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Official Smash Ultimate Discussion

Almost one month has passed since release. In retrospect....

  • This is by far the best Smash ever. Like, I don't even know how they will top this.

  • Pretty freakin' good; I have a few qualms over things like internet play, balancing issues, etc.

  • It's ok, but [insert Smash game here] is better.

  • I'd rather play Parcheesi.


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Enchess

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I really hate that it's called Bowsette.

SMH, Peachette is a Toadette that looks like a Peach, ie, Peach-ette.
By extension, a Bowser that looks like Peach should be Peach-owser.
Or Peaser, Peacher, Pewser, or something like that.

But yeah, it's a little annoying.

I'm more bugged that people are so excited about the idea of gender bending Bowser when we've had Bowletta this while time... Any excuse to plug Bowletta into the conversation. She's the best echo choice and everyone who's played Superstar Saga knows it.
 

ReeseBalaski

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Still no blog post, eh? Is there a holiday in Japan at the moment? Something to do with the Equinox, I think.
 

Verde Coeden Scalesworth

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Still no blog post, eh? Is there a holiday in Japan at the moment? Something to do with the Equinox, I think.
The blog post was the Moon Assist Trophy. It only updated on the twitter for some reason. Unless I missed a blog post among the various languages.
 

Knight Dude

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So, anyone got some legit color swaps you want to see? Last Time I mostly mentioned Samus, and only her normal version at that.

I think the Magic Card from Mega Man and Bass would make for another good color swap if Black Hole Bomb or Flash Stopper isn't his Purple color swap.

MM&B_Get_Magic_Card_MM.png


Purple and Black is a pretty clean color combo. Though if Mega Man gets extra colors after the standard 8, he'll probably still get them from his moveset.

And while not likely, I think Blast Man's Powerup in Mega Man 11 would also make for a cool color swap, even without the extra details, Red/Blue is a strong color combo.

Mega Man 11 Blast Man Power.jpg

I think CV2 Simon could end up looking a lot cooler on the Smash Model.

Cv2-offart9.jpg

Evil Ryu has two main variants that'd make for good alts. The SF4 version with Purple Gi, Yellow Gloves, and a Red Headband and Hair.

Evil Ryu SF4.png
Since Ken's the likely Echo, I don't think we need to worry too much if he resembles Akuma a lot or anything. Though Akuma's got some different clothing bits to stand out anyway.

Ryu also has the Alpha version. Where he has a Gray Gi and Headband with Red Gloves.

Evil Ryu Alpha Ver.gif


I kind of like the SF4 version more, but this one is cool too.
 
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Shyy_Guy595

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I mean, Peachette reminds me of one fanart of Peach in spiked clothes and all to simulate being Bowser's queen, and it was really good.

That's generally the pic I think of whenever I think of the attractive parts of her, even if it is fanon.
 

Knight Dude

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Oh, and another color swap that'd be great is Phazon Suit Samus.

First_4_Figures_Phazon_Suit.jpg


I don't care if it's Edgy. It's a really clean and unique color swap.
 

Opossum

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So in general, how would people here feel about a hypothetical moveset centered around anti-airs? As in, the character in question is significantly more effective against an airborne opponent.
 

Shyy_Guy595

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Edgy has always been the "cool" thing that everyone likes to make fun of, but unironically loves
 

Idon

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Oh, and another color swap that'd be great is Phazon Suit Samus.

View attachment 166407

I don't care if it's Edgy. It's a really clean and unique color swap.
There's a reason red and black is used so often.
IT'S SO COOL.

It's such a shame black as a color is associated with edge because by golly, it's a color that fits everywhere.
As for my personal pick, I'm always disappointed that the gravity suit didn't become a more iconic part of Samus considering it's such a great design, especially in Samus Returns
 
D

Deleted member

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So, moving the focus to a more...sensible topic, how would you rank the third party characters based on how much you like them in their own series?
My ranking:
#1 :ultsnake:
#2. :ultbayonetta:
#3.:ultsimon:
#4.:ultrichter:
#5. :ultmegaman:
#6.:ultcloud:
#7.:ultryu:
#8. :ultpacman:
#9. :ultsonic:
 

Shyy_Guy595

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Sonic is number 1 for being my childhood along with a lot of others, to which Pac-Man comes in as the second.

