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Official Newcomer/DLC Speculation Discussion

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KingofPhantoms

The Spook Factor
Joined
Feb 12, 2013
Messages
33,373
Location
Southern California
3DS FC
1006-1145-8453
I figured something seemed off about this report. At least no one was actually held hostage, but jeez, what a horrible excuse of a prank, getting so many people freaked out and the authorities involved with a non-existent hostile emergency.

Maybe we'd do best to move on from this subject, here. It's newcomer speculation, after all. Everyone has a right to be upset at the guy over this prank, but his **** move shouldn't have to derail and spoil this thread.
 

SMAASH! Puppy

Smash Legend
Joined
Feb 13, 2015
Messages
13,337
Location
Snake Man's stage from Metal Blade Solid
Here's something to lighten the topic:

Before Min Min’s release, I didn’t agree that a 4 in 1 ARMS character could work because it would water them all down. I still stand by that, but I think the characters would have different normals, do believe that all ARMS characters would share Special Moves (including the normals that work like Special Moves, but perhaps with the exception of ARMS Hook). So baring that in mind, I decided to come up with some hypothetical ways each character could put a twist on Min Min’s moveset. It's just the base roster + Springtron, and I don't really go into the further ramifications of these ability sets because I got bored along the way.

Attributes
  • Up Smash is a reflector.
  • Throws power up her primary ARM.
ARMS
  • Dragon: Standard ARM. Holding the button when using this ARM causes it to fire a laser for more range.
  • Megawatt: A slow, but powerful ARM.
  • Ramram: A quick ARM that is less powerful, but can cover a lot of range.
Attributes (Spring Man)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • After reaching 100%, Spring Man’s punch attacks become more powerful.
Attributes (Springtron)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • Charging for a bit will cause Springtron to emit a huge shockwave that paralyzes any opponents that were attacking when they got hit. Opponents that were not attacking are unharmed by it. After doing this, Springtron gains Spring Man’s power boost, and gets a little more mobile for a few seconds.
ARMS
  • Toaster: A standard ARM. It has a bit more range than the Dragon, but it can’t fire lasers, so the Dragon still has more range overall.
  • Boomerang: An ARM with a larger hitbox than normal that can cover a lot of space, but isn’t quite as quick as something like the Ramram.
  • Tribolt: An incredibly quick ARM that doesn’t do much damage, and isn’t very angleable. It’s best use is just for pestering opponents from afar. It does lose to a lot more attacks however.
Attributes:
  • She has 4 small midair jumps instead of one normal one.
  • Her fast fall speed is the fastest in the game.
ARMS:
  • Sparky: Functionally identical to the Toaster.
  • Popper: A fast ARM that deals multiple weaker hits. It isn’t very angleable.
  • Slapamander: A fairly standard ARM that has a sweetspot at the edge of its range.
Attributes:
  • His dodges are ambiguous due to the fact that he teleports in a puff of smoke.
  • Instead of blocking attacks, Ninjara will teleport slightly left or right of his location, making attacks slightly less safe on shield.
ARMS:
  • Chakram: Functionally identical to the Ramram. This is interesting because it is Ninjara’s primary ARM, meaning he will always have access to the Chakram’s good coverage.
  • Buff: Functionally identical to the Toaster, except the hitbox is bigger when used as a Smash Attack.
  • Triblast: A slower version of the Tribolt that explodes on contact with either opponents or hitboxes when used as a Smash Attack. This explosion can hit Ninjara if he’s not careful, and like the Tribolt, it loses to a lot more attacks. This means that it is possible for opponents to hit the Triblast and clank on the explosion.
Attributes:
  • While blocking, Master Mummy will gradually heal not a lot, but enough for you to not want him to hole up in his shield.
  • Master Mummy has Bowser’s Tough Guy trait.
  • Master Mummy has like, no agility. His movement stats are garbage.
ARMS:
  • Megaton: Functionally identical to the Megawatt. The fact that this is his primary ARM could be seen as either a good thing because he will always have access to scary damage, or a bad thing because he will always have a rather sluggish ARM equipped.
  • Retorcher: A quick three hit ARM that doesn’t do much damage overall. The low damage causes it to lose to more attacks than normal.
  • Phoenix: An ARM with a slightly shorter initial range. The bird on this ARM will leap out of the glove in the direction of the opponent near the end of the attack, causing the entire range of this ARM to be the same as normal.
Attributes:
  • Mechanica has the Tough Guy trait.
  • She can float in the air, but does not have the ability to do so on the ground like Peach.
  • She can move side to side while charging her Forward Smash on the ground however.
  • Like Master Mummy, her movement stats are pretty terrible, though the floating does make up for it a little.
ARMS:
  • Revolver: Functionally identical to the Retorcher. This means that while Mechanica will always be able to pester opponents with attacks, they can be defended against more easily than with other ARMS characters.
  • Whammer: An odd ARM that is quite powerful, and doesn’t lose much speed, but does not have a hitbox until it tries to slam down on an opponent, or reaches the end of its trajectory. It cannot be angled at all.
  • Homie: An explosive ARM that is slower, but homes in on nearby opponents. Mechanica can be caught in this explosion if you’re not careful.
Attributes:
  • After Directional Air Dodging or Dodge Rolling, she can slow incoming attacks. While she is in this state, she falls very slowly, and is able to do a quick dash in any direction (unless it’s down and she’s on the floor) to avoid attacks. This is not a second air dodge or dodge roll, and she does not have any invincibility frames when she does this. This does, however, allow her to use Directional Air Dodges in her normal recovery routine rather than just as a last ditch effort or read since it negates the end lag -> SD factor.
ARMS:
  • Chilla: Functionally identical to the Toaster.
  • Parasol: An ARM that trades angleability for a wide hitbox.
  • Thunderbird: Functionally identical to the Phoenix.
Attributes:
  • Barq is an AI controlled character that follows Byte around. If Byte does nothing but walk or run, Barq will throw a straight punch directly at the nearest opponent at a timed interval. If Byte uses Punch, Barq will punch a second later as long as he’s not already punching, or currently being used as a trampoline. If Byte does a Forward Smash, Barq will do a more powerful punch at the same time as Byte with the same restrictions as before.
  • Byte can jump on Barq to gain much more height than normal. Press down when you’d normally land on him to refrain from jumping on him. When Byte makes contact with Barq, a small shockwave is emitted that reflects projectiles. ARMS Jump will also use this feature, making it faster than the other character’s version of the move.
  • Shielding will bring Barq right in front of Byte, allowing him to function as a 1-hit shield as well as resetting his position. When Barq is hit during anything, he will be disabled for a few seconds. This timer does not lengthen when he is K.O.ed.
ARMS:
  • Missile: Functionally identical to the Homie, but the explosion causes paralysis. This makes Byte’s Smash Attacks a bit more volatile to try and rapid fire, as getting them backfired is much worse.
  • Cracker: Functionally identical to the popper.
  • Bubb: Functionally identical to the Buff.
Attributes:
  • Kid Cobra can cancel his grounded Smash Attacks to quickly dash forward or backward. The longer you charged, the more dashes you can do, up to 4. Good for microspacing.
ARMS:
  • Slamamander: Functionally identical to the Slapamander.
  • Hydra: A quick ARM that has three hitboxes oriented vertically. It isn’t very angleable, but it can catch aerial opponents all the same. It isn’t very powerful, and does lose to attacks more often.
  • Coolerang: Functionally identical to the Boomerang
Attributes:
  • Helix can crawl, and his Down Tilt is also Punch (though you can’t angle the Down Tilt version of the attack, it does hit lower).
  • Pressing and holding the jump button stretches Helix’s body upward. His legs are intangible while doing so, and while he can’t walk while doing this, he can shift his upper body left and right, and his attacks act as if he is on the ground. Pressing down while not punching brings you back to normal. Letting go of the jump button launches Helix’s legs into the air.
ARMS:
  • Blorb: A slow, but powerful ARM that bounces along the ground. It’s a bit faster than the Megawatt and Megaton in exchange for the fact that its trajectory doesn’t allow it to hit opponents in the air unless they’re close or underneath you.
  • Ice Dragon: Functionally identical to the dragon.
  • Guardian: Moves forward a bit, and acts as a wall, and will retract after taking a bit of damage. This attack does not have a hitbox unless you press the Special Attack button again to make it charge forward. It slowly floats downward when used in the air.
 
