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Official Newcomer/DLC Speculation Discussion

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Idon

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Aight, so I found myself super bored and thus made a moveset for my most wanted first party character.
Enjoy I guess, and don't worry, I spoilered it. Took me a long time to make this, so would appreciate your eyes on it.

Officer Howard Splash Art.png
"The protagonist of Astral Chain, the hot new Nintendo-owned Platinum action game, arrives on the scene! With their X-baton in hand and a little help from their loyal sword legion, they'll be more than a match for anyone! Along with their crushingly powerful kicks and baton strikes, their power is amplified with the combination attacks they can do with their legion. No matter how strong their opponent is, nothing is stronger than the power of justice!"

*Side note: I chose to only use the Sword legion and baton configuration despite the 4 other Legions and 2 other configurations existing. I wanted to show the depth one can do with a moveset like this instead of spreading the moves thin with superflous simple attacks from other legions/weapons.

Warning: GIFs.
Suggested Listening Material
Legion: The creature that floats around and beside Officer Howard assisting him in combat which can be turned into 4 other legions (not shown)
Legatus: The device attached to Officer Howard's arm that allows him to control the Legion
X-Baton: The futuristic police baton that Howard carries that can transform into other weapon configurations (not shown)
Introduction: Exit Gate
A portal from the astral plain opens up and the sword legion flies in from it. It then yanks the astral chain, pulling out Ofc. Howard, who readies to fight while putting away the sword legion.


Stance: Police Training
Does his default battle stance from the game.


Down Taunt: Legionis
Calls Legion and spirals the chain around himself in a stylish pose yelling "LEGION!"


Up Taunt: Respect
Salutes the enemy yelling before resuming battle stance.


16 Taunt 3
holds his Legatus up to his face, activating it briefly and making his eyes and hair go blue, exclaiming "YOU'RE UNDER ARREST"


1st Victory: Awakening
Leaps into frame with the Sword Legion and slashes downward in an X shape


2nd Victory: Legion Capture
Sends out Legion who who is flung around in a circle by their astral chain before settling behind Officer Howard.


3rd Victory: Case Accepted
Turns around and walks to the camera swiping by a "CASE ACCEPTED" hologram.


Victory Fanfare: Savior
Plays the first few notes of "Savior"

Shield: Axe Defense
Holds their legatus up.
N/A
With Legion active, the Sword Legion crosses its arms as the shield becomes a permanent full shield similar to Yoshi's egg and can only be broken and not shield poked.


Parry: Interception
Does a stylish pose that shows off the legatus


Sleeping: Vacation Day
Sits on the floor leaning on his knee while mumbling "5 more minutes..." During this time, a hologram will pop up saying that someone is calling them. If they manage to wake up in time, they'll act shocked, deny the call, and resume fighting.


Backroll: Backflip
Does a backflip backwards


Forward Roll: Cartwheel
Does a side roll forwards


Spot Dodge: Lean back
Does a little lean back

08 Dodge Air: Air Spin
Twists his body to dodge out of the way of attacks:

Get-up attack: AED defibrillator
Unleashes a shockwave from the AED, shocking Ofc. Howard back to life and pushing away any enemy close.

Tech: Legion Assist
Unique to Ofc. Howard, when they have their legion out, they are not only capable of teching in back, forward, and neutral, they can also tech upwards by launching themselves off their Sword legion
Neutral Special: Call Legion
Ofc. Howard holds up his Legatus and calls the Legion forth, modifying his entire moveset temporarily. It'll only last ~10 seconds before disippating and having to recharge for another 30 seconds. However, it can be turned on and off at will with almost zero lag. However, any turn off will burn the entire gauge and always force a recharge. A new spin on the "power boost" modes of Cloud and Joker. Moments of power must be chosen carefully and deliberately instead of just being hit and given the power.


While in this form, tendrils of blue will streak across Ofc. Howard's face, their eyes will glow blue, and so does their hair. On top of that, their X-baton gains a blocky digital appearance. He'll have blue light trails instead of white ones and any hit with the baton will have an "electric" effect which is purely superflous. Using the Raven costumes will instead make the effects red colored.

Also it has a single frame of invulnerability, which when activated, calls the legion out to immediately counter


Side Special: Send Legion
A multi-part special move that begins with Ofc. Howard sending out their legion a set distance along the same vein of Luma. However, instead of mimicking attacks, it will simply do a followup attack depending on which input is done next, similar to Marth's Dancing Blade.

Side Special; Up followup: Upperslash
Pressing Up and B will make the sword legion do an uppercut with his 2 blade arms, launching the enemy into the air.

Side Special; forward followup: Chain Jump
Pressing forward will have the sword legion yank the chain, pulling Howard forward while he does a flying knee. This also serves well as a recovery option and strikes anyone between the legion and Howard.

Side Special; backward followup: Triple Sword
Pressing back has the legion summon 3 swords that travel the length of the chain

Side Special; downward followup: Round Swords
Pressing down will summon a set of flying blades that hover around the legion which then dissipate when the legion does a spinning attack launching enemies up and away.

Regardless of the action, the Legion then returns to Howard.


Down Special: Slash Stance
A risky maneuver that instantly uses all of the legion gauge. Using it enters into a special stance wherein an additional attack button will make a vertical slice downwards. It doesn't do much damage or knockback, however if the opponent is doing any kind of attack while getting hit, they will automatically get shield broken. This attack is canceleable with shield, but it takes a while to deactivate, making it a risky all-or-nothing attack either way. pressing left or right will do a little repositional hop, but it has no invincibility, making it purely for spacing.


Up Special: Chain Recover
Throws legion into the air who flies up and then yanks Ofc. Howard towards themselves. As this move is vital in general smash gameplay, it is usable without any legion meter, however doing so, will cause 15% damage, punishing desperate recoveries and said feature is also accurate to the games.
Jab Combo: Baton Rush
Does a 4 hit combo consisting of a left jab, an inwards baton swing, an outwards baton swing, and then a stab upwards.



With Legion active, an additional jab finisher is added wherein the legion does an uppercut slash that launches the opponent upwards.


Forward Tilt: Assault Attack
Launches themselves in a flying kick at the enemy.

With Legion active, it will do a kick side by side with Ofc. Howard.
N/A


Down Tilt: Disarming Sweep
Does a low sweep which sets the enemy up for a combo.
03 Tilt Down.gif

With legion active, a second input throws out the legion who spins across the floor in the z-axis, elongating the range of the sweep.

