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Nintendo vs Capcom FULL CONCEPT!!! 4.0!

SDFox

Smash Apprentice
Joined
Jan 29, 2015
Messages
151
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(. " .)~~ )`~}}
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_// _// ~}
-SDFox
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任天堂とカプコン:
災害危機

Nintendō to Kapukon:
Saigai kiki
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Nintendo vs Capcom FULL CONCEPT!!!

Forward:
This is a for-fun project I've been working on for a while. The VS Capcom series of games have always been one of my favorites, and obviously Nintendo is long overdue for a proper fighting game. A match, not only made in heaven, but also one that Street fighter series producer Yoshinori Ono has picked as one of his dream projects. (http://www.nintendolife.com/news/20...nori_ono_would_love_to_see_nintendo_vs_capcom )

While this is no more then a fan concept I did try to put some effort into making it a unique game, at least on paper. And you may disagree with many of my ideas, I did after all just throw together a lot of my favorite mechanics and call it a day. Furthermore this is me we are talking about so expect typos and maybe even a missing word or to.(Though I did go through it more then once this time.)

This is a full concept, so it touches on gameplay mechanics, roster, additional gamemodes, and several other things.
This is a post about a traditional fighting game, specifically in the Marvel VS Capcom style, so I've made a lot of assumptions about the game based on that fact. (E.G. I didn't mention it having a traditional arcade mode because that's just something I assumed would be in it without question.)

Finally while this is a concept for a fighting game I myself don't have a long history with the genre. Only semi-recently have a really dug deep into these games, with my experience being sub 100 hours of MvCi and UNIST.

Discussion, criticism and anything else appreciated below!
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Original. http://puu.sh/FiTes/d4c0db7e7c.txt

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52 characters

25 Nintendo
25 Capcom
2 Guest

Top down design
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2v2 Tag game with less focus on tag mechanics and touch of death combos.

More focus on 1v1 action, spacing, advantage/disadvantage, and strong but limited movement options.
Tagging is de-emphasized and costs resources.
Tagging costs half a bar.
--
Combos deal reduced damage compared to other versus games, 60% should be a gigantic combo in this game.30-40% should
be around the average combo.
--
Combos will be a resource management minigame, blowing all of your meter on a combo early can ultimately lead you
in a serious disadvantage.
--
Combos will have 'damage tiers' balanced off the move used to start the combo. In general, the riskier the move
that started the combo, the bigger then combo. If you want good damage from a jab, you have to spend alot of
resources.
--
Combos are not short. But there are some of ways to get comparable damage without performing complex combos.
--
As a rule of thumb, the longer/more damaging a combo, the less advantage frames you get over your opponent, in
in return for gaining more gain. This is enough of a mechanic that if you were to do your biggest combo on
someone in a corner the opponent will have a guaranteed counterattack.
|
(As a system mechanic you will gain more lag relative to the length of your combo and how much hitstun the last hit
of of your combo inflicts.[Doing a full combo against someone in the corner will cap out at a guaranteed jab combo
counterattact so even if the opponent gets something its not huge.])
--
Resource management is a big focus in the game; most characters are much less threating without meter.
Knowing when to bust out a big combo and when to hold off with a smaller combo will be a big part of the skill
required to master the game.
--
Gameplay is being modeled off of UNIST for reference.
====================================================================================================================
2v2

3 button fighter with 5 extra functions.

Light, Medium, Heavy
Air dash, Sheild, Grab, Tag, C. Guage.

Attacking
===================================================================================================================
In NvC you have access to the to Normals, command normals, EX normals, dash attacks, specials, EX specials, and
supers.

