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Wario Wario Wario

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I've calculated the results - I was going to wait a bit to post them, but I'm gonna skip that since...
20770833-DAC1-436D-8B8D-3CAC1ABC1720.jpeg

We have a tie between Captain Syrup or Mama & Tuxie! Two water related fighters fitting for our current stage job.
 

Wario Wario Wario

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Giga Lakitu = 1
Topper = 2
Ruined Dragon = 5
Whomp King = 5
Charvaaugh = 7

The hard to spell lava snake makes the cut!

The music voting for Wario's Castle is a 3-way tie
@cashregister9 said:
Please vote here if you haven't already

However, my music list for Super Mario Maker wins by a landslide, and while Gangplank Galleon is a close draw it's luckily 2-way so I can remove my own self-vote, granting Torgo the Bear the win!
 
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Wario Wario Wario

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I'll probably go to sleep now, and close Wario's Castle voting when I wake up. That will be followed later in the day/night by the closure of stage submissions, opening of the next alt costume job, and some sort of submission job I've yet to decide on. The Syrup/Mama runoff poll will remain open (it's currently a tie, though technically Syrup would win if I were to end it now since I voted for Mama & Tuxie)
 

Wario Wario Wario

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Wario's Castle will have my songlist!

Submissions for snow/water stages have closed, please vote here:

Submit alternate costume lists for Donkey Kong and/or Funky Kong!

Please submit either 8 or 16 alternate costumes for one or both of these fighters.

Note that I will not be doing any more dual alternate costume jobs after this due to the extremely low current number of fighters.
 

Wario Wario Wario

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DK
  1. Default
  2. Super Guide
  3. Orange Lanky colours
  4. Purple "Dankey Kang"
  5. Light Green fur
  6. Pinkish black fur with mandrill face pattern
  7. Arcade/Cranky
  8. Gorilla (dark) Arcade
  9. Smash 64 Green Team (green skin) Arcade
  10. Pink DK Jr. Arcade
  11. Dark Red Arcade
  12. "How High Can You Get?" Light yellow Arcade
  13. Turbo Charge Donkey Kong
  14. Dark Turbo Charge Donkey Kong
  15. Metal Head
  16. Rusted Metal Head

Funky
  1. Default
  2. Memphis (triangles) pattern bandanna and shirt
  3. Zebra print bandanna and shirt
  4. Tie-dye bandanna and shirt
  5. DKC1
  6. DKC3
  7. DK64
  8. Chunky's DK rap disco outfit
 
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Janx_uwu

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your mother's sleeping quarters
Funky Kong alts:
1. Default
2. White
3. Pink
4. Green
5. Brown
6. Metallic tank top, shorts, and bandana, red sunglasses (DK64 appearance)
7. Golden fur, white-ish sunglasses (DKC TV show appearance)
8. Darker fur, no tank top or shorts, medallion necklace (DKC2 appearance)

Also, not sure if or when the surfboard will show up in gameplay, but if/when it does, it will be red in all of the alts except for the DKC2 one, where it will have the green, blue, and orange pattern from Funky's art in that game.
 
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FazDude

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Wherever good books are sold.
Donkey Kong alts:
  1. Default
  2. Real Gorilla (Black fur, yellow tie, basically his second alt from Ultimate).
  3. Original DK (Reddish fur, blue tie, third Ultimate alt)
  4. "Junior II" (Pink fur, yellow tie, eighth Ultimate alt)
  5. Lanky Manky (Orange fur, blue tie)
  6. Super Kong (White fur, blue tie)
  7. Dankey Kang Karate Kong (Purple fur, white tie)
  8. Dread Kong (Light gray fur, red tie)
  9. Radioactive Kong (Green fur, red tie, fifth alt from Ultimate)
  10. King of Swing (Yellow fur, blue tie, seventh alt from Ultimate)
  11. Boxing Kong (model swap, inspired by Punch-Out Wii)
  12. Blue Boxing Kong
  13. Green Boxing Kong
  14. Turbo Charge Donkey Kong (model swap)
  15. Dark T.C. Donkey Kong
  16. Red T.C. Donkey Kong
Funky Kong alts:
  1. Default
  2. Classic Funky (model swap, no tanktop or shorts, golden necklace)
  3. White
  4. Classic Purple (based on Funky's sprite in DKC1)
  5. Green (heavily inspired by Funky's DK64 appearance)
  6. Classic Yellow (based on Funky's appearance in the DKC cartoon)
  7. Blue
  8. Classic Black
 

Wario Wario Wario

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Currently the Mama/Syrup runoff is a draw, if an 11th person doesn't vote within roughly 20 minutes Syrup will win automatically on virtue of me voting for Mama.