Up Tilt: Evasive Anti-air Combination
Does a high kick while balancing themselves with their hand before following up with an aerial dropkick. A bit of a difficult angle, but does a ton of damage and knockback.

With Legion active, the sword legion does a drop kick back-to-back with Ofc. Howard increasing its power.
N/A
Dash Attack: Sliding Rush
Football slides into the enemy, going so fast as to create sparks across the ground.

With Legion active, the legion flies above and flies forward along spinning with its blades outstretched, increasing the vertical hitbox of the move as to not just hit the feet.
Forward Smash: Charge Attack
Throws the X-baton up and catches it backhanded before rushing forward and doing a horizontal slash forwards.
Howard rushes towards the opponent at lightning speed so while the startup is high, the range and speed of the attack is unparalleled.
Due to how fast he rushes forward, he is completely invulnerable mid-slash and has little endlag after so punishes must be made before he catches the X-baton.

With legion active, the first part of the attack only stuns, while a new second part has been to the smash which involves him holding the baton normally and stabbing forward with Legion stabbing simultaneously. This version is much more powerful, combos from the first part, and launches at a lower angle making recoveries hard and kills early.


Down Smash: Gladiator Kick
Does a spinning axe kick that causes a shock wave on the ground, spiking opponenets hanging on ledge.
N/A
With Legion, the legion stabs the ground, causing an explosion and giving the move some AOE damage and hitting behind


Up Smash: Shine Kick
Does a flip kick. If hit with the front side of the attack, it will launch the opponent straight up. If hit at the apex, it will instead launch the enemy behind.

With legion active, the legion does a flip kick along with Ofc. Howard increasing the power of the attack.
N/A
Neutral Aerial: Circular Kick
Does a spinning horizontal kick that hits front and then backwards. Slower than the average nair, but more powerful for it.

With Legion active, the legion stands upside down back to back with Ofc. Howard, completing the circle and making the attack hit both sides at once, twice.
N/A


Forward Aerial: Baton Barrage
Three part forward air which starts with a diagonal right to left down swing, diagonal left to right down swing, finished with a horizontal right to left swing, knocking opponents away.

With Legion active, he fills in the gaps between the attacks with his own attacks, making it truly a 6 hit aerial attack


Back Aerial: Hammer Kick
Ofc. Howard raises his foot over his head in a circular manner and slams his heel over the enemy, spiking them. It's quite a slow move, but that's where the legion comes in

With legion active, the legion does a vertical spin hitting the opponent twice locking them into position for the kick.


Down Aerial: Skull Smasher
Ofc. Howard raises the baton up and then rushes to the ground slamming it to the floor.
N/A
With Legion, the legion mirrors the action increasing its damage.


Up Aerial: Baton uppercut
Ofc. Howard backhands the X-Baton and does a short range upper slash with decent killing power.
N/A
With legion active, he repeats the action from the opposite direction increasing the power even further.
Grab: Judge
Reaches out with his off-baton hand.
N/A
With Legion active, the grab is enhanced into a tether where the Sword Legion rushes out and grabs the enemy, pulling them in, and binding them to the floor with the astral chains.


Pummel: Jury
Hits the opponent with the back of the baton like Link and the Master Sword
N/A
With Legion active, they are full baton swings mixed with the legion doing swings as well.


Up Throw: Executioner
Howard does a diagonal flip kick, knocking the opponent into the air.

With Legion active, the kick launches a set distance into the Legion who then does a bicycle kick, launching the opponent at an aggressive angle downwards horizontally, making it extremely difficult for most characters to recover, while also killing earlier if facing the right direction.

Forward Throw: Convict
Howard slashes away while jumping back.

With legion active, he will followup by throwing the legion forward via the chain which stabs the target.


Back Throw: Pardon
Leaps past and does a circular horizontal kick to the back of the enemy's head.

With legion active, the legion ducks under the kick and does a horizontal slash in the opposite direction.


Down Throw: Retrial
Ofc. Howard slams the opponent with the X-baton downwards, bouncing them up.

If Legion is active, the legion leaps over and slams the opponent again, bouncing them a second time.
When Close: Prime Execution
The Sword Legion lets out a loud roar shockwave. Anyone hit is transported to the Astral Plain wherein Ofc. Howard does a complex combination attack featuring all the Legions that were not included. First Howard rides on the Beast Legion, impaling them on the Gladius X-Baton. Then he flips them up and calls forth the ARMS Legion which juggles the opponent in a flurry of punches. Afterwards, while the opponent is still in the air, Howard summons the Arrow Legion wherein they simultaneously shoot a light arrow at them. Then, the Axe Legion is summoned who slams the opponent back on the floor. Finally, he summons the original Sword legion who wraps the opponent up in the astral chain, finishing with a simultaneous stab, which inexplicably causes a giant explosion knocking them away

When Far: Legionic Fusion
If no one is near, Ofc. Howard and gets hit by the roar, Howard instead rips out the legion core of the legatus and slams it into his chest, the core dissolving into his heart. This activates his fusion with the legion and transforms him into a giant beast that rushes forward in a flash of light slamming the first person or people with an uppercut claw slash that knocks them to the center of the stage wherein they are assaulted by a barrage of claw slashes, kicks, and energy blasts. When finished, the fusion claws them downwards, bouncing them off the floor of the stage, and into the sky above.
Bonus Content:
01 Savior
02 Emergency
03 Awakening
04 Central City (Combat Phase)
05 Invaders from Another World
06 Astral Plane (Combat Phase)
07 Maison Forest (Combat Phase)
08 Ark Mall (Combat Phase)
09 Homonculus A
10 Harmony Square Station (Combat Phase)
11 Legion Assault
12 Zone 09 Daytime (Combat Phase)
13 Suspense
14 Holy Order of the Digital Hermit
15 Hermit training
16 Chimera Takedown
17 Homonculus B
18 Homonculus Y
19 Jena Anderson
20 Jena (Rebellion and Salvation)
21 Jena (Catastrophe)
22 Grand Avenue (Combat Phase)
23 Rush!!
24 Zone 09 Night (Combat Phase)
25 Ark Sewer Mangement (Combat Phase)
26 Madness
27 Sector V Night (Combat Phase)
28 Case Trial
29 Dark Hero (Male)
30 Dark Hero (Female)
31 Aegis Research Institute (Combat Phase)
32 The Only One
33 Yoseph Calvert
34 Noah Core
35 Noah Prime

36 The Answer
male alt costumes.png
1. Male Default Officer
3. Civilian Drab Color
5. Raven Officer Costume
7. Kyle Color
female alt costumes and colors.png
2. Female Default Officer
4. Civilian Drab Color
6. Raven Officer Costume
8. Lappy Color
The Ark and Astral Plane
A shifting stage that starts on the neon blue city rooftops of the Ark which then transitions to the somber red tones of the Astral Plane:

astral chain ark.jpg
astral chain astral plane.jpg
 
Last edited:

DanganZilla5

Smash Champion
Writing Team
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Messages
2,436
hey uhhh

y'all heard this yet?

