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Sigma Busters: Official Discussion Thread

Kirbeh

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I did a bit of brainstorming regarding the last few posts you made.

First off, the new concept for Vespa is so different, that it may as well be a brand-new character. I said as much before, but I think both ideas are distinct enough to exist on their own.

I think Vespa could keep the bee/honey pot ant design and remain as the more rotund of the two characters. You could even reincorporate some light sumo elements back into the moveset. Overall, though, I think her design would lend itself quite well to being Sigma Buster's equivalent to a :ultkingdedede: type of character. With that in mind, I will again advocate for giving her a honey dipper inspired stave/rod to use as a weapon. We could probably give her multiple jumps to actually get some use out of the wings, but like Dedede, these would be kind of slow. If you'll allow it, this angle kind of inspired me to try my hand at a moveset write up for her.

1726115627321.png


As for the pickaxe wielder, I feel like that'd be better suited to a different character. Maybe something based another animal known for actively burrowing/digging like the mole or armadillo (this one in particular would be good for rolling moves where they "become" the boulder). That or a sentient rock/mineral species.

For the cicada idea specifically, I still think you could incorporate some geode/crystal elements. You mentioned wanting to do a KR/PR inspired character. If you recall, one of my first designs for Weevle was inspired by Kamen Rider. So, I decided to revisit and repurpose that design.

Geodes are hollow right? I thought of taking the idea in a different direction by making this character still loosely cicada inspired, with a KR suit of armor serving as the "geode." The crystals in this instance are on the outside, serving as decoration, additional armor, and weaponry in the case of the studded knuckles on her gloves.

To keep the armored front, weaker back gimmick, I went with an open back on her suit. This exposes her wings so she can actually use them for her jumps and up special, but also serve as a weak point as her wings (and exposed back) are fragile and open to attack.

You could also play into the KR inspiration further by using a particular gem to slot into her belt to serve as the means of "transforming"/summoning her armor. The KR inspiration is also a better fit overall imo for incorporating the gems and sound-based attacks for the cicada side if things since she'd no longer be tied strictly to the "earth" theming. Some of that could still be there, but like this and og Vespa, I think the big pickaxe wielder could more comfortably take up that mantle.

And I didn't forget that your mention of KR involved one that wields a gun and katana. There are usually multiple heroes in tokusatsu/sentai stuff so I don't think having multiple or at least one more would hurt. In this case, the concept I came up with plays more into the insect side of things by making a male counterpart with four arms for dual wielding a pair of tanto and laser pistols in each pair of hands. The crest on his helmet is based on the Japanese stag beetle.

All of this is rough concepts as always though. Let me know what you think about these as possible directions for the characters.

sigbusconcepts27.png
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
I did a bit of brainstorming regarding the last few posts you made.

First off, the new concept for Vespa is so different, that it may as well be a brand-new character. I said as much before, but I think both ideas are distinct enough to exist on their own.

I think Vespa could keep the bee/honey pot ant design and remain as the more rotund of the two characters. You could even reincorporate some light sumo elements back into the moveset. Overall, though, I think her design would lend itself quite well to being Sigma Buster's equivalent to a :ultkingdedede: type of character. With that in mind, I will again advocate for giving her a honey dipper inspired stave/rod to use as a weapon. We could probably give her multiple jumps to actually get some use out of the wings, but like Dedede, these would be kind of slow. If you'll allow it, this angle kind of inspired me to try my hand at a moveset write up for her.

View attachment 394214

As for the pickaxe wielder, I feel like that'd be better suited to a different character. Maybe something based another animal known for actively burrowing/digging like the mole or armadillo (this one in particular would be good for rolling moves where they "become" the boulder). That or a sentient rock/mineral species.

For the cicada idea specifically, I still think you could incorporate some geode/crystal elements. You mentioned wanting to do a KR/PR inspired character. If you recall, one of my first designs for Weevle was inspired by Kamen Rider. So, I decided to revisit and repurpose that design.

Geodes are hollow right? I thought of taking the idea in a different direction by making this character still loosely cicada inspired, with a KR suit of armor serving as the "geode." The crystals in this instance are on the outside, serving as decoration, additional armor, and weaponry in the case of the studded knuckles on her gloves.

To keep the armored front, weaker back gimmick, I went with an open back on her suit. This exposes her wings so she can actually use them for her jumps and up special, but also serve as a weak point as her wings (and exposed back) are fragile and open to attack.

You could also play into the KR inspiration further by using a particular gem to slot into her belt to serve as the means of "transforming"/summoning her armor. The KR inspiration is also a better fit overall imo for incorporating the gems and sound-based attacks for the cicada side if things since she'd no longer be tied strictly to the "earth" theming. Some of that could still be there, but like this and og Vespa, I think the big pickaxe wielder could more comfortably take up that mantle.

And I didn't forget that your mention of KR involved one that wields a gun and katana. There are usually multiple heroes in tokusatsu/sentai stuff so I don't think having multiple or at least one more would hurt. In this case, the concept I came up with plays more into the insect side of things by making a male counterpart with four arms for dual wielding a pair of tanto and laser pistols in each pair of hands. The crest on his helmet is based on the Japanese stag beetle.

All of this is rough concepts as always though. Let me know what you think about these as possible directions for the characters.

