GoldenYuiitusin
Smash Lord
No.Has there been any announcement?
Until we see that "Suit Up!" repeat event pop up, we're still in Shrodinger mode on a new Spirit Event.
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No.Has there been any announcement?
Videogames are all about immersion, so IMO the #1 thing is selling the feeling of that character. How, in universe, do they move and act, and how would they fight? Of course, "feel" is a very nebulous thing, and takes a lot of talent and playtesting to pull off consistently successfully. We can all admire that about the Smash team. It's also why you have to be careful about things like "represent X mechanic from their home series" and "make this hyper-specific callback"; not that those things can't be worked in to great effect, as they absolutely can, but they have to be well-thought-out and flow well with everything else.I think Smash tends to design fighters in a way of "What makes the most sense for this fighters design?" Like a first impression.
To use the most controversial example. Ganondorf. You look at Ganondorf, you see this big burly intimidating man (At least he was in Melee, TP Ganondorf is more armour than muscle), so he's designed as a bit more of a slow brawler because that's what you'd expect from a big burly intimidating figure. Then with that archetype, you build around that with stuff that's more specific to that character. Dark Magic effects with the punches, giant sword swings. Is the result perfect? Not always, but it's the kind of design that makes it easier to pick up and play most characters in the game.
For another quicker example. Ike and Robin have fairly high speed stats in their games, but play slower in Smash because their designs don't really lend themselves to a speedy Moveset. Mewtwo is light because he generally looks kinda fragile. Smash designs movesets a lot based on look and body type, especially in earlier games, rather than cramming in a billion references. Which in my opinion, makes for some natural feeling movesets
Yeah this is really evident when you look at most of the early characters. By looking at them, what does this fighter look like they would do?I think Smash tends to design fighters in a way of "What makes the most sense for this fighters design?" Like a first impression.
To use the most controversial example. Ganondorf. You look at Ganondorf, you see this big burly intimidating man (At least he was in Melee, TP Ganondorf is more armour than muscle), so he's designed as a bit more of a slow brawler because that's what you'd expect from a big burly intimidating figure. Then with that archetype, you build around that with stuff that's more specific to that character. Dark Magic effects with the punches, giant sword swings. Is the result perfect? Not always, but it's the kind of design that makes it easier to pick up and play most characters in the game.
For another quicker example. Ike and Robin have fairly high speed stats in their games, but play slower in Smash because their designs don't really lend themselves to a speedy Moveset. Mewtwo is light because he generally looks kinda fragile. Smash designs movesets a lot based on look and body type, especially in earlier games, rather than cramming in a billion references. Which in my opinion, makes for some natural feeling movesets
Samus is a bit of an odd one to me. A lot of suggestions people have I just don't think translate to Smash very well.The only fighter that really gets this wrong imo is Samus. Yeah she's physically capable of beating you up with punches and kicks. But would she? She's got a whole arm cannon and a bunch of abilities and weapons at her disposal. If she's focused on taking you down, she's not gonna be in your face kicking you.
Characters using up close physical attacks in a fighting game is just kind of how it goes so I don't think there's anything wrong with Samus doing so. That said, I have always felt like Smash's version of Samus feels a bit too slow and kind of clunky.Samus is a bit of an odd one to me. A lot of suggestions people have I just don't think translate to Smash very well.
Like you say she has her arm canon so she shouldn't punch or kick, but I don't think you can build a good Moveset exclusively using her arm canon, at least not with a character as tall and limber as Samus. Like I guess Mii Gunner does uses it more and maybe that's what people want, but I also don't think Mii Gunner is a particular fun Moveset, and Samus's larger frame doesn't lend itself well to little pew pews imo.
The other suggestion is giving her other beams, but where would you give her those beams? Beams aren't different attacks for Samus, they're just upgrades over the previous beams and are all used the same way. Some games let you switch between them but they are still performed the same thing and changes are primarily for puzzle solving and accessing new areas.
Dread stuff would help freshen things up, and I do want the counter. And updating her momentum and speed to match closer to how she feels in Dread would be great,. But I don't think that stuff lend themselves to normal attacks very well, and her specials already cover her most iconic attacks (which is what special attacks should be)
But some added flourishes could help, like give her F-Smash an explosive effect to reference the diffusion beams, and like the kicks because it shows off Samus's more athletic side. I just don't think an overhaul of Samus's kit is the answer.
