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Newcomer Project Proposal Pitches

KMDP

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In the Smash Ultimate Discussion thread, I made a post detailing a 'game' to play, and @ThoughtfulWanderer over on the Isaac Support Thread suggested I make it into a full thread. In this 'game', you select a character you want to see in Super Smash Bros. Ultimate, and make a 'pitch' for them in the form of Sakurai's Project Proposals for Rosalina, Robin and Duck Hunt. The original post is here.

Project Proposals courtesy of Source Gaming.
Smash 4 Project Proposal for Rosalina said:
Owner of the Comet Observatory, Rosalina (princess) teams up with Luma (star) for battle, Luma performs attacks separately from Rosalina. However, sometimes Rosalina will be unable to attack until Luma finishes. She can glide through the air like Mario did in SMG, and many specials will employ a zero-g motif. Since she is (maybe?) from another planet, she is a little bigger than Peach. Her attacks should also feel intergalactic.

Theme: Puppet Fighter
Smash 4 Project Proposal for Robin said:
The so-called Avatar, Robin fights with a sword in one hand and a magic tome in the other. Smash Attacks summon the Levin Sword, providing greater damage, reach, and knockback. Specials utilize several magic tomes for a wide array of spells. Once Robin uses these weapons a certain number of times, they break and get thrown away. Players can switch between male and female Robin by palette swapping.

Theme: Sword and Magic; Limited-Use Attacks
Smash 4 Project Proposal for Duck Hunt said:
The hunter and the hunted pair up for Smash! Players control the dog, who uses the duck to attack and recover. An anonymous ally also provides cover fire by shooting from the player's perspective. The US version of the NES came packaged with Duck Hunt and an NES Zapper, so the game and character enjoy surprising notoriety. Duck Hunt's moveset will also incorporate references to other games in the light gun series. They will be this game's surprise character.

Theme: Third-Party Cover Fire

As a sample for the game, I created four proposals of my own, for Isaac, Nightmare, Sephiroth and Tifa Lockhart.
Isaac
The main character of Golden Sun, Isaac fights with Venus Psynergy (Earth Manipulation), Djinn (Helpful Elemental Spirits) and a Sword at his disposal. When Isaac fully charges his Neutral, Side or Down Special attacks, his attack will cause a temporary change in the structure of the stage in the area around him, though these changes will eventually revert back to normal after a few seconds. Certain basic and smash attacks will cause a Djinn to come to Isaac's aid, which will not only increase the range of the attack, but temporarily provide a very small boost to one of his stats (attack power, movement speed, damage taken, jump height, etc.) until the next time he uses his attack, which will remove the Djinn's effect. His side smash, when fully charged, becomes 'Ragnarok', a huge ethereal sword which will plant itself in the ground and bury foes.​
Theme: Stage Manipulation, Ranged Sword Fighting
Nightmare
The Azure Knight of Soul Calibur, Nightmare fights with a huge Great Sword known as "Soul Edge". This sword weighs him down a lot, making him very heavy and slow, but his attacks really pack a wallop and have huge knockback. When Nightmare attacks with Soul Edge, he recovers a small amount of percentage depending on how much damage he dealt to the opponent (approximately 10%). This HP recover effect also occurs when Nightmare grabs his foe, he can't pummel his opponent, but he absorbs health from them instead. His Final Smash involves summoning a horse made of Shadow, a 'Night mare', and mowing down enemies.​
Theme: Hard Hitting Attacks; HP absorption.
Sephiroth
The One-winged Angel, the greatest SOLDIER, and 'son' of Jenova. Sephiroth carries an enormous katana by the name of Masamune. Sephiroth, confident to the point of arrogance, moves slowly and deliberately when not actively running (he 'runs' by gliding, just like Cloud). When he attacks with Masamune, he appears to swing the sword slowly, but actually several wind blades from his fast strokes attack his opponent; as a result, his attacks hit multiple times, but they also take a while to end, so you better make sure not to miss. His Down Aerial, "Hell's Gate", has the property of instantly destroying damageable Assist Trophies.​
Theme: Deliberate, Multi-hitting Attacks
Tifa Lockhart
The beautiful patron of the "Seventh Heaven" Bar and a member of AVALANCHE, Tifa plays somewhat like a fusion of Cloud and Little Mac. Like Little Mac, her style is mostly about fisticuffs, and she does poorly in the air, and like Cloud, she has a Limit Gauge which, when filled, powers up her Special Moves. She fights with kicks and punches, which do a lot of damage but have relatively poor range; her special moves are Beat Rush (Neutral), a combo move that requires extra inputs; Somersault (Up), a back flip; Meteodrive (Side), a command grab that involves suplexing the character she grabs; and Limit Charge (Down), which works the same way as with Cloud. Her Final Smash "Final Heaven" requires you to play a roulette (wth "Yeah!", "Hit♥" or "Miss"), the damage it deals depends on how many "Yeah!" or "Hit♥" slots you get.​
Theme: Limit Breaking Fisticuffs
Subsequently, CaptainAmerica CaptainAmerica , @TheDukeofDorks and @Troykv made their own proposals for Dovahkiin, K. Rool and Urbosa (CaptainAmerica); Rayman, Waluigi and Chorus Kids (TheDukeofDorks) and Micaiah (troykv)
Dovahkiin
The player character of The Elder Scrolls V: Skyrim, who has the power to slay dragons and absorb their essence. He is seen in most art in his iconic look with a longsword but can also use a shield or dagger in the off-hand for some normal attacks. Special moves will be based on Dragon Shouts, allowing him to knock back enemies or summon fireballs or blizzards. He can charge each special shout for a more powerful version (three stages: uncharged, half charge, full charge), but then he will have a longer cooldown time before he can use another. The cool-down timer is relatively short but affects all shouts, so his recovery is severely hindered when it is active. His Final Smash involves riding a dragon to torch the stage. As he is customizable in the base game, costume options will involve different races and genders.​
Theme: Chargeable specials, cool-down timers
King K. Rool
A large overweight crocodile who serves as the major villain for the Donkey Kong universe. His villainy is of a much more zany sort than Ganondorf and Ridley, and as such his moveset utilizes a lot of hammerspace props. Each of his final battles in his various games gave him a different persona and a whole set of new props and attacks to work with. Many of his specials will rely on pulling out a random item to reference one of his games and he will focus heavily on projectile play. He will also serve as another superheavyweight which will allow for some tremor ground-pound attacks. While all of his costumes are well known, his most famous is Kaptain K. Rool from Donkey Kong Country 2, and he will be able to use that as a costume option.​
Theme: Superheavyweight, Projectile/Zoner
Urbosa
Legendary champion of the Gerudo from Zelda: Breath of the Wild. She uses a scimitar and a shield as her primary weapon, but also has the power to summon lightning blasts to stun enemies. She fights much more aggressively than Link – she does not have his automatic projectile block, but instead uses the shield to attack and throw for some of her Smash attacks. Her normal attacks are like a dance – low-damage and very fast, while many of her specials are slow but powerful electric attacks. Her neutral special can act as a paralyzer in a small radius around her. She also uses her shield in a parry which can both reflect projectiles and counter attacks with a sword flurry. Her Final Smash is an energy beam from her Divine Beast.​
Theme: Dancer, Lightning paralyzer
Rayman
The main character of the series of the same name, Rayman is Ubisoft's guest character. Given his limbless nature, his bizarre hitboxes are a large part of his design, as they aren't tethered to a stationary model, but to each part of his body. For example, he could throw his torso out as a projectile, leaving a gaping hole in his body that many attacks will harmlessly pass through, but his torso can still be attacked, sending it back to damage Rayman if it is struck hard enough. He can slow his descent with his helicopter hair to mix up his opponents, and several of his attacks function like Link's boomerang, damaging as they're thrown out and as they return to Rayman.​
Theme: Disembodied hitboxes, boomerang attacks
Waluigi
It's about time for Waluigi time to begin. He will be to Smash Brothers in the same way Deadpool is to Marvel vs. Capcom. Not possessing a playstyle gimmick, but a design one. You know how character's have been invited to Super Smash Brothers, ala Villager receiving an invitation? We didn't send Waluigi one, but he showed up anyway, and he's here to cheat his way to victory. This includes bashing people over the head with his own shield, locking them in the assist trophy that once held him, throwing his own stock icons at his opponent's UI to build up percentage, etc.​
Theme: Breaking the rules of Smash Brothers
Chorus Kids
One of the icons of the Rhythm Heaven series, the Chorus Kids attack using a unique rhythm based mechanic. They have a similar mechanic to several of Bayonetta's moves, where holding the attack button down will cause additional effects. But in this case, you're following a rhythm, precisely pressing ahd holding buttons in unison to the kid's singing in order to increase their attack power. Mastering this ability will result in insane amounts of damage, but they'll have to start their song over if they're interrupted by attacks.​
Theme: Combo based rhythm fighter
Micaiah
The Main Character of Radiant Dawn; also know as the Divine Silver Maiden/Silver-Haired Maiden, and the Priestess of Dawn. Micaiah fights using her tomes, which allow her to have additional range in her attacks. Like in her original game; Micaiah is quite slow; and its extremely vulnerable to damage because of her low constituion, making her quite difficult to use. She compesates this having access a many ranged attacks that allow her to maintaint distance with her adversaries, and she is actually faster in air, so don't be afraid of trying an approach with an aerial attack!. Micaiah's Light (Neutral) can be charged to have different effects. Thani (Side) can break shields, and Sleep Staff (Down) it's her ultimate punish tool, making people sleep and allow her to start a combo. Her Final Smash "Great Corona and RexAura" can pull the other players before landing for it's final explosion.​
Theme: Versatile Glass Cannon
Rules
  1. Provide a short description of what your character can do in Smash (you can refer to one or more Smash Fighters to give a clearer idea of what they can do).
  2. Provide a Theme for that character
  3. You are not (technically) limited to the number of characters you can write proposals for, though I suggest no more than four per post (please do not double post).
  4. You can write a proposal for a character who has already been written for, but do not copy another's proposal wholesale.
  5. Characters already confirmed for Smash are, naturally, off the table.
With all that said: Have Fun, and get Creative!
 
