- Joined
- Dec 10, 2013
- Messages
- 3,965
- NNID
- TCT~Phantom
Who wants to kick some butt as a genuine dragon?
Not an imitation Fire/Flying Pokémon, not a bulbous-nose dino, not a cunning god of death, and certainly not a half-blood prince.
I'm talking about the only bonafide, high-flying, flash-frying, fleet-footed, sharp-horned and sharp-tongued little dragon with the right attitude to take on the best in Super Smash Bros.
Who else could it be but...
SPYRO
They say that big things come in small packages, and they don't come much bigger than Spyro the Dragon! This feisty little one-man army swooped into our hearts in 1998, restoring the Dragon Realms in his first of many conquests against the forces of evil.
Spyro can ride the wind on his dragon wings, gliding from on high to wherever he pleases. From there he can charge forward with reckless abandon, skewering whatever may confront him with his razor-sharp horns, or breathe red-hot flames to burn even the sturdiest obstacles to a crisp.
But if you think Spyro is just an ordinary dragon, just you wait and see what else he can do!
Spyro stands out from his draconian peers with incredible mastery over not one, but four styles of breath magic. When blazing a path through his enemies gets boring, Spyro can switch the form of his breath powers on the fly. Alongside fire, he can breathe high voltage electricity, blow a freezing gale of ice, or blast his foes with the raw power of earth. You'll never know what will come out of his mouth, be it a devastating elemental blast, or a shocking verbal takedown.
Note: this moveset mainly represents Classic Spyro in design and function.
Walk Speed: 6/10 (Around Duck Hunt's)
Run Speed: 7/10 (Around Mario's)
Air Speed: 8/10 (Around Mario's)
Jump Height: 7/10 (Around Mario's)
Fall Speed: 8/10 (Around ZSS)
Size: A bit larger than Duck Hunt, his head w/ horns are around Mario's height
Crawl: No
Jumps: 2
Wall Jump: Yes
Wall Cling: Yes (climbing pose from 2 and 3)
Jab 2 - Spyro follows up with a flip (5%), links into Jab 1
F Tilt - Sparx rushes forward as if to grab a gem, hitting the opponent (6%)
Up Tilt - Spyro does a hit upwards with his wings, sends foes up diagonally (7%)
Down Tilt - Spyro does a tail swipe in front of him, deceptively mediocre range but very fast (3%)
Dash Attack - Spyro lets loose a quick burst of flame while heading for a stop (9%)
U Smash - Spyro uses a burst of Ice breath above him, can freeze at higher percents (12-18%
F Smash - Spyro puffs forward with his signature flame breath attack within the series. It is a quick burst of flame that slightly pushes Spyro back, much like in the PS1 games. Hits about as far as Spyro is long. (13-19%)
D Smash - Spyro does a quick single spin while breathing electricity, striking both sides in turn (11-17%)
N Air - Spyro does a very fast vertical spin, hitting all around him, like Meta Knight's nair (6%), essential for his play style
F Air - Spyro unleashes a burst of flame in front of him (9%). This move is essential for Spyro's spacing, as it hits far (about as far as his Forward smash) without slowing or cancelling glide
B Air - Spyro rolls sideways, spinning like a drill. This move is great for ending his combos, and has a hitbox mostly focused around Spyro and behind him (7%)
U Air - Spyro hovers upwards slightly, as he would in 2 and 3, hitting four times above him with each wing flap(each hit does 2%, links into each other). This quick move slows his glide down and is great for positioning. One of spyro's key tools for glide combos
D Air - Spyro swings his rear legs forward, slowing down his glide like in his games, and kicks multiple times (7 hits for 2% each). This move is great for setting up for his glide combos.
Pummel - Spyro blows embers onto his grabbed opponent, a very fast pummel that does .5% per hit. A single pummel hits multiple times
F Throw - Spyro chucks the opponent behind him and torches them (11%), a good kill move and Spyro's best kill throw
B Throw - Spyro buffers the opponent away with his wings (6%)
U Throw - Spyro headbutts the opponent upwards (8%)
D Throw - Spyro flips over the opponent and hits them down into the ground, launching himself into the air. Can be used to set up glide combos
This move fires a single orb of Superflame, like in Spyro 2 or 3. These balls of fire travel a decent distance (about 2/3 of Final Destination), and deal 7%. The only issue is that while they travel decently fast, they deal very little shield damage, and Spyro can only fire two at a time before one fades away. This move is great for harassing foes at a distance, but is not a great camping tool due to its lack of spamability. It is also a potent edgeguarding tool.