View attachment 394215
I like all these ideas, though the strong up from weak in back should still be used on Vespa since that's her balancing gimmick for her strong kit, the KR fighter would work better as a stance changer. While you do your rework, another rework I was going to make was for Kalin's kit, mainly fixing the kinks since I feel her kit is pretty solid. Though I think it would be cool that on top of electricity powers, her Plasma Shot neutral special can transition from a purely electrical attack to a ball of atomic energy, fitting her scientist aesthetic. I feel this can flesh out her character gimmick and add a sort of progression as she transitions from attacking with static electricity to raw plasma to nuclear energy. Her latent nuclear abilities could also be used for her Hypermax Attacks, particularly one based on Hero's Magic Burst and Vegeta's Final Flash, minus the whole self-destruct drawback. Overall, you are a great help on this project so far, and with you back to a regular schedule, I could start working in depth on Aremi, I've been preparing a lot of the background systems for her.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Archetype - Zoner
Gimmick - Static Meter

  • When Kalin is moving, or she successfully used her down special, Pulse Barrier, she builds up kinetic energy, this kinetic energy fills up a meter separate from the Hyper Meter called the Static Meter. The more she moves, the more she fills the Static Meter with points. The Static Meter fills up to 50 points.
  • When not moving, Kalin will lose 1 point a second in the Static Meter, as that potential energy gets lost. Additionally, when she gets hit, she will lose 5 points in the Static Meter.
  • Kalin can use the Static Meter to enhance her neutral special, Tesla Shot, making it more powerful. The logistics of such a process will be detailed in the moveset section.
  • Kalin normally has 2 jumps, like most characters in the game, however she can spend 10 points in the Static Meter to gain a third, more floaty jump. Kalin can also glide by levitating in the air by pressing up while airborne, slowing her descent at the cost of doubling the consumption of her Static Meter.
Intended Strengths -
  • A character intended to have a high skill cap, she is capable of performing several complex maneuvers when you master her, giving her some of the best mobility in the game.
  • Tesla Shot is a powerful primary weapon for Kalin to have, transitioning from a solid method to rack up damage to a large kill move.
  • Unique movement options make her very slippery to hit.

Intended Weaknesses -
  • Since she needs to move to build the Static Meter, she can have some incredibly erratic movement at times, making her somewhat hard to control.
  • She lacks powerful kill options outside a charged Telsa Shot and a few other moves.
  • May be too complex to use properly.


Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
B-
Running Speed - B-
Traction - B+
Jump Height - B-
Air Acceleration - B+
Fall Speed - B-
Weight - B-

Ground Moves:
Jab -
Teslaglove - With her palm out, Kalin unloads a continuous jolt of electricity. In terms of raw power this is one of weakest jabs, but is also one of the quickest in the game.
Forward Tilt - Lightning Hook - Using her mechanical arm, Kalin socks the opponent with a forward hook, can spike grounded opponents.
Up Tilt - Neuron Bash - An upwards headbutt, with the nodes in her head dealing extra electrical damage.
Down Tilt - Electric Floor - Kneeling, Kalin charges the floor with electricity, in exchange for impressive range, this attack only attacks grounded opponents.
Back Tilt - Frayed Volts - Some stray bolts of electricity attacks the foe from behind, quite a quick move with some good knockback, making up for low raw damage.
Dash Attack - Electric Slide - Kalin performs a sliding kick (Ala Mega Man's slide) with her boot dealing the most damage due to being electrically charged.

Charge Attacks:
Side Charge - Gigawatt Punch -
A charged punch performed with Kalin's mechanical arm, seething in blue lightning, a slow but powerful charge attack.
Up Charge - Brainblast - Kalin's nodes blast electricity upwards, only hitting foes above, luckily it is quite powerful.
Down Charge - Crackling Storm - A thunderbolt creates an electrical burst around Kalin to attack both sides.

Aerials:
Neutral Air - Shock Field -
Kalin conjures an electric field around herself, making a short-ranged attack with good speed.
Forward Air - Tesla Orb - A short ranged electric projectile gets launched forward from her palm, giving Kalin a ranged aerial, a rarity among the cast.
Up Air - Head Rush - An upwards thrust using Kalin's head, using the coils to zap anyone that hits her head.
Down Air - Lightning Stomp - A downward kick gets performed, one that speeds up Kalin's descent (thought it is not a stall and fall), the boot is where the attack is the strongest at it can spike.
Back Air - Bolted Kick - A backwards kick, with lightning charged throughout, like the previous move the boot of the attack is the strongest.

Grabs:
Pummel - Zap Clasp -
Several electrical volts get charged into the opponent, damaging them.
Forward Throw - Arching Thunder - A strong over the shoulder swing that launches foes diagonally forward, a good kill throw.
Down Throw - Electron Press - Kalin uses electrically enhanced strength to bury the opponent, good to combo into her Electric Floor attack.
Back Throw - Power Pulse - Kalin propels the opponent backwards with an electric blast.
Up Throw - Thunderdriver - Kalin tosses the foe upwards before a lightning bolt crahses the foe back to the floor.

Specials:
Neutral Special - Tesla Shot
-
A unique projectile that is linked to the Static Meter:
  • Tesla Shot - Level 1 - At 20 units or lower, Kalin will shoot weak electrical shocks that function as weak but quick projectiles. These projectiles don't do any knockback but are great at racking up damage.
  • Tesla Shot - Level 2 - Between 20 and 40 units Kalin can dispense her Static Meter to shoot a powerful arrow of electricity. This arrow can pierces through walls and stuns opponents that get hit by the arrow.
  • Tesla Shot - Level 3 - Between 40 and 50 units, Kalin will shoot a spreadshot of electrical nodes, while not the strongest of her shots these nodes cover the most area, being launched in a cone.
  • Tesla Shot - Level 4 - A giant orb of lightning gets shot, and is among the strongest attacks in the game in terms of raw damage and knockback, it is Kalin's primary kill move. The main weaknesses of this attack is that it is slow and has short range.
  • Neutral Hyper - Tesla Shot + - If her Static Meter isn't filled, enhancing the move will upgrade her to the next level of the move (If Kalin has enough power to use a Level 3 Tesla Shot and uses some meter, she can shoot a Level 4 Tesla Shot.) If she has a maxed out Static Meter, Kalin can enhance it further by making the projectile fast and longer ranged.
Side Special - Kinetic Nodes - Kalin launches a trio of nodes in the air, she can then press the special button again to pause them in place and create an electrical net, each node linking to each other with electricity, good for setplay and zoning. The nodes are fragile and can be broken with a strong hit or two, so the main purpose is keeping foes away as Kalin tries to charge her Static Meter.
  • Side Hyper - Gigawatt Nodes - Kalin launches double the amount of nodes, but the same rules apply to the base attack.
Down Special - Pulse Barrier - A counterattack, Kalin creates an electric barrier around herself and anyone that hits it will be launched back and she will gain 10 points in her Static Meter. This attack is risky since it is very quick to put up, but has a long cooldown if it fails, which combined with her gimmick makes it very paying if it does fail.
  • Down Hyper - EMP - The field is bigger and is more safe to use, allowing Kalin to perform this attack much more effectively.
Up Special - Static Warp - A simple teleport, has good range and safety, but lacks any offensive pressure, also sends Kalin in freefall afterwards.
  • Up Hyper - Thunder Warp - Both the beginning and ending of the teleport has Kalin create an electric field, damaging foes in the process, however the warp has a shorter distance as a trade-off. Offers a more offensive take on a standard teleport.
Hypermax Attacks -
Level 1 - Volt Net -
Kalin conjures 5 small electrical nodes that home into the nearest target, shocking them in the net they create.
Level 2 - Volt Crawler - A gaint orb comes down and splits into 4 other orbs, which then run along the ground as traps.
Level 3 - Volt Therapy - Kalin heals herself, the percentage she heals is dependant on the Static Meter, with her gaining 1% of her damage healed for every 2 points she has on the Static Meter, meaning her healing maxes out at 25%. This move drains all of her Static Meter in the process.