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Opossum

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Here's one for Celica.

Devout Mila Priestess and Princess-in-Hiding, Celica joins the cast of Smash Ultimate! Here, she uses her sword, the Beloved Zofia, as a conduit for her spells, making graceful guiding motions not unlike a baton. Juxtaposing other mages in Fire Emblem, Celica casts her spells without the use of a tome. With greater versatility, however, comes a cost. Her magic will slowly chip away at her health the more it is used, and more powerful spells have harsher recoil. Charging her Fire spell into Ragnarok will cause the wisp of flame that follows her to grow in size, adding more power to certain attacks. Players can also use her Rigain outfit.

Theme: Graceful Freehand Spell-Caster, Magic Drawn from Health
 

Luminario

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Proposals~
Isabelle
The mayor's assistant from Animal Crossing New Leaf, this hard working dog brings a unconventional moveset filled with various elements from the AC games, including the Public Works Projects to control the stage. Through the use of the Resetti Manhole and Bubble Blower specials, Isabelle would be able to set down both land and aerial mines, while using her Fruit Fly special to throw wide arc fruity projectiles to pester from afar. The Public Works Projects also show up in her smash attacks, where she can instantly create topiaries, arches, and clock faces to deal with opponents. Her other attacks incorporate the various items of AC not included in Villager's moveset, including the party poppers, toy hammers, sparklers, and even musical notes.
Theme: Stage Control, Trapper.

Ashley
A witch from WarioWare's Diamond City. Ashley's dark magic allows her to curse her enemies, debuffing their attack of defence to turn the tide of battle into Ashley's favour. She can cycle through 3 different curses: one to lower opponents damage output, one to lower opponents weight so they're easier to kill, and one to make opponents immediately drop any item they pick up. Ashley's wand is also her imp friend Red, who can transform into all sorts of useful items like a broom or an umbrella. Many of Ashley's attacks use dark magic to attack, such as side smash blasting opponents with a purple explosion, or down smash creating a whirlpool of dark energy at her feet.
Theme: Debuffer.

Mimikyu
Pikachu's copycat from Pokemon Sun and Moon, Mimikyu uses it's Ghost and Fairy typing for all sorts of unusual attacks. Mimikyu's unique ability, Disguise, allows it to counter a hit with Astonish, stunning the opponent. After Disguise is used, Mimikyu's head falls limply behind it, making it's hurtbox wider at the back but lower on top. Mimikyu must then repair the disguise to put the head back on top to use the counter again. Using Pain Split as a command grab, Mimikyu slightly equalizes both it's and the opponent's percentages, a double edged sword depending on if it's percentage is higher or lower than the opponents. Mimikyu also uses various Pokemon moves throughout it's moveset, such as Wood Hammer that bashes the wooden tail against the ground for side smash, Dark Pulse to radiate dark energy along the ground for down smash, and Dazzling Gleam to light the head up like a lightbulb for up smash.
Theme: Tricky and Situational.

Savvy Stylist
From the game Style Savvy/New Style Boutique, this fashionista can change her clothes on the go to switch her current specials. She has 3 jobs she can change between: Make up Artist, Hair Stylist, and Fashion Designer, each with their own uses. Make Up Artist has makeover command grabs and perfume grenades, Hair Stylist has hair clip traps and a mirror reflector that can be broken with physical attacks, and the Fashion Designer has a spinning counter and a sewing mannequin wall-on-wheels. For attacks, the Stylist uses multiple items of clothing to attack, such as striking with a stiletto, whacking with her handbag, or even throwing items out of her handbag. She even summons stage lights to flash for smash attacks and uses her phone camera flash to attack in aerials.
Theme: Special Switching.
 

