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[Official SSB4 Discussion] --- Nintendo announces 2 new Smash games!

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Red Arremer

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Out of the Mario characters, Waluigi is very unlikely. Except if Nintendo wants the Mario-spinoffs to have their character (since Waluigi is the personification of them) as a playable character in Smash - which I doubt - he won't go any further than AT.

If there's another Sonic character is open and depends on whether Sega and Nintendo are continueing to work together closely and Sonic returns in a possible SSB4.

Geno can be likely, but I'm not knowledgeable to elaborate on him, as I'm not having the facts needed - considering how I dislike the character.
 

BKupa666

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Necky



These rapacious turkey vultures are common airborne antagonists in Donkey Kong Country. They utilize several flight tactics to take down the Kongs; a Necky will either fly in place, soar in a straight line, or flap around a set area. Occasionally, Neckies will land and spit nuts at anyone who nears their nesting area. Unfortunately, Neckies often find their backs used as platforms by apes attempting to reach aerial items. However, this particular Necky has toughened up, and is ready to turn this tactic on its head in the most devious of ways.

Statistics

Aerial Movement: 10
Movement: 8.5
Traction: 7
Jumps: 6
Size: 4
Fall Speed: 2
Weight: 1

Necky is truly a master of the skies; his jumps and glide are reminiscent of Meta Knight, although Necky has more height on his jumps, and has an additional mid-air jump to work with, bringing his total up to six aerial jumps. Necky also has much better aerial DI when compared to Meta Knight (whose lateral aerial movement is among the worst in the game). However, it doesn't take a genius to guess that Necky doesn't have transcending priority on all but one move; to the contrary, Necky is absolute tripe at melee range. He just can't do anything with an active opponent at his extra-large throat. Active is the key word, though; Necky revolves around capitalizing on foes' lag and turning it against them, rather than spamming two moves.

Specials

Up Special - Flight of the Necky
Necky enters his flying animation (rather than his standard hunched-over grounded pose), spreading his wings and flapping them to stay airborne. During this time, tap any of the four cardinal directions for Necky to fly that direction at Mario's dash speed. He cannot move diagonally, but you can alternate between flying horizontally and vertically to reach any point on the stage with ease. He can hold this pose for up to twelve seconds at a time, before he's left with however many jumps he didn't use before activating his flight. While in flight, Necky has full access to his main moveset. He may cancel this pose at any time by air dodging. Once he lands, Necky must wait six seconds before using this again.

With six jumps, a glide, and this, there's no way Necky won't recover if you knock him offstage. However, with such a light weight, Necky will be forced into recovery mode with alarming frequency; no amount of good recovery will prevent a featherweight from being launched right off the blast zone. Necky does not flinch from any hit that deal less than 15% in this pose. Although this helps him recover, it serves a much more important purpose onstage, as does this move as a whole.

Necky also becomes a solid character width platform (no dropping through) while flying. He can carry characters around on his back without slowing down at all. Necky can either venture offstage with his many jumps and save heavyweight teammates with poor recoveries, or simply carry opponents off too far for them to recover. Necky can also simply fly them up off the top blast zone, sending them into a Star KO. Of course, he'll have to work to ensure opponents don't simply run off his back, or D-Air him to end his flight. Fortunately for him, many of his useless melee range attacks benefit him quite a bit when trying to fly a foe to their doom...


Side Special - Bird of Prey
Necky screeches and begins soaring forward at Captain Falcon's dash speed. While soaring, Necky becomes a platform, just like with Up Special. He can soar as long as he wishes, with a hitbox on his beak all the while. Getting stabbed deals 9% and tosses foes over his head and onto his back in their downed position. If something lands on Necky's back, the swoop automatically transitions into Up Special, allowing him to move whatever he picked up, wherever he wishes (use this on your teammate's traps for repositioning purposes).

If Necky swoops in on a character during one of their lag animations, they'll still take the damage, but will continue performing the move's animation on his back. If Necky picks up an opponent using a move such as Warlock Punch, he'll have plenty of time to fly them whichever way he chooses before they stop lagging. Necky is best off using this move to pick up characters on the ground, while reserving Up Special to catch aerial opponents; both moves are simply easier for their respective purpose. Necky will have trouble timing a Side Special to catch a falling aerial character, while he won't have many opportunities to position himself under a grounded opponent with Up Special.


Neutral Special - Necky Nutmare
Necky rears back for .2 second before hacking up a walnut slightly smaller than a Pokeball. During his startup lag, Necky can aim his nut in any direction; his default shot is in an arc half of Battlefield in front of him. Characters who are conked by the nut take 6% and a set amount of hitstun, depending on their damage (half a second when the foe has no damage).

Although damage itself is not incredibly important to Necky, considering his lack of traditional KO moves, the increase of hitstun with damage allows for him to scoop up opponents and have his way with them more easily. Necky can use Up Special, soar out of reach of opponents, and snipe down at them with nuts to pepper them with hitstun, then come back down to earth and scoop them up with Side Special.


Down Special - Egg Bounce
A Kirby-sized egg appears under Necky, who extracts it with both talons and tosses it forward after .35 second. The egg bounces up and down a Ganondorf while moving horizontally the length of Battlefield at Bowser's dash speed. If Necky uses this while airborne, he simply drops the egg beneath him; it falls at a mdoerate pace before shattering on the ground. Necky may have up to three eggs onstage at a time.

Characters who hit the egg take 8% and get it stuck on them awkwardly (Necky's egg is smaller, of course...), with it covering most of their body. This renders them incapable of jumping, dodging, or moving. To shatter the egg and gain these abilities back, a victim must attack the shell with a hit that deals more than 15%.

Multiple light hits, such as 15% worth of a multi-hit basic combo, will not get the job done; only a solid 15% or higher blow will get the job done. Of course, these attacks are likely to be among the laggier moves in your opponent's arsenal. Necky can take advantage of the lag they must use to free themselves, by using Side Special to scoop them up. Necky can also break the the eggshell himself; he sacrifices the opponent stunning themself if he does so, but all the hits he deals to the eggshell hurt the character inside as well, allowing him to take advantage of the immobile character to build some quick damage.


Standards

Jab - Wing Wind
Necky begins flapping his wings back and forth, with minimal startup lag, dealing no damage, but creating a wind effect in front of him onstage. The strength and range of the wind depends on how fast you mash A during the move; extremely fast button-mashing pushes foes away with slightly more force than Dedede's Inhale pulls you in, while weak mashing merely slides foes back at a snail's pace, like Whispy Woods' wind on Green Greens. The shortest range is a single character width, while the longest range is one-third of Battlefield.

