I still don't think the character will be more appealing/desired than the others for the limited space in PM.
The latest vote count would suggest otherwise.
Dude, that sounds exactly like Olimar with transparent (read: no hurt boxes) limbs. At best, it's Mario with a bit more range. I'm not inspired.
There are loads of ways Sukapon could be done, and balance shouldn't really be a question with the PMBR on the job. For details about how inspiring Sukapon can be,
check this.
Personally, my ideal Sukapon would have primarily mid range normals, but varying from some as close as Mario's hands (read: just jab) to as distant as Zamus's whip, but still wouldn't be all that Dhalsim-like. Or Mario-, or Olimar-, or Marth-, or really any Smash character-like, as most attacks would either pass through the third dimension or simply not get a hitbox until far out. This would leave a blindspot near Sukapon, and opponents could actually avoid its attacks altogether by getting right up close.
While there're no limbs for oppenents to hit (although most characters have theirs covered in hitboxes during an attack, making them more an asset than a liability), opponents could simply rush the main body, plus those are still pieces of Sukapon that it's sticking out there, not a weapon, so there's a risk of opponents grabbing, out-prioritizing, or simply shielding and counterattacking.
Of course, a skilled Sukapon player could use Sukapon's limblessness and goofy movements to let opponents attacks pass right through them, but improper use of this technique could end with opponents attacking again while Sukapon is still in lag.
I'd also give a slight emphasis on ephemeral hitboxes over lingering ones.
On the subject of movesets (and hopefully not pichu anymore), how do other Sukaporters think that should be handled? I've just gone through all the Joy Mechs' movesets, and have come up with quite a few interesting and recognizable (to those who've played) attacks that I think would be cool for Sukapon to use, even if not as an attack. Some would simply require rotating some bones or have a simple pose or two that could even be ported from another character, while others are quite complicated and maybe not worth the effort.
- Obviously, Sukapon should get Sukapokon Nonsense as a rapid jab.
- Giant's Dash punch could make a good Fsmash, using Giant's backwalk as a charging animation since that's its input in JMF.
- Flame's throw could be cool as a meteor, or even a weak spike, and Fire Fury could be Sukapon's Assist Trophy activation pose.
- There are plenty of other throws in the game, too, so I won't mention them all.
- Eye Copter could be the first aerial that's bipartite like Link's Fsmash, and it has a cool sound.
- Senju's kick (a backwards-facing strike with the heel) almost looks like the kind of thing Sukapon does, just needs a bit more silly.
- Sukapon's jab with bludgeoning items could be based on Geo's leg sweep, and its bludgeoning-smash could be Sasuku's good punch with the little spin as the charge.
- Skater's Somersault is a fairly distinctive move, and would not need his tires if performed in the air; alternatively, Sukapon could substitute its hands or feet for Skater's tires, and use it as a ledge attack.
- A flailing attack based on Grak's Reversekick would be a fitting move for Sukapon, and could also be some sort of getup attack.
- Come to think of it, Sukapon could perform the attacks of robots that have more pieces by ejecting pieces from a compartment in its head or body, or even splitting its body into separate pieces.
- Hover's good punch is cute, and could be a fairly laggy grab.
- Shenlong's Dragon Spin could be a roll, and Sky Dragon a ledge jump, but I don't really see Sukapon using them as attacks.
- Ghoston's Ghost Dance also looks like a roll.
- Star's Head Cannon (lol@name) pose looks like a wall-tech-jump.
- Superzak's Zak Kick also could be a ledge attack.
- Sukapon's Hammer animation could be based off Dachon's Wild Dash and/or Ra's Spinning.
- Not necessarily a projectile, or even an attack, but an animation based on Garborg's Hammer Wave/good punch would amusing, and kinda feminine if that conjecture holds up.
- Houou's Hououcannon could be an item throw, and it has a cool sound.
- And not from the game, but a tumbling animation where Sukapon's pieces lose all cohesion and seemingly fall like a bunch of unordered rocks.
- I might make a video specifically showing off these moves, and any others suggested, for those who don't want to have to play through JMF twice. If I can learn video editing.
However, I think it's important that Sukapon's comedic personality not be drowned out by standard combat-oriented actions. It's clear from Sukapon's playful and unorthodox animations - such as spinning when standing/walking and flapping while falling - that it was programmed to make people laugh, and that should be preserved when possible.
In particular, most of Sukapon's attacks - most prominently its kick, throw, and Tondekee - feature very quirky poses that look too painful and unbalance for a human. It clearly likes showing that it's limb
er despite being limb
less.
Its good punch and sweep kick also feature it performing a normal attack (though it's hard to tell outside of slow-motion) then (presumably deliberately) losing balance and falling down.
I think these characteristics should be expanded upon with some of the new animations, and integrated into some of the animations based off JMF, whenever easy to both say and do.