Last edited:

KingofPhantoms

The Spook Factor
Joined
Feb 12, 2013
Messages
33,373
Location
Southern California
3DS FC
1006-1145-8453
Here's something to lighten the topic:

Before Min Min’s release, I didn’t agree that a 4 in 1 ARMS character could work because it would water them all down. I still stand by that, but I think the characters would have different normals, do believe that all ARMS characters would share Special Moves (including the normals that work like Special Moves, but perhaps with the exception of ARMS Hook). So baring that in mind, I decided to come up with some hypothetical ways each character could put a twist on Min Min’s moveset. It's just the base roster + Springtron, and I don't really go into the further ramifications of these ability sets because I got bored along the way.

Attributes
  • Up Smash is a reflector.
  • Throws power up her primary ARM.
ARMS
  • Dragon: Standard ARM. Holding the button when using this ARM causes it to fire a laser for more range.
  • Megawatt: A slow, but powerful ARM.
  • Ramram: A quick ARM that is less powerful, but can cover a lot of range.
Attributes (Spring Man)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • After reaching 100%, Spring Man’s punch attacks become more powerful.
Attributes (Springtron)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • Charging for a bit will cause Springtron to emit a huge shockwave that paralyzes any opponents that were attacking when they got hit. Opponents that were not attacking are unharmed by it. After doing this, Springtron gains Spring Man’s power boost, and gets a little more mobile for a few seconds.
ARMS
  • Toaster: A standard ARM. It has a bit more range than the Dragon, but it can’t fire lasers, so the Dragon still has more range overall.
  • Boomerang: An ARM with a larger hitbox than normal that can cover a lot of space, but isn’t quite as quick as something like the Ramram.
  • Tribolt: An incredibly quick ARM that doesn’t do much damage, and isn’t very angleable. It’s best use is just for pestering opponents from afar. It does lose to a lot more attacks however.
Attributes:
  • She has 4 small midair jumps instead of one normal one.
  • Her fast fall speed is the fastest in the game.
ARMS:
  • Sparky: Functionally identical to the Toaster.
  • Popper: A fast ARM that deals multiple weaker hits. It isn’t very angleable.
  • Slapamander: A fairly standard ARM that has a sweetspot at the edge of its range.
Attributes:
  • His dodges are ambiguous due to the fact that he teleports in a puff of smoke.
  • Instead of blocking attacks, Ninjara will teleport slightly left or right of his location, making attacks slightly less safe on shield.
ARMS:
  • Chakram: Functionally identical to the Ramram. This is interesting because it is Ninjara’s primary ARM, meaning he will always have access to the Chakram’s good coverage.
  • Buff: Functionally identical to the Toaster, except the hitbox is bigger when used as a Smash Attack.
  • Triblast: A slower version of the Tribolt that explodes on contact with either opponents or hitboxes when used as a Smash Attack. This explosion can hit Ninjara if he’s not careful, and like the Tribolt, it loses to a lot more attacks. This means that it is possible for opponents to hit the Triblast and clank on the explosion.
Attributes:
  • While blocking, Master Mummy will gradually heal not a lot, but enough for you to not want him to hole up in his shield.
  • Master Mummy has Bowser’s Tough Guy trait.
  • Master Mummy has like, no agility. His movement stats are garbage.
ARMS:
  • Megaton: Functionally identical to the Megawatt. The fact that this is his primary ARM could be seen as either a good thing because he will always have access to scary damage, or a bad thing because he will always have a rather sluggish ARM equipped.
  • Retorcher: A quick three hit ARM that doesn’t do much damage overall. The low damage causes it to lose to more attacks than normal.
  • Phoenix: An ARM with a slightly shorter initial range. The bird on this ARM will leap out of the glove in the direction of the opponent near the end of the attack, causing the entire range of this ARM to be the same as normal.
Attributes:
  • Mechanica has the Tough Guy trait.
  • She can float in the air, but does not have the ability to do so on the ground like Peach.
  • She can move side to side while charging her Forward Smash on the ground however.
  • Like Master Mummy, her movement stats are pretty terrible, though the floating does make up for it a little.
ARMS:
  • Revolver: Functionally identical to the Retorcher. This means that while Mechanica will always be able to pester opponents with attacks, they can be defended against more easily than with other ARMS characters.
  • Whammer: An odd ARM that is quite powerful, and doesn’t lose much speed, but does not have a hitbox until it tries to slam down on an opponent, or reaches the end of its trajectory. It cannot be angled at all.
  • Homie: An explosive ARM that is slower, but homes in on nearby opponents. Mechanica can be caught in this explosion if you’re not careful.
Attributes:
  • After Directional Air Dodging or Dodge Rolling, she can slow incoming attacks. While she is in this state, she falls very slowly, and is able to do a quick dash in any direction (unless it’s down and she’s on the floor) to avoid attacks. This is not a second air dodge or dodge roll, and she does not have any invincibility frames when she does this. This does, however, allow her to use Directional Air Dodges in her normal recovery routine rather than just as a last ditch effort or read since it negates the end lag -> SD factor.
ARMS:
  • Chilla: Functionally identical to the Toaster.
  • Parasol: An ARM that trades angleability for a wide hitbox.
  • Thunderbird: Functionally identical to the Phoenix.
Attributes:
  • Barq is an AI controlled character that follows Byte around. If Byte does nothing but walk or run, Barq will throw a straight punch directly at the nearest opponent at a timed interval. If Byte uses Punch, Barq will punch a second later as long as he’s not already punching, or currently being used as a trampoline. If Byte does a Forward Smash, Barq will do a more powerful punch at the same time as Byte with the same restrictions as before.
  • Byte can jump on Barq to gain much more height than normal. Press down when you’d normally land on him to refrain from jumping on him. When Byte makes contact with Barq, a small shockwave is emitted that reflects projectiles. ARMS Jump will also use this feature, making it faster than the other character’s version of the move.
  • Shielding will bring Barq right in front of Byte, allowing him to function as a 1-hit shield as well as resetting his position. When Barq is hit during anything, he will be disabled for a few seconds. This timer does not lengthen when he is K.O.ed.
ARMS:
  • Missile: Functionally identical to the Homie, but the explosion causes paralysis. This makes Byte’s Smash Attacks a bit more volatile to try and rapid fire, as getting them backfired is much worse.
  • Cracker: Functionally identical to the popper.
  • Bubb: Functionally identical to the Buff.
Attributes:
  • Kid Cobra can cancel his grounded Smash Attacks to quickly dash forward or backward. The longer you charged, the more dashes you can do, up to 4. Good for microspacing.
ARMS:
  • Slamamander: Functionally identical to the Slapamander.
  • Hydra: A quick ARM that has three hitboxes oriented vertically. It isn’t very angleable, but it can catch aerial opponents all the same. It isn’t very powerful, and does lose to attacks more often.
  • Coolerang: Functionally identical to the Boomerang
Attributes:
  • Helix can crawl, and his Down Tilt is also Punch (though you can’t angle the Down Tilt version of the attack, it does hit lower).
  • Pressing and holding the jump button stretches Helix’s body upward. His legs are intangible while doing so, and while he can’t walk while doing this, he can shift his upper body left and right, and his attacks act as if he is on the ground. Pressing down while not punching brings you back to normal. Letting go of the jump button launches Helix’s legs into the air.
ARMS:
  • Blorb: A slow, but powerful ARM that bounces along the ground. It’s a bit faster than the Megawatt and Megaton in exchange for the fact that its trajectory doesn’t allow it to hit opponents in the air unless they’re close or underneath you.
  • Ice Dragon: Functionally identical to the dragon.
  • Guardian: Moves forward a bit, and acts as a wall, and will retract after taking a bit of damage. This attack does not have a hitbox unless you press the Special Attack button again to make it charge forward. It slowly floats downward when used in the air.
I like these takes on the rest of the ARMS cast. Goes to show that, even if it's just a few differences sometimes, any ARMS character could've made the cut and been a fun, unique character.

Out of everyone who's listed here, Ribbon Girl, Kid Cobra and Byte & Barq were the ones I would've liked to see join if Min Min didn't get picked. I would've been cool with Max Brass or Dr. Coyle, too.
 

CapitaineCrash

Smash Champion
Joined
Oct 30, 2018
Messages
2,905
Location
Canada, Québec
Here's something to lighten the topic:

Before Min Min’s release, I didn’t agree that a 4 in 1 ARMS character could work because it would water them all down. I still stand by that, but I think the characters would have different normals, do believe that all ARMS characters would share Special Moves (including the normals that work like Special Moves, but perhaps with the exception of ARMS Hook). So baring that in mind, I decided to come up with some hypothetical ways each character could put a twist on Min Min’s moveset. It's just the base roster + Springtron, and I don't really go into the further ramifications of these ability sets because I got bored along the way.

