D
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Nah, it needs more Shake King.
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which is why i suggested unleash mode....so it can have a smash bros feeling .....did you even read my whole post.Tag team modes work for other games, but would not work for Smash, to be honest.
I did.which is why i suggested unleash mode....so it can have a smash bros feeling .....did you even read my whole post.![]()
I did.
I didn't like it.
That's usually the case with TMNT fans.Eh, I haven't played it in a while so maybe it isn't all that bad. I had high hopes for it 'cause I love TMNT so maybe I'm just still bitter
Oh, and Shigeru Miyamoto gets WHATEEEEVER he wants.Actually, what really brought about the Snake character was from a conversation I was having back when I was developing the Smash Bros. game for GameCube when Hideo Kojima phoned me and practically begged me to put Snake in the game, saying please, put him in there, I want him in there!
But at that time we were already deep in development and I was thinking I wasn't able to get him in there and that we'd probably be making another Smash Bros. game afterward, so I kind of gave up on the idea and said it's too bad you hadn't brought this up earlier. And that was kind of the end of the story. But when this project came up, because Mr Kojima had contacted me, we reinitiated talks and managed to put Snake in this time.
It's not so much a corporate level discussion but really more on a personal level between myself and Mr Kojima, but obviously a lot of people have been interested in the introduction of other characters in the Smash Bros. games, and Sonic has been brought up many, many times. Part of it is you have to have someone you can trust to take care of your character and do your character good, so we're looking at various possibilities. There are probably possibilities for other third-party characters as well, and it may be that even now there are corporate discussions going on at a high level about what characters to include, but maybe we'll talk to you about that a little bit later.
Right now Snake is the only third-party character that has been confirmed for Super Smash Bros., but I think because we've announced Snake is in Super Smash Bros. that might open up opportunities for other third-party characters to also be included.
But more than anything it's not just about having a character, but about having a character that's going to be fun to have in there.
Nintendo: Who would be the character you'd most like to see in Super Smash Bros. in the future?
Shigeru Miyamoto: Well if there was such a character I would just put them in this version. It's difficult finding the right balance. Everyone has their own opinions about what characters they'd like to see, so that's why I'll be trying to gather as much information as I can from people in terms of what direction to go in.
Thanks. Correct me if I'm wrong, but isn't Liz a magic user and a healer? Or has nothing been shown of her yet?@GoldenYuiitusin: I like your idea for a Chrome/Liz tag-team. It would be an unique addition that I would support and prevents an Ike 2.0 addition.
i was wondering where you went..lol nice wall by the way.Before it comes up, and I'm pretty Sure it will
[COLLAPSE="Revised"]
![]()
This was created in due response to this notion that a Diddy + Dixie combo character would take after the Ice Climbers. Usually discussed in the vein that they would inherit the IC's flaws if they were implemented. I'd like to reassure you that it doesn't have to function the same way. There's a way to make this duo distinct, retain Diddy's Brawl moveset properties, and not infringe on a Dixie's potential to be unique (aka not a clone).
Please consider my points with sincerity, I am more than willing to answer any questions you may have.
Combo Characters We know and Love
With this formula, yes Dixie would follow Diddy much like nana follows popo , but notice how the partner has never been an active part in the classic DKC games. The partner is shadowed out, meaning that the character doesn't perform unless called upon. This unlike, the IC's who both attack in the same stroke, Nana can act on her own by design.
Choosing your Active Member
Without changing anything from the Selection screen, Diddy would remain the leader unless switched through a Down B.
The switch is something smash hasn't implemented as of yet (mayve due to technical difficulties or something else): it would actually be an attack. Ideally there would be a counter to limit how frequent you can switch to the other character(perhaps 5-7 seconds). Becuse this is actually an attack technique, the hitbox of the current character and the one switch in, is LIVE. You can hit, but you can also be hit, use it wisely.
Who's Move was it anyway?