---------
Dash attacks are a additional cast-wide attack. they are inputted by hitting (Heavy) while dashing.
Functions of Dash attacks vary wildly. Some are for approaching, setting up oki, hitting back jumps ect.
---------
EX Normals are new moves based off smash attacks.
They are chargable attacks that hit hard. They come in 3 variations: EX Forward, EX Down, EX Up.
In general they deal heavy damage and fairly safe on sheild, however they have alot of startup meaning they are
easily interuptable.
The input for EX Foward is [236 -> (l) + (m)]
The input for EX Up is [236 -> (l) + (m) -> 8]
The input for EX Down is [236 -> (l) + (m) -> 2]
---------
Specials have different versions depending on which button(Light Medium or Heavy) you activated it with.
In general the light version is safer, the medium is more dangerous but more rewarding, and the heavy is an
EX special that combines saftey and reward, but at the cost of meter.
|
EX moves cost half a bar.
----------
Supers play an important role in everything from the combo game to the spacing and sheild pressure game and are
seperate from EX specials.
They come in the lvl1 lvl2 lvl3 and secret lvl5 variations.
|
Some supers can also be exceeded. Certain supers have follow up attacks that you can trade more meter for
more damage. You input these by perfoming the input for the super again at the correct time.
---------
Secret lvl5s are your cinematic and highly damaging but restricted and hard to hit set enders. They deal far beyond
heavy damage. While the move deals extreme damage, it's also heavily restricted and only usable in a special burst
mode.
----------
BURST MODE:
BURST MODE is an ehancement to your character that slightly boosts damage, defense, and movespeed, as well as
provided some other perks. To activate burst mode, you must be below 50% hp and have a full C.Guage
(it doesn't consume your C.guage however.), and input [(H) + (Sheild)+ (C.Guage)] This will cause your character to
do a powerup motion, followed by a release. The release is slow, so easily punished, but fast enough that
you can do it from full screen without worry. If the release hits the opponent will be flung back half way across
the screen. As mentioned before once in burst mode all of your character's base stats will increase, this includes
a slight buff to your damage, defense, speed, and adding some other properties to several moves. Entering BURST MODE
also recovers 20% of hit points. The amount of time you get to stay in burst mode is dependent on the amount of
meter you have. While in BURST MODE you are locked out of all of your supers except for your level 5.
You still have access to your EX moves however. EX moves cost time on your bar rather then meter while in BURST MODE.
As such the length of time you have BURST MODE for is dependant on how much meter you had when you entered it.
When you leave BURST MODE your meter is depleted.
You can also manual leave BURST MODE with a special BURST SUPER.
(A BURST SUPER is a special super only usable in BURST MODE. It ends BURST MODE and is usually designed to
be usuable in neutral.)
You will have alot of BURST MODE exclusive combos thanks to a number of normals and specials getting additonal
properties while in BURST MODE.
-------------------------------------------------------
Secret lvl5s are also only usable while in BURST MODE
To use your secret level 5 you must:
-------------------------------------------------------
Be in BURST MODE.
Be below 50% hp.
Be on your last character.
Your opponent most be on his last character.
Have at least 5 bars of meter when activating BURST MODE.
Be on the final round of the set
Using a level 5 instantly ends burst mode. You can only use burst mode once per round.
Level 5s generaly deal around 80-100% damage.
-------------------------------------------------------
Meter.
Meter management will be a big focus in this game, as such, the meter fills up slightly quicker then in older
versus games, and can store up to 7 bars. You also start each match with 1 bar.

-------------
Hitting OTK is not universal, and is a special property that only some moves on each character have.
However all supers hit OTK.
-------------
With few expections, all aerial normals and command normals are treated with highs, and all low normals and command
normals are treated as lows. Projectiles (with very few expections) are all mid hits.
-------------
Grabs have a dedicated button and have 4 versions, up down foward and back. They whiff if the opponent is ducking.
Grabs don't usually lead into combos without meter, however this changes with positioning. (E.g. if you have your
back to the wall and you manage to back throw your opponent, then many characters that can't normaly combo out of
throws will be able to.) Grab base damage is rather high and scales the upcoming combo by a larger bit then normal.
Grab teching has a generous timing window.
====================================================================================================================
Tag team mechanics
--
The tag function will be de-emphasized in this game compared to other versus titles.
Each character has 3 tag attacks that can be selected before a match, similar to MvC2

Using a tag attack will cost half a bar.
Hitting the tag button will cause you to tag out, however this is rather slow and punishable.
--
Hitting [tag(hold) -> 4 -> 4] will do a quick tag, which is much safer, but costs 2 bars.
--
Hitting [tag -> 236 -> 236 + tag] Will do a tag super, which does your partner's level 1 super as a tag attack,
however this costs 2 bars.
--
Red health is recovered slowly while in the back.
====================================================================================================================

====================================================================================================================
Unique mechanic: The C. Guage.

