
 

Speed Weed

Smash Master
Joined
May 16, 2020
Messages
3,752
Location
Portugal
Switch FC
SW-1814-1029-3514
Well, here's my thinking for #135.

With Beat as a playable character, I'd like to bring elements of what makes him, and his game series, unique - meaning that there's a lot of things to consider. In terms of movement, however, I'd say that bringing the feel of the JSR series into three words would look something like:

Speed, Rhythm, and Style.

Allow me to explain each one.

Speed comes from the basic nature of how you move in the world of JSR. Being on roller blades (and having ROCKETS in JSRF), you're obviously much faster than most - and this speed and evasiveness is a key aspect in many situations. For example, looking at how combat is handled in the series, you often find yourself fighting tanky enemies, having to evade them with the tools at your disposal - often coming down to simply "where are you going and what are you going to do." With this game being based on conflict, this evasive, pincer-striking playstyle seems like an effective one.

Rhythm comes from a slightly different aspect of the JSR series. In the original Jet Set Radio, for example, controller prompts not unlike those seen in rhythm games were how you'd spray graffiti - and furthermore, performing tricks and stunts as you traverse the world of Tokyo-To requires a sense of rhythm, an attunement with one's surroundings as you try and progress. I think that this would lend well, in addition to the first point, to a playstyle that rewards you being able to react on the fly, keeping a pace as you go along - and maintaining it even in stressful situations.

Style comes from the final point I think is important to JSR. It's undeniable that the series has its own unique "look," but aside from that, even smaller matters such as the characters' designs and personalities are important to consider as well. The nature we see of the characters, primarily Beat in this case, is that of a rebellious youth - not "stylish" in the same way as the Lupin-esque flamboyance of Joker, but rather, stylish in his late-90s to early-00s, pop-culture-based appearance. It's key to catch this.

As such, this suggests a combination of these is necessary, and my best way of describing it would be "A fast-moving character with lots of combo strings, though who has low-enough weight to easily be knocked back if they screw up. Their playstyle rewards a sense of rhythm and speed, running circles around your opponents, in order to attain victory."

Yes, the word "gimmick" is probably the equivalent to being set on fire to some people, but hey - what's a character without a weird, slightly unusual mechanic?... ah.

Anyways, back on track - I have two gimmicks in mind for him. The first is one that'll bring a whole new element to Beat's overall gameplay unique to other characters. See, unlike other characters, there are wheels on his shoes, and that means that physics work... a little differently for him. Given that Beat doesn't run, his movement rather uses a skating style that's unique to the rest of the cast, whilst still fitting in. My thinking is this:

As you would normally walk, Beat would skate. Now, this means that his "initial" walking speed is quite slow, but speeds up over time - it's possible to go straight into a dash by holding the joystick completely to the side, but this allows you to control Beat's speed quite well depending how much you hold the stick to one side. Should you completely let go of the stick, Beat's going to follow the laws of physics like a good boy, and continue rolling. He'll of course slow down over time, but where this is interesting is in that this allows many of Beat's moves to combo more effectively on the ground. For instance, he's theoretically able to use a smash attack whilst moving, but you need to bear in mind that this'll be difficult to manage effectively for laggy moves.

You're probably thinking, "wouldn't it make it difficult to turn around?" Well, yes - Beat's dash attack will help there, though. (I'm aware this bleeds into the next section, but ech, I'll get into it here.) It functions similarly to the ability to stop by turning in the source material, and will bring you to a stop when used. However, if you hold the stick in the other direction as you dash attack, you'll actually keep your momentum but in the opposite direction. As it happens, the same animation is used for turning around - but it won't activate a hitbox unless you hit the jab button at the same time.

On that - your speed will be shown with a little indicator next to your UI. This is a ****ty mockup I made about a year ago, but it's a basic idea. (IGNORE THE SPRAY CANS. For now...)

View attachment 343478

Your speed is indicated by the meter on the side. It might seem useless, but many of your grounded attacks may be marginally more powerful or have slightly altered stats such as knockback depending on your speed (overall, it'll be useful to keep your speed up as much as possible for optimum results.)