Side B - Charging
Spyro enters an offensive dash, much like he does in his games. This charge is slow to turn around, but powerful offensively. Spyro's main use for this is conditioning foes to a responce and then charging into them. It is not the quickest move to cancel (think Bowser Jr's cart dash), but does have an offensive hit box upon ending. The move has armor on startup. Furthermore, like in the classic spyro games, one can jump while charging, which can lead to glide setups. A hit from charge deals 11%.
Up B - Whirlwind
Spyro jumps into a whirlwind from the classic games. While this move deals no damage, it does have a windbox, protecting Spyro (except from above). Spyro can use this move to edgeguard opponents with its windbox, though the windbox has a more moderate push. If Spyro has not already used his glide, he can use it after it finishes. The move deals no damage.
Down B - Headbash
The headbash is one of Spyro's most important kill moves. At first, it appears to be another subpar dive kick move. However, it is possible to combo into it through gliding combos if DI is read and predicted correctly. For example, by using Charge Jump>Glide>Up Air>Headbash, or another possible combo, you can lure out an opponent for a kill. The headbash does a spin (which does 4%), which links into his dive (which deal 10%). It also has a rising hitbox like Yoshi's grounded down B. Using this move right is key to good Spyro play. It has a lot of lag and is easy to punish, so comboing into it is essential.
Final Smash - Supercharge
Spyro harnesses the overwhelming power of the supercharge for his final smash. Spyro rushes forward while in supercharge until the player lets go of the B button. He can be turned around, but this is very hard to control. Supercharge spyro is immune to damage, and instantly pierces shields. It is possible to jump with the move, but it is hard to control. The speed of the move could very well lead ot a few untimely SDs, much like in the classic games.
Taunt 2 - Spyro licks his paw while stroking his frills back
Taunt 3 - Sparx starts buzzing around Spyro, and he smiles and shakes his head
On Screen Appearance - Spyro flies in from the top and quickly springs into a battle pose
Victory 1 - Spyro headbutts a sheep and shakes off the impact while Sparx chases the resulting butterfly
Victory 2 - Spyro rides in on his skateboard and wipes out, but lands on all four feet and acts like he meant to do that
Victory 3 - Sparx grabs a purple gem for Spyro, who inspects the clarity with awe while lounging on a deckchair
Idle poses: Sparx flutters around Spyro, while Spyro looks around. Sometimes, he looks directly at the player.
The basic idea of this looping stage is to represent all the classic games of the trilogy to the fullest extent. Therefore, this stage visits the levels from the title screens of each game in a fixed order, akin to Castle Siege. Gems appear in the background of each level, disappearing a few at a time with each successive visit.
The first stage visited is the Magic Crafters hub. Green Druids swing a pair of platforms back and forth at a slight angle, meeting in the center of the stage before drifting apart again. The main stage is flat, and about as wide as Smashville. Running amok in the background are blue egg thieves, and the signposter gnorc from the title screen, as well as a big gnorc and a shielded gnorc guarding a crystallised dragon.
Soon, an Orb materialises in the centre of the stage, summoning a portal that quickly engulfs the fighters.
The next stage is Skelos Badlands from Spyro 2. Here, the fight occurs atop the skull head, high above a pool of lava. However, the lava is purely a background detail, as the bottom blast zone is above the ground. The horns are not tilted up here as much, in order to provide ledges. The stage also is altered so that the plateaus and islands are in the background instead of just mountains. Lava lizards and cavemen run about in the background, fighting over shiny Orbs.
Three giant whirligigs appear from the sky to bring the fight to a new location.
The third stop is Fireworks Factory. Fighting occurs on the massive building in front of the moon, with one smaller tower added next to it on each edge. The stage is long and with two lowered platforms on each side. Fireworks go off in the sky above when a player is KO'd. In the background, Rhynoc ninjas attempt to steal a dragon egg from Agent 9, Sheila, and Gretel, and fail spectacularly.
A hot air balloon rises up from the ground and carries the fighters back to Magic Crafters, and the cycle repeats.
Stage Music
Title Screen (Spyro 1)
Dark Passage
Misty Bog
Toast
Gnasty's Theme
Glimmer/Title Screen
Skelos Badlands
Zephyr
Gulp's Overlook
Ripto's Theme
Sparx's Theme/Title Screen
Fireworks Factory
Molten Crater
Crystal Islands
Speedways
A Hero's Tail Medley
Credit to Yokta as the original OP who wrote most of the current op.