An all purpose cancel that can do everything from help you start a combo from a projectile, escape pressure, or
approach. It cancels anything and turns it into a dash foward or backwards. Time is frozen during the dash, making
the C. dash a frame 0 move, and doesn't give you any more or less frame advantage than your opponent, it serves only
to move you. While moving with the C. Guage, all active hitboxes are still active, so you can't C. dash through a
fireball or a dp. Finally the C.Guage cannot be used on the wind-down frames of a move, only the startup and active
frames of moves. In otherwords, if you whiff, you whiff.
You can also C. dash backwards (only backwards) while you are in shield stun.

While your opponent has their C. Dash active, you can activate your own to buffer it to be used the first available
frame. This will result in a 0 frame advantage for you and your opponent.

Once used the C. Guage goes on cooldown, as represented as an additional guage above your normal super guage that
slowly fills up during the duration of the cool down.
It has a cool down of 15 seconds, so you must use it wisely.
It can only be used on the ground.
====================================================================================================================

====================================================================================================================
Air Dashing
Air Dashing is a universal mechanic for all characters in Nintendo vs Capcom.
It's a powerful tool for offensive and general movement, as such it has a dedicated button.
However its also quite limited.
You can only Air dash foward and doing so gets rid of your abillity to airblock until you touch the ground.
You can Air dash starting at the midpoint of your jump arch.

While Air dashing is a universal mechanic some characters have unique air dashes or don't have access to a air-dash.

====================================================================================================================
DEFENDING
====================================================================================================================
Blocking
-High Mid Low Blocking
-Air blocking

Teching
-Air Teching
-Ground Teching (Backwards only)
-Knockdown Rolling (Backwards and fowards)

Sheild
In addition to traditional blocking, you have access to sheilding.
This mechanic works very close to it's Super Smash Bros. counterpart.
At the push of a dedicated sheild button your entire character is surronded by a translucent sheild that blocks all
attacks. This blocks low high and behind you, so while it's active it's impossible to get mix'd up.

However, the sheild also has the same weaknesses from smash bros: hitting the sheild shrinks it putting you in
danger of sheild breaking.

The sheild also has an element of risk compared to regular blocking. There is only 3 ways of getting out of your
sheild, releasing, or rolling left or right. Each of these options are laggy and leave you open, however if you do
them correctly you can get out of the corner or guarente that you block a mix-up. The sheild must be used wisely.

Sheild Burst:
While you have your sheild active double tap the sheild button to do a burst. If it hit it blows back your opponent
half way across the screen but has startup and alot of endlag. This also destroys your sheild and it will start to
regenerate as if it was at 0 shield.
====================================================================================================================
========
Nintendo
--------

1. Mario Mario (Super Mario Bros.)
2. Wario (Super Mario Bros.)
3. Peach (Super Mario Bros.)
4. Bowser (Super Mario Bros.)
5. Boshi (Super Mario Bros: Legend of the seven stars)
6. Lucario (Pokemon)
7. Mewtwo (Pokemon)
8. Grovyle the theif (Pokemon Mystery Dungeon: Explorers of Time/Darkness/Sky)
9. Marth (Fire Emblem)
10.Robin (Fire Emblem)
11.Link (The legend of zelda)
12.Zelda/sheik (The legend of zelda)
13.Ganondorf (The legend of zelda)
14.Fox Mccloud (Starfox)
15.Krystal Mccloud (Starfox)
16.Samus Aran (Metroid)
17.Sylux (Metroid)
18.Kirby (Kirby)
19 Agent 3 (Splatoon)
20.Pit (Kid icarus)
21.Isaac (Golden sun)
22.Andy (Advanced Wars)
23.Ness (Earthbound)
24.Captain Falcon (F-Zero)
25.Captain N (N)

------
Capcom
======

1. Ryu (Street fighter)
2. Chun-li (Street fighter)
3. Juri (Street fighter)
4. Rashid (Street fighter)
5. Akuma (Street fighter)
6. Morrigan (Darkstalkers)
7. B.B. Hood (Darkstalkers)
8. Talbain (Darkstalkers)
9. Gan Isurugi (Rival schools)
10.Mike Haggar (Final Fight)
11.Megaman X (Megaman X)
12.Zero (Megaman Z)
13.Bass.EXE (Megaman battle network)
14.Tron Bonne (Megaman Legends)
15.Dante (Devil may cry)
16.Nero (Devil may cry)
17.Leon Kennedy (Resident evil)
18.Jill Valentine (Resident evil)
19.Amaterasu (Okami)
20.Asura (Asura's Wrath)
21.Gene (Godhand)
22.Apollo Justice (Ace attorney)
23.Strider (Strider)
24.Captain Commando (Captain Commando)
25.Viewtiful Joe (Viewtiful Joe)

