• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Realistic Guesses are Well and Good, but Let's Hear Some Crazy Newcomer Ideas

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,702
I'm 99.9% sure Master Hand will be the final fighter of FP2.
But any more unrealistic than that? Uh, Dead Cells. From Dead Cells. I think he has a decent shot.
No, Dead Cells does not have a decent shot. He's completely off the radar. He'd be interesting tho.
 

Copnaut

Smash Rookie
Joined
Dec 4, 2014
Messages
9
I don't believe in "chances" because if a character doesn't get in due to fan requests, then no character has ever given the developers motivation to add a character due to fan demand. Thus no point in asking for any characters whatsoever. There's a big list of characters that were perceived to "will never get into Smash.

Sakurai: This isn’t an exact number, but among the requests for a Final Fantasy character to appear in Smash, around ¼ to ⅓ of the requests we got from fans were for Cloud. [TN1] I really wanted to answer the desires of those fans, and even though I thought it would be impossible, I reached out anyway, just to try.
Nomura: When we first talked, I asked “are you sure you’re okay with Cloud?” He’s not a character from a new game, after all.
Sakurai: But on the other hand, if you think about who to add from Final Fantasy, it’s hard to come up with a choice that’s not Cloud. We could have used Terra or Bartz, protagonists in their own right, but I feel like there would be some people who wouldn’t know who those characters are.

There was a problem fetching the tweet


With that said

A few other characters not mentioned in this thread I like to see is

Jonathan Ingram from Policenauts. The main protagonist of that game


Along with the opening theme of Policenauts, Old L.A. 2040 of course.

Empress Zethia from Dragalia Lost. One of the three mascots of her game along with Euden and Notte.


Her attacks would generally have a Darkness effect but not all of them.
Some of the soundtrack I like to see her bring along is Zodiark's theme, Sound of Hope and the battle version:

Get Up

We Are The Lights

Overture - HELL Remix

A stage or two would be the Halidom and/or the Dyrenell Empire's capital where various other characters are able to make appearances in the background such as Marth, Mega Man, Chrom, Joker, Rathalos, Harle, Peony, Meene/Origa, Leonidas, Chelle, Emile, Audric, Elysium, etc.


Final Smash: Sword of Light/Light Rain/whatever you want to call it:


Another are characters from Snatcher

Gillian Seed, the main protagonist of Snatcher

along with One night in Neo Kobe City, the opening theme of Snatcher:

Random Hajile or (Randam Hajile outside of the Sega CD version) also from Snatcher. A mysterious bounty hunter, he is a supporting character of Snatcher but also fairly critical to the plot as it is hard to discuss his role in the game without going into spoilers.

and his theme Faded Memories
I know Jena Anderson was already mentioned in this thread and she doesn't have a character support thread on this site as far as I can tell.

But she is also one of those who seemingly isn't discuss much who would be interesting to me.

She also has some nice music themes:
Jena Anderson Phase 1
Jena Rebellion and Salvation
Jena Catastrophe

 

Zyliee

Smash Cadet
Joined
Jan 30, 2021
Messages
45
Double Battle Trainer from Pokemon Colosseum and Gale of Darkness (Wes and Micheal). They command from the back like Pokemon Trainer, but they only use two Pokemon, Umbreon and Espeon, who fight together like Ice Climbers. The main Pokemon you control is Espeon, with Umbreon following right behind you. Umbreons purpose is to help Espeons lack of Physical power by following up their weaker attack with a much stronger one as well as his movepool of Bite, Feint Attack and so on being the duo's smash attacks. Espeon strengths is that she is the one doing the special attacks to opponents from reflecting to Shadow Balls. Espeon is also the one to issue the grabs to which Umbreon will follow up with a strong launch.

However, if you lose Umbreon like Popo can lose Nana then Espeons own attempts of Smash Attacks and grab options become absolute garbage.
 

RouffWestie

Smash Lord
Joined
Oct 27, 2013
Messages
1,239
Location
Georgia
How about Fire Mario... except he actually has a different playstyle and different mechanics from Mario entirely?

Neutral attack: Shoots a fireball. They're smaller, weaker, and faster than regular Mario's fireballs. It actually works more like shooting fireballs in the SMB platformers, as you can shoot 2 in rapid succession.
Forward tilt: Shoots a fireball in the same vein as the Neutral attack.
Up tilt: Taken directly from Mario, but with a fire effect.
Down tilt: Performs the roll maneuver introduced in 3D Land.
Dash Attack: This works like Lucas's Dash Attack, but with fire.

Side Smash: Harnesses explosive fireballs in both hands. He thrusts his right palm out first, then if you press A again, he moves forward and uses his left palm. The second hit deals the most damage and knockback.
Up Smash: Shoots several bursts of fire above him similar to Samus's Up Smash, but slightly slower.
Down Smash: Puts both hands on the ground at his sides and activates 3 consecutive eruptions, each one further out than the last.