While this move doesn't help Necky much onstage beyond spacing, if he mashes A while in his Up Special flying pose, he flaps up and down, creating a vertical wind effect with identical range and force. Necky has a few little techniques with which to mess with foes. Necky can flap to blow a foe on his back right off the top blast zone if he's close enough. He can also position himself under a character using their D-Air, and flap to blow them up to avoid being hit by the move's hitbox. After avoiding the hitbox but before the D-Air finishes, Necky can then fly upward and catch them, giving the opponent their landing lag conveniently on his back.


Dash Attack - Flap Back
Necky flaps twice rapidly, creating wind to push himself back a Battlefield platform and opponents into their tripped position, over the course of .45 second. Unlike jab, which spaces characters from Necky, dash attack spaces Necky from characters, allowing him to use his ranged moves more efficiently. He can also use Side Special to pick the character up out of their trip; if he gets into the air quick enough, the opponent loses the option to roll off of Necky's back.

Forward Tilt - Sticking Out One's Neck
Necky extends his long pink neck nearly a full Battlefield platform over .6 second. This gives his beak a stunning 5% hitbox with surprising priority for seven seconds, or until Necky, or until you press the input again to cancel the move. It returns to normal size automatically if Necky is attacked. Because he remains hunched-over on the ground, with his neck bent at his feet, Necky can hardly use this move as a melee attack. He can, however, dash while his neck is extended, due to stretching out to glide; once a foe has been stunned, he can use Side Special to give them a nice little ride.

During Up Special, Necky's elongated neck becomes part of his overall 'platform', almost doubling its regular size. This makes it more difficult for opponents to simply run off of Necky's body to escape. With a longer neck, Necky also finds it easier to pick up opponents, as he has more room with which to catch them. Necky does have to beware of the extra length on his stretched-out hurtbox, although his resistance to weaker attacks during Up Special prevents this from becoming a huge bother.


Down Tilt - Ruffled Feathers
Necky lowers his hunched body over and shakes it around a bit, ruffling the feathers on his body over .2 second. On the ground, he has a close-range hitbox with pathetic priority on his body, due to the shuffled sharp feather points, dealing 4-6% and a tiny set knockback. Necky must time this very carefully on the ground if he wishes to use it as a precursor to Side Special; if you dash into a heavyweight fight spamming D-Tilt, you should probably seek professional help to realign your thoughts of suicide.

During Up Special, however, this becomes one of Necky's more valuable tactics. The set knockback pops opponents on Necky's ruffled back up a short distance, allowing Necky to rise up and catch them before they can even react. Because the move is rather spammable, Necky can hit the opponent again with it, hitting them up and catching them multiple times, all the way off the top blast zone. It's not all fun and games, though; Necky will have to time this carefully, as the foe can overcome the move's low priority to stop their aerial ascent.


Up Tilt - Barrel Roll
Necky spreads his wings slightly, rises off the ground a short distance, and performs a rapid barrel roll. Opponents who hit his body are thrown away, taking 7-8% and moderate set knockback. As with various other spacing moves, this won't KO until very high damage levels, but the knockback is enough to put distance in between Necky and attacking opponents. This is a quick move with little warning at all; Necky can perform multiple barrel rolls in a row with ease.

The move is identical during Up Special, but if a foe is on Necky's back, they enter their footstool animation as they're dropped off beneath him (they fall for longer if they have more damage). Although opponents may have trouble timing when Necky will roll them off to gimp them, if he's taking them off the stage to begin with, he's more likely than not planning to finish them with this, so they know what necessary countermeasures they must take ahead of time.


Smashes

Forward Smash - Feather Cloud
Necky begins flapping rapidly, generating a Kirby-sized cloud of molted feathers in front of him. This hitbox remains in front of him as he charges; upon release, Necky flaps one last time, pushing the feathers forward a set distance (one to three Battlefield platforms, depending on charge), with .2 second startup. The feathers deal multiple trapping hits of 1-2%, stunning opponents for .5 second on the last hit. Necky can easily swoop in and grab characters caught in the cloud with Side Special; the cloud is picked up along with the character, stunning them bountifully as Necky flies around with them. While in his flight animation, Necky blows the cloud upward, stunning characters on his back upon contact for additional irritation.

Down Smash - Sand Blind
Necky turns to face the screen, spreads his wings, and begins flapping over .4 second. This causes a Wario-sized cloud of sand to be pushed out from one to two Battlefield platforms on either side of him. The sand particles deal multiple stunning hits of 1%, and surround Necky to provide him with a nifty little defense. This is more effective at keeping opponents from Necky than F-Smash, a similar move, but doesn't have a hitbox during charge time, giving F-Smash the edge when it comes to picking up stunned opponents. In the air with Up Special, Necky has no sand to flap, and simply uses his wings to knock opponents a moderate set horizontal distance off his back, dealing 9-14% in the process. Carry an opponent off and D-Smash for an effective gimp strategy to go with U-Tilt.

Up Smash - Carnivorous Cacophony
Necky points his neck upward and squawks for .5 second, creating a Mario-sized sound wave above his head, which lasts for a full second before vanishing. Characters who come into contact with the wave take 10-15% from the detestable racket and enter their footstool animation. This will more than likely land them at Necky's feet, vulnerable to a nice Side Special.

In the air with Up Special, Necky still bends his neck up to screech; if an opponent is on his back, the screech's soundwave essentially creates a stunning wall covering the front half of the 'platform' Necky is. Necky can U-Smash if they attempt to dash off of his neck in the air, landing them in a prone position on his back again. Of note, if Necky's neck is stretched out, the move's vertical range is increased; although this is helpful on the ground, tiny characters can still run off Necky's enlarged neck in the air, as they dash under the higher-up soundwave.


Aerials

Neutral Air - Loop-De-Loop
Necky simply performs a quick backward flip in mid-air, over .55 second. His body gains an 8% hitbox that deals moderate set knockback to characters not on his back. If Necky flips while carrying a victim, the victim enters a dizzy animation for a split second, thanks to their queasiness. I bet they wish Necky supplied barf bags...If your passenger gets a little restless, just N-Air them, telling them to sit back and relax, whether they want to or not.

Forward Air - Garbage Breath
Necky breathes a Kirby-sized cloud of breath, polluted with the stench of flesh and garbage, in front of him, with .3 second startup. The cloud lingers in front of Necky's beak for a second before vanishing. Characters who hit the cloud take 3-4% and enter their footstool animation automatically, allowing Necky to glide right on down with Up Special and pick them up, like a stranger with candy to a young child. If an opponent tries running off Necky's frontside while the bad breath is present, they suffer this fate as well, giving Necky the opportunity to pick them back up as well.

