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Smashboards Creates: Smash from Scratch! (A Smash game from the ground-up)

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,067
Location
Wherever good books are sold.
Right now, actually! As I said, I delayed today's jobs since I was busy with non-SB stuff.

Anyway, submissions are closed!

Super Mario World, Star Fox, and Donkey Kong Country will join the Masterpieces lineup!
  • Adventurer + Primordial Vector (Atari) (Wario Wario Wario)
  • Sonic + Green Hill Zone (DragonRobotKing26)
  • Crash + Native Fortress (Mamboo07)
  • Ryu + Suzaku Castle (Tankman from Newgrounds)
  • Pac-Man + Pac-Maze (Northsouthmap)
  • Red + Poached Eggs (FazDude)
  • Cloud + Northern Cave (Pupp135)
  • Spyro + Artisan Homeworld (Glubbfubb)
  • Erdrick + Alefgard (Champion of Hyrule)
Please vote for your top five fighter/stage combos. While the top three fighters will be added, there's also a special consolation prize for fourth and fifth place - While the 4th/5th characters/stages won't get in, their parent company will be eligible for non-fighter third-party content alongside the winners!

(Note that if both Crash and Spyro end up in the top five, sixth place will get their company in so that Activision doesn't take up two "slots".)

Job 41: Submit up to three Mii costume sets based on a currently represented franchise!
You may submit Mii costumes from Super Mario (and its subseries), Zelda, Metroid, Fire Emblem, Joy Mech Fight, Star Fox, Kirby, Mother, Pokemon, Animal Crossing, Pikmin, Advance Wars, Xenoblade Chronicles, Splatoon, Punch-Out, ARMS, or misc. 80's Nintendo.

Voting closes Thursday at noon - Mainly to get the thread's schedule back on track and to give me some time to rethink how the thread's going so far.
 
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FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,067
Location
Wherever good books are sold.
Votes
  1. Sonic
  2. Pac-Man
  3. Adventurer
  4. Crash
  5. Red
Mii Costume Set 1: Donkey Kong
  • Headgear: DK Mouth Hat
  • Top: DK Upper Body
  • Bottom: DK Lower Body
  • Weapon: Coconut Shooter (Gunner)
Mii Costume Set 2: Spring Man
  • Headgear: Spring Man Wig + Mask
  • Top: Spring Man Upper Body
  • Bottom: Spring Man Lower Body
  • Weapon: Spring Man's ARMS (Brawler)
Mii Costume Set 3: Link
  • Headgear: Link's Hat + Wig
  • Top: Link's Tunic
  • Bottom: Link's Pants
  • Shoes: Link's Boots
  • Weapon: Master Sword (Swordfighter)
 

Pupp135

Smash Lord
Joined
Mar 30, 2020
Messages
1,810
1. Sonic
2. Pac-Man
3. Cloud
4. Ryu
5. Crash

For Miis:

Toad(ette)
Hat: Toad(ette) Cap
Top: Toad(ette) vest
Bottom: Toad(ette) pants
Weapon: Mushroom Glove

KK Slider
Hat: KK Slider Hat
Top: KK Slider Upper Body
Bottom: KK Slider Lower Body
Weapon: Guitar

Dixie Kong
Wig: Dixie Kong hat and wig
Top: Dixie Kong Shirt
Bottom: Dixie King Lower Body
Weapon: Bubblegum Popgun
 
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FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,067
Location
Wherever good books are sold.
Voting is closed! All Mii Costume submissions will be accepted.
  1. Sonic - 36
  2. Ryu - 22
  3. Pac-Man - 21
  4. Crash - 19
  5. Erdrick - 9
  6. Cloud - 6
  7. Red - 4
  8. Adventurer - 3
Please welcome our first third-party fighters; Sonic, Ryu, and Pac-Man! They will be coming alongside Green Hill Zone, Suzaku Castle, and Pac-Maze.
In addition, content from all Sega, Capcom, Namco, Activision*, and Square Enix franchises will be eligible for additional third-party content!

(*)Due to the uncertanity of the buyout, Microsoft content is not included with Activision.

Job 42: Submit movesets for Wario, Ganondorf, and/or Sonic!

Job 43: Submit up to two third-party Assists!

This assist may be from any property owned by Sega, Capcom, Namco, Activision, or Square Enix.

Submissions close tomorrow - Maybe not around noon-time, but ASAP after that.
 
