Haden
If life is so fair, why do roses have thorns?
All Super Smash Brothers 4 Characters are automatically excluded from this poll, as Project M development team has stated that no Smash 4 content will join the PM lineups.
This is a poll to see what the community would like to see be developed in Project M as a new Character. Now the list I have provided of course would not fit everyone's most dire want, but, out of the list above, what character WOULD you prefer to see in Project M. No, this is not me saying any of these characters ever will come to the game, it is just me throwing an "if" scenario. So please do vote on one, and tell use why you voted for it.
Below is a description of different gimmicks each of these characters could have as far as their tools go from their appropriate games and series (excluding Kratos & Waluigi).
ZERO
Zero could have a few different types of gimmicks going for him. Let's take a look at what we can do for Neutral B. We could give him the Buster. Also, I feel that Zero should be able to charge it by holding Neutral B, to include, should be able to freely move about and attack using standard A attacks and aerials while charging it (unless he is knocked to the ground or into the air), and should take approximately 10 seconds to fully charge a big bang. Zero could also have a rather nice recovery toolbox. I think Up B could be his translucent teleport (take Marvel Vs Capcom for example), where he is prone to physical attached hitboxes but can move through projectiles (non attached hitboxes) with it, I also believe it should be allowed to be canceled into standard A attacks and Aerials. His final smash? The Mega Buster or Clone, where either he shoots a mega ball of doom or he gets 2 hits for every 1 hit connection.
HITMONCHAN
Hitmonchan could be a prime example of an amazing character for Smash Brothers PM. Let's just take a look at Special Attack possibilities. Neutral B could be Mega Punch, or even a charging Mega Punch. Heck, it could even be a dashing Mach Punch that could function similar to Ike's Forward Special. What else could be implemented? Well, Ice, Fire and Thunder Punch could also be a good Forward Special attack. I think Up B should with all due respect, be Sky Uppercut as it fits the fighting type nature of Hitmonchan and well fits a recovery type mechanic. I also think Hitmonchan should suffer offstage but be presented with amazing on stage pressure. Rather slow on feet, but having lightning fast A attacks and jabs that do decent damage or knockback. Final Smash? How about Dynamic Punch? If it hits, they get F***ed up, if it hits shield, it Shield Breaks. What do you guys think?
KNUCKLES
Knuckles could present an interesting setup as a character and would probably be very enjoyable. He could with ease be a very balanced onstage and offstage character. Having incredible punching strength, decent speed (due to his game series) and his ability to Glide. If knuckles is presented with a glide mechanic, it should glide downwards slightly the further he glides along (without up/down direction control to balance it). Also, if there is a wall, I believe he should be presented with the ability to wall hop, wall stick (like Diddy and Squirtle) and even scale the wall (as he can do this in Sonic games). Knuckles could have a similar Down B like Sonic, spinning and building up speed to provided pressure (but make it slower than sonics but with more knockback). Also, ever played Sonic Advanced 2? Ever seen his dash attack in that game? We could use the same awesome spiral attack for his Dash Attack. As far as Specials and Final Smash goes, that's up in the air for long debates that would be up to you guys to discuss.
ISSAC
This buy far would be my favorited choice. Golden Sun is probably to me the BEST RPG game on the Gameboy by leaps and bounds. Issac is the golden character of this series and would fit a mighty fine role in Project M. We can debate about standard A and aerials all day. Specials however could be many things. He could have a point bar that charges each time he gets hit, where you can Neutral B to use his staple in game move "Cure", depending on how many hurt points you obtained and kept determines how much the Cure move would heal in %....maybe maximizing on 40% tops? Down B could be something like Spire, spawning a spike shaped rock that falls a short distance from Issac, making an AMAZING spacing tool as well as an extremely beneficial ledge guarding tool. Let's get real here. Down B could be Gaia, which would create a hitbox surrounding Issacs feet and give a half second stun to characters standing close enough to Issac while providing no real knockback or damage. How about Forward Special? Well, maybe his Djinn move Flint could work, or Sap, even Cleave. The possibilities are limitless. How about the Final Smash? That could be 1 of 2 things. Either it could be a Djinn based Special or he could use his mana move known as "Ragnarok", dropping a giant flaming sword onto the stage diagonally with an intense knockback.
JOANNA
Joanna would be difficult to pull off on a balanced level, but not impossible. I think Joana should use Forward B to pull out her rocket launcher known as the "Slayer" where it has controllable and directable rockets like Samus. Neutral B? Remember the pinball grenade? I think Neutral B should be exactly that, or, you can hold B to cook it. A bouncing grenade that doesn't explode until it hits a character, item, or flat out goes off stage. How about recovery? Well, since Joan doesn't exactly have a recovery like tool in Perfect Dark, let's just give her a Rope & Hook, a tether like recover kind of like Ivysaur. What would be a great Final Smash? How about she pulls out her trusty Falcon 2, where it would play out exactly like Zelda's Bow and Arrow, OR, unleashing a volly of low knockback bullets that cause hitstun and plenty of damage? There are many things to consider.