Back Air - Shake Your Tail Feathers
Necky simply ruffles his tail feathers for half a second, with little lag on either end. This essentially serves the opposite purpose as U-Smash and F-Air; the ruffled tail feathers prevent opponents from running off of Necky's backside. Characters who try take 6% and trip back onto Necky's back. Without an opponent on his back, Necky can simply irritate opponents with multiple B-Airs, as long as he ensures opponents don't overwhelm his feathers' poor range.

Up Air - Arch
Necky quickly arches his back upward, it gaining a pathetic 3% hitbox and lightly tossing up any opponents who come into contact with it, including those on his back. His back remains arched for a second before returning to normal; therein lies the true value of the move. Say Ganondorf is trying to stomp Necky down to save himself...Necky can flap up with Up Special and arch his back, intercepting the move before he can complete the stomp, putting him in his landing lag on your back to boot. The light toss of the move can also send opponents off the top of the blast zone, but it's not as reliable as options as jab or D-Tilt.

Down Air - Dive Bomb
Necky angles his neck downward for .25 second, before swooping out of the sky at an extremely rapid speed. He dives diagonally forward for as long as you hold the input; if you land while diving, Necky's head becomes stuck in the ground, giving him nearly a full second of landing lag as he pulls himself out comically. Characters who hit Necky's beak take 13% and vertical knockback that KOs around 140%.

If Necky uses this move out of Up Special, he resumes his Up Special pose whenever he cancels his dive. If an opponent makes it off Necky's back and begins fast-falling to escape, necky can sky-dive down even faster (in most cases) and be there to welcome his opponent back to earth. Necky can also sky-dive offstage carrying an opponent to the point of no return, them gripping his slanted back for dear life, before dropping them off and returning to the stage.


Grab-Game

Grab - Talon Snatch
Sweet baby Jesus, Necky is just full of innuendos, eh? First nuts and now snatches...moving on, since you guys are in such -dire- anticipation of a Kupa set with a grab involving physical contact.

When grounded, Necky begins flapping on his back, stretching his clawed feet forward a short distance after .25 second startup. He can hold this animation for as long as he wishes, returning to his hunched animation after dropping the grab. As such, Necky can take advantage of characters who mindlessly approach him by greeting them with a face-full of talons. Necky transitions into Up Special once he has an opponent, carrying them beneath him with his talons instead of on his back. Characters with long grab-release animations, such as Luigi, fall farther beneath Necky upon escaping; Necky can take these characters offstage and let them fall to their doom without so much as attacking. Opponents carried beneath Necky also lose the ability to use a strong D-Air and end the animation, unlike with Up Special.

Necky can also grab while airborne. Although he doesn't go out of his way to catch his opponent, his talons gain a hitbox for as long as he holds the grab input. If an opponent runs and falls off Necky's backside while he's grabbing, he'll automatically grab them with his talons. You didn't think it would be so easy, did you?


Pummel - Dig In
Necky grips his opponent tightly with his talons, digging into their flesh and dealing 1% per second. Each individual pummel lasts for three seconds, so although Necky technically does 3% per pummel, it's not a quick, damaging pummel. While digging into characters, however, it does increase the difficulty at which they can escape by half. If the opponent manages to escape, the act of ripping themself away from Necky deals 5% on its own.

Forward Throw - Gale
Necky releases his opponent and begins flapping his wings, pushing his opponent forward with moderate force. He is able to flap in place like this for up to three seconds by holding the input, both onstage and offstage (he enters his regular, non-Up Special aerial stance in mid-air after the move). Him blowing the opponent doesn't hurt them at all, but can push them back too far to recover offstage if Necky has dragged them over a pit. Onstage, this becomes another effective spacing tool for Necky.

Back Throw - Momentum Toss
Necky begins swinging his opponent back and forth with his talons, moving forward and backward every half second. Tap A at any point while swinging your opponent back and forth to toss them with the momentum of your talons. If you press A when your opponent is at the furthest point forward, they are tossed forward with moderate knockback, while if you toss them before your talons reach this point, the knockback is less powerful. By tossing an opponent when they're at the furthest backward point, Necky's toss sends them backward. If you have an opponent offstage, this is the last thing you'll want, of course, but if you manage to snag a teammate, it may just save them from an untimely doom. Any toss deals 5%, no matter the momentum.

Down Throw - Talon Spike
Necky hesitates for .5 second, before squeezing his talons on his opponent tightly, dealing 7% and spiking them down with moderate force. This is yet another awesome gimping tool if Necky is offstage. To have much chance at surviving, opponents must mash out before the .5 second startup lag ends. A slight squeezing sound as the move begins signifies to opponents to start mashing like crazy. To counter this, Necky can make this tougher for victims with his pummel. Onstage, Necky's squeeze knocks opponents upward with the spike, similarly to other onstage spikes

Up Throw - Hop Onboard
Necky simply tosses his victim onto his back, dealing 5% and putting them in their prone position. If he wishes to KO an opponent off the screen top, and has caught them with a grab in their attempt to escape, this is your go-to throw to put your plans back on track. Onstage, Necky automatically begins his Up Special after tossing his opponent upward, ready to break their fall.

Final Smash

Final Smash - Vulture Culture
Necky squawks, causing eggs to fall from the sky at various locations on the stage, hatching Mini-Neckies to aid him in the fight. The number of Mini-Neckies ranges from three to nine, depending on the stage size. These little guys are the size of Olimar, and cough up one Deku-Nut sized walnut per second at the nearest opponent. The walnuts function the same as those from Necky's Neutral Special.

If an opponent touches a Mini-Necky, it grabs them in its beak, holding them for its bigger relative to scoop up. Necky can use Side Special to scoop up Mini-Neckies holding opponents, as well as opponents stunned from their nuts. Mini-Neckies have 30 HP each, but come back as ghosts if you KO them. Ghost Mini-Neckies actively pursue opponents while performing their attacks, rather than simply floating in place. It's best just to let them be and focus on survival. After twenty seconds, the Mini-Neckies fly away, ending the Final Smash.


Playstyle

Necky cannot KO opponents traditionally. It's just too much trouble for him to build enough damage with attacks that are poorly-suited for close combat to finally send foes flying with...oh yeah, non-existent KO moves. Fortunately, Necky excels at a different form of close combat; once an opponent is on his back, they are in big trouble, as he has plenty of means with which to keep them there until the bitter end...their bitter end.

