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GoodGrief741

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If we're talking exclusively franchises with playable characters, Horizon has some great options. If it can be any, I'd like to see Shadow of the Colossus get a boss fight.

Edit: Shadow of the Colossus it is!
 
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Megadoomer

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If we're talking exclusively franchises with playable characters, Horizon has some great options. If it can be any, I'd like to see Shadow of the Colossus get a boss fight.
It can be any Sony-owned video game series. (For third party series, I figure it's best to stick to ones that are in the game in some form)
 

Megadoomer

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Going by the poll, the next set of rivalries consists of Lammy vs. Jin Sakai and Abe vs. Colonel Radec.

We'll have a ranked vote to determine which series the next boss will come from; pick your top three, and you can only put your own nomination in third.

-God of War ( Megadoomer Megadoomer )
-Ratchet and Clank ( osby osby )
-Crash Bandicoot ( Wario Wario Wario Wario Wario Wario )
-Shadow of the Colossus ( GoodGrief741 GoodGrief741 )
-Bloodborne/Demon Souls (@VGamer01)
-Ape Escape ( ivanlerma ivanlerma )
-Spyro the Dragon ( TheThingamajigRayman TheThingamajigRayman )

I'm thinking that we could go with the top two, where you nominate an arcade boss from one series and a fusion boss that involves a character from the other (so if Shadow of the Colossus and Crash Bandicoot win, you could nominate Malus as an arcade mode boss and a team-up between Dr. Cortex and Dr. Nefarious as a fusion boss, for example - or you could nominate N. Tropy as an arcade boss and a fusion between Phalanx from Shadow of the Colossus and Phalanx from Demon Souls), but I'm open to suggestions on this one.

My vote is:
1. Crash Bandicoot
2. Bloodborne/Demon Souls
3. God of War
 
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GoodGrief741

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1. God of War - It's the flagship it should totally have one boss fight at least
2. Ape Escape - Would be interesting to see what ideas would surface
3. Shadow of the Colossus - SotC is "Boss Fights: the Game" so this is the best way to represent it
 

Yokta

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We discussed gameplay modes a while back, and I came up with the idea of:

Party Battle

It takes the format of a timed free-for-all, but with a twist: you receive a random nerf every time you get knocked out, but you also receive a random buff when you score a KO. Players in the lead get harsher nerfs, and players trailing behind will receive greater buffs. At certain points in the match, a global rule will apply to the entire battle and remain in place until a new rule is established.
This leads to chaotic matches where maintaining a lead is difficult and nothing is stable for long.

MODIFIERS

When you score a KO or get KO'd, you will receive a corresponding buff or nerf in a random category. These are known as Modifiers, or mods for short. A fighter can have up to 5 mods active at a time, with new mods replacing the oldest ones when this limit is reached. No two fighters will ever be given the same mod, outside of events.

The modifiers are sorted into categories, with each category having 5 levels of buff and 5 levels of nerf. Players in the lead will get stronger nerfs and weaker buffs, while players coming last receive the inverse. A player will never be given a mod of the same category as a mod they already have.

A modifier category is chosen at random, and the level of modifier is chosen based on the score difference between the player who scored the KO (victor) and the player who was KO'd (target), not counting the score from the current KO. Both players get different mod categories.
If the victor is...The victor gets:The target gets:
4+pts upBuff 1Nerf 1
0-3pts upBuff 2Nerf 2
1-3pts downBuff 3Nerf 3
4-6pts downBuff 4Nerf 4
7+pts downBuff 5Nerf 5
Note that a player can only have 1 level 5 mod at a time. If they receive a second level 5 mod, the previous level 5 is downgraded to a level 4.

Quick Attack
Buff 5: Quick Attacks ignore shields and can be cancelled into any move, including the same attack!
Buff 4: Quick Attacks are 50% faster.
Buff 3: Quick Attacks have half knockback but additional hitstun.
Buff 2: Quick Attack combos do 25% extra damage.
Buff 1: Quick Attacks do 10% extra damage.
Nerf 1: Quick Attack hitstun is slightly reduced.
Nerf 2: Quick Attacks do 10% less damage.
Nerf 3: Quick Attack endlag is 30% longer.
Nerf 4: Repeated Quick Attacks do 50% less damage.
Nerf 5: Quick Attacks have a 50-50 chance of having no effect.