=====
Guest
-----
1.Reji Arisu (Namco x Capcom)
2.Xiaomu (Namco x Capcom)
====================================================================================================================
Story mode
====================================================================================================================
Store goes here.
[Notes about story]
-Story would feature a original villain bent on the destruction of all universes.
-This character has collected some of the most powerful artifacts from all franchises present and has
equiped all of them to become impossibly powerful.
-Shinra is put on high alert and Reji and Xiamou are dispatched to aid in resolving the issue.
-Reji and Xiamou are the viewpoint characters, but play more of a support role then anything.
-This original villain does not recruit villains from the different universes. In fact, many villains from
Mario, Street fighter, ect, join your party in defiance of this new threat.
(Maybe they do a cloning thing ala World of Light)
-In the end its revealed the original villain had some meta-textual reason for trying to destroy all
universes, maybe he knows he's in a video game or something.
-In the end its also revealed he had his information being fed to him by some unknown 3rd party.
Engage true final boss.

The gameplay is similar in structure to Super Smash Bros. Brawl's Subspace story mode combined with a traditional
JRPG. The core loop of the story mode is using a JRPG style avatar of a party leader to explore a small overworld
hub and entering into subspace style beat-em-up levels caped by a story boss or 2. Each time you beat a level you
get dialouge leading into the next level, rinse and repeat till completed.

Dialouge would be a heavy focus and draw of the game apart from the gameplay.
Fan-service abound, the story would bring long dialouge trees between characters. The other heavy draw to the
story mode would be the bosses. Many characters not featured in the roster would be able to make their appeareance
here, and would of course feature alot of dialouge.
In addition most of the bosses represent more traditional beat-em-up bosses, characters featuring abillities far
above a regular fighter and don't follow the same rules.


The game goes in an extensive chapter format, where each chapter will have different characters to play as and
will feature a different hub-area as well as levels to play. For example, chapter 1 involves Reji going to find
Kirby, after the introduction levels, the Halberd would be the chapter hub-world, where the player only gains
access to 5 or 6 characters until the next chapter. However if the player chooses to instead follow Xiaomu's story,
they won't be able to play as any of the characters or go to any of the locations that are featured in Reji's story
in that part of the story.
Because of this, its not-often that you will have access to more then 10 or so characters at a time, the game will
have many small teams instead of a couple of very large ones. While this will limit who can play at any one time, it
will hopefully allow for more character interaction and fan-service as well as force people to play different
characters.


There will be the four starting characters whose party will each grow in number throughout their stories. Each party
will act more or less indapendently from each other. They will be finished with their mini campaigns before crossing
paths. While the main focus of each of the parties will be assaulting the 4 main dungeons, dungeons won't be the
only location you traverse. Some levels might have Jill and Leon setting up camp nearby one of the dungeons and you
have to play wave defense. Or Mike Haggar has to play a party politics mini-game to find someone to fill his seat
while he's gone saving the world, ect. Things like this would be the exception rather then the norm however.

It should be noted that these teams list only the playable characters, however npc's will also be joining your
party. These npc's will act as overworld npc's that are help in the campaign and provide services
such as game saves, buying and selling of new moves and items/equipment, recruitment of a npc character to be used
as a striker, and of course copious amounts of dialouge.

====================================================================================================================
Breif character highlights in no particular order
====================================================================================================================

Wario
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
Crazy X-factor character.

0 or 100 character. Huge damage and defense but slow and has unsafe combo starters.
Completly nuts even with a little bit of meter, but is extremly greedy with meter use.
Is Mario's Akuma.

Damage:★★★★★
Health:★★★★
Defensive:★★★★
Range:★★
Movement:★★
Neutral:★★


Secret lvl5 super:
Wario doppio demone - A double version of his lvl 3.

The purple wind blows... - Install super. Brawl final smash, while its active all of your supers costs .25 of a bar
but run the clock on the install.
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

Lucario
LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
Shoto with a twist.

Aura mechanic, at certain health thresholds (90%,75%, 50%, 25%) Lucario gets a stack of aura. For each stack of Aura
he gains access to more special moves and, for each stack of Aura Lucario can cancel any of his specials into a
short dash to extend his combos. His specials also gain additional properties at certain thresholds.
He loses acsses to the C.guage.