The second "gimmick" is in the form of spray cans. Similar to Inkling, Beat has a paint mechanic, though his differs in that it uses spray cans with descrete numberings. He can carry up to 30 at a time, and builds them up by attacking opponents, as well as slowly over time. These can be used in certain attacks, as well as one of the specials that I'll get into later.

So, we need to keep with the idea of our attacks being based on the tenets of Speed, Rhythm and Style that I originally proposed.

Here's my first thought - aerials. Pretty much every notable non-grinding stunt that the characters perform in JSR is in the air, and I think it's unreasonable not to give them these tricks and stunts in the air too. It'll be a little difficult to bring it down to 5, but here's my best shot!

For example, Down Air is a stunt named the 1080. Similar to characters in Smash like Joker and Samus, Beat would twirl around in a downward direction a total of three times. Interestingly, the stunt itself would cover a surprising amount of ground, as the first attack would lean forward slightly (maybe at around 70 degrees?), the second directly downward, and the third backward at the same angle. The sweet spot would of course be in his feet given how heavy those skates must be, but being hit by the legs would still multi-hit. The last hit spikes.

I won't do every single move in his arsenal because it'd be a nightmare, but here's a few I'd like to go into detail with.

Beat's Dash Attack was touched on earlier, but my concept is that it's both an attack and a mobility tool considering Beat's unique movement mechanics. Whilst it doesn't do much damage, it does kick up sparks that can make opponents flinch (the equivalent of kicking dirt into someone's eyes... harsh.)

Notably, I'd like to point out that his Down Smash will always stop him in place as well. Being based on his introduction in JSR as well as breakdancing as a whole, he'll plant his hands on the ground and spin with his legs open, multi-hitting opponents around him. It's a surprisingly solid tool for crowd control.

Beat's Down Tilt could maybe use one of his moves used when grinding on rails?

Also, I'd suggest maybe his Up Tilt and Jab Combo could use cans... just a thought. Some might, some may not.

Neutral Air would have Beat use an Abstract 360 where he tucks into a ball and spins, but if he has cans and uses it, he sprays them as he spins, using up a can but still dealing extra damage in the process, as well as added range.

That should do for now! Next up:

For specials, let's do something a little unusual. First I'll start with:

Neutral B: Tagger's Tag. Being from arguably one of the most important mechanics in the original game, this attack allows him to spray a can of spray paint in front of him, "tagging." If an enemy is caught in the cloud of spray paint, they get “tagged” - shown by Beat’s tag (a small amount of graffiti as well as some paint!) being placed upon them. This does 5% damage at first, then minimal progressive damage similar to the effect of the Lip’s Stick, though the effect will eventually wear off. If an enemy gets caught inside the spray, then a “target” similar to Sonic’s homing attack will appear over them to indicate that they’ve been hit, that appears like the graffiti areas in the source game.

Notably, if it misses an enemy, then the tag will just be sprayed onto the floor in most stages (unless it's not possible for whatever reason.) It doesn’t actually do anything, but acts as a sort of reference to how it’s, well… graffiti. Notably, it actually sprays the SS symbol on opponents (the colourful one) but sprays the S symbol on the floor (the blue one.) I'll expand on this later.

Side B: Boost Dash. Ripped from JSRF, one of the new mechanics in the game was the ability to suddenly shoot like a rocket! This works similarly - using up 5 cans (instead of 10 like in the original game), Beat will suddenly gain a burst of speed to his movement that will let him do damage whilst moving at such a speed, as well as increasing his jump height and even letting him do certain attacks faster, as well as being a valuable recovery tool. There are, of course, catches - for instance, it takes up 5 cans each time, plus if you turn around, the animation will cancel out your dash just as it did in the original game.

Up B: Grind Rail. It essentially summons a “rail” underneath his feet when used in the air, which appears like a telephone wire in a horizontal direction, allowing you to jump off it or grind on it, tricking as you do it! Notably, leaping off doesn’t leave you in freefall, though you can’t use Grind Rail again until you’re on the ground. If you tap the B button when on the rail, Beat does a variety of tricks on the rail, including but not limited to the Makio, Torque Soul, Acid Soul, Star (renamed from “Pornstar” for that E rating) and others. Each trick has a small amount of damage and knockback that can combo into each other. However, you need to time them perfectly for optimum speed and distance, because if you do it too late, you lose speed, and if you do it too early, you lose much more speed.