Not an imitation Fire/Flying Pokémon, not a bulbous-nose dino, not a cunning god of death, and certainly not a half-blood prince.
I'm talking about the only bonafide, high-flying, flash-frying, fleet-footed, sharp-horned and sharp-tongued little dragon with the right attitude to take on the best in Super Smash Bros.
Who else could it be but...
SPYRO
They say that big things come in small packages, and they don't come much bigger than Spyro the Dragon! This feisty little one-man army swooped into our hearts in 1998, restoring the Dragon Realms in his first of many conquests against the forces of evil.
Spyro can ride the wind on his dragon wings, gliding from on high to wherever he pleases. From there he can charge forward with reckless abandon, skewering whatever may confront him with his razor-sharp horns, or breathe red-hot flames to burn even the sturdiest obstacles to a crisp.
But if you think Spyro is just an ordinary dragon, just you wait and see what else he can do!
Spyro stands out from his draconian peers with incredible mastery over not one, but four styles of breath magic. When blazing a path through his enemies gets boring, Spyro can switch the form of his breath powers on the fly. Alongside fire, he can breathe high voltage electricity, blow a freezing gale of ice, or blast his foes with the raw power of earth. You'll never know what will come out of his mouth, be it a devastating elemental blast, or a shocking verbal takedown.
Why should he be in Smash?
Spyro was one of Sony's Playstation mascots of the 90s, alongside Crash Bandicoot. As such, he certainly is an iconic video game character. Of course, Spyro would probably have to come after Crash due to the fact that Crash is a bigger name historically and the factor that his remaster came first. However, the fact that Activision clearly want to push Classic Spyro helps him. There seems to be a Switch port in the works inadvertently leaked by Nintendo UK.
Spyro's iconic nature is further supported by his role in the Skylanders games. Like his design in that game or not, the Skylanders series is huge as it helped pioneer the whole toys to life concept that even juggernauts like Disney and Nintendo have hopped on the bandwagon towards. Nintendo even had let Activision use DK and Bowser in Skylanders games on Nintendo systems.
Spyro also offers unique moveset potential. By his body shape alone Spyro is unique, as quadrupeds are very rare in Smash. He also could offer plenty of fun gimmicks for an aerial based moveset.
Arguments against Spyro's Inclusion
1. He is not a big enough name
Well that is entirely subjective my friend. The original Spyro trilogy for PS1 sold close to 12 million units, not including digital rereleases. Skylanders also has been a multimillon dollar success. As such it is hard to say that he is "not big enough"
2. He is not relevant to Nintendo
2014 called. They want their arguements back. The fact that Cloud is in Smash proves that third parties are chosen by gaming merit.
3. He is not important enough in Japan
This is something that could hurt Spyro. While both the Classic Series and the Skylanders have preformed strongly abroad, Japanese sales are not as high. The Reignited Trilogy has not been announced for a Japanese release yet, although a Switch version also has not been announced yet but that is going to happen. International popularity will help Spyro greatly, especially if Crash makes it in as well.
4. He could not hold items/grab
See my moveset bellow.
Spyro was one of Sony's Playstation mascots of the 90s, alongside Crash Bandicoot. As such, he certainly is an iconic video game character. Of course, Spyro would probably have to come after Crash due to the fact that Crash is a bigger name historically and the factor that his remaster came first. However, the fact that Activision clearly want to push Classic Spyro helps him. There seems to be a Switch port in the works inadvertently leaked by Nintendo UK.
Spyro's iconic nature is further supported by his role in the Skylanders games. Like his design in that game or not, the Skylanders series is huge as it helped pioneer the whole toys to life concept that even juggernauts like Disney and Nintendo have hopped on the bandwagon towards. Nintendo even had let Activision use DK and Bowser in Skylanders games on Nintendo systems.
Spyro also offers unique moveset potential. By his body shape alone Spyro is unique, as quadrupeds are very rare in Smash. He also could offer plenty of fun gimmicks for an aerial based moveset.
Arguments against Spyro's Inclusion
1. He is not a big enough name
Well that is entirely subjective my friend. The original Spyro trilogy for PS1 sold close to 12 million units, not including digital rereleases. Skylanders also has been a multimillon dollar success. As such it is hard to say that he is "not big enough"
2. He is not relevant to Nintendo
2014 called. They want their arguements back. The fact that Cloud is in Smash proves that third parties are chosen by gaming merit.
