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New Smash Bros for WiiU

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Zef Side
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@DLC

Stages, items, and Pokeballs are much smarter than characters. You know, you don't have to balance them. Did the flipper retunr in Brawl? I LOVE that item. It's from Balloon Fight.

Throw in Balloon Fighter or Tingle, and I'm a happy camper. (Not together though)

That would be pretty cool, but I'm uncertain as to how feasible that may be.

I could see the story in general staying the same, but you would play it from different perspectives. Like, for example, if you choose Fox, you'd only play Fox's part of the story, or if you chose Victini, then you'd only play Victini's part of the story..

And then once you beat Adventure Mode with everyone, you'd unlock a "Final Story" type of mode, like in Sonic Adventure 2 and Heroes
You're thinking too big. Think Adventure mode Melee, individualized. Soul Calibur basically did that in SCIII WITH alternate paths and such. ALONG WITH cutscenes.

Smashchu has brought up karate guy before. Yes..


ALSO, has anyone ever made a trophy list? I think I might.... (:

DOUBLE ALSO, I think I'll try and hammer out a "major plot" type lay out for my SSE thingy. It will be linear, sorry. But I'll try and make it as interesting AS POSSIBLE.
 

OmegaXXII

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Shh! Ur psychic powers are working again :awesome:
I plan on having a Metal gear as a boss, but before hand, Snake and Mewtwo fight.
Yes, Metal Gear should be included with Liquid Snake as a boss, then once you destroy Rex, it's a fistfight between Snake and Liquid then Mewtwo appears and either helps Liquid or Snake, then they face each other due to lack of trust, to see whose truly powerful, in the end they become sort of rivals and friends.

:phone:
 

SmashChu

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http://youtu.be/0FoH9U_7n0Q

This guy can be the Rhythm Heaven character.

Nevermind, I want them to replace the Ice Climbers: http://youtu.be/I4PHFzsYAVc
I believe the main character of the series is Barbara, right? I guess it's a small possibility in the likely chance that Rhythm Heaven gets a stage (and I would love a stage for it).
I had assumed Smashchu was referring to either the samurai or the karate guy. I seem to recall Smashchu bringing the karate man up before?
Yeah, the closest thing to a star is Karate Joe since he's been in all 3. His was the first rhythm game in the GBA one and he has been the last in the DS and Wii one. He's kind of a legacy character.

Here is his game from the Wii one.
 

Starphoenix

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Special - Hadouken
Up Special - Shoryuken
Side Special - Tatsumaki Senpuu Kyaku
Down B - Change Beat

Silliness aside I don't think lack of moves would matter to Sakurai.
 

---

謹賀新年!
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It took me a while but here is my edited moveset for Mewtwo.




Attributes: Mewtwo has received many major buffs in his attributes. His weight now has been increased by 10, making him the same as the Mother characters and Pit (20th-22nd). His running speed has also been increased to roughly around Pit's (14th). He still, however, retanes his walking and Air Speed from Melee.

PlayStyle:Overall Mewtwo hasn't changed all too much in his gameplay style from Melee; as he still relies heavily on mind games. His Confusion move (now called Psychic) is now a regular reflector as now reflected projectiles do damage to opponents, and also it now can trip up-close opponents, thus taking over the job of Melee's Disable. Of which, has been replaced by his new move, Gravity, which heavily contributes to his mind games. In addition, he's also received much less laggy standard moves and Smashes with higher kill potentials threw the use of his signature Spoon. All while gaining the ability to now hover mid-air similar to Peach. However, despite these new additions, Mewtwo is still a very floaty character and still is a big target, meaning he's still relatively easy to kill.

Entrance - Teleports onto the stage.

Neutral Special - Shadow Ball - Same as it was in Melee. Does 25% when fully charged.

Side Special - Psychic - Similar to Melee's Confusion, it now can reflect damaging projectiles and trip opponents, it can also still pull opponents through small platforms. However, the hit box has been decreased to the size of his AAA. Does 7%.

Down Special - Gravity - Only works on the stage. Mewtwo raises his hands up then down, pulling a directly air born opponent back down to the ground similar to the end of Zamus's U-Special. It does put the opponent in a stun state that increases the higher they were in the air. It's range is about 4/5's the size and hitbox of Zamus's U-Special.