When used on the ground, the rail simply “pops up” from the ground in front of Beat, similar to the rails seen on the ground in Dogenzaka Hill, and can be used right up until he reaches the edge, at which point he shorthops off… and, well, off the stage. When ground-based, using the tricks will result in Beat maintaining his momentum, as well as being able to combo into enemies. However, hitting an enemy on the rail will slow Beat down a little even if perfectly timed for balancing purposes.

Down B: XL Graffiti. Whilst the fun little side effect of Neutral B doesn’t actually do anything when used on the floor, Down B does. It essentially works like the original game, bringing up prompts to tilt your stick in different ways in order to fill the graffiti in - and you'll be able to fill it depending how many consecutive "strokes" you complete. You can come back to it to complete it, too! However, the whole graffiti will last only 30 seconds from the first use, after which it can be placed anywhere else on the stage. Attempting to use Down B again will have the original graffiti's effects rendered null and void.

Should Beat fill in the whole graffiti on the floor, he gets a buff for the remaining time until the graffiti disappears. (There’s also a little jingle when it’s completed, which is actually the jingle for when Beat completes graffiti in JSRF. There’s a small chance that the jingle of when Beat collects a Graffiti Soul will play instead, though this has no gameplay effects.) This specifically gives a slight buff to his speed, jump height, and attack power, though notably slightly decreases his defence.

All-Star: Graffiti Soul. Despite being named for the collectibles, it's not related. Rather, it involves him breakdancing as he does sometimes in the game at the end of missions. Picking up two spray cans (please note that these cans aren’t dependent on the number of cans Beat has to his disposal), he begins breakdancing with inputs similar to those of the original Jet Set Radio placed on the screen above him. The more of these inputs you get successfully, the more effective his attack will actually be. Throughout the attack, there’s a cloud of spray paint around Beat, and enemies caught in it will get minor constant damage as well as flinching - a little like Piranha Plant’s Side B. The amount of damage it does will depend on the success rate of your inputs. At the end of the attack, Beat does a flip and upon landing, the cloud disperses, dealing high damage and knockback to opponents caught within it. Again, the level of damage and knockback is dependent on how well you input the commands.

Not really sure what to add here? Beat's quite fast and light, but given he takes a while to get up to speed, I guess he has some of the weirder movement in the game. Huh. I don't think I'm supposed to add stuff to do with added content such as stages yet, so I won't.
Oh, the "misc. info" section is for things like taunts, palette swaps, victory animations, that kinda stuff
 

YoshiandToad

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I haven't got a moveset to contribute but here's some palette swaps for Beat I knocked up:

Beat-Palette-swaps.png


Went with the Male members of the GG's. Half Jet Set Radio original, half Jet Set Radio Future. Tried to split the characters into which game they were more important for, although Corn you could make a case for either title.

Palette 1: Beat (JSR)
Palette 2: Beat (JSRF)
Palette 3: Tab/Corn (JSR - Arguably more important in JSRF but trying to keep a balance here)
Palette 4: Yoyo (JSRF - Player starts as Yoyo instead of Beat in JSRF)
Palette 5: Combo (JSR - Plot relevance during Chapter 2)
Palette 6: Garam (JSRF - His recruitment mission is more involved in the sequel)
Palette 7: Soda/Slate (JSR - about the same between the two honestly)
Palette 8: Clutch (JSRF...not that he had much choice since he wasn't in the first title)

Where's Gum?

Well I did make a palette of her too originally:
Beat-Gum-Palette.png

But on the off chance we get another Jet Set Radio character, my money would be on her...so maybe she can represent all the female GG's if she gets in...
 