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FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,067
Location
Wherever good books are sold.
WAAAAAAAAAA
Down Smash is the Earthshake Punch from Shake It, Down Air is the Ground Pound.
  • Neutral Special: Wari-Throw
    • While Wario has a normal set of standard throws, this command grab has him lift the opponent over his head, gaining access to a cargo throw state. This gives him four unique throws, with the opponent gaining a hitbox upon being thrown, allowing Wario to damage foes by chucking other foes at them.
  • Side Special: Shoulder Bash
    • This move acts like a combination of the move's standard function and its appearance in Virtual Boy Wario Land - Wario charges up before rocketing forwards, being able to perform a single jump as he dashes forward. If used in midair, Wario moves straight forward rather than abiding by gravity like the chad he is.
  • Up Special: Spring Wario
    • Wario crouches down before springing upwards, being able to steer himself left and right during the jump.
  • Down Special: Wario Waft
    • The same as it worked in past Smash games, albeit with a slightly faster charge time to make up for the fact that Wario doesn't have a special that can speed up the process.
  • Final Smash: Wario-Man
    • Back to being his glorious playable self from Brawl-Smash 4.
Sonic Moveset
  • Neutral Special: Homing Attack
    • Same as it works in existing Smash games.
  • Side Special: Boost
    • Sonic boosts forward with a sudden burst of speed, gaining immunity to projectiles while being able to perform other moves while retaining his momentum. It does have a cooldown, though.
  • Up Special: Wild Rush
    • Similar to the Fire Fox, but inspired by one of Sonic's moves in Frontiers.
  • Down Special: Spin Dash / Bounce
    • Works the same on the ground, but the aerial version has Sonic curl up before dropping straight down, being able to bounce off opponents as they're launched forwards, allowing for potential follow-ups.
  • Final Smash: Super Sonic
    • Like Wario-Man, Super Sonic is playable again, but works a bit differently from Brawl-4. He's no longer immune to knockback, and flight is done by holding the jump button rather than being done automatically.
Might do a Ganon moveset/assists later.
 
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DragonRobotKing26

Smash Champion
Joined
Sep 26, 2021
Messages
2,230
Location
Earth-201769
Job 43:Silver The Hedgehog (Sonic The Hedgehog) and Nemesis (Resident Evil)

Silver_the_Hedgehog.png


images.jpeg



Silver is a character from Sonic series,Silver as assist trophy,he stops the opponents,similar how silver do in Super Smash Flash 2.

And Nemesis is the main villain of Resdent Evil 3 and the fan favorite villain of Resident Evil series,Nemesis as an assist,he shoots the opponents with his bazooka.
 

Mamboo07

Smash Hero
Joined
Mar 23, 2019
Messages
9,375
Location
Oztralia
MY TIME HAS COME!

Wario's Moveset

  • Neutral = Wario Bomb
    • Wario throws a bomb at an arc, and then explodes once it lands on the ground, creating a cloud of noxious gas. The explosion deals set knockback, meaning that it deals the same knockback no matter what percent, but the gaseous cloud stays active, continuously damaging opponents who stands in it, though the gas itself has no knockback and deals no hit stun, but it can be countered/reflected and shielded.
  • Side = Shoulder Bash
    • Wario step back just slightly, and then he charges at the opponent, bouncing off them when hit, just like in the Land games! Wario can also jump while he charges forward, too. The move is quite powerful, but Wario will be left wide open if he misses or hits an opponent's shield. Wario can also use it in mid-air to aid as a recovery but will be put into free-fall if he does so.
  • Up = Spring Jump
    • Wario transforms into Bouncy Wario from Wario Land 2, 3, and 4! It'll works just as you'd expect from Wario! Wario's legs turns into springs, and then he springs himself high up above! It will have a hitbox while Wario is rising! When he falls to the ground, He flips upside-down and will bounce off course, and return to normal, just like in Wario Land 2, 3, and 4.
  • Down = Earthshake Quake
    • Here is how it'll work in Smash! At the start, Wario will have a meter near his character icon, and will slowly fill up as the match goes on. Wait for like 15 seconds for the meter to fill up, and then activate this earth-shattering attack that launches the opponent straight upwards. The longer it is charged, the more area it will cover. The move is devastating, but it only hits if the opponent is on the ground. The move can't be used in the air. If it is uncharged, and you use this move, the attack will be less powerful, but has a change to trip nearby opponents.
  • Final Smash = Wario Car
    • Wario laughs manically as we hear a loud revving sound, and his famous purple automobile appears on the stage. He jumps into the car and starts it up before beginning to drive around the stage ramming into opponents. You'll be controlling his car as it goes around wildly hitting your foes as well can jump. After that, Wario gets out with the car driving off ending the Final Smash.
Edit: Most of Wario's attacks will have him using the transformations from Wario Land 2, 3, 4 and hats from Mario Land 3: Wario Land, as well his dash attack having him on fire running around, and he has his macho man personality instead of being gross comic relief.
Ganondorf's Moveset
  • Neutral = Dead Man's Volley
    • His iconic attack from The Legend of Zelda: Ocarina of Time. Charges up a glowing ball of energy, then throws it forwards. Like King Dedede’s Gordo, it can be reflected by hitting it back with most moves. Also, like King Dedede’s Gordo, Ganondorf can also hit his energy balls back at the opponents that reflected them, referencing the whole “tennis match” battle of Ocarina of Time.
  • Side = Flame Choke
    • Remains exactly the same. Rushes forwards and grabs an opponent by the neck, then blasts them with dark energy and drops them onto the ground. Will drop directly downwards if grabbing an opponent in midair.
  • Up = Dark Portal
    • Creates a portal of darkness and warps away, before reappearing elsewhere. When re-materializing out of the second portal, he’ll create a short-ranged blast of dark energy around his entire body, launching anyone he hits.
  • Down = Shockwave
    • An attack taken from his boss battle in The Legend of Zelda: Ocarina of Time. Jumps up into the air a short way, then dives back down towards the ground at a diagonal angle, punching the ground with his left fist to create a large energy shockwave around him. Looks quite similar to Terry’s Down Special but doesn’t travel quite as high. The move also spikes if it manages to hit someone in mid-air, similar to Ganondorf’s current mid-air Down Special.
  • Final Smash = Ganon
    • While the concept remains similar, the attack itself changes into a cinematic. Ganondorf will first hold up his left hand and clench it into a fist, briefly showing off the Triforce of Power on the back of his hand, then slash his sword in front of him to capture foes. The opponents he hits are sent into a cutscene taking place in the fiery ruins that Ganon’s Super Smash Bros. Ultimate boss battle takes place in, as Ganondorf transforms into Ganon. Ganon lets out a mighty roar, then charges straight into the opponents as usual.
 