Attributes
  • Up Smash is a reflector.
  • Throws power up her primary ARM.
ARMS
  • Dragon: Standard ARM. Holding the button when using this ARM causes it to fire a laser for more range.
  • Megawatt: A slow, but powerful ARM.
  • Ramram: A quick ARM that is less powerful, but can cover a lot of range.
Attributes (Spring Man)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • After reaching 100%, Spring Man’s punch attacks become more powerful.
Attributes (Springtron)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • Charging for a bit will cause Springtron to emit a huge shockwave that paralyzes any opponents that were attacking when they got hit. Opponents that were not attacking are unharmed by it. After doing this, Springtron gains Spring Man’s power boost, and gets a little more mobile for a few seconds.
ARMS
  • Toaster: A standard ARM. It has a bit more range than the Dragon, but it can’t fire lasers, so the Dragon still has more range overall.
  • Boomerang: An ARM with a larger hitbox than normal that can cover a lot of space, but isn’t quite as quick as something like the Ramram.
  • Tribolt: An incredibly quick ARM that doesn’t do much damage, and isn’t very angleable. It’s best use is just for pestering opponents from afar. It does lose to a lot more attacks however.
Attributes:
  • She has 4 small midair jumps instead of one normal one.
  • Her fast fall speed is the fastest in the game.
ARMS:
  • Sparky: Functionally identical to the Toaster.
  • Popper: A fast ARM that deals multiple weaker hits. It isn’t very angleable.
  • Slapamander: A fairly standard ARM that has a sweetspot at the edge of its range.
Attributes:
  • His dodges are ambiguous due to the fact that he teleports in a puff of smoke.
  • Instead of blocking attacks, Ninjara will teleport slightly left or right of his location, making attacks slightly less safe on shield.
ARMS:
  • Chakram: Functionally identical to the Ramram. This is interesting because it is Ninjara’s primary ARM, meaning he will always have access to the Chakram’s good coverage.
  • Buff: Functionally identical to the Toaster, except the hitbox is bigger when used as a Smash Attack.
  • Triblast: A slower version of the Tribolt that explodes on contact with either opponents or hitboxes when used as a Smash Attack. This explosion can hit Ninjara if he’s not careful, and like the Tribolt, it loses to a lot more attacks. This means that it is possible for opponents to hit the Triblast and clank on the explosion.
Attributes:
  • While blocking, Master Mummy will gradually heal not a lot, but enough for you to not want him to hole up in his shield.
  • Master Mummy has Bowser’s Tough Guy trait.
  • Master Mummy has like, no agility. His movement stats are garbage.
ARMS:
  • Megaton: Functionally identical to the Megawatt. The fact that this is his primary ARM could be seen as either a good thing because he will always have access to scary damage, or a bad thing because he will always have a rather sluggish ARM equipped.
  • Retorcher: A quick three hit ARM that doesn’t do much damage overall. The low damage causes it to lose to more attacks than normal.
  • Phoenix: An ARM with a slightly shorter initial range. The bird on this ARM will leap out of the glove in the direction of the opponent near the end of the attack, causing the entire range of this ARM to be the same as normal.
Attributes:
  • Mechanica has the Tough Guy trait.
  • She can float in the air, but does not have the ability to do so on the ground like Peach.
  • She can move side to side while charging her Forward Smash on the ground however.
  • Like Master Mummy, her movement stats are pretty terrible, though the floating does make up for it a little.
ARMS:
  • Revolver: Functionally identical to the Retorcher. This means that while Mechanica will always be able to pester opponents with attacks, they can be defended against more easily than with other ARMS characters.
  • Whammer: An odd ARM that is quite powerful, and doesn’t lose much speed, but does not have a hitbox until it tries to slam down on an opponent, or reaches the end of its trajectory. It cannot be angled at all.
  • Homie: An explosive ARM that is slower, but homes in on nearby opponents. Mechanica can be caught in this explosion if you’re not careful.
Attributes:
  • After Directional Air Dodging or Dodge Rolling, she can slow incoming attacks. While she is in this state, she falls very slowly, and is able to do a quick dash in any direction (unless it’s down and she’s on the floor) to avoid attacks. This is not a second air dodge or dodge roll, and she does not have any invincibility frames when she does this. This does, however, allow her to use Directional Air Dodges in her normal recovery routine rather than just as a last ditch effort or read since it negates the end lag -> SD factor.
ARMS:
  • Chilla: Functionally identical to the Toaster.
  • Parasol: An ARM that trades angleability for a wide hitbox.
  • Thunderbird: Functionally identical to the Phoenix.
Attributes:
  • Barq is an AI controlled character that follows Byte around. If Byte does nothing but walk or run, Barq will throw a straight punch directly at the nearest opponent at a timed interval. If Byte uses Punch, Barq will punch a second later as long as he’s not already punching, or currently being used as a trampoline. If Byte does a Forward Smash, Barq will do a more powerful punch at the same time as Byte with the same restrictions as before.
  • Byte can jump on Barq to gain much more height than normal. Press down when you’d normally land on him to refrain from jumping on him. When Byte makes contact with Barq, a small shockwave is emitted that reflects projectiles. ARMS Jump will also use this feature, making it faster than the other character’s version of the move.
  • Shielding will bring Barq right in front of Byte, allowing him to function as a 1-hit shield as well as resetting his position. When Barq is hit during anything, he will be disabled for a few seconds. This timer does not lengthen when he is K.O.ed.
ARMS:
  • Missile: Functionally identical to the Homie, but the explosion causes paralysis. This makes Byte’s Smash Attacks a bit more volatile to try and rapid fire, as getting them backfired is much worse.
  • Cracker: Functionally identical to the popper.
  • Bubb: Functionally identical to the Buff.
Attributes:
  • Kid Cobra can cancel his grounded Smash Attacks to quickly dash forward or backward. The longer you charged, the more dashes you can do, up to 4. Good for microspacing.
ARMS:
  • Slamamander: Functionally identical to the Slapamander.
  • Hydra: A quick ARM that has three hitboxes oriented vertically. It isn’t very angleable, but it can catch aerial opponents all the same. It isn’t very powerful, and does lose to attacks more often.
  • Coolerang: Functionally identical to the Boomerang
Attributes:
  • Helix can crawl, and his Down Tilt is also Punch (though you can’t angle the Down Tilt version of the attack, it does hit lower).
  • Pressing and holding the jump button stretches Helix’s body upward. His legs are intangible while doing so, and while he can’t walk while doing this, he can shift his upper body left and right, and his attacks act as if he is on the ground. Pressing down while not punching brings you back to normal. Letting go of the jump button launches Helix’s legs into the air.
ARMS:
  • Blorb: A slow, but powerful ARM that bounces along the ground. It’s a bit faster than the Megawatt and Megaton in exchange for the fact that its trajectory doesn’t allow it to hit opponents in the air unless they’re close or underneath you.
  • Ice Dragon: Functionally identical to the dragon.
  • Guardian: Moves forward a bit, and acts as a wall, and will retract after taking a bit of damage. This attack does not have a hitbox unless you press the Special Attack button again to make it charge forward. It slowly floats downward when used in the air.

That's some great idea and great work. To be honest my conly critics would be that I don't really see Helix working well. It works well in a 3d arena like Arms, but I don't see that would be the point of stretching upward in a 2d game.
 

SMAASH! Puppy

Smash Legend
Joined
Feb 13, 2015
Messages
13,337
Location
Snake Man's stage from Metal Blade Solid
That's some great idea and great work. To be honest my conly critics would be that I don't really see Helix working well. It works well in a 3d arena like Arms, but I don't see that would be the point of stretching upward in a 2d game.
It is definitely the most dubiously useful of the character gimmicks, though it does allow him to use his Up Tilt and Up Smash higher off the ground for whatever that's worth. Might could also be used as a means of escape as well if it's a fast enough option.

EDIT: Could also be a mix-up too with the option to either go up and down to punish, or up and over to get away.
 