Damage:★★★★
Health:★★★
Defensive:★★★★
Range:★★★
Movement:★★★★
Neutral:★★★★

Secret lvl5 super:
Mega lucario - costs 0 meter and gives you 5 bars. (Doesn't require burst mode)Deals 90% of your health but gives
you access to a secret 5th aura stack.
LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL

Krystal
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK
Passive aggresive setplay battery spacie

Has a second 'spell force' meter thats seperate from her regular meter. Each bar of spell force can be used on a
one of 3 spells, a fire ice or earth spell. During the start up of each spell she can input the motion again up to
3 extra times to do a leveled up version of that spell. E.G. to do the lvl3 earth spell you have to do the earth
spell motion 3 times in sequence.

Also has a Bullet counter for her gun specials.

She has the fewest supers and ex moves out of the whole cast, as she relies heavily on her gun and spell attacks for
her damage output. Paired with her long normal chain combos she is an excellent battery character.


Damage:★★
Health:★★★
Defensive:★★★
Range:★★★★
Movement:★★★
Neutral:★★★★★

KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK

Fox
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Aggresive spacie

All arounder that leans on the aggresive side of things, but can fight at any range and in many different styles.
Low health, but fantastic neutral.
Also has a bullet counter.


Damage:★★★
Health:★★
Defensive:★★
Range:★★★
Movement:★★★★
Neutral:★★★★★

Secret lvl5:

G.diffuser overclock - install super - unlocks full power...
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

Bowser
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
Juggernuaght Grappler

Defensive super heavy weight that relies on a robuast set of burst moves to space.
Koopa claw is a bulldoazer with heavy armor that leads into a large chain of command grabs and safe on sheild moves.
Gameplan is all about positioning and shoving your opponent into a corner. Bowser is really bad when he is in the
corner but when he has you trapped theres little to no escape.
Has a litteraly fireball.


Damage:★★★★
Health:★★★★★
Defensive:★★★★
Range:★★★
Movement:★
Neutral:★★


Supers:

lvl1 whirling fort - DP like super thats safe on block but sacrafices positioning.
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB

Captain Falcon
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
Defensive whiff punish (Charge character)

Spacing and whiff punish incarnate, crazy big jump that lets him get over to any bad fireball and punish with a
stomp. Lives on his Backhand[4 + (Heavy)] to EX raptor boost [6 -> (Heavy)] to punish.



Damage:★★★★
Health:★★
Defensive:★★★★
Range:★★★★
Movement:★★★★
Neutral:★★★★★


Secret lvl5:
Falcon's last stand - Reenact the famous Falcon punch from the anime with your opponent in place of Black Shadow.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

Grovyle the theif
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
Aggresive whiff punisher

Footsie and whiff punish incarnate, fast dash attack that combos well, good lockdown with projectiles.
Has issues with projectile spam and rushdown but thrives against more defensive opponents. Crazy lvl1 reversal
super, dig, has complet intagabillity for the first half, and is a combo starter if it hits.
Has 4 lvl 1 supers based off his moves in PMD:EoT/D/S:
Leafblade - Heavy damage
Dig - reversal and combo starter
Quick attack - Burst option and positioning
Absorb - Whiff punish and healing. (Hits the opponent immedietly as long as they are in range, but has very little
hitstun and doesn't knockdown.)
As in PMD:EoT/D/S, he can exceed super to link these supers together by inputing them quickly one after the other.
Creating things like leafblade + Absorb to heavily damage your foes and heal yourself, Absorb + Dig, heal yourself
and start a combo ect. He also has supers that exist outside of this system.


Damage:★★★
Health:★★
Defensive:★★★
Range:★★★★
Movement:★★★
Neutral:★★★★★


Supers:
Lvl 1s
Dig
Quick attack
Absorb
Leafblade

lvl2
energy ball (can also be linked)

secret lvl5:
STOLEN TIME- Exceed super into roadroller included. (lvl7)
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTS

Samus Aran
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Spacing and complete control

Samus controls space, when she is running on all gears you do not move unless she wants you to. Aside from her
Charge shot and missles that deal heavy chip damage, she has a large aray of lockdown moves to keep you in the
corner and locked down. Her gameplan is all about restricting your movement and forcing you into 50/50s. With
a full charge shot breaking blocks she is a force to be reckoned with. However, much of her pressure relies
on have a max charge shot available to her, so until she is running on all gears she is vulnerable.