This is a rough idea I had for Kalin's kit, I feel like it needs work but this is the basic idea I want to put out for her. I even intergrated her original concept of using magnetic nodes to be a normal part of her kit. Her aerials, grabs, and Hypermax Attacks were more difficult to create however. My intentions Kirbeh Kirbeh is to create a unique zoner that relies on trying to move a lot in order to build up more powerful zoning options to make up for the fact that her normal attacks have trouble killing.
Kirbeh Kirbeh I am going to remake Kalin's kit, and improve it overall. Do you like the whole nuclear idea I suggested? I think her physical design is perfect.
 

Kirbeh

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Kirbeh Kirbeh I am going to remake Kalin's kit, and improve it overall. Do you like the whole nuclear idea I suggested? I think her physical design is perfect.
Honestly I prefer the original solely electricity based moveset. It feels more cohesive that way, both from a plain moveset standpoint and when taking her visual design and lore into account.

Part of creating character identity is making sure the things that they're doing really fit. "She's a scientist therefore nuclear" feels pretty tacked on for the sake of squeezing another idea in.

A character based around nuclear power would be best built from the ground up imo. That way you can fully explore the concept rather than just relegating it enhanced special moves. That and you can then build the character's visual and story elements around the concept too.
 

Glubbfubb

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Honestly I prefer the original solely electricity based moveset. It feels more cohesive that way, both from a plain moveset standpoint and when taking her visual design and lore into account.

Part of creating character identity is making sure the things that they're doing really fit. "She's a scientist therefore nuclear" feels pretty tacked on for the sake of squeezing another idea in.

A character based around nuclear power would be best built from the ground up imo. That way you can fully explore the concept rather than just relegating it enhanced special moves. That and you can then build the character's visual and story elements around the concept too.
True, I'm just thinking of a natural evolution as she builds up static electricity and therefore improves her Plasma Shot, going from static electricity to lighting to pure plasma, what do you think is a natural step from that, since Plasma Shot has 4 stages of power.
 

Kirbeh

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True, I'm just thinking of a natural evolution as she builds up static electricity and therefore improves her Plasma Shot, going from static electricity to lighting to pure plasma, what do you think is a natural step from that, since Plasma Shot has 4 stages of power.
You could probably break up the 4 stages into power and utility, kinda like how Robin's Thunder tome works. The base version is an okay projectile, the 2nd is bigger and travels farther, the third briefly paralyzes on contact and the fourth can a big ol' Dr. Doom style plasma beam/Robin Thoron in or something.

Suddenly going from electricity/plasma to nuclear power doesn't really feel cohesive to the rest of her kit.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
You could probably break up the 4 stages into power and utility, kinda like how Robin's Thunder tome works. The base version is an okay projectile, the 2nd is bigger and travels farther, the third briefly paralyzes on contact and the fourth can a big ol' Dr. Doom style plasma beam/Robin Thoron in or something.

Suddenly going from electricity/plasma to nuclear power doesn't really feel cohesive to the rest of her kit.
That's probably the better option, anyway ill clean up her kit, how's the progress on Aremi?
 

Kirbeh

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That's probably the better option, anyway ill clean up her kit, how's the progress on Aremi?
I think you already know the answer to that. Remember, I only just got back to a more regular schedule. The new concept sketches were my first time picking up the tablet since, late July/early August I think?

I do have this Monday off though so I'll see about finally going back to sprite work. That aside, when I have sprites ready I'll let you know. Keep in mind I'm only one person, working on this for a little bit once or twice a week. Progress is going to remain slow.

Normally you'd have a team with people assigned to different characters or different parts of the process; lineart, clean up, coloring, shading, etc.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
I think you already know the answer to that. Remember, I only just got back to a more regular schedule. The new concept sketches were my first time picking up the tablet since, late July/early August I think?

I do have this Monday off though so I'll see about finally going back to sprite work. That aside, when I have sprites ready I'll let you know. Keep in mind I'm only one person, working on this for a little bit once or twice a week. Progress is going to remain slow.

Normally you'd have a team with people assigned to different characters or different parts of the process; lineart, clean up, coloring, shading, etc.
Yeah true, I'm still looking for those types of people who are interested in a project like this
 

Glubbfubb

Smash Master
Joined
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Messages
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I did do some other things, managed to make the menus activated via controllers and not just the mouse, and I got the perfect skidding physics.

