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Smash Legend
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- Elwood City
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Alright, since PopCultureCorn was the only one to submit a moveset for Dash, we will use his moveset.
Now,
Job 24:
Submit two assists: one from a represented series on the roster and one from an unrepresented series.
For my assists, resubmitting the same two:
Assist from represented series: Daniel Tiger
He will give the fighter he is assisting a stats buff if the fighter gets damaged. He is from Mr. Rogers but his assist will be based off of Daniel Tiger's Neighborhood which is still a part of the Rogers universe.
Assist from unrepresented series: Thomas the Tank Engine
I feel Thomas would not work that well as a fighter. So, as an assist, once the meter is filled, he can chug across the stage tackling the opponents. If my idea for Thomas gets in, this doesn't deconfirm a rep from Shining Time Station in my opinion.
Job 25:
How many assists should we have in the game?
Personally, I think we should go for a high number around 40 ish.
Alrighty, for my assists ^^
Assist from represented series: Tobey (Wordgirl)
He will summon one of his giant robots that hover forward to tackle opponents in front of the fighter he is assisting, similar to Juggernaut and Sentinel from the first Marvel Vs. Capcom
Assist from unrepresented series: Chicken Jane (Between the Lions)
Whenever an opponent is about to unleash a strong attack or a strong special move (that deals a lot of damage) on the fighter she is assisting, she will fly in front of the fighter she is assisting and absorb the strong blow, but afterwards, she will need to rest and refresh on her own before she can take another blow.
I personally think there should be 40 assists base game.
Assist Submissions
Represented Series: Chuck the Evil Sandwich Making Guy (WordGirl)
Chuck fires shots from his condiment gun, with the effects depending on the condiment. Ketchup (red) slows your movement. Mustard (yellow) lowers your attack power. Relish (green) lowers your defense.
Unrepresented Series: Wishbone (Wishbone)
Wishbone runs around the stage attempting to headbutt opponents. He holds a book in his mouth; after a brief time, he throws the book and it hovers in midair, acting as a black hole. He then resumes his headbutting until he leaves.
Event #4: Barney's Prot-egg-tive Adventure
Event description: Barney and his friends found an egg that's actually a dream maker! Can you help Barney and his friends fight off anything that might threaten the egg until the bus arrives to take them to the barn where the egg belongs?
Stage: The School from Barney & Friends
Player: Barney
Allies: Arthur, Dash (In Dot alt.), Wordgirl (represents Cody, Abby and Marcella)
Opponent(s): Big Bird, The Kratt Bros.
Event objective: As Barney, the goal is to protect the egg, that's treated as an item in this event, from being broken by opponents' attacks or by being thrown too much until time runs out. This event is a little more special with the fact that it has 6 fighters on screen at a time similar to Multi-Man modes from Smash. Bros games. The allies will provide significant help to Barney, though it's not 100% reliable due to them being the computer players they are, they might break the egg by accident by accidently attacking it or just by throwing it around for so much. The best option in this event match is to hold on to the egg and ignore the CPUs until time runs out. Similar to Yoshi's Egg in Melee
Reference: Barney's Great Adventure
Event #5: Creature Power, Activate!
Event description: The Kratt brothers have set off to give a big lecture about the natural behaviors of the animals they study. In order to do this, they have to KO 5 opponents with a certain Creature Power move in their disposal to properly get the job done.
Stage: Animal Junction
Player: The Kratt Bros.
Opponent(s): Big Bird (x3), Barney (x2)
Event objective: The Kratt Bros. must use a specific move in their moveset to KO the opponent currently on the stage, one move for each opponent, apart from the down special which switches between the brothers. The move they must use to KO the current opponent is displayed by an animal icon next to their portrait and damage percentage, to which the player must figure out which creature power for that animal icon is tied to which move. If the Kratt Bros. KO's an opponent with the wrong move, the event is failed.
Reference: The Kratt Bros.' usage of Creature Power in Wild Kratts to mimic animal actions and solve problems.
Event #6: Dash's PBS Kids world tour, Pt. 1
Event description: Dash is going on a big trip to the many different worlds of the PBS Kids channel to greet all of his TV station friends! or fight them if that's what they want.
Stage: Depends on the current opponent Dash is facing (i.e., Mr. Rogers is fought on the Land of Make Believe, Arthur is fought in Once Upon a Restuarant, etc.)
Player: Dash (Dot, if the player holds a certain button before selecting the event)
Opponent(s): Big Bird, Mr. Rogers, Arthur, Barney, The Kratt Bros.
Event objective: As Dash, you must fight the 5 opponents in their respective home stages in the order of their show debut. The order goes: Mr. Rogers (Mister Roger's Neighborhood, February 19, 1968)----->Big Bird (Sesame Street, November 10, 1969)----->Barney (Barney & Friends, April 6, 1992)----->The Kratt Bros. (Kratt Creatures, June 3, 1996)----->Arthur (Arthur, October 7, 1996). You can play as Dot if you hold a certain button before selecting the event.
Reference: None in particular, other than representing the mascot of the channel and documenting PBS Kids' history.
There should be 30 event matches, with the flow going like this: For every 6th event there will be an All Star Event where you play as Dash to fight a series of fighters. The order of the events corresponds to the fighters in the order they were added to the game, apart from events 6, 12, 18, 24 and 30, which you play as Dash. (Events 25-29 will have their themes decided at a later date, but they can involve non-character specific objectives, like stuff involving boss battles, certain actions and stuff like that)
I feel we should go with about 30 to 35 events. I agree with what PopCultureCorn said regarding every 6th event being an All Star event. I'm not going to do Event #6 as he did that perfectly (I would have done something similar). However, here are my ideas for the 4th and 5th event.
