• 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!

Social Smash 4 Social Topic 2.0

Status
Not open for further replies.

Frostwraith

The Demon King
Joined
Jun 26, 2012
Messages
16,679
Location
Portugal
NNID
Frostwraith357
I found this essay someone wrote on GameFaqs about Captain Falcon. I don't agree with all the points but I find it to be an interesting read nonetheless, and thought I'd share it with you guys.

Like Kirito from SAO, but even worse.

Like all of us, Captain Falcon spends the majority of his time sitting down in a chair, using quick reflexes to complete his goals.

Unlike all of us, Captain Falcon is in impossibly-good physical condition. I'm not calling you all fat or anything (I most certainly am) but I'm going to go out on a limb and say that anybody who spends so much time sitting down, be it on Gamefaqs, or for WoW, or for racing, could never be that impossibly toned and handsome.

How handsome is he? We don't know, because like most good Marty Stu self-inserts, Falcon wears a mask over his face that allows us some leeway to envision ourselves in his suit. Hell, his body was never even seen in a game before Smash Bros.

But it goes beyond that. Captain Falcon takes the inner Social Justice Warrior in all of us, and actually fulfills it in his part-time Bounty-Hunting job - all while sitting down in his comfy little car, because somehow all of his missions can be accomplished by racing.

Isn't that what all of you want? For your skills at video games, or posting on GameFaqs, to be translated into something meaningful? Don't you want to be cool, like Captain Falcon?

But we're not cool, and we hate ourselves for it. F-Zero's got this covered, too. F-zero has a diverse cast of alien racers, and out of all of those, who is Captain Falcon's rival, the one loser he constantly beats and leaves in the dust?

http://cdn.staticneo.com/w/fzero/1/1e/Samurai_GorohSNES.PNG

This fat sad sack. Clearly, he's well past his prime in terms of age and fitness - in contrast to Falcon's muscular body, this guy is fat and ugly. Look at those wimpy shades - they look like something your dad would wear to look 'cool' and 'hip'. But even worse - he's obsessed with Japan, even going so far as to call himself a Samurai, even though he obviously has no experience with his plastic sword.

Also, those yellow pants! Who the heck?

But I digress. An out-of-shape Otaku who sits around all day, losing at everything? That's us! Or rather, the us we're all afraid we'll become. Captain Falcon is the perfect, god-like figure that we all want to pretend we are. His games encourage us to constantly outwit and outrace Goroh, so we can tell ourselves 'we're better than that guy. He's not me! CAPTAIN FARUKON IS MY HUSBANDO!'

This even extends to his recent reveal trailer, where we can see him single-handedly destroying a group of three stereotypically-japanese protagonists. Why? It's not a race thing, or anything to do with some sort of vague patriotism. It's because we see Lucina, Chrom, and Robin as 'anime characters' and we like to stereotype people who watch anime as fat lazy shut-ins, even as we binge-watch Death Note or Kill La Kill.

Captain Falcon, though? He's a man's man. He's like us, always ready to punch those lazy nerds into the ground, always able to succeed at everything without ever getting even needing to stand up.

Don't you want to be cool like Captain Falcon?

Again, not my opinion, but I thought it was interesting to read.
GameFAQs does it again.

I don't know if it's satirical, trolling, stupid, a mere joke... Perhaps a mix of everything.
 

TJ-Works

Smash Hero
Joined
May 6, 2013
Messages
5,855
Location
UK
I find it kind of funny how Captain Falcon has been defined more about the way he is in the Smash Brothers games then he was in his games prior to that point.
What I found weird is I just noticed recently he carries a pistol on his holster...

and he never uses it! It's just THERE!
 

Sarki Soliloquy

Smash Champion
Joined
Jun 8, 2013
Messages
2,793
Location
Andover, MA, USA
I smell hot cakes.
*yawn* Breakfast already?

I actually have :p. I dunno why, I just enjoy making movesets for characters even if they will never be playable.
It's okay. I feel it's every Smash fans' guilty pleasure imagining impossible character fighting in the Smash setting. ;P

We just never share the because, y'know, fantasy.
 
