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New Smash Bros for WiiU

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Big-Cat

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Oh my God, cleavage! Won't someone think of the children?! We've all seen cleavage for as long as we can remember, what's the big deal with cleavage. And need I remand that we've had worse in Smash, but with guys? Melee Ganondorf's bulge, the Falcon nipples in Melee, Snake, Capt. Falcon, and Fox's ***** in Brawl for starters. Oh, and lets not forget Peach's panties or Sheik's back and rack in Brawl.

That reminds me, Zamus will probably have more hugging on the hips with her suit this time around if Other M is any indication. Guess she should dress up like a nun for even thinking of looking that sensually appealing.
 

~ Valkyrie ~

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Oasis: Lol, before that it was all on down to earth due no interest, only folks in Vale must've reade-

*Ragnarocked by Isaac and co*

But indeed, John summed it up. It makes no sense to fanservicey Micaiah like that. Since Micaiah was sexy, anyway?

:phone:
 

Metal Overlord

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@Oasis- You talkin' about my old "Bulma's Panties" location? Lol, that was just a reference to one of the Dragonball episodes when Kid Goku found out that Bulma didn't have a penis.

I couldn't be perverted even if I tried to
 
D

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Rather than complain about how Micaiah is dressed (thought I will say it sucks in comparison to her FE10 dress), I want to discuss something I found interesting.

All characters in the Forbidden Seven with the exception of Roy and Dixie are from the Big Three. If Sakurai had his way, we would have seen all three get more characters.

I think this means that Sakurai may more seriously consider adding a fifth Mario and maybe a fifth Zelda rep. It also makes me feel that eight characters for Pokemon is more likely. Not saying it will happen for sure, just stating something that interested me about the Forbidden Seven.
 

Big-Cat

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I think this means that Sakurai may more seriously consider adding a fifth Mario and maybe a fifth Zelda rep. It also makes me feel that eight characters for Pokemon is more likely. Not saying it will happen for sure, just stating something that interested me about the Forbidden Seven.
I don't think Prai_Mai, will ever become a reality so you can scratch that off. When it comes to Pokemon, just adding Mewtwo and Meowth and calling it a day would be fine by me. No Victini or anything like that. I'd be satisfied with those two being brought in.

I think Mario will either get one or two more characters in the form of Toad and Bowser Jr., but I feel Toad is more likely. Zelda, can stay as is (but revamped in playstyles because all but Tink suck), but I see Ghirahim and Tingle as potential characters along with Impa replacing Sheik (another topic).

Now that I think about it, I'll come up with changes for Link and post them here along with my old Zelda and Ganondorf ideas.
 

Johnknight1

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Oh my God, cleavage! Won't someone think of the children?! We've all seen cleavage for as long as we can remember, what's the big deal with cleavage. And need I remand that we've had worse in Smash, but with guys? Melee Ganondorf's bulge, the Falcon nipples in Melee, Snake, Capt. Falcon, and Fox's ***** in Brawl for starters. Oh, and lets not forget Peach's panties or Sheik's back and rack in Brawl.

That reminds me, Zamus will probably have more hugging on the hips with her suit this time around if Other M is any indication. Guess she should dress up like a nun for even thinking of looking that sensually appealing.
The difference is they are all of adult age, or at least look of an adult age. While I'm not necessarily endorsing any of that, it at least makes more sense. Most of the Brawl "body part" additions are done to be more realistic or based off other appearances. Heck, the Snake butt thing was in MGS2 (and was much bigger) before it was in Brawl! :laugh:

The only part of that I am endorsing that is unrealistic is Captain Falcon's nipples. Captain Falcon requires giant nipples. Otherwise, the universe doesn't make sense! :rotfl:

Edit: Mario and Zelda already has their major players in. Donkey Kong (Country) is lacking the villain (K. Rool), and the 3rd important character (Dixie) who stars in a major title.
 

Johnknight1

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@ Metal
Yep. That's why I call virtually all of the Smash 64 characters "clones of Mario" and why I repeatedly say in Smash 64 everyone was a clone.

Mario, Luigi, Samus, Kirby, Fox, Jigglypuff, and Captain Falcon have basically all of the same aerials and many of the same tilt attacks and smash attacks.

Yoshi has a lot of the same aerials, tilts, and smashes as well. On top of that, a lot of moves in which Yoshi attacks with his head and tail are similar to those characters' attacks.