I don't think Samus should be all projectiles like Megaman is. After all, that wouldn't even be accurate anymore, as she's gotten more physical in her own series recently. But the fashion in which she punches and kicks feels wrong. When she swings her arm cannon at enemies or kicks them in Dread, there's a certain weight to it. Smash Samus feels like a plastic robot in comparison. Like I'm okay with a kick being the forward tilt, that's common, but her little tiptoe pirouette kick just feels awkward. And don't even get me started on the up tilt and up air. What even is that up air supposed to be?Samus is a bit of an odd one to me. A lot of suggestions people have I just don't think translate to Smash very well.
Like you say she has her arm canon so she shouldn't punch or kick, but I don't think you can build a good Moveset exclusively using her arm canon, at least not with a character as tall and limber as Samus. Like I guess Mii Gunner does uses it more and maybe that's what people want, but I also don't think Mii Gunner is a particular fun Moveset, and Samus's larger frame doesn't lend itself well to little pew pews imo.
The other suggestion is giving her other beams, but where would you give her those beams? Beams aren't different attacks for Samus, they're just upgrades over the previous beams and are all used the same way. Some games let you switch between them but they are still performed the same thing and changes are primarily for puzzle solving and accessing new areas.
Dread stuff would help freshen things up, and I do want the counter. And updating her momentum and speed to match closer to how she feels in Dread would be great,. But I don't think that stuff lend themselves to normal attacks very well, and her specials already cover her most iconic attacks (which is what special attacks should be)
But some added flourishes could help, like give her F-Smash an explosive effect to reference the diffusion beams, and like the kicks because it shows off Samus's more athletic side. I just don't think an overhaul of Samus's kit is the answer.
Her up air has always been sort of goofy looking and hard to place as to what's it's actually supposed to be (my best guess is it's just meant to be an upside down version of the drill kick style move Sakurai gave to a lot of early Smash Bros. characters.)I don't think Samus should be all projectiles like Megaman is. After all, that wouldn't even be accurate anymore, as she's gotten more physical in her own series recently. But the fashion in which she punches and kicks feels wrong. When she swings her arm cannon at enemies or kicks them in Dread, there's a certain weight to it. Smash Samus feels like a plastic robot in comparison. Like I'm okay with a kick being the forward tilt, that's common, but her little tiptoe pirouette kick just feels awkward. And don't even get me started on the up tilt and up air. What even is that up air supposed to be?
There's also the Smash attacks and forward air being explosions out of the arm cannon which just... never happens. And I don't think it fits her design either. When you look at Samus' sturdy design and her bulky armor, you don't think a bunch of little multi-hits. That's more of Zelda's thing.
Because SPEEN.I don't know why up air is the way it is.
Sorry for the late response.My original point was this:
It seemed like you were disputing that, saying that the former group being "Smash staples" makes them more worth including than the latter group. Which I don't think is necessarily the case when you consider the merits that other characters could bring, on a case-by-case basis of course.
Point is, people often tend to give passes to veterans for not being the most impactful characters outside of Smash, but treat other legacy characters who aren't in Smash like they're nobodies. Which I don't think is the right way to approach it.
Well I want to look at 3 Characters personally. Little Mac, Sephiroth, and SonicCharacterization is admittedly something that I study a lot in move set design thanks to Make Your Move here in Smash boards. While I never had the time to sit down and make a move set, the theory is interesting to me.
I suppose now is as good a time as any to bring up characterization. Much of what I'm going to say here is going to paraphrase one of the articles they made here.
In short, there are 6 layers of characterization:
1 - Superficial Characterization
A character should perform moves they are famous for doing. This helps to ensure that the move set feels like it was made for that character specifically. Otherwise, the move set risks feeling generic and not like the character is like specially.
If you made a move set for Link and didn't include a spin attack, it wouldn't feel like Link, and I would question what you are doing.
2 - Extrapolative Characterization
Most characters need at least some extra attacks to help fill out their entire roster of moves. Here we see characters do things that aren't necessarily cannon to them, but at least make sense for their character. Most character's more generic punches and kicks come from here.
Snake's Cypher is a good example of this in action. While Snake never used one of these occasional enemies to reach a higher place, using one like this is a good example of how clever and resourceful he could be and fits in perfectly as a part of his character.
3 - In-Practice Characterization
Here we go into the nitty-gritty of characterization. Here we try and see how moves that a character could use there moves and tools in a way that informs us of what the character is like.
Ever do a Browsercide? Taking an opponent with you is 100% something Browser would do, and thus is good example of this in action.