Charge shot works similarly to how it works in the smash series, it also replaces her shield button. However it
can only be fired when it is at max charge.

Damage:★★★
Health:★★★★
Defensive:★★★★
Range:★★★★
Movement:★★
Neutral:★★★★★

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Reji Arisu
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Generic protag + quickdraw stance

The basic character, easy to pick up, tons of depth to master. Has many strong buttons, and a fast gun projectile for
interuptting offense, however lacking in the general options catagory. [2 + 2 -> Sheild] puts you in
gogyo sword stance. While in this stance movement foward and backwards are drastically reduced, air dashing is
significantly slower as well, however his range becomes drastically increased. Instead of the usualy light medium
heavy button format, while in this stance each button corresponds to one of his 3 swords Karin, Chirai, and Sorin.
These buttons are massive and fast, they deal very good damage and with their massive size are increadibly safe.
Each one of these buttons have long auto combos that can be linked together. He also gains a new set of quickdraw
and defensive special moves exclusive to this stance.


Damage:★★★
Health:★★★
Defensive:★★
Range:★★★★★
Movement:★★
Neutral:★★★

RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

Xiaomu
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Generic protag + The full package

The basic character, easy to pick up, tons of depth to master. She can do anything and adapt to any situation,
good offense, good defense, diverse set of projectiles, command grabs, long combos, short combos that reset, oki,
really anything you could ask for Xiaomu has it in spades. Of course, being a jack-of-all-trades has it's downsides,
her damage output isn't anything special and she can't make many mistakes. But when you have everything, its hard
to complain.

Damage:★★★
Health:★★
Defensive:★★★
Range:★★★
Movement:★★★
Neutral:★★★★★

Supers:
Lvl 3 Flying Fox Chokeslam Finisher Special : Ground-to-air Command grab, Xiaomu leaps foward to wrestle her
opponent out of the sky.

Lvl 3 Sage Fox Neutralize Technique: Fox Lord Seal

Secret lvl 5:
---------------
Secret Sage Fox seal kata:(Colorful 55 dances ritual seal) : 55 Cosplays super.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Mewtwo
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
Perfection

Magneto.

A super strong boss style character that can get very out of hand very quickly. Mewtwo is perfect and can adapt to
any situation and any opponent, he has no weaknesses. Of course playing a perfect character demands perfection to
play correctly, and he has some seriouse draw backs besides his extremly low health.

Despite the fact that he has about 15 supers, none of his lvl1 or lvl2 supers can be activated without additional
cost. That cost being that he is only able to cancel into his lvl1 supers, if he is in a neutral state he cannot
use any of his lvl1 or lvl2 supers. For example, lets take his lvl1 beam super, Calamity Beam, a simple beam super.
You can only use calamity beam during the active frames of his normal shadowball.

Playing Mewtwo to his full potential requires alot of prediction and planing, as many of his strong neutral tools
are locked behind this restriction.
However if you can unlock Mewtwo's full potential you have a character quite similar to a train, once it starts
moving, the only thing that can stop it is itself.

Mewtwo possess many unique offensive tools: One of the fastest standing overheads, long range pokes, high meter gain
on his combos, huge command grabs, a full screen instant teleport that tracks, one of the only beam supers, and
especially his Magneto 8way air dash allowing him to do long corner carry combos.
Mewtwo however possess the lowest health and some of the worst defensive options in the game, he's extremly
vulnerable on wakeup.

Mewtwo also has access to a Shadow Ball. This special replaces the sheild command. It works very closely to how it
works in the smash brothers series, its a projectile that can be charged and becomes very powerful. However there
are some key differences. Mewtwo can only throw shadowball when it is charged to the max. In this game it works
primarily as a powerful linker that continues combos that would normally end.


Damage:★★★★
Health:★
Defensive:★★
Range:★★★★
Movement:★★★★★
Neutral:★★★★

Supers:
Lvl 1 Calamity beam : Can only be activated off of his Shadowball
Lvl 1 Galaxy Held: Can only be activated off of his Up-EXnormal
Lvl 1 Full Release: Can only be activated off of his Down-EXnormal

Lvl 2 Shadow Teleport: Can only be activated off of the ending frames of any lvl1 supers-
Mewtwo teleports behind his opponent
Lvl 2 Recover: Can only be activated off of the ending frames of any lvl1 supers-
Recover 1000 hit points (100% of Mewtwo's base hit points)
Lvl 2 Amnesia: Can only be activated during the active frames of any of any lvl1 supers-
For the rest of the round, Mewtwo takes no chip damage from projectiles. Using this again recovers
half of his red health.
Lvl 2 Mist: Can only be activated during the activate frames of any lvl1 supers-
Destroys all projectiles, and resets all stat changes, buff/conditions on both fighters, and ends any
installs on both fighters that isn't MEGAlucario or Burst mode.