Of course, in order to dominate your opponent, Necky has to get them on his back first. To do so successfully, he'll often want to bait his opponent into a state of vulnerability, whether it be from stun or from the lag of their own attacks. To do so, Necky must play a bit of a game of keep-away. Necky is well-equipped to space opponents from him, or himself from opponents. For starters, Necky is a fast-moving character, on both the ground and in the air, allowing him to put distance between himself and opponents with ease. Opponents who continue to pursue Necky can be blown back with jab, tripped with dash attack, or pushed away with F-Smash or D-Smash. If an opponent is even more obscenely offensive, Necky can even use Up Special to fly out of their reach, and camp down with nuts.

Speaking of nuts, all of this spacing will generally be for the purpose of pegging opponents with nuts and eggs out of their punishing reach. These two projectiles are arguably Necky's only reliable form of damage-building, and they serve that purpose quite well. Although building damage isn't vital to Necky's game, he'll want to have some damage built up so opponents suffer additional stun when they get hit by a nut, and remain vulnerable for longer after he scoops them up. He can use his other grounded moves here and there to stun opponents or wait for them to slip up and use a punishable move, but nuts are more effective in most cases.

To build damage most efficiently, Necky can use a combination of nuts and eggs. Seal an opponent in an eggshell and pepper them with nuts while they're stuck without movement, jumps, or dodges. Necky won't have to worry about breaking the shell, considering nuts don't deal more than 15%. When the opponent breaks free with a laggy attack, give them a lift with Side Special. If you miss the opportunity to get them on your back, keep chipping away with nuts; the opportunity will come knocking again if you stay persistent. If worse comes to worse and your opponent is beating you senseless, use your excellent speed to flee and stay alive long enough to scoop up your opponent as they try finishing you off with a powerful KO move.

Anyways, once you've got the opponent on your back, Necky's options really branch out. Typically, he'll be using his superb aerial abilities to either boost an opponent off the top blast zone, or take them clear off the stage and leave them for dead. Which option you go with should depend on the opponent you're against. When facing characters with great recoveries or a light fall speed, Necky will want to take them off the screen top, due to them being able to recover from a gimp, and them being easier to swoop down and pick back up should they escape.

Against characters with pitiful recoveries who drop like rocks, a gimp is generally preferable; while they stand a chance at escaping by fast-falling unless you're a pro at using D-Air, Necky can drag them offstage and all but completely eliminate that chance. How you carry your opponent to their doom is also a factor to consider; if your opponent has a weak D-Air, Necky won't have much of a problem carrying them on his back. However, if you're transporting Ganondorf, Necky should do so with his grab, as Ganondorf will stomp him out of Up Special every time he tries it.

No matter where or how Necky is carrying an opponent, he'll want to ensure that they cooperate and stay on his back or in his talons, wherever they may go. Fortunately, many of Necky's moves which serve a minor purpose on the ground become much more beneficial during Up Special. When traveling vertically with Up Special, Necky can use D-Tilt or U-Air to push opponents up lightly, before flapping up and catching them. Timed correctly, opponents will barely have any time to react, and will be pushed right off the screen top eventually.

Keeping opponents on your back when traveling horizontally is a bit trickier, but far from impossible. Necky can stretch his neck with F-Tilt to elongate the distance opponents must travel to get off his body, as well as keep an opponent on his back with U-Smash or F-Air from the front, or with B-Air or grab from the back. Which options you use depends on which direction your opponent is attempting to run. Either way, the stun these moves provide not only deter opponents from running off, but prevent them from jumping off in many cases. Speaking of which, jumping opponents can be dealt with by either carefully maneuvering Necky under them, or by F-Smash and N-Air. When moving around with an opponent in his talons, all Necky has to do to hold them there longer is dig in with his pummel.

When it comes time to finish off the opponent you've so graciously given a free air ride, Necky has no shortage of finishers either. He can use jab, D-Tilt, or U-Air to gently nudge an opponent off the top blast zone (or simply carry them up himself), stunning them with F-Smash or N-Air first if necessary. Offstage, Necky can either put an opponent into their footstool animation with U-Tilt or F-Air, spike them with D-Throw, or use D-Air to put them far under the ledge before recovering himself. To gimp off the horizontal blast zone, Necky also has D-Smash, F-Throw, and B-Throw. Don't fool yourself into thinking Necky has no KO options, just because he's a featherweight; he's just...different, is all.

Although Necky requires some momentum early on to build damage, stun opponents, and pick them up, once he's carrying them around, the stock becomes Necky's to lose. The devious vulture has plenty of tricks with which to rule the air, but remember, he still has to come down to earth eventually, where he's much more vulnerable. No amount of aerial dominance and exceptional recovery will change the reality that Necky is a featherweight. As long as you don't get too carried away carrying away opponents that you become predictable, the sky is the limit for Necky.


Match-Ups

Vs. Tutankoopa - 55/45
Necky, as well as Tutankoopa, both prefer staying out of the reach of Chompy (Necky with his flight and Tutankoopa with his platform). Necky doesn't have to worry about Tutankoopa's melee attacks as much as he does the pharaoh's bloody pet. Fortunately, Necky generally doesn't have much difficulty escaping from Chompy; he's certainly quick enough to pressure their master enough that he has difficulty sending out Stone Chomps with which to mindgame the sneaky bird. Tutankoopa's Chomp options against Necky are reasonably limited.

That said, Necky is extremely vulnerable to early KOs against Chompy just as he is. He has to be extremely careful using nuts against Tutankoopa, as just a few projectiles gone astray will drive Chompy up the wall. Tutankoopa isn't overly difficult to KO by carrying him off the screentop or by a gimp, but Necky may have difficulty finding him in a laggy position in the first place, and must be careful not to become vulnerable while looking to make him vulnerable. Despite wanting to stay the hell away from Chompy for the most part, though, Necky can use Chompy to his own benefit. By dropping an egg on Tutankoopa, he can take away the pharaoh's movement right in Chompy's path. He can either allow Chompy's weak chomps to damage his master, or toss nuts at Chompy and make him bowl the poor pharaoh right over. Necky must play with care in this match-up, but he squeaks out a win more often than not against the Koopa pharaoh.


