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Smash World Forum's Smash4 Ideal Roster (Current topic: Super Mario)

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Curious Villager

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Yeah I guess that does kinda seem like the type of final roster Sakurai would go for, maybe. I'm still hoping for some surprises though.
 

Gingerbread Man

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There are a few things I don't like. But prediction wise I'm a little skeptical of samurai Goroh. Also its 51 character (PT as 3, zelda as 2, samus as 2). I think its on the large side.

Changes might be a little mind boggling, so I suppose the roster is fine the way it is.
 

Shorts

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IDEAL ROSTER TIME
!Congratulations, you all have been hired on as Sakurai's official Smash4 consultants!

You will be pitching character ideas and discussing movesets, and character potential from each franchise. I, Sakurai will of course be in charge of dealing with vote counting and whatnot, but this is a collaborative effort. Also note that voting will be viewed as a LAST RESORT MECHANISM.The ideal roster is about what we, as a group want from this roster. How this will work is, in order for a character to be added to the roster it must have:

1. Generally agreed that they should be included, or if it comes to it: 50% votes or more
2. A basic playstyle written out as well as B moveset

Besides simply the BASIC roster, we're going to have THREE clones chosen (On the off chance our group somehow finished the game super early), and THREE DLC characters chosen. Lastly we will have FIVE characters (being ranked first to last) on the chopping block in case we run short on time. The general roster has no character limit, but just note that there will be six extra characters (some clones, some DLC) planned when all is said and done.

I'm looking for creativity, and civil discussions. (Debate is welcome)

FAQ~

What if multiple people make movesets and no one can decide on one?
No worries, if we have say, three Bowser Junior movesets, and he's chosen to be playable, its our job to combine the best qualities of all of them.

Can we vote in 3 Mario characters?
I mean, we could, but does that sound like a good idea? I don't think so.

Current Ideal Roster:




Any questions before we begin?
 

_R@bid_

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For the three clones, I think we should definitely save Roy/Chrom/*Insert FE rep here* for one spot, and maybe have Black Shadow inherit GDorf's moveset for the second. For the last clone IDK though.
Now for the normal roster section I'll nominate K Rool. For a moveset, try this.
Short Version: K Rool is an ground based grappler/trapper hybrid, with an emphasis on either careful planning or luck, depending on the play style preferred by the player. He has great projectiles, strong kill moves, decent comboing that mostly requires prior set up, and versatile grabs. His weaknesses lie in recovery and move speed.
Specials:
Neutral: Krown Toss
Throws a Krown Boomerang which carries the opponent to K Rool.
Side: Blunderbuss
Fires a random projectile from the blunderbuss, can be angled in different ways.
Up: Helicopter
Flies freely but slowly for a short time.
Down: Electric Pods
Plants a pod, if two are onscreen electricity arcs between them.

And here's the long version.
Finally have the time for Part 1 of the moveset.
Also, before I begin, let me say that a lot of credit goes to BKupa, as, without playing the games, I relied on his move sets to learn about K Rool's abilities.
Statistics:
Size:10/10
Weight:10/10
Run:8/10
Grounded Jump:8/10
Double Jump:1/10
Fall Speed:7/10
Traction:8/10
Air Mobility:2/10
K Rool is very fast for his size and weight, with a run similar to Charizard. His kingly muscles lift him high off of the ground- making him unfortunately vulnerable. His weight and rounded figure makes for a fast fall, and he slides very little, allowing for easy shield grabs.
His air game is very much hampered by his low mobility and double jump- and never, ever, get hit off stage- you're very likely to die.
Specials:
Neutral:Krown Toss
The King of the Kremlings winds up while B is held, charging up for a throw. When it is released, he throws... His Krown?! Like a slower link's boomerang, the Krown will travel for a little over half of FD in one of three angles- straight, up, or down- before coming back to K Rool. If it misses him, it will go a third of the distance before and then curve back. Upon hitting an opponent, he will be carried on the Krown all the way back to K Rool, who automatically grabs him. Similar to most immobility inducing moves, this can be button mashed out of. Note that if the Krown is hit with someone on it, they will take no knock back but all the damage, and be unable to escape for a moment. The Krown deals 1% every 20 frames.
Side B- Blunderbuss
K Rool pulls a large blunderbuss out and shoots one of the following projectiles:
30% Chance: Kannonball
(No flash while charging) Deals 5% and upward knock back approximately equal to Samus' super missile. If this lands on the ground, it will become a throwable item.
20% Chance: Spiked Kannonball
(White flash while charging) Same as the normal Kannonball, but deals 6%, and upon landing becomes a stationary hit box that disappears after 10 sec onds.
10% Chance: Slowing Gas
Red Charging Flash. Deals no damage or knock back, but slows down the opponent. Upon land, explodes, creating a lingering cloud with the same effect.
10% Chance: Freezing Gas
Blue Charging Flash. Freezes the opponent in place, and creates a lingering cloud upon landing.4%
10% Chance: Strange Gas
Orange Charging Flash. Reverses opponents controls, creates lingering clouds when landing.
10% Chance: Klaptrap
Green Charging Flash. Spikes hard, with 8% damage. Flls through the floors instead of landing.
9% Chance: Barrel
Brown Charging Flash. Light knock back, and rolls upon landing.4%
1% Chance: Misfire
Can't be charged. Deals 10%, no kb, to K Rool and 30%, high knockback, to those around him.

Note that all of these have the same size hitbox, and travel at a decently slow speed to allow for approaching without making camping godlike.This move can be charged by holding down B, making the projectile larger and stronger. If shield is inputted then, charging is canceled, and K Rool will not receive that projectile again until he actually fires another or a misfire happens. The projectiles will move in different ways depending on the direction held during startup. None or forward will result in a completely straight path forward, up will cause a high arc before it lands on the ground, down will make it fall and then repeatedly bounce forward off the ground, and back results in a slow looping flight that is wonderful for covering space or approaching.
Up B: Helikopter Pack
The King takes out a helicopter pack, a gift from his scientist brother :troll: and is, for 3 seconds, able to hover in place and fly in 8 directions, albeit slowly, making him easy to gimp. At the end, K Rool enters special fall . If the pack itself is hit, K Rool will fall, helpless, not even regaining the move's use until he lands or grabs a ledge.
Down B: Electric Pods
A metal pod spawns before K Rool and remains stationary there, even mid air. If K Rool performs the move again elsewhere, another will spawn, and lightning will arc between the two 1 out of every 5 seconds, over a period of 1 minute. The lightning stuns the opponent and deals 10%. The pods act as solid platforms only K Rool can tech off of, delaying gimps and giving him a safe haven to land on in the air, where he is normally so vulnerable. When lightning is not there, K Rool can grab and throw the pods as items- but if lightning comes when he's holding it, he'll be in for a shock. If lightning comes while they are thrown through the air, they will freeze in place suddenly. Throwing the pods can make for faster repositioning, but will not make them last any longer than normal. If down B is pressed with two pods out, both will disappear, allowing for him to set up them again in a new spot.
K Rool Move Set Part II
Jab: Klawing and Klapping
K Rool scratches with his left and then right hands before bringing them together in a clap.
The first klaw has light knock back and high hitlag to connect into either the next klaw, or, through jab canceling, a guaranteed grab or downtilt. 2%. The next is the same, but does not have guaranteed follow ups except at low percents if the opponent SDI'd both Klaws. The last is a strong klap dealing 5% and decent horizontal knockback. However, without the use of a trap to knock opponents back in, this is unlikely to connect.

FTilt: Klever Kontraption
The Kaptain hoists his blunderbuss and starts sucking in opponents in a very focused stream about the length of one Ganondorf. This can be angled. He will continue sucking them close as long as A is held. The stream is very strong- great enough to pull back opponents recently launched so he can hit them out again with another move. However, with each use, the pull stales, preventing infinites. The pull affects projectiles too, including his own, allowing for clever mind games.

DTilt: Kunning Kape
Credit to BridgesWithTurtles. The King sweeps the ground in front of him with his Kape, tripping grounded opponents and knocking down aerial ones for 3%. Both hits can be teched, though this does not faze K Rool one bit. With his high mobility, great grabs and spectacular stage control, tech-chasing is a piece of cake!

Up Smash- Krashing Kannonballs
With a stomp of his mighty foot, K Rool sends a giant Kannonball plummeting from the sky. The number of kannonballs, all with one Ganondorf of space between them, will increase with charging, at a maximum of three. The Kannonball meteors any unlucky enough to be hit by it for 8%. Once it contacts the ground, it bounces three times before hitting the ground again and disappearing. However, the kannonballs will be moved in the direction of knockback of any of K Rool's moves with the knockback resistance of two Bowsers, resetting the bounces. Note that the hitbox of the Move that hit it will be applied to the entirety of the Kannonball as it flies, making for a very dangerous and versatile projectile. If it is hit five times by him, however, it will crumble anyway.

FSmash: Kombustion Kannon
The Baron pulls out a fireball launching Kannon. He fires a powerful fiery explosion at point blank range, dealing 9-12% and strong vertical knockback. This is his most powerful move outside of a misfire. However, the startup is rather hefty. Charging will increase the size, damage, and knockback of the move until it reaches the size of Bowser and the strength of HIS fully charged FSmash. Don't mess with this move.

Down Smash: Kakaphonous Kollision
K Rool slams his *** into the ground with a comical bouncing noise and bounces back to his feet. If the move is charged, he will bounce multiple times before coming to his feet, with a cap of five. Each bounce makes a shockwave with a little less range and knockback than DK's Hand Slap, for 5% damage. Of course, K Rool has some tricks up his sleeve. You can freely influence your flight between bounces to either direction for a bizarre approach, and can cancel the landing, pre-shockwave, into a surprisingly acrobatic roll. This roll can be canceled with any attack, allowing K Rool to punish anyone who was going to punish him!

Up Tilt: Kremling Kopycat
K Rool does an... awfully familiar looking...uppercut with his ridiculously large boxing gloves on. Hmm... the game's name is right on the tip of my tongue... something like "Meat Biter"?:troll: Anyway, this deals 4%, with vertical knockback. It has low BKB and high KBG, allowing for great juggling and decent kills if not staled, depending on percent. It has pretty good coverage and functions primarily as an anti-air.

Dash Attack: Krash Kourse
He pulls out his blunderbuss again, but this time aims it behind him. For as long as a is held, the Piratical King will jet forward at a slightly greater speed than his run propelled by flames coming from the gun. The flames deal light set knockback and 5% in the direction K Rool is moving away from, which easily combos into any left behind traps. This can be cancelled with a grab, making K Rool's grab game all the more easy to connect. If K Rool comes to an edge during this, he will be flung off with high momentum, perfect for setting up a high risk, high reward gimp his low air mobility would normally prevent, as well as giving him more movement capabilities in platform heavy stages.

Nair: Krazy Kopter
K Rool holds his helicopter pack in both hands and frustratedly smacks it. It suddenly starts turning, but as K Rool is holding it out in front of him, he is, much to his dismay, rapidly spun around the x axis until he becomes a miserable green blur. As he is spun, his body will hit anyone around him, with the many consecutive hits near impossible to DI out of due to random knockback angles. If all hits connect, the move does 10%, though this is unlikely. This can combo depending on the last hit's knockback, but its more reliable use is in shield pressure, as his flailing limbs can deal heavy damage to a shield. Then, he can land while they're trapped by shield stun and grab them, or perhaps break the shield with whatever suits his fancy- another Nair, or maybe even an FSmash.

Uair: Kompact Kranium
With the blunderbuss aimed downward, K Rool lunges up a bit to headbutt the opponent, launched slightly by flames from the blunderbuss. There are two hit boxes. The flame hitbox comes out first, but only for a very brief window, and spikes powerfully, dealing 7%. The second is in top of K Rool's kingly pate, juggling at low percents and killing moderately early. This is a risky move, however, as the upward boost forces K Rool to stay a little longer in the air. It can be used to add a little extra distance to K Rool's recovery, too, though the boost is only usable once.

Fair: Kong Kleaver
K Rool swings out with his scepter from Mario Super Sluggers for 6%. This is K Rool's most long ranged melee move that isn't extremely slow, so this can be used to create a little extra space against speedy characters. The knockback isn't low enough for much comboing, and is too low to kill. However, it has a low angle, and so is good for gimping. Additionally, this reflects projectiles.

Dair:Kurled Krokodile
K Rool curls up into a ball. In this state, he has much higher mobility and falling. If he contacts the ground he bounces up. This move has a weak 3% hitbox that can combo, though only at very high percents.
The main use of this is escape when K Rool is put in the vulnerable position of being in the air- though, due to bouncing, you ultimately end up in the same position, just farther away. This is also useful for unpredictable movement through his various traps, and for recovery from up high.

Bair: Kwick Kut
K Rool turns quickly and lashes out with his tail. His fastest aerial. The move hits horizontally on startup and spikes by the end, with damage of 4%. This is his fastest aerial and makes for a good out of shield option when an opponent attacks from behind to avoid getting grabbed. The late hit is good for edge guarding and setting up techchases, while the initial can be used as his quickest kill move or as a way to get the opponent off you.

Now for K Rool's grab and associated attacks.

Grab: King's Klutches
K Rool reaches out with one arm and snags his enemy. The range is approximately equal to DK's, though slightly slower to compensate for his throws.

Pummel: Kollosal Kavern
K Rool opens his mouth wide and sticks the opponent into it, before clamping down hard. Though slow, it deals 5%, and the majority of the startup lag is negated if they're still in his mouth from a previous bite.

FThrow: Karelessly Kruising
This is K Rool's most essential throw. He picks up the enemy and flies around freely in the directions he inputs until the opponent breaks out. During flight, he can use the C Stick to perform any of his other throws, and A or B to pummel them. He can thus freely pick exactly where he wants the enemy to end up, making his traps easier to connect and his throws easier to kill with. Even if neither are possible, this can be useful to simply move K Rool to a more advantageous spot.

BThrow: Krushing Knuckles
K Rool turns with the victim in his gloved hands and punches them off at ~35 degrees. Though the knockback isn't very strong, he can use FThrow to get closer to the edge, increasing its use. Additionally, if you press B after, K Rool will fling his boxing glove at them, spiking them very weakly. The knockback is still adequate to lead to a tech chase however, and K Rool excels at that. The first punch deals 3%, and the glove throw 2%.

DThrow: Krippling Klamp
Credit to whoever had this idea earlier in the thread. K Rool takes the opponent into his mouth and performs the infamous Crocodile Death Roll. The damage is insane, at 19%. Also, it gives light set knockback that should be incredibly easy to combo off of. Sound broken yet? Well, there is one flaw... K Rool flops onto his stomach, exhausted, afterwards. If he's in the air, he falls, helpless. As he can't do anything until he gets up, he cannot normally connect anything after. That is, unless he has traps or a team mate there to intercept the opponent. Either will give him time enough to get up and continue the combo. The down throw is the best move to put the hurt on the opponent when you've finally managed to set up everything. He exemplifies the rewards K Rool gets through careful planning.

UThrow: Krool Konclusion
The King stuffs the opponent into a barrel full of explosive and lights the fuse. During the wait of three seconds between lighting it and the explosion, K Rool can move and attack freely. He can use this time to booby trap the stage and/or prepare to hit the opponent after the launch. Note that the trapped character is completely immune to damage or knockback during his brief stay. Once the fire reaches the barrel, it explodes violently for 10% and high upward knockback. With a well placed Kannonball or one of his aerials, K Rool can hit him and combo a little. While this does not require the prior setup DThrow does, it is less rewarding. If this is performed in the air, the barrel will be kept afloat by a small helicopter like his pack in miniature.
Hooray for self advertisement.
 

Gingerbread Man

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Besides simply the BASIC roster, we're going to have THREE clones chosen (On the off chance our group somehow finished the game super early), and THREE DLC characters chosen. Lastly we will have FIVE characters (being ranked first to last) on the chopping block in case we run short on time. The general roster has no character limit, but just note that there will be six extra characters (some clones, some DLC) planned when all is said and done.
I'm a bit confused and excited at the same time.
So if we have extra time during development we chose 3 more characters to make into clones. But afterwards we chose three entirely unique characters for DLC. Then we also include 5 (who are not the six we just listed) who might be cut if we're behind in development. So if those 5 don't make it would it also mean the clones are doomed? Also would the clones or those 5 in danger carry on to DLC if they don't make it into the finished product?


Edit: I'm still working this out. I think it makes the most sense if we decide all that stuff after we make the basic ideal roster. Then maybe the 5 in danger/clones. Then DLC.
 

Shorts

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Okay, collapse that moveset, and I would rather have a short summery of the playstyle and the B-moves, nothing more. Just because I'm going to be compiling them all on the front page. And it's not time for movesets or anything right now. I just want people who have questions to ask before we start :p

Okay, this is all hypothetical, remember, so if we were hypothetically making the game, I would want three characters chosen for the hypothetical situation where we finished early. The DLC characters are for the hypothetical situation that we could release DLC, and the chopping block is for the hypothetical situation that we ran short on time. These aren't going to affect the roster in any way. Just some notes, if you will.

We're going to choose three clones, three DLC characters, and list five characters from the basic roster to have on the chopping block. All are for different hypothetical situations. We're not actually making Smash4 :p
 

_R@bid_

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Okay, collapse that moveset, and I would rather have a short summery of the playstyle and the B-moves, nothing more. Just because I'm going to be compiling them all on the front page. And it's not time for movesets or anything right now. I just want people who have questions to ask before we start :p
Oh, sorry, I'll do that now.
Edit: Is that better?
 

Banjodorf

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Looks like I"m too late to vote for K. Rool, Mac and Takamaru for the Prediction roster. They didn't need my help though! :cool:

As for the ideal...

I'll add K. Rool, Little Mac, Ridley and Takamaru for the ideal. I'd also add Dixie as a clone yet to be added. For DLC I'll vote for Layton, Girahim and Saki as DLC.

Am I doing it right?
 

Shorts

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It's going to be the exact same as the prediction where we go franchise to franchise, right now I'm just trying to work out any kinks or questions. That's why there's no "current topic: Mario" oon the front page. And DW about the DLC/Clones/chopping block right now. That will come later.
 

Banjodorf

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It's going to be the exact same as the prediction where we go franchise to franchise, right now I'm just trying to work out any kinks or questions. That's why there's no "current topic: Mario" oon the front page. And DW about the DLC/Clones/chopping block right now. That will come later.

Right, so I'll just vote for my favorites from the Prediction roster right now: K. Rool, Little Mac, Takamaru, Isaac and Ridley
 

BKupa666

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Shorts

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We're. Not. Voting. Right. Now.

We can start later tonight when I get off work, I promise you eager cats.
 

Opossum

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I would definitely play that Prediction Roster. It's even got Goroh. :D

Can't wait until the ideal roster is able to be voted on.
 

Banjodorf

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Why do I get the feeling discussing an ideal roster is only going to end up a hot mess? Are we merely going to take the prediction roster (I'd say it's plenty ideal. We're running short on good reps here, folks) and add on to it? What do we mean by ideal? Complete all the series?

- Well in that case, I think Mario could use its secondary villain, and yes, its Sports rep in Waaaaaaa.
- I think DK could use Dixie Kong as its remaining main protagonist
- We could use Mach Rider and Duck Hunt Dog to really round out those important bits of the fancy NES days.
- Animal Crossing, yo.

Anybody? I'm having a difficult time as well figuring out other series that need "completion". I would've said F-Zero, but Goroh is on the prediction roster, and honestly, F-Zero hasn't warranted a second rep for three games. It won't warrant three with this one, no matter how much I love it.
 

Shorts

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Shut up, you're all being dumb.

First franchise up for discussion: Super Mario
 

Banjodorf

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Shut up, you're all being dumb.

First franchise up for discussion: Super Mario

No, YOU! :troll:

Man Shortie, I'm still not sure entirely what you want from an "ideal" roster, but I'll just give a decent analysis of the only three picks I deem worthy of a possible Mario slot. Or three.

Anyway. Mario. Yes. See, here we're talking about "ideal". I'm still not sure exactly what that means. If I was to take a look at Mario in Smash right now, I'd see 4 characters for without a doubt the biggest Nintendo series out there. It feels a little lacking, if you ask me, especially for a series that covers so. much. GROUND.

The way I see it, we have tons of sports games, tons of crossovers, main games, etc. AND MORE SPINOFFS and subseries. How is it not possible for Mario to ideally have 5 reps? Or 6...

I'm going to make a case for two:

Junior and Waluigi. (I'll keep this post to make movesets later. I'm tired.)

Bowser Junior -

Bowser Junior is an odd one indeed. He appeared waaaaay back in the late months of 2001, on that little Gamecube gem Sunshine. Since then he's been a major player for Mario, and just got more important as time went on. There was a small hiccup where he was replaced by the Koopalings, and also by generic villains in 3D Land (So many Boom-booms) but he's managed to come back to Daddy's side every time with a variety of moves, tricks and...talks.

When it gets right down to it, I think Junior fits the mold for an ideal Mario addition, and beats out the likes of Paper Mario (much as I hate to admit it. I god damn LOVE that 2D *******.) He's got unique potential, won't have to sit in Daddy's clone-tastic shadow, and has a good opportunity to use all those gadgets the more brutish Bowser wouldn't actually bring to a Brawl. That and he's a popular, generally acceptable addition.

He gets alot of flak and wasn't on the Prediction roster for a reason or another, but I think the roster would only be perfect complete with tha obnoxious little dude. I also really don't think he needs a Shadow Mario transform. Would it be cool? Hell yes. Can he just use a paintbrush weapon instead? Sure.


Secondly!

Waluigi-

WAAAAAAAAAAAAAAAAAA! Dude. This annoying, lanky ************ has been creeping us out for 13 years now. Ever since Mario Tennis, he's been there. Always hanging around at sports games and never seeming to do anything else. But that's just it. There's so many Mario sports games, why doesn't it make sense to have one character to rep them all? Waluigi, being at least less of a pallate swap than Daisy, and being comical in his own right, could be that charcter.

I know that's the generally-understood argument for his character, but there's just something about it that works for me. Besides, I've always felt it was odd that we had the Red guy, and the Green guy, and now the Yellow dude, but not the Purple dude. They always made up this wierd, sports-only foursome (Eww...) in my head, and I'd like to see that realized in an ideal Smash roster. Besides, one of my friends would laugh his lungs out going "WAAAAAAAA!" every time he picked Waluigi. And I wouldn't want to deny him incredibly stupid ways to have fun. :cool:


Paper Mario to come later. Zzzzz...
 

Opossum

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Seeing as the Brawl roster's already on the ideal roster, I shall make a case for Toad.

Okay, so Toad is actually pretty interesting in the fact that he can be done in a variety of ways. He can go the "grab-bag item-master" route, as he did in various Mario games, he could have a Mushroom-based moveset (Spores, Mushroom Bumpers, etc), and a mix of both. He'd be a small and light character, but with great physical strength, as referenced in his trophies. I imagine his grab-game, despite having a rather short range, would be pretty good, with his throws being especially good, referencing SMB2 and Wario's Woods.

So yeah. Just my take on Toad.
 

FalKoopa

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I'll make a case for Toad, Paper Mario and Dr. Mario. I'll edit my moveset into this post later.
 

Diddy Kong

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Three Marios? Now why would you DO such a thing? :urg:
 

Frostwraith

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My choices: Bowser Jr. / Shadow Mario, Waluigi and Dr. Mario.

Would like to see all veterans return in some form, regardless of whether or not they're clones.
 

Gingerbread Man

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Paper mario represents a series on his own, rather than being a side character. He also has a ton of potential (air plane, hammer, pixels, companion abilities, and other general paper abilities).

Aesthetically, hes quite different from mario and every other character.
 

Autumn ♫

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For the Mario character's I would pick Toad
Toad is the last of the 5 original Mario characters who is getting more important roles in Mario games such as NSMB series. Toad has been in about every Mario game. He has alot of moveset material which I will show you sometime soon, and has had his own game and has been playable in several.
 

josh bones

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Paper Mario
He has his own series, so he might not count, but if he does, #1 Mariovnewcomer right here

He could have partners, glide by turning into a plane, turn into a boat when drowning and he would be a very fun character to play as.
 

Shorts

Zef Side
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Paper Mario, Toad, and Junior seem to be the three candidates, well, let's throw out some move set potential for these guys.

I have a B Move set for Junior, who I personally would like to see added out of all the Mario characters.

B Fireball: It’s well known that the lad can’t exactly breathe fire yet like his daddy, but he still can bring a little bit of spice. His fireballs would move slowly, in a straight line across the level. You can cancel one by spitting another, and upon canceling the first, it will explode slightly. So anyone, say, jumping over it or getting too close will get a minor burn, and do that stupid flinch animation every character does when Bowser uses fire breath on them.

BV Bob-Omb: Junior can sit bomb down, where it will take about three seconds to explode, or, hold down B, and then angle straight up, rainbow the bomb to the left, or rainbow the bomb to the right. Upon contact with anything the bomb will explode. The bombs are going to be similar to Link in explosion style, and look visualy larger/different to the bob-omb item.

B^ Clown Car: Pretty simple. Pressing up B will make Junior appear in his clown car, where you have complete 360 control for about three seconds.


B> Paintbrush: Junior lunges forward jabbing the opponent with the paintbrush. Simply tapping B> will make the move stronger, but if you hold B down, Junior will wiggle the painbrush around, leaving slippery paint on the ground, which can cause you to trip if you run into it. Only one paint slick, bomb, and fireball are allowed on the field at a time.

Junior's playstyle is going to be projectiles. He has bombs, fire balls, and paint slicks all at his disposal. Tripping up the opponent is his goal. He has decently strong Smashes, but the rest of his attacks are on the weaker side. Where he lacks as well is recovery. He has rather small (albeit three) jumps, and then his ^B lasts for a very short time. So when playing against him, keep this in mind. His weight and speed would be somewhat lighter than Mario, and slightly faster.

I don't really have anything against Toad or Paper Mario per-se, but I do think Paper Mario and Junior would "fit in" better in the Smash environment than Toad. I recognize Toad has been around for a long time, but it's simply a misconception that his role is getting any larger. His inclusion in the NSMBWii saga was because the Devs were too lazy to add Peach and Wario. Simple as that. He has prominence, I'll give him that. But let's say Toad and Junior first appeared in Super Mario Sunshine, would it even be a question who we would be adding? I think not. I don't want to dive too deep into the arbitrary debate, but I would like to narrow down the Mario rep to a single character, and I think we can all agree on that.

Someone has got to throw out a Summery and B moveset for Toad and Paper Mario though, for them to be eligable. I would rather you make it up yourself than copy and paste someone elses.
 

Autumn ♫

I'm terrible with these Custom Titles.
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Messages
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Paper Mario, Toad, and Junior seem to be the three candidates, well, let's throw out some move set potential for these guys.

I have a B Move set for Junior, who I personally would like to see added out of all the Mario characters.

B Fireball: It’s well known that the lad can’t exactly breathe fire yet like his daddy, but he still can bring a little bit of spice. His fireballs would move slowly, in a straight line across the level. You can cancel one by spitting another, and upon canceling the first, it will explode slightly. So anyone, say, jumping over it or getting too close will get a minor burn, and do that stupid flinch animation every character does when Bowser uses fire breath on them.

BV Bob-Omb: Junior can sit bomb down, where it will take about three seconds to explode, or, hold down B, and then angle straight up, rainbow the bomb to the left, or rainbow the bomb to the right. Upon contact with anything the bomb will explode. The bombs are going to be similar to Link in explosion style, and look visualy larger/different to the bob-omb item.

B^ Clown Car: Pretty simple. Pressing up B will make Junior appear in his clown car, where you have complete 360 control for about three seconds.


B> Paintbrush: Junior lunges forward jabbing the opponent with the paintbrush. Simply tapping B> will make the move stronger, but if you hold B down, Junior will wiggle the painbrush around, leaving slippery paint on the ground, which can cause you to trip if you run into it. Only one paint slick, bomb, and fireball are allowed on the field at a time.

Junior's playstyle is going to be projectiles. He has bombs, fire balls, and paint slicks all at his disposal. Tripping up the opponent is his goal. He has decently strong Smashes, but the rest of his attacks are on the weaker side. Where he lacks as well is recovery. He has rather small (albeit three) jumps, and then his ^B lasts for a very short time. So when playing against him, keep this in mind. His weight and speed would be somewhat lighter than Mario, and slightly faster.

I don't really have anything against Toad or Paper Mario per-se, but I do think Paper Mario and Junior would "fit in" better in the Smash environment than Toad. I recognize Toad has been around for a long time, but it's simply a misconception that his role is getting any larger. His inclusion in the NSMBWii saga was because the Devs were too lazy to add Peach and Wario. Simple as that. He has prominence, I'll give him that. But let's say Toad and Junior first appeared in Super Mario Sunshine, would it even be a question who we would be adding? I think not. I don't want to dive too deep into the arbitrary debate, but I would like to narrow down the Mario rep to a single character, and I think we can all agree on that.

Someone has got to throw out a Summery and B moveset for Toad and Paper Mario though, for them to be eligable. I would rather you make it up yourself than copy and paste someone elses.
I've got one for Toad, it's an old one so it's probably not as good as one I could make now. But, I'm too lazy to make another one for him
 

BKupa666

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I'll place my vote for Bowser Jr., hopefully with an original moveset, but as a possible clone if that falls through. Not only can he fill the 'small but strong' archetype associated so frequently with Toad, but he can serve as an easy addition due to his similarities with his father. Plus, in my opinion, he'd bring more to the table with his paintbrush, which can generate various types of goop and monsters, whereas most Toad movesets consist of the 'scrap' power-ups not already used by Mario or Luigi.

Bowser Jr. moveset - http://www.smashboards.com/threads/make-your-move-9-now-defunct.292871/#post-11747438
 

Tetra's Tracker

Smash Journeyman
Joined
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Messages
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Bus
If it's a B moveset for Paper Mario we need then I'll volunteer one:


B - Hammer

Pressing B makes Paper Mario simply strike with his hammer, holding the button however makes him charge the attack for more power and create a small tremor , just be careful not to charge it for too long otherwise the hammer's head will fall over leaving PM briefly stunned.

B Up - Paper Plane
Paper Mario turns into a paper plane, goes into a loop and glides forward. PM can be controlled as he glides around and anyone he glides into will receive damage (about 5% with not much knockback). Very similar to Meta Knight's 'up B'.

B Across - Paper Tube

Paper Mario rolls himself into a tube, as tube he can roll along the ground. He can built up a lot of speed doing this and will damage anyone he rolls into, with knockback depending on how fast he's rolling.

B Down - Spin

Paper Mario spins on the spot. This move doesn't deal damage but it will deflect projectiles and briefly stun anyone who makes contact with PM while he's spinning.

Final Smash - Paper World

Every character will turn into paper cutouts. This makes them move very floatily and their attacks weak, but more importantly makes them extremely easy to KO (any B move bar Spin or Smash Attack PM hits an opponent with is virtually guaranteed to send them flying at any percentage).
 

josh bones

Smash Lord
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Messages
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Location
A city
My Paper Mario moveset
B: Ultra hammer-Takes out a hammer and swings.Takes three seconds to charge. If it hits the opponent it will do 50 damage
Side B: Sleepy sheep- works like Jigglypuff’s sing. The higher the damage the longer they will sleep. This is a projectile, so it’s better
Up B: Super jump- Charges a jump and rockets up depending on how long you charge it
Down B: Badge attack- whichever badge he has on, something different will happen(not going into details for now)
Final Smash: Star beam- all 7 star spirits shoot a beam that will hurt anyone in its way,like Mario's

Playstyle: Paper Mario is a good character to use his recovery is decent and the badges make him unpredictable. His projectile makes a good tool to use. I’d recommend him for advanced players.
 

_R@bid_

Smash Journeyman
Joined
May 15, 2013
Messages
462
Location
Inside Your Head
I'm kinda conflicted on Mario newcomers.I like Geno the most, but I don't think many will agree to him. While Bowser Jr. has more moveset potential, Toad has a more unique potential play style. Bowser Jr will be a projectile/trap based character with decent speed, an archetype that has already been done in Smash through Diddy. I know they'd be very different, but the potential play style wouldn't be as unique as Toad. Toad's potential play style is to be a fast and strong grappler with very low survivability, something completely new to smash. Hell, there aren't even any fast grapplers. While he doesn't have much flashiness or moveset potential, and so most would be standard punches/kicks, with some spores and power ups, his play style would be great.
It's hard for me to decide between really unique individual moves or a more unique archetype.
 
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