KMDP

Smash Legend
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Two more for the collection.
Shadow
The Ultimate Life Form created by the combined efforts of Gerald Robotnik and Black Doom, Shadow is partially based on Sonic, sharing the same weight, jump height and movement speed; however, his unique run animation means he has lower ground traction than Sonic. He has his own unique attacks and specials; his version of the "Homing Attack" allows you to follow up with Aerial Attacks if you hold the Special Button, his Up Special "Chaos Control" is a warp that damages enemies upon Shadow's reappearance and his Side Special "Chaos Spear" shoots out three energy spears at once which can be angled in any direction that Shadow is facing. His side tilt is a Roundhouse kick that leaves enemies prone if it hits them from behind, and his Dash Attack "Flare Somersault" allows you to jump higher if you jump while performing it.​
Theme: Ultimate Speed and Ultimate Power
Agumon
The Mascot of the Digital Monsters franchise, Agumon is, at first glance, a fairly basic fighter. His normal attacks all make use of his claws and feet, while his Specials make use of his Fire Breath. Agumon, however, has a special feature: he has a Gauge above his character portrait that slowly fills when you attack, eat food of successfully guard against attacks. When this Gauge fills, you can use Agumon's Down Special (Evolve) to evolve into Greymon (50%) or WarGreymon (Full Bar), the transformation is not instant, however, so you need to be careful. Both are much bigger, stronger Digimon, Greymon still has fire breath, but now has a horn to attack with that deals extra damage to shields; WarGreymon is a humanoid Digimon who is much faster than Agumon or Greymon. If you take enough damage or are KO'd, (War)Greymon will revert back to Agumon, requiring you to start the process all over again.​
Theme: Evolution on the Battlefield
 
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P.Kat

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Alright here's mine:

Amaterasu
The Legendary White Wolf also known as "mother of all" Amaterasu is the goddess of the sun who takes the form of a wolf. Amaterasu plays like a fusion of Mario, and Palutena, a jack of all trades character, with high movement speed that's easily capable of rushdown, zoning/keepaway, and combo/beatdowns, she has an Ink mechanic that differs from Inklings and using it all up hinders her attacks, weapons, and recoveries greatly so recharging your ink is important. Her normal moveset has her fight like a regular wolf, but she has a variety of weapons (reflector, Glaive, Rosary Beads) that have close, mid, and long range attacks respectively, each with different attack speeds from slow to lightning fast. She can effortlessly switch between them by lightly tapping the taunt buttons. Her moveset and Neutral Special differs for each weapon (3 total) but her other Specials stay the same. Her Specials are very powerful but have limited uses since they all rely on ink, they revolve around the Celestial Brush regardless of the current weapon equipped. Her Side Special is Power Slash, Ammy draws a straight line of ink ahead of her across her enemies, then quickly cuts them for massive damage and knockback. The longer you hold Side B, the longer the ink stroke and the more enemies you can catch but you use up more ink too.
Theme: Combo fighter, Jack of All trades, Weapon Switching, Ink Mechanic: creating objects, attacks, and recoveries

Fjorm
The second princess from the Ice Kingdom of Nifl In Fire Emblem Heroes. She plays similar to Palutena and Lucina using mid-range attacks, bait-and-punish, and Speedy rushdown tactics in use with her ice abilities, but she's very light making her prone to early KOs. She jabs her lance towards the enemy for jab attacks but multi strike has her spin her lance quickly, rapidly slashing enemies or defending against attacks with it's disjointed hitbox. Unlike Ice Climbers, all her moves have a freezing mechanic that disrupts enemies at lower damages and full out freezes them in their tracks at higher damages, but some moves require a sweetspot to connect to freeze. Her Neutral Special acts like Marth's Shield Breaker except instead of breaking shields it freezes the enemy (it doesn't need a sweetspot to freeze) allowing you to escape a situation or follow up on an attack depending on their damage. Side Special has her firing a beam of ice at her enemies, Down Special: Ice Mirror absorb and reduces damage from range attacks, then instantly shoots an ice spike from underneath the enemy on the ground or above the enemy if in the air, the attack is boosted by the damage Fjorm would of taken. Her Final Smash has her launching gigantic ice spires from a powerful Blizzard.
Theme: Mid-range, Rushdown Fighter, Ice/Freezing abilities in her most of her moveset.

Shantae
The Half Genie Hero, and protector of Scuttle Town, Shantae fights using her own style slightly taking a page from Zelda's forgotten hand book of transformations. Using her hair, Shantae can attack from a close to mid-range distance with above average knockback, and damage. What? not impress with 'hair raising combat'? Then you'll be interested in her long range magic. She can shoot fireballs, triple fireballs, and a flamethrower attack by charging Neutral Special at different lengths, she also can shoot a steady stream of lightning with Side Special too. To face any problem, Shantae can transform into different creatures from monkeys for quick attacks to elephants for overwhelming power to harpies for recovery she's got a transformation for any situation.
Theme: Rushdown/Zoner, Magic, Transformations

Edit: First time writing proposal pitches so they're a bit long.
 
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lanky_gunner

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Super neat, let me give it a try.

Travis Touchdown

The so called "hero" of the No More Heroes franchise, Travis sets out to be #1, both as a hired assassin and as a fighter in Smash Bros. His main weapon is his beam katana. Although played like other similar swordsmen, his beam katana is electrified, giving his attacks a very powerful and very static shock when struck. However, this charge won't last long, as his battery drains with each attack swung, just like Robin. He can still attack when his battery is drained, but it does very little damage and the shock effect goes away. One of his specials charges his katana when it has been drained, and his throws utilize his trademark Luchadore suplex and grappling moves he learned from his master.

Theme: Close-range Grappler, Shock Attacks, Limited Attacks
 
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smash puffle

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Ok, let me try this out, uhm...

Puffle

The go-to pets of choice from the residents of Club Penguin, these small, cute furball creatures can spawn their favorite toys on the fly to "play" with their opponents in battle. From shooting cannons to ping pong paddles, these little critters surprise foes with a very different moveset compared to any other fighter. Changing the puffle color from the CSS will change it's neutral special to reflect each puffle's personality and special abilities unique to each. There are 10 different puffles available, from Blue to Brown.
Theme: Color Palette Specials; Toy Summoner

I could make more, but that's all I got for now.
 

PsychoIncarnate

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Geno
The guardian of the star road, the place where dreams are made, fights with a variety of guns and weapons built into his wooden body as well as "Star Magic" divulging his true origin. Geno is the fastest character in the game and his character should reflect that. Being a puppet, Geno's body would be rather light and can't take too much abuses so his fighting strategy would be to keep opponents at a distance with his ranged attacks or rush in to attack quickly with his high speed before retreating. Mario RPG had a feature called "Timed Hits" that had attacks deal more damage when the attack button was pressed at the right time during attacks and Geno's attacks should have a similar attribute, perhaps at the cost of vulnerability. An option would be that you can rush in a deal an attack quickly to deal minimum damage or attempt a "Timed Hit" attack but become vulnerable if failed. (Just an idea if balance comes into question). The "Timed Hit" would increase damage and knockback if successful.


Theme: Fast, Ranged Fighter with "timed hit" gimmick, Hit and Run tactics

Edit: I honestly think this is too long for a proposal pitch. But I'm also not an expert with it, and especially not with balancing.
 