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Joined
Aug 14, 2021
Messages
6,683
Location
Bloodsauce Dungeon, Pizza Tower, ???
3rd party assist character submissions:
Chun-Li (Street Fighter - Capcom)
1678379278280.png
Chun-Li is one of playable characters from Street Fighter games and she is a chinese martial artist and also a cop, who seeks revenge on M. Bison, who killed her father.

She is one of popular SF characters and even video game female characters of all time due to being very recognizable to all gamers.

When summoned, she would do flurry of kicks and shoot out a kikoken projectile on opponents. After the time when she attacks, she disappears from stage, ending her role.


Alex Kidd (... - SEGA)
1678379259806.png
Alex Kidd is main protagonist of platformer game series of the same name made by SEGA back in the 1980's and he is a monkey-looking boy who trains Shellcore (a fighting style that exists in the series) and fights off threats that appear on his planet Aries.

Alex Kidd was used to be SEGA's mascot back in the 80's and it was used to be Mario's competitor but the place was taken by Sonic in 1991 and he is now considered as historical SEGA character from now on.


When summoned as an assist, he would choose a random enemy and use his "Jan-ken-pon" move that would stun the opponent if it losses to him. I
f the opponent wins, then he doesn't do anything besides punching it many times.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,055
Location
the building from smash mouth's astro lounge
Voting is closed! All Mii Costume submissions will be accepted.
  1. Sonic - 36
  2. Ryu - 22
  3. Pac-Man - 21
  4. Crash - 19
  5. Erdrick - 9
  6. Cloud - 6
  7. Red - 4
  8. Adventurer - 3
Please welcome our first third-party fighters; Sonic, Ryu, and Pac-Man! They will be coming alongside Green Hill Zone, Suzaku Castle, and Pac-Maze.
In addition, content from all Sega, Capcom, Namco, Activision*, and Square Enix franchises will be eligible for additional third-party content!

(*)Due to the uncertanity of the buyout, Microsoft content is not included with Activision.

Job 42: Submit movesets for Wario, Ganondorf, and/or Sonic!

Job 43: Submit up to two third-party Assists!

This assist may be from any property owned by Sega, Capcom, Namco, Activision, or Square Enix.

Submissions close tomorrow - Maybe not around noon-time, but ASAP after that.
Job #42:
I'll be the first to admit I'm hardly qualified to give a moveset to Wario or Ganondorf, but I may as well take a shot at Sonic.

Unlike my moveset for Link, who's generally seen as being quite solid, Sonic's movesets in the mainline Super Smash Bros. series do have a couple of problems that I want to take the opportunity to try and solve. The main problems that people typically have with Sonic in the series are as follows:
  • Sonic's speed, whilst being great at allowing for an aggressive rushdown playstyle, also makes him exceptionally well-suited to camping out of reach of opponents, making matches uninteresting to watch and unengaging to play. Proficient Sonic players can simply run in, land one or two hits, and then camp for the rest of the game.
  • Sonic having a number of moves with similar animations (such as his visually similar Down and Side Special moves) makes his moveset appear uninteresting and doesn't feel like an effective or fair representation of his wide number of abilities within his home series.
  • A lot of Sonic's animations aside from just his attacks feel a little uninteresting too. His idle animation has been brought up by a lot of people as appearing a little stilted.
Not to be reductive, but I think the central problem here is blandness. For a variety of reasons, Sonic feels bland to play as, play against, and watch. As such, I want to try and do what I can to remedy this.

