Regarding the whole "characters should be reinterpretations instead of taking mechanics from their own games"... largely, I don't really agree. If you want Mega Man except a majority of his moves are punches and kicks, I'm not really certain why you would want Mega Man.
However, I do agree that a lot of people tend to undervalue aesthetic cohesion in a moveset. It's easy to pick and choose from a big list of references and try and cram in as much as possible, but if you do that too much in the wrong way you end up with a character that feels
less like themselves instead of more. Imagine if every single one of Link's moves used a different item from the games. What is he then? He's barely a swordsman.
In other words, a moveset doesn't just need to say "look, it's this character", it needs to answer the question "who is this character?".
There's another point on which I kind of agree - I feel like a fair number of official movesets we've gotten recently have had mechanics that don't... actually need to be there? Like, if you lop them off, the movesets are perfectly fine and still representative of the character, but for some reason they just have this additional thing to them.
- Why does Inkling have limited ink? Is having limited ammo really that important of an aspect of Splatoon?
- Does Sephiroth actually need to have One-Winged Form? He feels completely fine without it.
- Why does Kazuya have a Rage Drive, a mechanic introduced 20 years into the series, when his moveset is pretty stacked as it is?
- Why does Cloud have a Limit Gauge? Aren't his specials already Limits?
- What are they going for with King K. Rool's weird belly armor management mechanic? Why can it crack? It seems like a weird thing to focus on when a lot of people kind of forgot his belly was supposed to even have armor for a while.
- Why does Joker's Persona... work like that? Like, at all? That's not how it works. It's just, like, made up. It's been squeezed into the mold of a comeback mechanic when that's really not what it is.
While I'm obviously not one of the developers - as such I can only speculate really - I can at the very least point to some of the mechanics and origin games:
Most comeback mechanics are probably meant to shore up a gameplay weakness and / or give something of a gameplay "hook". Lucario's a good example where that took preference over source material accuracy: sure, most of Lucario's attacks don't look that impressive or unique, but the visibly-growing Aura Sphere and general "If I survive to 120+ % you die if I even touch you" mentality (which Force Palm emphasizes by becoming a giant punch of death) is supposed to be the "hook".
:
Sephiroth and Cloud both draw some inspiration from Dissidia, and while it doesn't show much in their attacks (Sephiroth has a few, Cloud has mainly from FF7 and Ehrgeiz with some light Dissidia resemblances) their playstyles are quite close to Dissidia: Cloud's
Buster Basher is mainly focused around simple but powerful melee attacks that can inflict a lot of damage - and like Dissidia
can extend advantage by following up with further swings (unlike Dissidia Cloud is quick both on the ground and in the air, maybe a nod to FF7 / AC Cloud). Or play a more guarded reactionary game, akin to his FF7(R) self. Dissidia Cloud is susceptible to being blocked / punished however. Likewise, a lot of Smash Cloud's attacks can be blocked / punished, and he has few truly safe on shield attacks.
However, Dissidia has EX (Super) mode - where the characters in question gains Regen, heightened crit rate and character-specific buffs. Cloud's character specific buffs increases his ATK proportional to how much HP he has left, and ensure that his melee attacks crush normal guards and deflect lower-priority attacks.
In short, an opponent should be extremely careful when Cloud has EX Mode. While Smash's Limit Break does not go that far, Limit Break provides some very strong stat buffs - no damage buff, but it buffs his already-strong mobility across the board via multipliers - and the Limit Break versions give off the same fear factor (balanced out by just one use per Limit charge, and the 15 second timer after Permanent Limit proved too OP in Smash 4):
* Limit Blade Beam gains transcendent priority - meaning it goes through other projectiles - and its multihit nature makes it tricky to shield / parry. Especially depleted ones when it can shieldstab and retain its powerful finisher. Cloud also gains intangibility on startup, so if he's not hit out of the move first he will get it out.