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StormC

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King K. Rool

The king of the Kremling Krew and the archenemy of the Kongs, K. Rool is an unhinged, sadistic villain with colorful costumes and cartoony animations. He attacks largely with projectiles, including his blunderbuss cannonballs and throwable crown. Despite being one of the heaviest characters in the game, he moves surprisingly fast, although his greatest skill is keeping enemies at bay with his ranged attacks. His various taunts, animations, and poses should express both his unstable personality as well as his comedic sensibilities.

Theme: Ranged Heavyweight, Zoning, Stage Control
 

P.Kat

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King K. Rool

The king of the Kremling Krew and the archenemy of the Kongs, K. Rool is an unhinged, sadistic villain with colorful costumes and cartoony animations. He attacks largely with projectiles, including his blunderbuss cannonballs and throwable crown. Despite being one of the heaviest characters in the game, he moves surprisingly fast, although his greatest skill is keeping enemies at bay with his ranged attacks. His various taunts, animations, and poses should express both his unstable personality as well as his comedic sensibilities.

Theme: Ranged Heavyweight, Zoning, Stage Control
So that's what he's all about. All this time hearing about King K. Rool, and how much people want him, and I didn't know what his theme was, or how he specifically plays. I don't like using heavyweight, I like quick, fast lightweight-medium characters, but if this is how he plays, a ranged heavyweight, I'd be eager to try him out cause that's pretty unique.
 

StormC

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So that's what he's all about. All this time hearing about King K. Rool, and how much people want him, and I didn't know what his theme was, or how he specifically plays. I don't like using heavyweight, I like quick, fast lightweight-medium characters, but if this is how he plays, a ranged heavyweight, I'd be eager to try him out cause that's pretty unique.
I always picture K. Rool playing largely like his boss battle in DKC2:


Keeping characters away from him with an onslaught of projectiles. Some people have also suggested traps based on DKC3 when he sets up electric rods that act as a stage hazard. The closest comparison would be Snake in terms of "projectile heavy with focus on traps and stage control." But the similarities end there. I imagine him being fast like he is in DKC1 (not too fast, more like Smash 4 Bowser), but for balance purposes, slow frame data and big hitbox.

This MUGEN video isn't a bad proof of concept, honestly:

 
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P.Kat

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I wanted to share how at least two of my characters would play in Smash Amaterasu, and Fjorm. I know not everyone wants 3rd party characters or another Fire Emblem character, but I think the way they fight, and the mechanics they bring would be fun to play with.

Through ink drawings, her Celestial Brush can create bombs, slash foes and, create elemental attacks like fire, ice, wind, and lightning. She can run out of ink so she can't spam those moves, running out of ink also compromises her three switchable weapons The Divine Instruments. These weapons are a close range Reflector for all-around combat and counterattacks, Rosary Beads for fast long range attacks, and her Glaive for slow yet powerful mid-range combat.

This video can give you a good idea of how she would play in Smash.
And this will show you most if not all the Celestial Brush Techniques she can or could use in battle, and her divine instruments (which start at 4:12).

As for Fjorm, here's cinematic of what she can do with her ice attacks.
 
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P.Kat

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I always picture K. Rool playing largely like his boss battle in DKC2:


Keeping characters away from him with an onslaught of projectiles. Some people have also suggested traps based on DKC3 when he sets up electric rods that act as a stage hazard. The closest comparison would be Snake in terms of "projectile heavy with focus on traps and stage control." But the similarities end there. I imagine him being fast like he is in DKC1 (not too fast, more like Smash 4 Bowser), but for balance purposes, slow frame data and big hitbox.

This MUGEN video isn't a bad proof of concept, honestly:

So he wears a pirate garb, uses his blunderbuss to also propel himself forward and back, and can turn invisible, that's pretty cool. If/when he gets in, he'll be the first heavyweight character I'd actually attempt to learn/show interest in, in the history of Smash.
 

PsychoJosh

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Earthworm Jim

This is basically an abridged version of the moveset I posted in my Earthworm Jim Support Thread, but it goes something like this.

Earthworm Jim brings a wide variety of goofball moves to the table that are all callbacks to the wacky and inexplicable humor we saw in his games. The new median character of the heavyweight and super heavyweight classes, cramming in just between Bowser Jr. and Ganondorf, he certainly has plenty of power behind his melee strikes due to his suit's immense upper body strength. But the true depth of his gameplan lies in a unique mechanic utiilized by him and only him: a numbered gauge near his character portrait that tells him how much ammunition he has. Jim has a variety of weapons at his disposal that would arguably be the greatest zoning tools in the game, however, using these weapons spends his ammunition, and he only has a maximum pool of about 1200 "rounds". However, he doesn't need to worry, since even if he depletes all his ammo, it will slowly but surely refill itself over time.

Similar to Bayonetta, nearly all of Jim's A-button moves are all cancellable into rapid hails of gunfire from his plasma blaster - all he needs to do is hold the button down at any point and he starts firing. While on the ground he can fire in all eight directions, and his bullets are a fair bit more powerful than Bayonetta's - they pack a mean punch and can even score KOs in certain high damage situations. But the real meat-and-potatoes of his ammo mechanic comes out in two of his special moves: the "Mega Plasma", which costs 200 rounds and fires a deadly, explosive and elongated fireball, and the Homing Missile, which fires a "home"-shaped explosive projectile that travels in a circular and erratic arc towards his opponent. However, even without the ammo gauge mechanic, he still has many powerful and bizarre attacks at his disposal - making clever use of falling cows, giant hamsters, and even managing to wield live pigs in a manner similar to nunchucks (?!), Jim is far from defenseless when his clips are spent.

Theme: Ammunition Management, Goofball Antics, Heavyweight Zoning, Barnyard Warfare
 
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KMDP

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Earthworm Jim

This is basically an abridged version of the moveset I posted in my Earthworm Jim Support Thread, but it goes something like this.

Earthworm Jim brings a wide variety of goofball moves to the table that are all callbacks to the wacky and inexplicable humor we saw in his games. The new median character of the heavyweight and super heavyweight classes, cramming in just between Bowser Jr. and Ganondorf, he certainly has plenty of power behind his melee strikes due to his suit's immense upper body strength. But the true depth of his gameplan lies in a unique mechanic utiilized by him and only him: a numbered gauge near his character portrait that tells him how much ammunition he has. Jim has a variety of weapons at his disposal that would arguably be the greatest zoning tools in the game, however, using these weapons spends his ammunition, and he only has a maximum pool of about 1200 "rounds". However, he doesn't need to worry, since even if he depletes all his ammo, it will slowly but surely refill itself over time.

