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Pretend you're Capcom in the 90's. What western IP do you make a fighting game out of?

KneeOfJustice99

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Sillier concept that takes advantage of another event that just so happens to be taking place in 1994 - Toei's simultaneous triple-billing of Super Sentai World, Kamen Rider World, and Toei Hero Daishugō in various theme parks. Obviously this wouldn't be released in the West due to licensing issues, but... what if three of Toei's premier tokusatsu franchises crossed over in a battle between realities? Toei Climax of Heroes!

The general theme here would be 2v2 gameplay, with certain characters having special supers they can exclusively use when paired together, as well as getting interactions based around their characters. Plus, each character generally gets their own story in the overarching plot, which sees Bandora taking the Neonoid and creating a crisis that threatens reality itself, almost taking out five seperate Sentai teams in the process. However, some of the last remaining Rangers join forces alongside new and unlikely allies - including an enigmatic pair of grasshopper-like people, a pair of robotic police officers, and a SWAT specialist continuing to fight an alien crisis.

As you can imagine, this narrative takes place in a completely different canon to the mainline Toei universe, or any of the universes the shows/movies take place within.



Super Sentai
  • TyrannoRanger (Zyuranger) - The first of the Sentai picks as our "red" ranger. I opted to have representatives for the base five "colours" - red, blue, black, pink and yellow - each pulled from the different and TyrannoRanger felt like an obvious candidate to head things up. He mostly fights with a mix of traditional strikes and the Ryugeki Sword, giving him a decent bruiser kit with a few good mid-range options.
  • TenmaRanger (Dairanger) - Shoji's use of gravity alongside his variation on the Long Fist fighting style (referred to as Pegasus-Fist) would give him the unique property of not only being a pretty heavy-hitting character in the cast, but also being able to set up comboes by inflicting brief zero-gravity effects on his opponents. Not to mention his powerful Pegasus Corkscrew Kick and his use of nunchaku.
  • NinjaBlack (Kakuranger) - The newest rep of the bunch, with a general fast-but-evasive glass cannon playstyle that rewards him using evasive techniques, diving through the ground like water and being able to strike from oblique angles with both his throwing stars and wrist-mounted Black Bow.
  • WhiteSwan (Jetman) - As the Jetman rep, I think Kaori having a rushdown and somewhat aerially-adept moveset would work particularly well in her case. With bird-themed moves like the Swan Wing and her use of the Jet Hand Cannon to perform powerful punches, I think she'd work well as one of the fastest characters in the game - alongside the Riders, of course.
  • FiveYellow (Fiveman) - I felt Remi would be an interesting pick to round the quintet we have out. Her musical theming - centring around her use of the Yellow Flute, which can transform into a whip known as the Melody Tact - would lend really well to something fresh there, and it'd be interesting to have the FiveTector as some kind of install super.
  • Witch Bandora (Zyuranger) - Bandora's the exclusive Sentai villain, mostly fighting with a zoner kit based around the DoraSceptre and her own innate magical powers. Planting curses as a form of stage control, sending out monsters to do her bidding, or even just smacking people with it as a blunt instrument, all comes together to give her a surprisingly cerebral style of gameplay.
Kamen Rider
  • Kamen Rider ZO (Kamen Rider ZO) - With the power of spliced grasshopper DNA throughout his body, I think ZO would lend well to being your more typical Rider - fast-paced, using a flurry of punches and kicks for various effects. I also think ZO would be more likely to use a Rider Crash for one of his supers, honestly.
  • Kamen Rider J (Kamen Rider J) - It might seem odd to pick two Riders with such a similar appearance, but I think they'd be different enough to be justified - and it also lends to us getting to explore the "Double Rider" theme that's prominent throughout the series. While ZO's more of a typical Rider, J relies more on powerful singular strikes - as well as his ability to grow to gigantic size to crush opponents underfoot.
  • Neonoid Doras (Kamen Rider ZO) - A villain for the series, with some similarities to the Riders included here in design, but overall very different. Doras would have a more oppressive playstyle focusing on mid-to-long-range zoning - whether it be with powerful tools like the Rocket Arm and Doras Tail, the immensely effective Moleculaser, or even through summoning the monsterous Kumo Woman and Kuomori Man.
Metal Hero
  • Janperson (Tokusou Robo Janperson) - Our headlining Metal Hero, the protagonist from Janperson. His intro animation has him transform from his Normal Mode into his Action Mode, and most of his moveset leans into his genuinely robotic nature where possible. It'd also be neat for one of his supers to be an install where he transforms into his original MX-A1 form, becoming a walking arsenal capable of decimating all evil in his way.
  • Gun Gibson (Tokusou Robo Janperson) - An odder pick given he wasn't in Toei Hero Daishugō, but I think one that fits given his role in the Janperson show. As per his design, his general theme here would be more of a Judge Dredd type - switching between his Gunvolver and Browson pistols for different effects, and being able to oppress with continual high pressure.
  • Show Narumi (Blue SWAT) - Show's inclusion is mostly in light of Toei Hero Daishugō's crossover between Janperson and Blue SWAT, but I also think he'd be an interesting pick with a more traditional police vibe in his design - with a CQC-based fighting style - coupled with his use of the BW-01 Dictator as a loose backup to his (otherwise) lack of projectile moves.
Obviously Akuma's there too, but as a bonus, hidden character.
 
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