My concept is that Sonic's moveset overall centres on speed, making him a solid fit into the rushdown category. He's centred primarily on stringing together combos, intended to be played flamboyantly and with suitable flair for the Blue Blur - but as a result of this, he's also somewhat of a glass cannon, being one of the lighter characters in the game and thus struggling against powerful attacks that manage to hit him. The intention behind this is to represent how his gameplay typically functions - in lieu of a healthbar, Sonic can only take up to two hits in his source games (depending on whether he has rings.) Whilst an accurate interpretation of this would be farcical, representing it in terms of more traditional gameplay feels fair, and I think it's a good way to create a character who relies on risk and reward - needing to evade and outmanouvre his opponents in order to succeed. The problem here is that Sonic will naturally end up again being good at camping, so I'm going to remedy this with one of his specials.

Aside from this - a lot of Sonic's basic moves will be based on Sonic Battle as opposed to Sonic: The Fighters. This might seem like a bit of a weird choice, but my reason for this is partially because of the nature of these moves. Battle was a game made post-Adventure - intended to represent the newer, "cooler" Sonic and his more flamboyant personality, whereas Fighters was a late Classic-era game, with more "rubberhose" animations and an overall more cartoonish aesthetic. Whilst one or two moves could still pull from Fighters, having Battle as a prominent inspiration (alongside a wide variety of other games, of course) would lend well to a more unified-feeling moveset overall. There's obviously more overall - one example of this is how Sonic's up throw has him manifest a tornado to launch his opponent upward, similarly to the Blue Tornado move in Sonic Heroes, or how his down tilt has him use the somersault kick from Sonic Adventure 2 and the Advance games. He's intended as a solid hodgepodge of various moves, but "coolness" is essential.

One more thing I think would be fun: landing particularly hard attacks on Sonic has rings burst out from his body, a little like in Fighters. They don't actually do anything, with it just being an aesthetic addition, but I do think it would be both pretty funny and a neat reference - whilst not taking away from his "cool" aura if you're playing him well. The rings disappear shortly after bursting out from Sonic anyway, so it shouldn't be too processor-intensive.

As for Sonic's special moves:

Neutral Special: Homing Attack. Look, this is pretty much fine as is. I will say this much, I think it'd be neat if you could fast-fall after using the attack so as to continue your assault and have the option to use the Homing Attack as a tool to rapidly get up close to your opponent in a unique way. But honestly, that's about it.

Side Special: Boost. This isn't by any means original, but I do think that this could be an effective way to force Sonic to interact with the opponents more. Inputting this move has Sonic suddenly boost forward, a little like Banjo & Kazooie's Wonderwing in Super Smash Bros. Ultimate. When used on the ground, this has Sonic run forward whilst using it - though when used in the air, it'll launch him forward instead in the form of a more traditional recovery move. The move continues for as long as you hold the Special button down whilst moving, though if you turn around or stop moving at all, the move ends. Note that when used in the air, Boost is still gravity-affected, though the momentum of Sonic's movement is carried - making it a great (if temporary) horizontal recovery move. It also doesn't leave Sonic inactionable when in the air - allowing him to attack with an aerial afterward or use his Up Special directly afterward - but can only be used once in the air at a time as with other recovery moves.

The move envelops him in a traditional light blue aura when used. Notably, Boost provides Sonic immunity to projectiles and even grants armour on his head which he'll lean forward as he moves. However, the armour being only on Sonic's head means that particularly low attacks can still run a risk of tripping him up, so you'll want to be careful - don't just Boost willy-nilly. The main difficulty here is that Boost has a cooldown - not in the form of a meter, but more akin to Wario's bike in the Smash series, where you're unable to use the attack for a short while. Notably, landing attacks on opponents increases the speed at which Boost's cooldown passes - so you're actively rewarded for playing in an offensive manner as opposed to camping, hopefully working to alleviate Sonic's "baiting" gameplay phase and make him more interesting up close.

In terms of visuals, whilst there isn't a meter of any kind on Sonic's UI, Sonic is accompanied by a White Wisp. When Boost is available, the Wisp will look excitable as it floats beside him - and when used, it'll leap into Sonic as the move's used. When the move ends, the Wisp looks tired, though it looks less tired as the move recharges. The Wisp doesn't interact with gameplay in any other way, and can't be attacked at all, but instead works a little like R.O.B.'s rocket lights in Super Smash Bros. Ultimate - as a visual indication of your move's status.

Up Special: Spring. I'm going to be real here when I say this was the most difficult one to come up with. I did briefly consider Tails, but that... didn't feel quite right. That being said, I wanted a move that would come out quickly and allow for versatility and speed combined. Considering that Boost is his side special, I didn't want another move that looks visually similar - nor did I want another move with Sonic in a ball - so I ended up going with a slightly retouched Spring. In this case, when used, you can alter the direction the spring launches you if used in the air by inputting a direction. It's not by much (about 30 degrees to either side) but it massively enhances Sonic's aerial options. As with the original, Sonic isn't inactionable following the move's input, but can only use it once in the air at a time. When used on the ground, Sonic doesn't bounce as high, and the Spring disappears by the time Sonic hits the ground. I didn't want him to be massively stage-control focused, so with this in mind, the move's less suited to exactly this. However, it is still a pretty good surprising move to pull out in a pinch - it comes out pretty fast, after all.