Up Special - Teleport - Same as it was in Melee. Still has the most lag when done into the ground.

Final Smash - Psystrike - Mewtwo's signature move. He does his grab animation and traps the captured opponent midair in a 45 degree angle. Mewtwo materializes his spoon away from him and sends it flying through the helpless opponent, catching it in his hand. If done in the air, Mewtwo is left in a helpless state when done. The trapped opponent can be attack by other opponents while being trapped. Has knockback like Great Aether and it does 45%.


AAA - Same as Melee version, can be held down. Does 2% now.
Forward Tilt - Tail Whip - Same as Melee version, can still be sweet spotted. Does 5%.
Up Tilt - Psycho Cut - Summons his spoon and does a similar animation to Ike's U-Air. Has good enough knockback to make it a kill move but due to slight ending lag it's not as safe as it seems. Does 12%.
D-Tilt - Tail Whip - Same as Melee version. Does 6%
Dash Attack - Psycho Cut - Summons the spoon and does the same attack with it as a he did with a battering item in Melee. Does 15% if all hits connect.

Forward Smash - Psycho Cut - Summons his Spoon for a downward slash similar to when he held a battering item. Has good enough knockback to make it a somewhat reliable kill move. Does 14% uncharged. 21% Charged.
Up Smash - Same as Melee version. Does 15% uncharged and 20% Charged (if all hits connect).
Down Smash - Psycho Cut - Summons his Spoon for a basic downward slash, after the first hit the spoon then extends backwards 90 degrees for a second hit. Has major lag during the spoon extension time making not a very safe kill move. Does 12% uncharged and 16% charged for each hit.

Neutral Air - Discharge - Same as Melee version. Does 3-20% depending on the number of hits.
Forward Air - Psycho Cut - Same as Melee version but now uses the spoon for a slash resulting in a larger hitbox and range. Is much safer now it make it a new kill move. Now does 12%.
Up Air - Tail Whip - Same as Melee version. Can still be sweet spotted. Does 6%, 14% when sweet spotted.
Back Air - Psycho Cut - Summons the spoon and without turning around stabs the opponent. Similar to his original, has a smaller hitbox, nor can it be sweet spotted, but has overall higher knockback making it into a new kill move at high percents. Does 10%
Down Air - Stomp - Same as Melee version. Can Meteor Smash but it is still very unsafe. Does 7%, 14% when sweet spotted.

Pummel - Same as Melee version. Does 3%
Forward Throw - Whirlwind - Throws the opponent and sends them flying with a gust of wind. The gust may also blow other opponents as well. Does 10%.
Back Throw - Summons his spoon and without turning around stabs the opponent in the back. Causes the opponent to fall into a helpless on the ground state (like Snake's F-Throw). Does 12%
Down Throw - Tail Whip - Same as Melee version. Does 11%.
Up Throw - Whirlwind - Same as Melee version. Does 12%.

Other - Fly - Means Mewtwo can use his 2nd jump just like Peach's.

Taunts:
1. Same as Melee
2. Summons his Spoon and poses
3. Raises his feet of the ground by hovering.

Costumes:
Green - Shiny
Pink - Mew
Blue
Red/Orange
Black
Armored (as requested by Omega :p)

Codec:
Otacon: Snake that's! Buzzzzzz......
Snake: Otacon! Otacon? What's going on?
Mewtwo: ... Snake, I can fully comprehend your current state of mind. For a long time, I too have been trying to find the very same answer.
Snake: Wait! You're...
Mewtwo: Indeed. I am Mewtwo. We have a lot in common you and I.
Snake: ...
Mewtwo: Right now I feel privileged to fight someone like myself. Don't disappoint me...
Snake: ...
Otacon: Buzzzz. Watch out Snake, It's!
Snake: I already know. Snake out.
Otacon: Snake wait! Snake? What just happened!?