What kills this leak for me is the 7 alts. Several characters would not work like Master Mummy and if everyone used the same moves, it would not be a proper representation of each character since everyone has their own special moves.

I do have my own theory that the character is going to be Spring Man with 3 alts and those alts are going to have a couple unique animations and special moves. But I can't imagine them doing that for 7 different alts. I know that Sakurai goes above and beyond, but that seems like a bit too much extra work and again it would be hard to find 8 different characters that would work well as alts.
 
Last edited:

KillerCage

Smash Master
Joined
Jun 21, 2019
Messages
4,445
hey uhhh

y'all heard this yet?

Ah a news article made because a 4chan text leak was posted earlier in the day.
View attachment 271474

Sure, I'll humor the 7 alts that join Spring Man

Spring Man, Ribbon Girl, Ninjara, Min Min, Kid Cobra, Twintelle, Helix, Lola Pop
Yeah... I'm not buying this "leak."
 

Knight Dude

Keeping it going.
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How about talking about what stages we’d like to see with our most wanted? I’ll go:

Sora: Station of Awakening
Crash: N. Sanity Beach
Adeleine & Ribbon: Ripple Star
Min Min: Ramen Bowl
Axel Stone: Wood Oak City Slums
Euden: The Halidom
Mega Man X: Central Highway
Jin Kazama: Mishima Dojo or Honmaru
Ryu Hayabusa: 1-1 or the Ninja Village from the 1st 3D game.
Dixie: The Punch Bowl
Lara Croft: Croft Manor.
Spring-Man/ARMS: Sky Arena

You already listed Axel and Crash, and I think they'd be good choices.
 

Verde Coeden Scalesworth

Flap and Swish~
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What kills this leak for me is the 7 alts. Several characters would not work like Master Mummy and if everyone used the same moves, it would not be a proper representation of each character since everyone has their own special moves.
What's the difference between an Echo and an Alt sometimes? Just a few animations. That's not really an issue here. It's the amount of characters who become way too much to transfer other moves over to others. 2-4 alts still work. Also, Alph lacks his own animations, as do the Koopalings. And remember that both were sets were de-personalized entirely to become proper alts. So the issue isn't really a giant one. It's doable, but 8 different ones... not so much.

If it was saying Mechanica's suit with multiple ARMS characters, it'd be believable because the suit is doing the fighting. Sakurai and Nintendo don't care that much that they used all their correct moves to begin with. We knew that a long time ago since freaking Ness. Ness has a bunch of his own skills, but he only uses his Yo-Yo and Bat, while the rest of his PSI moves and his Final Smash are taken from others. Doing the reverse was done with Hero, where the spells are specific to specific Heroes too. It's really a matter of how plausible can they perform the move with the bodyshape and how well it works in balance. Even if it was Spring Man alone, he'd most likely take bits and pieces from multiple characters, so the de-personalizing thing is... hardly different at this point from previous stuff.

I do have my own theory that the character is going to be Spring Man with 3 alts and those alts are going to have a couple unique animations and special moves. But I can't imagine them doing that for 7 different alts. I know that Sakurai goes above and beyond, but that seems like a bit too much extra work and again it would be hard to find 8 different characters that would work well as alts.
The moves and animations do have to have the exact same gameplay properties entirely. For instance, a side step being a teleport like move is no different from any other side step as they have zero gameplay changes. If you mean unique animations otherwise that affect gameplay, they can't happen. That's only for Echoes. Every single Echo has a gameplay difference as is, even a super minute one like Daisy having... slightly smaller hurtboxes so she can't be hit as easily 1% of the time. It's enough Daisy is used more than Peach, cause she's better just barely.
 
D

Deleted member

Guest
With so many ideas for how a trailer could play out, I want 1 trailer to just be a music montage from the start to finish. You can add sound effects and gameplay footage, but so long as nothing stops the music, that'd be a pretty fun way to hype up the reveal regardless of what people currently think of the character in question.

Maybe they could do this with the ARMS rep next month. We already know it's an ARMS character, so a music montage would be pretty ideal for it. They don't really need to do the same thing they did for Terry's trailer, so why not go all out with the music leading up to the reveal?
 

DanganZilla5

Smash Champion
Writing Team
Joined
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Messages
2,436
The moves and animations do have to have the exact same gameplay properties entirely. For instance, a side step being a teleport like move is no different from any other side step as they have zero gameplay changes. If you mean unique animations otherwise that affect gameplay, they can't happen. That's only for Echoes. Every single Echo has a gameplay difference as is, even a super minute one like Daisy having... slightly smaller hurtboxes so she can't be hit as easily 1% of the time. It's enough Daisy is used more than Peach, cause she's better just barely.
Why would it be for echoes only? Why can't they make unique animations for alts? If they can change colors and add cosmetics to alts, I think it's fair to think that they might be able to add unique moves per alt. I understand there is no precedent for this, but at the same time there is nothing that states that alts can't have unique moves that affect gameplay. Unless if you have knowledge with coding (if that helps at all in this situation).
 

Knight Dude

Keeping it going.
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Aight, so I found myself super bored and thus made a moveset for my most wanted first party character.
Enjoy I guess, and don't worry, I spoilered it. Took me a long time to make this, so would appreciate your eyes on it.

"The protagonist of Astral Chain, the hot new Nintendo-owned Platinum action game, arrives on the scene! With their X-baton in hand and a little help from their loyal sword legion, they'll be more than a match for anyone! Along with their crushingly powerful kicks and baton strikes, their power is amplified with the combination attacks they can do with their legion. No matter how strong their opponent is, nothing is stronger than the power of justice!"

*Side note: I chose to only use the Sword legion and baton configuration despite the 4 other Legions and 2 other configurations existing. I wanted to show the depth one can do with a moveset like this instead of spreading the moves thin with superflous simple attacks from other legions/weapons.