I have also created a small survey as to what kind of fighter jobs you may want in future - remember that this isn't a vote, just a survey. Please vote for the jobs you find conceptually interesting and not just ones that your most wanteds fall into.
 

Wario Wario Wario

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Submit differences for Funky Kong!

Please submit Funky Kong's differences from DK. Aim for something around a Chrom level of difference at maximum. Please specify whether DK's new barrel bash move or the old Headbutt will be used.

Submit a moveset for Mama & Tuxie!

Please submit at least the special moves. Do not submit taunts/victory animations or Final Smashes as they will be handled later

A job or jobs related to Waluigi, Geno, Goomba, and/or Ashley will open later today alongside the closure of the snow/water level job, though I haven't decided what they'll be.
 
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FazDude

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Funky Kong changes
  • Funky Kong is faster and has better frame data than DK, but is weaker and easier to launch.
  • Funky Kong lacks DK's cargo throw, instead having a normal forward throw.
  • Funky Kong's animations and expressions are more carefree and relaxed than DK's (for example, while DK looks angry with a fully-charged Giant Punch, Funky looks more cocky).
  • Funky Kong's up special, Spinning Board, has him spin on his surfboard to gain extra height. While this makes it faster and better for recovery, it only hits once (as opposed to Spinning Kong's multi-hit nature) and doesn't give Funky super armor.
  • Funky Kong's Final Smash, Boot Cannon, begins the same as Donkey Kong's new Jungle Rush. However, the cinematic for Funky's FS has him use the Boot Cannon from Donkey Kong 64, dealing a single powerful blow rather than a barrage of hits.
 

Janx_uwu

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Mama & Tuxie
Character overview: Mama and Tuxie are two halves of a character in the most literal sense. Tuxie wanders around aimlessly onstage, having a mind of its own, being able to take damage and knockback, and he is the easiest character in the cast to launch. He will use a double jump and a small penguin flutter if launched offstage, but not KO'd, though this recovery isn't very good. He'll run in distress when an attack near him misses, but other than that he is oblivious to the action entirely. The other half of the character is Mama, who is large and heavy, does large startup attacks with heavy armor, deals high damage and knockback in her attacks, and has great mobility thanks to her Side B (more on that later). KO'ing Mama does not result in the mother-son duo losing a stock, but it does result in the Mama player now gaining control of Tuxie who has very limited options. Tuxie's not very fast as he has yet to learn how to slide like his Mama. KO'ing Tuxie, whether or not Mama has been KO'd, will result in the loss of a stock for the Mama & Tuxie player, and Mama will disappear momentarily for the duo to respawn if it is not their last stock. As the Mama player, you have to keep Tuxie safe with your strong attacks, and if you've transitioned to playing as Tuxie, you now have to either run out the clock or get little spurts of damage in while you can.

Below are Mama's specials.

Side B: Belly Slide
Mama takes a few steps forward before sliding on her belly. This move has a bit of startup and acts like a heavy dash attack in NASB, gives you a lot of speed and the momentum can be carried over if you cancel the attack after hitting someone.

Neutral B: Icy Slap
Basically the old Ice Climbers neutral b, however it now has a weak hitbox when Mama slaps the pair of small iceberg projectiles.

Down B: Peck
A three-level chargeable forward peck, with super armor if you charge past the first level. Level One is a medium-range poking tool that can set up a techchase situation (which you can follow up on with Side B), second level is a bit stronger and can freeze at the sweetspot, and the third level kills and destroys full shields. It is impossible to store the charge over the time, but you can cancel the attack by shielding, jumping, or rolling.