Progress is slow for me too, but it exists, we just need a bigger team.
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Archetype - Zoner
Gimmick - Static Meter

  • When Kalin is moving, or successfully uses her down special, Pulse Barrier, she builds up kinetic energy. This kinetic energy fills up a meter separate from the Hyper Meter called the Static Meter. The more she moves, the more she fills the Static Meter with points. The Static Meter fills up to 50 points.
  • When not moving, Kalin will lose 1 point a second in the Static Meter, as that potential energy gets lost. Additionally, she will lose 5 points in the Static Meter when she gets hit.
  • Kalin can use the Static Meter to enhance her neutral special, Tesla Shot, making it more powerful. The logistics of such a process will be detailed in the moveset section.
  • Kalin normally has 2 jumps, like most characters in the game; however, she can spend 10 points in the Static Meter to gain a third, more floaty jump. Kalin can also glide by levitating in the air by pressing up while airborne, slowing her descent at the cost of doubling the consumption of her Static Meter.
Intended Strengths -
  • A character intended to have a high skill cap, she is capable of performing several complex maneuvers when you master her, giving her some of the best mobility in the game.
  • Tesla Shot is a powerful primary weapon for Kalin to have, transitioning from a solid method to rack up damage to a larger kill move.
  • Unique movement options make her very tricky to hit even to experienced players.

Intended Weaknesses -
  • Since she needs to move to build the Static Meter, she can have some incredibly erratic movements at times, making her somewhat hard to control.
  • She lacks powerful kill options outside a charged Telsa Shot and a few other moves.
  • Her high skill ceiling can make her tricky to use.


Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
B-
Running Speed - B-
Traction - B+
Jump Height - B-
Air Acceleration - B+
Fall Speed - B-
Weight - B-

Ground Moves:
Jab -
Teslaglove - With her palm out, Kalin unloads a continuous jolt of electricity. In terms of raw power, this is one of the weakest jabs, but it is also one of the quickest in the game, giving it some strong combo potential.
Forward Tilt - Lightning Hook - Using her mechanical arm, Kalin socks the opponent with a forward hook, and can spike grounded opponents.
Up Tilt - Neuron Bash - Kalin performs an upwards headbutt, with the nodes in her head dealing extra electrical damage.
Down Tilt - Electric Floor - Kneeling, Kalin charges the floor with electricity, in exchange for impressive range, this attack only attacks grounded opponents.
Back Tilt - Frayed Volts - Some stray bolts of electricity attack the foe from behind, quite a quick move with some good knockback, making up for low raw damage.
Dash Attack - Electric Slide - Kalin performs a sliding kick (Ala Mega Man's slide), with her boot dealing the most damage due to being electrically charged.

Charge Attacks:
Side Charge - Gigawatt Punch -
A charged punch performed with Kalin's mechanical arm, seething in blue lightning, a slow but powerful charge attack with good kill power.
Up Charge - Brainblast - Kalin's nodes blast electricity upwards, only hitting foes above, luckily it is quite powerful.
Down Charge - Crackling Storm - A thunderbolt creates an electrical burst around Kalin to attack both sides.

Aerials:
Neutral Air - Shock Field -
Kalin conjures a small electric field around herself, making a short-range attack with good speed.
Forward Air - Tesla Orb - A short-ranged electric projectile gets launched forward from her palm, giving Kalin a ranged aerial, a rarity among the cast.
Up Air - Head Rush - An upward thrust using Kalin's head, using the coils to zap anyone that hits her head.
Down Air - Lightning Stomp - A downward kick gets performed, one that speeds up Kalin's descent (though it is not a stall and fall), the boot is where the attack is the strongest at it can spike.
Back Air - Bolted Kick - A backward kick, with lightning charged throughout, like the previous move the boot of the attack is the strongest.

Grabs:
Pummel - Zap Clasp -
Several electrical volts get charged into the opponent, damaging them.
Forward Throw - Arching Thunder - A strong over-the-shoulder swing that launches foes diagonally forward, a good kill throw.
Down Throw - Electron Press - Kalin uses electrically enhanced strength to bury the opponent, good to combo into her Electric Floor attack.
Back Throw - Power Pulse - Kalin propels the opponent backward with an electric blast.
Up Throw - Thunderdriver - Kalin tosses the foe upwards before a lightning bolt crashes the foe back to the floor.

Specials:
Neutral Special - Tesla Shot -
A unique projectile that is linked to the Static Meter, the more the meter is filled, the more powerful the attack becomes:
  • Tesla Shot - Level 1 - At 20 units or lower, Kalin will shoot small electrical shocks that function as weak but quick projectiles. These projectiles don't do any knockback but are great at racking up damage due to their quick firing speed.
  • Tesla Shot - Level 2 - Between 20 and 40 units Kalin can dispense her Static Meter to shoot a powerful arrow of electricity. When the arrow hits a target it will wrap them in electricity and stun them in place.
  • Tesla Shot - Level 3 - Between 40 and 50 units, Kalin will shoot a spread shot of electrical nodes, while not the strongest of her shots, these nodes cover the most area, being launched in a cone.
  • Tesla Shot - Level 4 - A giant orb of lightning gets shot, and is among the strongest attacks in the game in terms of raw damage and knockback, it is Kalin's primary kill move. The main weaknesses of this attack are that it is slow and has short range.
  • Neutral Hyper - Tesla Shot + - If her Static Meter isn't filled, enhancing the move will upgrade her to the next level of the move (If Kalin has enough power to use a Level 3 Tesla Shot and uses some meter, she can shoot a Level 4 Tesla Shot.) If she has a maxed-out Static Meter, Kalin can enhance it further by making the projectile a massive beam of electricity.
Side Special - Kinetic Nodes - Kalin launches a trio of nodes in the air; she can then press the special button again to pause them in place and create an electrical net, each node linking to each other with electricity, good for set-play and zoning. The nodes are fragile and can be broken with a strong hit or two, so the main purpose is to keep foes away as Kalin tries to charge her Static Meter.
  • Side Hyper - Gigawatt Nodes - Kalin launches double the amount of nodes, but the same rules apply to the base attack.
Down Special - Pulse Barrier - A counterattack, Kalin creates an electric barrier around herself and anyone that hits it will be launched back and she will gain 10 points in her Static Meter. This attack is risky since it is very quick to put up, but has a long cooldown if it fails, which combined with her gimmick makes it very paying if it does fail.
  • Down Hyper - EMP - The field is bigger and is more safe to use, allowing Kalin to perform this attack much more effectively.
Up Special - Static Warp - A simple teleport that has good range and safety, but lacks any offensive pressure, also sends Kalin in freefall afterward.
  • Up Hyper - Thunder Warp - Both the beginning and ending of the teleport have Kalin create an electric field, damaging foes in the process, however, the warp has a shorter distance as a trade-off. Offers a more offensive take on a standard teleport.
Hypermax Attacks -
Level 1 - Volt Net -
Kalin conjures 5 small electrical nodes that home into the nearest target, shocking them in the net they create.
Level 2 - Volt Crawler - A giant orb comes down and splits into 4 other orbs, which then run along the ground as traps.
Level 3 - Volt Therapy - Kalin heals herself, the percentage she heals is dependent on the Static Meter, with her gaining 1% of her damage healed for every 2 points she has on the Static Meter, meaning her healing maxes out at 25%. This move drains all of her Static Meter in the process.