Down Special: Spin Dash/Bounce (or Bound). I've been giving this some thought, and I've decided that the normal Spin Dash works pretty much the same as it would in the Super Smash Bros. series. However, I will suggest this much - you can also charge the move purely by holding down the button, but the maximum form of charge by doing this is around 70% of its full potential. This allows for additional leeway and less guesswork for newer players who might not intuitively understand how Sonic's Spin Dash might work, but still rewards you for performing it correctly.

Similarly to FazDude's suggestion, when used in the air, Sonic enters a Spin Dash and spins downward into the ground in the form of a stall-and-fall of sorts (though the "stall" is pretty minimal.) However, this is more directly based on a combination of Sonic's Aqua Shield in Sonic 3 & Knuckles and the Bound in Sonic Advance 2, having Sonic bounce upward if he hits the floor or another enemy whilst using the attack. (Note that Sonic doesn't actually gain a visual shield when performing the move, though.) Furthermore, it's possible to influence your direction whilst both falling and rebounding - not by a massive amount, but enough to make it possible to manouvre slightly (with increased manouverability after the bounce.)

If you let go of the special button before hitting the floor, you won't bounce, however - instead landing on the ground and acting as an alternative fast-fall with quite low landing lag. When at the apex of your rebound, Sonic will unfurl back into his default aerial pose - but inputting Down Special again before this point has Sonic once again move downward. Whilst this makes the move slightly spammable, it's not a particularly repeatable move - it deals solid knockback in the form of a meteor smash, and it's quite punishable if you keep repeating it given the pretty limited aerial options you have whilst moving downward.

I did briefly consider making this more akin to the Drop Dash, but here's the thing - I don't think Sonic needs another rapid horizontal movement tool. Remember, every movement tool intended as an offensive tool can just as easily be used as a retreat. This gives him more of a unique feel in his specials overall.

Final Smash: Super Sonic. Whilst it was obvious that this should be Sonic's Final Smash, it was a bit weird trying to think of exactly how it should work. My eventual decision is that Sonic is controllable and can fly freely during the move - damaging opponents when he does so. Aside from this, inputting the special button during this time boosts Sonic forward at some speed, dealing slightly more damage to the opponent in question. Unlike Brawl's version, though, this one's a lot more controllable. It's a pretty powerful Final Smash, but it moves away from the cinematic feel of a lot of Ultimate's by replacing it with a more controllable one... though creating chaos on the entire stage (and actually being good) feels fitting for seven shiny rocks that some guy has spent like 30 years trying to put in a cannon or something.

Job #43:
As for Assists, I wanted to take a look at a couple that we haven't yet seen in the mainline Smash series. I may as well start with Namco.

Assist Name: Galaga
Assist Origin: Galaga (1981)
Company: Bandai-Namco




Whilst Galaxian was Namco's first major arcade hit, its sequel - Galaga - has become an icon of culture. Whilst not necessarily to the same level as Pac-Man, Galaga is a fundamental title in the shoot-em-up genre that's practically required reading for the genre as a whole - and it's prominent enough in the public consciousness that a joke has been made about it in the Marvel Cinematic Universe, so it's inarguably marketable enough to warrant inclusion in this brand new Smash title. Galaga also has the great distinction of being a title that's seen a wide variety of ports and rereleases, many of which have been on Nintendo platforms - such as the port to the NES, which in fact made it onto the NES Classic Mini. Needless to say, this arcade classic's got some history behind it - and it wouldn't feel out of place in a celebration of Nintendo's own history, either.

Whilst the Boss Galaga exists as an Assist Trophy in the original games, my take on this is that both the Zako (bee) and Goei (butterfly) enemies also get introduced here. When summoned, the background darkens and the Galagans rapidly enter formation at the top of the screen, before beginning to divebomb toward the bottom. Whilst this is designed with deliberate similarities to the original game, these movements occur much faster one after the other, allowing the assist to remain balanced and fun whilst still maintaining the reference. The Galagans will attempt to track opponents, though can quite easily miss and end up flying in circles trying to hunt them down. It's possible to defeat them by landing an attack on them (with them only having a very small amount of health each, around 5%), but if they hit you, you'll take a small amount of damage and some knockback (with the Zako dealing slightly less damage than the Goei). The Boss Galaga that are present (of which there are four) will attempt to tractor-beam you, but doing so is much less potent than the Smash original.