Up B: Snowy Swap
This is a bit of a weird one. In Chess, you can sometimes swap the places of your Rook and your King, called Castling, and this duo has the same deal for their Up B. Both characters are momentarily covered in an icy, dusty cloud, during which they are invulnerable and impossible to see. When the move ends, Mama is where Tuxie was and vice versa. Each one has a very strong hitbox on the attack when they spawn. Imagine Orcane's Up B if the puddle was a completely separate character. You can use this to quickly get Tuxie out of trouble or if you've run out of your double jump with Mama offstage and think Tuxie might be able to make it back safely. You don't regain control immediatly though, as both penguins will be somewhat dizzy after the swap, so do be extremely careful when using this high-risk, high-reward attack.

And here are Tuxie's two attacks:

Neutral Attack: Tiny Icy Slap
Only spawns one iceberg like Sopo and doesn't have as large of a hitbox as Mama's.

Special Attack: Flutter Jump
Has heavy armor like Yoshi's, but doesn't go nearly as far or as high. Does small amount of damage and is a quick get off me tool.\
Tuxie can do anything the other characters can movement wise.

Also new SB Creates subforum pog
 
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Wario Wario Wario

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The stage vote is closed and we have a tie - however, I can remove my vote for Dire Dire Bay which therefore makes Christmas Village the winner! Which means the Mario & Sonic games finally have representation, and the competitive players have a Smashville equivalent!

Submit taunts and/or victory animations for Ashley & Red and/or Mario

Please submit a list of 4 taunts (forwards, up, down, and back) and/or 4 victory animations for either or both of these characters. These will be voted on seperately.
 

Wario Wario Wario

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Mario victories:
  1. Mario charges up a punch, and pulls out a victory sign at the end
  2. Mario slides down a flagpole and, upon jumping off, takes off his hat like in NSMB
  3. Mario and Cappy float around and cheer for a Multi-Moon
  4. The iconic Smash 64 CSS twirling jump and strongman pose - Cappy spins on Mario's head as he jumps and when Mario lands he's a bit dizzy and fit backwards.
Ashley victories:
  1. The camera slowly and eerily zooms in on angry white-hair Ashley - Red poofs in to give her bunny doll and calms her nerves
  2. Ashley and Red feast on a roast turkey - Ashley is carefully forking off chunks slowly and lightly chewing, while Red gobbles straight off the bird, mouth open
  3. Ashley is looking away as flowers are thrown for her, she looks towards the implied audience, shifts forwards and gently smiles - a little embarassed - while looking down.
  4. Red does a goofy dance while Ashley can be seen in the distance, playing microgames and minding her own business.
Ashley taunts:
  1. Side: Ashley holds up Red as a staff like her victory animation in GiT
  2. Up: Ashley floats off the ground with magic power like Mewtwo's up taunt - before landing flat on her face a la Wile E. Coyote
  3. Back: Ashley looks menacingly towards the screen
  4. Down: Ashley's stomach rumbles, so Red uses his pitchfork to fling a pea or burger into her mouth in a similar manner to the Fork Lifter minigame from Rhythm Heaven - even having sound effects from said game.
 
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FazDude

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Mario taunts:
  • Forward: Mario hops into the air with his iconic pose, giving a happy "Yahoo!"
  • Back: Mario spins in the air and falls on his back.
  • Up: Mario spins around and gives the camera a peace sign.
  • Down: Mario tosses Cappy, causing the latter to spin around him. Essentially his up taunt from Smash.
Mario victory animations:
  • Mario slides down a flagpole, jumps off, and takes off his hat.
  • Mario tosses Cappy at the camera before posing with him on his head after Cappy boomerangs back.
  • Mario leaps into the air and lands in the classic strongman pose.
  • Mario reenacts the "Shine Get" animation from Super Mario Sunshine - The item he holds up is randomly chosen; It can be a Power Star, Shine Sprite, or Power Moon.
 