Similar to Bayonetta, nearly all of Jim's A-button moves are all cancellable into rapid hails of gunfire from his plasma blaster - all he needs to do is hold the button down at any point and he starts firing. While on the ground he can fire in all eight directions, and his bullets are a fair bit more powerful than Bayonetta's - they pack a mean punch and can even score KOs in certain high damage situations. But the real meat-and-potatoes of his ammo mechanic comes out in two of his special moves: the "Mega Plasma", which costs 200 rounds and fires a deadly, explosive and elongated fireball, and the Homing Missile, which fires a "home"-shaped explosive projectile that travels in a circular and erratic arc towards his opponent. However, even without the ammo gauge mechanic, he still has many powerful and bizarre attacks at his disposal - making clever use of falling cows, giant hamsters, and even managing to wield live pigs in a manner similar to nunchucks (?!), Jim is far from defenseless when his clips are spent.

Theme: Ammunition Management, Goofball Antics, Heavyweight Zoning, Barnyard Warfare
"Abridged" and it's still two paragraphs. :laugh:

Maybe I should make a new rule that the pitch has to be one paragraph, since that's how long Sakurai's are, none of them go over 500 characters (incl. Spaces) either, but mine go up to 800 characters so I can't complain on that front. XD

That aside, I like all these pitches! They can be a great way to sell others on a character (as P.Kat P.Kat has shown).
 
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PsychoJosh

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Sorry about that. I wanted to keep it one paragraph but I couldn't resist going into detail on it since it's describing a mechanic that's unique to him.
 

PsychoIncarnate

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"Abridged" and it's still two paragraphs. :laugh:

Maybe I should make a new rule that the pitch has to be one paragraph, since that's how long Sakurai's are, none of them go over 500 characters (incl. Spaces) either, but mine go up to 800 characters so I can't complain on that front. XD

That aside, I like all these pitches! They can be a great way to sell others on a character (as P.Kat P.Kat has shown).
LOL, the point of a pitch is to be short. The longer the pitch the less effective it is.

The ultimate goal would be to summarize it in 1 word and be able to sell it with just that
 

Idon

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Kazuya, Shin Megami Tensei's original Hero!

Kazuya, the Hero of Destroyed Tokyo teams up with his team of demons to defeat his foes! Though he's certainly no bystander, he summons demons that use elemental attacks that push the enemy toward himself so he can finish them off with his mix of sword and gunplay; he's truly working with his team to fight effectively! Instead of a fantasy motif, he will have a sci-fi tech theme for his magic. His alternate costumes are the protagonists of other SMT games.

Theme: Summoner; team-synergy

SMT1 Hero Kazuya.png
SMT1 Hero Kazuya Icon Final.png


(Woof, it was really hard to cut it down to just three lines and two themes. Had to really restrain my hand from writing an entire article about this guy.)
 
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CaptainAmerica

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This was a pretty fun game - really made me rethink a moveset for the Dragonborn. Oh man, if I could have one dream character in Smash...
 

ryuu seika

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The Azure Knight of Soul Calibur, Nightmare fights with a huge Great Sword known as "Soul Edge". This sword weighs him down a lot, making him very heavy and slow, but his attacks really pack a wallop and have huge knockback. When Nightmare attacks with Soul Edge, he recovers a small amount of percentage depending on how much damage he dealt to the opponent (approximately 10%). This HP recover effect also occurs when Nightmare grabs his foe, he can't pummel his opponent, but he absorbs health from them instead. His Final Smash involves summoning a horse made of Shadow, a 'Night mare', and mowing down enemies.​
Theme: Hard Hitting Attacks; HP absorption.
Nightmare is inhuman and, as a result, not weighed down by his sword like Siegfried is. Instead, he is simply forced to commit to long lasting attacks by the sheer momentum of its motion. He is fast for a heavy and still manages to hit hard but, if he misses, he's really going to pay for it.​
He is not azure, though that's more a fault in his games than with you, and he has little in game basis for this vampirism of which you speak. However, his sword, Soul Edge, thematically feasts on the souls of its enemies and has been shown to have vampirism when weilded by other characters. While not a necessary part of Nightmare in Smash and kind of gimmicky, I see no reason why it could work.​
 

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In the Smash Ultimate Discussion thread, I made a post detailing a 'game' to play, and @ThoughtfulWanderer over on the Isaac Support Thread suggested I make it into a full thread. In this 'game', you select a character you want to see in Super Smash Bros. Ultimate, and make a 'pitch' for them in the form of Sakurai's Project Proposals for Rosalina, Robin and Duck Hunt. The original post is here.

Project Proposals courtesy of Source Gaming.

As a sample for the game, I created four proposals of my own, for Isaac, Nightmare, Sephiroth and Tifa Lockhart.
Isaac
The main character of Golden Sun, Isaac fights with Venus Psynergy (Earth Manipulation), Djinn (Helpful Elemental Spirits) and a Sword at his disposal. When Isaac fully charges his Neutral, Side or Down Special attacks, his attack will cause a temporary change in the structure of the stage in the area around him, though these changes will eventually revert back to normal after a few seconds. Certain basic and smash attacks will cause a Djinn to come to Isaac's aid, which will not only increase the range of the attack, but temporarily provide a very small boost to one of his stats (attack power, movement speed, damage taken, jump height, etc.) until the next time he uses his attack, which will remove the Djinn's effect. His side smash, when fully charged, becomes 'Ragnarok', a huge ethereal sword which will plant itself in the ground and bury foes.​
Theme: Stage Manipulation, Ranged Sword Fighting
Nightmare
The Azure Knight of Soul Calibur, Nightmare fights with a huge Great Sword known as "Soul Edge". This sword weighs him down a lot, making him very heavy and slow, but his attacks really pack a wallop and have huge knockback. When Nightmare attacks with Soul Edge, he recovers a small amount of percentage depending on how much damage he dealt to the opponent (approximately 10%). This HP recover effect also occurs when Nightmare grabs his foe, he can't pummel his opponent, but he absorbs health from them instead. His Final Smash involves summoning a horse made of Shadow, a 'Night mare', and mowing down enemies.​
Theme: Hard Hitting Attacks; HP absorption.
Sephiroth
The One-winged Angel, the greatest SOLDIER, and 'son' of Jenova. Sephiroth carries an enormous katana by the name of Masamune. Sephiroth, confident to the point of arrogance, moves slowly and deliberately when not actively running (he 'runs' by gliding, just like Cloud). When he attacks with Masamune, he appears to swing the sword slowly, but actually several wind blades from his fast strokes attack his opponent; as a result, his attacks hit multiple times, but they also take a while to end, so you better make sure not to miss. His Down Aerial, "Hell's Gate", has the property of instantly destroying damageable Assist Trophies.​
Theme: Deliberate, Multi-hitting Attacks
Tifa Lockhart
The beautiful patron of the "Seventh Heaven" Bar and a member of AVALANCHE, Tifa plays somewhat like a fusion of Cloud and Little Mac. Like Little Mac, her style is mostly about fisticuffs, and she does poorly in the air, and like Cloud, she has a Limit Gauge which, when filled, powers up her Special Moves. She fights with kicks and punches, which do a lot of damage but have relatively poor range; her special moves are Beat Rush (Neutral), a combo move that requires extra inputs; Somersault (Up), a back flip; Meteodrive (Side), a command grab that involves suplexing the character she grabs; and Limit Charge (Down), which works the same way as with Cloud. Her Final Smash "Final Heaven" requires you to play a roulette (wth "Yeah!", "Hit♥" or "Miss"), the damage it deals depends on how many "Yeah!" or "Hit♥" slots you get.​
Theme: Limit Breaking Fisticuffs
Subsequently, CaptainAmerica CaptainAmerica , @TheDukeofDorks and @Troykv made their own proposals for Dovahkiin, K. Rool and Urbosa (CaptainAmerica); Rayman, Waluigi and Chorus Kids (TheDukeofDorks) and Micaiah (troykv)