Warning: gifs.
Introduction: Exit Gate
A portal from the astral plain opens up and the sword legion flies in from it. It then yanks the astral chain, pulling out Ofc. Howard, who readies to fight while putting away the sword legion.


Stance: Police Training
Does his default battle stance from the game.


Down Taunt: Legionis
Calls Legion and spirals the chain around himself in a stylish pose yelling "LEGION!"


Up Taunt: Respect
Salutes the enemy yelling before resuming battle stance.


16 Taunt 3
holds his Legatus up to his face, activating it briefly and making his eyes and hair go blue, exclaiming "YOU'RE UNDER ARREST"


1st Victory: Awakening
Leaps into frame with the Sword Legion and slashes downward in an X shape


2nd Victory: Legion Capture
Sends out Legion who who is flung around in a circle by their astral chain before settling behind Officer Howard.


3rd Victory: Case Accepted
Turns around and walks to the camera swiping by a "CASE ACCEPTED" hologram.


Victory Fanfare: Savior
Plays the first few notes of "Savior"

Shield: Axe Defense
Holds their legatus up.
N/A
With Legion active, the Sword Legion crosses its arms as the shield becomes a permanent full shield similar to Yoshi's egg and can only be broken and not shield poked.


Parry: Interception
Does a stylish pose that shows off the legatus


Sleeping: Vacation Day
Sits on the floor leaning on his knee while mumbling "5 more minutes..." During this time, a hologram will pop up saying that someone is calling them. If they manage to wake up in time, they'll act shocked, deny the call, and resume fighting.


Backroll: Backflip
Does a backflip backwards


Forward Roll: Cartwheel
Does a side roll forwards


Spot Dodge: Lean back
Does a little lean back

08 Dodge Air: Air Spin
Twists his body to dodge out of the way of attacks:

Get-up attack: AED defibrillator
Unleashes a shockwave from the AED, shocking Ofc. Howard back to life and pushing away any enemy close.

Tech: Legion Assist
Unique to Ofc. Howard, when they have their legion out, they are not only capable of teching in back, forward, and neutral, they can also tech upwards by launching themselves off their Sword legion
Neutral Special: Call Legion
Ofc. Howard holds up his Legatus and calls the Legion forth, modifying his entire moveset temporarily. It'll only last ~10 seconds before disippating and having to recharge for another 30 seconds. However, it can be turned on and off at will with almost zero lag. However, any turn off will burn the entire gauge and always force a recharge. A new spin on the "power boost" modes of Cloud and Joker. Moments of power must be chosen carefully and deliberately instead of just being hit and given the power.


While in this form, tendrils of blue will streak across Ofc. Howard's face, their eyes will glow blue, and so does their hair. On top of that, their X-baton gains a blocky digital appearance. He'll have blue light trails instead of white ones and any hit with the baton will have an "electric" effect which is purely superflous. Using the Raven costumes will instead make the effects red colored.

Also it has a single frame of invulnerability, which when activated, calls the legion out to immediately counter


Side Special: Send Legion
A multi-part special move that begins with Ofc. Howard sending out their legion a set distance along the same vein of Luma. However, instead of mimicking attacks, it will simply do a followup attack depending on which input is done next, similar to Marth's Dancing Blade.

Side Special; Up followup: Upperslash
Pressing Up and B will make the sword legion do an uppercut with his 2 blade arms, launching the enemy into the air.

Side Special; forward followup: Chain Jump
Pressing forward will have the sword legion yank the chain, pulling Howard forward while he does a flying knee. This also serves well as a recovery option and strikes anyone between the legion and Howard.

Side Special; backward followup: Triple Sword
Pressing back has the legion summon 3 swords that travel the length of the chain

Side Special; downward followup: Round Swords
Pressing down will summon a set of flying blades that hover around the legion which then dissipate when the legion does a spinning attack launching enemies up and away.

Regardless of the action, the Legion then returns to Howard.


Down Special: Slash Stance
A risky maneuver that instantly uses all of the legion gauge. Using it enters into a special stance wherein an additional attack button will make a vertical slice downwards. It doesn't do much damage or knockback, however if the opponent is doing any kind of attack while getting hit, they will automatically get shield broken. This attack is canceleable with shield, but it takes a while to deactivate, making it a risky all-or-nothing attack either way. pressing left or right will do a little repositional hop, but it has no invincibility, making it purely for spacing.


Up Special: Chain Recover
Throws legion into the air who flies up and then yanks Ofc. Howard towards themselves. As this move is vital in general smash gameplay, it is usable without any legion meter, however doing so, will cause 15% damage, punishing desperate recoveries and said feature is also accurate to the games.
Jab Combo: Baton Rush
Does a 4 hit combo consisting of a left jab, an inwards baton swing, an outwards baton swing, and then a stab upwards.



With Legion active, an additional jab finisher is added wherein the legion does an uppercut slash that launches the opponent upwards.


Forward Tilt: Assault Attack
Launches themselves in a flying kick at the enemy.

With Legion active, it will do a kick side by side with Ofc. Howard.
N/A


Down Tilt: Disarming Sweep
Does a low sweep which sets the enemy up for a combo.
With legion active, a second input throws out the legion who spins across the floor in the z-axis, elongating the range of the sweep.

Up Tilt: Evasive Anti-air Combination
Does a high kick while balancing themselves with their hand before following up with an aerial dropkick. A bit of a difficult angle, but does a ton of damage and knockback.

With Legion active, the sword legion does a drop kick back-to-back with Ofc. Howard increasing its power.
N/A
Dash Attack: Sliding Rush
Football slides into the enemy, going so fast as to create sparks across the ground.

With Legion active, the legion flies above and flies forward along spinning with its blades outstretched, increasing the vertical hitbox of the move as to not just hit the feet.
Forward Smash: Charge Attack
Throws the X-baton up and catches it backhanded before rushing forward and doing a horizontal slash forwards.
Howard rushes towards the opponent at lightning speed so while the startup is high, the range and speed of the attack is unparalleled.
Due to how fast he rushes forward, he is completely invulnerable mid-slash and has little endlag after so punishes must be made before he catches the X-baton.

With legion active, the first part of the attack only stuns, while a new second part has been to the smash which involves him holding the baton normally and stabbing forward with Legion stabbing simultaneously. This version is much more powerful, combos from the first part, and launches at a lower angle making recoveries hard and kills early.