Kirbeh Kirbeh honestly the moveset I already have is pretty solid, just gave it some grammar touch-ups, how do you like it/
 

Kirbeh

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Forward Tilt - Lightning Hook - Using her mechanical arm, Kalin socks the opponent with a forward hook, and can spike grounded opponents.
Is this the new "spins like a tornado" Up Smash?

Your Ahab:
Forward Tilt: A downward hook from his left arm that can spike opponents.
From Rudder:
Forward Tilt - Slugger Punch - A forward hook done with a clenched fist, can be used to spike grounded opponents.
Granted, this one hasn't come up quite as often, but I think there was one other move set that had this at one point (LAM's I think?)

I still have to look over the rest of the moveset, but two moves in, I thought it was kind of funny to suddenly get that deja vu.
 

Glubbfubb

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Joined
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Messages
3,152
Is this the new "spins like a tornado" Up Smash?

Your Ahab:


From Rudder:


Granted, this one hasn't come up quite as often, but I think there was one other move set that had this at one point (LAM's I think?)

I still have to look over the rest of the moveset, but two moves in, I thought it was kind of funny to suddenly get that deja vu.
I didn't intend to make a coincidence, I just saw a metal arm and imagine that a forward hook from it would hurt, hence the moves creation 😅
 

FlexTape467

Smash Rookie
Joined
Jul 4, 2024
Messages
23
I did a bit of brainstorming regarding the last few posts you made.

First off, the new concept for Vespa is so different, that it may as well be a brand-new character. I said as much before, but I think both ideas are distinct enough to exist on their own.

I think Vespa could keep the bee/honey pot ant design and remain as the more rotund of the two characters. You could even reincorporate some light sumo elements back into the moveset. Overall, though, I think her design would lend itself quite well to being Sigma Buster's equivalent to a :ultkingdedede: type of character. With that in mind, I will again advocate for giving her a honey dipper inspired stave/rod to use as a weapon. We could probably give her multiple jumps to actually get some use out of the wings, but like Dedede, these would be kind of slow. If you'll allow it, this angle kind of inspired me to try my hand at a moveset write up for her.

View attachment 394214

As for the pickaxe wielder, I feel like that'd be better suited to a different character. Maybe something based another animal known for actively burrowing/digging like the mole or armadillo (this one in particular would be good for rolling moves where they "become" the boulder). That or a sentient rock/mineral species.

For the cicada idea specifically, I still think you could incorporate some geode/crystal elements. You mentioned wanting to do a KR/PR inspired character. If you recall, one of my first designs for Weevle was inspired by Kamen Rider. So, I decided to revisit and repurpose that design.

Geodes are hollow right? I thought of taking the idea in a different direction by making this character still loosely cicada inspired, with a KR suit of armor serving as the "geode." The crystals in this instance are on the outside, serving as decoration, additional armor, and weaponry in the case of the studded knuckles on her gloves.

To keep the armored front, weaker back gimmick, I went with an open back on her suit. This exposes her wings so she can actually use them for her jumps and up special, but also serve as a weak point as her wings (and exposed back) are fragile and open to attack.

You could also play into the KR inspiration further by using a particular gem to slot into her belt to serve as the means of "transforming"/summoning her armor. The KR inspiration is also a better fit overall imo for incorporating the gems and sound-based attacks for the cicada side if things since she'd no longer be tied strictly to the "earth" theming. Some of that could still be there, but like this and og Vespa, I think the big pickaxe wielder could more comfortably take up that mantle.

And I didn't forget that your mention of KR involved one that wields a gun and katana. There are usually multiple heroes in tokusatsu/sentai stuff so I don't think having multiple or at least one more would hurt. In this case, the concept I came up with plays more into the insect side of things by making a male counterpart with four arms for dual wielding a pair of tanto and laser pistols in each pair of hands. The crest on his helmet is based on the Japanese stag beetle.

All of this is rough concepts as always though. Let me know what you think about these as possible directions for the characters.

View attachment 394215
is kamen rider on netflix?
 

Kirbeh

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Appearance - Rudder doesn't have a typical humanoid built/posture, instead mainly being hunched over with a build slightly resembling a sumo wrestler.
So, as I work on the Vespa rework, I remembered this detail from Rudder's description.

I never did finish the original design I was making for Rudder and personally, I wasn't very happy with the little I had. Looking back to this though, I finally got some inspiration to take another crack at it. With that in mind, I was thinking that perhaps the sumo inspiration could be transferred to Rudder alongside Vespa's rework into a weapon wielder via the honey dipper.

Extremely basic, quick doodle of what I have in mind for Rudder.

Screenshot 2024-09-19 000144.png
 
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Glubbfubb

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So, as I work on the Vespa rework, I remembered this detail from Rudder's description.