Power Attack
Buff 5: Power Attacks have a chance to instantly KO. Charging the attack increases this chance.
Buff 4: Power Attacks cannot be interrupted by an opponent's attacks.
Buff 3: Power Attacks charge twice as fast.
Buff 2: Power Attack charge scaling increased by 50%
Buff 1: Power Attacks do 10% more damage.
Nerf 1: Power Attacks do 10% less damage.
Nerf 2: Power attacks do 30% less damage if uncharged.
Nerf 3: Power Attack damage does not scale up with charging.
Nerf 4: All Power Attacks inflict self-damage equal to 10% of the attack damage, regardless of whether the attack connects.
Nerf 5: You cannot use power attacks.

Special Attack
Buff 5: Specials are 3x as effective.
Buff 4: Specials are 2x as effective.
Buff 3: Specials are 1.5x as effective.
Buff 2: Specials are 1.2x as effective.
Buff 1: Specials are 1.1x as effective.
Nerf 1: Specials are 0.9x as effective.
Nerf 2: Specials are 0.8x as effective.
Nerf 3: Specials are 0.7x as effective.
Nerf 4: Specials are 0.5x as effective.
Nerf 5: Specials are 0.3x as effective.
The effect of this mod varies depending on the fighter.

Speed
Buff 5: Run into opponents to damage them. You cannot be grabbed while moving.
Buff 4: Unaffected by traps or hazards while moving.
Buff 3: Turning is immediate.
Buff 2: Moving in the air is 20% faster.
Buff 1: Moving is 10% faster.
Nerf 1: Moving is 10% slower.
Nerf 2: You cannot crouch.
Nerf 3: Less control over aerial momentum.
Nerf 4: Moving is 50% slower.
Nerf 5: May randomly trip when trying to walk or dodge.

Jump
Buff 5: Unlimited jumps
Buff 4: Two additional midair jumps.
Buff 3: One additional midair jump.
Buff 2: Jumping from the ground is twice as high.
Buff 1: 20% higher jumps.
Nerf 1: 10% lower jumps.
Nerf 2: Midair jumps are 30% shorter
Nerf 3: Jumping from the ground is half as high.
Nerf 4: Your momentum is significantly less affected by a midair jump.
Nerf 5: You cannot jump in midair.

Shield
Buff 5: Your shield has unlimited durability and stuns enemies for longer.
Buff 4: You can summon a shield quicker after an attack.
Buff 3:Your shield will not degrade automatically.
Buff 2: Your heavy shield covers a larger area.
Buff 1: Your shield is 10% more durable.
Nerf 1: Your shield is 10% less durable.
Nerf 2: Your heavy shield cannot be redirected.
Nerf 3: Shield decay occurs 50% faster.
Nerf 4: Your light shield doesn't cover you completely, and must be redirected.
Nerf 5: Your shield will always break in 2 hits.

Grab
Buff 5: Throws and pummels do 2x damage.
Buff 4: Pummels are 50% faster.
Buff 3: Opponents take longer to escape your grab.
Buff 2: Throws do 30% more damage.
Buff 1: Opponents fly further when thrown.
Nerf 1: You take longer to act after throwing.
Nerf 2: Pummels are half as strong.
Nerf 3: Your grab range is 75% as far.
Nerf 4: Opponents cannot be grabbed for more than one second.
Nerf 5: You may grab and pummel, but you cannot use throws.

Items
Buff 5: You automatically receive a random item if you are not holding one.
Buff 4: Weapon ammo and durability is doubled.
Buff 3: Thrown items will try to return to you after landing a hit.
Buff 2: Projectiles and thrown items are 30% faster and stronger.
Buff 1: Nearby items are attracted to you.
Nerf 1: Items have a 10% likelihood of slipping out of your grasp.
Nerf 2: Items do 20% less damage.
Nerf 3: Projectile weapons have a 20% chance to jam, doing nothing, or a 5% chance to backfire and damage you.
Nerf 4: Attempting to attack with an item will throw the item instead.
Nerf 5: You cannot use items.