* Limit Cross Slash not only increases the total damage dealt, it also - again - gives him intangibility on startup, buffs Cross Slash's shield damage to the point where
it can if things go exactly right break a middleweight's shield. Yes, parries help immensely, but even with a parry Limit Cross Slash is surprisingly safe compared to the really unsafe normal Cross Slash - LCS is really difficult to punish it unless it completely whiffs.
* Limit Climbhazzard not only temporarily fixes Cloud's biggest weakness - recovery - but also turns Climbhazzard into a "Surprise!" kill move (120ish %+). And it's - aside from the intangibility - surprisingly difficult to punish since if it whiffs or is shielded since Cloud can choose to drift whereever he wants.
* While Finishing Touch deals no (shield) damage practically and it has very high endlag... it can kill most opponents at 70-ish %, and while the aerial version is weaker to compensate Cloud can confirm into it thanks to its semi-quick startup. Oh and the wind is strong enough to make it surprisingly difficult to punish in a lot of situations.
In short... yup, Limit Break also communicates that
an opponent should be extremely careful when "Genkai wo Koeru" activates, in both games the Super mode allieviates his safety on block issues to a degree. As a neat bonus - Limit Break's one-use / 15 second nature does introduce an element of strategy: when do you charge and how much? When in the match do you want Limit? Do you use up your Limit Break on a souped up attack, or keep it around as long as possible until needed?
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Sephiroth's
Focused Blade playstyle in Dissidia does not initially look like anywhere near his Smash counterpart. "Sword attacks that use "just frame" mechanics similar to other fighting games, where pressing Circle too soon when executing his Bravery attacks will cause them to end before dealing the maximum number of hits.
" However, timing is crucial to making the most out of him - Smash Sephiroth shares this to some extent with his attacks having slow startup and different tippers depending on if it's a stab or a slash. His HP attacks in Dissidia cover a large area though and can be devastating, even if he has very few pressure tools outside of Shadow Flare. Likewise, Smash Sephiroth can cover large areas very well, although Shadow Flare is one of his very few non-commital pressure attacks. Still, in both games Sephiroth is well-equipped to harass and keepaway the living hell out of his foes.
Sephiroth's EX Mode? Reunion. Yup, the Wing. In Dissidia it grants him Gliding as well as Heartless Angel (which reduces Bravery to 1 after a long charge time and IIRC can be charged while Gliding) alongside the aformentioned universal boosts.
That puts pressure on the opponent to close in on Sephiroth fast, lest they eat an Heartless Angel or HP attack straight into the EX Burst Supernova. In Smash, the Wing does approximate the Glide with a third jump (and one that's high)... but instead the Wing boosts his attack by 1.3X and again grants him major stat buffs across the board. Oh, alongside the Super armor on the Smash attacks.
Again, that puts pressure on the opponent to close in on Sephiroth fast, lest they eat highly damaging sword swipes or Shadow Flare trap setups. Worst case scenario, practical OHKO via Down Smash shield break into Gigaflare.
Yes, like in Dissidia Smash Wing is not permanent - if Sephiroth deals a lot of damage / KOs with it the point system that makes it activate will empty. Still though, Smash Sephiroth has eery parralels with Dissidia Sephiroth. Wing is much more dependent on how the match is going - it'll activate earlier if he's behind but later if he's ahead, but he only gets one Wing per life. Making it very important for the Sephiroth player to avoid too many mistakes.
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Inkling has limited ink probably because inking an opponent is a major damage boost - up to 1.5X if the opponent's fully covered (and it's easy to get to that point - a lot of moves apply ink in quite large quantities). Combine that with ink on the ground also slowing opponents' speed (akin to Splatoon) and Inkling can regularily exert a lot of pressure - so much so that if her ink was unlimited she could keep that 1.5X multiplier going indefinetely and it would entirely solve what's supposed to be her main weaknesses (limited ability to escape pressure and very few safe KO moves without specific setups).
Now I haven't really played Splatoon, so I can't say if it's entirely game accurate, but from the limited Splatoon I've seen the ink mechanic approximates the home games' element of strategy. When do you use ink? When do you retreat to a safe spot and recharge?