Rules
  1. Provide a short description of what your character can do in Smash (you can refer to one or more Smash Fighters to give a clearer idea of what they can do).
  2. Provide a Theme for that character
  3. You are not (technically) limited to the number of characters you can write proposals for, though I suggest no more than four per post (please do not double post).
  4. You can write a proposal for a character who has already been written for, but do not copy another's proposal wholesale.
  5. Characters already confirmed for Smash are, naturally, off the table.
With all that said: Have Fun, and get Creative!
With how much of a focus it is to ring out opponents in Soul Calibur, you'd think Nightmare would already be in the game. Or maybe that's just what my friends and I focus on, instead of actually playing the game as intended...
 

KMDP

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The ultimate goal would be to summarize it in 1 word and be able to sell it with just that
Hmm...
Mario: Simplicity (example)
Isaac: Geomancy
Nightmare: Absorption
Tifa: MMA (yes, I know it's not technically one word :laugh:)
Agumon: Evolution
(Woof, it was really hard to cut it down to just three lines and two themes. Had to really restrain my hand from writing an entire article about this guy.)
I know the feeling, the more complex the character, the less able you are to summarize them.

I forgot to elaborate on Agumon's Final Smash (which would be Omnimon/Omegamon, for the record), but I decided not to add it, especially after I realized his pitch was ~800 characters long.
 

Idon

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Hmm...
Mario: Simplicity (example)
Isaac: Geomancy
Nightmare: Absorption
Tifa: MMA (yes, I know it's not technically one word :laugh:)
Agumon: Evolution

I know the feeling, the more complex the character, the less able you are to summarize them.

I forgot to elaborate on Agumon's Final Smash (which would be Omnimon/Omegamon, for the record), but I decided not to add it, especially after I realized his pitch was ~800 characters long.
Man, Omnimon in particular was the coolest as a kid. It's the single thing that put me in that digimon phase I had back then. Of course nowadays, I can hardly keep up with all these digimons, digifusions, digi-evolutions, etc. But Omnimon and the Greymon variants will always hold a special place in my heart.
 

KMDP

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Nightmare is inhuman and, as a result, not weighed down by his sword like Siegfried is. Instead, he is simply forced to commit to long lasting attacks by the sheer momentum of its motion. He is fast for a heavy and still manages to hit hard but, if he misses, he's really going to pay for it.​
He is not azure, though that's more a fault in his games than with you, and he has little in game basis for this vampirism of which you speak. However, his sword, Soul Edge, thematically feasts on the souls of its enemies and has been shown to have vampirism when weilded by other characters. While not a necessary part of Nightmare in Smash and kind of gimmicky, I see no reason why it could work.​
Nightmare's epithet in Soul Calibur is "the Azure Knight", even if he isn't actually coloured the right shade of blue, I referred to him as that because that's what the games refer to him as. As for the vampirism in the grab, he could, I don't know, shank the enemy with Soul Edge (...too dark? :laugh:); but seriously, it was an off-the-cuff concept, and in certain Soul Calibur games, Nightmare is merely an animated suit of armour that Soul Edge uses to move around, so it could work. The weight thing is more about balancing the massive damage and knockback his attacks would cause.
Man, Omnimon in particular was the coolest as a kid. It's the single thing that put me in that digimon phase I had back then. Of course nowadays, I can hardly keep up with all these digimons, digifusions, digi-evolutions, etc. But Omnimon and the Greymon variants will always hold a special place in my heart.
Fortunately there are way less Digimon than Pokémon (they tend to come out in a trickle, a single Digimon game won't have every possible Digimon in it, and will generally only have a handful of truly 'new' ones). Omegamon (Omnimon in the Dub, since they didn't know about the theme naming it was going for at the time: it has a counterpart Digimon in Alphamon) is a super cool Digimon; a fact that Bandai Namco must have picked up on, because it recently started gaining a growing number of variants.

I'd recommend playing the Digimon Story: Cyber Sleuth games if you're interested; I've heard, but can't substantiate (I've played DS:CS, but not SMT), that those two games have a very SMT kind of tone to them... well, SMT-lite, it's more mature than the average Pokémon game but less mature than SMT, just replace a cosmic war between God and Lucifer with extradimensiol monsters that leave people who go online (mental uplink style) in permanent comas, dimensional bleeding between the real world and the digital one, and the God of the Digital World declaring war on Humanity... actually it's probably not that far off...
 
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Idon

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Nightmare's epithet in Soul Calibur is "the Azure Knight", even if he isn't actually coloured the right shade of blue, I referred to him as that because that's what the games refer to him as. As for the vampirism in the grab, he could, I don't know, shank the enemy with Soul Edge (...too dark? :laugh:); but seriously, it was an off-the-cuff concept, and in certain Soul Calibur games, Nightmare is merely an animated suit of armour that Soul Edge uses to move around, so it could work. The weight thing is more about balancing the massive damage and knockback his attacks would cause.

Fortunately there are way less Digimon than Pokémon (they tend to come out in a trickle, a single Digimon game won't have every possible Digimon in it, and will generally only have a handful of truly 'new' ones). Omegamon (Omnimon in the Dub, since they didn't know about the theme naming it was going for at the time: it has a counterpart Digimon in Alphamon) is a super cool Digimon; a fact that Bandai Namco must have picked up on, because it recently started gaining a growing number of variants.

I'd recommend playing the Digimon Story: Cyber Sleuth games if you're interested; I've heard, but can't substantiate (I've played DS:CS, but not SMT), that those two games have a very SMT kind of tone to them... well, SMT-lite, it's more mature than the average Pokémon game but less mature than SMT, just replace a cosmic war between God and Lucifer with extradimensiol monsters that leave people who go online (mental uplink style) in permanent comas, dimensional bleeding between the real world and the digital one, and the God of the Digital World declaring war on Humanity... actually it's probably not that far off...
Sounds neat. I'll pick it up. The last experience I had with Digimon were the DS games. I grinded a ton to get some mons...
 

KMDP

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Sounds neat. I'll pick it up. The last experience I had with Digimon were the DS games. I grinded a ton to get some mons...
Well, I can certainly say it's less grind-heavy than Dawn/Dusk was. XD Also, it's Japanese dub only (even the sequel, Hacker's Memory, despite the fact that the game that came between them, Next 0rder, did have a dub). Their translations can be somewhat spotty, though these instances are very, very rare (it's probably something to do with the fact that, like Xenoblade, it never even would have been released overseas had a fan petition not started).
 