Counter
Buff 5: Counter triggers automatically when shield is attacked.
Buff 4: Counter is twice as strong.
Buff 3: Heavy shield becomes larger while counter is active.
Buff 2: Counter is active a bit longer.
Buff 1: Heavy shield doesn't change appearance when counter is active.
Nerf 1: Counter timing is a bit shorter.
Nerf 2: Counter is 30% weaker.
Nerf 3: You receive 60% of the damage from the move you counter.
Nerf 4: Counter timing is severely strict.
Nerf 5: You cannot counter.

Dodge
Buff 5: Dodge roll has no vulnerability.
Buff 4: Dodging does a bit of damage when passing through enemies.
Buff 3: Dodge roll is 50% longer
Buff 2: Dodging intangibility is slightly extended.
Buff 1: Dodging is a bit faster
Nerf 1: Dodging has slightly less intangibility.
Nerf 2: Dodge roll covers half the distance.
Nerf 3: Dodging is 30% slower.
Nerf 4: You cannot dodge roll.
Nerf 5: Dodging has no intangibility.

Super
Buff 5: Your Super Attacks will not use All-Star power unless you score a KO.
Buff 4: The first 2 bars of All-Star Power fill up twice as fast.
Buff 3: Earn more All-Star Power by being hit.
Buff 2: Super Attacks are 10% stronger
Buff 1: All-Star Power is earned 10% faster.
Nerf 1: Super Attacks are 10% weaker.
Nerf 2: The 2nd and 3rd bars of All-Star Power take slightly longer to fill
Nerf 3: All-Star Power slowly drains when not accumulated.
Nerf 4: All-Star Power caps at Lvl 1.
Nerf 5: You cannot earn All-Star Power or use Super Attacks.

Health
Buff 5: Health regenerates 1% per second at all times.
Buff 4: Max health increased by 100%
Buff 3: Half of all damage received will heal slowly over time.
Buff 2: Max health increased by 30%
Buff 1: Healing items are 50% more effective.
Nerf 1: Healing items are half as effective.
Nerf 2: Max health reduced by 20%
Nerf 3: Receive 50% more damage from all sources.
Nerf 4: Receive 80% more damage from all sources.
Nerf 5: Receive 2x damage from all sources.

Resistance
Buff 5: Immune to knockback and flinching.
Buff 4: Immune to gradual damage such as fire, poison, etc.
Buff 3: Strong knockback sends you half as far.
Buff 2: Projectiles do 25% less damage against you
Buff 1: Very weak attacks won't make you flinch.
Nerf 1: Flinching leaves you a bit more vulnerable
Nerf 2: You receive slightly more damage from Special Attacks.
Nerf 3: Gradual damage is twice as strong against you.
Nerf 4: All attack power 20% less briefly after being hit
Nerf 5: Inflicted with a random status ailment every 10 seconds.

EVENTS

At fixed points in the match, a new rule will be imposed on the battle, affecting all players at once. The rule lasts for 30 seconds, and it will be at least 30 seconds until the next event.

