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Just count the amount of burned corpsesReggie just arrived at E3?
I wonder how many people have already asked him about Mother 3?
I feel like at most they'd drop a little hint, like "Be sure to keep your eyes open for more Minecraft/Banjo Kazooie news here at E3", no matter how much they may or may not have cooperated Nintendo will still be the ones calling the shots.Guys. Microsoft will hold their presentation today. If Minecraft content or Banjo Kazooie for Smash would happen, do you think Microsoft would wait with it, or splash out the information tonight?
Nintendo cause its Smash related news. Would be weird to get Smash news from Microsoft without any gameplay or a different first party newcomer being announcedGuys. Microsoft will hold their presentation today. If Minecraft content or Banjo Kazooie for Smash would happen, do you think Microsoft would wait with it, or splash out the information tonight?
"You guys like Minecraft, right? Now I don't want to give anything away, but I think you guys should REAAAAAALLY tune in to Nintendo's presentation, particularly the part that involves Smash. *snicker* Oh my gosh, they'll never see it coming!"I feel like at most they'd drop a little hint, like "Be sure to keep your eyes open for more Minecraft/Banjo Kazooie news here at E3", no matter how much they may or may not have cooperated Nintendo will still be the ones calling the shots.
Wait because it's not their game. I don't think they'd drop a hint, very out of Nintendo's style of reveals. People want hints and stuff from Nintendo, but they almost never do that.Guys. Microsoft will hold their presentation today. If Minecraft content or Banjo Kazooie for Smash would happen, do you think Microsoft would wait with it, or splash out the information tonight?
He could have just rebalanced it imo as the shoulder bash was satisfying to hit with, not to mention losing it makes a Wario Land reference get lostSo, I know that this conversation was awhile ago, but I wanted to bring up something about Wario's design that wasn't really mentioned, even in the analysis by PushDustin (which, mind, was a fantastic read.)
Note that Wario's entire playstyle is based on WarioWare, not just the individual moves and animations. What I mean is that Wario's fighting style is like a Microgame.
In Smash, Wario has a single, simple, potent killing option that he's always looking for - the fart. It's his win condition. If he gets the opponent with a fart, he kills them. That's his entire gameplan - stall and do damage until an opportunity appears to kill with the fart.
In a Microgame you have a single, simple goal to complete in order to win. Because the games are so fast and back-to-back, the player is expected to constantly be on the lookout for the next command prompt. You have to find out what you need to do for your win condition.
The design of Wario in Smash is intentionally built around the fact that the fart is Wario's only reliable killing option. I believe that this "win condition"-focused playstyle is what convinced Sakurai to remove the shoulder bash; it was a second killing option for a character that was meant to have only one.
Maybe this is a competitive vs. casual thing, but I almost never use Wario's fart and have absolutely win matches with him (once again in the more casual scene, but still with items off so Only through his attacks). So yea I've never got that impression from him lol.So, I know that this conversation was awhile ago, but I wanted to bring up something about Wario's design that wasn't really mentioned, even in the analysis by PushDustin (which, mind, was a fantastic read.)
Note that Wario's entire playstyle is based on WarioWare, not just the individual moves and animations. What I mean is that Wario's fighting style is like a Microgame.
In Smash, Wario has a single, simple, potent killing option that he's always looking for - the fart. It's his win condition. If he gets the opponent with a fart, he kills them. That's his entire gameplan - stall and do damage until an opportunity appears to kill with the fart.
In a Microgame you have a single, simple goal to complete in order to win. Because the games are so fast and back-to-back, the player is expected to constantly be on the lookout for the next command prompt. You have to find out what you need to do for your win condition.
The design of Wario in Smash is intentionally built around the fact that the fart is Wario's only reliable killing option. I believe that this "win condition"-focused playstyle is what convinced Sakurai to remove the shoulder bash; it was a second killing option for a character that was meant to have only one.
Don't you think that you're jumping the gun with that image? Nintendo's E3 broadcast doesn't start until 9:00 AM PDT; 12:00 PM EDT.Today is Sunday, June 10th. The day we finally enter the light is just within our reach.
