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New Smash Bros for WiiU

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Opossum

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Excluding Master/Crazy Hand and a final Smash-original boss, I'd like to see these as bosses:

King Boo (Seems natural after Petey Piranha)
Colonel Pluck :awesome: (Giving robot chicken a whole new meaning)
Emperor Bulblax (Most recurring and high-ranking Pikmin boss)
Giratina or Kyurem (Giratina fight in the Distortion World? Awesome.)
King Dodongo ( Such a pain in Ocarina of Time...)
King Hippo (Closest thing Punch-Out!! can get to a boss rep)
Giygas (He needs to be in Smash in SOME way...)
Funton (A Mole Mania Boss. This is provided that Muddy Mole gets in.)
A Swarm of mind-controlled Miis (Perhaps a villain mind controls them, and using your Mii, you fight off a ton of them?)



EDIT: Poppy's post count...*shivers*
 

~ Valkyrie ~

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Maan, all I can think is some obscure villains but I know they'll never be used... (-i^i-);

- Achi from Sin & Punishment

- Evil/Eviru from Starfy 3

- Aran Ryan from Punch-Out!!

- Murasame-alien from Nazo No Murasame-jo.

I don't actually much care which bosses get in. Or don't have personal requests.

:phone:
 

TheFirstPoppyBro

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Super Dimentio
Size: Bigger than Duon
Power: Heavy hitter

Super Dimentio is very big, and its torso acts as a platform. Only the head can take damage. Characters with multiple jumps can reach the torso without any assistance, but ideally, there wouldn't be any characters like this in your party when you fight Super Dimentio(i.e. Kirby, Jigglypuff, Pit, etc.).

Attacks:
Jump Smash-Super Dimentio will jump into the air, KO'ing anyone on top of it. It will follow the character unless they are KO'd by this move. Super Dimentio will then smash back down to the stage.
Big Punch-Super Dimentio enlarges its fist and punches a large area in front of it. The area it punches is two and a half character spaces. This move is used when the character is very close to Super Dimentio.
GREEEEEEN Laser-Super Dimentio sweeps a huge laser up and down. If hit by this laser, huge damage will be dealt, and your character will be controlled by Super Dimentio for a short time.
Platform Drop-Self-explanatory. The platforms are used to reach the torso platform. The platforms can shoot you to prevent you from reaching the body.
Chaos Heart Vortex-Super Dimentio's most devastating attack. The Chaos Heart flies to the middle of the screen. It creates a black hole similar to Marx's in SuperStar. Dimentio will turn back to his regular self and attempt to hit you into the vortex. Dimentio will take damage if attacked. This is Super Dimentio's finisher.
Super Self-Destruct-When Super Dimentio is defeated, it will begin exploding. This series of explosions will deal damage and massive knockback in a last-shot attempt to KO the player.

EDIT: @Opossum: What? What does that mean?
EDITEDIT: Nvm. I get it.

:phone:
 

Arcadenik

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So I was thinking about how Tingle could be unique in Smash... with Tingle's balloon, I think he could be the Jigglypuff of Zelda series... he runs and falls slowly, normal attacks are weak and short-ranged, easily gets KO'd due to his being a lightweight... but he's very fast in the air and can float with his balloon. Since Sakurai had Tingle do random stuff in Brawl, I was thinking that maybe Tingle's moveset could be specialized on randomness.

B - Tingle Shield
Inspired by Tingle's obsession with Rupees... this is Tingle's answer to Zelda's Nayru's Love. Tingle uses fairy magic to create a Rupee-shaped crystalline shield to protect himself from attacks. The Rupee-like barrier shatters when it is hit... the shards inflict damage and projectiles can be returned to the shooters. What makes it different from Zelda's shield is that Tingle's varies in the amount of damage it deals depending on its color. Based on the monetary value of the Rupees, they deal random varying levels of damage.

Green - 1%, common, causes the opponent to trip
Blue - 5%, common, minimum knockback
Yellow - 10%, uncommon, good knockback
Red - 20%, uncommon, decent knockback
Purple - 50%, rare, better knockback
Orange - 50%, very rare, one-hit KO

Side B - Stray Fairy
Inspired by Tingle's obsession with fairies. These are the Stray Fairies from Majora's Mask! Tingle releases a fairy from a bottle and the fairy flies toward an opponent... similar to how Olimar throws his Pikmin toward his opponents. However, unlike Olimar's, you have no way of knowing which fairy will appear. This is staying true to Tingle's randomness. These fairies do random effects on the opponents depending on their color.