KneeOfJustice99

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Job #136:

Stage Series: Jet Set Radio
Stage Name: 99th Street
Stage Origin: Jet Set Radio Future (2002)

1643053794359.png


Whilst the character design we have for Beat is his JSR design, I'd like to submit this as an unusual take on a JSR stage. 99th Street is a specific area in the Benten-Cho region of JSRF's Tokyo-To, and is notable due to its plot significance to the game - being the home of the rival gang to the GGs, specifically Rapid 99 (who have been in cahoots with Cube, a Rapid 99 defector.)

99th Street, as a stage, has a surprising amount of potential to where you could set it. One idea is that it could be set on the tower itself, with Rokkaku forces on the ground with their searchlight guns (though, they won't be firing.) The bright neon lights of the area, as well as the high buildings and nightlife scene, would make it an incredibly unique stage compared to nearly anywhere else - capturing a different aspect to Tokyo-To than stages like the Shibuya Terminal or the like.

Aside from this, 99th Street (and the Benten-Cho region as a whole) is seen as pretty important outside of the series. The original Sonic and SEGA All-Stars Racing, for example, had Highway Zero (differing from the actual in-game stage, but with similar design aspects,) as a track. Not only that, but Highway Zero also featured in Sonic and SEGA All-Stars Racing Transformed, further representing the Benten-cho region.

Such a bright, neon-lit stage is unique, something unseen in other games, and in what other game would you be able to fight on a tower surrounded by a neon snake in the middle of a bustling city, filled with fashionable nightlife? That's the magic of Jet Set Radio, to me - and whilst not necessarily being as obvious a pick as some alternatives, I feel like it's a unique enough stage in its own right with enough of a unique identity to work well.

On that, I have a suggestion for a "gimmick" of sorts! My thinking is, you should be able to toggle an option allowing you to have DJ Professor K running Jet Set Radio as opposed to traditional music. Instead of picking a single track, you'll have the Professor managing the radio, complete with voicelines, mixing between tracks, and occasionally commenting on certain events such as K.Os (I imagine this could be done by recording new voicelines, though if we needed to use old ones for the sake of time or money, that could work too.) Obviously music is going to be played by him - but he'll mix between different tracks as opposed to just playing one track on loop. Of course, this is a togglable option - you can play songs like normal if you like!

With that established, I'd also like to note another couple of things. Point one - the stage's main "hazard" takes the form of Noise Tanks. Using their flight packs, they'll sometimes float upward from the ground, and hitting them hard will make them explode. As with other items of the sort, the last person to hit them will recieve the point, not the Noise Tanks themselves.

Furthermore, various characters will appear in the background, sometimes doing tricks and stunts, and sometimes on the tower itself, dancing and vibing to the music. These include (as of now - if a character is added otherwise, we can remove them from this list):
  • Gum
  • Corn
  • Combo
  • Rhyth
  • Boogie
  • Garam
  • Soda
  • Jazz
  • Cube
  • Pots
  • Clutch
  • Roboy
  • Rapid 99
  • Love Shockers
  • Poison Jam
  • Zero Beat
  • NT-3000
  • Golden Rhino (Kigurumi)
Why are certain characters missing, though? Let's start with the gangs - the Immortals are kinda obscure (as much as I love them,) and this problem extends to the Doom Riders too. Why would I have added the Love Shockers, though? Well, I think they fit well with the vibe of 99th Street (unlike the two aforementioned.) The Golden Rhinos are only represented by the Kigurumi because I think it'd be funny to see a giant stuffed bear in the background. This also means I didn't add bosses like the Claw Guy or the Pyromaniac.

Onishima, Rokkaku and the Rokkaku Police wouldn't work, because they'd attack the stage (but maybe they'd work as an assist?) I suggest Kigurumi only because we could suspend our disbelief with a giant stuffed bear, but if it's like an army of police in body armour, it seems less likely they'd just want to vibe. Also, Beat's not here, because he's playable, and DJ Professor K is broadcasting Jet Set Radio, hence why he's not here (as it's established in-series that Jet Set Radio is run in a specific location, being what I like to call "the glass closet".

Also Pots is here but he's really, really rare to see. Like, comically rare.

Anyways I hope this is good! I know it's a.... weirder submission, but it's one of my own personal picks.
 