Sunny Day: Wide sunbeams pour over the stage, obscuring parts of it from view.
Active Camo: Everyone randomly turns invisible.
Guiding Wind: A strong gale gradually pushes the fighters to the side.
Frozen Over: The ground has ice physics.
To The Moon: Gravity is significantly reduced.
Feel the Rhythm: The screen pulses to the beat of the music. Idle fighters will dance, and attacks that are in sync with the beat will come out faster and deal extra damage.
Time Warp: The speed of gameplay will slow down and speed up at random.
Meteor Shower: Comets rain down on the stage. Fighters struck by one will take damage. If a comet lands on the ground, it can be thrown like an item.
Storm Approaching: A haze will creep into the stage from outside the screen borders, closing in on a random point in the stage. Fighters will take damage over time if the haze engulfs them. The haze will cover three quarters of the stage by the end of the event, whereupon it will fade out of existence.
Crazy Camera: The camera will zoom into a random fighter and follow them until they are attacked, whereupon it will follow the attacker instead.
Clean Slate: All mods are deactivated for the duration of the event. Mods can still be earned normally, but will have no effect until the event ends.
Overclock: Everyone's mods are immediately converted to Buff 4 for the duration of the event. This event will only occur if everyone has at least 3 mods.
Uh-Oh: Everyone's mods are converted to Nerf 5, one by one. If a fighter has no mods to convert to Nerf 5, a new Nerf 5 is added instead. Mods cannot be earned during this event, but the Nerf 5 conversions are reverted at the end of the event. (New Nerf 5s revert to Buff 1.)
DualSenseless: All players' controllers go crazy: the LED strip cycles through rainbow colours, the trigger tension fluctuates randomly, the vibration does all sorts of nonsense, the left and right shoulder buttons swap functions, the sticks do nothing and the D-Pad and face buttons perform taunts. Players must tilt the controller left and right to move, shake it to jump, click the touchpad for Quick Attacks, blow into the microphone for Power Attacks and swipe the touchpad for Special Attacks. They also have to figure all that out for themselves.
Upgrade Center: An area of the map is highlighted. Stay in the area for a minimum of 7 seconds to upgrade a random mod. Buffs will increase by 1, capping at 4. Nerfs will decrease by 1, and an upgraded Nerf 1 will be removed.
Random Access: Everyone's mod categories- but not their levels- are shuffled every 10 seconds. The mods won't revert after the event.
Soul Switch: Everyone takes control of a different player's fighter, including their mods, for the duration of the event. You'll receive the points for scoring a KO or getting KO'd, but the mods you earn will stay with the fighter when they switch back!
Item Frenzy: Items will spawn at triple the normal rate, commencing with a massive shower of items at the start of the event.
Parasite Eve: Everyone is immediately infected by two random Parasite items. The parasites persist after being KO'd, but they go away when the event ends.
Chain of Memories: Three Memory Cards will be activated, and the summoned characters will be hostile to all fighters. They will respawn if defeated, and they won't go away until the event ends.
VS. [BOSS]: A boss from the story mode will appear with reduced health. Whoever lands the killing blow gets a Buff 3 mod, but anyone who is KO'd by the boss gets a Nerf 2 mod.
Challenger Approaching: A fighter that isn't participating in the battle will invade with a transformation Super Attack that lasts for the duration of the event. Instead of damaging opponents, a hit from this attack will downgrade a random mod by 1 level.
Coffee Break: Everyone is invincible. 10% health is regenerated over the course of the event. This event will not trigger when there is less than 2 minutes remaining.
(More events could be added in the future.)

VENGEANCE

If you are KO'd by a player with a lead of 10 points or more, they will receive no mods and you will respawn in Vengeance Mode. Vengeance mode converts all of your mods to their Buff 5 equivalent, but you are only able to attack or be attacked by the player who put you in Vengeance Mode. If you successfully KO the target of your vengeance, you receive double points and exit Vengeance Mode. If they KO you, however, you'll be eliminated from the match for good!
Events will be put on hold if someone is in Vengeance Mode.

If the leader of the match is 12 points ahead of all players, they automatically win under Mercy Rule.

CONFIGURATION

Mod likelihood can be individually adjusted, making them more likely, less likely or even impossible. If all the mods of a certain level are disable, a player who earns that level will receive the closest mod level available. They will never receive a nerf when they are meant to receive a buff, nor vice versa.

Events can be toggled on or off. An event that is disabled won't occur under any circumstances. Mercy Rule can also be disabled.

A secondary mode known as Custom Party Battle allows players to equip the mods of their choice. You still cannot equip more than 1 mod of the same category, or equip more than 5 mods at once, but there are no other restrictions on custom mod selections. You won't be able to earn new mods in a custom party battle, and mod altering events are disabled.
 

Megadoomer

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Ratchet: 5
Crash: 7
Bloodborne/Demon Souls: 7
Ape Escape: 7
Spyro: 7
Shadow of the Colossus: 8
God of War: 13

This was a really close one, and I was concerned that there was going to be a three-way tie for second place at one point. Shadow of the Colossus just barely squeaked into second place, though we can still have voting on bosses from Crash, Spyro, Ape Escape, or Soulsborne games later.

For now, we'll nominate boss ideas from God of War. These can either be normal bosses (for arcade mode) or fusion bosses (for story mode) - the only criteria for fusion bosses is that one part of the fusion should be from God of War, while the other part should either be from a Sony-owned video game or a third party franchise that's in the game in some form.

We'll vote on these bosses, and nominate boss ideas from Shadow of the Colossus, tomorrow.