Orange - slows down time for one affected opponent like the Stopwatch item, refers the Inverted Song of Time learned in Clock Town
Pink - places the flowers on the opponent's head like the Lip's Stick item, refers the flowers and the poisoned waters of Woodfall
Green - puts the opponent to sleep like Jigglypuff's Sing, refers the Goron Lullaby needed to enter Snowhead
Blue - freezes the opponent inside a block of ice like Lucas's PK Freeze, refers the Ice Arrows found inside Great Bay Temple
Yellow - causes the opponent to spontaneously do their three taunts in a row, refers the undead-related masks that cause the ReDeads to dance

Up B - Tingle Bomb
Yes, it is odd how Tingle's Up B isn't a recovery move. My reason for this is that Tingle can already float with five jumps like Jigglypuff with his balloon. So, instead of inflating his balloon like expected he throws bombs like Yoshi throws eggs. I do not need to elaborate further because you people already know how Yoshi's Up B works.

Down B - Great Fairy's Sword
Is it very unexpected for Tingle to wield a two-handed sword? Yes, but you see... it is the Great Fairy's Sword... a sword made by fairies. What does Tingle do with it? He does a sword spin like Link's Up B. However, if you charge it... and get it fully charged, he can do a hurricane spin like Toon Link did in Wind Waker. It can function as a recovery move when it's fully charged as well. It is essentially used for emergencies.

Final Smash - Kooloo Limpah!
This move originated in Tingle's Rosy Rupeeland and it combines two moves from that game. What does this do? First, he does his little Kooloo Limpah dance... and then he inflates his balloon. Next, he starts to fly around and then you can press A or B buttons to attack. Hold the A button and Tingle throws Rupees in a rapid-fire speed... like a machine gun! The Rupees have no knockback like Fox's B move but it is useful for racking up damage. Tap the B button and Tingle drops a bomb... this works best after you shower your opponents with Rupees. Tingle pretty much becomes like a war plane that shoots with machine guns and drop bombs.
 

Opelucid

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Bosses
Crazy Hand(SSB)
Master Hand(SSB)
Tiki Tong(DK)
Koloktos(LOZ)
Galacta Knight(Kirby)
Andross(Star Fox)
Boom Boom(Mario)
Kamek(Yoshi)
Genesect(Pokemon)
Twinbellows(KI:U)
Kraid(Metroid)

Boom Boom

Arm Spin: Boom Boom will begin spinning around with his arms spread out and he spin like a spinning top he will try to ram into you while he does this attack.

Shell Slam: Boom Boom hovers in the sky in his shell and he'll attempt to slam down on you while he is in his shell this move is rather slow so it's easy to dodge it does a lot of damage though.

Shell Spin: Boom Boom retreats in his shell and begins spinning around madly at a high speed this move isn't as easy to dodge as his other attacks and it will cause you to become dizzy if he contacts you.

Shoulder Slam: A pretty simple attack he pretty much just tries to ram into you with his shoulder like the Charging Chucks from the older Mario games.

Flame Spin: Boom Boom spins his arms like the arm spin however when he does this he produces fire balls that cause damage upon contact.
 

~ Valkyrie ~

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Thought a while for bosses, and want to know who I'd want to see as a boss?

Kamek!

He'd be damn fun boss, I must say. Magic would create out those enemies, going on he'd use his magic to make ordinary mooks into much more larger enemies.

I wonder will they use Vaati, but I'd cry million waterfalls of joy if he was made as a boss.
(-lvl-)

:phone:

:phone:
 

Disfunkshunal

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@poppy
He's seems a little overpowered. Green laser seems like it does too much, amazing range, amazing damage, and temporary loss of control. Chaos vortex also seems a little too powerful.
Did you picture dimentio as a beginning boss, one closer to the middle, or one of the final bosses?

:phone:
 

ChronoBound

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I made an unique moveset for Dr. Mario in case anyone is interested. I think it goes to show with enough creativity anyone can be made into an unique character.
 

TheFirstPoppyBro

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@poppy
He's seems a little overpowered. Green laser seems like it does too much, amazing range, amazing damage, and temporary loss of control. Chaos vortex also seems a little too powerful.
Did you picture dimentio as a beginning boss, one closer to the middle, or one of the final bosses?

:phone:
One pretty close to the end of the game, or an optional boss. With Green Laser, he usually drops platforms first, so you can get on top of him. His torso is the only safe place. Chaos Vortex is only used once, when his health is almost completely gone.

:phone:
 

Opossum

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This is kind of a random question, but you know how when the credits roll in Classic Mode, and how each character has an "ending theme?"

What would you guys think would be good ones for possible newcomers?

For me, for example, Muddy Mole would have this: http://www.youtube.com/watch?v=vShfrlIQ6mA Credits Theme

Just an example. Post your ideas!
 

Mario & Sonic Guy

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We've discussed what we want to see in terms of boss characters, but have we ever discussed actual boss ideas? Like bosses and their movesets?

:phone:
I have done something like that a couple months back. But for something that's well detailed...