Everyone else? I don't really care for. Might try the FF remakes and the new Megaman though
 

Idon

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So in general, how would people here feel about a hypothetical moveset centered around anti-airs? As in, the character in question is significantly more effective against an airborne opponent.
I'd say Marth fits that role pretty well with that ridiculous uptilt and up air denying any floaty characters footing, lol.

I'd personally love to see a character like that, but knowing you, you probably have some character in mind to fulfill exactly that role.

Gonna throw out a hard read here and assume you're cooking up an idea for a wind-mage or archer considering that's what's typically effective against airborne enemies in Fire Emblem.
 

osby

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So in general, how would people here feel about a hypothetical moveset centered around anti-airs? As in, the character in question is significantly more effective against an airborne opponent.
RIP Jigglypuff.

So, moving the focus to a more...sensible topic, how would you rank the third party characters based on how much you like them in their own series?
My ranking:
#1 :ultsnake:
#2. :ultbayonetta:
#3.:ultsimon:
#4.:ultrichter:
#5. :ultmegaman:
#6.:ultcloud:
#7.:ultryu:
#8. :ultpacman:
#9. :ultsonic:
  1. :ultsonic:
  2. :ultbayonetta:
  3. :ultryu:
  4. :ultsnake:
  5. :ultcloud:
  6. :ultmegaman:
  7. :ultpacman:
  8. :ultrichter:
  9. :ultsimon:
 

Knight Dude

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So in general, how would people here feel about a hypothetical moveset centered around anti-airs? As in, the character in question is significantly more effective against an airborne opponent.
You talking about that Merric guy aren't you?

But to answer your question, the idea is neat, but sounds too one track. Characters like Mega Man and R.O.B, who primarily use Keep-Away tactics, have various uses for each projectile. Air Shooter's an Anti-Air, Leaf Shield works as a physical attack, in tandem with grabs and eats some other projectiles. Buster spaces out the opponent, Metal Blades have a ton of use, Charged Mega Buster is a Finishing Blow/Punish/Get Away From Me tool.

But if the character is centered around a single gameplan, there's little variety in which players can express themselves with their main. Which is a problem some people had with Street Fighter V's characters, as there's no variance in how they can work.

So anyway, what kind of color swaps would you want Chrom to have?
 

Shyy_Guy595

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Chrom? Give him Red hair as a joke alt since he's a Roy echo

Know what, give him all the colors of the rainbow.
 
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Opossum

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I'd say Marth fits that role pretty well with that ridiculous uptilt and up air denying any floaty characters footing, lol.

I'd personally love to see a character like that, but knowing you, you probably have some character in mind to fulfill exactly that role.

Gonna throw out a hard read here and assume you're cooking up an idea for a wind-mage or archer considering that's what's typically effective against airborne enemies in Fire Emblem.
It's like 1:30 in the morning here and that's generally when I Merricpost before going to bed. :p

Nah but for real I've posted the set once or twice in the past, but never got too much input on the set itself lol. If anyone wants to take a look though...
Normal Attacks:

Jab: A gust of wind comes from slightly in front of Merric, pushing foes toward him. Another gust pushes foes slightly away from Merric. These can be chained for a bit, until the knock back forces foes away. All the while Merric moves his hands in a back and forth twirling or stirring motion.

Dash Attack: Merric clutches Excalibur to his chest as he lunges forward with one hand outstretched, sending a blast of wind toward the ground in front of him. Visually and mechanically similar to Little Mac's dash attack.

Forward Tilt: Merric sweeps his arm out in front of him as a small slice of compressed wind shoots out in front of him. A multi hit move that travels about half the width of a Battlefield platform.

Up Tilt: Merric lifts his arm quickly in a scooping motion as a razor wind travels from in front of him, to above him, to slightly behind him. This move mimics Marth's Up Tilt almost exactly, due to fitting in with Merric's anti-air theme and referencing his and Marth's friendship.