P.Kat

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"Abridged" and it's still two paragraphs. :laugh:

Maybe I should make a new rule that the pitch has to be one paragraph, since that's how long Sakurai's are, none of them go over 500 characters (incl. Spaces) either, but mine go up to 800 characters so I can't complain on that front. XD

That aside, I like all these pitches! They can be a great way to sell others on a character (as P.Kat P.Kat has shown).
I think I can try to shorten mine proposals a bit lot when I get the chance.

Also how do you place my name and my avatar in your post like that?
 

KMDP

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Also how do you place my name and my avatar in your post like that?
It's easy, really, you type @ and then the person's name (no space between the @ and name). Usually a list will show under what you're typing and you can click one of the names to autofill it.
 

P.Kat

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It's easy, really, you type @ and then the person's name (no space between the @ and name). Usually a list will show under what you're typing and you can click one of the names to autofill it.
Alright thanks.
 

ryuu seika

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Nightmare's epithet in Soul Calibur is "the Azure Knight", even if he isn't actually coloured the right shade of blue, I referred to him as that because that's what the games refer to him as. As for the vampirism in the grab, he could, I don't know, shank the enemy with Soul Edge (...too dark? :laugh:); but seriously, it was an off-the-cuff concept, and in certain Soul Calibur games, Nightmare is merely an animated suit of armour that Soul Edge uses to move around, so it could work. The weight thing is more about balancing the massive damage and knockback his attacks would cause.
I understand but still feel like giving him the speed of a middleweight could be balanced out by long move execution times, perhaps even with low level super armour so that he could take multiple small hits worth of damage during each attack without being immune to kill moves during them. That would, IMO, feel a lot truer to his SC gameplay.

Katia (Lost Kingdoms)
First queen of Argwyll and master of the one true runestone, Katia does not engage in combat herself, preferring to call forth fierce fantasy monsters from the deck of cards at her hip. Her moves see her transform into a wide array of creatures from across 5 different elements but all have a limited use before she has to draw more cards or, gods forbid, reshuffle. Her hand size is 4, with a card tied to every direction, and both the appearance and properties of her attacks will vary slightly based on the element in their position. Katia's A moves are simple but knowing these variations and how best to use them is what will make or break a Katia player.
Theme: Deck mastery

Cless (Tales of Phantasia)
The eternal swordsman, Cless Albane, transcends space and time to enter the fray and will not hesitate to use his temporal artes on others. His up special is an upwards warp that ends in him crashing down sword first, like Kirby or Ike, and creating a large blast of green energy. His forward special has him appear behind the nearest for for two small strikes and his neutral sends a bolt of spirit energy straight from demonium speeding along the ground. Noone is ever out of Cless' range but his players will have to be unpredictable. His moves are very laggy and unsafe on shield, making it all too easy for him to fall into a trap and his down special only makes this worse, planting his sword in the ground as a hazard and leaving him empty handed.
At his best, Cless is an aggressive teleporter who can combo enemies against his own weapon as if it were a wall. At his worst, however, he is his own demise, warping right into danger with no means of escape.
Theme: Temporal glass canon
 
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Wonks

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Puts on best carnival barker voice:

Ladies and Gentlemen, let me introduce you to a concept--a Smash fighter--a new one--and quite possibly the best the world has ever NOT seen! You heard me right. This mysterious fellow has only been seen by the public once, and it's high time he makes a new appearance in the Super Smash Bros. Ultimate video game.

Let me elaborate: In Melee you all liked the Ice Climber, correct? And in Wii U/3DS you were quite fond of Rosalina & Luma and the Duck Hunt trio? Now it's time take that two-in-one concept and expand it further.

My Smash fighter might be the most intimidating, scariest--dare I say spookiest, of them all. (That includes you, Ridley.) Able to separate his spirit from his body, this ghostly figure is none other than John Raimi!

Yes, mild-mannered, all-American John Raimi might not be what you expect, but darned if he isn't what Smash needs. Raimi's tale is tragic--captured by the evil Volks Corporation, he had his spirit ripped from his body.

Yet because of this, he can do things no other Smash fighter can! See an item across the stage? Raimi will send out his ghost to go retrieve or even activate it! His spirit moves much quicker than Raimi and indeed more quickly than any other character! (Here's looking at you Sonic.)

While this might leave Raimi's corporeal body open for attack, it's a small price to pay.

Not only that, but if Raimi is in a bind and surrounded by opponents, why his down special will make his spirit pop-up and scare the pants off of any would-be attacker.

Think Raimi only has ghost moves? Think again! His spirit grenade launcher sends out a gaseous mixture to slow down an opponent, making their own spirit confused and leaving them open for attack--taken straight from the Geist multiplayer, the game where Raimi made his first and only appearance.

And who says Pokemon get to have all the fun? Like Ivysaur's recovery Raimi uses a grappling hook to get him out of any sticky situation.

Gents, get your pace makers ready for the ultimate space-maker in Smash Bros. Ultimate!
 
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TCT~Phantom

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Lycanroc
Lycanroc: The Wolf Pokemon, enters the fray representing the Pokemon Series 20th anniversary and Generation VII. It has three primary forms, Midday Form, Midnight Form, and what it uses in this game, the Dusk form. Lycanroc Midday and Midnight's pokedex entries discuss quick movements and goading enemies into attacking. As the midpoint between these two forms, Lycanroc Dusk applies both of these concepts as well as the general concept of a Rock type in Smash. Smash attacks creating Stalagmites and Rock Slides help show off it's use of the rock type. Lycanroc mainly uses it's quick moves to bait out opponents and then punish them for their mistakes. Dusk uses the signature moves of the other Lycanroc's in its moveset. Midnight's counter is a down b that allows it to tank a huge hit and punish for a lot of damage. Midday's accelrock is a recovery move that spikes opponents if it hits. It's final smash has all three Lycanrocs unite for their signature Z Move. In essence, Lycanroc uses its high mobility and quadruped stature to bait and dodge attacks, and the lead to huge punishes.
Theme: Earthshaking Bait and Punish

Chorus Kids
The Rhythm Heaven series is all about keeping a rhythm in a variety of wacky minigames. Who better to represent it than a music group? Despite being a trio, these three all move in unison, making them different from the Ice Climbers. Tibby and Marshal will appear as alts. Many of their attacks reward timing to a rhythm. Hitting the attack button at the right time on attacks to keep a rhythm can lead to far more damage. This applies to their special moves. Their Up B, Love Lab, has one chorus kid throw up a beaker. Hitting the B button upon catching it will allow for another Love lab in the air, for up to three uses. Many other rhythm heaven minigames are represented throughout there moveset, such as Built to Scale, Love Rap, Tambourine, Rockers, DJ School, and Fillbots. Karate Joe appears for the Chorus Kid's Jab, teaching them how it's done. For their final smash, the three interview a wrestler and with explosive results!
Theme:Rhythmatic Hits

Here are two I threw together, think
 

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Decidueye

Decidueye is one of the starter Pokémon from Pokémon Sun and Moon, and he later went on to appear in Pokken Tournament DX. Pokken Tournament has many mechanics that would make for an interesting fighter, especially when in addition to Decidueye's other abilities. At the start of the match and every time Decidueye respawns, he chooses either Litten or Popplio as his Support Pokémon. The Pokémon chosen adds extra properties to attacks and gives him new special attacks. Also, the Synergy Gauge mechanic appears. Once filled, Decidueye can go into Burst mode via using Shield and Special. It doesn't last long, but various attacks deal more damage and have more parts. Burst cant be charged manually and Strong attacks from opponents deplete it faster.