Note: The following is also shown at The New Super Smash Wii-U Discussion Backroom social board.

[collapse=Nightmare (Kirby)]


------------------------
Phase 1

Nightmare utilizes two phases in the boss fight.

His first phase mainly consists of him firing reflectable stars, and ramming into the players. He'll also fire energy balls that are shaped like his Power Orb form; they can be reflected right back at Nightmare to damage him.

When doing his ramming attacks, Nightmare will delay his attacks, making it possible to evade them in time. Additionally, the ramming attacks can be blocked and even countered.

Throughout the first phase, Nightmare will teleport from place to place, and players will have to reach him in order to deal any damage.

Nightmare's HP is as follows...

Very Easy: 500 HP
Easy: 600 HP
Normal: 700 HP
Hard: 800 HP
Very Hard: 1000 HP
Intense: 1200 HP

When half of his health is gone, Nightmare will move faster, and execute his attacks at a faster speed too. He'll also begin to fire stars while teleporting as well.
------------------------
Phase 2

When Nightmare's HP is fully depleted, he'll fool the player into thinking that he's beaten. However, he'll soon laugh and transform into a new entity named Nightmare Soul. Nightmare basically utilizes the powers that he absorbed from the trophies to achieve this state.

Nightmare Soul's appearance isn't too different from Nightmare's, except for that his cloak and shoulder pads are colored black, with the star markings being colored red, and his horns and necklace are colored red with platinum jewels attached to them. Lastly, his glasses are recolored red.

Nightmare Soul utilizes attacks that are mostly different from his basic attacks. The attacks are also unblockable now, unlike in the first phase, so blocking the attacks is a futile move in this phase. This also means that the attacks can't be reflected nor countered anymore.

Nightmare Soul's ultimate attack involves him firing three powerful energy rings, which operate exactly like Tabuu's Off-Waves; if any of them hit the players, they'll equal an instant KO (with some exceptions in The Arena). Nightmare Soul will always begin with this attack, and like the Off-Waves, they can only be dodged.

His energy ball attacks are also larger than in the first phase, and move faster as well.

In terms of ramming into the player, Nightmare Soul's ramming attacks no longer have any delays, making them much harder to avoid.

Nightmare Soul will also teleport a lot more frequently, and even fire stars during the teleporting. The stars can still be blocked, reflected, and countered, just like in the first phase. In fact, this is the only attack in Nightmare Soul's arsenal, in which players can do those actions.

Nightmare Soul will even attack with his hands, and do some attacks that were utilized by Tiki Tong. The hands can be attacked to damage Nightmare Soul.

Another feature that Nightmare Soul will use is that he'll utilize the Final Smashes that the playable characters can use as well. He'll primarily use Mario's Mario Finale, but the other Final Smashes that he'll use include the Zero Laser (Samus), PK Starstorm (Ness), Light Arrow (Zelda), and even Night Daze (Zoroark).

Nightmare Soul's HP is as follows...

Very Easy: 500 HP
Easy: 600 HP
Normal: 700 HP
Hard: 800 HP
Very Hard: 1000 HP
Intense: 1200 HP

When half of Nightmare Soul's HP is depleted, he'll introduce a new attack. The attack will have him creating a black hole that'll suck in any players who are too close to it. The black hole can deal heavy damage, and even cause 1-hit KOs on the harder skill levels.

Additionally, Nightmare Soul's attacks will move even faster, and he'll even increase the number of energy rings that he'll fire to "5"; this means that you must dodge a total of 5 energy rings, or else risk getting 1-hit KO'd.

Nightmare Soul will also teleport a lot more times than before, making it even harder to land an attack on him.

When Nightmare Soul's HP is fully depleted, he'll be defeated for good, and the main story of Adventure Mode will be completed.
------------------------
Total HP (Phase 1 + Phase 2)

Note: Values are also applied in The Arena (Boss Battles).

Very Easy: 1000 HP
Easy: 1200 HP
Normal: 1400 HP
Hard: 1600 HP
Very Hard: 2000 HP
Intense: 2400 HP
------------------------
Final Notes

In Adventure Mode, after defeating Nightmare, players will immediately face Nightmare Soul, making it impossible to change the characters that the players want to use. This also means that they can't recover any damage taken from Nightmare.

In The Arena, Nightmare will always be the final boss. Additionally, when Nightmare is defeated, players will immediately fight Nightmare Soul, meaning that they can't recover after defeating Nightmare.
------------------------
Possible Music Options

Nightmare: VS Magolor (Phase 1)
Nightmare Soul: VS Magolor (Phase 2)
------------------------[/collapse]
 

Diddy Kong

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@Chrono: even though it'd be possible for Dr.Mario probably to be unique.. I myself wouldn't even bother with wanting a character like that. If Dr.Mario where added as a unique character, it'd feel forced to me to have him in there. A clone is much more acceptable in his case. Same goes for Pichu.