Down Tilt: Taking out an Elfire tome, Merric crouches. He then snaps his finger and a small ember appears on the ground a small distance in front of him, burning whatever foe he hits.


Smash Attacks:

Forward Smash: Merric creates a wall of razor wind in front of him. He then extends his arm and points, sending the wall of wind crashing into the foe. The wall travels the width of a Battlefield platform and drags the foe with it, not unlike Greninja's Water Shuriken with far less distance. However, there exists a momentary delay on the move before the wall begins to move. Walking into the unmoving wind wall causes no damage, so Merric must be careful of foes approaching quickly.

Up Smash: Merric summons a massive cyclone above him, which includes a suction effect. Foes are rapidly hit with multiple attacks from the cyclone before they are tossed from it. Foes are launched horizontally, similar to Jigglypuff's down smash.

Down Smash: Merric moves his hand in a small circle while holding an Elfire tome. The ground immediately around him flashes with red before erupting in two columns of fire.


Aerial Attacks:

Neutral Aerial: A gust of wind twirls around Merric's body as a multi-hit move, not dissimilar to Mewtwo's or Pikachu's neutral aerial.

Forward Aerial: Merric extends an arm, performing a motion similar to Robin's forward aerial, and launches a small blast of wind a small distance.

Back Aerial: Merric turns around and holds his Excalibur tome open with both hands as a green blast of wind erupts from it. It's range is short, but the move is very potent.

Up Aerial: Merric lifts his hand and launches two rising wind blasts which carry foes slightly upwards.

Down Aerial: Merric shoots a massive crescent of wind downward. If an opponent is hit by the center of the crescent, they are meteor smashed.


Pummel and Throws:

Pummel: Merric grabs the foe as wind magic pulses into them with each pummel.

Forward Throw: Merric hurls a chilling wind using his Blizzard tome, launching foes forward.

Back Throw: Merric tosses the foe back and blasts them with his Shaver tome.

Up Throw: Merric tosses the foe up and bombards them with three razor wind blasts from Excalibur.

Down Throw: Merric launches a fireball at the grounded opponent, causing a ground bounce.


Special Attacks:

Neutral Special: Excalibur - Merric holds his palm face down over the cover of his tome as it pulses with a green glow. After releasing the button, Merric launches a speedy and aimable razor wind blast. Like Pit's neutral special, this move can have its course adjusted as it flies. This move doesn't do a whole lot of damage or knockback, even when fully charged...against grounded opponents. If the opponent is in the air, however, the damage output gets increased significantly and the knockback is greatly expanded, making this a terrifically versatile anti-air projectile.

Side Special: Swarm - Merric takes out a siege tome, Swarm. When the button is held, a small dark energy orb appears about one Battlefield platform's distance away from Merric. By holding down the button and moving the stick, similar to Greninja's Shadow Sneak, you can move the orb further outward, upward to 80% of the length of Final Destination. However, you may not move it closer to Merric than its starting position and Merric cannot move while preparing this attack. When the move is released, a swarm of dark energy bombards any foe trapped in the blast radius in a high-damage, multi-hit move that does more damage the further away the foe is. Because the move isn't restricted to the stage itself, you can also hit foes off stage, so long as they are directly in Merric's line of sight, in an attempt to ruin their recovery. This move shouldn't be used in Free For Alls, however, as Merric is a sitting duck while using it.

Up Special: Shaver - Merric uses a Shaver tome to launch himself upward. This move doesn't cause any damage, but covers a great deal of vertical distance, compensating for Merric's low jumps. As well, as Merric ascends, he gets a wind box around him, pushing away foes that stray too close.

Down Special: Blizzard - Merric stands in place and takes out a Blizzard tome, pointing his hand diagonally downward toward the ground. While holding the move, he can move the control stick both in front of and behind himself, shooting an icy wind blast toward the ground and freezing it. Merric can only have a total amount of ground equivalent to one Battlefield platform frozen at a time. The frozen ground becomes slippery, making foes that step on it likely to trip, allowing for Merric to either counterattack or escape, or forcing them to make an aerial approach. The ground will thaw after a period of time, however. In the air, this move just acts as a chilling wind attack that's launched diagonally downward and doesn't cover a very large distance.