Last edited:

pupNapoleon

Smash Hero
Joined
Mar 24, 2014
Messages
8,952
Location
Miami, NYC
NNID
NapoleonPlays
3DS FC
5129-1683-5306
Switch FC
SW 3124 9647 8311
Why not? Mitsurugi and Kilik for example are both valid choices as they are also mascots for Soul Calibur.
...I'm not having the mascot conversation again- I'll just refer to the Project Soul logo above.

So you haven't actually seen the impressions of people who play RFA. Because the people who played the game and support its character are not the same people who say they would play exactly like Wii Fit Trainer.

Not to mention that's an opinion so superficial it would die the moment the character were to be revealed, because the characters are just that different.

So, you would have Dragaux doing generic kicks and punches? Because that's all the baddies do really, except for the ones with unique body shapes - like the mat - that Dragaux couldn't imitate. Or did you mean randomly summoning mooks? I don't think either of those are very unique, especially when compared to RFA's mechanics of summoning multiple giant glowing fists, abs and feet to attack.

And, uh, agree to disagree on a big dragon being more interesting. We already have several big dragons in the Smash roster, not to mention it's a very common trope. How many fighting games, or games in general, star a trainer with a pilates ring? That stands out more, it's wackier and more inventive.
We have... two dragons. How many humans do we have?
I would have Dragaux do everything you would think for the Ring Trainer, except for vacuum and hover. So, take all your ideas for these giant feet and hands, and apply it to Dragaux.
I literally suggested a character to discuss and you come out of the woodwork to tell me why you want to discuss what you think he cannot do, and reference all sorts of people that you claim exist without any support of said people in any way. I'm not sure if it is your intention, but I'm perceiving you as being contrary just to be contrary.
 
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The Stoopid Unikorn

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And, uh, agree to disagree on a big dragon being more interesting. We already have several big dragons in the Smash roster, not to mention it's a very common trope. How many fighting games, or games in general, star a trainer with a pilates ring? That stands out more, it's wackier and more inventive.
I'm sorry, did you just say dragons aren't interesting?

I... I just want to be sure I heard that right, that's all.
 

Mushroomguy12

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Here's something to lighten the topic:

Before Min Min’s release, I didn’t agree that a 4 in 1 ARMS character could work because it would water them all down. I still stand by that, but I think the characters would have different normals, do believe that all ARMS characters would share Special Moves (including the normals that work like Special Moves, but perhaps with the exception of ARMS Hook). So baring that in mind, I decided to come up with some hypothetical ways each character could put a twist on Min Min’s moveset. It's just the base roster + Springtron, and I don't really go into the further ramifications of these ability sets because I got bored along the way.

Attributes
  • Up Smash is a reflector.
  • Throws power up her primary ARM.
ARMS
  • Dragon: Standard ARM. Holding the button when using this ARM causes it to fire a laser for more range.
  • Megawatt: A slow, but powerful ARM.
  • Ramram: A quick ARM that is less powerful, but can cover a lot of range.
Attributes (Spring Man)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • After reaching 100%, Spring Man’s punch attacks become more powerful.
Attributes (Springtron)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • Charging for a bit will cause Springtron to emit a huge shockwave that paralyzes any opponents that were attacking when they got hit. Opponents that were not attacking are unharmed by it. After doing this, Springtron gains Spring Man’s power boost, and gets a little more mobile for a few seconds.
ARMS
  • Toaster: A standard ARM. It has a bit more range than the Dragon, but it can’t fire lasers, so the Dragon still has more range overall.
  • Boomerang: An ARM with a larger hitbox than normal that can cover a lot of space, but isn’t quite as quick as something like the Ramram.
  • Tribolt: An incredibly quick ARM that doesn’t do much damage, and isn’t very angleable. It’s best use is just for pestering opponents from afar. It does lose to a lot more attacks however.
Attributes:
  • She has 4 small midair jumps instead of one normal one.
  • Her fast fall speed is the fastest in the game.
ARMS:
  • Sparky: Functionally identical to the Toaster.
  • Popper: A fast ARM that deals multiple weaker hits. It isn’t very angleable.
  • Slapamander: A fairly standard ARM that has a sweetspot at the edge of its range.
Attributes:
  • His dodges are ambiguous due to the fact that he teleports in a puff of smoke.
  • Instead of blocking attacks, Ninjara will teleport slightly left or right of his location, making attacks slightly less safe on shield.
ARMS:
  • Chakram: Functionally identical to the Ramram. This is interesting because it is Ninjara’s primary ARM, meaning he will always have access to the Chakram’s good coverage.
  • Buff: Functionally identical to the Toaster, except the hitbox is bigger when used as a Smash Attack.
  • Triblast: A slower version of the Tribolt that explodes on contact with either opponents or hitboxes when used as a Smash Attack. This explosion can hit Ninjara if he’s not careful, and like the Tribolt, it loses to a lot more attacks. This means that it is possible for opponents to hit the Triblast and clank on the explosion.