Using the combo, Diddy and Dixie Kong would have access to their special piggyback motion using neutral B. In this form you are slightly heavier and don't revert to the diddy/dixie moveset until you either dismantel or toss the character. For vanilla Diddy this move would be in lieu of his peanut popper, likewise Dixie's neutral special would be replaced.
The move would work much like Donkey Kong's F-Throw, the combo would be able to toss one another in any direction by holding B and angling the analog stick. To suffice for their inability to acces their respective recovery specials, the technique would function like it does in their game. Toss your parter towards any higher platforms and the player will pulled (by some strange invisible thread) toward the partner.
The best thing I can relate this to off the top of my head is Lucario's recovery: you can swerve the character in circular motions.
****
This would be the only technique that would heavily resemble the IC's, but in Diddy/Dixie's defense, the technique originated from their games.
I think I like vanilla best
In the other manner, such that the player would rather have Diddy's peanut popper and banana's, a player simply would select Diddy (or Dixie) from the character selection menu. This is similar to Zelda/Shiek and the Pokemon Trainer.
If you forget, there would be a nifty little failsafe would exist too. A De-sync may occur in the unfortunate event that the player 'accidentally' throws their partner off the edge. Certainly the loss of the partner would leave the player without two special moves (nuetral and down), so to compensate, the game would return the standalone moveset to the player.
Maybe so, maybe no?
To regain the partner play, the player need only press and hold a move like 'B' in the time frame between the partner falling to their 'death' and about half the time it takes to recover a lost stock (post mort).
I Imagine that a fancy little DK barrel will pop up during the post mort time period. (like it happens during the difficult KRool Boss battles). The player could ignore it and it will blink away, or they can bust out their partner by tapping B.
Reserved for DIXIE!
The only tedious portion to this style is the event that a player simply wants to startout with Dixie heading the combo, this could be easily compensated if the player holds a combination of buttons at the start of the match (much in the way that Zero Suit Samus can be accessed from the get go).
Fin
There you have it! In the end, we get a new character, Diddy get's a few moveset tweaks, perhaps some organic remodeling here and there, and the Combo has its own authentic flare. As I mentioned, this is based on standalone play which means that you have access to the character (Diddy or Dixie) in their pure form. It wouldn't be modeled with the emphasis on their duality. Anything that involves "the combo" is simply realted to the actuall moves that come with the combo.
I find this setup to be a very proper throwback to the DKC's partner system, which is of the most distinct of the old school combo characters.[/COLLAPSE]
Might be late, kinda got into the revisions.
[/collapze]
Replace the z with an s.
Look downVVV And thank you Star~ : DI wonder if Miyamoto's new IP will get into Sm4sh..
Probably the most insightful two posts of the day. I expect no less from Shortie.Food for thought:
Oh, and Shigeru Miyamoto gets WHATEEEEVER he wants.Actually, what really brought about the Snake character was from a conversation I was having back when I was developing the Smash Bros. game for GameCube when Hideo Kojima phoned me and practically begged me to put Snake in the game, saying please, put him in there, I want him in there!
But at that time we were already deep in development and I was thinking I wasn't able to get him in there and that we'd probably be making another Smash Bros. game afterward, so I kind of gave up on the idea and said it's too bad you hadn't brought this up earlier. And that was kind of the end of the story. But when this project came up, because Mr Kojima had contacted me, we reinitiated talks and managed to put Snake in this time.
It's not so much a corporate level discussion but really more on a personal level between myself and Mr Kojima, but obviously a lot of people have been interested in the introduction of other characters in the Smash Bros. games, and Sonic has been brought up many, many times. Part of it is you have to have someone you can trust to take care of your character and do your character good, so we're looking at various possibilities. There are probably possibilities for other third-party characters as well, and it may be that even now there are corporate discussions going on at a high level about what characters to include, but maybe we'll talk to you about that a little bit later.
Right now Snake is the only third-party character that has been confirmed for Super Smash Bros., but I think because we've announced Snake is in Super Smash Bros. that might open up opportunities for other third-party characters to also be included.
But more than anything it's not just about having a character, but about having a character that's going to be fun to have in there.