Down Smash: Gladiator Kick
Does a spinning axe kick that causes a shock wave on the ground, spiking opponenets hanging on ledge.
N/A
With Legion, the legion stabs the ground, causing an explosion and giving the move some AOE damage and hitting behind


Up Smash: Shine Kick
Does a flip kick. If hit with the front side of the attack, it will launch the opponent straight up. If hit at the apex, it will instead launch the enemy behind.

With legion active, the legion does a flip kick along with Ofc. Howard increasing the power of the attack.
N/A
Neutral Aerial: Circular Kick
Does a spinning horizontal kick that hits front and then backwards. Slower than the average nair, but more powerful for it.

With Legion active, the legion stands upside down back to back with Ofc. Howard, completing the circle and making the attack hit both sides at once, twice.
N/A


Forward Aerial: Baton Barrage
Three part forward air which starts with a diagonal right to left down swing, diagonal left to right down swing, finished with a horizontal right to left swing, knocking opponents away.

With Legion active, he fills in the gaps between the attacks with his own attacks, making it truly a 6 hit aerial attack


Back Aerial: Hammer Kick
Ofc. Howard raises his foot over his head in a circular manner and slams his heel over the enemy, spiking them. It's quite a slow move, but that's where the legion comes in

With legion active, the legion does a vertical spin hitting the opponent twice locking them into position for the kick.


Down Aerial: Skull Smasher
Ofc. Howard raises the baton up and then rushes to the ground slamming it to the floor.
N/A
With Legion, the legion mirrors the action increasing its damage.


Up Aerial: Baton uppercut
Ofc. Howard backhands the X-Baton and does a short range upper slash with decent killing power.
N/A
With legion active, he repeats the action from the opposite direction increasing the power even further.
Grab: Judge
Reaches out with his off-baton hand.
N/A
With Legion active, the grab is enhanced into a tether where the Sword Legion rushes out and grabs the enemy, pulling them in, and binding them to the floor with the astral chains.


Pummel: Jury
Hits the opponent with the back of the baton like Link and the Master Sword
N/A
With Legion active, they are full baton swings mixed with the legion doing swings as well.


Up Throw: Executioner
Howard does a diagonal flip kick, knocking the opponent into the air.

With Legion active, the kick launches a set distance into the Legion who then does a bicycle kick, launching the opponent at an aggressive angle downwards horizontally, making it extremely difficult for most characters to recover, while also killing earlier if facing the right direction.

Forward Throw: Convict
Howard slashes away while jumping back.

With legion active, he will followup by throwing the legion forward via the chain which stabs the target.


Back Throw: Pardon
Leaps past and does a circular horizontal kick to the back of the enemy's head.

With legion active, the legion ducks under the kick and does a horizontal slash in the opposite direction.


Down Throw: Retrial
Ofc. Howard slams the opponent with the X-baton downwards, bouncing them up.

If Legion is active, the legion leaps over and slams the opponent again, bouncing them a second time.
When Close: Prime Execution
The Sword Legion lets out a loud roar shockwave. Anyone hit is transported to the Astral Plain wherein Ofc. Howard does a complex combination attack featuring all the Legions that were not included. First Howard rides on the Beast Legion, impaling them on the Gladius X-Baton. Then he flips them up and calls forth the ARMS Legion which juggles the opponent in a flurry of punches. Afterwards, while the opponent is still in the air, Howard summons the Arrow Legion wherein they simultaneously shoot a light arrow at them. Then, the Axe Legion is summoned who slams the opponent back on the floor. Finally, he summons the original Sword legion who wraps the opponent up in the astral chain, finishing with a simultaneous stab, which inexplicably causes a giant explosion knocking them away

When Far: Legionic Fusion
If no one is near, Ofc. Howard instead rips out the legion core of the legatus and slams it into his chest, the core dissolving into his heart. This activates his fusion with the legion and transforms him into a giant beast that rushes forward in a flash of light slamming the first person or people with an uppercut claw slash that knocks them to the center of the stage wherein they are assaulted by a barrage of claw slashes, kicks, and energy blasts. When finished, the fusion claws them downwards, bouncing them off the floor of the stage, and into the sky above.

Bonus Content:
01 Savior
02 Emergency
03 Awakening
04 Central City (Combat Phase)
05 Invaders from Another World
06 Astral Plane (Combat Phase)
07 Maison Forest (Combat Phase)
08 Ark Mall (Combat Phase)
09 Homonculus A
10 Harmony Square Station (Combat Phase)
11 Legion Assault
12 Zone 09 Daytime (Combat Phase)
13 Suspense
14 Holy Order of the Digital Hermit
15 Hermit training
16 Chimera Takedown
17 Homonculus B
18 Homonculus Y
19 Jena Anderson
20 Jena (Rebellion and Salvation)
21 Jena (Catastrophe)
22 Grand Avenue (Combat Phase)
23 Rush!!
24 Zone 09 Night (Combat Phase)
25 Ark Sewer Mangement (Combat Phase)
26 Madness
27 Sector V Night (Combat Phase)
28 Case Trial
29 Dark Hero (Male)
30 Dark Hero (Female)
31 Aegis Research Institute (Combat Phase)
32 The Only One
33 Yoseph Calvert
34 Noah Core
35 Noah Prime

36 The Answer
The Ark and Astral Plane
A shifting stage that starts on the neon blue city rooftops of the Ark which then transitions to the somber red tones of the Astral Plane:

View attachment 271477
View attachment 271478
Wait a minute.....this hits. At first I was a little surprised you didn't include many projectile attacks, but with how the Legion is supposed to travel far from the Officer, it didn't seem all that needed. Good stuff. But more importantly than that, you added a ton of kicks, which is usually super cool.
 

Verde Coeden Scalesworth

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Why would it be for echoes only? Why can't they make unique animations for alts?
Because if they have different hurt or hitboxes, this directly impacts gameplay.

If they can change colors and add cosmetics to alts, I think it's fair to think that they might be able to add unique moves per alt. I understand there is no precedent for this, but at the same time there is nothing that states that alts can't have unique moves that affect gameplay. Unless if you have knowledge with coding (if that helps at all in this situation).
Cosmetics do not affect any gameplay at all. If a special acts the same but has a different element, without changing how it affects gameplay? Then it's fine. You have to remember that gameplay changes are a different rule for Smash in itself. In some fighting games, gameplay changes don't matter for costumes. Smash doesn't work that way. If they play differently, they are supposed to have their own playable form that's separated. Echoes are exactly what is described as "slightly different changes".