Attributes:
  • While blocking, Master Mummy will gradually heal not a lot, but enough for you to not want him to hole up in his shield.
  • Master Mummy has Bowser’s Tough Guy trait.
  • Master Mummy has like, no agility. His movement stats are garbage.
ARMS:
  • Megaton: Functionally identical to the Megawatt. The fact that this is his primary ARM could be seen as either a good thing because he will always have access to scary damage, or a bad thing because he will always have a rather sluggish ARM equipped.
  • Retorcher: A quick three hit ARM that doesn’t do much damage overall. The low damage causes it to lose to more attacks than normal.
  • Phoenix: An ARM with a slightly shorter initial range. The bird on this ARM will leap out of the glove in the direction of the opponent near the end of the attack, causing the entire range of this ARM to be the same as normal.
Attributes:
  • Mechanica has the Tough Guy trait.
  • She can float in the air, but does not have the ability to do so on the ground like Peach.
  • She can move side to side while charging her Forward Smash on the ground however.
  • Like Master Mummy, her movement stats are pretty terrible, though the floating does make up for it a little.
ARMS:
  • Revolver: Functionally identical to the Retorcher. This means that while Mechanica will always be able to pester opponents with attacks, they can be defended against more easily than with other ARMS characters.
  • Whammer: An odd ARM that is quite powerful, and doesn’t lose much speed, but does not have a hitbox until it tries to slam down on an opponent, or reaches the end of its trajectory. It cannot be angled at all.
  • Homie: An explosive ARM that is slower, but homes in on nearby opponents. Mechanica can be caught in this explosion if you’re not careful.
Attributes:
  • After Directional Air Dodging or Dodge Rolling, she can slow incoming attacks. While she is in this state, she falls very slowly, and is able to do a quick dash in any direction (unless it’s down and she’s on the floor) to avoid attacks. This is not a second air dodge or dodge roll, and she does not have any invincibility frames when she does this. This does, however, allow her to use Directional Air Dodges in her normal recovery routine rather than just as a last ditch effort or read since it negates the end lag -> SD factor.
ARMS:
  • Chilla: Functionally identical to the Toaster.
  • Parasol: An ARM that trades angleability for a wide hitbox.
  • Thunderbird: Functionally identical to the Phoenix.
Attributes:
  • Barq is an AI controlled character that follows Byte around. If Byte does nothing but walk or run, Barq will throw a straight punch directly at the nearest opponent at a timed interval. If Byte uses Punch, Barq will punch a second later as long as he’s not already punching, or currently being used as a trampoline. If Byte does a Forward Smash, Barq will do a more powerful punch at the same time as Byte with the same restrictions as before.
  • Byte can jump on Barq to gain much more height than normal. Press down when you’d normally land on him to refrain from jumping on him. When Byte makes contact with Barq, a small shockwave is emitted that reflects projectiles. ARMS Jump will also use this feature, making it faster than the other character’s version of the move.
  • Shielding will bring Barq right in front of Byte, allowing him to function as a 1-hit shield as well as resetting his position. When Barq is hit during anything, he will be disabled for a few seconds. This timer does not lengthen when he is K.O.ed.
ARMS:
  • Missile: Functionally identical to the Homie, but the explosion causes paralysis. This makes Byte’s Smash Attacks a bit more volatile to try and rapid fire, as getting them backfired is much worse.
  • Cracker: Functionally identical to the popper.
  • Bubb: Functionally identical to the Buff.
Attributes:
  • Kid Cobra can cancel his grounded Smash Attacks to quickly dash forward or backward. The longer you charged, the more dashes you can do, up to 4. Good for microspacing.
ARMS:
  • Slamamander: Functionally identical to the Slapamander.
  • Hydra: A quick ARM that has three hitboxes oriented vertically. It isn’t very angleable, but it can catch aerial opponents all the same. It isn’t very powerful, and does lose to attacks more often.
  • Coolerang: Functionally identical to the Boomerang
Attributes:
  • Helix can crawl, and his Down Tilt is also Punch (though you can’t angle the Down Tilt version of the attack, it does hit lower).
  • Pressing and holding the jump button stretches Helix’s body upward. His legs are intangible while doing so, and while he can’t walk while doing this, he can shift his upper body left and right, and his attacks act as if he is on the ground. Pressing down while not punching brings you back to normal. Letting go of the jump button launches Helix’s legs into the air.
ARMS:
  • Blorb: A slow, but powerful ARM that bounces along the ground. It’s a bit faster than the Megawatt and Megaton in exchange for the fact that its trajectory doesn’t allow it to hit opponents in the air unless they’re close or underneath you.
  • Ice Dragon: Functionally identical to the dragon.
  • Guardian: Moves forward a bit, and acts as a wall, and will retract after taking a bit of damage. This attack does not have a hitbox unless you press the Special Attack button again to make it charge forward. It slowly floats downward when used in the air.
Hopefully ARMS becomes the new Fire Emblem in the next Smash game and gets a whole bunch of semi-clone newcomers because I really like the diversity of the cast and want as many in as possible.
 