---

I'll nominate Ares.



The original god of war, before Kratos got ahold of him. Ares is responsible for much of Kratos's tragic backstory, and is the final boss of the original game. In addition to growing large, spider-like appendages out of his back, Ares can manipulate fire and, befitting a god of war, can create weapons such as a sword, axe, and hammer, in addition to being able to grow to a massive size. Several characters would be fighting him at the end of their arcade modes, with Kratos almost certainly being one of them given their history.
 
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CapitaineCrash

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I nominate the furies from God of war Ascension. They're a bit less popular than other bosses in the franchise, but I thought that having a 3 in 1 boss would be a unique opportunity. They would all attack at the same time, but individually they would be actually pretty weak. Alecto could slow you down with her goo, Magaera will mostly attack at close range with her spider legs, and Tisiphone would attack at distance with her bird.

The_Furies_united.jpg
 

Megadoomer

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Just want to double check if anyone has ideas for fusion bosses as well; I left it open for both concepts, though if you want to save fusion bosses for another nomination period, that's fine too.
 

GoodGrief741

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Editing this so I don't double post.

Fusion boss: Magni & Modi (God of War 2018)/Adam & Eve (NieR Automata) (Agni & Edi? Idk what to call this)

Two pairs of brothers that antagonize each game's playable duos, with similar rage issues and one sibling outliving the other I think these four are a good fit. The boss would take the form of two people, one looking more like a Norse God and the other looking more like a machine (but still both clearly fused). They'd use similar abilities, wielding Magni & Modi's lightning infused weapons and Adam & Eve's combat moves and energy shields (for that reason Modi's shield is gone here). However when one of the siblings is taken out the other one enters the next phase. The one I'm calling Agni would start summoning lightning and doing a version of the fog attack from GoW (where the player has to predict where they'll be attacked from). And if the other one (Edi) survives he'll basically become Eve's boss fight from the first route of Automata.

Oh and of course they would speak about how machines have literally become as gods because it would be a waste otherwise
 
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Megadoomer

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Not sure about the best way to vote on these, but I'll go with a poll since there are only four options.


In addition to voting on this, we'll also be nominating Shadow of the Colossus bosses, whether they're normal bosses or fusion ones.

I'll nominate a fusion between Ameno-Sagiri from Persona 4 and Basaran from Shadow of the Colossus.



Its skin is black rather than grey, with rainbow-coloured vein-like lines running down it. Rather than two eyes, it has the large single eye of Ameno-Sagiri, and there are cannons/pipes running along its back. In addition to being able to fire lightning from its mouth area, slam its front legs into the ground to damage anyone who's standing on it (the stage has platforms to make avoiding this attack easier), and stomping its way across the stage, once it gets to about half health, the cannons/pipes spew out fog that makes it harder to see. In addition, its eye will occasionally glow bright red, piercing through the fog before it uses Nebula Oculus to fire a long-lasting laser beam that sweeps the stage. When its health is low, the lines on its body will turn red before it uses Agneyastra to drop flaming meteors onto the stage, which can be avoided by getting underneath its body.
 

CapitaineCrash

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I will also nominate a fusion boss. This one will be Malus from Shadow of the colossus and the MAWLR from Killzone. The boss itself will mostly look like Malus, but with a more futuristic look and with many canons and machine guns like the MAWLR. Obviously, being a fusion of two very huge boss, this boss will be very huge. As such, it would be unique in the game, as it would be mostly a platforming challenge more than an actual fight (think of it a bit like Master fortress in Smash). The goal would be to climb Malus, while avoiding the numerous missiles and guns that are now on him. Once you're at the top, you need to attack his head to finish him.
maxresdefault (22).jpg Killzone_3_mawlr.jpg
 

cashregister9

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I will submit a fusion of Avion and Artemis (DMC5)




Avion would gain 4 extra wings that are from Artemis and Artemis' crown would appear on top of Avion, Avion's texture would also resemble artemis' a bit more.

This fight starts out on a platform in the middle of a lake, Avion will dive towards the platform you have to try and jump on top of it, once on top of it, you can damage the weak spots that appear on Avion, but watch out Artemis' wings will shoot out projectiles and Avion will try to shake you off, Once the weak points are damaged enough you can attack the crown to do serious damage.
 