Donkey Kong, Link, Pikachu, and Ness are pretty much the only characters that aren't similar to Mario very much.
 

Arcadenik

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Mario series needs Toad.
Donkey Kong series needs Dixie Kong (with or without Kiddy Kong) and King K. Rool.
Zelda series needs Tingle (although he would represent his own series anyway).
Metroid series needs Ridley.
Pokemon series needs Mewtwo and Meowth (or Team Rocket Jessie and James with Meowth/Arbok/Weezing).
Kid Icarus series needs Palutena and Medusa.

Adding these characters would make these series complete in my eyes. Damn it... I still want the talking Meowth and/or Team Rocket from the anime. I am pretty sure Sakurai could bend the "no anime" rule by adding Team Rocket... they are still owned by Nintendo and Pokemon Company anyway. It isn't the same as adding characters from Naruto, Dragonball Z, Fullmetal Alchemist, etc. Hell, even adding Captain N from that 1980's cartoons would be awesome. Captain N comic books are even displayed in Nintendo World Store in New York City... probably hinting that Nintendo owns Captain N, or at least partially.
 

Johnknight1

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@ Arc
I disagree. I think the only character (objectively speaking) that truly is needed is King K. Rool. Donkey Kong (Country) is too big to not have it's main villain playable. Metroid, while not a small franchise by any means, doesn't need another playable character. Donkey Kong just "does." DKC Returns nearly outsold all 5 Metroid Prime games (Prime 1-3, Pinball, and Hunters) on its' own. Plus the Donkey Kong series is basically the 4th still going Nintendo series with characters in smash, behind only Mario, Pokémon, and right behind Zelda.

Also, I think you are mixing up the word "need" with "want" or "should have." Few of the characters you mentioned are "needed" for the plot of said series. Only Ridley, K. Rool, and Dixie Kong are (I ain't counting Mewtwo; he's already been playable). Since Ridley's series is not a major Nintendo power (lol accidental pun), I didn't give him the nod. Since K. Rool is more prominent than Dixie Kong, I gave him the nod instead of Dixie Kong, because of his role in DK64 and DKC (and a few games since then), which Dixie wasn't in.
 

Mario & Sonic Guy

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Oh my God, cleavage! Won't someone think of the children?! We've all seen cleavage for as long as we can remember, what's the big deal with cleavage. And need I remand that we've had worse in Smash, but with guys? Melee Ganondorf's bulge, the Falcon nipples in Melee, Snake, Capt. Falcon, and Fox's ***** in Brawl for starters. Oh, and lets not forget Peach's panties or Sheik's back and rack in Brawl.

That reminds me, Zamus will probably have more hugging on the hips with her suit this time around if Other M is any indication. Guess she should dress up like a nun for even thinking of looking that sensually appealing.
Cleavage is one thing, but seeing the nipples on a woman's breasts is a whole different story. As long as they're covered, it's all good.

But still, there has been a good deal of wardrobe malfunctions in the Smash Bros. series. I just hope that it doesn't go too far for Smash 4.
 

Big-Cat

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Please do so Kuma, after what I saw from your Samus ideas

And Horsetail, that makes me feel HELLA awkward lol
All right. Here's a shot at Link.

[COLLAPSE="Link"]B: Bow
Faster startup, minimal knockback, and a high amount of hitstun, with some recovery. With the bow, you can aim at intervals of 45 degrees (anywhere from 0 to 360). Perfect as keepaway and as an anti-air.
Side B: Clawshot
Link can aim this upward, downward, and straight ahead. Link uses this item to latch onto opponents and is ideal as a launcher followup to start aerial combos. It can also grab items as a bonus.
Up B: Spin Attack
Essentially the same as before, but with better horizontal recovery.
Down B: Bomb
Same as before, but Link can now roll these with down-forward A so Link can run in with the bomb at the same time.

Other:
One of Link's taunts now becomes a command move like Luigi's kick. This taunt has Link raising his sword ready for a Skyward Strike. The next Smash attack will have a Skyward Strike.

Link's grab is now just your normal grab, for balance reasons.[/COLLAPSE]

[COLLAPSE="Toon Link"]B: Hammer
Link pulls out a big hammer and swings downward. This move can spike AND can cause a ground bounce.
Side B: Boomerang
Same as before.
Up B: Spin Attack
Like Link's, but this has the additional bonus of being able to move left and right while on the ground, and no dizziness.
Down B: Bombs
Like Link, he gets an additional property on bombs. He can toss bombs upward at an angle. This was something added in to give them a distinction here.
[/COLLAPSE]
Rationale:
I thought Link would be best suited as a strategic zoner with not a whole lot of OOS options. Projectiles outside of a few characters have not played much of a role in Smash either so I thought making someone projectile heavy might be a good start.