D

Deleted member

Guest
It's okay. I feel it's every Smash fans' guilty pleasure imagining impossible character fighting in the Smash setting. ;P

We just never share the because, y'know, fantasy.
What the hell, I'll post it anyway:

Playstyle: Homura is a unique character. She is basically two polarizing opposites in one character; a slow, defensive character with very limited combo abilities, that gets most of their KOs from reading the opponent as well as successful edgeguards, and a speedy, combo character that has no issue racking up damage, but has few KO options. She can switch between these playstyles with her down special, Time Magic. However, she has limited uses of her magic, and as such, players must find out the best situations to not only execute the move, but what to do when time is slowed to make the most use out of it. Homura's biggest cons are her poor combo game when time isn't slowed, resulting in her actions being somewhat predictable, as most will try the same defensive bread and butter tactics, and her off stage game not being too good. While her recovery gives decent distance, it can be read easily due to a somewhat slow start up, and Homura's jumps being only slightly above average, and falling slightly above average falling speed.

Neutral Special: Contract Stopper: Homura shoots a purple energy ball from her soul gem. It travels fairly quickly, and gives decent knockback, making it good for edgeguarding, but it has a bit of endlag, making it bad for aiding approaches or starting combos. This move comes from the way that Homura attacks Kyubey in episode 1, which she does to hide her true abilities. (8%)
--(DURING TIME STOP)-- Homura fires a Beretta 92FS. The bullets when fired travel a short distance then stop moving. They float in place for the entire duration of the time slow, dealing minimal damage and knockback. When Time Stop ends, the bullets shoot forward. They function like Sheik's needles, in that they are best for setting up, especially for kill moves that are otherwise hard to land. This comes from the "Swiss Cheese" scene in episode 8, where Homura lands ALL 15 shots in the gun's magazine while trying to kill Kyubey to stop Madoka from contracting. (2% per bullet fresh)

Side Special: Hom-Made Pipe Bomb: Homura throws a pipe bomb. This bomb can be aimed. This can be great for setups, because it does direct vertical knockback. The longer it takes for the bomb to explode, the more knockback it does. The bombs will not explode when time is slowed. The angles at which the bomb can be thrown include close forward (hold no direction), far forward (hold forward), directly upward (hold up), and directly downward (hold down). Homura can only have 1 bomb on screen at a time. This comes from Homura's (original) method of killing witches; making pipe bombs with blueprints from the internet, and throwing them at the witches. (9%)

Up Special: Flash Step: Homura teleports. This is fast, and gives decent distance, but it has a bit of startup, and a bit of endlag. This comes from what Homura was initially thought to have been doing during the Charlotte fight, and while retrieving Sayaka's Soul Gem. (She's actually stopping time, and sprinting.)

Down Special: Time Magic: Homura slows down time for up to 5 seconds. For every stock, Homura has 15 seconds worth of stopped time. Pressing down special while time is slowed resumes it. This move is canceled if Homura is hit with a non-projectile hitbox during time slow. After the move has been active for 5 seconds, or it is canceled by the player, a timer is put on the move that prevents time from being slowed until 5 seconds pass. This move opens a huge wealth of strategy into Homura's moveset; the player has to be strategic about when to slow time, conserve time slow uses, what to do when time is slowed, ect. Attempting to use down special when you are out of time, or are stuck in the delay of being unable to use it, she will spin her shield uselessly, a nod to her running out of sand when fighting Walpurgis Night.
Time stop benefits Homura because most of her attacks are slow, and her combo game isn't all that good. With her opponents slowed, she is able to combo and damage her opponents with ease, though it is harder to KO them, because they move slower when knocked back.

Final Smash: Surgam Identidem: Homura disappears while saying "I'll put an end to you" A second later multiple rockets are seen flying toward the center of the stage. Being hit by these rockets stuns, and traps. These can be avoided by going to the center of the stage. Afterward, a truck speeds through the foreground where Homura was standing. If the truck hits a player, they are knocked upward with weak fixed knockback and are slowed, leaving them vulnarable for the follow up. Homura disappears when the truck is about 2/3s of the way across the screen. She reappears in the foreground on a battleship. Homura then fires missiles from the battleship, which hit all the players hit by the truck. They then fly into a stadium filled with landmines, which explodes on them dealing massive damage. The stage returns to normal, as Homura reappears where the final smash started. A second later, the player(s) transported to the stadium return back to the stage with heavy downward knockback. If the truck and Homura's rockets miss everyone, then the battleship rockets will be freefired for a stage wide effect. (Truck ram does 27%, rockets do 15%, Missiles do 18%, stadium explosion does 36% )