Neutral air: Shoots a fireball in the same vein as the Neutral attack and forward tilt.
Forward air: Hits as if he were spiking a volleyball. If timed correctly, it does indeed spike opponents like a volleyball.
Back air: Turns and both palms out, then shoots an explosive flame burst. This move pushes him forward a bit.
Up air: Taken directly from Mario, but with a fire effect.
Down air: Sweeps his hand bellow him, creating a trail of 5 consecutive fire bursts that each carry the opponent forward to the next one.

Forward throw: Assaults the opponent with multiple fireballs, with the final one launching them away. The sounds and animation are similar to Fire Orb from SMRPG.
Back throw: First tosses the opponent behind him, then a sudden explosion launches them back towards Mario, allowing you to easily follow up with another attack.
Up throw: Tosses the opponent straight up, then an explosion launches them to the side, using the fireworks sound and animation straight from the original SMB.
Down throw: Mario holds the opponent's head on the ground and burns them several times before causing an explosion that launches them away.

Neutral B: Mix Fireball - (Inspired by the Mix Flower from Partners in Time, and the Advanced Fire Bros. ability in Superstar Saga.)
  • Mario will throw a fireball into the air that will slowly fall to the ground. Every time this B is pressed, he'll compound it with another fireball, making it bigger and lifting it higher into the air. You can do this from anywhere on the stage, but solid objects in the path between Mario and the mixed fireball will prevent them from reaching it.
  • When the fireball mass contacts a floor, ceiling, or wall, it explodes. It also explodes if an opponent ends up in the center of it, though the only cases that would happen are limited to teleporting or air dodging into it. The damage and range depends on how much firepower you put into it.
  • While the user is immune to the fireball mass while it's in the air, everyone is vulnerable to the explosion. Opponents who get too close it in midair will suffer constant fire damage as long as they're in contact with it.
  • Additionally, anyone can attack the fireball midair, spiking it diagonally downwards. It is considered a projectile, meaning Villager/Isabelle can pocket it.
Side B: Fire Mario Missile - A Mario variant of Green Missile. It has a lower arc, thus it covers less distance. It lacks KO power like Luigi's, but Fire Mario is able to act out of it immediately unlike Luigi, as he'll rebound into the air right after hitting an opponent or wall, and roll right back up onto his feet after landing on the ground.
Up B: Flaming Super Jump Punch - A fiery variant of the Up B Mario currently has, but this version has a powerful explosion on the final frame of the move that can act as a finishing blow in certain situations. It unfortunately has more startup lag due to it's increased power...
Down B: Flame Tornado - The same move Dr. Mario has, but with a fire effect added to it, and the vertical distance you gain from mashing B is boosted. This version too has a powerful explosion on the final frame and more startup lag due to it's increased power...

Final Smash: Ultra Flare Finale
Mario Casts Ultra Flare to launch several huge massive-damage fireballs forward, but that's not all. A Fire Flower from Paper Mario also sprouts in front of Mario, shooting out a scatter of fireballs in a similar manner to Paper Mario itself.

Other details...
  • Can walljump.
  • Takes damage in water.
  • When KO'd, the power-down sound effect plays and Fire Mario's palette reverts to regular Mario.
  • Fire Mario always has his hands ablaze to visually distinguish him from Mario on the battlefield, as well as having a different idle stance. He has the following alternate palettes.
  1. Red overalls, white shirt and cap
  2. Dark-red overalls, yellow-tinted shirt and cap (looks closer to SMB Fire Mario's sprite)
  3. Red overalls, orange shirt and cap (SMB3 Fire Mario's colors)
  4. Yellow overalls and cap, red shirt (1985 flyer art for Fire Mario in SMB)
  5. Red, yellow, and white radial patterned overalls and cap, green shirt (based on the Fire Flower's colors)
  6. Orange cap and overalls, green shirt (based on the SMW Flower's colors)
  7. Gameboy-tone overalls and shirt + feathered cap (SML2 Fire Mario's sprite)
  8. White and pink striped overalls and cap, purple shirt (reference to Vivian, because of her fire abilities)
 
Last edited:

silenthunder

Banned via Administration
Joined
Aug 5, 2015
Messages
812
3DS FC
0490-6839-9144
How about Fire Mario... except he actually has a different playstyle and different mechanics from Mario entirely?

Neutral attack: Shoots a fireball. They're smaller, weaker, and faster than regular Mario's fireballs. It actually works more like shooting fireballs in the SMB platformers, as you can shoot 2 in rapid succession.
Forward tilt: Shoots a fireball in the same vein as the Neutral attack.
Up tilt: Taken directly from Mario, but with a fire effect.
Down tilt: Performs the roll maneuver introduced in 3D Land.
Dash Attack: This works like Lucas's Dash Attack, but with fire.