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Jet Set Radio Stage:
Downtown Shibuya

Downtown Shibuya
is one of Most known places in JSR games. It's a district, where Beat and GGs like to spend time and paint the walls with Graffiti. Downtown Shibuya appeared first in game called Jet Set Radio, released on Dreamcast and it also appeared as Track in SaSAR and it returned in Transformed sequel.

Downtown Shibuya could have Walk-off Layout, where it takes place on Streets of Shibuya.
There are no Hazards, making this fight fair.
The Cameos are all characters from JSR series, who are rollerblading in background, tagging themselves.

I nominate this map, because it's very iconic place for Beat, plus it could work as simple stage. It also it's very known Location that people would recognize when they will play Beat.

I hope you guys like this idea, because you guys know this place...
 
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Megadoomer

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Jet Set Radio Stage:
Downtown Shibuya

Downtown Shibuya
is one of Most known places in JSR games. It's a district, where Beat and GGs like to spend time and paint the walls with Graffiti. Downtown Shibuya appeared first in game called Jet Set Radio, released on Dreamcast and it also appeared as Track in SaSAR and it returned in Transformed sequel.

Downtown Shibuya could have Walk-off Layout, where it takes place on Streets of Shibuya.
There are no Hazards, making this fight fair.
The Cameos are all characters from JSR series, who are rollerblading in background, tagging themselves.

I nominate this map, because it's very iconic place for Beat, plus it could work as simple stage. It also it's very known Location that people would recognize when they will play Beat.

I hope you guys like this idea, because you guys know this place...
Do you have any pictures or screenshots? As someone who hasn't played Jet Set Radio, I find it helps to have a visual to get an idea of what the stage could be like.
 

Speed Weed

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And the votes are up: 99th Street will be our Jet Set Radio stage!!!!

Moving on:

Job #137: Submit a tracklist for 99th Street

Just keep it to a maximum number of 16 tracks and you're good

Job #138: Submit a Jet Set Radio assist

Please please please remember that whoever wins this job will be disqualified from the base playable roster
 

KneeOfJustice99

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Well, here's my tracklist. It's important, in my opinion, to try and represent both JSR and JSRF, but I'll explain my choices after the list.

  1. The Concept of Love - Hideki Naganuma
  2. Fly Like a Butterfly - Hideki Naganuma
  3. Statement of Intent - bis
  4. Funky Dealer - Hideki Naganuma
  5. Oldies but Happies - Hideki Naganuma
  6. Like It Like This Like That - Hideki Naganuma
  7. Teknopathetic - Hideki Naganuma
  8. Sneakman (Toronto Mix) - Hideki Naganuma
  9. Grace and Glory (B.B.M.H Mix) - Hideki Naganuma
  10. Jet Set Medley Future - Hideki Naganuma
  11. Let Mom Sleep - Hideki Naganuma
  12. Everybody Jump Around - Richard Jacques
  13. Sweet Soul Brother - Hideki Naganuma
  14. Rock It On - Hideki Naganuma
  15. Electric Tooth Brush - Toronto
  16. Jet Set Medley - Hideki Naganuma
I'll admit there's JSRF bias here, but that's only due to the fact that the stage itself is, well, 99th Street. Let me explain my picks:

  • There's a total of 10 JSRF tracks, and 6 JSR tracks, giving a 5:3 ratio.
  • I tried to keep licensed picks to a minimum, making sure only the most "iconic" ones were added. Toronto did feature in both games, but the recent HD remaster of the original game did feature their music, so it seemed reasonable that they'd let it be here too. The other is bis - but given they still exist today, I felt it'd be reasonable to approach them and ask to use the track. Of course, Naganuma and Jacques's work in this case is already owned by SEGA.
  • The Jet Set Medleys are both here to represent the music as a whole, and I felt they'd be solid inclusions.
  • There were a couple of cases where I did want to add alternative forms of the same song, most prominently the Ollie King renditions of The Concept of Love and Teknopathetic, but I ended up deciding against it because I wanted to represent JSR more. I also did consider adding the JSRF rendition of Let Mom Sleep, but it felt out of place with the original missing, so I went with the original. Unlike that, I chose the JSRF rendition of Sneakman... purely out of personal preference to be honest.
  • I tried not to go for too many deep cuts, as well as getting a nice variety of music that'd be fitting for the scene. I originally wanted to add Funky Radio to the mix, but I don't think it'd work due to its quieter nature, so I had the more popular and fitting Electric Tooth Brush in its place.