So basically, a shortened version of this:


Jab: Kick combo. Think Lucas's jab in Brawl, though it more closely resembles when Homura kicks Sayaka in the 3rd movie (2% first hit, 2% second, 3% last)
Forward Tilt: Homura jabs forward with her shield. This move has transcendent priority, and can reflect projectiles during the frames where the shield is out. It suffers from a bit of lag, however. (11%)
Upward Tilt: Homura pistol whips overhead. Decent for juggling. (6%)
Downward Tilt: Homura zaps the ground with magic from her soul gem. This is based off of the way she prepares to kill Sayaka. (8%)

Forward Smash: Homura fires an RPG in front of her. This acts as a slow projectile that detonates a short distance in front of her. Great horizontal range, but weaker than down smash. If used during time slow, the rocket freezes, and when time is resumed, it travels a short distance before exploding. (5% if hit by rocket, 11% uncharged explosion, 16% fully charged explosion)
Upward Smash: Homura fires a Howa Type 89 above her. Good for damage racking, but poor knockback. (4 bullets, 2% per bullet uncharged, 4% fully charged.)
Downward Smash: Homura fires an RPG at the ground in front of her. Poor coverage from behind, but is by far, her strongest smash. (19% uncharged, 25% fully charged)

Neutral Air: Homura swings her shield in front of her. Fast, but weak, and has poor utility for off stage use. It is however, her best out of shield aerial due to how fast it is.(8%)
Forward Air: Homura fires a FN Minimi forward. Heavy damage gain, but has atrocious landlag, and deals poor knockback unless you are right in front of the barrel when she starts firing. (6 bullets, 4% each)
Backward Air: Homura shoots an AT-4 behind her, slightly propelling her forward. (15%)
Upward Air: Homura leans back in the air, then kicks upward. Functions as a hard to land, but extremely rewarding vertical KO move. Reference to the high jumping scene in episode 1.
(14%)
Downward Air: Kick downward with right leg. Weak meteor smash, but very easy to implement into combos and edgeguarding due to its speed. Has poor range. (12%)

Dash Attack: Homura rushes her opponent with a golf club. If this is used during time stop, it will become a laggy combo if the first hit connects. First hit is an unconventional meteor smash with fixed knockback, second hit is a horizontal across the chest swing, and the third is a swing upward that functions as a powerful launcher. This is a reference to the first time she showcases her powers. (15% if used without time slow, 7% additional)
Ledge Attack: Homura climbs onto the ledge and hits with her shield. Useless. (7%)
100% Ledge Attack: Homura lets a grenade out of her shield, then teleports onto the stage. (12%)
Get Up Attack: Homura does a spinning kick. Looks similar to Ness's get up attack. (8%)

Pummel: Homura zaps her opponent with purple magic directly from her soul gem. Homura flinches during the animation as if she is being hurt too. Fairly slow for a pummel, but high damage. Reference to the way that she prepares to kill Sayaka in episode 8. (3%)
Forward Throw: Homura shoots her opponent with a Desert Eagle with some startup lag. She shoots them in the leg, as a reference to the gun fight in Rebellion. (9%)
Backward Throw: Homura tosses her opponent behind her. (4%)
Upward Throw: Homura tosses her opponent upward then stabs them with energy emanating from her Soul Gem. Slow but strong. (12%)
Downward Throw: Homura slips a grenade out of her shield, then lets go of her opponent and vanishes just before the grenade explodes. This is very effective for putting distance between Homura and her opponent. (8%)

Entrance: Homura flickers in (representing her abusing her time abilities to appear) then stands on one foot looking down. She then flips her hair and assumes her idle stance. This comes from the way that she saves Sayaka in Episode 5/6. To be more specific, this:


Up Taunt: Homura flips her hair while saying "There's no need for that." This is a reference to (no dur) Homura flipping her hair, and her catchphrase...if you can call it that.
Down Taunt: Homura clutches her soul gem, then takes a deep breath.
Side Taunt: Homura puts her soul gem in front of her face, healing her eye sight. This comes from Episode 10, when Homura heals her eyesight with magic. While doing this, she mutters No one will believe the future... Before she speaks, the flashback sound effect plays.