Megadoomer

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Hades is the clear winner of the God of War boss poll, so he'll be added as an arcade mode boss. Not sure how many of those we'll have - originally, I was thinking six, but now I'm leaning towards eight. (I'll put up a poll to see what people think: https://www.strawpoll.me/45344486)

Here's the Shadow of the Colossus poll: https://www.strawpoll.me/45344476

We're going to do another rivalry nomination today - we've got 20 characters to choose from, and picking two random numbers got me Yu Narukami and Kat. Pick whichever characters you want (aside from those who already have rivals) to be their rivals, though putting a reason down will probably help. As a reminder, here are your options:

The Hunter
Kat
Ratchet and Clank
Leon Kennedy
Pyramid Head
Fat Princess
Sly Cooper
Sir Daniel Fortesque
Spike
Jak and Daxter
Heihachi Mishima
Sweet Tooth
Ellen
Chloe Frazer
Dr. Nefarious
Yu Narukami
Joel and Ellie
Raven
Coco
Rivet
 
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GoodGrief741

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Weird idea, but what if Kat and Yu were each other's rivals? They're our resident PS Vita reps and they have similar themes like the power of friendship and standing up for what's right. And both games have a lot of yellow!

The rivalry would see Yu investigating the Inaba murders when he runs into Kat. Seeing her gravity powers and the presence of Dusty, Yu deduces Dusty might be a Shadow manipulating her and starts to suspect her. He questions Kat on her identity, but her amnesia prevents her from giving a definitive answer and she can't explain what Dusty is ("he's just a cat that gave me superpowers!"). Yu vows to set her free from Dusty's influence and so they fight.
 

osby

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Weird idea, but what if Kat and Yu were each other's rivals? They're our resident PS Vita reps and they have similar themes like the power of friendship and standing up for what's right. And both games have a lot of yellow!

The rivalry would see Yu investigating the Inaba murders when he runs into Kat. Seeing her gravity powers and the presence of Dusty, Yu deduces Dusty might be a Shadow manipulating her and starts to suspect her. He questions Kat on her identity, but her amnesia prevents her from giving a definitive answer and she can't explain what Dusty is ("he's just a cat that gave me superpowers!"). Yu vows to set her free from Dusty's influence and so they fight.
Alternative idea: Yu fights with Kat because he wants to pet Dusty.
 

Megadoomer

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Going by yesterday's polls, we're having eight arcade mode bosses, and the fusion of Malus and MAWLR is being included as a story mode boss!

Since the two options (Yu vs. Ellen/Kat vs. Sly or Yu vs. Kat) are mutually exclusive, I'll just have one poll.


I'm not sure how many new items we should include (we currently have 15 new ones, and the original game had 20), but I figure we could add a few more. I was wondering if there were any series where we feel like they could use an item in this game, whether they're in the playable roster (ex. Control, Fat Princess, Astro's Playroom) or not (ex. Gex, Journey, Tearaway). I'm not sure whether to have item nominations based on series, or to just leave it open like the previous ones, but I figure we could take some time to discuss it.

For example, I think that Ghost of Tsushima could use an item - the items in that game might not be as crazy as Ratchet and Clank or Returnal, but something like a smoke bomb or one of the charms could have some utility.

Also, how many Memory Card summons should we have in total? We currently have 16 - for reference, there were 13 Pokeball summons in the first Smash game, 29 in Melee, and 30 in Brawl, while there were 27 assist trophies in Brawl. (not sure how useful these numbers are, but I figure I should throw them out there for context)
 
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GoodGrief741

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I don't have any particular series in mind for items but I think every series with a fighter should have at least one, I think that's how it was in the original game.

As for Memory Cards they've been some of the most popular so a number around Brawl's feels fair.
 

ivanlerma

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Going by yesterday's polls, we're having eight arcade mode bosses, and the fusion of Malus and MAWLR is being included as a story mode boss!

Since the two options (Yu vs. Ellen/Kat vs. Sly or Yu vs. Kat) are mutually exclusive, I'll just have one poll.