@Mario & Sonic guy: 1200 HP though... Is this Smash or a JRPG..? Didn't think Nightmare was that hard to kill in Kirby... 500HP should be maximum, and that is already kind of insane. Unless of coarse you'd be able to fight with the whole cast of characters against this boss, then again... I wouldn't want Nightmare to be the final boss.
 

ChronoBound

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Dr. Mario moveset:

[COLLAPSE="Dr. Mario declone moveset"]Dr. Mario, is probably the most controversial character on my roster, second only to Tingle. It was quite difficult for me to decide whether to place back in Doc or bring in Paper Mario, however, while Paper Mario would be a much more easier character to put in, as well as easier to craft a moveset for (not to mention being more popular than Doc), I feel the good doctor deserves another chance in Smash Bros. I feel there is very little puzzle series representation in Smash especially compared to RPG representation (Mewtwo, Roy, Isaac, and Ray are all characters from RPG series). Also, I was able to craft an unique (and perhaps unorthodox) moveset for Dr. Mario, thereby decloning him and making him a character worthy for inclusion in Smash Bros. as a playable character in the eyes of most people.

Dr. Mario is a doctor, however, we are not entirely sure what kind of doctor he is. Is he a pharmacist, a researcher, a neurologist, a psychologist, a gynecologist (lol)? Mostly, Doc simply throws pills (Megavitamins) at the Red, Yellow, and Blue Viruses. His ability to throw Megavitamins as opposed to fireballs is often cited as the only difference between him and regular Mario by casual Smash fans. However, I decided to turn Doc into a completely different character from Mario and Luigi (with only three of his specials being similar to the two Mario Bros.). I even think the reason why I even kept Doc was because I was able to make a unique moveset for him. Hopefully, the rest of you will find Doc’s moveset amusing, interesting, and above all make him worthy enough to return.

Dr. Mario in Melee was like Mario with a little extra power and less speed (however, according to people who mained Doc, he plays completely different than regular Mario at high levels of play). Obviously, I want Doc to differ more from Mario than he did in Melee. I would plan for Doc to be much more powerful than he was in Melee, as well as slower. Doc also has a new, unique moveset this time around which makes him more of his own character than a character with some stat tweaks. Doc also, while some may regard as being better than Mario judging from how I already described him, does have some faults. He is about as slow as Wolf is in Brawl, and his recovery is a bit worse than regular Mario’s. Also, some of Doc’s “kill” moves have the chance to backfire on him, and there chance of backfire is determined on how well you are doing in the match (if you are at a low % the chance of the “backfire”-moves backfiring are a bit high, and the probability of these back-firing goes down as Doc’s damage percentage goes up). I think for this aspect Doc is posed to be among the most interesting and amusing characters on my roster.

As for Dr. Mario’s design, since the Smash Bros. series usually bases a character’s in-game appearance off of their appearance in the latest game they appeared in, I would expect Doc to be in his Dr. Mario Online Rx form. Doc does not differ much in this outfit than he did in Melee, however, there are two minor differences. Doc now wears a red tie, and he wears the tube-part of his stethoscope around his head instead of how he wore it in Melee (which was the ear parts around his neck). I also imagine Doc being a little more serious than his plumber counterpart. In official artwork, I envision him holding one of his hands of his chin with a slight smirk, while holding a Megavitamin in the other hand. I think Dr. Mario has the potential to appeal to a lot more people if he is made how I am going to describe in the following moveset.

Stats:
Speed: 3/5 (Doc is about average when it comes to speed)
Power:4/5 (Doc leans toward being a power character, however, he is no Ike or Ganondorf)
Recovery: 3/5 (Doc’s recovery is only a tad worse than Mario’s)
Weight:3/5 (Doc is slightly more heavy than Mario, however, it is not enough to bump him up to 3.5)

Dr. Mario regular moves:

A: Dr. Mario does a punch
AA: Doc does another punch.
AAA: Doc does his electric palm attack.
Side-A tilt: Doc uses his stethoscope as a whip.
Running-A: Doc does his electric palm attack while running (pretty powerful for a dash move)
Down-tilt A: Doc does the same down-tilt as regular Mario.
Up-tilt A: Doc does the same up-tilt as Luigi.
A-Air: Doc spin in the air (he does not go downward like with Mario and Luig’s d-air he simply spins like if he were doing the Dr. Tornado from Melee).
Backward-Air: Doc whips his stethoscope backward.
Up-Air: Same as Mario and Luigi’s up-air.
Down-air: Doc whips his stethoscope downward (bell part to the stethoscope is a sweet-spot that results in a spike).