Bored Pose 1: Homura places her fingers on the right side of her hair by her hair line with her eyes closed.
Bored Pose 2: Homura takes a Grief Seed out of her shield and purifies her Soul Gem. The designs from the Grief Seeds come Patricia (the first witch Homura kills chronologically) and Charlotte. (the first witch that Homura is seen killing)

Win 1: Homura falls from the sky, then draws her bow, saying I'll keep fighting. This comes from the ending of Episode 12, in the last scene, where Homura jumps off the building and draws her bow.
Win 2: Homura turns away from the camera, takes two steps forward, and looks down at her left hand. She then dramatically turns around in the exact manner that she does in episode 2, and faces the camera with her left hand over her heart while holding her soul gem. After turning, she says My battlefield is not here. While this pose is mostly made up, her walking away before turning around dramatically come from episode 2, when Madoka asks Homura what she wished for. The quote comes from episode 10, where it is the last thing Homura says to Kyubey before (apparently) rebooting the timeline, and starting the events of Timeline 5.
Win 3: Homura floats upward slightly, then her wings from the epilogue fade in behind her. This (no dur) comes from the wings that appear behind her at the end of the epilogue.

Lose: Homura claps, slightly facing away from the screen.
 
Last edited by a moderator:
D

Deleted member

Guest
I wonder what Villager's alternate neutral will be.
Command Grab? Increased range but faster? Ability to hold hand out but less range and no invincibility? That's actually a really good question.

Having Roy appearing next to G&W and Wario is gonna take some getting used to...
 
Last edited by a moderator:

Sarki Soliloquy

Smash Champion
Joined
Jun 8, 2013
Messages
2,793
Location
Andover, MA, USA
What the hell, I'll post it anyway:

Playstyle: Homura is a unique character. She is basically two polarizing opposites in one character; a slow, defensive character with very limited combo abilities, that gets most of their KOs from reading the opponent as well as successful edgeguards, and a speedy, combo character that has no issue racking up damage, but has few KO options. She can switch between these playstyles with her down special, Time Magic. However, she has limited uses of her magic, and as such, players must find out the best situations to not only execute the move, but what to do when time is slowed to make the most use out of it. Homura's biggest cons are her poor combo game when time isn't slowed, resulting in her actions being somewhat predictable, as most will try the same defensive bread and butter tactics, and her off stage game not being too good. While her recovery gives decent distance, it can be read easily due to a somewhat slow start up, and Homura's jumps being only slightly above average, and falling slightly above average falling speed.

Neutral Special: Contract Stopper: Homura shoots a purple energy ball from her soul gem. It travels fairly quickly, and gives decent knockback, making it good for edgeguarding, but it has a bit of endlag, making it bad for aiding approaches or starting combos. This move comes from the way that Homura attacks Kyubey in episode 1, which she does to hide her true abilities. (8%)
--(DURING TIME STOP)-- Homura fires a Beretta 92FS. The bullets when fired travel a short distance then stop moving. They float in place for the entire duration of the time slow, dealing minimal damage and knockback. When Time Stop ends, the bullets shoot forward. They function like Sheik's needles, in that they are best for setting up, especially for kill moves that are otherwise hard to land. This comes from the "Swiss Cheese" scene in episode 8, where Homura lands ALL 15 shots in the gun's magazine while trying to kill Kyubey to stop Madoka from contracting. (2% per bullet fresh)

Side Special: Hom-Made Pipe Bomb: Homura throws a pipe bomb. This bomb can be aimed. This can be great for setups, because it does direct vertical knockback. The longer it takes for the bomb to explode, the more knockback it does. The bombs will not explode when time is slowed. The angles at which the bomb can be thrown include close forward (hold no direction), far forward (hold forward), directly upward (hold up), and directly downward (hold down). Homura can only have 1 bomb on screen at a time. This comes from Homura's (original) method of killing witches; making pipe bombs with blueprints from the internet, and throwing them at the witches. (9%)

Up Special: Flash Step: Homura teleports. This is fast, and gives decent distance, but it has a bit of startup, and a bit of endlag. This comes from what Homura was initially thought to have been doing during the Charlotte fight, and while retrieving Sayaka's Soul Gem. (She's actually stopping time, and sprinting.)