I'm not sure how many new items we should include (we currently have 15 new ones, and the original game had 20), but I figure we could add a few more. I was wondering if there were any series where we feel like they could use an item in this game, whether they're in the playable roster (ex. Control, Fat Princess, Astro's Playroom) or not (ex. Gex, Journey, Tearaway). I'm not sure whether to have item nominations based on series, or to just leave it open like the previous ones, but I figure we could take some time to discuss it.

For example, I think that Ghost of Tsushima could use an item - the items in that game might not be as crazy as Ratchet and Clank or Returnal, but something like a smoke bomb or one of the charms could have some utility.

Also, how many Memory Card summons should we have in total? We currently have 16 - for reference, there were 13 Pokeball summons in the first Smash game, 29 in Melee, and 30 in Brawl, while there were 27 assist trophies in Brawl. (not sure how useful these numbers are, but I figure I should throw them out there for context)
20 or 15 assists would good that way we don't run out of ideas along the way.
 

Megadoomer

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I don't have any particular series in mind for items but I think every series with a fighter should have at least one, I think that's how it was in the original game.

As for Memory Cards they've been some of the most popular so a number around Brawl's feels fair.
20 or 15 assists would good that way we don't run out of ideas along the way.
Both sound good (ivanlerma, not sure if you meant 15-20 assists in total or 15-20 more assists beyond what we have) - not sure if we'd be able to cover every series since there are quite a few, and there's no guarantee that people would be able to come up with an item for all of them (including the items from the original game, we don't have items for a bunch of series that I'll list below in a spoiler tag, unless we count Memory Card summons as items), but it's worth thinking about.

Crash Bandicoot
Tomb Raider
Legend of Dragoon
Gravity Rush
Astro's Playroom
Ghost of Tsushima
Silent Hill
Fat Princess
Sly Cooper
MediEvil
Jak and Daxter
Devil May Cry
Tekken
Spyro
Folklore
Oddworld
Knack
inFamous
Control
The Last of Us

Even if we rule out third party series (the only third party series to get an item in the original was BioShock), it's still a pretty long list.

Going by yesterday's poll, Yu vs. Kat won, so that takes care of that.

The idea of nominating items by series wasn't as popular as doing the same for bosses, so I'll stick with leaving it open to whatever series people want to include an item from. Like with previous days where we've nominated items, we'll nominate up to two of them.

Nevan (Devil May Cry)



Playing this demonic guitar causes a swarm of electric bats to fly in a straight line towards the nearest opponent. It's based on where they were at the time that the instrument was played, so it's possible for the targeted opponent to move out of the way. It can be played up to three times before disappearing.

N. Tropy Clock (Crash Bandicoot)



An epic-class item (meaning that it appears rarely and has a purple aura around it), this acts similarly to Ashley's assist trophy in Smash Bros. (minus the random effects), where using it causes enemies within a certain area to slow down for a while. The area is indicated by a large purple semi-circle/hemisphere.
 
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GoodGrief741

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Traffic Light (Control)

The Traffic Light marks an area in front of it with its light and alternates between red, yellow and green. When it's red, anyone caught moving inside it (save for the fighter that threw it) will be teleported to the edge of the Traffic Light's area of effect. Attacking, taunting, and falling are fine however. After it's been thrown, any fighter can grab it and throw it to another position to claim its immunity, as long as they can get close to it (its back will always be exposed). There are several possible uses for this, such as ledge camping and to gain distance from an opponent.

Health Kit (The Last of Us)

A healing item (duh). This heals a lot more damage than the Green Herb, but to compensate the fighter would play out a long animation of them bandaging their arm. High risk high reward.
 

Megadoomer

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Not sure if yesterday was just a slow day, or if people aren't interested in submitting items, so I'm not sure whether to leave this open for longer or not.
 

osby

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Soul Eater (Legend of Dragoon):

1622813781943.png

An epic class physical item that deals heavy damage when swung. However, it also deals recoil damage to the wielder.
I'll also re-nominate one of my previous item suggestions:

Magic Potion
View attachment 310675
An item from Fat Princess. When thrown, any allies or foes within a certain area of the potion will be turned into chickens and will be unable to do anything but run, jump and taunt for a short while. The user is immune to the potion unless it is reflected.
 

ivanlerma

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i'm not sure if it's people either losing interest in it, not having interest at all, or they just couldn't quickly come up with ideas.
 