Picture and Video examples of New Moves:
Forward and Up Throws
Up Tilt and Forward Smash
Side Special
Down Smash
Armored Mewtwo
Forward Smash 2 :cool:
Forward Air
Back Throw
Final Smash
Final Smash 2
 

Aurane

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-Mario is walking through a dungeon, ready to save the princess
-Play plays as Mario, going through the dungeon, with Goombas, Troopas, and pits, oh my!
-Mario gets through, but the sees a Goomba being hurled to the other side of the room.
-Link wipes the sweat off his forehead, and then sees Mario.
-Link explains, in memory bubble, that Bowser kidnapped Zelda and Peach at the same time.
-Mario and Link agree to work together.
-Play plays as either Mario or Link, depending on player #, then goes through the dungeon more, with enemies.
-Mario points at a statue of a Giant Golurk, which is a Pokemon, and not a statue!
-BOSS BATTLE! VS GOLURK!
-Mario and Link claim victory, then the Golurk takes them to the upper levels, going to the 4th dungeon floor.
-Play plays as either Mario or Link, depending on player #, then goes through the dungeon more, with enemies.
-Link sees Bowser with Peach, then Mario attacks, but it was a hologram, and a mob of enemies attack, with red shells instead of green.
-Play as Mario or Link and defeat the mob.
-Once they win, they see Zelda coming their way. She managed to escape with Peach, as well!
-Bowser then comes in, ready for a real fight, taking both Zelda and Peach out with the One Hit Laser (SSE)
-Play as Mario or Link and face off against Bowser.
-Once beaten, everyone leaves, Zelda and Peach revived, and they walk out of the dungeon, while Mario looks back, then goes back to following the gang.
-Credits..?

Normal or harder

-Mario or Link (or both) beat Bowser, and then the hi-five each other.
-But then Bowser’s trophy starts to electrify, then the trophy turns into none other than Giga Bowser!
-BOSS BATTLE ULTRA! VS GIGA BOWSER!
-Once beaten, Mario will release him, ready to face him again just in case.
-Bowser sees that he’ll not win this fight, and flees.
-Once beaten, everyone leaves, Zelda and Peach revived, and they walk out of the dungeon, while Mario looks at the camera screen, and gives a thumbs up, and says, “Way to go!”
-Credits!
Eh, kinda good.
 

Johnknight1

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were you guys satisfied with the normal enemies on SSE? because i thought they could've been a little better.
Too generic. We need actual Nintendo enemies from each series represented.

-All the trillions of Mario enemy characters (there are too many to even try to list)
-All of K. Rool's minions (Krusha?) as Donkey Kong enemies. Possibly various Kongs?
-All the Zelda foes as enemies (I want to fight horseback foes dang it!)
-Various Space Pirates and alien species from Metroid.
-Whatever appears in the Yoshi games.
-All the cute Waddle Dees and whatnot that appear in Dream Land.
-Various enemy robots, ships (imagine fighting on a stage where you had to jump from ship to ship in the story! And fighting those same very ships you are fighting!), and maybe even Andross or Team Star Wolf. Possibly explore inside some sort of hub ship.
-Various Pokémon species in Pokémon; mostly common Pokémon plus maybe a boss or two. Maybe have Team Rocket or some evil Pokémon organization appear to fight you.
-Fight some F-Zero race machines, possibly in a fight with Black Shadow or Blood Falcon.
-Various hippies, zombies, monsters, piles of vomit, henchmen of Porky, beach dwellers, creatures, other people, and Star Men from the Earth Bound/Mother franchise.
-Those weird snow creatures, birds, and polar bears from Ice Climber.
-Various 2D Game and Watch characters.
-Different kinds of knights, dragons, horsemen, dragon riders, archers, magicians, etc from the Fire Emblem games.
-All the demons, creatures, and spirit thingies from Kid Icarus.
-Various enemies and things from Wario Land, and possibly even Wario Ware to represent Wario.
-Various ROB robots again to represent ROB and Gyromite.
-Possibly enemy soldiers, futuristic ninjas, various Metal Gears, and maybe even the infiltration of a Metal Gear Arsenal.
-All the gazillions of Sonic enemies-especially robots. (Robotnik needs to be a boss!!!)
-Crazy demon-possessed village and city folk (animals), including possibly a Tom Nook boss battle for Animal Crossing.

I'm not gonna go on about series without characters or stages in smash, though.

This sounds hard to execute, but it's probably no harder than adding those generic enemies we don't care about. This would allow for Nintendo to use their original history, draw upon the 3rd party series' history, and allow us and them to have fun in it. Plus, with Sakurai's creativity, this could really go in any direction!
 