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Ramen Tengoku

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Hopefully ARMS becomes the new Fire Emblem in the next Smash game and gets a whole bunch of semiclone newcomers because I really like the diversity of the cast and want as many in as possible.
Smash Fans in 2030: "There's too many cartoon brawlers on the roster"
 
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The Stoopid Unikorn

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Here's something to lighten the topic:

Before Min Min’s release, I didn’t agree that a 4 in 1 ARMS character could work because it would water them all down. I still stand by that, but I think the characters would have different normals, do believe that all ARMS characters would share Special Moves (including the normals that work like Special Moves, but perhaps with the exception of ARMS Hook). So baring that in mind, I decided to come up with some hypothetical ways each character could put a twist on Min Min’s moveset. It's just the base roster + Springtron, and I don't really go into the further ramifications of these ability sets because I got bored along the way.

Attributes
  • Up Smash is a reflector.
  • Throws power up her primary ARM.
ARMS
  • Dragon: Standard ARM. Holding the button when using this ARM causes it to fire a laser for more range.
  • Megawatt: A slow, but powerful ARM.
  • Ramram: A quick ARM that is less powerful, but can cover a lot of range.
Attributes (Spring Man)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • After reaching 100%, Spring Man’s punch attacks become more powerful.
Attributes (Springtron)
  • You can cancel the charge of your Smash Attacks by flicking the stick left (dashes left), right (dashes right), or by jumping, creating a deflect ring that clanks against attacks. It’s not a reflector like Min Min’s deflect since this is less committal.
  • Charging for a bit will cause Springtron to emit a huge shockwave that paralyzes any opponents that were attacking when they got hit. Opponents that were not attacking are unharmed by it. After doing this, Springtron gains Spring Man’s power boost, and gets a little more mobile for a few seconds.
ARMS
  • Toaster: A standard ARM. It has a bit more range than the Dragon, but it can’t fire lasers, so the Dragon still has more range overall.
  • Boomerang: An ARM with a larger hitbox than normal that can cover a lot of space, but isn’t quite as quick as something like the Ramram.
  • Tribolt: An incredibly quick ARM that doesn’t do much damage, and isn’t very angleable. It’s best use is just for pestering opponents from afar. It does lose to a lot more attacks however.
Attributes:
  • She has 4 small midair jumps instead of one normal one.
  • Her fast fall speed is the fastest in the game.
ARMS:
  • Sparky: Functionally identical to the Toaster.
  • Popper: A fast ARM that deals multiple weaker hits. It isn’t very angleable.
  • Slapamander: A fairly standard ARM that has a sweetspot at the edge of its range.
Attributes:
  • His dodges are ambiguous due to the fact that he teleports in a puff of smoke.
  • Instead of blocking attacks, Ninjara will teleport slightly left or right of his location, making attacks slightly less safe on shield.
ARMS:
  • Chakram: Functionally identical to the Ramram. This is interesting because it is Ninjara’s primary ARM, meaning he will always have access to the Chakram’s good coverage.
  • Buff: Functionally identical to the Toaster, except the hitbox is bigger when used as a Smash Attack.
  • Triblast: A slower version of the Tribolt that explodes on contact with either opponents or hitboxes when used as a Smash Attack. This explosion can hit Ninjara if he’s not careful, and like the Tribolt, it loses to a lot more attacks. This means that it is possible for opponents to hit the Triblast and clank on the explosion.
Attributes:
  • While blocking, Master Mummy will gradually heal not a lot, but enough for you to not want him to hole up in his shield.
  • Master Mummy has Bowser’s Tough Guy trait.
  • Master Mummy has like, no agility. His movement stats are garbage.
ARMS:
  • Megaton: Functionally identical to the Megawatt. The fact that this is his primary ARM could be seen as either a good thing because he will always have access to scary damage, or a bad thing because he will always have a rather sluggish ARM equipped.
  • Retorcher: A quick three hit ARM that doesn’t do much damage overall. The low damage causes it to lose to more attacks than normal.
  • Phoenix: An ARM with a slightly shorter initial range. The bird on this ARM will leap out of the glove in the direction of the opponent near the end of the attack, causing the entire range of this ARM to be the same as normal.
Attributes:
  • Mechanica has the Tough Guy trait.
  • She can float in the air, but does not have the ability to do so on the ground like Peach.
  • She can move side to side while charging her Forward Smash on the ground however.
  • Like Master Mummy, her movement stats are pretty terrible, though the floating does make up for it a little.
ARMS:
  • Revolver: Functionally identical to the Retorcher. This means that while Mechanica will always be able to pester opponents with attacks, they can be defended against more easily than with other ARMS characters.