And Sakurai actually stated this(gameplay differences affects character results, that is). Unique animations, as they change hitboxes/hurtboxes, directly impact gameplay. This means that they have to be split off into their own character cause it affects the literal results you can view. It skews them since they no longer play 100% the same. It has to be 100%, not 99%. Even Byleth's animations do not affect gameplay, despite looking more different. All that matters is the htiboxes/hurtboxes and any gameplay is unaffected, and any different animations/specials are fine. Another way to put it is "a minute difference is enough to skew the results". He's not wrong either. Daisy actually wins more than Peach because of that tiny hurtbox difference. The differences are extremely small, sure, but "small" is the same as "still different".
 
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slrigeigdew

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With so many ideas for how a trailer could play out, I want 1 trailer to just be a music montage from the start to finish. You can add sound effects and gameplay footage, but so long as nothing stops the music, that'd be a pretty fun way to hype up the reveal regardless of what people currently think of the character in question.

Maybe they could do this with the ARMS rep next month. We already know it's an ARMS character, so a music montage would be pretty ideal for it. They don't really need to do the same thing they did for Terry's trailer, so why not go all out with the music leading up to the reveal?
So just having music playing through the whole thing, even through the cinematics? You know what? I could actually get behind this.



I doubt they would do this but having the ARMS theme rise and fall in sync with the action in the video would be pretty damn hype.
 

Idon

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Wait a minute.....this hits. At first I was a little surprised you didn't include many projectile attacks, but with how the Legion is supposed to travel far from the Officer, it didn't seem all that needed. Good stuff. But more importantly than that, you added a ton of kicks, which is usually super cool.
Yeah after all, your B button could be like any other where you shoot out a lame projectile and keep people away, or it could be SENDING YOUR FERAL BUDDY COP TO KICK SOME BUTT.

Honestly, I'd rather have a moveset that explores the depths of what one character can do with their most iconic weapon than a character like Byleth who has the basic parts of 4 different weapons which don't really come together all that well and don't do anything particularly specific to them.
 

Knight Dude

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Yeah after all, your B button could be like any other where you shoot out a lame projectile and keep people away, or it could be SENDING YOUR FERAL BUDDY COP TO KICK SOME BUTT.

Honestly, I'd rather have a moveset that explores the depths of what one character can do with their most iconic weapon than a character like Byleth who has the basic parts of 4 different weapons which don't really come together all that well and don't do anything particularly specific to them.
Yeah I feel ya. I tried to get a decent compilation of Melee and Long range moves that made sense for when I was making a moveset for Starforce Mega Man. I feel like I should do more fan-movesets but I gotta decide who'd I'd try and work with.

EDIT: I did one for Nightmare from Soul Calibur, but digging that back up would take a minute.
 
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PeridotGX

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Why would it be for echoes only? Why can't they make unique animations for alts? If they can change colors and add cosmetics to alts, I think it's fair to think that they might be able to add unique moves per alt. I understand there is no precedent for this, but at the same time there is nothing that states that alts can't have unique moves that affect gameplay. Unless if you have knowledge with coding (if that helps at all in this situation).
I remember reading an interview where Sakurai said :4darkpit:was upgraded from an alt due to :4pit:'s final smash being weird on him. If it was an option, he could've been an alt with a different FS, but it wasn't.
 

Idon

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Yeah I feel ya. I tried to get a decent compilation of Melee and Long range moves that made sense for when I was making a moveset for Starforce Mega Man. I feel like I should do more fan-movesets but I gotta decide who'd I'd try and work with.
Don't get me wrong, mixing moves is fine, it's just in some cases, it can feel a bit forced to fill a "move representation" quota rather than being representative of a character.
In SF Megaman's case, I'd definitely try to mix it up because he doesn't have a defined moveset and putting in interesting ideas and combinations won't feel forced.

As for fan-movesets, you don't gotta push yourself. You already know these things take a long time to make and if you don't really feel passionate for something, it's easy to leave stuff half completed.
 

Verde Coeden Scalesworth

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I remember reading an interview where Sakurai said :4darkpit:was upgraded from an alt due to :4pit:'s final smash being weird on him. If it was an option, he could've been an alt with a different FS, but it wasn't.
Though that was more of a "personality" reason. A similar one is used for Isabelle not being an Echo, though the core thing was the wrong bodyshape.
 

SMAASH! Puppy

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Every single Echo has a gameplay difference as is, even a super minute one like Daisy having... slightly smaller hurtboxes so she can't be hit as easily 1% of the time. It's enough Daisy is used more than Peach, cause she's better just barely.
I was going to say they're actually more even since Daisy's shorter, but wider, but this only applies to the characters while they're grounded, and well...When are these two not in the air?

So...It's still a trade-off, but it's a more negligible trade-off than the already pretty negligible perk Daisy has over Peach.

Yeah I feel ya. I tried to get a decent compilation of Melee and Long range moves that made sense for when I was making a moveset for Starforce Mega Man. I feel like I should do more fan-movesets but I gotta decide who'd I'd try and work with.
In SF Megaman's case, I'd definitely try to mix it up because he doesn't have a defined moveset and putting in interesting ideas and combinations won't feel forced.
Mega Man (Starforce)'s standout quality is that he's a fusion of Geo and Omega-Xis right? Perhaps you could use that as the main angle for the character. Though it wouldn't be a good idea if it got in the way of Mega Man Starforce's mechanics. Perhaps it would be better for a Mega Man: Battle Network character.

Though that was more of a "personality" reason. A similar one is used for Isabelle not being an Echo, though the core thing was the wrong bodyshape.
Oh so when the ARMS characters have different personalities, they can just change the animations, but when Dark Pit has a different personality, then he gets his own Final Smash and has to be a separate character! I see how it is. :p
 

EricTheGamerman

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If Sora got in Smash without any Disney references, it'd be a very hollow victory. The Disney references are what made it so popular to begin with, and it wouldn't feel right not having (at the bare minimum) Mickey, Donald, or Goofy appear in some capacity.
I mean, I'd say the same about a Gen VIII Pokemon without Gen VIII Poke Ball Pokemon since that's a huge appeal of having new generations of Pokemon in Smash, but it's no more true than any bull**** idea that "Kingdom Hearts without Disney is a hollow victory."