BirthNote

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Here are some combonations of characters I plan to make an adventure mode for. The first character is who 1st player plays as. Second one is 2nd player (optional):

Mario and Link (Working)
Luigi and Kirby
Peach and Zelda
Bowser and Mario (You'll see)
Donkey Kong and Diddy Kong
Diddy Kong and Zelda
Samus and Young Link
Ice Climbers (This one's special for 2 player mode. 2nd player controls Nana)
Link and Pichu
Zelda and ZSamus
Young Link and Toon Link (Done)
Toon Link and Charizard (Without PKMN Trainer, (B) move reverts to Counter, exactly like Ike's)
Gannondorf and Jigglypuff
Pit and Meta Knight
Olimar and Lucariio
Captain Falcon and Roy
Ness and Mario
Lucas and Zoroark
Pikachu and Pichu
Pichu and Pikachu
Zoroark and Mewtwo
Lucario and Falco
Mewtwo and Shadow Clone for 2 player
Victini (Solo Fight. If 2 player, 2nd player plays as back up when Victini 1st falls.)
PKMN Trainer With Squirtle and Ivysaur (Also special. If 2 players are involved, Each plays as either Squirtle or Ivysaur. Squirtle's (B)v turns into Iron Defense, which is a counter like Lucario's. Ivysaur knows Sludge Bomb, which is like Aura Sphere, but is shot in front of him quickly, making awesome combo breaking)
Yoshi and Toon Link
Fox and ROB (White)
Falco and ROB (Green)
Wolf and Lucario
Sonic and Mewtwo
Wario and Luigi
Snake and Bomberman (Yes, I said BOMBERMAN)
Shiek (non-transform) and Link
Meta Knight and Ivysaur
Kirby and Jigglypuff
King Dedede and Squirtle
Ike and Olimar
Marth and Donkey Kong
(custom character) all star fight

These are some combos. What do u guys think?
Its very possible to turn some of these character combo ideas into Event Matches if they don't work as planned for Adventure Mode.

That reminds me...I think it would be interesting to have some Event Matches be expanded into isolated, short and generally unrelated adventures that involve some characters. It could primarily be a fusion of AM and EM; something quick compared to Adventure Mode and long compared to the Event Matches. They could even have some that tie into either EM or AM. Like, if something happens in Adventure Mode that isn't fully explained by its conclusion (for whatever reason), they could continue and conclude it in an Event Match. They can also have standard Event Matches set the stage for a predicament in Adventure Mode; once its complete you can unlock extra levels in Adventure Mode or vice-versa.

They could call this hybrid a journey or some other synonym.
 

Aurane

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Its very possible to turn some of these character combo ideas into Event Matches if they don't work as planned for Adventure Mode.

That reminds me...I think it would be interesting to have some Event Matches be expanded into isolated, short and generally unrelated adventures that involve some characters. It could primarily be a fusion of AM and EM; something quick compared to Adventure Mode and long compared to the Event Matches. They could even have some that tie into either EM or AM. Like, if something happens in Adventure Mode that isn't fully explained by its conclusion (for whatever reason), they could continue and conclude it in an Event Match. They can also have standard Event Matches set the stage for a predicament in Adventure Mode; once its complete you can unlock extra levels in Adventure Mode or vice-versa.

They could call this hybrid a journey or some other synonym.
Ain't I busy enough?
 

Johnknight1

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As for stages, I here's a few suggestions (for Sakurai):
Mario:
a. Bowser's Castle as an opening battle between Bowser and Mario over Peach. Then after Mario wins, have something crazy happen. Like Luigi becoming possessed, turning into Mr. L, and running off with... BOWSER???
b. Peach's Castle: Allow us to explore Peach's Castle. Make it like it was in Super Mario 64, and maybe enter us into Bomb-Omb Battlefield or something. Then when we do whatever we need to do there. After that, you return to Peach's Castle, only to find it has been Paper (Mario) ified! o.O

Donkey Kong:
a. Maybe have K. Rool's pirate ships and Diddy and Donkey on a mission to save some Kong. Have it go horribly wrong where Diddy Kong is taken by some mysterious foe along with some of K. Rool's minions, and *gasp* K. Rool and Donkey Kong have to team together!
b. Have Donkey Kong's Isle under attack, and Diddy and Donkey on a mission to defend it. Possibly have like Dixie Kong kidnapped, Cranky Kong kidnapped, or Donkey Kong's banana horde stolen again!