Down Special: Time Magic: Homura slows down time for up to 5 seconds. For every stock, Homura has 15 seconds worth of stopped time. Pressing down special while time is slowed resumes it. This move is canceled if Homura is hit with a non-projectile hitbox during time slow. After the move has been active for 5 seconds, or it is canceled by the player, a timer is put on the move that prevents time from being slowed until 5 seconds pass. This move opens a huge wealth of strategy into Homura's moveset; the player has to be strategic about when to slow time, conserve time slow uses, what to do when time is slowed, ect. Attempting to use down special when you are out of time, or are stuck in the delay of being unable to use it, she will spin her shield uselessly, a nod to her running out of sand when fighting Walpurgis Night.
Time stop benefits Homura because most of her attacks are slow, and her combo game isn't all that good. With her opponents slowed, she is able to combo and damage her opponents with ease, though it is harder to KO them, because they move slower when knocked back.

Final Smash: Surgam Identidem: Homura disappears while saying "I'll put an end to you" A second later multiple rockets are seen flying toward the center of the stage. Being hit by these rockets stuns, and traps. These can be avoided by going to the center of the stage. Afterward, a truck speeds through the foreground where Homura was standing. If the truck hits a player, they are knocked upward with weak fixed knockback and are slowed, leaving them vulnarable for the follow up. Homura disappears when the truck is about 2/3s of the way across the screen. She reappears in the foreground on a battleship. Homura then fires missiles from the battleship, which hit all the players hit by the truck. They then fly into a stadium filled with landmines, which explodes on them dealing massive damage. The stage returns to normal, as Homura reappears where the final smash started. A second later, the player(s) transported to the stadium return back to the stage with heavy downward knockback. If the truck and Homura's rockets miss everyone, then the battleship rockets will be freefired for a stage wide effect. (Truck ram does 27%, rockets do 15%, Missiles do 18%, stadium explosion does 36% )

So basically, a shortened version of this:


Jab: Kick combo. Think Lucas's jab in Brawl, though it more closely resembles when Homura kicks Sayaka in the 3rd movie (2% first hit, 2% second, 3% last)
Forward Tilt: Homura jabs forward with her shield. This move has transcendent priority, and can reflect projectiles during the frames where the shield is out. It suffers from a bit of lag, however. (11%)
Upward Tilt: Homura pistol whips overhead. Decent for juggling. (6%)
Downward Tilt: Homura zaps the ground with magic from her soul gem. This is based off of the way she prepares to kill Sayaka. (8%)

Forward Smash: Homura fires an RPG in front of her. This acts as a slow projectile that detonates a short distance in front of her. Great horizontal range, but weaker than down smash. If used during time slow, the rocket freezes, and when time is resumed, it travels a short distance before exploding. (5% if hit by rocket, 11% uncharged explosion, 16% fully charged explosion)
Upward Smash: Homura fires a Howa Type 89 above her. Good for damage racking, but poor knockback. (4 bullets, 2% per bullet uncharged, 4% fully charged.)
Downward Smash: Homura fires an RPG at the ground in front of her. Poor coverage from behind, but is by far, her strongest smash. (19% uncharged, 25% fully charged)

Neutral Air: Homura swings her shield in front of her. Fast, but weak, and has poor utility for off stage use. It is however, her best out of shield aerial due to how fast it is.(8%)
Forward Air: Homura fires a FN Minimi forward. Heavy damage gain, but has atrocious landlag, and deals poor knockback unless you are right in front of the barrel when she starts firing. (6 bullets, 4% each)
Backward Air: Homura shoots an AT-4 behind her, slightly propelling her forward. (15%)
Upward Air: Homura leans back in the air, then kicks upward. Functions as a hard to land, but extremely rewarding vertical KO move. Reference to the high jumping scene in episode 1.
(14%)
Downward Air: Kick downward with right leg. Weak meteor smash, but very easy to implement into combos and edgeguarding due to its speed. Has poor range. (12%)