Final Smash: Starlight - In a cinematic Final Smash, Merric traps all foes in range in a magical bind. The background turns into a star-filled void as Merric unleashes a celestial explosion from the Starlight tome, yelling "Divine Starlight, lend me your aid!" and causing massive damage and knockback.


Taunts:
Up Taunt: Merric raises his hand, palm upward, as a small ball of wind forms in his hand.

Side Taunt: Merric begins reading through his tome, lightly chuckling to himself.

Down Taunt: Wind billows around Merric as Excalibur's pages turn and his hood rises up, while saying "Winds, heed me!"


Victory Animations:

Victory 1: Merric tucks Excalibur away into his robe and takes a bow.
Victory 2: Merric descends to the ground, surrounded by powerful gusts of wind and says, "It's been a pleasure."
Victory 3: Merric, with Excalibur drawn and open, says "The magic I've learned must protect everyone."

Victory vs Marth: Victory 3, except the voice line changes to "Don't worry, Marth. I'm sure Elice will be able to patch you up."

Kirby Hat: Kirby gets Merric's hair, hood, and Excalibur tome.

Alternate Costume: His white bishop robes from Mystery of the Emblem.
Like, at first it was mainly a pet project since he's one of my favorites in the franchise, but then I started to really like the moveset design basis and now I wholeheartedly support a character that'll literally never be in Smash. :p
You talking about that Merric guy aren't you?

But to answer your question, the idea is neat, but sounds too one track. Characters like Mega Man and R.O.B, who primarily use Keep-Away tactics, have various uses for each projectile. Air Shooter's an Anti-Air, Leaf Shield works as a physical attack, in tandem with grabs and eats some other projectiles. Buster spaces out the opponent, Metal Blades have a ton of use, Charged Mega Buster is a Finishing Blow/Punish/Get Away From Me tool.

But if the character is centered around a single gameplan, there's little variety in which players can express themselves with their main. Which is a problem some people had with Street Fighter V's characters, as there's no variance in how they can work.

So anyway, what kind of color swaps would you want Chrom to have?
As for color swaps, he has his token Red Unit swap, so a Green Unit one is obligatory. For outright alts, Great Lord from Awakeni and Exalt from Cipher/Warriors would be my picks.
 

Shyy_Guy595

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All of their answers are "I didn't played Castlevania".



You can be a good character and just happen to be edgy.
I'm aware. Would we consider Shadow a good character then?

Certainly better than Infinite, I'd say. Wouldn't say he beats Gaara though
 

Knight Dude

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So, moving the focus to a more...sensible topic, how would you rank the third party characters based on how much you like them in their own series?
My ranking:
#1 :ultsnake:
#2. :ultbayonetta:
#3.:ultsimon:
#4.:ultrichter:
#5. :ultmegaman:
#6.:ultcloud:
#7.:ultryu:
#8. :ultpacman:
#9. :ultsonic:
1. :ultmegaman:(The Main Man.)
2. :ultryu:(One of my favorite "Karate Man" type of characters)
3. :ultpacman:(The REAL OG)
4. :ultsimon:(Simon the Barbarian is Best Simon Don't @ Me)
5. :ultrichter:/:ultbayonetta:/:ultsnake:(Cool enough, but not my favorites)
6. :ultsonic:(Don't hate him, but some of his main games are a little jank.)
7.:ultcloud:(Blame Advent Children making his character more one-note than it was originally)
 
D

Deleted member

Guest
All of their answers are "I didn't played Castlevania".
Play a Castlevania game my dude. I'd recommend either Super Castlevania IV or Aria of Sorrow.
Symphony of The Night and Portrat of Ruin are also good too.
 