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Not really. It's like Mewtwo's Down+B move... the character turns into stone instead of becoming stunned.That turning to stone thing if attacked from the front sounds really overpowered.
That reminds me...Not really. It's like Mewtwo's Down+B move... the character turns into stone instead of becoming stunned.
F-tilt and back throw are also pretty reliable for when Wario Waft isn't ready .-.So, I know that this conversation was awhile ago, but I wanted to bring up something about Wario's design that wasn't really mentioned, even in the analysis by PushDustin (which, mind, was a fantastic read.)
Note that Wario's entire playstyle is based on WarioWare, not just the individual moves and animations. What I mean is that Wario's fighting style is like a Microgame.
In Smash, Wario has a single, simple, potent killing option that he's always looking for - the fart. It's his win condition. If he gets the opponent with a fart, he kills them. That's his entire gameplan - stall and do damage until an opportunity appears to kill with the fart.
In a Microgame you have a single, simple goal to complete in order to win. Because the games are so fast and back-to-back, the player is expected to constantly be on the lookout for the next command prompt. You have to find out what you need to do for your win condition.
The design of Wario in Smash is intentionally built around the fact that the fart is Wario's only reliable killing option. I believe that this "win condition"-focused playstyle is what convinced Sakurai to remove the shoulder bash; it was a second killing option for a character that was meant to have only one.
That sounds plausible for what Sakurai was trying to go for, but Wario can kill in many other ways than just wafting, he's got his Up-air, B-air, Back-throw, F-tilt, and U-smash for example lol. I can believe it though, reminder that Sakurai literally said "... he isn’t very good in the air." about Cloud. -sourceSo, I know that this conversation was awhile ago, but I wanted to bring up something about Wario's design that wasn't really mentioned, even in the analysis by PushDustin (which, mind, was a fantastic read.)
Note that Wario's entire playstyle is based on WarioWare, not just the individual moves and animations. What I mean is that Wario's fighting style is like a Microgame.
In Smash, Wario has a single, simple, potent killing option that he's always looking for - the fart. It's his win condition. If he gets the opponent with a fart, he kills them. That's his entire gameplan - stall and do damage until an opportunity appears to kill with the fart.
In a Microgame you have a single, simple goal to complete in order to win. Because the games are so fast and back-to-back, the player is expected to constantly be on the lookout for the next command prompt. You have to find out what you need to do for your win condition.
The design of Wario in Smash is intentionally built around the fact that the fart is Wario's only reliable killing option. I believe that this "win condition"-focused playstyle is what convinced Sakurai to remove the shoulder bash; it was a second killing option for a character that was meant to have only one.
Nice. I also like the idea of a new type of Assist Trophy where the Assist Trophies are the playable characters in Smash. Imagine if Mario picks up this new Assist Trophy and another Mario appears as an Assist Trophy. Mario as an Assist Trophy would probably fly around in the Sky Pop (the plane from Super Mario Land) and shoot at the opponents.That reminds me...
I wanted them to bring back the trophy stand item from Brawl. My idea was that, when you hit someone with it, they become a trophy, allowing you to pick them up and throw them like an item.
Like being grappled, you can mash buttons to transform back.
Thought it was an interesting concept, that they made catagories, to interact with the audience. Really entertaining.
Obviously fake. The opposite of the proton is NOT the neutron! It would be called "Pokemon Proton" and "Pokemon Electron"! Its 7th grade science!Guys there is this E3 Nintendo leak with all the games they are gonna talk about:
View attachment 147527
Can't wait for that new warioware game.
and other hilarious jokes you can tell yourself."... he isn’t very good in the air."