JOE
Joe would be AMAZING. I think if Joe was to be placed in Project M, he could introduce an entirely new mechanic to the game. The Tripple Jump. All characters would have their standard double jump but Joe in his series could multi jump, and I believe he should be treated with this same element in Smash Brothers. What type of Specials could he have. Well, there is his bomb. That could be Neutral B. It should also be able to be knocked around with standard A attacks and aerials, and even picked up (but being heavy weight to carry). What about Forward Special (forward b)? Well how about his Voomerang. Unlike links Boomerang that juggles you, I think the Voomerang should be treated the same way Ivysaurs Razor Leaf is treated, passing through the opponent, but unlike that leaf, it comes back for round 2, making a healthy zoning tool that is also good for ledge guarding. Joe should also be a slow faller light weight character like Puff and Mewtwo. Also, slow on his feet, but fast with his punches and kicks. I believe his standard tilts and jabs should be able to cancel into eachother, kind of like how Lucario does it, but unlike Lucario, you cannot cancel them into Smash Attacks. I believe his only kill move SHOULD be Smash Attacks. The rest should be all combo chaining.
AMATERASU
This character could be amazingly gimmicky and incredibly fun to play. Amaterasu in Okami has a toolbox of different godlike weapons. I believe that this could open up a multi-move set. It should be treated the same way Samus switches from Ice to Fire with a taunt. Amaterasu could do the same to switch Rosary powers or switch all together into the powerful Glaive Blade. The Rosary set should focus on spacing tools, or defensive gameplay with small knockback while the Glaive should be strictly close range with high caliber knockback and kill potentials. How about the Final Smash? Well, Time Distortion (taken from Marvel VS Capcom) where the opponent(s) slow down but you maintain regular speed. I think Amaterasu would be an AMAZING and unique character all together. Also being a Dog I believe would be a pretty darn fast character on top of it. Last thing I want to touch though is that since Amaterasu would have 2 move pools, Amaterasu should have 2 different recoveries. For the Glaive, he should shoot strait upwards with his blade, like he does in the games, however in Rosary form, he should have a B Tether recovery.
This is a poll to see what the community would like to see be developed in Project M as a new Character. Now the list I have provided of course would not fit everyone's most dire want, but, out of the list above, what character WOULD you prefer to see in Project M. No, this is not me saying any of these characters ever will come to the game, it is just me throwing an "if" scenario. So please do vote on one, and tell use why you voted for it.
Below is a description of different gimmicks each of these characters could have as far as their tools go from their appropriate games and series (excluding Kratos & Waluigi).
ZERO
Zero could have a few different types of gimmicks going for him. Let's take a look at what we can do for Neutral B. We could give him the Buster. Also, I feel that Zero should be able to charge it by holding Neutral B, to include, should be able to freely move about and attack using standard A attacks and aerials while charging it (unless he is knocked to the ground or into the air), and should take approximately 10 seconds to fully charge a big bang. Zero could also have a rather nice recovery toolbox. I think Up B could be his translucent teleport (take Marvel Vs Capcom for example), where he is prone to physical attached hitboxes but can move through projectiles (non attached hitboxes) with it, I also believe it should be allowed to be canceled into standard A attacks and Aerials. His final smash? The Mega Buster or Clone, where either he shoots a mega ball of doom or he gets 2 hits for every 1 hit connection.
HITMONCHAN
Hitmonchan could be a prime example of an amazing character for Smash Brothers PM. Let's just take a look at Special Attack possibilities. Neutral B could be Mega Punch, or even a charging Mega Punch. Heck, it could even be a dashing Mach Punch that could function similar to Ike's Forward Special. What else could be implemented? Well, Ice, Fire and Thunder Punch could also be a good Forward Special attack. I think Up B should with all due respect, be Sky Uppercut as it fits the fighting type nature of Hitmonchan and well fits a recovery type mechanic. I also think Hitmonchan should suffer offstage but be presented with amazing on stage pressure. Rather slow on feet, but having lightning fast A attacks and jabs that do decent damage or knockback. Final Smash? How about Dynamic Punch? If it hits, they get F***ed up, if it hits shield, it Shield Breaks. What do you guys think?