  • Whammer: An odd ARM that is quite powerful, and doesn’t lose much speed, but does not have a hitbox until it tries to slam down on an opponent, or reaches the end of its trajectory. It cannot be angled at all.
  • Homie: An explosive ARM that is slower, but homes in on nearby opponents. Mechanica can be caught in this explosion if you’re not careful.
Attributes:
  • After Directional Air Dodging or Dodge Rolling, she can slow incoming attacks. While she is in this state, she falls very slowly, and is able to do a quick dash in any direction (unless it’s down and she’s on the floor) to avoid attacks. This is not a second air dodge or dodge roll, and she does not have any invincibility frames when she does this. This does, however, allow her to use Directional Air Dodges in her normal recovery routine rather than just as a last ditch effort or read since it negates the end lag -> SD factor.
ARMS:
  • Chilla: Functionally identical to the Toaster.
  • Parasol: An ARM that trades angleability for a wide hitbox.
  • Thunderbird: Functionally identical to the Phoenix.
Attributes:
  • Barq is an AI controlled character that follows Byte around. If Byte does nothing but walk or run, Barq will throw a straight punch directly at the nearest opponent at a timed interval. If Byte uses Punch, Barq will punch a second later as long as he’s not already punching, or currently being used as a trampoline. If Byte does a Forward Smash, Barq will do a more powerful punch at the same time as Byte with the same restrictions as before.
  • Byte can jump on Barq to gain much more height than normal. Press down when you’d normally land on him to refrain from jumping on him. When Byte makes contact with Barq, a small shockwave is emitted that reflects projectiles. ARMS Jump will also use this feature, making it faster than the other character’s version of the move.
  • Shielding will bring Barq right in front of Byte, allowing him to function as a 1-hit shield as well as resetting his position. When Barq is hit during anything, he will be disabled for a few seconds. This timer does not lengthen when he is K.O.ed.
ARMS:
  • Missile: Functionally identical to the Homie, but the explosion causes paralysis. This makes Byte’s Smash Attacks a bit more volatile to try and rapid fire, as getting them backfired is much worse.
  • Cracker: Functionally identical to the popper.
  • Bubb: Functionally identical to the Buff.
Attributes:
  • Kid Cobra can cancel his grounded Smash Attacks to quickly dash forward or backward. The longer you charged, the more dashes you can do, up to 4. Good for microspacing.
ARMS:
  • Slamamander: Functionally identical to the Slapamander.
  • Hydra: A quick ARM that has three hitboxes oriented vertically. It isn’t very angleable, but it can catch aerial opponents all the same. It isn’t very powerful, and does lose to attacks more often.
  • Coolerang: Functionally identical to the Boomerang
Attributes:
  • Helix can crawl, and his Down Tilt is also Punch (though you can’t angle the Down Tilt version of the attack, it does hit lower).
  • Pressing and holding the jump button stretches Helix’s body upward. His legs are intangible while doing so, and while he can’t walk while doing this, he can shift his upper body left and right, and his attacks act as if he is on the ground. Pressing down while not punching brings you back to normal. Letting go of the jump button launches Helix’s legs into the air.
ARMS:
  • Blorb: A slow, but powerful ARM that bounces along the ground. It’s a bit faster than the Megawatt and Megaton in exchange for the fact that its trajectory doesn’t allow it to hit opponents in the air unless they’re close or underneath you.
  • Ice Dragon: Functionally identical to the dragon.
  • Guardian: Moves forward a bit, and acts as a wall, and will retract after taking a bit of damage. This attack does not have a hitbox unless you press the Special Attack button again to make it charge forward. It slowly floats downward when used in the air.
Now I wanna see you tackle the post-launch characters.
 

Guynamednelson

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Hopefully ARMS becomes the new Fire Emblem in the next Smash game and gets a whole bunch of semiclone newcomers because I really like the diversity of the cast and want as many in as possible.
Smash Fans in 2030: "There's too many cartoon brawlers on the roster"
Either way, they'll be complaining about fighters with oddly-colored hair and disjointed hitboxes.
 

Michael the Spikester

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Even then I think Crash's chances have been oversaturated along with Dante's.

This demand only started peaking upon the announcement of the N. Sane Trilogy, same with Dante with those tweets a few years back. Realistically speaking I think someone like Ryu Hayabusa is far more likely.
 

CannonStreak

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Even then I think Crash's chances have been oversaturated along with Dante's.

This demand only started peaking upon the announcement of the N. Sane Trilogy, same with Dante with those tweets a few years back. Realistically speaking I think someone like Ryu Hayabusa is far more likely.
I find Geno's chances oversaturated, especially with the so called "evidence" Geno has that they may exaggerate anyway.

But I probably shouldn't talk about the G word to begin with.
 