The difficulty with taking them on is the number of them - there's a lot of them, after all. However, with them deliberately being designed to be small and weak, AoE attacks or attacks with solid range and sizeable hitboxes (such as sword disjoints or even projectiles) work well to take them on. After a predetermined amount of time, they'll fly back upwards off the screen and the darkened background will fade. This would be around 20 seconds, so it's not too game-breaking.
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,442
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Sonic Spin Dashes from the foreground onto the stage and strikes a pose.

Stance/Idle 1: Sonic’s idle pose from Sonic Rush
Idle 2: Sonic strikes an “I’m waiting” pose with an annoyed look
Idle 3: Sonic looks at the camera and wiggles his finger

Notable Palette Swaps:
  1. Sonic the Hedgehog (default)
  2. Classic Sonic (cyan; cuffs resemble the white Chaos Emerald)
  3. Tails (yellow; cuffs resemble the blue Chaos Emerald)
  4. Knuckles the Echidna (red; cuffs resemble the green Chaos Emerald)
  5. Shadow the Hedgehog (black/red; cuffs resemble the yellow Chaos Emerald)
  6. Silver the Hedgehog (gray; cuffs resemble the cyan Chaos Emerald)
  7. Jet the Hawk (green; cuffs resemble the red Chaos Emerald)
  8. NiGHTS (lavender; cuffs resemble the purple Chaos Emerald)
Walk: Sonic does a casual jog
Dash: Sonic does what he does best, which is run at the speed of sound
Damage: His damage animation from the Classic games
Jump: His jump from the games
Crouch: His crouch from the games

Normal Attacks
Jab: P / PP / PPK; Sonic performs a 3-hit combo (7%, small knockback), but with a rapid punch in between (1% each hit, small knockback)
Forward+A: Horse Kick; Sonic turns around for a second to kick the opponent (11%, OK knockback)
Down+A: Split Kick; Sonic kicks on both sides of himself (8%, small knockback)
Up+A: Skip Kick; Sonic performs a 540 kick with both legs (12%, OK knockback)

Aerial Attacks
Air+A: Insta-shield; A single white circle appears around Sonic, knocking away opponents (12%, OK knockback)
Air Forward+A: Sonic Rocket; Sonic performs a diagonally downwards kick in the air that spikes in a slight diagonal direction that goes straight forward (13%, OK knockback)
Air Back + A: Humming Top; Sonic performs a backwards spin kick (15%, OK knockback)
Air Up+A: Sonic Updraft; Sonic kicks opponents into the air with a somersault kick (13%, OK knockback)
Air Down+A: Stomp; Sonic stomps straight down as he plummets towards it at high speeds (10% with a meteor effect, OK knockback), leaving a small shockwave upon landing (7%, small knockback)

Dash Attack: Super Skid; Sonic slides along the ground at such high speeds, a small bit of boost energy appears around him (11%, OK knockback)
Edge Attack: Sonic Eagle; Sonic gets up and performs an overhead axe kick (12% with a meteor effect, OK knockback)
Get-Up Attack: Dizzy Spin; Sonic Spin Dashes back and forth (7%, small knockback)

Smash Attacks
Forward+A: Wind-Up Punch; Sonic winds up and punches the opponent (17%, OK knockback)
Up+A: Short Spin Attack; Sonic jumps up while performing a Spin Dash (16%, OK knockback)
Down+A: Sonic Flare; Sonic break dances to hit opponents multiple times (21%, medium knockback)

Grab Game
Grab: Sonic grabs the opponent with two hands
Pummel: Grab Kneebutt; Sonic quickly pummels the opponent with his knee (1%)
Forwards+Throw: Close Kick; Sonic nonchalantly kicks the opponent like a soccer ball (9%, OK knockback)
Down+Throw: Double Spin; Sonic pins the opponent on the ground and Spin Dashes into them multiple times (12%, OK knockback)
Back+Throw: Spin Throw; Sonic quickly backflips multiple times before performing the tomoe nage (11%, OK knockback)
Up+Throw: Hedgehog Needle: Sonic heaves the opponent upwards before stabbing them with his quills (14%, OK knockback)

Special Moves
B : Homing Attack
; Sonic curls into a ball and homes in on the nearest opponent.
  • Tapping B has Sonic home in instantly (10%, OK knockback)
  • Holding B has Sonic charge up before homing in with a powerful strike, albeit with some endlag (20%, medium knockback)
B + Forwards : Boost; Sonic dashes forward at mach speed. There is gauge above his HUD that shows how much Boost energy ypu have left, which can be refilled by scoring KO's.
B + Up : Spring Jump; Sonic uses a spring to jump in the air, and he can move freely afterwards
B + Down : Spin Dash; Sonic charges himself in a ball to dash towards opponents (14%, OK knockback). He can also use it as the Drop Dash in midair (9%, OK knockback).

Final Smash: Super Sonic; Sonic turns into Super Sonic and has the ability to move around freely, ramming into any opponents in his path (20%, OK knockback)

Gimmick: N/A

Taunts
Up: Sonic does a front flip, then crosses arms with his index finger pointing out while making a teasing clicking tune, which forms into one of his signature poses.
Side: “Too slow!” Sonic runs in place doing a figure-8 peel dash
Down: Says "C'mon, step it up!" while performing a windmill, similar to his victory animation in Sonic Advance 3.