Against M. Trinity - 45/55
Hands down, M. Trinity wipes the floor with Necky at close range. Her variety of damage-building attacks force Necky to take to the skies and camp down at her with nuts. You know she just -loves- those nuts. Fortunately for Necky, his aerial speed with Up Special allows him to get out of MT's reach fairly quickly. When he has to come down, however, he's likely to be greeted by the panties MT will have had the time to lay everywhere. Although MT will still have to dodge Necky's projectiles, she'll easily find the time to lay her undergarments all over the stage.

Necky won't have much trouble carrying MT to a vertical KO, due to her weaker downward attacks, but MT won't have trouble KOing his light weight with her panties either. Even though Necky will be out of her reach for a large chunk of the battle, MT is able to build enough damage to successfully KO Necky when he is forced to return to the ground, weighing the scale slightly in her favor. Necky would likely win this match-up if he just a tad more durable.


Extras

Up Taunt - Nefarious Vulture
Necky cackles to himself and drums his wing feathers together, as if they were fingers.

Side Taunt - Wingspan
Necky puffs himself up slightly, spreading his wings and spinning around in a circle. Maybe he's trying to attract a mate or something?

Down Taunt - Rotten Egg
Necky looks down, surprised, then appears disgusted as he gets up, revealing a broken rotten egg on the ground. He sweeps the egg remains away rapidly, covering up for his little 'mistake'.

Entrance - Sky Dive
Necky performs his D-Air onto the stage, causing his neck to get stuck in the ground. He pulls it out in an even more exaggerated fashion than his D-Air, before entering his regular hunched-over pose.

Victory Pose #1 - Scavenger's Feast
Necky picks away at a generic-looking animal carcass, seemingly more interested in eating dinner than that he won the game.

Victory Pose #2 - Chicken Dance
No, Necky isn't Krow...he just flaps out his wings and struts around a little bit, cockily showing off his victory for the ladies.

Victory Pose #3 - Winners' Flight
Necky flies onscreen from the left, performs a wide loop around the losers, before squawking and flying offscreen to the right.

Victory Theme - Forest Frenzy
A clip from the DKC forest level BGM is played when Necky scores a victory.

Loss Pose - Dizzy Defeat
Necky lies on his back, talons in the air and wings spread out, appearing to be thoroughly beaten. Occasionally, he'll lift his head up, trying to see what's going on, but he's too weak, and he drops his head to the ground again.



"I'm the brains and the eyes, and he's the brawn."


THE EXPERIMENT

and

Little Girl

The Experiment is, well, a monstrous experiment of the Tediz soldiers, hailing from Conker's Bad Fur Day. He's a massive mechanical teddy bear, loaded with explosive weaponry (a wet dream for fans of heavyweight male antagonists, in other words). As destructive as he is, however, The Experiment is a mindless vegetable...a mere puppet, if you will. Who's the puppetmaster, you may ask?


This is Reagan, a cute little squirrel puppet...at least that's what she wants you to think. "The Girl" constantly flips between the personalities of a cutesy little girl and a diabolical demon to accomplish her goals; she's K. Rool times three, in this regard. The Experiment wears her as a hand puppet, but in reality, Reagan is the one doing the puppeteering. The duo has all the power in the world in their grasp...that is, as long as Reagan is tucked safely onto The Experiment's paw. When separated, the big guy can do nothing but stumble around, searching for his master, while she can do nothing but lie around and parody The Exorcist.


STATISTICS

Size: 12
Weight: 11
Power: 8.5
Fall Speed: 8
Movement: 4
Traction: 4
Jumps: 3
Aerial Movement: 2

Were you expecting anything less from such a behemoth as The Experiment? It's a wonder you can actually fight him one-on-one without any boss mode stuck in there...Anyways, in a similar vein to the Ice Climbers, it's the leader, Reagan, you must knock out to score a KO. You can try knocking The Experiment and Reagan out simultaneously, but why should you break your back launching the big lug? Why not try separating the duo and KOing Reagan alone, who makes feathers look heavy by comparison? More on that, coming right up.


MECHANIC

Reagan rides comfortably on The Experiment's paw, about Ganondorf's height off the ground. If she is smacked by a hit that deals 10% or more (not 10% accumulated over multiple hits, mind you), she falls to the ground, leaving you to control her while The Experiment is stuck without eyes to the world. Reagan can crawl around at barely faster than half Ganondorf's walk (even in her crippled state, she kicks Jason's arse in a footrace), shield, and spot dodge, but cannot jump or roll; although she can duck attacks easily with her small frame, it goes without saying that she's launched incredibly easily. At least solo Popo keeps his weight and defense. . .

Once Reagan is knocked off, The Experiment simply wanders back and forth across the platform he's on at Ganondorf's walk speed, searching for Reagan. He can still be attacked, but can perform absolutely no attacks himself. If he comes into contact with her, he'll place her back on his paw laglessly, regaining his sensabilities. Although you've got methods of making the process of reuniting easier, you obviously don't want to find yourself in that position to begin with, savvy? To avoid doing so, don't become overwhelmed by the duo's awesome offensive option; a solid defensive game is key to leading The Experiment and Little Girl to victory.



Sir Weston

Kloak



Kloak is a reclusive Kremling ghost, fittingly cloaked in an old green jacket in order to cover up all but his glowing eyes. He haunts dark, gloomy swamps and forests, and takes pleasure in frightening off trespassers by hovering out of reach and tossing enemies and treasure chests into their path. Occasionally, however, he may throw a helpful item or two into his barrage of projectiles. You can always tell if Kloak is nearby, based on the sinister cackle he emits when you approach.

Statistics

Traction: 10
Aerial Movement: 8.5
Movement: 7.5
Power: 6.5
Jumps: 4
Size: 4
Fall Speed: 2
Weight: 2

Kloak is not a character who cares to deal with his opponents personally. He prefers to remain airborne and at a distance, allowing him to prepare a variety of devious tricks for opponents to fall victim to. No, Kloak is above dealing with his opponents directly; he'd rather sit back and cackle as he watches his opponents slit their own throats.

Haunted Mechanic - Vertical Float

Kloak has access to three average aerial jumps, in addition to the ability to hover horizontally up to three times as long as Peach can. In addition, by holding up or down on the Control Stick, Kloak can float up (or down) at Mario's dash speed, for up to ten seconds. There is no limit to how high he can float, although after ten seconds of vertical floating, he begins descending slowly back toward the ground, unable to remain airborne longer (although he can still attack during this time). After Kloak lands from a vertical hover, he must wait for five seconds on the stage before he can float for a full ten seconds again; his air time is replenished by two seconds each second he remains grounded.