Yokta

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I think most people were drawn to the thread when the roster and stage list were still being formed. Now that those aspects are finalised, the secondary aspects of the game aren't interesting enough to keep the same level of discussion.

It's also possible that the final results themselves have been the cause of any lost interest. It's no secret that I'm personally disappointed with the way the last few fighter slots were handled. On top of that, some of the recent results have made me think "do you people even know what you're doing?!" Maybe when I said I'd quit the game over the Crash-Spyro rivalry getting locked in, my heart followed through on the threat. But that's my problem.

I think if/when we finalise the rivalries, we should look over everything we've voted on and make sure it's the most satisfying version of the game we can come up with. Maybe we could each vote for up to 20 non-clone characters we want to keep, and a number of fighters with the fewest votes get put in limbo: we'll hold a new round of nominating for each slot, but the fighters in limbo get nominated by default. Then we hold a vote to add fighters one or two at a time, and repeat the process with the option to change your nomination between voting rounds. After the roster refresh, we will repeat the process for the stages and rivalries.
 

ivanlerma

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I think most people were drawn to the thread when the roster and stage list were still being formed. Now that those aspects are finalised, the secondary aspects of the game aren't interesting enough to keep the same level of discussion.

It's also possible that the final results themselves have been the cause of any lost interest. It's no secret that I'm personally disappointed with the way the last few fighter slots were handled. On top of that, some of the recent results have made me think "do you people even know what you're doing?!" Maybe when I said I'd quit the game over the Crash-Spyro rivalry getting locked in, my heart followed through on the threat. But that's my problem.

I think if/when we finalise the rivalries, we should look over everything we've voted on and make sure it's the most satisfying version of the game we can come up with. Maybe we could each vote for up to 20 non-clone characters we want to keep, and a number of fighters with the fewest votes get put in limbo: we'll hold a new round of nominating for each slot, but the fighters in limbo get nominated by default. Then we hold a vote to add fighters one or two at a time, and repeat the process with the option to change your nomination between voting rounds. After the roster refresh, we will repeat the process for the stages and rivalries.
Abso-lute-ly NOT
 

Megadoomer

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I think most people were drawn to the thread when the roster and stage list were still being formed. Now that those aspects are finalised, the secondary aspects of the game aren't interesting enough to keep the same level of discussion.

It's also possible that the final results themselves have been the cause of any lost interest. It's no secret that I'm personally disappointed with the way the last few fighter slots were handled. On top of that, some of the recent results have made me think "do you people even know what you're doing?!" Maybe when I said I'd quit the game over the Crash-Spyro rivalry getting locked in, my heart followed through on the threat. But that's my problem.

I think if/when we finalise the rivalries, we should look over everything we've voted on and make sure it's the most satisfying version of the game we can come up with. Maybe we could each vote for up to 20 non-clone characters we want to keep, and a number of fighters with the fewest votes get put in limbo: we'll hold a new round of nominating for each slot, but the fighters in limbo get nominated by default. Then we hold a vote to add fighters one or two at a time, and repeat the process with the option to change your nomination between voting rounds. After the roster refresh, we will repeat the process for the stages and rivalries.
This seems unnecessary; I'd rather bring the thread to a natural close than undo about half of the past two months of participation. (roughly half of the characters, roughly half of the stages, and most if not all of the rivalries) I'm not sure when to start discussing DLC characters/stages (I have an idea for a stage, at least), but I figure we should get the rivalries sorted out first. (there are still nine rivalries left to determine, though we'll probably get through that quickly since we usually do two at a time)

Aside from rivalries, I figure the other big thing is bosses (arcade or fusion; we've got three arcade bosses left to add, though the number of fusion bosses could be as few or as many as needed) and story mode. Even then, I don't know how much detail we need to go into for story mode; we could just leave it as a general overview, since going into too much detail risks turning the thread into a debate over whose PlayStation All Stars fanfic is better.

I figure we'll sort out the rivalries over the next few days/weeks, mix in some item/assist/boss nominations, maybe throw in some story stuff, move on to the DLC, and wrap it up. (though if anyone wants to nominate movesets or costumes for characters, feel free) We could start discussing the DLC sooner, if people would prefer that. (I wanted to get the base game material done first, but if people want to get into DLC, I've got no problem with it)
 
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