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While Rage Drive's new (wasn't even in vanilla 7, it debuted in Fated Retribution), Rage's been a thing since Tekken 6 - it activates at 10 % health and gave increased damage (a feature Smash chose to carry over, Rage has a 1.1X damage multiplier in Smash). Tekken 7 FR's Rage Drive was introduced since it can extend combo routes, but also a sense of risk and reward - using the Rage Drive will expend Rage entirely. Likewise, that's a feature Smash carried over, albeit Smash Rage Drive is a combo finisher through a through. TBF, he already has one of the most potent if extremely difficult combo extenders in the entire game (EWGF) and on a novice level he's still dangerous thanks to the armor, intagibility and what not.
Rage and Rage Drive not only introduce an element of strategy whether to use the Drive or hang on to Rage as long as possible (as with most comeback mechanics); but it also reinforces the notion that while Kazuya is heavily focused around spacing, he also hits like a truck once he gets in. The Mishima style is, after all, very much about punishing whiffs and extending the pain train when possible.
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Remember that in DKC1 he could only be hit in the head? Think that's what they were going with the Belly Armor - it's not only a resemblance to his DKC1 incarnation because it discourages hitting his belly, but also since it complements Crownerang's own separate armor. Those two are likely there to approximate how he behaves there.
Also, one of K Rool's primary weaknesses is that he really struggles with keeping up advantage - while he hits hard, his combination of having a lot of knockback + being rather slow (whether we're talking movespeed or projectiles) means he can't reliably threaten additional hits before the opponent's ready to strike back. As such he has to oftentimes resort to either trading blows or the bait-and-punish that's characteristic of most heavies. Belly Armor helps with that and another primary weakness of his, disadvantage. It doesn't solve everything of course, but Belly Armor does that and adds a degree of strategy: when to use moves with the armor to get out of bad spots etc. It's also gotten buffed majorly over Ultimate's lifespan - the Armor's HP threshold going from effectively 28 to 36 % means that it can't be blown up by just one Smash attack and it can tank much more overall over the course of a match (especially since its regen isn't that great).
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All right, consider how Joker plays normally. Quite a lot like
/
: while one may take this to conclude "This is how Sakurai prefers his thief / ninja characters - light, agile, very quick and stringable hits" I honestly wouldn't be surprised. Of course, there's no "Get on top of an enemy's head then decapitate" ambush like he does in P5, but still. Normally characters like Sheik / Greninja aren't that popular to play casually - they don't have a lot of obvious big hits and they oftentimes aren't intuitive to just pick up and play.
The Rebellion Gauge and how Arsene works is most assuredly a gameplay shortcut - unlike most of the above examples, which have parralels to past games. It's still a "hook" though akin to Lucario: by (skillfully or not) taking damage you get to summon this giant ghost thief who effectively is a double damage rune and you get to go to ****ing town on everyone else. It's a major temptation, especially if you suddenly hit as hard as a heavyweight, get majorly upgraded projectiles and what's probably the best Counter in the entire game but with the same speed. If you're skillful with Rebel's Guard you can even get two or three Arsenes in a life, and that's a very good sign for a Joker player. Conversely, taking damage with Arsene out reduces his time (max 30 seconds) and Arsene's Up B is a bit less safe than Joker's Grappling hook, encouraging the player to not bee too reckless with Arsene.
And hey, it worked. Arsene is one reason I suspect
why Joker's popular to play casually, unlike Sheik and Greninja who are down amongst the least common in casual (online) play.
Conclusion:
Comeback mechanics aren't usually meant to reference as a primary thing: they're meant to add strategic depth. When does one use this souped up move? Is it preferable to try and maintain the stat boosts as long as possible? How long can one avoid getting hit / KOed while in the Super mode?
Other examples of comeback moves (
's Waft,
's KO Punch,
's GO) also seek to provide this kind of strategic depth alongside giving those characters their own identity. Whether that succeds or not is dependent on the character and beholder, but in addition to strenghening a character's identity and strategic depth within Smash they're there to give a "hook".