I'd argue that Samus doesn't need a complete revamp. She's already one of the most faithful characters to her original games in the way she moves (her walking, running, jumping, gravity, and weight are all very directly inspired by Super Metroid.)One character I'd like to see revamped but at the same time would never believe Sakurai will revamp is Samus. Samus has so many tools in her arsenal but they aren't really displayed. Her charge shot in particular doesn't really look like any of her beams, but there's no way that'll be changed as it's a staple to her Smash character. Her Smash attacks are just a lot of explosive blasts out of her arm cannon. There's gotta be a way to visually change it. She's got so many beams at her disposal but they aren't utilized.
I'd argue that Samus doesn't need a complete revamp. She's already one of the most faithful characters to her original games in the way she moves (her walking, running, jumping, gravity, and weight are all very directly inspired by Super Metroid.)
However, I'd change her charge shot to be a move similar to Robin's Thunder tome, charging up to different beams that Samus has. I'd also make it much faster to charge until it gets to the Charge Shot, which would be the same potent killing move.
First Stage: Power Beam, can be shot in rapid succession by tapping b. (One shot.)
Second Stage: Ice Beam, does more damage than a power beam shot and briefly freezes the opponent. (Three shots.)
Third Stage: Wave Beam, does more damage than a ice beam shot and has better vertical range. (Stream of shots ala Super Metroid)
View attachment 147534
Fourth Stage: Spazer Beam, shoots three of the wave beam shots, but each one stays at the same height instead of making a wave. (ala Samus Returns) (three shots)
Fifth Stage: Plasma Beam, does the same as above, but the shots are now plasma shots that do a lot of damage.
View attachment 147535
Final Stage: Charge Beam, essentially the same as what we have now.
I'd also change her final smash to the Hyper Beam.
This way, she'd have all of her beams and her flexible toolkit would be more represented.
Maybe instead of assist trophy they make it that cherry power up from Mario 3D World (that is where it's from right?) Just limit it to one on the stage at a time and it shouldn't be too much to handle. Would be like any character could be the ice Climbers.Nice. I also like the idea of a new type of Assist Trophy where the Assist Trophies are the playable characters in Smash. Imagine if Mario picks up this new Assist Trophy and another Mario appears as an Assist Trophy. Mario as an Assist Trophy would probably fly around in the Sky Pop (the plane from Super Mario Land) and shoot at the opponents.
And it would also kill the "this character appears as an Assist Trophy so they will never be playable in this Smash game" argument.
The opposite of a proton is not an electron. Sure, they have opposite charge, but their mass isn't even close to similar. Also, a proton is a hadron and an electron is a lepton. The opposite of a proton is an antiproton.Obviously fake. The opposite of the proton is NOT the neutron! It would be called "Pokemon Proton" and "Pokemon Electron"! Its 7th grade science!
...but if that was correctly labled, they couldve gotten me. Everything else is perfect. /s
Seems pretty standard, I like it. Not too wild and crazy and it stays within the realm of reason while still having awesome inclusion like Snake, Simon, etc. People complain that there are no Kirby characters, but I think Star Allies Dream Friends will help with DLC. I’m just worried about the absolute fit people will through for multiple FE reps. I consider Lyn pretty much a lock for DLC considering her newfound relevancy and popularity. Also hoping for Arms DLC.View attachment 147470
Okay buckaroos. Assume that this roster is real and that Daruk is a stand in for your choice of the BotW Champions. How would you react?
I’m not going to link them because I’m on my phone and they are a google away if you want to make sure, but the statement that Corrin’s reveal trailer out of all of the DLC characters has the least views is just wrong. Mewtwo has about ~750,000 views, and he got a head start by being the first DLC. Ryu has just ~1,000,000 views and Roy has ~1,100,000 being revealed at the same time months ahead of Corrin. Corrin has ~1,300,000 views. The top viewed DLC videos are Lucas at ~1,500,000, Cloud at ~1,600,000, and Bayonetta at ~2,300,000 views (dang, girl!).Ya know...
That 4chan link made me think of something...
Of all the Smash 4 DLC trailers... Corrin has the least views and most dislikes...
Do you think that will affect anything?