Wario Wario Wario

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Submissions for DK and Funky's alt costumes are closed!
DK
  1. Default
  2. Super Guide
  3. Orange Lanky colours
  4. Purple "Dankey Kang"
  5. Light Green fur
  6. Pinkish black fur with mandrill face pattern
  7. Arcade/Cranky
  8. Gorilla (dark) Arcade
  9. Smash 64 Green Team (green skin) Arcade
  10. Pink DK Jr. Arcade
  11. Dark Red Arcade
  12. "How High Can You Get?" Light yellow Arcade
  13. Turbo Charge Donkey Kong
  14. Dark Turbo Charge Donkey Kong
  15. Metal Head
  16. Rusted Metal Head

Funky
  1. Default
  2. Memphis (triangles) pattern bandanna and shirt
  3. Zebra print bandanna and shirt
  4. Tie-dye bandanna and shirt
  5. DKC1
  6. DKC3
  7. DK64
  8. Chunky's DK rap disco outfit
Funky Kong alts:
1. Default
2. White
3. Pink
4. Green
5. Brown
6. Metallic tank top, shorts, and bandana, red sunglasses (DK64 appearance)
7. Golden fur, white-ish sunglasses (DKC TV show appearance)
8. Darker fur, no tank top or shorts, medallion necklace (DKC2 appearance)

Also, not sure if or when the surfboard will show up in gameplay, but if/when it does, it will be red in all of the alts except for the DKC2 one, where it will have the green, blue, and orange pattern from Funky's art in that game.
Donkey Kong alts:
  1. Default
  2. Real Gorilla (Black fur, yellow tie, basically his second alt from Ultimate).
  3. Original DK (Reddish fur, blue tie, third Ultimate alt)
  4. "Junior II" (Pink fur, yellow tie, eighth Ultimate alt)
  5. Lanky Manky (Orange fur, blue tie)
  6. Super Kong (White fur, blue tie)
  7. Dankey Kang Karate Kong (Purple fur, white tie)
  8. Dread Kong (Light gray fur, red tie)
  9. Radioactive Kong (Green fur, red tie, fifth alt from Ultimate)
  10. King of Swing (Yellow fur, blue tie, seventh alt from Ultimate)
  11. Boxing Kong (model swap, inspired by Punch-Out Wii)
  12. Blue Boxing Kong
  13. Green Boxing Kong
  14. Turbo Charge Donkey Kong (model swap)
  15. Dark T.C. Donkey Kong
  16. Red T.C. Donkey Kong
Funky Kong alts:
  1. Default
  2. Classic Funky (model swap, no tanktop or shorts, golden necklace)
  3. White
  4. Classic Purple (based on Funky's sprite in DKC1)
  5. Green (heavily inspired by Funky's DK64 appearance)
  6. Classic Yellow (based on Funky's appearance in the DKC cartoon)
  7. Blue
  8. Classic Black
Please vote here

Voting for my list will not disconfirm the older Cranky from getting his own slot.
 
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Wario Wario Wario

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Funky Kong changes
  • Funky Kong is faster and has better frame data than DK, but is weaker and easier to launch.
  • Funky Kong lacks DK's cargo throw, instead having a normal forward throw.
  • Funky Kong's animations and expressions are more carefree and relaxed than DK's (for example, while DK looks angry with a fully-charged Giant Punch, Funky looks more cocky).
  • Funky Kong's up special, Spinning Board, has him spin on his surfboard to gain extra height. While this makes it faster and better for recovery, it only hits once (as opposed to Spinning Kong's multi-hit nature) and doesn't give Funky super armor.
  • Funky Kong's Final Smash, Boot Cannon, begins the same as Donkey Kong's new Jungle Rush. However, the cinematic for Funky's FS has him use the Boot Cannon from Donkey Kong 64, dealing a single powerful blow rather than a barrage of hits.
Mama & Tuxie
Character overview: Mama and Tuxie are two halves of a character in the most literal sense. Tuxie wanders around aimlessly onstage, having a mind of its own, being able to take damage and knockback, and he is the easiest character in the cast to launch. He will use a double jump and a small penguin flutter if launched offstage, but not KO'd, though this recovery isn't very good. He'll run in distress when an attack near him misses, but other than that he is oblivious to the action entirely. The other half of the character is Mama, who is large and heavy, does large startup attacks with heavy armor, deals high damage and knockback in her attacks, and has great mobility thanks to her Side B (more on that later). KO'ing Mama does not result in the mother-son duo losing a stock, but it does result in the Mama player now gaining control of Tuxie who has very limited options. Tuxie's not very fast as he has yet to learn how to slide like his Mama. KO'ing Tuxie, whether or not Mama has been KO'd, will result in the loss of a stock for the Mama & Tuxie player, and Mama will disappear momentarily for the duo to respawn if it is not their last stock. As the Mama player, you have to keep Tuxie safe with your strong attacks, and if you've transitioned to playing as Tuxie, you now have to either run out the clock or get little spurts of damage in while you can.

