Rebellious Treecko
Smash Hero
........I guess before I go to bed, I guess I should create a new topic.
The archetype thing I've brought up before, you're probably familiar with it. I generally like to divide it up to two categories, one for design and one for gameplay. Both compliment each other in order to create a whole, without one the other wouldn't work. Design referring to the character itself, like the characteristics of a character that helps create substance. A character can be fleshed out based on the general demeanor that is presented, like say Captain Falcon being inspired by sentai works or R.O.B. being inspired by sci-fi robotics. I suppose in this sense, many characters can have a moveset based around their design. I mean naturally a character with legs and arms can punch, or a character with a weapon like a sword or hammer can swing it around, but you got to really think of how you can mix it all together. Like take Takamaru for example, the samurai archetype typical in fiction tends to emphasize the idea of lightning fast attacks and keen reaction, often using techniques that kind of defies the standard rules of wielding a weapon. Realistically, types of martial arts could also be incorporated, like battojutsu or laijutsu.
Gameplay meanwhile is more tricky, but follows similar conventions. Every character follows rules of gameplay, typically it can come from the design and the balance. How a character plays is vital because it can easily make or break a character, and of course it's normally encouraged to promote diversity. The most basic way to determine how a character would play is by design alone, like a big bulky character would be slow yet strong but a small scrawny character would be fast but weak. Of course it can also be contributed to other factors, like a character emphasizing some sort of weapon like a gun or having magic/psychic abilities would also incorporate projectiles into the gameplay. But the most important thing to remember is that there should be a balance, notably for every pro there should be a few cons to counterbalance it in order to prevent a imbalanced metagame. It's also worth mentioning that combining different playstyles and movesets will create many variations, even something as simple as tweaking mechanics between two similar characters can change the prospective of play (like Marth and Roy).
But in all seriousness, I understand what you mean.
In short, The design is good on the eyes, while also helping with the moves and playstyle which affects gameplay, also, balance and similar stuff, right?
Different parts which harmonize to create a whole.
I think I get your last point, too.
Marth's forte is speed and "tipping", and when making Roy, they took those away while giving him a small bit of power. However, that damaged Roy greatly, and he's near the bottom of the tier list compared to Marth.
Wall Jump:Okay guys!
Name three newcomers who you feel should wall jump.
Name three newcomers who you feel should wall cling.
Name three newcomers who you feel should crawl.
Name three newcomers who you feel should glide.
Go get em!
-A FE character?
-???
-???
Wall Cling:
-Grovyle (PMD2)
-???
-???
Crawl:
-Rayman
-Toon Link (veteran)
-???
Glide:
-Sora
-Starfy
-Ridley
Lol. Based off his air swimming, right?Name three newcomers who you feel should glide.
Ridley, Dixie Kong, and Waluigi.
-Petey PiranhaI got some:
Name three newcomer characters who you feel should have multiple jumps.
-???
-???
-Louie (he falls asleep and his Pikmin carry him and throw him forward a bit)Name three newcomers characters who you feel should have have a taunt that does damage.
-???
-???
-MedeusName three newcomer characters that possesses a transformation of sorts (whether via attack, FS, or taunt).
-Toon Zelda
-???
-Toon LinkName three veterans that could use a new Final Smash.
-Falco
-Wolf
(kinda obvious, really)
-GanondorfName three veterans that should be nerfed.
-???
-???
-???Name three veterans that should be buffed.
-???
-???
Edit: Sigh. Just my luck that I'd get the last post on the page.
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