Knight Dude

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It's like 1:30 in the morning here and that's generally when I Merricpost before going to bed. :p

Nah but for real I've posted the set once or twice in the past, but never got too much input on the set itself lol. If anyone wants to take a look though...
Normal Attacks:

Jab: A gust of wind comes from slightly in front of Merric, pushing foes toward him. Another gust pushes foes slightly away from Merric. These can be chained for a bit, until the knock back forces foes away. All the while Merric moves his hands in a back and forth twirling or stirring motion.

Dash Attack: Merric clutches Excalibur to his chest as he lunges forward with one hand outstretched, sending a blast of wind toward the ground in front of him. Visually and mechanically similar to Little Mac's dash attack.

Forward Tilt: Merric sweeps his arm out in front of him as a small slice of compressed wind shoots out in front of him. A multi hit move that travels about half the width of a Battlefield platform.

Up Tilt: Merric lifts his arm quickly in a scooping motion as a razor wind travels from in front of him, to above him, to slightly behind him. This move mimics Marth's Up Tilt almost exactly, due to fitting in with Merric's anti-air theme and referencing his and Marth's friendship.

Down Tilt: Taking out an Elfire tome, Merric crouches. He then snaps his finger and a small ember appears on the ground a small distance in front of him, burning whatever foe he hits.


Smash Attacks:

Forward Smash: Merric creates a wall of razor wind in front of him. He then extends his arm and points, sending the wall of wind crashing into the foe. The wall travels the width of a Battlefield platform and drags the foe with it, not unlike Greninja's Water Shuriken with far less distance. However, there exists a momentary delay on the move before the wall begins to move. Walking into the unmoving wind wall causes no damage, so Merric must be careful of foes approaching quickly.

Up Smash: Merric summons a massive cyclone above him, which includes a suction effect. Foes are rapidly hit with multiple attacks from the cyclone before they are tossed from it. Foes are launched horizontally, similar to Jigglypuff's down smash.

Down Smash: Merric moves his hand in a small circle while holding an Elfire tome. The ground immediately around him flashes with red before erupting in two columns of fire.


Aerial Attacks:

Neutral Aerial: A gust of wind twirls around Merric's body as a multi-hit move, not dissimilar to Mewtwo's or Pikachu's neutral aerial.

Forward Aerial: Merric extends an arm, performing a motion similar to Robin's forward aerial, and launches a small blast of wind a small distance.

Back Aerial: Merric turns around and holds his Excalibur tome open with both hands as a green blast of wind erupts from it. It's range is short, but the move is very potent.

Up Aerial: Merric lifts his hand and launches two rising wind blasts which carry foes slightly upwards.

Down Aerial: Merric shoots a massive crescent of wind downward. If an opponent is hit by the center of the crescent, they are meteor smashed.


Pummel and Throws:

Pummel: Merric grabs the foe as wind magic pulses into them with each pummel.

Forward Throw: Merric hurls a chilling wind using his Blizzard tome, launching foes forward.

Back Throw: Merric tosses the foe back and blasts them with his Shaver tome.

Up Throw: Merric tosses the foe up and bombards them with three razor wind blasts from Excalibur.

Down Throw: Merric launches a fireball at the grounded opponent, causing a ground bounce.


Special Attacks:

Neutral Special: Excalibur - Merric holds his palm face down over the cover of his tome as it pulses with a green glow. After releasing the button, Merric launches a speedy and aimable razor wind blast. Like Pit's neutral special, this move can have its course adjusted as it flies. This move doesn't do a whole lot of damage or knockback, even when fully charged...against grounded opponents. If the opponent is in the air, however, the damage output gets increased significantly and the knockback is greatly expanded, making this a terrifically versatile anti-air projectile.

Side Special: Swarm - Merric takes out a siege tome, Swarm. When the button is held, a small dark energy orb appears about one Battlefield platform's distance away from Merric. By holding down the button and moving the stick, similar to Greninja's Shadow Sneak, you can move the orb further outward, upward to 80% of the length of Final Destination. However, you may not move it closer to Merric than its starting position and Merric cannot move while preparing this attack. When the move is released, a swarm of dark energy bombards any foe trapped in the blast radius in a high-damage, multi-hit move that does more damage the further away the foe is. Because the move isn't restricted to the stage itself, you can also hit foes off stage, so long as they are directly in Merric's line of sight, in an attempt to ruin their recovery. This move shouldn't be used in Free For Alls, however, as Merric is a sitting duck while using it.