Zelda:
a. Have Link enter a temple with the hopes of rescuing Zelda.
b. Have Link enter a under siege Hyrule City by using his hookshot to enter the city, and having to slash through foes, use stealth, and/or use his neat gear. After that he enters Hyrule Castle and discovers Zelda holding her own against Ganondorf. Link enters the battle, and is thoroughly defeated by Link. Meanwhile, Zelda escapes through the sewers. She leaves Hyrule as Sheik, and goes to get help to save Link.
c. Toon Link is on sea when a storm suddenly is approaching from in front of him. Toon Link takes refuge on an island only to discover a stronghold of enemies. He surges through it, and discovers some sacred temple. The storm gets worse, and actually is a tornado. It buries the island, and Toon Link awakes in the other Link's realm.

Granted these can all be simplified and made into really interesting stories and challenges for players, especially if you can replay it as other characters! :laugh: Imagine playing Link's story as Peach or something, lol!
 

Claire Diviner

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It took me a while but here is my edited moveset for Mewtwo.




Attributes: Mewtwo has received many major buffs in his attributes. His weight now has been increased by 10, making him the same as the Mother characters and Pit (20th-22nd). His running speed has also been increased to roughly around Pit's (14th). He still, however, retanes his walking and Air Speed from Melee.

PlayStyle:Overall Mewtwo hasn't changed all too much in his gameplay style from Melee; as he still relies heavily on mind games. His Confusion move (now called Psychic) is now a regular reflector as now reflected projectiles do damage to opponents, and also it now can trip up-close opponents, thus taking over the job of Melee's Disable. Of which, has been replaced by his new move, Gravity, which heavily contributes to his mind games. In addition, he's also received much less laggy standard moves and Smashes with higher kill potentials threw the use of his signature Spoon. All while gaining the ability to now hover mid-air similar to Peach. However, despite these new additions, Mewtwo is still a very floaty character and still is a big target, meaning he's still relatively easy to kill.

Entrance - Teleports onto the stage.

Neutral Special - Shadow Ball - Same as it was in Melee. Does 25% when fully charged.

Side Special - Psychic - Similar to Melee's Confusion, it now can reflect damaging projectiles and trip opponents, it can also still pull opponents through small platforms. However, the hit box has been decreased to the size of his AAA. Does 7%.

Down Special - Gravity - Only works on the stage. Mewtwo raises his hands up then down, pulling a directly air born opponent back down to the ground similar to the end of Zamus's U-Special. It does put the opponent in a stun state that increases the higher they were in the air. It's range is about 4/5's the size and hitbox of Zamus's U-Special.

Up Special - Teleport - Same as it was in Melee. Still has the most lag when done into the ground.

Final Smash - Psystrike - Mewtwo's signature move. He does his grab animation and traps the captured opponent midair in a 45 degree angle. Mewtwo materializes his spoon away from him and sends it flying through the helpless opponent, catching it in his hand. If done in the air, Mewtwo is left in a helpless state when done. The trapped opponent can be attack by other opponents while being trapped. Has knockback like Great Aether and it does 45%.


AAA - Same as Melee version, can be held down. Does 2% now.
Forward Tilt - Tail Whip - Same as Melee version, can still be sweet spotted. Does 5%.
Up Tilt - Psycho Cut - Summons his spoon and does a similar animation to Ike's U-Air. Has good enough knockback to make it a kill move but due to slight ending lag it's not as safe as it seems. Does 12%.
D-Tilt - Tail Whip - Same as Melee version. Does 6%
Dash Attack - Psycho Cut - Summons the spoon and does the same attack with it as a he did with a battering item in Melee. Does 15% if all hits connect.

Forward Smash - Psycho Cut - Summons his Spoon for a downward slash similar to when he held a battering item. Has good enough knockback to make it a somewhat reliable kill move. Does 14% uncharged. 21% Charged.
Up Smash - Same as Melee version. Does 15% uncharged and 20% Charged (if all hits connect).
Down Smash - Psycho Cut - Summons his Spoon for a basic downward slash, after the first hit the spoon then extends backwards 90 degrees for a second hit. Has major lag during the spoon extension time making not a very safe kill move. Does 12% uncharged and 16% charged for each hit.