For Toon Link, I thought that since he's a smaller Link, why not make him annoying to fight against? Toon Link plays in a more erratic fashion while Link plays with a more cool composure.

Here are the old Zelda, Sheik (or Impa), and Ganondorf ones.
[COLLAPSE="Zelda"]B: Nayru's Love
Like her current one, but with some additional properties. Zelda can move back and forth while using this move. The move is invincible on startup.

Side B: Din's Fire
Different this time around, but better. Zelda can control where her Din's Fires like in Brawl and Melee, but with way more options now. She can place up to four Din's Fires on the screen at any time. When you do a fifth one, the oldest one will disappear. This move merely places them on the screen.

Up B: Farore's Wind
Same as before, but not so sucky.

Down B: Explosion
This is like Snake's C4 explosion. This move will make all the Din's Fires on screen explode. This is an incredibly good zoning tool as the fires are malicious mines. You don't know when Zelda's going to release them so a good Zelda player can make it miserable for the opponent.
[/COLLAPSE]

Rationale:
Zelda works best as a defensive character, but her offense was always horrible and getting in was never easy. This seeks to address those issues.

[COLLAPSE="Sheik"]B: Needles
Same as before.

Side B: Double Palm Strike
Sheik moves forward and strikes with a palm strike very similar to Impa's in Skyward Sword. This move can absorb projectiles and has considerable knockback if it lands on the opponent.

Up B: Teleport
Same as before, quicker startup.

Down B: Smoke Bomb
Typical of a ninja, Sheik drops a smoke bomb and the surrounding area is covered in smoke for a brief period of a time. Only one smoke bomb can be out at a time. You'll see why when you have a four way Sheik mirror match.[/COLLAPSE]
Rationale: Double Palm Strike was added because it looked cool and I never liked the chain. Smoke Bomb was added to further add to her ninja-ness. Zelda and Sheik were broken up out of personal preference.

[COLLAPSE="Ganondorf"]B: Gerudo Flip
This is a mix of Cammy's Hooligan Combination and Akuma's Demon Flip/Hyakkishu. This move is one of Ganondorf's best ways to approach as his speed isn't great. This move starts with Ganondorf flipping in the air toward the opponent. Here are the inputs for the types of attacks he gets while in this state:

B: Stab to behind, to counter anyone trying to roll to get behind him.
Side B: Grabs the opponent's head and knocks them to the ground with a ground bounce. Counters blocking.
Up B: Stabs forward, countering anyone jumping away.
Down B: Does an inward strike with both swords while diving in. Counters anyone rolling back to evade.
A: Cancel out of the jump, can be used to counter spot dodgers. Allows you to use any attack available to you.

Doing nothing just gives you a nice forward jump.

Side B: This move is a rekka type attack like Marth's Sword Dance.
The first move is a low swing to the ground. This move is safe on block and a nice spacing tool as Ganondorf moves a bit for this move. The second hit is Ganondorf lauching the opponent into the air with him following up and then here comes the fun part. Depending on what you want to have for your reward, there are three options you can choose from:

Hit #3:
Up-Side B: Ganondorf does a fierce attack that sends the opponent straight up in the air. Used as an aerial reset as Ganondorf, if done from the ground, can go straight into a double jump to keep on the offensive.
Side B: Strong dual stab that sends the opponent flying horizontally. Used for horizontal K.O.s and to regain control of the stage. This is the strongest of the three outcomes as no mixup potential is available from this.
Down-Side B: A downward strike to the opponent. At higher percentages, this can spike. Other than that, this can be used like Side B, but with the bonus of having a tech chase.

Up B: Winds of Death
This move is essentially like MvC3 Jill's Machine Gun Spray hyper. Ganondorf takes a leap, doing a slide flip with both swords extended. If the last hit lands, you get a ground bounce.

Down B: Big Mistake
Ganondorf enters a parry stance and if attacked, he grabs the opponent, whether they're in the air or not, and does the famous choke move in Brawl. Has all of the followups you've seen in assorted mods. The biggest weakpoints for this move is that it's weak against grabs and cross-up attacks like Fox Illusion and aerials that leave the opponent out of Ganondorf's grab range.