Forward-Air: This one of Doc’s backfire moves. This move looks very similar to his foward-air in Melee. Doc pulls out one of those reflex testers (those things that doctors bang on your shins to test your reflexes). The move itself is much more powerful than even his foward-air in Melee! However, at low-percentages, the move itself has a high chance of backfiring. Since this tool is used to test a reflexes, sometimes your opponent will do a counter-attack when you hit them with the reflex-tester. The counter-attack move that your opponent will perform depends on whether your opponent is on the ground or in the air. On the ground, your opponent will perform a fully-charged forward Smash. In the air, your opponent will do either a f-air or a b-air depending on what direction your opponent is facing. As Doc’s damage goes up, the percentage of the counter-attack happening goes down.

Forward-Smash: This again is another one of Doc’s backfire moves. Doc once again uses the reflex tester, however, unlike with the f-air, this move is chargeable (like with all Smash-A attacks) and is thus much more powerful. Doc’s Smash-foward is even more powerful than Ike’s Smash-foward. However, be warned, if you attack with Doc’s Smash foward, regardless of how much you charged it, there is a sizable chance at low damage percentage that your opponent will perform a fully charged foward-Smash attack on you as a reflex reaction, so it is why not to use this move until you are more damaged.


Down-Smash: Doc takes off his stethoscope, and spins around with it (obviously, he will stall with it in his hand while charging). The stethoscope has a sweet-spot at the bell part that does much more damage than if you get it by the tube or ear parts.

Up-Smash: Doc starts charging electricity in his fist, with more and more electricity being gathered with it until his hand looks like a ball of electricity. He jumps up a little bit and does an uppercut with the attack. This attack is powerful, so beware.

For Doc’s grabs. He pulls out the blood-pressure tester thing (you know that device that is used to test your blood pressure that wraps around your arm). This thus gives Doc a tether-recovery ability, something that Mario and Luigi don’t have.

Grab-A: Doc’s squeezes the rubber-part of the device that makes the device feel tighter on your arm.
Forward-Grab: This move is similar to Samus’s forward grab, in appearance.
Backward Grab: Again this is similar to Samus’s backward grab, in appearance.
Down-Grab: Once again this move is like Samu’s down grab, in appearance.
Up-Grab: Doc’s up grab is the same as Mario and Luigi’s.

Dr. Mario special moves:

Regular-B: Magnifying Glass: Doc brings his magnifying glass from the Dr. Mario games to the fight. The magnifying glass is interesting in that it takes time to buildup-power. You need to aim the magnifying glass in a certain spot (it is similar in how Pit aims his bow, only that the versatility is more toward the ground than the air). There will be a beam of light shining from the magnifying glass, this light is harmless as first, but it gradually gains more and more power until it becomes a death ray. This move usefulness in high-level play will be as an edge-guard move, as that while most pros will take the opportunity from stopping Doc from using his magnifying glass become a death ray, however, by shining the glass off stage it does decent knockback to your recovering opponent, but does little damage. Also, the ray from the magnifying glass will bounce off reflective or metallic surfaces, which amplifies its power.

Side-B: Medical Sheet: Doc’s side-B is the same as it was in Melee, however, it works much differently this time. First off, the medical sheet is much longer than in Melee. Secondly, Doc does not wave the blanket horizontally like Mario does, and instead waves it vertically. Third, the sheet does not reflect projectiles anymore and simply deflects them. Also, the real use to this move is that is trips your opponent. After initially whipping out the medical sheet, it lays down on the ground (it is much longer). If you let go of side-b while your opponent is on the sheet, you will pull the sheet from under the feet of your opponent and end up tripping them. You can then use this opportunity to perform a quick Smash attack on them.

Down-B: Megavitamins: What would a Dr. Mario moveset be without his Megavitamins? For the most part, this moves works the same way as it did in Melee, however, it is a bit more powerful this time around and pure color capsules (a capsule that is all red, all blue, or all yellow) does 15% damage.


Up-B: Booster Shot: You can probably guess what this move is going to be judging by the name. Doc pulls out a giant syringe when doing this recovery move (he looks the same as he does in Melee when doing his recovery, only he is holding a large syringe in his hand). This move is a kill move and quite powerful (however, its vertical recovery compared to Mario’s Up-B is less). However, while this move is powerful, it sometimes does random side effects to your opponent both good and bad. Some good side effects your opponent might get would super speed, giant size, invisibility, invincibility, or becoming metal. Some negative side effects include sprouting a flower from their head, tininess, becoming poisoned (your opponent will turn purple and lose more and more damage as time goes on), or becoming confused (your opponent’s controls will be reversed). Needless to say, the “positive side effects” are more likely to occur when your damage % is low, while the “negative” side effects are more likely to occur when Doc has underwent a lot of damage (150%+).