Neutral Air - Discharge - Same as Melee version. Does 3-20% depending on the number of hits.
Forward Air - Psycho Cut - Same as Melee version but now uses the spoon for a slash resulting in a larger hitbox and range. Is much safer now it make it a new kill move. Now does 12%.
Up Air - Tail Whip - Same as Melee version. Can still be sweet spotted. Does 6%, 14% when sweet spotted.
Back Air - Psycho Cut - Summons the spoon and without turning around stabs the opponent. Similar to his original, has a smaller hitbox, nor can it be sweet spotted, but has overall higher knockback making it into a new kill move at high percents. Does 10%
Down Air - Stomp - Same as Melee version. Can Meteor Smash but it is still very unsafe. Does 7%, 14% when sweet spotted.

Pummel - Same as Melee version. Does 3%
Forward Throw - Whirlwind - Throws the opponent and sends them flying with a gust of wind. The gust may also blow other opponents as well. Does 10%.
Back Throw - Summons his spoon and without turning around stabs the opponent in the back. Causes the opponent to fall into a helpless on the ground state (like Snake's F-Throw). Does 12%
Down Throw - Tail Whip - Same as Melee version. Does 11%.
Up Throw - Whirlwind - Same as Melee version. Does 12%.

Other - Fly - Means Mewtwo can use his 2nd jump just like Peach's.

Taunts:
1. Same as Melee
2. Summons his Spoon and poses
3. Raises his feet of the ground by hovering.

Costumes:
Green - Shiny
Pink - Mew
Blue
Red/Orange
Black
Armored (as requested by Omega :p)

Codec:
Otacon: Snake that's! Buzzzzzz......
Snake: Otacon! Otacon? What's going on?
Mewtwo: ... Snake, I can fully comprehend your current state of mind. For a long time, I too have been trying to find the very same answer.
Snake: Wait! You're...
Mewtwo: Indeed. I am Mewtwo. We have a lot in common you and I.
Snake: ...
Mewtwo: Right now I feel privileged to fight someone like myself. Don't disappoint me...
Snake: ...
Otacon: Buzzzz. Watch out Snake, It's!
Snake: I already know. Snake out.
Otacon: Snake wait! Snake? What just happened!?

Picture and Video examples of New Moves:
Forward and Up Throws
Up Tilt and Forward Smash
Side Special
Down Smash
Armored Mewtwo
Forward Smash 2 :cool:
Forward Air
Back Throw
Final Smash
Final Smash 2
I actually like your Mewtwo idea, and kudos for thinking of his spoon from the manga. My only complaint is that no one should ever be put in Helpless after their Final Smash, be it in the air or otherwise, as it defeats the purpose of the idea behind an "ultimate attack". Other than that, I like it.
 

---

謹賀新年!
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I actually like your Mewtwo idea, and kudos for thinking of his spoon from the manga. My only complaint is that no one should ever be put in Helpless after their Final Smash, be it in the air or otherwise, as it defeats the purpose of the idea behind an "ultimate attack". Other than that, I like it.
I guess. Although there are a few FSs that do leave the user in a helpless state mid-air such as Pikachu's and to some extent, Samus's and Ike's, off the top of my head.

Still after looking through all those pages in the manga, I found the origin of Jigglypuff's FS. :)
 

SwayneGang

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Messages
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I've always wondered what Mewtwo's Final Smash would've been if he was in Brawl...

Unfortunately, I still haven't found the samples in the "Sound Test."
 

Claire Diviner

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Special - Hadouken
Up Special - Shoryuken
Side Special - Tatsumaki Senpuu Kyaku
Down B - Change Beat

Silliness aside I don't think lack of moves would matter to Sakurai.
Considering that some characters have completely made up moves, like Falcon's Falcon Punch/Kick/Dive, Peach's butt bomb, or DK's Spinning Kong. :awesome:
 

Big-Cat

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That reminds me, Rainbow Mika, who's looking to be in SFxTK, has a butt move just like Peach. Wanna know the name for it? Flying Peach.

And in one of the Pocket Fighter games, Sakura's super looks like it was the inspiration for Peach's 8B.
 

