RodNutTakin
Smash Lord
- Joined
- Jul 14, 2014
- Messages
- 1,063
As much as I like Super Monkey Ball...
What would AiAi do?
this might not be the best I can come up with because it's 11 at night and I gotta sleep soon
also because I only play the Amusement Vision-era games moderately, everything after I have barely touched because SEGA made the stupid decision to stop letting AV work on the games (as well as cancelling Super Monkey Ball 3), but I'll move on before we're here all night.
Various regular moves could reference various Party Games (similar to how Mr. Game & Watch pulls his moves from various Game & Watch titles), as well as some Diddy-style aerobics. The Super Monkey Ball 3D incarnation of Monkey Fight (which plays similarly to Smash Brothers, instead of being a top-down knockout game like previous incarnations) can also be used as inspiration.
Neutral-B can be the boxing glove used in Monkey Fight that can be held and charged, with custom variants based off the Fight powerups seen in the Amusement Vision games (Big glove with more power but less reach, Long glove with more reach but less power, and Spinning glove that rapidly spins around AiAi, but can't be charged.)
Down-B uses the titular Monkey Ball, and can be charged, not unlike Rollout. Unlike Rollout, however, the move deals multiple weak hits, with a stronger hit at the end of the animation. Also unlike Rollout, it can't change direction; holding the control stick opposite of your current direction only prematurely ends the move.
Side-B makes AiAi throw out a Pineapple Missile (from 2's Monkey Shot) that flies out a moderate distance, then rapidly loses altitude until it impacts something and explodes, dealing moderate damage.
Up-B works similar to Mr. Game & Watch's Parachute; AiAi jumps upwards, and lets out a glider (From Monkey Target) that slows his fall and can be controlled to increase the recovery's effectiveness. Pressing Down + B while gliding closes the glider into ball form. This stops the recovery, and AiAi drops straight downwards, burying anyone hit by the move on the ground, and spiking anyone hit by this move in mid-air.
Alternatively, if Sakurai is still against gliding recoveries, Up-B can be based off the stage clear animation (where the player monkey rises upwards), which has good distance, can be cancelled, and can be angled, but doesn't do much damage and can be easily punished.
also because I only play the Amusement Vision-era games moderately, everything after I have barely touched because SEGA made the stupid decision to stop letting AV work on the games (as well as cancelling Super Monkey Ball 3), but I'll move on before we're here all night.
Various regular moves could reference various Party Games (similar to how Mr. Game & Watch pulls his moves from various Game & Watch titles), as well as some Diddy-style aerobics. The Super Monkey Ball 3D incarnation of Monkey Fight (which plays similarly to Smash Brothers, instead of being a top-down knockout game like previous incarnations) can also be used as inspiration.
Neutral-B can be the boxing glove used in Monkey Fight that can be held and charged, with custom variants based off the Fight powerups seen in the Amusement Vision games (Big glove with more power but less reach, Long glove with more reach but less power, and Spinning glove that rapidly spins around AiAi, but can't be charged.)
Down-B uses the titular Monkey Ball, and can be charged, not unlike Rollout. Unlike Rollout, however, the move deals multiple weak hits, with a stronger hit at the end of the animation. Also unlike Rollout, it can't change direction; holding the control stick opposite of your current direction only prematurely ends the move.
Side-B makes AiAi throw out a Pineapple Missile (from 2's Monkey Shot) that flies out a moderate distance, then rapidly loses altitude until it impacts something and explodes, dealing moderate damage.
Up-B works similar to Mr. Game & Watch's Parachute; AiAi jumps upwards, and lets out a glider (From Monkey Target) that slows his fall and can be controlled to increase the recovery's effectiveness. Pressing Down + B while gliding closes the glider into ball form. This stops the recovery, and AiAi drops straight downwards, burying anyone hit by the move on the ground, and spiking anyone hit by this move in mid-air.
Alternatively, if Sakurai is still against gliding recoveries, Up-B can be based off the stage clear animation (where the player monkey rises upwards), which has good distance, can be cancelled, and can be angled, but doesn't do much damage and can be easily punished.
I really wish Cartoon Network hadn't replaced the "New episodes every Thursday" thing with airing We Bare Bears reruns, but it looks like they'll be returning to the former soon. Curse you, fall season.