Ganondorf is still a heavy hitter, but now he has the range, mobility options, and the mixups to compensate. He has great horizontal recovery for a heavy character, but his vertical recovery is lacking as a result. [/COLLAPSE]
 

Shorts

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Congrats John, I officially am back to hating Megaman fanboys <3
 

Baskerville

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All right. Here's a shot at Link.

[COLLAPSE="Link"]B: Bow
Faster startup, minimal knockback, and a high amount of hitstun, with some recovery. With the bow, you can aim at intervals of 45 degrees (anywhere from 0 to 360). Perfect as keepaway and as an anti-air.
Side B: Clawshot
Link can aim this upward, downward, and straight ahead. Link uses this item to latch onto opponents and is ideal as a launcher followup to start aerial combos. It can also grab items as a bonus.
Up B: Spin Attack
Essentially the same as before, but with better horizontal recovery.
Down B: Bomb
Same as before, but Link can now roll these with down-forward A so Link can run in with the bomb at the same time.

Other:
One of Link's taunts now becomes a command move like Luigi's kick. This taunt has Link raising his sword ready for a Skyward Strike. The next Smash attack will have a Skyward Strike.

Link's grab is now just your normal grab, for balance reasons.[/COLLAPSE]

[COLLAPSE="Toon Link"]B: Hammer
Link pulls out a big hammer and swings downward. This move can spike AND can cause a ground bounce.
Side B: Boomerang
Same as before.
Up B: Spin Attack
Like Link's, but this has the additional bonus of being able to move left and right while on the ground, and no dizziness.
Down B: Bombs
Like Link, he gets an additional property on bombs. He can toss bombs upward at an angle. This was something added in to give them a distinction here.
[/COLLAPSE]
Rationale:
I thought Link would be best suited as a strategic zoner with not a whole lot of OOS options. Projectiles outside of a few characters have not played much of a role in Smash either so I thought making someone projectile heavy might be a good start.

For Toon Link, I thought that since he's a smaller Link, why not make him annoying to fight against? Toon Link plays in a more erratic fashion while Link plays with a more cool composure.

Here are the old Zelda, Sheik (or Impa), and Ganondorf ones.
[COLLAPSE="Zelda"]B: Nayru's Love
Like her current one, but with some additional properties. Zelda can move back and forth while using this move. The move is invincible on startup.

Side B: Din's Fire
Different this time around, but better. Zelda can control where her Din's Fires like in Brawl and Melee, but with way more options now. She can place up to four Din's Fires on the screen at any time. When you do a fifth one, the oldest one will disappear. This move merely places them on the screen.

Up B: Farore's Wind
Same as before, but not so sucky.

Down B: Explosion
This is like Snake's C4 explosion. This move will make all the Din's Fires on screen explode. This is an incredibly good zoning tool as the fires are malicious mines. You don't know when Zelda's going to release them so a good Zelda player can make it miserable for the opponent.
[/COLLAPSE]

Rationale:
Zelda works best as a defensive character, but her offense was always horrible and getting in was never easy. This seeks to address those issues.

[COLLAPSE="Sheik"]B: Needles
Same as before.

Side B: Double Palm Strike
Sheik moves forward and strikes with a palm strike very similar to Impa's in Skyward Sword. This move can absorb projectiles and has considerable knockback if it lands on the opponent.

Up B: Teleport
Same as before, quicker startup.

Down B: Smoke Bomb
Typical of a ninja, Sheik drops a smoke bomb and the surrounding area is covered in smoke for a brief period of a time. Only one smoke bomb can be out at a time. You'll see why when you have a four way Sheik mirror match.[/COLLAPSE]
Rationale: Double Palm Strike was added because it looked cool and I never liked the chain. Smoke Bomb was added to further add to her ninja-ness. Zelda and Sheik were broken up out of personal preference.

[COLLAPSE="Ganondorf"]B: Gerudo Flip
This is a mix of Cammy's Hooligan Combination and Akuma's Demon Flip/Hyakkishu. This move is one of Ganondorf's best ways to approach as his speed isn't great. This move starts with Ganondorf flipping in the air toward the opponent. Here are the inputs for the types of attacks he gets while in this state:

B: Stab to behind, to counter anyone trying to roll to get behind him.
Side B: Grabs the opponent's head and knocks them to the ground with a ground bounce. Counters blocking.
Up B: Stabs forward, countering anyone jumping away.
Down B: Does an inward strike with both swords while diving in. Counters anyone rolling back to evade.
A: Cancel out of the jump, can be used to counter spot dodgers. Allows you to use any attack available to you.