The sun isn't the opposite of the moon either, but they make a good dichotomy. If PKMN actually did go with sub-atomic particles, they'd definitely go for proton/electron because they're the more accessible complementary pair.The opposite of a proton is not an electron. Sure, they have opposite charge, but their mass isn't even close to similar. Also, a proton is a hadron and an electron is a lepton. The opposite of a proton is an antiproton.
Last I've checked, Cloud's up aerial isn't exactly a quick KO maker, as it doesn't start KOing Mario on Battlefield's center platform until some point after 135% damage.and other hilarious jokes you can tell yourself.
Seriously, how did he expect Cloud's Up air to not be good?
He could have just rebalanced it imo as the shoulder bash was satisfying to hit with, not to mention losing it makes a Wario Land reference get lost
Maybe this is a competitive vs. casual thing, but I almost never use Wario's fart and have absolutely win matches with him (once again in the more casual scene, but still with items off so Only through his attacks). So yea I've never got that impression from him lol.
F-tilt and back throw are also pretty reliable for when Wario Waft isn't ready .-.
Okay, I see that I miscommunicated myself a little. Fart is not Wario's only killing option, but it's (meant to be) his only powerful and potent killing option, which the rest of the character's playstyle is (meant to be) built around.That sounds plausible for what Sakurai was trying to go for, but Wario can kill in many other ways than just wafting, he's got his Up-air, B-air, Back-throw, F-tilt, and U-smash for example lol. I can believe it though, reminder that Sakurai literally said "... he isn’t very good in the air." about Cloud. -source
It's a great juggling move with good hitboxes but sure, it isn't THAT good because it doesn't kill. Whatever you sayLast I've checked, Cloud's up aerial isn't exactly a quick KO maker, as it doesn't start KOing Mario on Battlefield's center platform until some point after 135% damage.
It's not infamous for it's KO capabilities, but rather it's deceptively fast, long ranged, and has a lasting hitbox, making it a very versatile move.Last I've checked, Cloud's up aerial isn't exactly a quick KO maker, as it doesn't start KOing Mario on Battlefield's center platform until some point after 135% damage.
Oh I got the point, I just feel like Sakurai approached it the wrong wayOkay, I see that I miscommunicated myself a little. Fart is not Wario's only killing option, but it's (meant to be) his only powerful and potent killing option, which the rest of the character's playstyle is (meant to be) built around.
It's meant to be his win condition, is what I'm getting at. You don't have to use it to kill, but it's the most fundamental part of his character.
(Note: I'm not arguing that the shoulder bash shouldn't be in, I just wanted to highlight the similarities between Wario in Smash and WarioWare Microgames.)
Fair enough.Oh I got the point, I just feel like Sakurai approached it the wrong way
I'd ditch Spazer, at least. I think you have too many stages in there, and it would either take too long to reach the Charge shot, or the section for each stage would go by too fast, making it hard to choose a certain beam.I'd argue that Samus doesn't need a complete revamp. She's already one of the most faithful characters to her original games in the way she moves (her walking, running, jumping, gravity, and weight are all very directly inspired by Super Metroid.)
However, I'd change her charge shot to be a move similar to Robin's Thunder tome, charging up to different beams that Samus has. I'd also make it much faster to charge until it gets to the Charge Shot, which would be the same potent killing move.
First Stage: Power Beam, can be shot in rapid succession by tapping b. (One shot.)
Second Stage: Ice Beam, does more damage than a power beam shot and briefly freezes the opponent. (Three shots.)
Third Stage: Wave Beam, does more damage than a ice beam shot and has better vertical range. (Stream of shots ala Super Metroid)
View attachment 147534
Fourth Stage: Spazer Beam, shoots three of the wave beam shots, but each one stays at the same height instead of making a wave. (ala Samus Returns) (three shots)
Fifth Stage: Plasma Beam, does the same as above, but the shots are now plasma shots that do a lot of damage.
View attachment 147535
Final Stage: Charge Beam, essentially the same as what we have now.
I'd also change her final smash to the Hyper Beam.
This way, she'd have all of her beams and her flexible toolkit would be more represented.