I never did finish the original design I was making for Rudder and personally, I wasn't very happy with the little I had. Looking back to this though, I finally got some inspiration to take another crack at it. With that in mind, I was thinking that perhaps the sumo inspiration could be transferred to Rudder alongside Vespa's rework into a weapon wielder via the honey dipper.

Extremely basic, quick doodle of what I have in mind for Rudder.

View attachment 394446
Looks good, reminds me of Quagsire oddly enough, due to the face, can you link me Rudder's old kit, it was quite old last time I remember.
 

Kirbeh

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Looks good, reminds me of Quagsire oddly enough, due to the face, can you link me Rudder's old kit, it was quite old last time I remember.
it's from page 15

 

Glubbfubb

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it's from page 15

Yeah, Rudder's kit is solid but may need some touch-ups. As for his design making him more grimey to match his occupation as a garbage man could add some character to him.
 

Glubbfubb

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Kirbeh Kirbeh been looking through Rudder's and Kalin's kits and both seem solid, how do you like them? I don't think they need much changes.
 
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FlexTape467

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yar har fiddle dee dee being a pirate is alright with me

and i assume i can obtain older power rangers seasons via this method?
ok to be completely honest i already know the answer to this i just wanted to keep a conversation going that didnt need to continue tbh and i dont know why
 

Glubbfubb

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Sorry i've been inactive for a bit, some school assignments have been pure energy sinks. I can still talk about the game, but I don't have the energy to code and stuff. Sorry for this slow progress, once I am clear of these tough assignments I will have more time to focus on my game dev, and I even have plans for what to plan for my first build after watching some other game dev videos.
 

Glubbfubb

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Some lore:
There are 8 of what the galaxy called Alchemic Stones. These rare geological formations are said to be made by taking energy and compressing it into a crystalline form. As such they are highly prized as both jewelry, sources of fuel, and general flaunting of wealth. However the material is scarce due to the complications involved in forming it, and few attempts to make artificial Alchemic Stones are ever successful. The 8 discovered types of Alchemic Stones are:

Pyronite - An orange mineral with a distinctive wavy pattern, almost as it parts of the gem rises like strands. The tips of these strands are bright yellow and glow faintly in the dark. It has the property of becoming as hard as diamonds when cut with standard tools, but when it touches something cold it can be cut like butter. Pyronite is the most common type of Alchemic Stone, being found in the flaming core of Draden as well as several planets close to their suns. Wikkans have a small amount of natural Pyronite in their bodies that allows them to manipulate their signature flames. Due to the Pyronite in their bodies, Wikkans are highly resistant to hot temperatures, but extremely weak to the cold.

Hydrax - A gel-like mineral, containing a bubble filled with pure water. It is highly malleable but can't be cut open due to the gel-like shell being semi-permeable. It will only allow liquid substances to pass through, causing the Hydrax to grow in size. Hydrax is found in clumps located in asteroid fields and other cold places in the galaxy.

Galesten - A twisted cylindrical gemstone that is somehow perfectly aerodynamic. If the gem wasn't so, it could have the capabilities to be formed into perpetual motion machines. Cutting a Galesten is a poor idea since it can release a burst of compressed air, causing potential deafness and brain damage from the great blast. Galesten are naturally found in the solid cores of gas giants, the great danger of harvesting that gemstone makes them very rare.

Geosis - The hardest mineral in the galaxy, formed deep in a specific area between the outer core and inner mantle in blocky shapes. Any physical blow will bounce off the mineral, with only sonic and electrical energy capable of shattering it.

Corrodite - A highly toxic mineral with a sickly green hue and porous oblong shape, unlike the others it is considered a war crime to hold onto this specific stone. Corrodite, as the name suggests, is corrosive, taking in healthy minerals and replacing it with carcinogenic minerals. This mineral is found all over Mythis and is the reason their moon, Diptera, has become a dry, dead world.

Hemopearl - A red teardrop-shaped gem with a deep crimson hue. It has the scent of blood but ironically is prized as a preservative. When ground into a fine powder, it can be formed into wax to cover metal, preventing it from rusting. Food prepared with this gemstone can be preserved for extremely long amounts of time, at the cost of an extra salty taste.

Styxithite - A deep purple gemstone that is ofter orb-shaped. It passively radiates ultra-violet light and while it is highly harmful to organic life, it releases endless electrical energy. Some say it is formed from crystallized dark energy, though that is often disputed.

Auraium - The rarest and most mysterious of the 8 Alchemic Stones. It takes the form of arched crescents of pure white coloration and despite the size of the gemstone radiates its own gravitational field. A large amount of Auraium is said to have the capabilities to form a whole black hole, but of course that has been heavily disputed.

LAMBDA, in its ultimate form, is powered by the first 7 gemstones, but primarily Pyronite, while EPSILON is powered primarily by Auraium.
 
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Kirbeh

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Some lore:
There are 8 of what the galaxy called Alchemic Stones. These rare geological formations are said to be made by taking energy and compressing it into a crystalline form. As such they are highly prized as both jewelry, sources of fuel, and general flaunting of wealth. However the material is scarce due to the complications involved in forming it, and few attempts to make artificial Alchemic Stones are ever successful. The 8 discovered types of Alchemic Stones are:

Pyronite - An orange mineral with a distinctive wavy pattern, almost as it parts of the gem rises like strands. The tips of these strands are bright yellow and glow faintly in the dark. It has the property of becoming as hard as diamonds when cut with standard tools, but when it touches something cold it can be cut like butter. Pyronite is the most common type of Alchemic Stone, being found in the flaming core of Draden as well as several planets close to their suns. Wikkans have a small amount of natural Pyronite in their bodies that allows them to manipulate their signature flames. Due to the Pyronite in their bodies, Wikkans are highly resistant to hot temperatures, but extremely weak to the cold.

Hydrax - A gel-like mineral, containing a bubble filled with pure water. It is highly malleable but can't be cut open due to the gel-like shell being semi-permeable. It will only allow liquid substances to pass through, causing the Hydrax to grow in size. Hydrax is found in clumps located in asteroid fields and other cold places in the galaxy.