Name: Captain Hayashi
Origin: Jet Set Radio Future (2002)

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1643217283366.png


Whilst Hayashi doesn't really do this in the game, he's been known to clamber into large, experimental machinery in other parts of the game, so it's not out of character...

Based on Captain Hayashi, the commander of the Rokkaku Police Force, combined with an "enemy" seen in 99th Street in the story mode of JSRF, being the Spotlight, when summoned, the spotlight will be in a downward position and Hayashi will climb atop it, complaining that he's not even had a chance to eat his breakfast... damn, he must be cranky. Then, it rises up - having a similar wall effect to Alolan Eggsecutor, and turns on the searchlight which is indicated by a yellow triangle of sorts. The vehicle will then begin to slowly move forward, then will turn around halfway and move back, before disappearing.

Should you enter the yellow triangle, the searchlight will begin firing at you with a machine gun - it doesn't do massive damage, but can deal flinch damage, making it difficult to escape and easy to be comboed. Should multiple opponents get in the beam, it'll target the last one to arrive - essentially walling off certain parts of the stage at any time with its threat, as a madman is at the top.

In terms of damaging it, you can only damage the assist by attacking Hayashi, who's at the top. Doing so from the front is unlikely, but doing it from the back will have the spotlight turn around. It's difficult to kill him because he's pretty well-protected, but overall, his HP is quite low (representing that, all in all, he's kinda a weak guy.)

I think he'd be a fun choice to see in this role, because it gives us a character unlikely to be referenced elsewhere who still has a villainous role, but isn't the main villain of the story if you wanted to go down the route of A.KU.MU or Rokkaku himself being playable or a boss of some sort - plus, Clutch might be disliked, but Hayashi is universally hated. He's perfect for a role like this!
 
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Jet Set Radio Assist:
Captain Onishima (Jet Set Radio)
(Sorry for no photos, since I'm writing on mobile)

Captain Onishima is main Villain of Jet Set Radio's chapter 1. He is shown to be exceptionally short-tempered and slightly maniacal, sending whole armed platoons after the GG's or other gangs, ranging from officers, to police dogs, to helicopters armed with missiles, to SWAT, to parachutists with machine guns. He himself uses a large revolver to take out gang members. According to the Jet Grind Radio manual, he hates young people, and that may be the case because of some past trauma. When the Golden Rhino's show up, DJ Professor K specifically says in a cutscene that the police force was "too scared to take on the Golden Rhino's". This may be why Onishima does not appear again after chapter 1.
He is a middle-aged man, who watched tto much 70's Police Shows and he is the police officer of Tokyo-To like I said earlier.

When summoned, he spawns on the stage and runs around the stage. When he spots an enemy, he tells it to stop and he shoots with obnoxiously long Revolver it like Joker's Neutral B, but it has stronger damage. He also spawns cars in Background of Stage, which it makes the Fight more thrilling due to Police seeing a brawl on the stage.
The police doesn't do anything, but still it mmaks the fight more intensive while Onishima runs and shoots.


He would be cool for being an Assist Character, since people remember him and his Villainous role can fit as Assist Character. Captain Onishima could be useful Assist that can shoot at opponents with his gun and Police in Background makes the Fight more intense and very dynamic.
He may be simple concept for Assist, but he would be the most intensive to use in Battles.
He even appeared in Now-discontinued game called SEGA Heroes, which it gave him popularity during those times.

I hope you like this idea, especially Speed Weed Speed Weed , who is the creator of this thread and game.
 
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YoshiandToad

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Job #138: Police Officers.

Police-Officer-assist.png

"Hut hut hut hut!"

You know how you have that one really powerful move you want to land but your selfish opponent just KEEPS dodging out the way of it? It feels like they're mocking you every time you miss.

It should be illegal. And you know what? Now it is.