The Stoopid Unikorn

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Even then I think Crash's chances have been oversaturated along with Dante's.

This demand only started peaking upon the announcement of the N. Sane Trilogy, same with Dante with those tweets a few years back. Realistically speaking I think someone like Ryu Hayabusa is far more likely.
Wouldn't Crash be in exactly the same situation as Hayabusa if the N. Sane Trilogy didn't happen?

Feels kinda hypocritical to deny Crash just because he's had a rennaissance.

Is he overhyped? Yes. But that doesn't change the fact that he was a huge gaming icon of the 90s, and that alone gives him a realistic shot for pretty much any Smash game.
 
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Perkilator

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Even then I think Crash's chances have been oversaturated along with Dante's.

This demand only started peaking upon the announcement of the N. Sane Trilogy, same with Dante with those tweets a few years back. Realistically speaking I think someone like Ryu Hayabusa is far more likely.
I mean....said demand kickstarted with that announcement, and then skyrocketed with the (much deserved) success since the N. Sane Trilogy.
 

Michael the Spikester

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Wouldn't Crash be in exactly the same situation as Hayabusa if the N. Sane Trilogy didn't happen?

Feels kinda hypocritical to deny Crash just because he's had a rennaissance.

Is he overhyped? Yes. But that doesn't change the fact that he was a huge gaming icon of the 90s, and that alone gives him a realistic shot for pretty much any Smash game.
No because aside from the Vergeben leaks. Koei has a strong history and friendship with Nintendo, its also among the last NES icons, and there's the fact they're involved in helping Nintendo and Namco with Smash Ultimate in some way.
I mean....said demand kickstarted with that announcement, and then skyrocketed with the (much deserved) success since the N. Sane Trilogy.
My point is its kinda too late whereas ones like :ultridley:and:ultbanjokazooie:had nearly two decades of demand and:ultkrool:nearly a decade.

Was Crash certainly asked before this resurgence? Probably but likely not as much as those three were, which as mentioned this demand started upon the N. Sane Trilogy in 2017, at this time Ultimate was currently in development.

And one might point out the whole 5 years of negotiations with Steve. The difference is both Nintendo and Microsoft have had a great relationship with one another not to mention Minecraft being the most successful best-selling game of all time.

Don't get me wrong, I want Crash too but I don't think his chances are as likely as people makes it out to be.
 
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The Stoopid Unikorn

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No because aside from the Vergeben leaks. Koei has a strong history and friendship with Nintendo, its also among the last NES icons, and there's the fact they're involved in helping Nintendo and Namco with Smash Ultimate in some way.
Friendly reminder that Bandai Namco has helped Nintendo with its IPs since the early GameCube days and Pac-Man was still dismissed in Brawl.

Just because a company has good relations with Nintendo doesn't automatically guarantee a spot in the roster.

Also, care to tell me what Koei Tecmo did for Smash Ultimate aside from allowing that Fatal Frame Assist Trophy and maaaaaaaybe being involved in Byleth talks since KT helped make Three Houses? Because I'm seriously not sure where that last part you're saying is coming from.
 

pupNapoleon

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I mean....said demand kickstarted with that announcement, and then skyrocketed with the (much deserved) success since the N. Sane Trilogy.
Eh, I think that's an oversimplification. A lot of other events happened since the N.Sane trilogy- a new game was announced in the classic style, we got two Microsoft owned characters, and Sakurai has even referenced the character (along with many others, but still the point stands).
 

Ramen Tengoku

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Friendly reminder that Bandai Namco has helped Nintendo with its IPs since the early GameCube days and Pac-Man was still dismissed in Brawl.

Just because a company has good relations with Nintendo doesn't automatically guarantee a spot in the roster.

Also, care to tell me what Koei Tecmo did for Smash Ultimate aside from allowing that Fatal Frame Assist Trophy and maaaaaaaybe being involved in Byleth talks since KT helped make Three Houses? Because I'm seriously not sure where that last part you're saying is coming from.
If we're on the discussion of "close ties =/= automatic Smash character", I think Ubisoft is another notable example.

They've had an insane relationship with Nintendo as of late. Mario + Rabbits, Star Fox content in Star Link. And what do they get in terms of Smash? Nothing more than a couple spirits and dlc mii costumes. And this is for their biggest franchises, mind you, franchises many assumed were prime cannidates for potential characters.
 
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Michael the Spikester

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Honestly that said, I don't think we're gonna get Crash tbh as much as I'd like it to happen and we've already got our one big hitter that being Steve (Banjo being for the 1st pass). The rest I think are gonna be 1st parties, a surprise pick or lesser known characters.

I'd love to be proven wrong though.
 
Last edited:

The Stoopid Unikorn

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Honestly that said, I don't think we're gonna get Crash tbh as much as I'd like it to happen.

I'd love to be proven wrong though.
Did you just ignore my question about Koei Tecmo?

Also, care to tell me what Koei Tecmo did for Smash Ultimate aside from allowing that Fatal Frame Assist Trophy and maaaaaaaybe being involved in Byleth talks since KT helped make Three Houses? Because I'm seriously not sure where that last part you're saying is coming from.
 

pupNapoleon

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What is the Nintendo series you most want to get another character in the fighters pass?

For me, it is Donkey Kong (though, specifically I only want Dixie Kong, and quite honestly, a DK jr echo of DK).
 

CannonStreak

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What is the Nintendo series you most want to get another character in the fighters pass?

For me, it is Donkey Kong (though, specifically I only want Dixie Kong, and quite honestly, a DK jr echo of DK).
Same, except I also want Cranky Kong and Donkey Kong Jr. as well. That's just me, though.
 

The Stoopid Unikorn

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What is the Nintendo series you most want to get another character in the fighters pass?

For me, it is Donkey Kong (though, specifically I only want Dixie Kong, and quite honestly, a DK jr echo of DK).
Splatoon, because Octoling for life. VEEMO!
 
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Rie Sonomura

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RieSonomura
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What is the Nintendo series you most want to get another character in the fighters pass?

For me, it is Donkey Kong (though, specifically I only want Dixie Kong, and quite honestly, a DK jr echo of DK).
Xenoblade for my queen Elma

followed by Splatoon for my veemo/oomi babs

and while this is a slim as HECK chance, F-Zero for its main villain, Black Shadow and so ppl can recreate the famous FALCON PUNCH scene for real
 
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