Final Smash: Virus Outbreak: What would be a decloned Dr. Mario moveset without those lovable viruses from his games of his? Dr. Mario pulls out a jar (which contains the viruses). Depending how Dr. Mario opens it (if Dr. Mario drops it after pulling it out then the viruses are going to give your opponents positive side effects, if Doc opens the lid then your opponents are going to get negative side effects). Each virus has a positive and negative side effect. The viruses attack in “clouds” of a whole bunch of them, and the clouds only consist of one or two of the virus colors. They will then chase after your opponents and infect them. The positive side effect for the red virus is increased size, while the negative one is being shrunk. The positive side effect for the blue virus is super speed, while its negative side effect are reversed controls. The positive side effect for the yellow virus is becoming metal, while the negative side effect is becoming poisoned. However, the odds for giving your opponents negative side effects are 3/4, with a 1/4 chance they will get positive side effects. Also, the side effects from these viruses don’t wear off until your opponent is KO’d, which can be both a good thing or a bad thing.

Dr. Mario’s taunts are as followed:
1. Same taunt as in Melee. Doc pulls out a Megavitamin, throws it up in the air, and then catches it.
2. Dr. Mario spins and give the v-sign (this is based off of when he would win a match in Dr. Mario 64).
3. Dr. Mario closes his eyes, strokes his moustache, then smiles, and goes back to his fighting stance.

Victory animations:
Dr. Mario will have the same victory animations as he did in Melee.

Dr. Mario idle animation:
Dr. Mario usually has his arms crossed (this is based off of what he would do in Dr. Mario 64's story mode). Occasionally, he will stroke his chin.

Dr. Mario’s running animation:
Dr. Mario’s running animation is the same as it was in Melee.

Costumes:

Costume 1: Dr. Mario’s suit has a green tint to it, and his “headband” in green, with his tie also being green.
Costume 2: Dr. Mario’s suit has red tint to it, and his “headband” is red, with his tie being black.
Costume 3: Doc’s suit has a tellow tint to it, and his “headband” is yellow, with his tie also being yellow.
Costume 4: Doc’s outfit is black, with his headband being black, and his tie also being black.
Costume 5: Doc’s outfit is black, with his headband being black, and his tie is red, but he wears sunglasses.

Kirby Hat: Kirby’s Dr. Mario hat is the same as it was in Melee, Kirby wears the Dr. Mario headband, however, he now does the magnifying glass attack as opposed to the Megavitamins.

Dr. Mario-Snake Codec Conversation:

Snake: Otacon, why is Mario wearing a docor’s outfit.
Otacon: That’s Dr. Mario Snake. He is an excellent doctor that he is known for his virus busting prowess and curing power of his Megavitamins.
Snake: Hold on! So are Dr. Mario and Mario two different people or are they the same person?!
Otacon: Um, I am not really sure. There’s not much information on this guy. However, Mario has had a lot of careers over the years, including golfer, referee, chef.... (Snake cuts him off)
Snake: SO WILL I HAVE TO FIGHT GOLFER MARIO, REFEREE MARIO, AND CHEF MARIO TOO!
Otacon: Fortunately, Dr. Mario and Mario are the only Mario’s you will have to fight, or at least that I am aware of.
Snake: Good. Oh, and one more thing, is Dr. Mario a chiropractor? Cause my back has been killing me lately (this MGS4 Snake, AKA, old man Snake).
Otacon: I don’t think so.
Snake: Drats.
End of codec.[/COLLAPSE]
 

TheFirstPoppyBro

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Starfy-Densetsu no Stafy 2 Credit Roll 1

Paper Mario- Brobot Battle(NOT L-Type)

:phone:
 

Mario & Sonic Guy

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1200 HP though... Is this Smash or a JRPG..? Didn't think Nightmare was that hard to kill in Kirby... 500HP should be maximum, and that is already kind of insane. Unless of coarse you'd be able to fight with the whole cast of characters against this boss, then again... I wouldn't want Nightmare to be the final boss.
At best, Master Hand's HP maxes out at 360, but some Subspace Emissary bosses have more HP than that; Rayquaza comes to mind.

Anyway, Intense would be an optional difficulty level that would be unlocked if the first five skill levels are conquered, so it's not like you have to play it; it's merely an extra challenge.
 

Diddy Kong

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Mario's Melee game is basically U air U air U air U air U air U air. Doc's game is F air and pills. But clones in Melee kind of work anyway, at least in high level play. Ganon and C.Falcon play NOTHING alike, yet are about 85% the same in terms of moves (how they look). Mario & Dr.Mario are still the most closest of clones, it's funny how Doc's different moves from Mario are such highly used in Melee's play, but that's mainly cause they're just that good.

Smash 4 = not Melee / Brawl.

Hence I don't give a **** about Dr.Mario's and Sheik's "popularity". We all know where it came from.