Below are Mama's specials.

Side B: Belly Slide
Mama takes a few steps forward before sliding on her belly. This move has a bit of startup and acts like a heavy dash attack in NASB, gives you a lot of speed and the momentum can be carried over if you cancel the attack after hitting someone.

Neutral B: Icy Slap
Basically the old Ice Climbers neutral b, however it now has a weak hitbox when Mama slaps the pair of small iceberg projectiles.

Down B: Peck
A three-level chargeable forward peck, with super armor if you charge past the first level. Level One is a medium-range poking tool that can set up a techchase situation (which you can follow up on with Side B), second level is a bit stronger and can freeze at the sweetspot, and the third level kills and destroys full shields. It is impossible to store the charge over the time, but you can cancel the attack by shielding, jumping, or rolling.

Up B: Snowy Swap
This is a bit of a weird one. In Chess, you can sometimes swap the places of your Rook and your King, called Castling, and this duo has the same deal for their Up B. Both characters are momentarily covered in an icy, dusty cloud, during which they are invulnerable and impossible to see. When the move ends, Mama is where Tuxie was and vice versa. Each one has a very strong hitbox on the attack when they spawn. Imagine Orcane's Up B if the puddle was a completely separate character. You can use this to quickly get Tuxie out of trouble or if you've run out of your double jump with Mama offstage and think Tuxie might be able to make it back safely. You don't regain control immediatly though, as both penguins will be somewhat dizzy after the swap, so do be extremely careful when using this high-risk, high-reward attack.

And here are Tuxie's two attacks:

Neutral Attack: Tiny Icy Slap
Only spawns one iceberg like Sopo and doesn't have as large of a hitbox as Mama's.

Special Attack: Flutter Jump
Has heavy armor like Yoshi's, but doesn't go nearly as far or as high. Does small amount of damage and is a quick get off me tool.\
Tuxie can do anything the other characters can movement wise.

Also new SB Creates subforum pog
Submissions for Mama & Tuxie and Funky's movesets have closed! Janx_uwu Janx_uwu 's Mama & Tuxie moveset wins by default, as does FazDude FazDude 's Funky moveset! While I wouldn't usually approve a Final Smash as part of an overall submission, I forgot to mention it this time on Funky so it's my mistake and I'll allow it.
 

Wario Wario Wario

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Submit a heroic character as an Ally Contact!
Currently the ally contacts consist of 2 enemies and 1 villain-turned-hero, so for this job we will be adding two heroic characters as Ally Contacts. Anti-heroes, neutrals, and redeemed villains will also be allowed, but player-controlled villains (Captain Goomba for example) will not. Please only submit one.

Speaking of items, the Spring and Super Scope have been added to the OP on virtue of me forgetting about them when first starting the thread
 
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Wario Wario Wario

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Stanley the Bugman

Stanley uses his design from Greenhouse. He runs around the stage and puffs his pesticide, which functions equivalent to PP's fully-charged side-B. There can be a lot of pesticide clouds out at once - the amount of time a pesticide cloud stays out is variable by stage size, so it'd stay out for 10 seconds on a Great Cave Offensive-equivalent stage, but only 2 or so for WarioWare Inc.
 
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Torgo the Bear

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the country where the pretty girls are from
NNID
u2outofcontrol
Switch FC
SW-1209-7008-3905
I was about to submit Prince Peasley but then I realized I should save him as a submission for a Marth replacement

So instead, have these two, as I'm still in a Superstar Saga mood:
1646679038996.png

The Jellyfish Sisters
When summoned, they will randomly choose one of two techniques to use, depending on which sister is in front. FYI, the red one is Gigi, and the green one is Merri.

If Gigi is in front, Merri will tickle Gigi's back with Thunderhand, causing the two to slowly move back and forth while producing an electric shock. Touching the sisters in this state will stun you for a bit.