Event #4: Barney's Alphabet Soup
Event Description: Barney loves to eat some alphabet soup! Can you help him get some to eat before it gets too cold or before all the soup runs out?
Stage: The School from Barney and Friends
Player: Barney
Allies: Arthur and Dash (Dot alt) x3 (They represent Derek, Kathy, Min and Tina)
Opponent(s): Big Bird x2
Event Objective: As Barney, your goal is to eat the alphabet soup item at least 5 times within the the duration of the event. The alphabet soup item will spawn in various areas. However, if Barney or any of his allies get KOd, you fail the event. If the two Big Birds eat the alphabet soup, you fail the event as well.
Reference: The Barney episode Alphabet Soup! There is a song in the episode with the same name as the title.
Event #5: A Strange Aardvark Town
Event Description: The Kratt Brothers love studying animals. Recently, they want to study aardvarks. However, the ones they are encountering are strange kinds of aardvarks...
Stage: Animal Junction
Player: The Kratt Brothers
Opponent(s): Arthur x10
Event Objective: As the Kratt Brothers, you must defeat all the Arthurs in a horde battle. If you get KOd, you fail the event. It's similar to a Multi-Man Melee or any SSB event which involves you beating a large amount of the same character.
Reference: Reference to the Wild Kratts episode Aardvark Town and also how Arthur is an aardvark but is not an accurately looking aardvark.
Barney
Series: Barney & Friends
Debut: Barney & the Backyard Gang, The Backyard Show (August 29, 1988)
View attachment 349575
"Hello again to all my friends! I'm glad you came to play! Our fun and learning never ends!"
True to his size and weight, Barney is a heavyweight who has average speed and does not excel too much in jumping skills, but all of his moves are designed to have lengthy hitboxes and strong launching power, albeit with some startlag and endlag for most of them.
Gimmicks:
Due to Barney's nature of being from a show that is usually aimed at toddlers and even babies, Barney does not have a true gimmick to bring with him, but his heavyweight-style gameplay makes it a considerable gimmick, and all of his moves are based around the simple and imaginative scenarios he and the kids come up with or go to in his show.
Moveset:
Light Neutral: Barney swings a baseball bat, with a baseball cap briefly appearing on his head when he uses this move. The strong variant of the move has Barney swing the bat faster and harder.
Light Up: Barney takes out a paintbrush of rainbow colors and paints a rainbow arch above him. The strong variant of the move has Barney take out a larger, wider paintbrush to paint a larger rainbow arch above him, in addition to more damage and knockback, but more startlag and endlag.
Light Down: Barney pulls out a pitchfork and pitches some hay into the air, flipping any opponents close to Barney. The strong variant of the move has Barney pitch the pitchfork harder and faster with much more hay being flung into the air.
Neutral Special: Barney boards a train and starts driving it across the stage, kinda like Wario Bike. When in the train, he can ram opponents and nullify projectiles, and the train is pretty strong too. He can get off by pressing either the attack button or the special attack button again.
Up Special: Barney boards a small airplane and flies upwards with it for 2 seconds.
Down Special: Barney pulls out a fire hose attached to a fire hydrant and sprays a huge blast of water to push opponents pretty far, like Mario's F.L.U.D.D. but with stronger pushing power. Barney also gains a fireman's helmet while using the move.
Entrance: A barney plush can be seen on stage, which then magically transforms into Barney himself, just like how Barney comes onto the scene in every Barney episode.
Taunt: Barney does some short hops while doing dancing motions.
Victory: Barney can be seen dancing with the kids from his show, who also cheer on him. The kids that appear are the actual kids who appear in his show, and they are all random every time.
Defeat: Barney applauds the winner.
I was thinking for my idea for a Barney moveset, he would have a gimmick based around the Barney bag. Basically, that was an item seen in the show for a few seasons where various items would be brought out and the liking.
Moveset:
Light Neutral: Barney pulls out his paintbrush and stretches it forward.
Light Up: Barney pulls out a stop sign and lifts it over his head like the MUGEN mod for him.
Light Down: Barney wiggles his tail. Stronger variant makes him do a turn around.
Neutral Special: Barney pulls out the Barney bag and pulls out a random item. They are mostly just the healing items that recover a small percentage of damage.
Up Special: Same as Pop's where he flies a small airplane.
Down Special: I feel same as Pop's.
I feel Pop's idea is a bit better but this is my first time crafting a moveset for any character in this game.
My multiplayer mode:
Soccer Showdown
In this mode, there will be a pretty big soccer ball that the other fighters must hit into either goal on the sides. The soccer ball can accumulate damage too, and the higher its damage, the faster it'll fly when hit by attacks, making it harder to manage.
Job 29:
Capture The Flag
Similar to the game itself, there are flags on both sides, the player will have to get the flag from the opposing team and run it back to the other side. The first team to a set amount of flags or whoever gets the most flags within the time limit wins!
Hot Potato
A hot potato spawns in the middle of the screen. First to touch it picks it up, then any attack will transfer over the potato to the attacker. Whoever has the potato at the last second wins!
I guess this is technically Wiggles representation, heh.