Nintendo: Who would be the character you'd most like to see in Super Smash Bros. in the future?
Shigeru Miyamoto: Well if there was such a character I would just put them in this version. It's difficult finding the right balance. Everyone has their own opinions about what characters they'd like to see, so that's why I'll be trying to gather as much information as I can from people in terms of what direction to go in.
I didn't know he mentioned Sonic on the day of the launch trailer, BUT the second he said they may add 1 or 2 more characters I pretty much knew it was SonicFor example, after the unvielng of the Brawl trailer, Sakurai talked about what Snakes moveset would look like, and at the end of his anti-gun/knife soapbox, he said something like "He could end up using mostly explosives" and Snake most definitely did. Other instances had similar effects when you would read them. The stuff he is going to be telling us in the next year IS SERIOUS MATERIAL, don't take any of it for granted. In hindesight, Sonic's addition should have been predicted. Sakurai mentions him THE VERY DAY OF THE BRAWL TRAILER REVEAL.
It's probably a really long and hard process.@Shortie: What I'm confused about is if Sakurai knew that Sonic was heavily wanted, why didn't he make negotiations with Sega before 2007?
Not only that, but I THINK Sonic was being added in 2006...? I'll look it up, but if I'm right, he WAS at least being PLANNED before 2007.It's probably a really long and hard process.
Unf.
SO, clearly Sakurai had Sonic on the brain for a reason."The decision to include Sonic was not made until 2007," Sakurai noted.
It's funny, because I'm thinking if Sonic and Snake are being added back in, Sakurai probably either already KNOWS this, or will know it in the next five months.I think when Sega sent Sakurai that Sonic Generations package they slipped in the contract for his return in SSB4
He better if it's so hard that he'd have to "build the game from the ground up" with them (and Mega ManIt's funny, because I'm thinking if Sonic and Snake are being added back in, Sakurai probably either already KNOWS this, or will know it in the next five months.
Exactly. If Sakurai is intending for them to return, I think it's possible the legal stuff might be in the process right now as we speculateIt's funny, because I'm thinking if Sonic and Snake are being added back in, Sakurai probably either already KNOWS this, or will know it in the next five months.
Well he doesn't OBVIOUSLY say, but if I had to guess, I would say it's probably something like Stickers or and RPG type leveling up system.I'm STILL confused on what he means by "customizing your character" and "bring these characters from the 3DS to the Wii U".
Is there going to be a Custom Character, or what?
Sounds like something I should add to the BR.
while he runs into that problem with the 3DS, "maybe something fun like the original smash bros."
Apparently Sakurai had no direct involvement with either Sonic's or Link's implementation in Brawl
I can actually see this happening somewhere in the campaign mode. There seemed to be some emphasis on saving your fellow smasher throughout Brawl's story.the objective is to go to the opponents side of the stage where you find your partner in a cage.
you must then damage the cage enough to unleash your partner and together defeat the opponent or opponents
This, this sounds like a fun mode. "Let me at em!"of course to prevent both players from just going straight to the other side and unleash their partners, the cages will sometimes move around the boards and/or will move away from the board completly at random.
Haven't read through it all yet, but this is great! Exactly how I pictured it, but explained in a better sumarized way.Before it comes up, and I'm pretty Sure it will
[COLLAPSE="Revised"]
![]()
This was created in due response to this notion that a Diddy + Dixie combo character would take after the Ice Climbers. Usually discussed in the vein that they would inherit the IC's flaws if they were implemented. I'd like to reassure you that it doesn't have to function the same way. There's a way to make this duo distinct, retain Diddy's Brawl moveset properties, and not infringe on a Dixie's potential to be unique (aka not a clone).
Please consider my points with sincerity, I am more than willing to answer any questions you may have.
Combo Characters We know and Love
With this formula, yes Dixie would follow Diddy much like nana follows popo , but notice how the partner has never been an active part in the classic DKC games. The partner is shadowed out, meaning that the character doesn't perform unless called upon. This unlike, the IC's who both attack in the same stroke, Nana can act on her own by design.
