Blue Sun Studios
Smash Apprentice
- Joined
- Feb 21, 2015
- Messages
- 191
- NNID
- BlueSunStudios
- 3DS FC
- 4768-8305-0092
Hey all, it's been a while hasn't it? I've got nothing groundbreaking but I'm sort of hoping to provoke thought and stimulate ideas—myself or otherwise.
I'm a pretty big fan of both Super Smash Bros. and Mortal Kombat, and after having spent lengthy time playing with the custom special moves in the 3DS/Wii U installment of SSB I am naturally hoping they return for Super Smash Bros. Ultimate. On a related note, I've only barely played Mortal Kombat X but still had a blast with its multiple variations system and similarly wish to see it in future installments.
Naturally, I started thinking about "what if Super Smash Bros. had a variation system like Mortal Kombat X" and started inventing ideas of variations for each character. I have a few example characters below showcasing how I'd handle the Custom Variations:
Bowser:
I'm a pretty big fan of both Super Smash Bros. and Mortal Kombat, and after having spent lengthy time playing with the custom special moves in the 3DS/Wii U installment of SSB I am naturally hoping they return for Super Smash Bros. Ultimate. On a related note, I've only barely played Mortal Kombat X but still had a blast with its multiple variations system and similarly wish to see it in future installments.
Naturally, I started thinking about "what if Super Smash Bros. had a variation system like Mortal Kombat X" and started inventing ideas of variations for each character. I have a few example characters below showcasing how I'd handle the Custom Variations:
Bowser:
- Hothead: Expands versatility of Fire Breath and enhances its capabilities (Fire Stream, Fire Shot, Fire Roar, etc.); hair and eyes glow with fire while mouth constantly spews ember particles and light smoke.
- Big Bully: Empowers and expands hand-to-hand techniques (punches, kicks, grapples, headbutts, etc.) with ludicrously high shield-damage output; spiked anklets and a horned crown are added and spikes are lightly barbed or serrated.
- Tough Guy: Improves defensive abilities with increased super armor frames and the addition of hyper armor, higher shield power, weight, and Tough Guy armor threshold, and decreased overall damage; shell is adorned with an extra casing over it and his plastron has armor plating covering it.
- Foreseer: Intangibility from dodges are lengthened and are included in other moves along with increased Counter utility and counterattack windows the earlier the timing; the Brand of the Exalt in the left eye and the central gap in Parallel Falchion emit a bright blue glow.
- Exalt: Most thrusting attacks are abandoned in favor of wide-arced swinging hitboxes that boast higher overall power, especially outside of tipped hitboxes; right arm's sleeve is missing save for a single glove and armband with the Brand of the Exalt.
- Descendant: Most swinging attacks are abandoned in favor of long-distanced trusting hitboxes that weaken and incapacitate enemies with great power when struck with the tip of the blade; hair length is shortened and a butterfly mask is worn over the face.
- Sentry: Improves capabilities of arm-based techniques along with expanded Gyromite and Stack-Up utility; default color scheme is white-and-red and arms are more advanced with bladed attachments added on to them.
- Blaster: Improves and expands both power and utility of the Robo Beam with far wider firing-angles and additional types of beams available; default color scheme is light gray and dark gray with a digitized set of optical sensors that are tinted violet-and-cyan in color—the Robo Beam and LED light are also colored similarly.
- Launcher: Trades in beam capabilities for a missile launcher and the Robo Burner is enhanced in both power and fuel capacity; default color scheme is green-and-brown with a blue cord and the head features a single missile-launcher tube—the flame emissions from Robo Burner are also colored differently while the LED light is green colored.