4 - Player Characterization
Now that we have given the player the tools, ideally we should give the player a playstyle that matches what they would want to do as that character. Here we try to guide the player to act in a way that would be similar to how the character would play.
Sonic's tendency to run away from the opponent until they get frustrated and make a mistake, only to punish them when they mess up, is rather similar to how Sonic would act and fight, so he's a prime example of that there.
5 - Inter-Player Characterization
This one is probably the hardest to nail down. Here we try to predict how two move sets would play out, and see if they match the characterization.
I'm not giving an example for this one, it's way to hard to do off the cuff.
6 - Inventive Characterization
Here we see what we can do to add to the characterization they have in their home series that they could not express until they were added in Smash.
Captain Falcon is more or less entirely defined by this level of characterization. Most everything he does is made up for Smash, yet his personality rings true.
I wonder, what do you think of the characterization of Smash? Think you can break down a character and see how they do with this breakdown?
And now it's done. It's the "Suit Up!" event.No.
Until we see that "Suit Up!" repeat event pop up, we're still in Shrodinger mode on a new Spirit Event.
I guess to that I would say that you have to compare them, because every game you have to choose who gets priority and keeping more vets means less newcomers.And yes, ultimately I think that it's a little silly to compare characters who are already in to characters who aren't in terms of their perceived impact on gaming as a whole, as if Smash itself never existed.
And as I said at the end of my last response, their popularity within Smash and the popularity of their playstyles account for one factor that goes into rostering, but it's far from the only factor. Especially when there's nothing indicating that a fresh, new playstyle wouldn't be just as if not more popular. The characters in Smash add unique dynamics to the gameplay, but that is nothing that potential newcomers can't bring also, so it's kind of a wash there without going into specific cases.Falcon and Ness already have huge player bases. In fact, they probably see more play than even some of the uber well-known Nintendo icons. Other characters like the Ice Climbers might have less dedicated players, but they add a very unique dynamic to the game that would be hard to replicate. That's where the merit in keeping these characters around lies in.
I thought they confirmed that they were doing four total?And now it's done. It's the "Suit Up!" event.
[Event] Suit Up! - Super Smash Bros. Ultimate
www-aaaba-lp1-hac.cdn.nintendo.net
I just think you're underestimating what being playable does for a character. It's not just that they become more popular in general, it's that they become popular specifically with Smash fans. Of course, some do more than others, but the point is that most (if not all) veterans will be an easy sell to a large chunk of the existing Smash (not Nintendo in general) fanbase, who are also going to be the first one to adopt the next game. The Ballot proved this.I guess to that I would say that you have to compare them, because every game you have to choose who gets priority and keeping more vets means less newcomers.
Not compare them as if Smash never existed, and I never said anything to that effect; actually, I said that even if you account for the popularity certain characters have gained from Smash, there are still others who compare favorably with them in terms of overall impact on Nintendo (which, if we're being honest, being one of dozens of playable characters in one fighting game doesn't really change).
The only significant boost Smash gives them in terms of impact is popularity, but again I see examples of characters not in Smash who are just as generally popular as characters who are (again, generally and within their franchises, not just within the Smash fanbase). So no, I don't think it's silly, nor do I think the answer can be universally trivialized in favor of the veterans, and I don't think you need to delve into hypotheticals in order to favor certain potential newcomers.
An interesting thought but I don't think so. They were very purposeful when they revealed certain characters. Peeps like Ice Climbers, Cloud, Pokemon Trainer and maybe Corrin felt like they were intentionally shown early to get you thinking and building hype before dropping the bombshell with Snake (followed by Pichu)I think that the characters in the "Everyone is Here!" trailer shown before the words "Everyone is Here!" pop up are likely to likely to return in the game.
hits bluntView attachment 385984
This was a fun challenge and honestly better illustrates how much Smash squanders Zelda's potential when it comes to characters
I’m not sure they really work as echoes. Kohga has a very different build than Impa and is more the comic relief character with over the top goofy animations. Impa is either a stoic warrior, wise elder, or spunky ninja girl depending on the incarnation. None of these really fit Kohga’s style despite both being related to the Sheikah. At least going by their Warriors movesets, I always thought Kohga played a lot more similarly to Zant than he did Impa.hits blunt
What if the ideal Zelda newcomer is a composite character between the abilities of Impa and Master Kohga and they are eachothers Echo?
I'm saying it solves a lot of issues on who to pick. You get both a legacy and a new character. Also revamp Ganondorf of course.