No content from a series in Smash is going to be a perfect and that's just a reality of game development and limited resources. Striving for "perfect representation" is just absolutely pointless when you can do plenty to make people happy with the best you can do. Smash fandoms may occasionally complain about Cloud's lack of additional content, but for the vast majority of people and even for some people who voice disappoint at that lack of content, Cloud being playable in the game is enough. Sora would be the same way.
 

Verde Coeden Scalesworth

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Oh so when the ARMS characters have different personalities, they can just change the animations, but when Dark Pit has a different personality, then he gets his own Final Smash and has to be a separate character! I see how it is. :p
I'm sure you know the difference here. XD Or if you don't, we have no reason to believe an Echo or Bonus character is coming, so Alts is more logical to represent more of the franchise. I mean, hey, a Ribbon Girl Echo would be cool! I wouldn't count on it, though.

As for Dark Pit, it's interesting cause of how lucky he was to have an option to be an Echo to begin with. The timing and resources worked out. It doesn't look like ARMS or anything among this Pass has that luxury, though.
 

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It's been years since the last time I posted here, but here's my pick for the season pass:

1. We already know it's an Arms character and honestly I'm torn between Twintelle, Min Min and Helix. I feel the last one weirdly has more chance simply because he's not really too considered and the way the character was revealed implies it'll be a surprise (so hopefully no Spring Man or Ribbon Girl). We'll see, but I'm OK with anyone really.

2. Crash Bandicoot is really the last big platform mascot character missing and seeing him alongside Mario, Sonic and Banjo would be simply massive. His moveset also really blends masterfully with Smash Bros. so he looks like a no-brainer for me. With that rumored Crash 4 coming, which will definitely hit Switch as well, I think his chances have never been higher.

3. I feel like a new Xenoblade rep is coming. With Sakurai admitting he wanted to put Rex AND an Arms character in the base roster and the latter being just revealed, it could happen. Deep down I hope he changed his mind to Elma instead of Rex, but who knows. Xenoblade does deserve a new character though.

4. ANY Resident Evil rep is highly required. First true survival horror rep (you'd could argue for Simon and Richter but come on), already aknowledged by some spirits (and I don't believe in the spirit deconfirmation at all), and simply iconic massive franchise which has seen like six releases on Switch this year alone. I would be OK with anyone, with Leon and Jill being the best choices in my opinion.

5. It blows my mind honestly a Tekken or Soul Calibur rep isn't in yet and the almost complete absence of the franchise in Ultimate is suspicious. Heihachi could be the obvious rep but I hope that for diversity's sake they don't go for the obvious "big dude throwing punches" choice. I still think Yoshimitsu would be the perfect choice for his moveset, the fact he would rep both franchises, and him simply being so weird and interesting.

6. I feel Sora will actually end up in Smash as the last most mind blowingly requested character. He's just massive, and feels like a missing piece at this point. He may come without Disney references, which I would totally understand. Square licensing is weird so I could see him as a "happy now?" addition like Cloud, which is definitely lacking in other recognitions outside his own character, but it would be enough. Just imagine though if he comes along King Mickey, Goofy and Donald. That would just cement Smash Bros. as the bigger crossover THING in the universe.
 

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I was going to say they're actually more even since Daisy's shorter, but wider, but this only applies to the characters while they're grounded, and well...When are these two not in the air?

So...It's still a trade-off, but it's a more negligible trade-off than the already pretty negligible perk Daisy has over Peach.



Mega Man (Starforce)'s standout quality is that he's a fusion of Geo and Omega-Xis right? Perhaps you could use that as the main angle for the character. Though it wouldn't be a good idea if it got in the way of Mega Man Starforce's mechanics. Perhaps it would be better for a Mega Man: Battle Network character.


Oh so when the ARMS characters have different personalities, they can just change the animations, but when Dark Pit has a different personality, then he gets his own Final Smash and has to be a separate character! I see how it is. :p
I mostly focused on the mix of long range and melee combat. With most moves being based on weapons you get in the MMSF games. Though I used Omega-Xis for Smash Attacks and Grabs. Since Gameplay-wise, he doesn't pop-out every 3 seconds.
 

Michael the Spikester

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4. ANY Resident Evil rep is highly required. First true survival horror rep (you'd could argue for Simon and Richter but come on), already aknowledged by some spirits (and I don't believe in the spirit deconfirmation at all), and simply iconic massive franchise which has seen like six releases on Switch this year alone. I would be OK with anyone, with Leon and Jill being the best choices in my opinion.
Base Spirits likely don't deconfirmed.

Spirit events/boards though are an different story. I sadly don't see Resident Evil happening.
 

Idon

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I mostly focused on the mix of long range and melee combat. With most moves being based on weapons you get in the MMSF games. Though I used Omega-Xis for Smash Attacks and Grabs. Since Gameplay-wise, he doesn't pop-out every 3 seconds.
You at least better have AREA EATER. Seeing Omega-xis just tear at the ground and delete it was rad.
 

Verde Coeden Scalesworth

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Since we're talking about Pass-based Wants(ignoring ARMS and all), I made one a long time back; https://twitter.com/Hydrozor/status/1232431161055510528 Worth noting my rules of the time at making were "did not have a literal spirit" and "characters I absolutely would love in".

Scorpion: He's an excellent pass stater on its own, and is the most well known character in Mortal Kombat along with being the mascot. He's been the official MK Hero during Deception(and was tricked). He however brings to the table multiple unique stuff on his own with his ability to do more than one spear as is, his normal fire breath(that isn't a continuous flame generally, but a more quick shot, so it doesn't lose any fire power due to having a limited duration as is). He's also a very strong sword user, has been able to use a battle axe, a master with various kicks and punches too. Along with teleport punches, the classic spin kick, his uppercut, he even represents the basic MK gameplay well. The biggest thing of note is the hyper violence isn't just about blood/gore, but it's about the massively strong hits he can also perform. It's about the force behind them, not simply the drops of blood. This is something that came up since Brawl with Ganondorf's moveset, as he has massive force behind his abilities, outright making him feel more like a character who has a physical impact in their blows. This is what MK is about too. The strength.