Winposes
1: Sonic runs past a goal post that shows his face saying “Piece of cake!”
2: Sonic break dances while saying “Let’s do that again some time!”
3: Sonic sprints to the right and back to the left before stopping, giving a thumbs-up and saying “That was almost too easy!”

Applause: Sonic’s continue animation from Sonic the Fighters
Icon: The Sonic head logo, with Sonic’s eyes
Boxing Ring Title: The Blue Blur
Star K.O.: “NOooooo…!”
Victory Music: What else?
Kirby Hat: Sonic’s quills
3rd party AT's: Opa Opa & Red Arremer
Opa-Opa.png Red Arremer.jpg
Opa Opa would fly around and shoot different kinds of projectiles, while the Red Arremer would fly out of opponents' reach, shoot fireballs and dive down in a U-shape pattern.
 
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Northsouthmap

Smash Champion
Joined
Apr 11, 2022
Messages
2,317
Blaze the Cat (Sonic)

Runs about rapidly, shooting weak fireball projectiles and sometimes surrounding herself in a whirlwind of fire.

Zangief (Street Fighter)

Grabs you and slams you into the ground repeatedly.
 
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FazDude

Smash Master
Joined
Jan 26, 2021
Messages
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Location
Wherever good books are sold.
Ganondorf Moveset
While he's technically not a clone anymore due to Captain Falcon's absense, I tried to mix his current Smash moveset with a few new tricks. For example, he now uses his trident in his smash attacks, and his old Wizard's Foot has been moved to his down air to make way for a "new" Down Special.
  • Neutral Special: Dead Man's Volley/Swipe
    • Ganondorf sends out an orb of energy. While it's pretty big, it's also fairly weak despite its huge hitstun. That is, however, unless it is vollied; Every time it is hit with a physical attack, the DMV gets reflected, growing faster and stronger. However, only one DMV can be active at a time.
    • If Ganondorf uses his Neutral Special while his DMV is out, he instead swipes his cape. It's a pretty weak move, but is quick enough to reliably reflect the DMV... or any other projectile headed his way!
  • Side Special: Gerudo Dragon/Choke
    • Ganondorf returns to his Melee Side Special! However, if you press B during the charge, he will cancel it into a command grab not unlike the Flame Choke. Yes, you can even do this in the air. Rejoice, Ganonciders!
  • Up Special: Trident Teleport
    • Ganondorf disappears from view as his trident begins spinning. You can control the trident slightly, and Ganondorf will burst back into view with a blast of dark magic when he reappears, grabbing the trident once again before entering freefall.
  • Down Special: Malice Punch
    • It's the Warlock Punch with a new coat of paint... and a new feature. If used above 120%, Ganondorf will be consumed by calamity, causing him to rocket forward at incredible speed, dealing insane damage to anyone in his path. However, this WILL cause Ganondorf to SD, whether that be by hitting a wall or a blast zone.
  • Final Smash: Return of Ganon
    • It's his current Final Smash. If it ain't broke, don't fix it.
Assist 1: Space Invader (Square Enix)

Yep, they're owned by Square!

Anyway, when summoned, a little Space Invader hangs out around you for a short time, shooting in the direction of your basic attacks. You'll also get a considerable speed boost when it's around.

...Huh, I really don't have any ideas for another assi -



Assist 2: Phoenix Wright (Capcom)

When summoned, Phoenix takes to the stand to testify for his summoner. The more damage the fighter has racked up, the stronger their case becomes, powering up their attacks in the process! While not too useful in the early game, Phoenix can turn the tides of a fight if used at high percentages.
 

Pupp135

Smash Lord
Joined
Mar 30, 2020
Messages
1,810
Tails:
He’d fly around for a little bit and then he’ll spin his tail like in his attack in Sonic Adventure.
FrontiersTails.png
Pac-Man Ghosts:
They’ll function like in Ultimate.
Ghosts (Pac-Man).png
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
1678429780495.png

Assist 1
Dr. Eggman
This assist has Eggman don his Egg Wrecker, the first boss of Sonic 1, aka the wrecking ball, to slam said ball into your opponent's face. Has a large forward range but really slow start and end lag, additionally if the space is too small Eggman can't be summoned so it may be impractical in some areas.
1678429933164.png

Assist 2
Pooka
From Dig Dug, the Pooka will appear on the ground and will puff up when attacked; a light attack will simply cause the Pooka to push the attacker back, but it has a lot of knockback, so it can be dangerous when attacking a ledge. If the attack is strong enough, the Pooka will explode into a fiery explosion which does medium damage but has low knockback.
 
D

Deleted member

Guest

Blanka
Blanka will roll into the stage and perform his shocking attack, sending lightning out and shocking any near by fighters.