3. He is not important enough in Japan
This is something that could hurt Spyro. While both the Classic Series and the Skylanders have preformed strongly abroad, Japanese sales are not as high. The Reignited Trilogy has not been announced for a Japanese release yet, although a Switch version also has not been announced yet but that is going to happen. International popularity will help Spyro greatly, especially if Crash makes it in as well.
4. He could not hold items/grab
See my moveset bellow.
Game Play Plan:
Midweight Aerial Powerhouse
Much like in his games, Spyro is all about the air, as seen with his Glide Mechanic. His glide mechanic works differently than glides do in Brawl. Spyro's glide is fixed in direction as soon as it initiates. You initiate his glide by holding the jump button and up on the control stick. The glide lasts for 4 seconds or until Spyro hits the ground, whichever comes first. Using the glide out of a single jump consumes Spyro's second jump. Spyro can attack while in a glide, leading to his main method of dealing damage. The key to using Spyro is to ensure one sets up for strong combos out of his glide, and use it to apply offensive pressure.Midweight Aerial Powerhouse
Note: this moveset mainly represents Classic Spyro in design and function.
Stats
Weight: 7/10 (high middleweight)Walk Speed: 6/10 (Around Duck Hunt's)
Run Speed: 7/10 (Around Mario's)
Air Speed: 8/10 (Around Mario's)
Jump Height: 7/10 (Around Mario's)
Fall Speed: 8/10 (Around ZSS)
Size: A bit larger than Duck Hunt, his head w/ horns are around Mario's height
Crawl: No
Jumps: 2
Wall Jump: Yes
Wall Cling: Yes (climbing pose from 2 and 3)
Standard Attacks
Jab 1 - Spyro does a decently quick hit with his head forward (4%)Jab 2 - Spyro follows up with a flip (5%), links into Jab 1
F Tilt - Sparx rushes forward as if to grab a gem, hitting the opponent (6%)
Up Tilt - Spyro does a hit upwards with his wings, sends foes up diagonally (7%)
Down Tilt - Spyro does a tail swipe in front of him, deceptively mediocre range but very fast (3%)
Dash Attack - Spyro lets loose a quick burst of flame while heading for a stop (9%)
U Smash - Spyro uses a burst of Ice breath above him, can freeze at higher percents (12-18%
F Smash - Spyro puffs forward with his signature flame breath attack within the series. It is a quick burst of flame that slightly pushes Spyro back, much like in the PS1 games. Hits about as far as Spyro is long. (13-19%)
D Smash - Spyro does a quick single spin while breathing electricity, striking both sides in turn (11-17%)
N Air - Spyro does a very fast vertical spin, hitting all around him, like Meta Knight's nair (6%), essential for his play style
F Air - Spyro unleashes a burst of flame in front of him (9%). This move is essential for Spyro's spacing, as it hits far (about as far as his Forward smash) without slowing or cancelling glide
B Air - Spyro rolls sideways, spinning like a drill. This move is great for ending his combos, and has a hitbox mostly focused around Spyro and behind him (7%)
U Air - Spyro hovers upwards slightly, as he would in 2 and 3, hitting four times above him with each wing flap(each hit does 2%, links into each other). This quick move slows his glide down and is great for positioning. One of spyro's key tools for glide combos
D Air - Spyro swings his rear legs forward, slowing down his glide like in his games, and kicks multiple times (7 hits for 2% each). This move is great for setting up for his glide combos.
Grabs and Throws
Grab - Sparx dashes forward and grabs the opponent, drawing them towards Spyro. Good range and speed, but slightly easier to escapePummel - Spyro blows embers onto his grabbed opponent, a very fast pummel that does .5% per hit. A single pummel hits multiple times
F Throw - Spyro chucks the opponent behind him and torches them (11%), a good kill move and Spyro's best kill throw
B Throw - Spyro buffers the opponent away with his wings (6%)
U Throw - Spyro headbutts the opponent upwards (8%)
D Throw - Spyro flips over the opponent and hits them down into the ground, launching himself into the air. Can be used to set up glide combos
Special Moves
Neutral B - SuperflameThis move fires a single orb of Superflame, like in Spyro 2 or 3. These balls of fire travel a decent distance (about 2/3 of Final Destination), and deal 7%. The only issue is that while they travel decently fast, they deal very little shield damage, and Spyro can only fire two at a time before one fades away. This move is great for harassing foes at a distance, but is not a great camping tool due to its lack of spamability. It is also a potent edgeguarding tool.