Theme: Pokken Tournament Mechanics
 

KMDP

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I understand but still feel like giving him the speed of a middleweight could be balanced out by long move execution times, perhaps even with low level super armour so that he could take multiple small hits worth of damage during each attack without being immune to kill moves during them. That would, IMO, feel a lot truer to his SC gameplay.
Good point! I haven't played Soul Calibur in quite a while, my memory of him was a little bit faulty.

Come to think of it, we don't really have any true "Super Armour" characters do we?
Puts on best carnival barker voice:

Ladies and Gentlemen, let me introduce you to a concept--a Smash fighter--a new one--and quite possibly the best the world has ever NOT seen! You heard me right. This mysterious fellow has only been seen by the public once, and it's high time he makes a new appearance in the Super Smash Bros. Ultimate video game.

Let me elaborate: In Melee you all liked the Ice Climber, correct? And in Wii U/3DS you were quite fond of Rosalina & Luma and the Duck Hunt trio? Now it's time take that two-in-one concept and expand it further.

My Smash fighter might be the most intimidating, scariest--dare I say spookiest, of them all. (That includes you, Ridley.) Able to separate his spirit from his body, this ghostly figure is none other than John Raimi!

Yes, mild-mannered, all-American John Raimi might not be what you expect, but darned if he isn't what Smash needs. Raimi's tale is tragic--captured by the evil Volks Corporation, he had his spirit ripped from his body.

Yet because of this, he can do things no other Smash fighter can! See an item across the stage? Raimi will send out his ghost to go retrieve or even activate it! His spirit moves much quicker than Raimi and indeed more quickly than any other character! (Here's looking at you Sonic.)

While this might leave Raimi's corporeal body open for attack, it's a small price to pay.

Not only that, but if Raimi is in a bind and surrounded by opponents, why his down special will make his spirit pop-up and scare the pants off of any would-be attacker.

Think Raimi only has ghost moves? Think again! His spirit grenade launcher sends out a gaseous mixture to slow down an opponent, making their own spirit confused and leaving them open for attack--taken straight from the Geist multiplayer, the game where Raimi made his first and only appearance.

And who says Pokemon get to have all the fun? Like Ivysaur's recovery Raimi uses a grappling hook to get him out of any sticky situation.

Gents, get your pace makers ready for the ultimate space-maker in Smash Bros. Ultimate!
Um... what? XD
 

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Wonks

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Listen man, the point of a project proposal pitch is that I can read it in one quick blurb and get the gist of what you're trying to sell me to decide if I like it or not. The longer it is, the less effective it'll be.
No arguments here, it was just something I wanted to have fun with (reading it as, again, a old-timey carnival barker or snake oil salesman).
 

KMDP

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No arguments here, it was just something I wanted to have fun with (reading it as, again, a old-timey carnival barker or snake oil salesman).
It's okay, while I do agree with Idon Idon , it was a fun read and had a lot of personality. :grin:
 

Cetus

Smash Apprentice
Joined
Jul 5, 2018
Messages
190
Sounds fun! Lemme try.

Oceana
Players of the Endless Oceans Blue World game will know this talented young diver as she helped them solve the mysteries of the deep. With Blue World's different key items to aid in exploring the hostile yet beautiful sea, Oceana can bring her diving expertise to the battlefield with the pulsar gun to rack up damage, or just give the opponent a good whack in the face with a trusty diving cylinder. Don't think she's alone either, a simple blow of her whistle will call forth dolphin partners to pack a mean punch to those unprepared. With all these tools under her belt, it'll be hard to keep her in a tough spot for long.
Theme: Dynamic playstyle, zoning, mindgames.
 
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SvartWolf

Smash Champion
Joined
Nov 4, 2007
Messages
2,156
Location
Santiago/Chile
Pitch perfect, Knightly edition!

Solaire of Astoria.

Solaire is a helpful knight in the Darksouls universe, and one of the most recognizable faces from Dark Souls. Heavyweight, lack good burst movility due to his armor. yet the character explore and alternate form of mobility due to being able to walk on shield. he mounts a good defense to search for openings to strike his adversaries. Akin to dark souls, patience and analisis is rewarded. He also have a special attack, Riposte,that is avaiable after perfect shield to synergize with his shieldplay. Access to a slow estus flask to recover Percentage means that he cant be just camped from afar. powerful aerials but bad air movility means that he wants to secure higher ground to land devastating attacks. Shield management also simulate dark souls Stamina Management.

Theme: Bulkwark, Bait and punish.

Nightmare.

Sword fighter from the souls calibur series. His massive sword have a good range, and even if attacks have long startup, they also have little endlag so he can keep the pressure. after executing different tilts and smash attacks he can keep the button pressed in order to access different stances in the ground (super armor grounded stance, projectile defense stance, low startup high endlag stance and dashing stance) his grounded moves footwork also move him so he can stay mobile while attacking. access to a slow and long command grab on side b to mix up shield pressure. unique perfect shield, parry. upon parry a windbox puts some extra distance giving him a little more time to ready an attack. balanced with weak offstage game to simulate ring outs.

Theme: Middle distance pressure zoner.

Shovel Knight.

Treasure hunter knight, his short stature shouldnt be taken lightly. akin to toon link, the combination of a disjoint on his trusty shovel and a variety of relics make him a very versatile zoner. relics can give him more movements options as well as air stalling, and also a couple of projectiles. great air movility but overall less mobility than toon link, with a suboptimal dash. his projectiles can cover a great variety of angles, but their setups uses are limited (unlike pacman or Tlink). Good recovery and landing options. can ensure a savy player can live long for shovelry.

Theme: mobile safe zoner.

Lycanrock

Alolan Pokemon to represent the seventh generation, and the first rock pokemon to enter smash. even if it possess 3 forms, the dusk form is chosen due to marketeability and access to the other 2 formes skills. Great mobility in the form of a powerful dash and Side special Signature move Accelrock (similar to pikachu's quick attack) and overall low range low damage quick moves. The exception being Slow but powerful smashes with great range (whereit materializes sharp minerals to attack) It have a Special projectile and set up on Stealth Rock (neutral B) where it leaves 3 sharp rocks in place limiting enemies movement, and upon reactivation, Lycanrock can recall these rocks that becomes projectiles that travel towards Lycanrock, using them to cover its powerful but slow attacks or to trap enemies into followups. Down B due to consistency.

Theme: Light agile trapper.

Simon Belmont

Simon Belmont Simon Belmont Simon Belmont (Simon Belmont). Simon Belmont Simon Belmont, Simon Belmont.

Theme: Simon Belmont.
 
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