AEMehr said:
The only fighting Bowser Jr. does is swinging a hammer for three moves, the character is the clown car. The reason WHY the Koopalings are used is because they don't do enough to warrant the model swapping to be a huge visual or game issue. The characters definitely look off model for some poses, but overall they all still feel and move like the Koopalings would.
I think it's far less important trying to explain away the "why" seeing as no one here works on these games. Like you want to say that Jr is just a Clown car, I could say that with how whacky and different ARMs mechanics are a move-set using just the most basic ARMs with a solid effort to incorporate it's unique gameplay features would be more than enough to think that the star of the show would simply be the ARMs and w/e move-set they build around them.
Much more important to accept that it is what it is. You want examples of Smash disregarding canon posing, personas, fighting styles and proportions just for the greater benefit of repping the series or a game? Jr is one such example of many ...
Ganondorf was a late clone addition, how you can compare that to a character planned and built from the ground up is absurd in terms of being "properly represented". Especially when you look at how every new fighter has been treated in Ultimate and it's DLC, it's pretty silly to use that as an argument.
... What?
The question isn't WHY Ganon was a clone, the question is "Does X character look "strange as hell" fighting this way that's completely different to how they were depicted in their game?".
Ganon has a clear and iconic fighting style in the LoZ games. He does NOT look strange to me using the CF move-set (which seems to be based on Karmen Rider/ Power Rangers.). Disappointing? Yes. But it doesn't look "wrong" because they always went through the effort to show his persona through w/e means they could.
Zelda, who didn't fight in OoT, was given the magic items that Link used instead of making up stuff just for her. Her vB is a ref to a completely different Zelda.
List goes on and on, the game/ dev team does a lot of things to rep a series or game above a single character's canon persona or playstyle when building a move-set or bringing them into smash.
But this assumes the fighter is going to be like Mega Man, Villager, or Game & Watch, where they just stuff the one character with EVERYTHING. I don't doubt they're going to be using a selection of ARMS, but they're likely going to just stick to the main Three for the character they pick.
Hmm?
I think you misunderstood me by that. I personally think they're just gonna use ONE (the basic Toaster) and swap it to w/e version best suits the fighter simply for visuals and have the core of the character be the ARMs mechanics. Like how the core, unique theme to the Inklings is the ink gimmick. Ink people to kill them, run outta ink, recharge your ink or be gimped af.
But Inklings can use a good amount of weapons though because some are close-range and would fill out a Smash move-set nicely by making them well rounded. ARMs character can have their core be playing around things like your ARMs breaking down and gimping you if damaged too much or charging up your ARMs with a B move or having your grab be a long ranged high risk move. Maybe B or Side B can be curved or tilted. But nothing in the game is naturally super close range so I wouldn't think swapping ARMs for so-and-so attack is needed. Maybe Megatons for a Smash but really, their gloves are prob big enough for that to be a redundant choice unless they just want to show "It's a SMASH attack" for clarity.
Don't have to give them much more of anything beyond basic toasters to do that imo. In fact I think it could be visually confusing to have them suddenly swap between toasters and poppers and boomerangs and megatons and so on for simple attacks ontop of having mile long punches given that Smash is a 2D PoV game that tries to keep visual clarity.
TBH the only characters I can imagine having a proper transition to Smash are Twin and Min due to their clear silhouettes. The thought of having a character with such big fist and long coils for arms in a 2D fighter ... they're gonna have to have an interesting pose to make what they're doing super clear.
So I'm super excited to so how them make them work.