Rayquaza didn't come off as too durable to me though in SSE / Boss Battles. Only projectile based attacks where weaker against it. It's nothing a little DK Ground Slapping couldn't handle. I'd like some more challenge than that.
 

Arcadenik

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Hmmm... while I do not support Dr. Mario, I would rather see Dr. Mario throw Megavitamins for normal B, throw a random Virus for Side B, do a Mario Tornado with the sheet (a la Cape Mario spinning in Super Mario World) for Down B, and the classic Super Jump Punch for Up B. Final Smash can be that Virus Outbreak you suggested... I envision it as something similar to King Dedede's Final Smash anyway. I just don't want to see Dr. Mario using medical equipment in Smash, especially when they weren't in any Dr. Mario games.

Any comments on my Tingle moveset I posted about a page or two ago?
 

Diddy Kong

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And here they said I was grasping at straws for suggesting moves for Impa... O.o Even those she actually used in game. Ignoring of coarse the fact Sheik's moveset is 115% made up...

I've seen the Tingle moveset, but I don't think such obvious Majora's Mask influences would be working for Tingle's moveset.

If anything, I expect him throwing Rupees or something for Side B (different color onces, the more vallue it has, the more damage it would do if only slightly 1~2% difference at most) similary to Pikmin Throw but slower and some very very light knockback-worse than Mario's Fire Balls. And for his regular B doing that dusty floor fighting animation attack from Tingle's Rupee Land (first focusing then moving in to attack) which would hurt both Tingle and his opponent. But is sometimes preferable, cause Tingle's reach / priority would suck as well as his speed. Could be a easy way out instead of trading blows. Very good for Free For Alls, and insane priority - like Meta Knight's Tornado (but less broken, as in, Tingle also takes damage himself) but a longer overall animation. His Up B would be his baloon, which is a good recovery but like in the Melee stage Termina Bay, it can easily be popped by just about anything. Tingle could luckily pop up a new baloon though.

It'd be unique yes, but still doesn't really make me like Tingle as of yet. Mostly cause he'd get in the way of Balloon Fighter perhaps. Which is a character I don't really know actually- but as considered for both Melee and Brawl or so I've heard.
 

BirthNote

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@Chronobound:

I like this. The moves have a lot of risks involved so its a strong incentive to use them wisely, and if he was in ssb4 like this, I'd definitely try to master his playstyle. The Snake codec was pretty funny as well.
I also like the magnifying glass idea, and I think overall the moveset is solid.
 

Diddy Kong

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Snake: Why is Mario wearing a Doctor suit?
Otacon: Sakurai got lazy, and wanted to beef up the roster again by adding another Mario. He's supposedly an entire different character than Mario. He at least takes the places of 2 characters this way.
Snake: So why am I sticked with just this version of myself? Will dressing up in a doctor suit give me 2 roster spots to?
Otacon: It's happened in Melee before... I think... That might actually work!
Snake: Copied. Gonna train myself as a medic from now on.

Should've been more like this...
 

Mario & Sonic Guy

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Rayquaza didn't come off as too durable to me though in SSE / Boss Battles. Only projectile based attacks where weaker against it. It's nothing a little DK Ground Slapping couldn't handle. I'd like some more challenge than that.
At least Nightmare floats, so Hand Slap would be rendered useless. You can argue that my boss moveset for him is too powerful, but that's pretty much what happens when you buff up the game difficulty.
 

Disfunkshunal

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@tingle moveset
I like the randomness factor of his moveset, it gives him the high risk, high reward playstyle which is a minority right now. I don't like his upB because it is too much like yoshi's and because it makes his recovery too similar to jiggly puff. Right now the two characters without an advantageous upB have different strengths to comfort that loss, yoshi's is his Juno height and super armor and jigg's is his/her/it's multiple jumps and I feel that if tingle has an upB that barely or not at all help his recovery than his jumps or maybe his balloons should make his recovery good while still being different. I kinda wished he used maps in some way but since I don't know how you would effectively implement that it is only a minor complaint.

@poppy
If he is an optional boss not needed to beat the game bit needed to 100% it then I'd be fine with him.

:phone:
 

Mario & Sonic Guy

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2400 HP is bordering on Maniac mode though...
Again, it would be an optional difficulty.

Also, the difficulty level may not affect how fast the bosses move. Instead, it would pretty much affect their attack strength, so you could still get by unscathed if you can anticipate their movements.
 

Arcadenik

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@ Diddy Kong

Sakurai turned down Balloon Fighter for Melee because he decided Balloon Fighter would be useless when his balloons popped. I don't think Sakurai considered Balloon Fighter for Brawl...
 

Diddy Kong

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Tingle should play cowardly, not high risk high reward. High risk high reward is for characters with some balls. Tingle could be anything, but not a character who you'd want to jump in brawls with. Courage was never part of his character in any form.