Kloak can hover vertically for ten seconds each time he enters the air; if you float up for five seconds, then horizontally for a brief time, then back upward, you only have five seconds left to hover, not a refreshed ten. Don't get all down in the dumps about the lack of air time refreshment, though; Kloak can still alternate between vertical and horizontal hovering to traverse the playing field, high out of the reach of his opponents. Kloak should always attempt to make the most of his time in the air, as he'll be using the vast majority of his attacks from up their; he's not what you'd call proficient at melee range, either.


Specials

Neutral Special - Trick...or Treat?
Kloak .
 

n88

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@SkylerOcon
The logic does seem good.... but http://homokaasu.org/gematriculator/ reveals that your post is 40% evil!

Make a less evil roster.:bee:

This list is probably accurate, as Sakurai's statements in the past have made it sound like gameplay and modes will be more focused on than additions to the roster. (I don't have links)
 

Mythic02

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Messages
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@Skylerocon: i don't want to go on the mewtwo rant so i will leave that alone. But lucario no one will care about by ssb4. Either they will bring back both pokemon or lucario will be cut. As much as i hate when they cut characters you have to realize it's true. mewtwo was outdated for brawl and lucario will be outdated for ssb4. sorry
 

SkylerOcon

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SkylerOcon: Um....I think that's too dry of a list for a real SSB4. And some of the predictions do not seem to stand in solid foot. Just 11 newcomers?! Melee had 13, Brawl had 15. To think SSB4 will go backwards is not something I agree with.
Read the foreword. I had mentioned that this list is only of the characters that we can confidently say will be in SSB4. I also mentioned that we though that there would be 6 more people -- this gives plenty of room for more newcomers.

Tingle? The reasons provided for his possible inclusion are in no way determinant. And I don't have anything against him. I'm not aTingle hater. But just because he is an assist trophy and had 2 spinoff games (one of which was a bonus only available in Japan's Club Nintendo) doesn't mean that he's going to make it. I think it's more likely that the Zelda series won't have a newcomer in SSB4. Personally, I wouldn't mind if they were to de-clone Ganondorf and Toon Link, thus giving us 2 new movesets . I don't know if that will happen, but again. I firmly believe that there won't be another Zelda newcomer in SSB4.
Don't try to out-Zelda me. I HAVE Tingle's Balloon Fight (Or at least, am going to have once its available on America's Club Nintendo).

But other than that, Ganondorf is most likely getting de-cloned, but Toon Link... probably not. I WISH he would be (I even made an MYM set for him), but knowing Sakurai TLink will remain a clone.

But yeah, being Nintendo's 3rd biggest franchise, Zelda is getting 5th rep.

I also think it's very likely Wario will get another rep. Warioware has been selling like hotcakes, and the series is decently popular among both casuals and hardcores.
Not really. It's still not one of Nintendo's biggest series (I don't even think it makes the top 10!) so it's not like Zelda which doesn't have an excuse to be missing a new character. While I wouldn't be opposed to somebody like Captain Syrup... a new Wario character just isn't likely.

With Sakurai praising the creation of new character-driven series and Pikmin being a successful new series, I don't see how Olimar's inclusion is WTF-esque at all.
Olimar was WTF for Brawl. He probably won't be for SSB4.

I'm sorry if I have been a bit of an ***, but that's some of my gripes with this list.
You? An ***? You seemed rather civil... I probably spend to much time on here.

@Mythic02: Pokemon is definately getting a 5th rep and it's definately going to be 5th generation. And Mewtwo isn't getting in over Lucario, so... who else do you propose take the spot? Rival Trainer had it on the beta-list, but we took him out because we didn't think that he was actually very likely so he got cut.
 

Vorguen

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Out of the Mario characters, Waluigi is very unlikely. Except if Nintendo wants the Mario-spinoffs to have their character (since Waluigi is the personification of them) as a playable character in Smash - which I doubt - he won't go any further than AT.

If there's another Sonic character is open and depends on whether Sega and Nintendo are continueing to work together closely and Sonic returns in a possible SSB4.

Geno can be likely, but I'm not knowledgeable to elaborate on him, as I'm not having the facts needed - considering how I dislike the character.
You forgot to mention TOAD!!!
 

Isidro25

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Read the foreword. I had mentioned that this list is only of the characters that we can confidently say will be in SSB4. I also mentioned that we though that there would be 6 more people -- this gives plenty of room for more newcomers.
Oh, my bad. Sorry.



Don't try to out-Zelda me. I HAVE Tingle's Balloon Fight (Or at least, am going to have once its available on America's Club Nintendo).
But other than that, Ganondorf is most likely getting de-cloned, but Toon Link... probably not. I WISH he would be (I even made an MYM set for him), but knowing Sakurai TLink will remain a clone.

But yeah, being Nintendo's 3rd biggest franchise, Zelda is getting 5th rep.[/QUOTE]

Oh, I wasn't trying to out-Zelda you, man, nor anyone. I was just expressing how unconvinced the arguments left me, specifically regarding Tingle's inclusion. It's just how I feel. Also, I know that Zelda is the Big N's Numero Tres, but it doesn't necessarily mean a newcomer's on the way. DK is above StarFox sales-wise, and yet SF has more playable characters.



Not really. It's still not one of Nintendo's biggest series (I don't even think it makes the top 10!) so it's not like Zelda which doesn't have an excuse to be missing a new character. While I wouldn't be opposed to somebody like Captain Syrup... a new Wario character just isn't likely.
Again, you don't need to be a big series to get more recognition. Kirby games have sold a helluva lot more than any FE game, yet FE had 2 playable chars in Melee before Kirby. And if we have to carry that example to Brawl, DK's playable reps do the job again.

Olimar was WTF for Brawl. He probably won't be for SSB4.
This one is pretty much subjective. I saw many who thought he was a given for Brawl (in other boards, I wasn't a member of Smash World at the time) while others were surprised at him being revealed on the Dojo. It's a matter of perspective, I guess.


You? An ***? You seemed rather civil... I probably spend to much time on here.
Nah :laugh: I mentioned that because I only brought up negative aspects in that post. I'm usually more positive. For instance, I applaud you guys having Little Mac on the list.
 

Big-Cat

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This one is pretty much subjective. I saw many who thought he was a given for Brawl (in other boards, I wasn't a member of Smash World at the time) while others were surprised at him being revealed on the Dojo. It's a matter of perspective, I guess.
I have to agree on this. I never thought Olimar wouldn't appear.

Anyway, I would have to say that the roster is predictable, and I still say Krystal and Mewtwo stand some chance at getting in, moreso for Krystal.