Summon the humble Police Officer and they will chase down your opponent. If one officer manages to grab the opponent, a whole squadron will soon dogpile on top of the opponent, trapping them under the mighty bodyweight of justice.

Now your opponent is stationary, why not unleash that powerful move of yours onto the dogpile, landing that massively damaging blow and sending dozens of police officers flying through the air?
 
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Speed Weed

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Speed Weed

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Alright, I think it's time we call the vote: the Police Officers will be our Jet Set Radio assist!

We're now done with JSR stuff. Here's one more job before we move onto Asha:

Job #139: Submit a misc. assist from a "third-party era" SEGA game

Time for more misc. assists!!!!!!

So this is basically the same thing as the stage job we just did: this job involves assists from any SEGA IP made after they went third-party. Do keep in mind that the winning assists will not only disqualify that character but their entire series as well. ok now bye
 

Flyboy

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Job #139: Billy Bishop & Sheila Crawford (Spy Fiction)

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Spy Fiction is a game released for the PS2 in 2004 by Sammy Studios and Access Games, published by Sammy in North America and by Sega Europe in PAL regions. It is notable (for me, at least) for being written and directed by Hidetaka Suehiro, also known as SWERY or SWERY65, an extremely eccentric game creator who has made such works as Deadly Premonition 1 & 2, The Missing, and The Good Life, all of which are absolutely fantastic experiences if you're on his same off-beat wavelength and lucky for all of you, I am.

The gimmick of this game, other than the absolutely insane plot and setpieces, is that Billy and Sheila (you can pick either to play as) have a special camera that can copy someone's look, allowing them to camouflage themselves as them and use it to sneak into places they shouldn't. Billy can only copy male forms, but Sheila can copy anyone. The assist idea therefore is that when summoned, you will get either Billy or Sheila who take a picture of the opponent and then fight as the opponent's clone on your side, a bit like Ditto in Smash or a member of the Fighting Polygon Team.

We don't have any Sammy representation yet, and honestly I didn't even know that Sammy and Sega had a hand in this game until I bought a copy for myself in my quest to play every major written-and-directed-by-SWERY game, but I've been sitting on this for too long so dammit I'm making it happen.
 
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JOB 139:
Tembo (Tembo the Badass Elephant)

1643388738052.png

Who is that Badass Elephant?
Tembo
is the Main protagonist of the game of same name. Tembo is a Rambo-looking Elephant, who saves the city from PHANTOM forces, who are trying to steal the artifact that resembles their logo and they try to destroy Shell City.
Tembo also has a Bird friend named Picolo, who assists him sometimes and he really likes the Peanut Butter.

What's his Assist Role?
When summoned by Assist Timer, he would run and charge at opponents with his brute force. He occasionally jumps to also KO opponents in air.
His charge deals huge damage and decent knockback, so better watch out or he would ram at you with high speed.
While he jumps, he also makes the stage Shake, which it makes the Fight more intense while Tembo is around.
(The idea takes inspiration from Thorgi's Arcade's video about SEGA Smash and he mentioned Tembo as Assist, so shout-out to Thorgi's Arcade for the idea!)

Why Tembo as Assist?
I nominate him, because he is one of Misc. SEGA character that debuted in "Third Party era" of History of SEGA. I know I kinda cheat on the Prompt, but Tembo is one of 2nd Party characters that debuted on "Third Party Era", so it won't count as cheating. Also, he could first Assist that is made by Western people, which could make Tembo's inclusion more sense in terms of Western SEGA content.
His series aren't big to be a fighter, but he would be a fun and useful Assist to use in Battles.
 
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PuyoWitch

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Job #139: Sisyphus Buddy (Rock of Ages)

Rock of Ags.png

A Battle of Ages deserves a ROCK of Ages. The Sisyphus Buddy is the default rock in Rock of Ages, a game that's half a tower defense and half a Monkey Ball-like where you guide a ball through obstacle courses. The idea of the game is that Sisyphus, tired of rolling a boulder up a hill in the underworld, only to be poked in the butt and drop it before he finishes, decides to use that rock to escape the underworld by smashing it through its gates. Once back in the human realm, he uses the boulder as a weapon to challenge various enemy castles and build his own castle. It's a game that goes across several different time periods, hence the name. While an indie game, the first two entries in the franchise were published by SEGA and Atlus.