If Merri is in front, Gigi will tickle Merri's back with Firebrand, causing the two to suddenly rocket forwards at high speed, doing big firey damage to anyone they run over.
 

Janx_uwu

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your mother's sleeping quarters
Plessie:

Y'know the goat thing that comes out of pokeballs in Ultimate? Plessie is that but bigger and slightly faster. As with the goat, you can ride on its back, though multiple people can ride Plessie as long as they're on the same team. If not the other players will just be knocked off.
Considered making this Dorrie instead but someone might still submit her as a playable character, so I'll wait on that front.
 

Wario Wario Wario

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Mario victories:
  1. Mario charges up a punch, and pulls out a victory sign at the end
  2. Mario slides down a flagpole and, upon jumping off, takes off his hat like in NSMB
  3. Mario and Cappy float around and cheer for a Multi-Moon
  4. The iconic Smash 64 CSS twirling jump and strongman pose - Cappy spins on Mario's head as he jumps and when Mario lands he's a bit dizzy and fit backwards.
Mario Taunts:
  1. Side: Thumbs up from SSBU
  2. Down: DK game over
  3. Back: Cappy spin from SSBU
  4. Up: Become giant and shrink
Ashley victories:
  1. The camera slowly and eerily zooms in on angry white-hair Ashley - Red poofs in to give her bunny doll and calms her nerves
  2. Ashley and Red feast on a roast turkey - Ashley is carefully forking off chunks slowly and lightly chewing, while Red gobbles straight off the bird, mouth open
  3. Ashley is looking away as flowers are thrown for her, she looks towards the implied audience, shifts forwards and gently smiles - a little embarassed - while looking down.
  4. Red does a goofy dance while Ashley can be seen in the distance, playing microgames and minding her own business.
Ashley taunts:
  1. Side: Ashley holds up Red as a staff like her victory animation in GiT
  2. Up: Ashley floats off the ground with magic power like Mewtwo's up taunt - before landing flat on her face a la Wile E. Coyote
  3. Back: Ashley looks menacingly towards the screen
  4. Down: Ashley's stomach rumbles, so Red uses his pitchfork to fling a pea or burger into her mouth in a similar manner to the Fork Lifter minigame from Rhythm Heaven - even having sound effects from said game.
Mario taunts:
  • Forward: Mario hops into the air with his iconic pose, giving a happy "Yahoo!"
  • Back: Mario spins in the air and falls on his back.
  • Up: Mario spins around and gives the camera a peace sign.
  • Down: Mario tosses Cappy, causing the latter to spin around him. Essentially his up taunt from Smash.
Mario victory animations:
  • Mario slides down a flagpole, jumps off, and takes off his hat.
  • Mario tosses Cappy at the camera before posing with him on his head after Cappy boomerangs back.
  • Mario leaps into the air and lands in the classic strongman pose.
  • Mario reenacts the "Shine Get" animation from Super Mario Sunshine - The item he holds up is randomly chosen; It can be a Power Star, Shine Sprite, or Power Moon.
My Ashley submissions win by default, please vote on these two polls for Mario
Additionally, Sonic characters will feature as cameos on Christmas Village.
 

Wario Wario Wario

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Quick question, looking for more than just yesses and nos so no Strawpoll: Should I space out fighter submissions a little less, even if just temporarily? we have 50 fighters to add but currently only have 21 (41% of the aim), and I also don't want to over-mythologise the fighter jobs and make them seem more special than the others so I feel treating them as a bit less of a big deal may be the way to go. However, I also worry that speeding up fighter jobs would make the base game dev cycle way too short unless I slow down after a certain amount of fighters are added.
 
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Janx_uwu

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your mother's sleeping quarters
I think having a fighter submission every weekend (or every other weekend if we want it to go slower) would work well. That way everyone not only has time to submit but also that can kind of pace the thread and give it a little structure.
 

Wario Wario Wario

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I think having a fighter submission every weekend (or every other weekend if we want it to go slower) would work well. That way everyone not only has time to submit but also that can kind of pace the thread and give it a little structure.
I'm thinking perhaps 2 fighter subs every week until around 35 or so is achieved, and then the remaining 15 or so are submitted once every (other?) week? does that sound fair, or too fast? I want this thread to move quickly, but also not end in a flash.
 
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