Anyway, some changes I would make are:

Either Vaati or Tingle (Considering the hatred for him outside Japan, this one is a doozy.)
+Capt. Syrup
+Lip
+Krystal
+Saki or new S+P character
+Tom Nook
+Captain Rainbow or Other
 

Mythic02

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@skyleocon:i'm not saying mewtwo is likely but i think they will cut it back down to four and replace lucario with a 5th gen. i don't think his poularity will be long at all. If they go to 5 they might also get 2 generatons before ssb4 comes out. also mewtwo >lucario in most people's minds. he was stronger than chuck norris in the original pokemon game.

edit:yeah you could fight me on this but i suggest you ignore it. i will never accept lucario>mewtwo. I'm very stubborn and old habits die hard.
 

Lovely

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Robot is WTF because nobody expected him to show up, same as Pokemon Trainer. I won't cound Pikmin & Olimar because they have been wanted ever since Pikmin became an inspiration. That's my thought's on it. ♥
 

Big-Cat

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Yeah, if anything, Olimar was that one character that some weren't sure of getting in, but not WTF as movesets were easy to make for him. Pokemon Trainer and R.O.B. are defitely more WTF.
 

Red Arremer

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@spadefox: how could sonic possibly take mewtwo's spot?
One thing is a fact:
Sonic was added as last character to Brawl.

Another thing is not proven, but I'm 99,9% sure that it's fact:
Mewtwo was cut last from Brawl.

I hope you're able to make a conclusion out of this one, Watson.
 

Surri-Sama

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One thing is a fact:
Sonic was added as last character to Brawl.

Another thing is not proven, but I'm 99,9% sure that it's fact:
Mewtwo was cut last from Brawl.

I hope you're able to make a conclusion out of this one, Watson.
ahah you're still an idiot xP

omg your reports did not kill me!
 

Xebenkeck

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If I had the choice, I would also choose Mallow over Geno, but Geno is far more popular than Mallow.
I know he is more popular, by a lot, but one fault i see in Geno is that almost every thing he does in MRPG is he shoots things. He doesn't engage in hand to hand combat ever, which is a major problem for a game like smash.

Mallow in contrast has both range and hand-to-hand combat. He has the Cymbals, the frog stick, and basic punching animations. So you have a usmash,(cymbols) aaa combo(punch glove), ftilt(mega gloove i think it was called), and fsmash(froggie stick) right there. So thats what i mean he is a more workable character. Not saying Geno is impossile to work with just that Mallow is much easier to make a moveset for that doesn't look stupid.
 

ChronoBound

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What does everyone think about a possible playable Advance/Famicom Wars character? The series has had over 10 installments, yet it only got an Assist Trophy, a trophy of said Assist Trophy, and handful of stickers, making it perhaps Nintendo's most underrepresented series in Brawl, especially for a series of its size.
 

ChronoBound

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Here is my opinion regarding Advance Wars receiving a playable character in Smash Bros.:

Famicom Wars, or Advance Wars as it known in the West, was the first game Intelligent Systems ever made (yes, they made Famicom Wars before the first Fire Emblem). The series has had 12 installments to date, which is more than both the Fire Emblem (11 games) and Metroid (10 games) series. Truly, the Advance Wars series is perhaps the most poorly represented active Nintendo series within Smash Bros., especially considering it only received a sprite-based Assist Trophy, a trophy of said Assist Trophy, and a few stickers. For this alone, I feel the Advance Wars series is very deserving for a playable character.

However, there lies a problem. The series has basically lost a lot of its popularity in Japan, since Advance Wars 1 & 2 were not released until late 2004 in Japan, and Dual Strike sold poorly in Japan (it sold less than 40K copies in Japan), and Days of Ruin does not even have a release date there, despite the Japanese translation already being built into the North American cartridge. Adding an Advance Wars character (it would most likely be a CO since they are basically the “lords” of Advance Wars) would basically be something for the Western Smash fanbase, something the Sakurai usually overlooks for most of his roster decisions. The most likely character from Advance Wars to be made playable would either Andy (since he was the main CO of two games in the series) or the most recent CO (it remains to be seen whether they will go back to Days of Ruin’s gritty world for the next game in the series and whether Will will also be the game’s main protagonist). Since most of Advance Wars’s popularity lies outside Japan, and since there is probably no character that would make sense to place in from the eyes of Sakurai, most likely in a Sakurai directed Smash Bros. 4, Advance Wars will not receive a playable character.

The only way I can see Advance Wars getting a playable character in Smash Bros. 4 would be if an Advance Wars character were to become one of the Top 3 most requested characters for Smash Bros. 4 among the Western Smash Bros. fanbase, or if the series regains its popularity in Japan. If none of these two occur, it is most likely that Advance Wars will never receive a playable character within the Smash Bros. series, and the most it could hope for would be a stage based off its universe and perhaps some trophies of COs from the series.

So what are your thoughts in regards to Advance Wars ever receiving a playable character in Smash Bros.?
 

Isidro25

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Yes to an Advance Wars rep. Even if I'm not a fan of the series, I can't believe it hasn't gotten bigger representation yet.

I have this SSB4 project of my own, and I have a spot on the roster reserved for an AW character. I think its moveset should be unique...
 

Lovely

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Yes to an Advance Wars rep. Even if I'm not a fan of the series, I can't believe it hasn't gotten bigger representation yet.
To me, I didn't like the Famicom Wars series or the Game Boy Wars one as well. Maybe I'm not an Stratagey type of fan. Advance Wars is the big attraction that came out of those series IMO and made five great title games. The Battalion Wars series was alright to me. ♥

In the Advance Wars series is populer, but the fact to see one of them a playable character is unreal to me, some people would compare Snake as a reguler human in Smash, Snake did some combat in his games and use the wepons in his games, the characters in Advance Wars don't fight or do combat in the game, but use tanks, guns, etc. But then again, how did Dr. Mario get in Smash Deluxe with the kind of talk I'm talking. XD ♥
 

Caedes

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I've never played advance wars but I think it deserves some kind of representation...however I don't think it deserves a character. Are there any noteable characters in Advance Wars? I think it should just get a level, like Animal Crossing.
 

Big-Cat

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I would be fine if an AW character got in. The question is, though, how would it work.
 

justaway12

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I would be fine if an AW character got in. The question is, though, how would it work.
I'm guessing it would all be long ranged but if it is like the assit trophy and they can come out like pikimen I guess it would depend on the weapons, the men would be somewhat close-range and the tanks will shoot projectiles from far away or something like that but i'm not sure about the moveset.
 