And you mean Tingle's balloons couldn't get popped? But I guess Tingle is less dependant on balloons than the Balloon Fighter anyway. Seen my moveset suggestions btw?

@ Mario & Sonic guy: I guess so. But the idea is more likely to get broken than not. Unless you can use like, Kirby, Meta Knight and King DeDeDe for this boss. As in, 3 total stocks.

And I never recall Nightmare being so hard to beat anyway. Hence my objection.
 

TheFirstPoppyBro

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@tingle moveset
I like the randomness factor of his moveset, it gives him the high risk, high reward playstyle which is a minority right now. I don't like his upB because it is too much like yoshi's and because it makes his recovery too similar to jiggly puff. Right now the two characters without an advantageous upB have different strengths to comfort that loss, yoshi's is his Juno height and super armor and jigg's is his/her/it's multiple jumps and I feel that if tingle has an upB that barely or not at all help his recovery than his jumps or maybe his balloons should make his recovery good while still being different. I kinda wished he used maps in some way but since I don't know how you would effectively implement that it is only a minor complaint.

@poppy
If he is an optional boss not needed to beat the game bit needed to 100% it then I'd be fine with him.

:phone:
Yeah, I was thinking optional, in a secret Paper Mario themed area unlocked once you beat the game, sorta like HR-D3 in Return to Dreamland. Paper Luigi PROBABLY won't be in the game so he wouldn't have any means of transforming unless it was a Paper Mario themed area.

See, I was thinking some of the franchises would have secret areas once you beat the final boss. Just a few, though.

:phone:
 

BirthNote

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For my Rayman moveset, I'm planning on having his DAir as his actual "Down Air" from Origins, but I don't really want to use that because its the same as Yoshi's/Bowser's DownB. If anyone has suggestions don't hesitate.
 

ChronoBound

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And so it begins...
It is not going to "begin" until the OVAs are released. However, the Palutena vs. Medusa rivalry might not last long considering that one of the two probably has a high chance of being among the first newcomers unveiled.
 

Diddy Kong

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I choose Medusa out of them both, but I think Palutena has better chances. Would be cool with her though.
 

Mario & Sonic Guy

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@ Mario & Sonic guy: I guess so. But the idea is more likely to get broken than not. Unless you can use like, Kirby, Meta Knight and King DeDeDe for this boss.

And I never recall Nightmare being so hard to beat anyway. Hence my objection.
This is pretty much where my story plot comes to play. Nightmare basically absorbs the power of the trophies that his minions captured to resurrect himself, and at the same time, enhance his own powers.

The first phase has him using pretty much the same attacks from Kirby's Adventure. But when phase 2 comes to play, he'd utilize the trophy powers that he absorbed to transform, and gain new attacks that his first phase never used.

Does this help?
 

Oasis_S

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Yeah so like, Palutena is a goddess that can only be described as IMPOTENT, whose biggest role prior to Uprising was having a bad dream and then being useless. :troll:


Y'know, I'm probably not even going to like Medusa unless she plays exactly like how I envision. See: Mach Rider.
 

~ Valkyrie ~

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It is not going to "begin" until the OVAs are released. However, the Palutena vs. Medusa rivalry might not last long considering that one of the two probably has a high chance of being among the first newcomers unveiled.
Hmm, OVA's are said to be released during KI Uprising's release, hum. (-l,l-);

Maan, the art drawn for the official art of Uprising would be so great to see used for SSB4. It would prove that digital art still looks great even if there's CG art pretty much everywhere.

I'm gonna side with supporters of Palutena if Goddess Wars are gonna happen. lol.

:phone:
 

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@Chrono: We're just kidding around for now.


@Oasis: I find it funny that you want THIS playable in Smash. :troll:


 

Oasis_S

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*shivers* The last one is seriously creepy, but I very much expect Medusa to have a MONSTROUS FORM like in the first picture as her Final Smash. Eat your heart out, Saki.
 

Diddy Kong

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Medusa SHOULD be able to turn people into stone. Don't care if she does so in Kid Icarus or not.
Palutena isn't as impotent as Sheik though.

And I envision Mach Rider (with an extreme quick descripton) something like a mix between Captain Falcon sans the Falcon / Mach Punching, and having a bike attack similary to Wario (**** it even, REMOVE the Wario Bike from Wario, make his Side B his Forward Smash aka Shoulder Charge and come up with a new Forward Smash) but you'll be able to stunt around with it better, and jump.

Mario&Sonic guy: I think that'd work better perhaps yeah. Not sure if I really 100% get it though, but you could want Nightmare as a Kirby-exclusive boss I guess. Because why not?

Am now a Palutena / Medusa and even a Mach Rider supporter without ever playing the games. Won't defend them as much as others though.
 
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