KNUCKLES
Knuckles could present an interesting setup as a character and would probably be very enjoyable. He could with ease be a very balanced onstage and offstage character. Having incredible punching strength, decent speed (due to his game series) and his ability to Glide. If knuckles is presented with a glide mechanic, it should glide downwards slightly the further he glides along (without up/down direction control to balance it). Also, if there is a wall, I believe he should be presented with the ability to wall hop, wall stick (like Diddy and Squirtle) and even scale the wall (as he can do this in Sonic games). Knuckles could have a similar Down B like Sonic, spinning and building up speed to provided pressure (but make it slower than sonics but with more knockback). Also, ever played Sonic Advanced 2? Ever seen his dash attack in that game? We could use the same awesome spiral attack for his Dash Attack. As far as Specials and Final Smash goes, that's up in the air for long debates that would be up to you guys to discuss.
ISSAC
This buy far would be my favorited choice. Golden Sun is probably to me the BEST RPG game on the Gameboy by leaps and bounds. Issac is the golden character of this series and would fit a mighty fine role in Project M. We can debate about standard A and aerials all day. Specials however could be many things. He could have a point bar that charges each time he gets hit, where you can Neutral B to use his staple in game move "Cure", depending on how many hurt points you obtained and kept determines how much the Cure move would heal in %....maybe maximizing on 40% tops? Down B could be something like Spire, spawning a spike shaped rock that falls a short distance from Issac, making an AMAZING spacing tool as well as an extremely beneficial ledge guarding tool. Let's get real here. Down B could be Gaia, which would create a hitbox surrounding Issacs feet and give a half second stun to characters standing close enough to Issac while providing no real knockback or damage. How about Forward Special? Well, maybe his Djinn move Flint could work, or Sap, even Cleave. The possibilities are limitless. How about the Final Smash? That could be 1 of 2 things. Either it could be a Djinn based Special or he could use his mana move known as "Ragnarok", dropping a giant flaming sword onto the stage diagonally with an intense knockback.
JOANNA
Joanna would be difficult to pull off on a balanced level, but not impossible. I think Joana should use Forward B to pull out her rocket launcher known as the "Slayer" where it has controllable and directable rockets like Samus. Neutral B? Remember the pinball grenade? I think Neutral B should be exactly that, or, you can hold B to cook it. A bouncing grenade that doesn't explode until it hits a character, item, or flat out goes off stage. How about recovery? Well, since Joan doesn't exactly have a recovery like tool in Perfect Dark, let's just give her a Rope & Hook, a tether like recover kind of like Ivysaur. What would be a great Final Smash? How about she pulls out her trusty Falcon 2, where it would play out exactly like Zelda's Bow and Arrow, OR, unleashing a volly of low knockback bullets that cause hitstun and plenty of damage? There are many things to consider.
JOE
Joe would be AMAZING. I think if Joe was to be placed in Project M, he could introduce an entirely new mechanic to the game. The Tripple Jump. All characters would have their standard double jump but Joe in his series could multi jump, and I believe he should be treated with this same element in Smash Brothers. What type of Specials could he have. Well, there is his bomb. That could be Neutral B. It should also be able to be knocked around with standard A attacks and aerials, and even picked up (but being heavy weight to carry). What about Forward Special (forward b)? Well how about his Voomerang. Unlike links Boomerang that juggles you, I think the Voomerang should be treated the same way Ivysaurs Razor Leaf is treated, passing through the opponent, but unlike that leaf, it comes back for round 2, making a healthy zoning tool that is also good for ledge guarding. Joe should also be a slow faller light weight character like Puff and Mewtwo. Also, slow on his feet, but fast with his punches and kicks. I believe his standard tilts and jabs should be able to cancel into eachother, kind of like how Lucario does it, but unlike Lucario, you cannot cancel them into Smash Attacks. I believe his only kill move SHOULD be Smash Attacks. The rest should be all combo chaining.
AMATERASU
This character could be amazingly gimmicky and incredibly fun to play. Amaterasu in Okami has a toolbox of different godlike weapons. I believe that this could open up a multi-move set. It should be treated the same way Samus switches from Ice to Fire with a taunt. Amaterasu could do the same to switch Rosary powers or switch all together into the powerful Glaive Blade. The Rosary set should focus on spacing tools, or defensive gameplay with small knockback while the Glaive should be strictly close range with high caliber knockback and kill potentials. How about the Final Smash? Well, Time Distortion (taken from Marvel VS Capcom) where the opponent(s) slow down but you maintain regular speed. I think Amaterasu would be an AMAZING and unique character all together. Also being a Dog I believe would be a pretty darn fast character on top of it. Last thing I want to touch though is that since Amaterasu would have 2 move pools, Amaterasu should have 2 different recoveries. For the Glaive, he should shoot strait upwards with his blade, like he does in the games, however in Rosary form, he should have a B Tether recovery.
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