Lvl 3 Barrier: Increase Mewtwo's base hit points by 1000
Lvl 3 Psychic: Full Screen single hit

Secret lvl 5:
-------------
Lvl 5 Shadow XY

MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

Ness
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
Mid range boxout

A boxout minded character that focuses on overwhelming his opponent from midscreen with his large array of YoYo
moves. While Ness has fantastic range with these moves, he is no slouch up close either. Ness is fantastic at
putting his opponent's right where he wants them, and keeping them there in block strings forever.

In addition, many of Ness' super moves are dedicated to strikers, or summoning his party of Paula, Jeff, and Poo
to attack you. These strikers are different then most, as they take considerable time to set up. For example,
Psi Fire summons Paula as a striker, but she takes 4 seconds to actually use the move.

Damage:★★★
Health:★★★
Defensive:★★★
Range:★★★★
Movement:★★
Neutral:★★★★

Striker Supers:
Lvl1 - Paula: Psi spam, has a rank up mechanic similar to Krystal's spellforce specials.

Lvl1 - Poo: Shoto-like attacks

lvl1 - Jeff: Uses one of his gadgets. Many of these attacks seem familliar...(Multi-bottle rocket = hidden missiles)
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
 

ninjahmos

Smash Ace
Joined
Aug 12, 2018
Messages
772
Location
Noneya Business
Switch FC
SW-8579-4123-9016
In case anybody’s interested, I made a petition for Nintendo VS Capcom. Here it is: https://www.change.org/p/nintendo-and-capcom-make-nintendo-vs-capcom
I also have some concepts for characters and their themes (some of these might be obvious) (Sorry. Not a lot of Capcom, but a lot of Nintendo):
Alex: Jazzy NYC '99
Gene: Gene's Rock-A-Bye
Asura: New World Symphony 4th Movement
Donkey Kong: DK Island Swing/Jungle Japes
Diddy Kong: Stickerbrush Symphony
Isaac: Isaac's Battle Theme (Golden Sun)
Strider Hiryu: Raid (Strider)
Garcian Smith: Rave On (Killer7)
Shulk: You Will Know Our Names (Xenoblade Chronicles)
Dante: Devils Never Cry
Mike Haggar: Metro City Slums
Cody Travers: Metro City Bay Area
Ness: Smiles and Tears
Marth: Together We Ride/Main Theme (Fire Emblem)
Robin: Id (Purpose)
Wario: Stonecarving City (Wario Land: Shake It)
Bowser: King Bowser/Fight Against Koopa (Super Mario Bros 3/Super Mario RPG)
Fox McCloud: Star Fox 64 Main Theme
Wolf O'Donnell: Star Wolf (Star Fox 64)
Phoenix Wright: Objection 2001
Samus Aran: Brinstar (Metroid)
Lucas: Mother 3 Love Theme
Nero: Shall Never Surrender
Takamaru: Douchuumen (The Mysterious Murasame Castle)

I also have some concepts for stages (Again, not a lot of Capcom, but a lot of Nintendo. Sorry.):
Fountain of Dreams
Volcanic Rim
Golden Forest (1080°)
Kraid's Lair
Steam Gardens (Wooded Kingdom)
Onett
Fourside
Big Blue (F-Zero)
Hyrule Castle
Gerudo Valley
Corneria
Coconut Mall (Mario Kart)
Rainbow Road (Mario Kart)
Murasame Castle
 
Last edited:

HyperSomari64

Smash Champion
Joined
Apr 10, 2018
Messages
2,957
Location
Lima, Peru
Six more guests:
1. Knuckles the Echidna (SONIC THE HEDGEHOG
2. Yuri Sakazaki (Art of Fighting)
3. Julius Belmont (Castlevania)
4. Sephiroth (FINAL FANTASY)
5. Popeye (Popeye the Sailor)
6. Scrooge McDuck (Disney's Duck Universe)
 
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