Roy-Kun

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I'm fond of the Advance Wars series.

Yet, I never saw them (the CO's) doing any kind of physical activity (like, fighting personally, like Marth, Roy, Ike and etc. FE Lords do). That's why I can hardly see any of them as playable characters.

You get my point?
 

Isidro25

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I'm fond of the Advance Wars series.

Yet, I never saw them (the CO's) doing any kind of physical activity (like, fighting personally, like Marth, Roy, Ike and etc. FE Lords do). That's why I can hardly see any of them as playable characters.

You get my point?
They're in constant war. I don't think it would be too unbelievable for them to know how to defend themselves ;)

But I don't want them to have expected movesets if they get it. I want them to be more unique, like Olimar or PT's level of uniqueness...
 

SmashChu

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@ChronoBound: I, personally, would like an Advance Wars character, but..........

One problem you've had in analyzing franchises is you forget sales per game and popular in the Smash community (which is why Starfox is always misjudged). Advance Wars lacks popularity even here. I don't think there are many request for Advance Wars characters.

Also, from the Japanese perspective, the CO might not be the main characters. COs didn't appear until later in the franchise (think AW1 was their first appearance). One person suggested Infantry as a playable character, a reason why infantry and tanks is an assist trophy.
 

Kraryo

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Some characters in their franchises that I think are more likely to get into SSB4 than most other characters in their series:
Mario + Spinoffs
Bowser Jr.: Even though I don't like him as much as Toad, he could get in. However, since he's Bowser's son and that the Mario franchise already has the majority of it's reps as non-(semi-)clones, Sakurai could easily get away with making Jr. a semi-clone if not an outright clone of his father.
Toad: To complete the Big Eight.
King K Rool or Dixie: Both of them are pretty popular and Dixie is one of the Forbidden Seven.

Zelda:
Tingle: Face it. Tingle is much more likely to appear in SSB4 than Skull Kid is. His only competetion would be Wolf Link.
Star Fox:
Krystal: Unlike Bowser Jr.'s predictament, the series she belongs to only has secondary reps that are luigified versions of Fox. Much more people would be angry at Krystal being yet another Space Animal (being the fourth one) than Bowser Jr. being a Bowser clone. She could be the only SF character to not have to use high-tech gizmoes without a drastic moveset change. That, and Krystal is overdue for her inclusion, so I hope that Sakurai will make her playable in SSB4.
Pikmin:
Louie: They got three Space Animals in Brawl, so it wouldn't be too unlikely that Sakurai would put him in. Unlike SF who has Krystal, Pikmin doesn't really have any major character that's not a clone of the main character, so he could easily put Louie in without any major backlash.
F-Zero:
Black Shadow: His reason for being in SSB4 is so that he could have Ganondorf's Brawl moveset, so that Ganondorf could have an original moveset without complaints from those who liked Gany's old moveset better.
 

Lovely

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Umm, I don't think Toad will get in before Waluigi, because Waluigi has more character than Toad, even though he's only on the sports/spinoff's. Krystal is a maybe to me, there if there's more Star Fox games, I will know better. ♥
 

Sir Ilpalazzo

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Either Vaati or Tingle (Considering the hatred for him outside Japan, this one is a doozy.)
I believe that Tingle is the most likely possibility for the next Zelda character (not counting another version of a young Link). I also believe that because Nintendo recognizes the American Tingle hate enough to not use him in Twilight Princess, Tingle probably won't get in.

Vaati, like Geno, has had his popularity exaggerated by the Internet. I don't see why he'd be special enough to get in.
 

kuro06

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I wouldn't mind Geno getting in, but I too don't see why he's everyone's desire. I LOVED Mario Rpg..but was never so "gah gah" about Geno..he was pretty cool yeah but that was it..he never did anything too big to make me want him back..but that's just me though.
 

Shadow Huan

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Some characters in their franchises that I think are more likely to get into SSB4 than most other characters in their series:
Mario + Spinoffs
Bowser Jr.: Even though I don't like him as much as Toad, he could get in. However, since he's Bowser's son and that the Mario franchise already has the majority of it's reps as non-(semi-)clones, Sakurai could easily get away with making Jr. a semi-clone if not an outright clone of his father.
Toad: To complete the Big Eight.
King K Rool or Dixie: Both of them are pretty popular and Dixie is one of the Forbidden Seven.

Zelda:
Tingle: Face it. Tingle is much more likely to appear in SSB4 than Skull Kid is. His only competetion would be Wolf Link.
Star Fox:
Krystal: Unlike Bowser Jr.'s predictament, the series she belongs to only has secondary reps that are luigified versions of Fox. Much more people would be angry at Krystal being yet another Space Animal (being the fourth one) than Bowser Jr. being a Bowser clone. She could be the only SF character to not have to use high-tech gizmoes without a drastic moveset change. That, and Krystal is overdue for her inclusion, so I hope that Sakurai will make her playable in SSB4.
Pikmin:
Louie: They got three Space Animals in Brawl, so it wouldn't be too unlikely that Sakurai would put him in. Unlike SF who has Krystal, Pikmin doesn't really have any major character that's not a clone of the main character, so he could easily put Louie in without any major backlash.
F-Zero:
Black Shadow: His reason for being in SSB4 is so that he could have Ganondorf's Brawl moveset, so that Ganondorf could have an original moveset without complaints from those who liked Gany's old moveset better.
Bowser Jr. :Sure, why not? K. Rool or Dixie?: How bout both of them? Krystal: If with her staff, then yes. Otherwise, I don't play the game lol. Wolf Link/Midna over Tingle for sure. (See below.) Louie and Black shadow: I have little data, but the more the merrier!

I believe that Tingle is the most likely possibility for the next Zelda character (not counting another version of a young Link). I also believe that because Nintendo recognizes the American Tingle hate enough to not use him in Twilight Princess, Tingle probably won't get in.

Vaati, like Geno, has had his popularity exaggerated by the Internet. I don't see why he'd be special enough to get in.
Whereas Midna/Wolf Link are VERY popular on both sides of the Pacific, so their chances are actually pretty high. That's right I said it.

I wouldn't mind Geno getting in, but I too don't see why he's everyone's desire. I LOVED Mario Rpg..but was never so "gah gah" about Geno..he was pretty cool yeah but that was it..he never did anything too big to make me want him back..but that's just me though.
Geno could be in or out and it would be MEH for me too. I was part of the Geno craze until I actually THOUGHT about it. :laugh:
 
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