Galesten - A twisted cylindrical gemstone that is somehow perfectly aerodynamic. If the gem wasn't so, it could have the capabilities to be formed into perpetual motion machines. Cutting a Galesten is a poor idea since it can release a burst of compressed air, causing potential deafness and brain damage from the great blast. Galesten are naturally found in the solid cores of gas giants, the great danger of harvesting that gemstone makes them very rare.

Geosis - The hardest mineral in the galaxy, formed deep in a specific area between the outer core and inner mantle in blocky shapes. Any physical blow will bounce off the mineral, with only sonic and electrical energy capable of shattering it.

Corrodite - A highly toxic mineral with a sickly green hue and porous oblong shape, unlike the others it is considered a war crime to hold onto this specific stone. Corrodite, as the name suggests, is corrosive, taking in healthy minerals and replacing it with carcinogenic minerals. This mineral is found all over Mythis and is the reason their moon, Diptera, has become a dry, dead world.

Hemopearl - A red teardrop-shaped gem with a deep crimson hue. It has the scent of blood but ironically is prized as a preservative. When ground into a fine powder, it can be formed into wax to cover metal, preventing it from rusting. Food prepared with this gemstone can be preserved for extremely long amounts of time, at the cost of an extra salty taste.

Styxithite - A deep purple gemstone that is ofter orb-shaped. It passively radiates ultra-violet light and while it is highly harmful to organic life, it releases endless electrical energy. Some say it is formed from crystallized dark energy, though that is often disputed.

Auraium - The rarest and most mysterious of the 8 Alchemic Stones. It takes the form of arched crescents of pure white coloration and despite the size of the gemstone radiates its own gravitational field. A large amount of Auraium is said to have the capabilities to form a whole black hole, but of course that has been heavily disputed.

LAMBDA, in its ultimate form, is powered by the first 7 gemstones, but primarily Pyronite, while EPSILON is powered primarily by Auraium.
I'm guessing you have a boss version of LAM in mind using the stones for different abilities?
 
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Glubbfubb

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I'm guessing you have a boss version of LAM in mind using the stones for different abilities?
This is for the souped up boss version fought at the end of arcade mode. Regular LAM mainly uses Pyronite, through they can use the other stones when they use their Hypermax Attacks. I imagine they have a gear underneath their emblem which winds like a key as they charge the stones powering them, causing them to grow and transform into their boss form.
 

Glubbfubb

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yeah thx for saying that, i appreciate the nice comments
 
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Glubbfubb

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I wonder for holidays if I should just do the holidays as is, or do the My Singing Monster's approach and do my own unique takes on the concept, I feel with what I'm doing for the lore that would be more fitting.
 

Kirbeh

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I wonder for holidays if I should just do the holidays as is, or do the My Singing Monster's approach and do my own unique takes on the concept, I feel with what I'm doing for the lore that would be more fitting.
For promotional material and the like, doing real world holidays would be fine. In universe though it makes more sense for holidays to differ planet to planet. That might be a bit much to get into given the sheer number of different planets which would likely be home to several species or even cultures among a single species. Depends on how you want to approach it.
 

Glubbfubb

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ANNOUNCEMENT:
I am posting here since this is a very big post, that may not fit the Discord text limit.

Progression: One of the biggest challenges to retaining user attention is the incentive to have people continue playing. Therefore, I am trying to figure out an excellent progression system for my game. At the moment I am deciding to shift from a standard menu to a hub world taking place on the Double Sigma, with each floor corresponding to a different menu category. This will help make my menus more condensed while offering a fun and unique way to explore a platfigthter menu. I could also change certain aspects of the menu in celebration of various seasonal events, letting the game feel more dynamic and interesting.

My game would have two "currencies" of sorts, Silcon and Medals. Silcon is the stand-in for gold or credits, being the currency you use to buy items from the in-game shop such as new skins, taunts, entry animations, and other customization options. You gain Silcon by general gameplay, either by winning matches, getting good scores on Bounty Mode, or collecting them in Story Mode, much like coins. Silcon can also be used to buy continues in Story Mode in case you die, much like Wario World, and you can convert a mass of Silcon into a random amount of Medals depending on the amount given.

Medals act like XP, there are 5 levels of Medals, Bronze, Silver, Gold, Platinum, and Pearl. Each Story Mode act gives you 3 Bronze Medals for simply beating the stage, 3 hidden Silver Medals to find as secrets, and three challenges that each reward a Gold Medal, and if you get all 9 Medals in a stage you are rewarded with a Platinum Medal, and getting all Medals in a chapter will reward you with a Pearl Medal. You can get Gold Medals by winning in online matches, Platinum Medals by winning tournaments, and Pearl Medals by reaching the top weekly scores in Bounty or Online Versus Modes, getting just shy of these achievements will give you lower rarity Medals. Medals of various types will also be unlocked when you get achievements; the harder the achievement, the rarer Medals you get. Each Medal is worth a certain amount of points, and when you reach higher point thresholds you will level up, unlocking new items to get in the shop.

Modes:
Story Mode:
The story mode is separated into different chapters, with each chapter having varying amounts of acts, with each act being a platforming stage much like the Subspace Emissary. Each act locks you to a certain character, allowing the stage to be designed based on their unique attributes. Some acts are full-on levels, while others are smaller enemy rushes, and some are boss arenas, but regardless, each act will be peppered with story moments to showcase the campaign from several perspectives.