Dash Attack: Homura rushes her opponent with a golf club. If this is used during time stop, it will become a laggy combo if the first hit connects. First hit is an unconventional meteor smash with fixed knockback, second hit is a horizontal across the chest swing, and the third is a swing upward that functions as a powerful launcher. This is a reference to the first time she showcases her powers. (15% if used without time slow, 7% additional)
Ledge Attack: Homura climbs onto the ledge and hits with her shield. Useless. (7%)
100% Ledge Attack: Homura lets a grenade out of her shield, then teleports onto the stage. (12%)
Get Up Attack: Homura does a spinning kick. Looks similar to Ness's get up attack. (8%)

Pummel: Homura zaps her opponent with purple magic directly from her soul gem. Homura flinches during the animation as if she is being hurt too. Fairly slow for a pummel, but high damage. Reference to the way that she prepares to kill Sayaka in episode 8. (3%)
Forward Throw: Homura shoots her opponent with a Desert Eagle with some startup lag. She shoots them in the leg, as a reference to the gun fight in Rebellion. (9%)
Backward Throw: Homura tosses her opponent behind her. (4%)
Upward Throw: Homura tosses her opponent upward then stabs them with energy emanating from her Soul Gem. Slow but strong. (12%)
Downward Throw: Homura slips a grenade out of her shield, then lets go of her opponent and vanishes just before the grenade explodes. This is very effective for putting distance between Homura and her opponent. (8%)

Entrance: Homura flickers in (representing her abusing her time abilities to appear) then stands on one foot looking down. She then flips her hair and assumes her idle stance. This comes from the way that she saves Sayaka in Episode 5/6. To be more specific, this:


Up Taunt: Homura flips her hair while saying "There's no need for that." This is a reference to (no dur) Homura flipping her hair, and her catchphrase...if you can call it that.
Down Taunt: Homura clutches her soul gem, then takes a deep breath.
Side Taunt: Homura puts her soul gem in front of her face, healing her eye sight. This comes from Episode 10, when Homura heals her eyesight with magic. While doing this, she mutters No one will believe the future... Before she speaks, the flashback sound effect plays.

Bored Pose 1: Homura places her fingers on the right side of her hair by her hair line with her eyes closed.
Bored Pose 2: Homura takes a Grief Seed out of her shield and purifies her Soul Gem. The designs from the Grief Seeds come Patricia (the first witch Homura kills chronologically) and Charlotte. (the first witch that Homura is seen killing)

Win 1: Homura falls from the sky, then draws her bow, saying I'll keep fighting. This comes from the ending of Episode 12, in the last scene, where Homura jumps off the building and draws her bow.
Win 2: Homura turns away from the camera, takes two steps forward, and looks down at her left hand. She then dramatically turns around in the exact manner that she does in episode 2, and faces the camera with her left hand over her heart while holding her soul gem. After turning, she says My battlefield is not here. While this pose is mostly made up, her walking away before turning around dramatically come from episode 2, when Madoka asks Homura what she wished for. The quote comes from episode 10, where it is the last thing Homura says to Kyubey before (apparently) rebooting the timeline, and starting the events of Timeline 5.
Win 3: Homura floats upward slightly, then her wings from the epilogue fade in behind her. This (no dur) comes from the wings that appear behind her at the end of the epilogue.

Lose: Homura claps, slightly facing away from the screen.
Hmmm... reading this moveset reminds me of the doujinshi Madoka Magica fighting game I've imagined. Kinda wish it was a thing, because that would look and play amazing.
 
D

Deleted member

Guest
Hmmm... reading this moveset reminds me of the doujinshi Madoka Magica fighting game I've imagined. Kinda wish it was a thing, because that would look and play amazing.
When.

This will probably be the closest thing we'll ever get sadly, and it's a voice actor joke.
 

Pyra

Aegis vs Goddess
Joined
Jul 7, 2012
Messages
18,560
Location
where ToasterBrains is
NNID
ToasterBrains
Switch FC
SW 8322 4207 9908
What are some unlikely music tracks you'd like to see in the game?

Mine is Phoenix Wright's cornered theme. It's unlikely, but it could happen. Some more Capcom love.
 
Last edited:
D

Deleted member

Guest
What are some unlikely music tracks you'd like to see in the game?