Side Smash: Harnesses explosive fireballs in both hands. He thrusts his right palm out first, then if you press A again, he moves forward and uses his left palm. The second hit deals the most damage and knockback.
Up Smash: Shoots several bursts of fire above him similar to Samus's Up Smash, but slightly slower.
Down Smash: Puts both hands on the ground at his sides and activates 3 consecutive eruptions, each one further out than the last.

Neutral air: Shoots a fireball in the same vein as the Neutral attack and forward tilt.
Forward air: Hits as if he were spiking a volleyball. If timed correctly, it does indeed spike opponents like a volleyball.
Back air: Turns and both palms out, then shoots an explosive flame burst. This move pushes him forward a bit.
Up air: Taken directly from Mario, but with a fire effect.
Down air: Sweeps his hand bellow him, creating a trail of 5 consecutive fire bursts that each carry the opponent forward to the next one.

Forward throw: Assaults the opponent with multiple fireballs, with the final one launching them away. The sounds and animation are similar to Fire Orb from SMRPG.
Back throw: First tosses the opponent behind him, then a sudden explosion launches them back towards Mario, allowing you to easily follow up with another attack.
Up throw: Tosses the opponent straight up, then an explosion launches them to the side, using the fireworks sound and animation straight from the original SMB.
Down throw: Mario holds the opponent's head on the ground and burns them several times before causing an explosion that launches them away.

Neutral B: Mix Fireball - (Inspired by the Mix Flower from Partners in Time, and the Advanced Fire Bros. ability in Superstar Saga.)
  • Mario will throw a fireball into the air that will slowly fall to the ground. Every time this B is pressed, he'll compound it with another fireball, making it bigger and lifting it higher into the air. You can do this from anywhere on the stage, but solid objects in the path between Mario and the mixed fireball will prevent them from reaching it.
  • When the fireball mass contacts a floor, ceiling, or wall, it explodes. It also explodes if an opponent ends up in the center of it, though the only cases that would happen are limited to teleporting or air dodging into it. The damage and range depends on how much firepower you put into it.
  • While the user is immune to the fireball mass while it's in the air, everyone is vulnerable to the explosion. Opponents who get too close it in midair will suffer constant fire damage as long as they're in contact with it.
  • Additionally, anyone can attack the fireball midair, spiking it diagonally downwards. It is considered a projectile, meaning Villager/Isabelle can pocket it.
Side B: Fire Mario Missile - A Mario variant of Green Missile. It has a lower arc, thus it covers less distance. It lacks KO power like Luigi's, but Fire Mario is able to act out of it immediately unlike Luigi, as he'll rebound into the air right after hitting an opponent or wall, and roll right back up onto his feet after landing on the ground.
Up B: Flaming Super Jump Punch - A fiery variant of the Up B Mario currently has, but this version has a powerful explosion on the final frame of the move that can act as a finishing blow in certain situations. It unfortunately has more startup lag due to it's increased power...
Down B: Flame Tornado - The same move Dr. Mario has, but with a fire effect added to it, and the vertical distance you gain from mashing B is boosted. This version too has a powerful explosion on the final frame and more startup lag due to it's increased power...

Final Smash: Ultra Flare Finale
Mario Casts Ultra Flare to launch several huge massive-damage fireballs forward, but that's not all. A Fire Flower from Paper Mario also sprouts in front of Mario, shooting out a scatter of fireballs in a similar manner to Paper Mario itself.

Other details...
  • Can walljump.
  • Takes damage in water.
  • When KO'd, the power-down sound effect plays and Fire Mario's palette reverts to regular Mario.
  • Fire Mario always has his hands ablaze to visually distinguish him from Mario on the battlefield, as well as having a different idle stance. He has the following alternate palettes.
  1. Red overalls, white shirt and cap
  2. Dark-red overalls, yellow-tinted shirt and cap (looks closer to SMB Fire Mario's sprite)
  3. Red overalls, orange shirt and cap (SMB3 Fire Mario's colors)
  4. Yellow overalls and cap, red shirt (1985 flyer art for Fire Mario in SMB)
  5. Red, yellow, and white radial patterned overalls and cap, green shirt (based on the Fire Flower's colors)
  6. Orange cap and overalls, green shirt (based on the SMW Flower's colors)
  7. Gameboy-tone overalls and shirt + feathered cap (SML2 Fire Mario's sprite)
  8. White and pink striped overalls and cap, purple shirt (reference to Vivian, because of her fire abilities)
How about a smash game with only Marios. That sounds fun.
-----------------------------------------------------------------------------
My crazy pick is Cryptosporidium (Destroy all Humans)
 
Last edited:
Top Bottom