Choosing your Active Member
For sake of avoiding overcomplexity Diddybe the leader by default, but he could be switched out in game through Down B.
A switch like this one is something smash hasn't implemented as of yet (maybe due to technical difficulties or something else): it would actually be an attack. Ideally there would be a counter to limit how frequent you can switch to the other character(perhaps 5-7 seconds). Becuse this is actually an attack technique, the hitbox of the current character and the one being switched in, is LIVE. You can hit, but you can also be hit, use it wisely.
Who's Move was it anyway?
Using the combo, Diddy and Dixie Kong would have access to their special piggyback motion using neutral B. In this form you are slightly heavier and don't revert to the diddy/dixie moveset until you either dismantel or toss the character. For vanilla Diddy this move would be in lieu of his peanut popper, likewise Dixie's neutral special would be replaced.
The move would work much like Donkey Kong's F-Throw, the combo would be able to toss one another in any direction by holding B and angling the analog stick. To suffice for their inability to acces their respective recovery specials, the technique would function like it does in their game. Toss your parter towards any higher platforms and the player will pulled (by some strange invisible thread) toward the partner.
The best thing I can relate this to off the top of my head is Lucario's recovery: you can swerve the character in circular motions.
****
This would be the only technique that would heavily resemble the IC's, but in Diddy/Dixie's defense, the technique originated from their games.
I think I like vanilla best
In the other manner, such that the player would rather have Diddy's peanut popper and banana's, a player simply would select Diddy (or Dixie) from the character selection menu. This is similar to Zelda/Shiek and the Pokemon Trainer.
If you forget, a nifty little failsafe would be readily available. A De-sync may occur in the unfortunate event that the player 'accidentally' throws their partner off the edge. Certainly the loss of the partner would leave the player without two special moves (nuetral and down), so to compensate, the game would return the standalone moveset to the player.
Maybe so, maybe no?
To regain the partner play, the player need only press and hold a move like 'B' in the time frame between the partner falling to their 'death' and about half the time it takes to recover a lost stock (post mort).
I Imagine that a fancy little DK barrel will pop up during the post mort time period. (like it happens during the difficult KRool Boss battles). The player could ignore it and it will blink away, or they can bust out their partner by tapping B.
Reserved for DIXIE!
The only tedious portion to this style is the event that a player simply wants to startout with Dixie heading the combo, this could be easily compensated if the player holds a combination of buttons at the start of the match (much in the way that Zero Suit Samus can be accessed from the get go).
Fin
There you have it! In the end, we get a new character, Diddy get's a few moveset tweaks, perhaps some organic remodeling here and there, and the Combo has its own authentic flare. As I mentioned, this is based on standalone play which means that you have access to the character (Diddy or Dixie) in their pure form. It wouldn't be modeled with the emphasis on their duality. Anything that involves "the combo" is simply realted to the actuall moves that come with the combo.
I find this setup to be a very proper throwback to the DKC's partner system, which is of the most distinct of the old school combo characters.[/COLLAPSE]
Might be late, kinda got into the revisions.
Well, we know that Sakurai wasn't in charge of Sonic's moves in Brawl, as for Snake, I feel he went "crazy" with him, considering the Codecs and that he directly decided Snake was to be aWell he doesn't OBVIOUSLY say, but if I had to guess, I would say it's probably something like Stickers or and RPG type leveling up system.
And in my opinion, Sonic, Snake and Megaman are too difficult to bother adding. I would rather have three more Nintendo characters. Sakurai didn't go crazy with them for a reason you know.
My best guess would be a remake of 64.Yeah, the original Smash Bros comment really confuses me. I'm going to read the rest of the article before I comment on it, but it may change the way we view SSB3DS.
I'm just going to post these for the record:
Miyamoto sent Sakurai a copy of SM3DL with a letter
Sega sent Sakurai a Sonic package for his 20th anniversary
Konami sent Sakurai a MGS package
Regardless of SSB4 3DS, that would be GREAT.My best guess would be a remake of 64.![]()