Mine is Phoenix Wright's cornered theme. It's unlikely, but it could happen. Some more Capcom love.
On the topic of Phoenix Wright music, the courtroom theme from the first game. Cornered would be pretty cool too, but if there was ever an Ace Attorney stage, I'd want the music to be as out of place as possible.

I'd also want this version of Magia

This theme from Modern Warfare 2 (Please don't shoot me, it goes great on Battlefield, I swear)

Battle of the Heroes

and the Melee version of Ness's victory theme

What about Ms. Fortune's Mami color? :troll:

Not a voice actor joke, I know.
That joke isn't funny. I nearly lost my head when I found out why she had that color :troll:
 
Last edited by a moderator:

Sarki Soliloquy

Smash Champion
Joined
Jun 8, 2013
Messages
2,793
Location
Andover, MA, USA
When.

This will probably be the closest thing we'll ever get sadly, and it's a voice actor joke.
Hehe, Peacock shares a VA with Saya and Squigly shares a VA with Homura in the English dub.

Basically, the roster would be something like this:

MAIN ROSTER

Madoka (Somewhat of a ranged "Shotokan" with a few melee options)
Homura (keepaway and zoner who relies on her time magic mechanic to position her attacks)
Mami (projectile focus with muskets and ribbons for physical range and snaring, can charge and store multiple muskets for chain fire, combos, and gunkata)
Sayaka (offensive rushdown character, very fast)
Kyoko (similar to Sayaka, but with more focus on barriers, range, and positioning strikes, also has a food item in battle)
Nagisa (uses a multitude of obscure magic attacks, might make a good Killer Joke Character)

SECRETS

Oriko (uses her balls as weapons, balls can operate as there own unit and have snaring ability)
Kirika (rushdown character with great approach, multihit heavy)
Hitomi (as a magical girl of course)
Likely some OCs

ALTERNATE SUPER FORMS

Madokami
Rebel Homura

The game would have some sort of mechanic involving the expense and replenishment of the Soul Gem. Kyubey could be involved with some sort of wager system (not Injustice) on which character has more momentum in battle. That might need more thought before balancing comes into play.

What are some unlikely music tracks you'd like to see in the game?

Mine is Phoenix Wright's cornered theme. It's unlikely, but it could happen. Some more Capcom love.
Cornered would kick ass. All NiGHTS into DREAMS OST. Nothing removed.

I just wanna fight to Paternal Horn and Suburban Museum on Wondy hill Zone.
 
Last edited:

Pyra

Aegis vs Goddess
Joined
Jul 7, 2012
Messages
18,560
Location
where ToasterBrains is
NNID
ToasterBrains
Switch FC
SW 8322 4207 9908
On the topic of Phoenix Wright music, the courtroom theme from the first game. Cornered would be pretty cool too, but if there was ever an Ace Attorney stage, I'd want the music to be as out of place as possible.

I'd also want this version of Magia

This theme from Modern Warfare 2 (Please don't shoot me, it goes great on Battlefield, I swear)
Oh yeah, if there was ever a courtroom stage it would need to fit the courtroom setting, after all!
What if there were dynamic tracks? Like a Phoenix Wright one where it starts off as the normal court theme, and becomes the more intense themes when appropriate (huge stock difference, game's almost over, etc)

I wouldn't shoot you (I feel like you were trying to make a pun) for that. It's just music. As long as you aren't pretending the game isn't overrated then you're fine :awesome:
 
Last edited:

Tilledimp

Smash Rookie
Joined
Jul 16, 2014
Messages
6
Location
Spring Houston, Texas
NNID
Zelda46269
3DS FC
1993-8427-4401
I know this topic has been exhausted to no end, but the closer we get to the next month I truly think that Ridley, may actually be announced as the final newcomer of the smash 4 roster, not including the returning characters I truly think will be announced next month as well, if not will be left as secret characters. :ness2::gw::metaknight::wario::falco::ganondorf: maybe :diddy:

I think Sakruai will have to try his best to keep as many super villains as he can.
 

Sarki Soliloquy

Smash Champion
Joined
Jun 8, 2013
Messages
2,793
Location
Andover, MA, USA
Damn, I kinda read Squigly's pallette as Homura's colors. They just looked too dull to be Kyoko's.

Could've used Behind The Voice Actors to spare my shortsightedness.
 