Doing nothing just gives you a nice forward jump.

Side B: This move is a rekka type attack like Marth's Sword Dance.
The first move is a low swing to the ground. This move is safe on block and a nice spacing tool as Ganondorf moves a bit for this move. The second hit is Ganondorf lauching the opponent into the air with him following up and then here comes the fun part. Depending on what you want to have for your reward, there are three options you can choose from:

Hit #3:
Up-Side B: Ganondorf does a fierce attack that sends the opponent straight up in the air. Used as an aerial reset as Ganondorf, if done from the ground, can go straight into a double jump to keep on the offensive.
Side B: Strong dual stab that sends the opponent flying horizontally. Used for horizontal K.O.s and to regain control of the stage. This is the strongest of the three outcomes as no mixup potential is available from this.
Down-Side B: A downward strike to the opponent. At higher percentages, this can spike. Other than that, this can be used like Side B, but with the bonus of having a tech chase.

Up B: Winds of Death
This move is essentially like MvC3 Jill's Machine Gun Spray hyper. Ganondorf takes a leap, doing a slide flip with both swords extended. If the last hit lands, you get a ground bounce.

Down B: Big Mistake
Ganondorf enters a parry stance and if attacked, he grabs the opponent, whether they're in the air or not, and does the famous choke move in Brawl. Has all of the followups you've seen in assorted mods. The biggest weakpoints for this move is that it's weak against grabs and cross-up attacks like Fox Illusion and aerials that leave the opponent out of Ganondorf's grab range.

Ganondorf is still a heavy hitter, but now he has the range, mobility options, and the mixups to compensate. He has great horizontal recovery for a heavy character, but his vertical recovery is lacking as a result. [/COLLAPSE]
Awesome list. However I think you should keep his Flame Choke from Brawl, and I like the double palm special with Sheik too.
 

Johnknight1

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Continuing on what I was previously talking about the original 12 and how all of them were the same with non-special moves (save for a few moves of for Yoshi and nearly all the moves for Donkey Kong, Link, Pikachu, and Ness)...

...Gradually most of the original 12 became more and more original in each game. Back in Smash 64, of course, each style had their own unique styles and different strengths. But this originality is now even more apparent in how their moves look, work, and how much their characters have overall evolved. Just look at them.

I'll focus on one character: Fox. Fox has changed styles in each game. He went from being a mid-heavyweight(ish) character in Smash 64 with a lot of power and great combos and specials to a character that offensively was fairly the same (although the shine became deadly) but with new defensive statistics (losing a lot of weight and becoming a fast faller) and maneuvers. He also got an excellent recovery option in a new forward B. Nearly all of Fox's aerials changed in how they worked. He also got an entirely new forward air and back air (the latter of which is incredible useful). His tilts stayed the same, and his up tilt still was a great juggling move (but in Melee his down tilt kills). His smash attacks are the same. Another thing that change was his laser (neutral special). It could come out even quicker, but obviously it no longer stuns.

Another thing to note with Fox: a lot of Melee style was also implemented and "carried over" to Falco. His aerial dominance in particular, the way his specials work (specifically that laser, which was made slightly less broken but still broken enough! XD), how a lot of his smash and tilt attacks worked, along with his slow falling status.

Then in Brawl, Fox's forward air finally became viable (after being changed in Melee), but his aerials were all heavily weakened. His laser became easier to spam, his grabbing got better, and his specials were made into very situation-specific offensive moves instead of viable ones in most situations like they were in Melee. Basically, he was nerfed into some weird awkward mix of his Smash 64 and Melee self (with a few new tricks) and he seemed to lack an identity for the 1st time.
 

Big-Cat

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Awesome list. However I think you should keep his Flame Choke from Brawl, and I like the double palm special with Sheik too.
If Smash implements Tekken style chains, then we could keep the rekka and the flame choke.

If I have time, should I do Starfox next?
 