JavaCroc

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Those are some truly epic ideas, Java. :grin:

I suggested some of those ideas myself before like that Adventure Mode could use some inspirations from Pixar movies and Smash 64, but All-Star Mode replacing Adventure Mode as the new single-player mode available from the start? Genius. :cool:

That would mean that at the start of the All-Star, you could only fight all of the starters until you started unlocking characters
Exactly. As you unlock characters, they would then appear in All-Star mode, so as you unlock characters, the mode grows longer and thus more difficult.

@Coin Launcher:

Best idea ever. Nuff said.
The original conception of Coin Launcher or my take on it?

A non-generic Coin Launcher? I barely read through it and I already agree.

Is it me, or did a buttload of Brawl's stuff feel generic as hell?
IMO, I think Sakurai for some reason wanted to develop his own sort of "Smash Bros." universe to apply to the series, and that's why there's a lot of generic content in the game.

He's a man who takes many liberties when making games based on other franchises anyways - I mean, were there any sci-fi mechanical guns found in the original Kid Icarus games?

Here you guys go.

Rhythm Heaven Wii - Samurai Slice
Rhythm Heaven Wii - Wrestler's Words
Rhythm Heaven Wii - Seesaw Somersault
Rhythm Heaven Wii - Monkey Time
Rhythm Heaven Wii - I Love You
Rhythm Heaven Wii - I Feel Fine!!
Rhythm Heaven Wii - Remix 4
Rhythm Heaven Wii - Remix 7
Rhythm Heaven Wii - Remix 9
Rhythm Heaven Wii - Remix 10
Added them to the Archive.

ALSO, has anyone ever made a trophy list? I think I might.... (:

DOUBLE ALSO, I think I'll try and hammer out a "major plot" type lay out for my SSE thingy. It will be linear, sorry. But I'll try and make it as interesting AS POSSIBLE.
I've considered a trophy list,but I was always prevented because 1, it would require a lot of research and writing, and 2, it would feel like the most obsessive thing someone could write. :p
 

OmegaXXII

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As for stages, I here's a few suggestions (for Sakurai):
Mario:
a. Bowser's Castle as an opening battle between Bowser and Mario over Peach. Then after Mario wins, have something crazy happen. Like Luigi becoming possessed, turning into Mr. L, and running off with... BOWSER???
b. Peach's Castle: Allow us to explore Peach's Castle. Make it like it was in Super Mario 64, and maybe enter us into Bomb-Omb Battlefield or something. Then when we do whatever we need to do there. After that, you return to Peach's Castle, only to find it has been Paper (Mario) ified! o.O

Donkey Kong:
a. Maybe have K. Rool's pirate ships and Diddy and Donkey on a mission to save some Kong. Have it go horribly wrong where Diddy Kong is taken by some mysterious foe along with some of K. Rool's minions, and *gasp* K. Rool and Donkey Kong have to team together!
b. Have Donkey Kong's Isle under attack, and Diddy and Donkey on a mission to defend it. Possibly have like Dixie Kong kidnapped, Cranky Kong kidnapped, or Donkey Kong's banana horde stolen again!

Zelda:
a. Have Link enter a temple with the hopes of rescuing Zelda.
b. Have Link enter a under siege Hyrule City by using his hookshot to enter the city, and having to slash through foes, use stealth, and/or use his neat gear. After that he enters Hyrule Castle and discovers Zelda holding her own against Ganondorf. Link enters the battle, and is thoroughly defeated by Link. Meanwhile, Zelda escapes through the sewers. She leaves Hyrule as Sheik, and goes to get help to save Link.
c. Toon Link is on sea when a storm suddenly is approaching from in front of him. Toon Link takes refuge on an island only to discover a stronghold of enemies. He surges through it, and discovers some sacred temple. The storm gets worse, and actually is a tornado. It buries the island, and Toon Link awakes in the other Link's realm.

Granted these can all be simplified and made into really interesting stories and challenges for players, especially if you can replay it as other characters! :laugh: Imagine playing Link's story as Peach or something, lol!
I like these ideas John, very interesting Storymode it would be, you should apply to Sakurai desk now!!! :laugh:

:phone:
 

Verde Coeden Scalesworth

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IMO, I think Sakurai for some reason wanted to develop his own sort of "Smash Bros." universe to apply to the series, and that's why there's a lot of generic content in the game.