Pyra

Aegis vs Goddess
Joined
Jul 7, 2012
Messages
18,560
Location
where ToasterBrains is
NNID
ToasterBrains
Switch FC
SW 8322 4207 9908
As much as I don't care if Ridley gets in the game, I will probably feel really bad for his supporters when if he's not.
 

TheFirstPoppyBro

ᕦ_(⌐■+|+■)_ᕤ
Joined
Sep 5, 2011
Messages
8,487
Location
Gensokyo
NNID
breloomer236
3DS FC
2449-4708-5381
Switch FC
SW-7045-4156-8715
I know this topic has been exhausted to no end, but the closer we get to the next month I truly think that Ridley, may actually be announced as the final newcomer of the smash 4 roster, not including the returning characters I truly think will be announced next month as well, if not will be left as secret characters. :ness2::gw::metaknight::wario::falco::ganondorf: maybe :diddy:

I think Sakruai will have to try his best to keep as many super villains as he can.
We already have Diddy confirmed. Why is he in that list? :4diddy:
 
Last edited:

RamOne

Mr. Blue Sky
Joined
Nov 29, 2006
Messages
8,704
Location
The Netherlands
NNID
Mr.Baron
3DS FC
3926-5004-2681
and the Melee version of Ness's victory theme
Why did they ever change the Mother theme? Ness' victory theme was awesome.

I know this topic has been exhausted to no end, but the closer we get to the next month I truly think that Ridley, may actually be announced as the final newcomer of the smash 4 roster, not including the returning characters I truly think will be announced next month as well, if not will be left as secret characters. :ness2::gw::metaknight::wario::falco::ganondorf: maybe :diddy:

I think Sakruai will have to try his best to keep as many super villains as he can.
I actually think there are more newcomers left, besides Ridley. I'm convinced Shulk is still playable, as well as Dixie Kong/King K. Rool and a RH character. The latter is more based on hope, though.
Revealing Ridley shortly for release is probably the best thing Sakurai could do, assuming he's in, just to give the game the last big hype before going gold.
 
Last edited:

Tilledimp

Smash Rookie
Joined
Jul 16, 2014
Messages
6
Location
Spring Houston, Texas
NNID
Zelda46269
3DS FC
1993-8427-4401
I would love to see King K. Rool work to add one to the super villains of the smash cast, as for Dixie Kong, I would rather just see Diddy return, if not put in a different Kong member in that will not be able to be so much of a clone with Diddy kong.
 
D

Deleted member

Guest
Damn, I kinda read Squigly's pallette as Homura's colors. They just looked too dull to be Kyoko's.

Could've used Behind The Voice Actors to spare my shortsightedness.
The stage I was on kind of grayed out the colors. It's a lot more clear on other stages.

I actually think there are more newcomers left, besides Ridley. I'm convinced Shulk is still playable, as well as Dixie Kong/King K. Rool and a RH character. The latter is more based on hope, though.
Revealing Ridley shortly for release is probably the best thing Sakurai could do, assuming he's in, just to give the game the last big hype before going gold.
Basically this. I highly doubt there's only 1 new character left at this point. There's got to be a least 2. And one of them has to be Shulk :troll:

I would love to see King K. Rool work to add one to the super villains of the smash cast, as for Dixie Kong, I would rather just see Diddy return, if not put in a different Kong member in that will not be able to be so much of a clone with Diddy kong.
Diddy Kong has returned.
http://www.smashbros.com/us/characters/diddy_kong.html
 
D

Deleted member

Guest
No, that's just a fake leak. It was debunked ages ago.
I knew it was suspicious that he was shown a week after Little Mac...

Not to mention that he wasn't in either demo, but Greninja, Yoshi, Zero Suit Samus, and Sheik were in at least 1 version.

I feel like you guys need a reason to laugh, so here you go.

>Has Sonic in its name

Yeah, I'm probably not going to laugh from that.
 
Last edited by a moderator:

Sarki Soliloquy

Smash Champion
Joined
Jun 8, 2013
Messages
2,793
Location
Andover, MA, USA
If there's any title words I don't trust, it's any variant of "randomness" or "on crack".

I remember those Sonic shorts from way back in the day. Hehe, good times. :laugh:
 
Last edited:
Status
Not open for further replies.
Top Bottom