It doesnt have to be a smash game it can be one but it can also be another fighter (albeit on the more casual side)Why would they ever do this when Smash itself already exists and has Zelda characters in it?
I mean the roster is fine, if pretty standard, and some of these characters I would like to see in Smash, but I don't see the point of an exclusive Zelda Smash spinoff. Making a whole new game just so C-list characters of a specific series can exist in the Smash Bros engine seems pretty extra.
Also, as much as I'd like some "no-chance" characters from my favorite series, I don't know where the fun would be in speculating about characters' chances if anyone and everyone can make it in. Like if there was a Mario one I'm sure characters like Birdo and Waluigi would be in so at that point...
I agree but I also don't.One thing I miss and hope Smash 6 delivers is more weird/niche character inclusions. I understand the big names have more of an impact when they're announced, but the weirdos can be just as influential longterm. Ultimate didn't really deliver on this front... Plant was pretty much the only wacky newcomer. Richter was pretty unknown and unexpected but his moveset is just a copy of Simon's, and while Terry was also kind of obscure and unexpected, he's just another fighting game character whose moveset is almost 1:1 with that of his original game.
I want more obscure characters with weird movesets. Stuff like Wii Fit Trainer and Duck Hunt Duo. Come to think of it, most of Smash 4's newcomers were like that. I mean, at the time, who expected Rosalina and Luma to join the fight as a duo character over series mainstays like Toad and (seemingly) Bowser Jr. or fan favorites like Geno, Paper Mario and Waluigi? Then Bowser Jr. joined and defied expectations by essentially being "Junior Clown Car: the moveset feat. Koopalings". There was also Robin getting in over Chrom with tomes and a Levin Sword in tow and a pretty unique durability gimmick, and Shulk who (at the time) was from a really niche and brought stat manipulation to Smash.
Ultimate's newcomers all being fan requests and/or prolific third parties is fine, I just wish some obscure fighters were also given a chance. The big names are exciting to see, but as time goes on, the hype naturally fades and sometimes you're left with a somewhat... meh moveset. Look at Ridley and Banjo for example. Hopefully the next game tries to strike a balance.
The 4th event was going to tie in with the announcement of Smash 6 and the Super Switch! But that got delayed!I thought they confirmed that they were doing four total?
They did.I thought they confirmed that they were doing four total?
This is also my crackpot theory and I'm not going to change it until further evidenceThe 4th event was going to tie in with the announcement of Smash 6 and the Super Switch! But that got delayed!
Maybe it's some sort of ESRB issue? I know that Fortnite had some sort of age restriction update that made it so you can't use certain skins in certain modes; maybe Smash has run into a similar issue where they can't advertise games that have a higher ESRB rating within an E10 rated game, and even mentioning the game's name is somehow considered to be advertising it. (I know that they removed the series logos from the Fighters Pass list around the time that Byleth was announced, and it led to silly Mii costume announcements like Smash Bros. x TRAVIS)I thought they confirmed that they were doing four total?
Mario Wonder, Forgotten Land, and Engage are like the only big games that have come out since that kinda need some love imo
Also they need to fix the Noah and Mio, Sentinel Pilots, and Zagreus spirits.
Like would E-10/Japan's equivalent REALLY be that necessary at this point for sales or brand reputation or whatever? It just brings problems for little if at all benefit.Yeah, at this point, Smash could benefit from going back to a T-rating if the ratings boards won't even let Nintendo mention their own franchises under the pretense of a T-rating.
Steve, Banjo, K. Rool and Isabelle
That is really not what superprincess means. "Weird" requires them to be...way more obscure than the player character of the best selling game of all time for one thing.Hero, Kazuya, Min Min and Steve again
Well the Pokemon Company started overseeing the entire franchise in 2000. Melee and Brawl both released afterwards and were rated T (granted, Melee came out before E10+ was even a thing, but still).I think Nintendo has shown that they’re willing to let their main characters star in T rated games. Look at the first Hyrule Warriors. There’s some content in that game I wouldn’t have expected Nintendo to be cool with before that point. I think the bigger question is whether the Pokemon Company are okay with their characters appearing in a game with a higher age rating. I’m not sure if there’s been a T rated Pokemon game yet.
That magic of surprise cannot be replicated again if another Smash Bros game is announced.An interesting thought but I don't think so. They were very purposeful when they revealed certain characters. Peeps like Ice Climbers, Cloud, Pokemon Trainer and maybe Corrin felt like they were intentionally shown early to get you thinking and building hype before dropping the bombshell with Snake (followed by Pichu)