He's a man who takes many liberties when making games based on other franchises anyways - I mean, were there any sci-fi mechanical guns found in the original Kid Icarus games?
I'm fine with that as long as the other series are well represented in the game. Which they weren't. I mean, in Melee, most of the series got good enemy reps. It's too bad Fire Emblem didn't, but whatcha gonna do?

Technically speaking, there was the ROBs who got repped as well within the game. Besides the Mario characters, that is. And besides some bosses. As well as a bit with Mother via the Porky Statue.

Fire Emblem missed out twice in enemy rep. Twice. This is just downright wrong. I mean, would it have hurt to have replaced one of the original bosses with the Black Knight? Same with Pikmin. Best they got was showing Olimar's ship in the background in Falcon/Olimar's debut stage. There were no DK enemies either. Same with Yoshi's.

What's worse is that most of the original enemies(and the bosses possibly) looked like they should've been in a Kirby game. Which would explain why the Kirby characters pretty much dominated the storyline.(and no, let's not get into Meta Knight himself when it comes to the cast)

Mind you, I can accept the lack of Sonic stuff due to his late arrival in the game. That's fair. It's a bit harder to add something beyond his character. He got trophies, stages, stickers, etc.
 

OmegaXXII

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Special - Hadouken
Up Special - Shoryuken
Side Special - Tatsumaki Senpuu Kyaku
Down B - Change Beat

Silliness aside I don't think lack of moves would matter to Sakurai.
Well, clones say otherwise, but Ryu nor Ken wouldn't be in such a situation I guess.

:phone:
 

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Well I definitly agree.

They had a KI stage with no KI enemies, the same goes for the Ice Climber, Zelda, Mother (to some extent), Kirby (Halberd) themed stages.

As for enemies for certain franchises it would be easy for many of them to get some due to their respective historys, so I don't think there is much excuse for not having them.

The only franchises that should have trouble with this would be F-Zero and SF, but other then that, no excuse.
 

OmegaXXII

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I'm fine with that as long as the other series are well represented in the game. Which they weren't. I mean, in Melee, most of the series got good enemy reps. It's too bad Fire Emblem didn't, but whatcha gonna do?

Technically speaking, there was the ROBs who got repped as well within the game. Besides the Mario characters, that is. And besides some bosses. As well as a bit with Mother via the Porky Statue.

Fire Emblem missed out twice in enemy rep. Twice. This is just downright wrong. I mean, would it have hurt to have replaced one of the original bosses with the Black Knight? Same with Pikmin. Best they got was showing Olimar's ship in the background in Falcon/Olimar's debut stage. There were no DK enemies either. Same with Yoshi's.

What's worse is that most of the original enemies(and the bosses possibly) looked like they should've been in a Kirby game. Which would explain why the Kirby characters pretty much dominated the storyline.(and no, let's not get into Meta Knight himself when it comes to the cast)

Mind you, I can accept the lack of Sonic stuff due to his late arrival in the game. That's fair. It's a bit harder to add something beyond his character. He got trophies, stages, stickers, etc.
I actually agree with all of this, mire iconic bosses should have appeared like Mad King Ashnard with Rajaion would have been the perfect FE Boss along with the Black Knight seeing Ike was in the game, most of the genetic bosses could have been replaced with actual iconic ones, and to add to that more iconic environments wouldn't have hurt at all, it's strange since Sakurai was trying to appeal casuals, which I find ironic because it really didn't hit the nail on the spot, the storyline was lenghthy enough, but the plot setup was horrible.

:phone:
 

Verde Coeden Scalesworth

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Well I definitly agree.

They had a KI stage with no KI enemies, the same goes for the Ice Climber, Zelda, Mother (to some extent), Kirby (Halberd) themed stages.

As for enemies for certain franchises it would be easy for many of them to get some due to their respective historys, so I don't think there is much excuse for not having them.

The only franchises that should have trouble with this would be F-Zero and SF, but other then that, no excuse.
F-Zero I agree. With StarFox, it's not hard to have random small planes to take care of. They'd definitely be annoying, but since they're related to StarFox, projectiles would kill the crap out of them. Yes, it'd be unfair to the non-projectile users. But there'll be other areas where they shine instead. Unless you're Ganondorf. :awesome:

Wait, Killer Instinct enemies? Sign me up! /Troll
 
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