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SmashBoards Creates: Ultimate DLC In A Parallel Universe (Currently Submitting CP3 Criteria)

Paraster

Smash Lord
Joined
Nov 29, 2018
Messages
1,123
Location
The 104 Building
A while back, I wrote about my concept of parallel-universe Smash Ultimate DLC--what the Fighters Passes (and early-purchase bonus fighter) could have looked like with different characters that followed similar niches. Now that the DLC is over, I thought it would be fun to turn this concept into a forum game!

This game will work in several phases:
  1. Criteria: Participants will give criteria that the replacement character we are currently on must follow, making sure that the character filling that slot in the real world follows the criteria as well. For example, you could say that Challenger Pack 1 (originally Joker) needs to be a character from a game that was nominated for Game of the Year at the Game Awards. Everyone then votes on what criteria they want to follow.
  2. Character: Participants will submit new characters that follow the voted-on criteria. The submitted characters are then voted on.
  3. Content: Participants will submit ideas for the newly-voted character's moveset, stage, music list, Classic Mode, DLC Spirit Board, and accompanying Mii Costumes. Each of these will be submitted and voted on individually. To encourage creativity and as much participation as possible, there will be no set limits on these, though I may ask certain submissions to be altered on an individual basis if they seem extremely over-the-top (submissions of 70 music tracks or 30 spirits, for example).
RULES:
  • A character's first appearance must have been released before the reveal they are being submitted for. Byleth had about 6 months between introduction and announcement--you could go for a smaller gap than that, but it is not encouraged.
  • Any characters that were Ultimate DLC in real life are not eligible. Not even if they are submitted for a different slot. You are allowed to pick a different character from the same franchise, though.
  • Non-video game characters are not allowed. Probably obvious, but just for clarity.
NOTES & RECOMMENDATIONS:
  • This game assumes that the times and places of reveals will be unchanged. As such, it is heavily encouraged that submitted characters fit the venue--E3 and Game Awards reveals probably shouldn't be more niche characters, for example.
  • If, at any point, you want to change a submission or vote you've already made, you are allowed to do so. You must, however, ping me ( Paraster Paraster ) to ensure I know to update my documentation.
  • The more specific your criteria is, the more interesting it is and the more creativity is necessary if it is voted. Don't be too specific, though--if we're stuck to just one or two workable choices, the fun level plummets.
As we progress, all locked-in content will be consolidated here, at the bottom of the OP.

1636154089195.png

(render source: Mario Party Superstars)

Criteria: A character that is or is identical to a basic enemy.

Moveset
  • Attributes
    • Kamek has light weight and average-at-best ground speed, but good air speed and frame data.
  • Basic attacks
    • Neutral attack: Kamek does a three-hit combo smacking opponents with his wand.
    • Dash attack: Kamek boards his broomstick and flies forward a short distance. Gravity does not affect him until the animation is finished.
  • Tilts
    • Forward tilt: Kamek thrusts his wand forward as it glows.
    • Up tilt: Kamek swings his wand upward, creating a stream of fire as he does.
    • Down tilt: Kamek swings his broom along the ground.
  • Smash attacks
    • Forward smash: Kamek swings his wand downward and summons three magic rings that fly forward a short distance.
    • Up smash: Kamek thrusts his wand upward and causes an explosion above himself.
    • Down smash: Kamek thrusts his broom forward to hit with its handle, then backward to hit with its head.
  • Aerials
    • Neutral aerial: Kamek holds out his arms and summons tiny stars that fly out of him in multiple directions.
    • Forward aerial: Kamek thrusts his wand out and shoots three projectiles at slightly different angles.
    • Back aerial: Kamek shoots a burst of electricity behind himself.
    • Up aerial: Kamek creates a small snowstorm above his head.
    • Down aerial: Kamek summons a Thwimp in front of himself that falls straight downward.
  • Grab & throws
    • Grab: Kamek waves his wand and summons a wave of energy that traps an opponent.
    • Pummel: Kamek fires small magic bolts.
    • Forward throw: Kamek makes a magic explosion that throws the opponent forward.
    • Back throw: Kamek uses telekinesis to fling the opponent around himself.
    • Up throw: Kamek uses telekinesis to throw the opponent upward.
    • Down throw: Kamek uses telekinesis to slam the opponent into the ground.
  • Specials
    • Neutral special: Magic Spell
      • Kamek shoots a Magikoopa-style magic spell (the shapes) forward; the angle can be slightly altered by the Control Stick. When hitting an enemy, the spell inflicts damage and briefly stuns them. When hitting an enemy projectile, the spell reflects it. When hitting a non-active item, the spell transforms it into a different item (the item cannot be transformed a second time).
    • Side special: Koopa Troop Summon
      • Kamek twirls his wand to charge and summons a Mario enemy. Which varies based on charge time (think Sephiroth's Flare except each tier is even more different from each other). Only one enemy can be summoned at a time.
        • No/little charge: A Goomba that walks forward and headbutts opponents.
        • Some charge: A blue Koopa Shell that behaves like the Green Shell item, but it starts in its "launched" state and cannot be stopped by jumping on it.
        • Max charge: A Bullet Bill that flies forward quickly and explodes on contact.
    • Up special: Broomstick Swoop
      • Kamek flies upward at a diagonal angle, damaging opponents he hits. At the end of the attack, he glides on it (think Steve's Elytra, except with slower horizontal speed and the ability to turn around).
    • Down special: Fakamek
      • Kamek summons an illusory copy of himself. The copy, which does not move but can turn around, shoots Magic Spell projectiles until it despawns, but its spells merely damage on opponents and have no other effects. Only one illusion can exist at a time.
  • Final Smash: Naval Piranha
    • Kamek hops on his broomstick and flies forward a short distance as he casts a wave of magic below himself. Anyone hit by the broom or the magic is caught in a cinematic where Naval Piranha bites them repeatedly while Kamek laughs--until Kamek fires a large spell that causes a rainbow explosion.
Aesthetics
  • Alt. Colors (Note: #1 and #7 are referred to by the announcer/CSS as Kamek, but the rest are Magikoopa.)
    1. Default
    2. Red robe and hat (based on Toadies and SMRPG Kamek)
    3. Super Mario Maker SMB1 Magikoopa colours
    4. Kamella colours
    5. Magenta hat with blue diamonds and brown brims, magenta robe with blue and green stripes (based on the Kamek costume in Crafted World)
    6. Purple scales, purple robe with white brims, pink and white striped hat (based on Vivian from Paper Mario)
    7. Yarn Kamek
    8. Red robed Yarn Magikoopa
  • Entry Animation
    • The egg Yoshi hatches from for his appearance is seen, but Kamek swoops it up in his broom and hops off it as it flies away, Yoshi in tow.
  • Taunts
    • Side: Kamek hops onto his broom and flies around in a tight circle, laughing.
    • Up: Kamek sneezes and thus wipes his glasses with his sleeve.
    • Down: Kamek moves his wand in an "infinite" pattern, with magic energy (the rainbow magic used to transform the Mushroom Kingdom U stage).
  • Victory Animations
    • Baby Bowser appears in front of Kamek, doing a funny mocking face.
    • Kamek bounces a Yoshi egg off his wand a few times before teleporting it away and cackling.
    • Kamek flies in on his broom and screeches to a halt (causing the broom to bend cartoonishly for a brief moment); Kamek points his wand at the camera and causes a flash of multicolored light.
  • Boxing Ring Title
    • Trickster Aide to the Koopa King
Classic Mode
Untitled.png