Up Special: Shaver - Merric uses a Shaver tome to launch himself upward. This move doesn't cause any damage, but covers a great deal of vertical distance, compensating for Merric's low jumps. As well, as Merric ascends, he gets a wind box around him, pushing away foes that stray too close.

Down Special: Blizzard - Merric stands in place and takes out a Blizzard tome, pointing his hand diagonally downward toward the ground. While holding the move, he can move the control stick both in front of and behind himself, shooting an icy wind blast toward the ground and freezing it. Merric can only have a total amount of ground equivalent to one Battlefield platform frozen at a time. The frozen ground becomes slippery, making foes that step on it likely to trip, allowing for Merric to either counterattack or escape, or forcing them to make an aerial approach. The ground will thaw after a period of time, however. In the air, this move just acts as a chilling wind attack that's launched diagonally downward and doesn't cover a very large distance.

Final Smash: Starlight - In a cinematic Final Smash, Merric traps all foes in range in a magical bind. The background turns into a star-filled void as Merric unleashes a celestial explosion from the Starlight tome, yelling "Divine Starlight, lend me your aid!" and causing massive damage and knockback.


Taunts:
Up Taunt: Merric raises his hand, palm upward, as a small ball of wind forms in his hand.

Side Taunt: Merric begins reading through his tome, lightly chuckling to himself.

Down Taunt: Wind billows around Merric as Excalibur's pages turn and his hood rises up, while saying "Winds, heed me!"


Victory Animations:

Victory 1: Merric tucks Excalibur away into his robe and takes a bow.
Victory 2: Merric descends to the ground, surrounded by powerful gusts of wind and says, "It's been a pleasure."
Victory 3: Merric, with Excalibur drawn and open, says "The magic I've learned must protect everyone."

Victory vs Marth: Victory 3, except the voice line changes to "Don't worry, Marth. I'm sure Elice will be able to patch you up."

Kirby Hat: Kirby gets Merric's hair, hood, and Excalibur tome.

Alternate Costume: His white bishop robes from Mystery of the Emblem.
Like, at first it was mainly a pet project since he's one of my favorites in the franchise, but then I started to really like the moveset design basis and now I wholeheartedly support a character that'll literally never be in Smash. :p

As for color swaps, he has his token Red Unit swap, so a Green Unit one is obligatory. For outright alts, Great Lord from Awakeni and Exalt from Cipher/Warriors would be my picks.
Yeah, that makes sense. Though I'm sort of expecting them to go a similar route with Lucina rather than with Marth for his colors, in that each references a popular male character from Awakening.
 

Vycoul

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I'm aware. Would we consider Shadow a good character then?
I've never played any Sonic games with him in it, so my take might be inaccurate...
But to me, he seems be the personification of Sonic's spiral into a laughing stock. A character created to be gritty and dark for the sake of being gritty and dark. Pretty common in the early 2000's.
 

MainJPW

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Regarding the Sonic Render.

It's a pretty cool pose, being somewhere between "midway through a kick" and "midway through breakdancing".
Another reason why his Ultimate render is so good; it's the simple fact that it's in character. He breakdances while he fights in Battle, he breakdances in Advance games when he performs ramp tricks and clears a stage. A lot of Sonic's poses just looks like he's in the middle of breakdancing.

















Since Uekawa's artwork is inspired by graffiti art which is why Sonic and friends are always drawn in these quirky poses the Ultimate render really fits in perfectly with the way Sonic is usually presented in his 2D artwork. Dancing, striking a pose, etc.

Also, he would've danced in Sonic 1 but his moves were too much for the cartridge space.

http://www.sonicthehedgeblog.com/post/172530171580/in-the-sonic-postmortem-gdc-talk-naotoohshima

The fact that this didn't end up in the final game is a crime I tell you.

 
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