The Prince
He'll roll a Katamari around, sucking up any fighters or items who get too close.
 

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
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Location
Wherever good books are sold.
Submissions are closed, and whewee, were there a ton! Thanks to everyone for their great submissions, and don't you worry; More third-party specific jobs are in the pipeline!
  • Please vote for Wario's moveset here: https://strawpoll.com/polls/7rnzmVYadyO
  • Please vote for Ganondorf's moveset here: https://strawpoll.com/polls/3RnYlX57zye
  • Please vote for Sonic's moveset here: https://strawpoll.com/polls/Qrgebw9vXZp
  • Finally, vote for your top eight assists; The top six will make it in!
    • Silver (Sonic the Hedgehog) (DragonRobotKing26)
    • Nemesis (Resident Evil) (DragonRobotKing26)
    • Chun-Li (Street Fighter) (Tankman from Newgrounds)
    • Alex Kidd (Tankman from Newgrounds)
    • Galaga (KneeOfJustice99)
    • Opa-Opa (Phantasy Zone) (Perkilator)
    • Red Arremer (Ghosts n' Goblins) (Perkilator)
    • Blaze (Sonic the Hedgehog) (Northsouthmap)
    • Zangeif (Street Fighter) (Northsouthmap)
    • Space Invader (FazDude)
    • Phoenix Wright (Ace Attourney) (FazDude)
    • Tails (Sonic the Hedgehog) (Pupp135)
    • Ghost Gang (Pac-Man) (Pupp135)
    • Dr. Eggman (Sonic the Hedgehog) (Glubbfubb)
    • Pooka (Dig Dug) (Glubbfubb)
    • Blanka (Street Fighter) (DarkVortex)
    • The Prince (Katamari) (DarkVortex)

Job 44: Submit an item based on Nintendo hardware!
This may be based on any Nintendo hardware or peripheral. However, no non-video game items will be allowed - Sorry, Ultra Hand fans.

Submissions and voting close tomorrow afternoon!
 

DragonRobotKing26

Smash Champion
Joined
Sep 26, 2021
Messages
2,230
Location
Earth-201769
Job 44:Zapper

images (2).jpeg


Zapper is a accessory for the NES,this accessory just have three games that work:Duck Hunt,Hogan's Alley and Wild Gunman.

Zapper as an item,it is an item that shoots projectiles,and it would be similar to Ray Gun
 
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FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,067
Location
Wherever good books are sold.
Job 44:Power Glove

View attachment 369186

Power Glove is an accessory for NES and it was made by Mattel,this glove appears in The Wizard,Regular Show,8-Bit Christmas,Hackers and the most known Angry Video Game Nerd,and you think "power glove is good for the games,right?",no,the power glove looks like an awesome object,but it isn't good on NES games.

Power Glove as an item,it on the playable character's left arm and spawn randomly a item,except the own Power Glove.

I think the Power Glove in the Smash would be similar to Marvel's Infinity Gaunlet
So sorry for being late on this, but it was decided earlier that the Power Glove wouldn't be eligble in this thread due to not being a Nintendo-produced accessory.
 

Mamboo07

Smash Hero
Joined
Mar 23, 2019
Messages
9,375
Location
Oztralia
Power Glove wouldn't be eligble in this thread due to not being a Nintendo-produced accessory.
No wonder that thing was such a flop of an absolute failure.

Extremely poor reception, because the controls for the glove were incredibly obtuse, making it completely impractical for almost every game on the console.

Sold poorly and quickly disappeared.
 

Pupp135

Smash Lord
Joined
Mar 30, 2020
Messages
1,810
1. Alex Kidd
2. Space Invader
3. Chun-Li
4. Ghost Gang
5. Nemesis
6. Tails
7. Phoenix Wright
8. Pooka

I’ll submit Wii Balance Board
SSBU spirit Wii Balance Board.png
When the player stands on it a yoga pose animation moves across the map in the direction that the player is facing
 

FazDude

Smash Master
Joined
Jan 26, 2021
Messages
3,067
Location
Wherever good books are sold.
For my item, I'll submit the Game Boy Camera from Super Mario Smash Bros. To cite my past self...

With the Game Boy Camera in hand, your jab becomes a camera flash (after a second's delay). Opponents caught in the flash are stunned, face the camera, and smile (or frown, if pictures aren't their thing)! It's great for making your opponent suspectible to a combo string or strong finishing blow.

As an added bonus, on very rare ocassions, the opponent's face will be replaced with this handsome mug (although it doesn't change anything else about the move).
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
1678489372412.png

Wii Remote and Numchuck
Acts as a combination of a whip and lasso, a light attack simply flings the Wii Remote like a whip, doing medium knockback and low damage, which add up due to the fast speed of the Wii Remote. When help down the Wii Remote will wrap around the target like a lasso and you can then use the Numchuck to bang the target's skull in like a long-ranged pummel.
 
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