Brian: Of course, many know I'm a giant fan of Quest 64. Brian is a 10-year old magic user that uses a simple staff, but has at least 60 natural spells in his repertoire. He's able to create barriers, throw fireballs, slice enemies with wind, blast them with rocks, and douse them with water. And so on. While he uses a normal magic meter, it's clear that using up to 3 MP for the highest level spell obviously doesn't work out. However, one thing that's noticeable is there is no RPG character with a level up mechanic. There's somewhat of a "mode" mechanic with Shulk switching his Monado Arts, but not an outright one where you can level up those modes. This is what inspired me to create an all new design, where he can level up his magic(up to 15 per) that increases the abilities of the school of magic he currently is using. Fire, Earth, Water, and Wind. Combined with using status effects as per his tilts, he's able to focus on physical attacks too. That's only one way to do it. He has a huge variety of magic, allowing one to make up countless unique movesets.

Fulgore: Killer Instinct is admittedly niche compared to Mortal Kombat and Street Fighter's larger legacy(likewise same with Tekken and Soul Calibur's), but it easily left a mark on me. It's the first game to legitimately define combos. It was a glitch in a previous SF game, and after this game defined them, combos saw more straight usage in other fighting games respectively. The other thing it brought to the table is more unique announcer chatter, not just "Round 1" and "Flawless", but yelling out things like Killer Combo! and such. This really helped the fighting games become even more fun and unique. Fulgore himself is the mascot of the series, though plays a bit of a side role in importance despite that. He's no Jago, Eyedol, B. Orchid, or Gargos. He still is important as the core sub-boss of the franchise(somewhat changed up Killer Instinct 2013) and in some ways is the Akuma of the game. He's a better version of Jago's moveset before the reboot changed it up. Being a shotoclone, he seems like a simple thing in some ways. But he does stuff that Jago doesn't. He has eyes lasers, his Plasma Slicer is a different taken on the Hadouken type move, including triple shots. But there's something else that KI has that really became awesome; The Combo Breaker. It's a unique ability to, well, break a combo. In the original usage, you had to press the right button to activate it, based upon a specific button the opponent/CPU used. This allowed you to break a specific move. Now, obviously, this isn't a Fulgore thing only. But he's still my top favorite, making him an excellent pick for me. The biggest thing however that other shotoclones didn't have at the time is that he could transform into enemies during his combos, a shadow-like variant of them. It's not really plausible in Smash. He also is a shotoclone with a reflector, an unusual option.

ToyAgumon: Digimon is a pretty huge franchise, and at one time rivaled Pokemon. ToyAgumon is my favorite Digimon of all time. Obviously he has no chance over Agumon, but that's okay. That wasn't even the point of me choosing 'em. I love the little guy, and they're a shapeshifter too. Though making a perfect moveset feels a bit more difficult, the ability to take different forms allows for unique variations on things. This can include changing its claw more into a fist for a specific punch(it even has a Mullion Punch) attack, and the more toy-like attacks it has can be heavily used. I admit I don't have the biggest gameplay ideas for it. >.> Digimon however easily is worth a representative, and the games are getting better than ever.

Impa: No, not Hyrule Warriors. Not Skyward Sword. But the Oracle series. This is my favorite design. She's a bigger woman, but is actually pretty strong as is. Not mentally so much as physically. She's also a bit older too, making her a unique addition for looks alone. Combined with still being a ninja-like character due to in-universe abilities, and you start to get quite a few options of how she can work. She can still use magic. She's massively strong. She has the unique bodyshape that allows her to useful forceful moves. She's the protector of Zelda, and she'll do it till the end of time(and she has time powers capable of doing that). This is the only form where Impa is actually a lot older, but not just a lady with a cane. She's fighting capable by design, and that makes her an excellent pick in my books.

Sveta: She's no Isaac, or even Matthew, but she's a powerful wolfgirl who has a lot of strong magic and is very physically strong. ...I admittedly haven't played the game in ages, but having a wolfgirl would be very interesting alone as we only have one wolf character, and he's got a feral-like variation, but isn't about magic or precision strikes in the same way(despite being a pilot).

You can tell I am not able to explain every choice that well.
 

Cutie Gwen

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Yeah after all, your B button could be like any other where you shoot out a lame projectile and keep people away, or it could be SENDING YOUR FERAL BUDDY COP TO KICK SOME BUTT.
You know, this becomes hilarious in a dark way as it means you sick a ****ing police dog thing to brutalize someone for whiffing. Press B to participate in police brutality looking ass
 

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You at least better have AREA EATER. Seeing Omega-xis just tear at the ground and delete it was rad.
I have that as the Down-Smash. I imagine it'd have a gravity effect like Spark Needle, since that move forces enemies closer to you. Which would be about as close as you could get to breaking the ground to pull people in.
 

andree123

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Here's my prediction on the way things will go for the rest of the pass:

Fighter #1: Announced in a June "Sakurai presents", released later that month or in early-mid July 2020
Fighter #2: Announced in Nintendo's E3 replacement direct, released in September/October 2020
Fighter #3: Also announced in Nintendo's E3 replacement direct, released in December/January 2020
Fighter #4: Announced in a February/March Nintendo direct, releases April/May 2021
Fighter #5: Announced in E3 2021 (assuming E3 is still a thing next year, if not, generic summer Nintendo direct), releases August/September 2021
Fighter #6: Announced in a November/December 2021 "Sakurai presents", released later that month.
I do not think that will be scheduled in this way, here is my own prediction on this:
Fighter #1: Revealed in the June "Sakurai presents", releases at the same day or next week of this June.
Fighter #2: Announced in Nintendo's September direct a la ARMS style, gets revealed and released in a November 2020 "Sakurai presents".
Fighter #3: Announced in a January 2021 "Sakurai presents", released in this same month.
Fighter #4: Announced and released in a March/April Nintendo direct.
Fighter #5: Announced and released in E3 2021.
Fighter #6: Announced in a September 2021 "Sakurai presents", released in this same month.
 

NonSpecificGuy

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You know, if we get Spring Man, the Waluigi fanbase would go feral and berserk.
No, they’d probably be the opposite. They’d probably be hopeful we get Waluigi later on int the Fighter’s Pass.

Now if we don’t get him by the end of the pass and it IS Spring Man? Yeah, feral Waluigi fans incoming.
 

ZelDan

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To be honest I don't think I've ever seen a Waluigi fan act "feral" or bad in any way. When Waluigi got AT'd during the EVERYONE IS HERE trailer I just kinda remember people making a bunch of memes over it.

Not that I doubt there were Waluigi fans that acted/act hostile, like how any fanbase will have its dip****s.
 
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