One of the few things the boulder can easily smash in-game is people, and it does it well. Once summoned, your only warning of what is about to happen is a herald trumpeting its arrival.

trumpter.PNG


After this, you hear a boulder rumbling, and coming across on screen. This lets you know that the Sisyphus Buddy is coming, so to get out of the way. If he hits you, well...let's just say, it's gonna hurt.

Sisyphus Buddy.png


He has a very happy face, though, doesn't he?
 
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osby

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Job #139: Danny (Crush)

1643385168806.png


Some background: Crush is a 2007 puzzle-platform game for PlayStation Portable. It stars a young insomniac named Danny, who accepts being a guinea pig for a machine created by the mad Dr. Reubens that explores his mind to find and cure the source of his inability to sleep. Throughout the game, he visits different levels inspired by his life (and the works of artists like M.C. Escher) to collect his "lost marbles", so to speak with the help of C.R.U.S.H.

1643385125403.png

The gameplay revolves around manipulating each level between 3D and 2D viewpoints to make new locations accessible. While the game didn't sell great, it was successful enough to receive a 3DS port later and got both critical acclaim and awards due to these innovative mechanics. This core perspective shift would also be how Danny would assist his summoner.

When summoned Danny would look around in confusion and then panic, trying to escape from the scary fighters that can hurt him and collect the randomly appearing thought marbles, which are glowing spheres. Meanwhile, different kinds and shapes blocks would appear in the background, which rotates and flip, forming walls, platforms, and obstacles as they turn into a shape that can affect the foreground. Sometimes, creatures born from his phobias can also appear on them, like slugs and cockroaches.

While he can crawl and jump, Danny can't really help the player. However, if he stays alive for the whole duration of his summon (around 15 seconds), C.R.U.S.H. will reward his summoner with a strong item before teleporting him away.

1643385150993.png
 

cashregister9

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Samurai (7th Dragon)



7th Dragon is an obscure JRPG owned by SEGA, The Samurai is the most consistent class throughout the franchise.

As an assist they would go around the stage and use many sword slices utilizing all 4 of their fighting styles and they even have a counter. If you are unlucky enough to get combo'd by Samurai you will take incredible damage.
 

YoshiandToad

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One of the issues with platform fighters is when you're suddenly knocked off and you just...fall.

Job #139: Vincent Brooks (Catherine)

Vincent-Brooks.png


Fortunately this incredibly troubled man not only has experience with this, but can help you with it too.

When summoned off stage:
Vincent will throw a block out and cling to the side of it for dear life, granting his summoner an extra platform in which to land on and hopefully recover from. If the summoner doesn't land on the platform within the initial second, Vincent will push and pull a second block seemingly from the background in an attempt to create a staircase and hop up each one in turn.

If a player; be it the summoner or a rival, who took advantage of the Vincent summon, stands on the highest block then Vincent will be blocked off from climbing higher and the staircase to the stage will be cut short. Not a problem for the fighters who can jump that extra gap, but Vincent...well...he's going to fall to his death.

Not that it affects the score, but come on...you gotta feel bad for the poor guy.

When summoned on stage:
Vincent will push the initial block over the edge of the stage which can prevent other players recovering with an edgeguard.

Naturally these blocks ALSO fall after a short time, and you really do not want to be caught underneath the block when it falls...
 
D

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There where some options I considered, but at the end of the day, I knew what I must do.

GOOD MORNING


Billy Hatcher

Billy will ride around on a gaint egg, rolling into opponents and crushing them. However, the egg will absorb any items it rolls over, making the egg stronger and perhaps give it different attributes.
 

Speed Weed

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My votes:
1. Sisyphus Buddy - He could be very hilarious pick for an Assist.
2. Samurai - I'm gonna deconfirm the series, because this Roster should focus on more popular characters and series. They could work as Assists.
3. Tembo - Self-Vote, but he would fit as Assist Character.

Shout-out to Billy, but he could be a Fighter rather than Assist.
 
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