Side B - Charging
Spyro enters an offensive dash, much like he does in his games. This charge is slow to turn around, but powerful offensively. Spyro's main use for this is conditioning foes to a responce and then charging into them. It is not the quickest move to cancel (think Bowser Jr's cart dash), but does have an offensive hit box upon ending. The move has armor on startup. Furthermore, like in the classic spyro games, one can jump while charging, which can lead to glide setups. A hit from charge deals 11%.
Up B - Whirlwind
Spyro jumps into a whirlwind from the classic games. While this move deals no damage, it does have a windbox, protecting Spyro (except from above). Spyro can use this move to edgeguard opponents with its windbox, though the windbox has a more moderate push. If Spyro has not already used his glide, he can use it after it finishes. The move deals no damage.
Down B - Headbash
The headbash is one of Spyro's most important kill moves. At first, it appears to be another subpar dive kick move. However, it is possible to combo into it through gliding combos if DI is read and predicted correctly. For example, by using Charge Jump>Glide>Up Air>Headbash, or another possible combo, you can lure out an opponent for a kill. The headbash does a spin (which does 4%), which links into his dive (which deal 10%). It also has a rising hitbox like Yoshi's grounded down B. Using this move right is key to good Spyro play. It has a lot of lag and is easy to punish, so comboing into it is essential.
Final Smash - Supercharge
Spyro harnesses the overwhelming power of the supercharge for his final smash. Spyro rushes forward while in supercharge until the player lets go of the B button. He can be turned around, but this is very hard to control. Supercharge spyro is immune to damage, and instantly pierces shields. It is possible to jump with the move, but it is hard to control. The speed of the move could very well lead ot a few untimely SDs, much like in the classic games.
Misc. Stuff
Taunt 1 - Spyro stands up on his back legs and declares the enemy to be "toast" Taunt 2 - Spyro licks his paw while stroking his frills back
Taunt 3 - Sparx starts buzzing around Spyro, and he smiles and shakes his head
On Screen Appearance - Spyro flies in from the top and quickly springs into a battle pose
Victory 1 - Spyro headbutts a sheep and shakes off the impact while Sparx chases the resulting butterfly
Victory 2 - Spyro rides in on his skateboard and wipes out, but lands on all four feet and acts like he meant to do that
Victory 3 - Sparx grabs a purple gem for Spyro, who inspects the clarity with awe while lounging on a deckchair
Idle poses: Sparx flutters around Spyro, while Spyro looks around. Sometimes, he looks directly at the player.
Series Stage
Dragon Adventures
Dragon Adventures
The basic idea of this looping stage is to represent all the classic games of the trilogy to the fullest extent. Therefore, this stage visits the levels from the title screens of each game in a fixed order, akin to Castle Siege. Gems appear in the background of each level, disappearing a few at a time with each successive visit.
The first stage visited is the Magic Crafters hub. Green Druids swing a pair of platforms back and forth at a slight angle, meeting in the center of the stage before drifting apart again. The main stage is flat, and about as wide as Smashville. Running amok in the background are blue egg thieves, and the signposter gnorc from the title screen, as well as a big gnorc and a shielded gnorc guarding a crystallised dragon.
Soon, an Orb materialises in the centre of the stage, summoning a portal that quickly engulfs the fighters.
The next stage is Skelos Badlands from Spyro 2. Here, the fight occurs atop the skull head, high above a pool of lava. However, the lava is purely a background detail, as the bottom blast zone is above the ground. The horns are not tilted up here as much, in order to provide ledges. The stage also is altered so that the plateaus and islands are in the background instead of just mountains. Lava lizards and cavemen run about in the background, fighting over shiny Orbs.
Three giant whirligigs appear from the sky to bring the fight to a new location.
The third stop is Fireworks Factory. Fighting occurs on the massive building in front of the moon, with one smaller tower added next to it on each edge. The stage is long and with two lowered platforms on each side. Fireworks go off in the sky above when a player is KO'd. In the background, Rhynoc ninjas attempt to steal a dragon egg from Agent 9, Sheila, and Gretel, and fail spectacularly.
A hot air balloon rises up from the ground and carries the fighters back to Magic Crafters, and the cycle repeats.
Stage Music
Title Screen (Spyro 1)
Dark Passage
Misty Bog
Toast
Gnasty's Theme
Glimmer/Title Screen
Skelos Badlands
Zephyr
Gulp's Overlook
Ripto's Theme
Sparx's Theme/Title Screen
Fireworks Factory
Molten Crater
Crystal Islands
Speedways
A Hero's Tail Medley
Credit to Yokta as the original OP who wrote most of the current op.
Last edited by a moderator: