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!
Job #5: Kame House (Dragon Ball)
View attachment 338402
An iconic location from Dragon Ball, Kame House is the residence of Master Roshi (and also Krillin and his family for some reason) and serves as sort of the unofficial base of operation for the Dragon Team. It's also where Goku and Krillin trained under Roshi.
The stage would be somewhat similar to Tortimer Island but the rooftops would serve as platforms. Also, Roshi, Turtle, Launch, Bulma, Krillin, Oolong, Android 18 and possibly a few more of Goku's allies would appear in the background.
Hueco Mundo
The home relam of the Hollows. Takes place in a large desert area with some platforms.The Palace of Las Noches sits in the middle.
Robin is currently ineligible since she was playable in Jump Ultimate Stars.Job #12: Nico Robin (One Piece)
View attachment 338911
Nico Robin is a member of the Straw Hat pirates who joins right after the Alabasta arc. She’s the archaeologist of the crew and uses her knowledge to decipher poneglyphs. She’s also a user of the Hana Hana no Mi, which allows her to replicate any part of her body on any surface.
Honestly I’m a bit sad Robin was never pitched as a fighter because she’s my favorite Straw Hat, so I might as well try and get her in as an assist. For her assist, she’ll use her Devil Fruit powers to spawn a pair of arms near the opponent and grab them, rendering them helpless for a few seconds. This gives the player plenty of time to attack their opponent while Robin holds them down.
Ah, oops. I’ll try to come up with something else thenRobin is currently ineligible since she was playable in Jump Ultimate Stars.
Damn bro why'd you have to do my man dirty like thatNot sure how I want the koya system works so I’ll just submit an idea:
Yamcha (Dragon Ball)
He starts in the wolf fang fist position, with a saibaman on his back. He yells “Wolf Fang-“ but before he can finish the saibaman blows him up.
The explosion knocks any enemies away if they’re close enough
Job 13: Kenshiro (Fist of the North Star)You can still vote, but I'd like to proceed with submissions for the next two jobs:
Job #13: Submit a character who debuted prior to 1990
Submit a classic Jump character that debuted from 1968 to 1989 and explain a bit about who they are, the series they're from, and how they would fight. They can be either returning characters from Jump Ultimate Stars or brand new, but they have to be from series not currently represented on the roster.
Job #14: Submit a name for this game
It's hard to justify calling this game Jump Stars 3 when a. it's a reboot and b. the jump stars series is 16 years old and never made it out of Japan, meaning most of the general public doesn't even know there are Jump Stars 1 and 2. You can use the naming convention from the previous two games, but you can also go in a completely different direction since again, it's a reboot.
Votes for the last two jobs are still open.
Yep, she did - Vegeta became self-aware and realized that Arale has to be a gag manga character because nobody else could violate physics like that.By the way, of those personality traits I described sound like young Goku, that's probably no coincidence as Dr. Slump was created by non other than Akira Toriyama, the creator of Dragon Ball. Dr. Slump actually predates Dragon Ball and was Toriyama's first full series to be published in Jump, which began a very long partnership that's still going on to this day. In fact, Arale made an appearance in the Red Ribbon Arc of Dragon Ball, and from what I understand she's made a few appearances in Super as well!
Holy **** imagine the interaction if she made it into this gameYep, she did - Vegeta became self-aware and realized that Arale has to be a gag manga character because nobody else could violate physics like that.
That episode and the baseball episode were some of the best parts of Super, in my opinion. The action was great, sure, but I really liked the one-off comedy episodes.
I really like this idea, but I also think we should opt to give the support komas multiple moves if we're scaling the koma system down to this extent. One of the elements that made support komas work in Ultimate stars is that they took far less space on the deck than fighter komas, so there was a bit more strategy in deciding how many pfighter, support, and helper komas you wanted. Is it worth it to have one character and fully invest in giving them the assists and buffs they need, or is it better to have multiple playable characters at the cost of little customization beyond that? (Turns out the answer is basically always the latter in both casual and competitive play, but that is more of an issue with execution and giving each playable character their own life bar than concept).I think Megadoomer's approach works, but I have had Insider InfoTM(and by that I mean Discord conversations)that suggests we'll be heavily streamlining the assist roster itself and making it a lot more focused, rather than the gazabajillion assist characters JUS had. So with that in mind, I would suggest to streamline it even further.
If there's anything we've probably all internalized by now, it's that Koma decks as we saw them won't work. And that's probably true! However, there was a part of the decks that I think we can make work: aside from just tapping the koma to use them, another thing you could do was give them special "positions" of sorts. Namely, you could set one of your fighter koma as the "leader", meaning they'd be the character you have on by default, and then you could map two koma each to the L and R shoulder buttons - whether it be another fighter to switch to....or a support koma to summon out!
What I'm suggesting is that we take influence from that specific feature for our streamlined koma system. My pitch is that you just pick a playable fighter as usual, and then you can take two support koma with you that can be summoned out by pressing - you guessed it - the shoulder buttons. Just like in JUS, these support koma are represented by manga panels taken straight from the original series and can be either other playable characters performing an assist attack or an assist-exclusive character like the ones we're currently submitting. Unfortunately, once again for the sake of streamlining things, I imagine we might have to only have one koma per character, as opposed to the whole business with 2 panels and 3 panels and such. The whole shoulder button business is probably the only thing about the support koma that we could bring back, so.....might as well make it the only thing about the support koma that we bring back.
In addition, I'm not sure if we're bringing back help koma as well, but if we are, then I don't think it's too unreasonable to add a fourth member to your entourage by having a single equippable help koma that provides a passive buff on your playable character.
Anyway I might submit someone for this job. Emphasis on "might".
Actually this is something I want to establish right nowDepending on how many Naruto characters we're adding, Gaara would be a lot of fun as a full playable character.
Honestly this is fair. I put my idea forward just as something that Sounded Good To Me, so this kind of discussion can definitely help make it better.I really like this idea, but I also think we should opt to give the support komas multiple moves if we're scaling the koma system down to this extent. One of the elements that made support komas work in Ultimate stars is that they took far less space on the deck than fighter komas, so there was a bit more strategy in deciding how many pfighter, support, and helper komas you wanted. Is it worth it to have one character and fully invest in giving them the assists and buffs they need, or is it better to have multiple playable characters at the cost of little customization beyond that? (Turns out the answer is basically always the latter in both casual and competitive play, but that is more of an issue with execution and giving each playable character their own life bar than concept).
Because this system grants the same resource cost to support and playable characters, I just don't see why people would opt to choose support characters. Not only is getting an extra playable character more intuitively appealing, but it's usually the more rational option as well. If you're choosing between an entire moveset of additional options vs. a single extra option, that option better be really damn good.
As such, I think granting the support komas some extra moves would make them more appealing as an option relative to fighter komas. You're just getting more utility out of them as player and, assuming we're maintaining the player's ability to act with their playable character while a support koma is on the field, there would be certain scenarios where having a support koma is more advantageous than having an extra fighter. This obviously wouldn't go as far giving them a full moveset, but I think even 4 moves are executable by pressing L/R with a particular direction (like special moves, tilts, and smash attacks in Smash Bros) would go a long way in making this mechanic reach its full potential.
That being said, I would like to see if we could somehow maintain elements of the old fighter koma system (primarily, the ability to access play as powerful, alternative forms at the cost of taking more of the player's resources [In the case of Ultimate Stars, deck space]), but that's a discussion for another day.
Anyways, voting time:
1. Hyperbolic Time Chamber
2. Kame House
1. Usopp
2. Mr. Satan
I really like the idea of Gaara somehow being in the game, but I personally think we should hold off on adding him as a support until more of the roster fills out. Depending on how many Naruto characters we're adding, Gaara would be a lot of fun as a full playable character.
Job 14: Jump VS Cross UniteJob #14: Submit a name for this game
It's hard to justify calling this game Jump Stars 3 when a. it's a reboot and b. the jump stars series is 16 years old and never made it out of Japan, meaning most of the general public doesn't even know there are Jump Stars 1 and 2. You can use the naming convention from the previous two games, but you can also go in a completely different direction since again, it's a reboot.
Dai (Dragon Quest: The Adventure of Dai)
Dai is the protagonist of the manga Dragon Quest: The Adventure of Dai, with an Anime so nice they had to make it twice. Dai is the twelve year old hero from Dermline Island. Dai should be considered for his wide range of spells and excellent sword fighting skills. Also, I wouldn't consider Square an issue because they allowed Dai in Jump Force so I don't see their minds changing since then.