Baskerville

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Fox's Melee D-Tilt kills? Huh, the more ya know.
Also this is incredibly sudden pipe dream of mine, but I want Metal Slug music in Smash. LIKE SERIOUSLY. :embarrass:
 

Metal Overlord

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@Kuma- I knew you wouldn't disappoint :cool:

Love, love, loooooooooooooove the Smoke Bomb that you gave to Sheik. Reminds me of Smoke in MK9. If Zelda and Sheik were to get seperated, Sheik needs to have something like that

Also really like the rationales behind what you did with Link and Toon Link. Link having a more composed fighting style as opposed to Toon Link's more erratic fighting style makes a lot of sense

Last but not least I love that you gave Zelda multiple Din Fires instead of just one and Ganondorf's new neutral B
 

Arcadenik

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Tingle is bad. Impa is good. :reverse:

:phone:
Don't get me wrong. I like Impa and all... and I have no qualms about Impa replacing Sheik in Smash 4. I don't even play as Sheik anyway. I prefer Zelda and her Din's Fire. But Tingle at least has had his own game series and I think that should be reflected on the roster as well... to show us that, "yes, this is Tingle, a Zelda character, who has his own spin-off series that has nothing to do with the Triforce and the neverending war between Ganon/Demise and Zelda/Hylia". I guess I would consider Impa a bonus extra character to add to the Zelda roster.

Also, have you considered the possibility that Sheik might come back in Smash 4 but she dresses and wears her hair just like Impa? It would be like we are seeing Impa but she is named "Sheik". In a way it would simultaneously please and piss both you and the Sheik fans. :troll: The same is true if we are seeing Sheik but she is named "Impa" as well. :awesome:
 

Baskerville

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Holy mother of Christ! I know the bosses in MS were crazy, but this just tops it.
 

Big-Cat

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Here's Wolf. Got some ideas from Jon Talbain and Valkenhayn R. Hellsing. It's a revision of an old moveset.

[COLLAPSE="Wolf"]B: Desperado Laser
Wolf can charge his laser like Donkey Kong's punch. When he tries to use the laser which are small in size, he can aim his laser any where and the lasers go full screen and have hit stun. Depending on how long he charges, he can use anywhere between one and three lasers at one time.

Side B: Beast Rush
Wolf's own take on Fox Illusion. Wolf launches himself forward with multiple hits going through the opponent. This has the option of going upward, forward, or downward, and the attack can be chained up to three times on hit and you can continue with a combo following the chain.

Up B: Mondelicht
Wolf does an uppercut motion like Mario and ends with a kick that has high vertical knockback.

Down B: Claw Swipe

Wolf swipes his claws upward. Aside from being used as a melee attack, this attack also reflects all projectiles. Physical projectiles like Samus' missile are simply stuffed.[/COLLAPSE]
This tries to emphasize more of Wolf's personality as an anti-villain by giving him a more feral fighting style with some savagery while emphasizing the fact that he's a wolf.
 

Johnknight1

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Johnknight1
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Fox's Melee D-Tilt kills? Huh, the more ya know.
It kills most top/high tier characters around 130-160%. Of course I've had Fox as my main for over 5 years, so I know tons about Fox! :cool:
Also this is incredibly sudden pipe dream of mine, but I want Metal Slug music in Smash. LIKE SERIOUSLY. :embarrass:
That would be excellent! I love me some Metal Slug! :shades:
 

grizby2

Smash Lord
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Feb 14, 2012
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1,166
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Upland California
ya topic time. im don't scared!
training mode

they really need to add more options for training mode. training mode just doesn't fit the bill sometimes you know? its just not the same as fighting a REAL player, and we all know that fighting a cpu with repetitive tactics and just about perfect reaction time does't simulate real training at all.
im repeating myself like a true cpu.
we need to be able to re-inact a cpu's movement. like recorded cpu movements in SSF4, something like that would be very useful. if they don't do that, they could at LEAST give us more simple cpu options, like blocking, doublejump, crouch, run, side dodge....
smash bros is on my list as a game with an "eh" training mode.
 

Johnknight1

Upward and Forward, Positive and Persistent
Joined
Feb 25, 2007
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Livermore, the Bay repping NorCal Smash!
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Johnknight1
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Agreed John. I should probably get Anthology from my Bro.
Same here. I always really liked the series.
The more I play Golden Sun, the more interested I become on seeing Isaac and his crew playable. (-l◆l-)
And you wonder why some of us want Isaac so bad.

And once you play Dark Dawn, you will wonder why Isaac is still our golden boy instead of Matthew. Because Dark Dawn is not as good. Plus, DAT BEARD!
 
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