Bounty Mode: An endless score attack mode, the main concept being that your character is a bounty hunter sent on expeditions to different plants to slay a dangerous monster. Each stage is randomly generated based on the environments of each character's homeworld. When you start a round you have a choice between two planets, and the planet you choose will be the next environment for the next two stages and boss. When you land you have to find a bounty creature hidden in the stage while a time limit ticks down to add pressure. As you defeat the local wildlife you earn points that you can later spend in hidden shops to buy stuff like powerups and other items, or you can keep the points to cash later. When you defeat the target, you have to rush back to the starting point of the level to head to the next one. Before you start the next level you have the option to quit and cash your payment, ending the run, but if you die you will lose your payment, setting your score to 0. The goal is then not just to go as far as possible, but to also decide when it's right to quit since one wrong mistake can end the run anticlimactically. You play in stamina mode, meaning if you lose all your health you will die and reach a game over, and you can only heal by buying Heartfruit from vendors, or after defeating a boss every 3 levels, so keep your health in check. When you defeat a main boss every 3 levels, the floors become bigger and more difficult, making the bounty much more dangerous to maintain. Every week is a special weekly bounty, where you fight with several conditions pre-selected, from spawning more of a specific enemy, locking you to using certain characters, making bosses more difficult, removing shops, or other conditions, and you have to compete with only players over the week to get the largest bounty, and the one with the largest bounty by the end will be rewarded with Medals, the rare and valuable Pearl Medals being among them.

These are the ideas I have so far, will flesh these ideas out further, but feedback for what I have so far would be nice.
 
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FlexTape467

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We are currently using the Godot Engine as the engine of choice when making this game.
Cool, I'm learning how to code in java at school in my ap comp sci class. not sure how well that translates over though :/ Not really trying to make myself involved rn, just thought i'd bring it up
 

Glubbfubb

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Do you think the menu will be more horizontal or vertical?
Cool, I'm learning how to code in java at school in my ap comp sci class. not sure how well that translates over though :/ Not really trying to make myself involved rn, just thought i'd bring it up
Two things, first you double-posted, don't do that, it's against the rules of the forum.

Second, there isn't a traditional menu in the game, the hub world is the menu.
 

Glubbfubb

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A moveset is being built, will finish later Kirbeh Kirbeh , tell me how you like it so far
Name - Vespa
Gender - Female
Species - Apidon Wasp
Origin -

Archetype - Bruiser
Gimmick - Insect Flight -
While her wings are atrophied to the point she can't fly full time, she can still do up to 4 mid-air jumps.
Intended Strengths -

  • A heavyweight with tools to bypass the usual weaknesses associated with the weight class, such as bad approach options.
  • Most of Vespa's attacks have both strong KO power and utility in combos.
  • Vespa is quite fast on the ground, with good running and walking speeds.

Intended Weaknesses -

  • Terrible air mobility, among the worst in the game, meaning Vespa has issues approaching while in the air.
  • A large frame makes her easier to combo, as usual with most heavies.
  • A strong, but somewhat exploitable recovery.

Planned Stats: (Give a letter grade from E- to A+)

Walk Speed - B-
Running Speed - B+
Traction - B+
Jump Height - C-
Air Acceleration -D+
Fall Speed - B-
Weight - A+

Ground Moves:
Jab -
Forward Tilt -
Up Tilt -
Down Tilt -
Back Tilt -
Dash Attack -

Charge Attacks:
Side Charge -
Up Charge -
Down Charge -

Aerials:
Neutral Air -
Forward Air -
Up Air -
Down Air -
Back Air -

Grabs:
Pummel -
Forward Throw -
Down Throw -
Back Throw -
Up Throw -

Specials:

Neutral Special - Bullet Bee -
Vespa shoots a bee-like projectile from her staff that travels fast, does standard projectile damage, and can be angled slightly mid-flight by pressing up or down on the controller.
  • Neutral Hyper - Hornet Bullet - A wasp-like projectile gets shot out that moves in the same way as the Bee Chaser, but hits three times and pushes the target back, making it a good keepaway option.
Side Special - Honey Shot - A chargeable projectile, Vespa charges her wasp to create a swirling ball of honey to lob at fighters. When hit by honey, the target will accumulate a honey meter that slows down their mobility based on how much the meter is filled, maxing out at 75% reduced speed, allowing Vespa to better approach the target. Charging the attack will launch more balls of honey at a time, accumulating more in the honey meter. This honey naturally comes off over time, and hitting Vespa removes more of the honey
  • Side Hyper - Nectar Bomb - Vespa launches a massive honeycomb from her staff, which explodes and fully coats the target in honey, maxing out the honey meter. This attack has a shorter range than the Honey Shot, so keep that in mind when using the move.
Down Special - Pollen Puff - Vespa flaps her atrophied wings together, releasing a pollen-like substance in front of herself. The puff flips the target around, and if you time it just right, it can even reflect projectiles. Spamming this move will reduce the amount of pollen conjured, making the move weaker. Using this in the air will stall Vespa's descent, allowing for a slightly better recovery.
  • Down Hyper - Pollen Storm - A trio of pollen tornadoes is conjured, much like the Air Shoot from Mega Man 2, which will cause foes to continuously go upwards, allowing Vespa to set up combos. In exchange, the move loses its ability to reflect projectiles or stall in the air.
Up Special - Flying Bomber - Vespa flies as hard as she can with her atrophied wings, but eventually she gets exhausted and is sent into freefall. Unlike other freefall states, Vespa's freefall transitions into a potent ground pound, allowing some safety back on stage.
  • Up Hyper - Flying Hornet - Vespa puts more effort into her flight, the wing flaps now damaging her foes while the ground point afterward can burry opponents. Her flight is stronger in terms of recovery as well, making this a straight upgrade
Hypermax Attacks -
Level 1 - Honey Block -
A short-ranged attack where Vespa flicks her staff and conjures a block of honey. This honey can be used as a platform for Vespa, and attacking it will turn the platform into a potent projectile, while any opponent who collides with the honey will be dealt damage and have their honey meter set to full.
Level 2 - Killer Comb -
Two pieces of honeycomb revolve around Vespa as protective shields, blocking damage and damaging any foes that make direct contact. Using any species move will cause the honeycombs to launch out as projectiles, and they will degrade over time, so keep that in mind.
Level 3 -
Killer Bee - A very potent version of her Bullet Bee that functions much like Hol Horse's Slow Bullet, a powerful projectile you can fully aim with button inputs that deal massive damage and leaves targets in a crumpled state.
 
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