(render source: Nibroc.Rock)

Criteria: From a big-name series that has had very limited presence on Nintendo systems.

Reveal Trailer:
The trailer begins with a battle between Mario and Sonic on Battlefield, Mario swiftly knocks out Sonic and, cut to CG, he wipes his hands and adjusts his hat - not noticing the sky around him turn white and the floor fade away - a familiar sound is heard and nanoseconds after it starts, Mario is knocked away by an orange burst of blinding light - he rubs his eyes to look up and sees an orange diamond shape, the area turns dark and a "PS" logo appears, Mario glancing in awe like Inkling before him - a world forms around him, a red floor and walls, gaining a green mat and windows with sunset mountain behind, somewhat scared but braced for a fight Mario looks around and sees a new challenger - the camera shows a foot planted on a face-bearing beatbox and it zooms up to reveal the hip hop hero himself. "I gotta believe!" He exclaims as it zooms out to show his full body.
PaRappa the Rapper has entered the station!

Moveset

  • Attributes
    • PaRappa is a glass cannon shoto type who's a little faster and lighter than an average character of his archetype. A lot of moves here are taken from PlayStation All-Stars, see this video for further reference.
  • Basic attacks
    • Neutral attack: A multi-punch that ends with a shoulder hit - based his neutral and forward square moves from PSASBR
    • Dash attack: PaRappa spins his microphone like a fan towards the screen while running. Based on his side circle move from PSASBR
  • Tilts
    • Forward tilt: PaRappa does a downwards kick, based on his neutral air square from PSASBR
    • Up tilt: An afro made of noodles grows from beneath PaRappa's hat, a reference to the Hair Scare stage from PaRappa 2
    • Down tilt: PaRappa does a sliding kick, based on his down square from PSASBR
  • Smash attacks
    • Forward smash: A forwards whack with his skateboard. Based on his neutral Triangle move from PSASBR
    • Up smash: PaRappa does a handplant skateboard trick, based on his up triangle from PSASBR
    • Down smash: PaRappa places Boxxy Boy at his feet, who lets out a sick beat. Based loosely on his Up Circle from PSASBR.
  • Aerials
    • Neutral aerial: PaRappa holds his arms out and spins, a loose reference to Vibri's princess form from Vib-Ribbon, another Nana-OnSha game.
    • Forward aerial: PaRappa slams down his skateboard, spiking foes. Based on his air down Triangle from PSASBR
    • Back aerial: PaRappa kicks backwards, sending him in a backwards trajectory. This will also reverse his direction! Based on his air forward square from PSASBR
    • Up aerial: An uppercut that can be cancelled into itself 3 times over, based on his up Square from PSASBR
    • Down aerial: PaRappa stomps down, should he land on a foe, stop to kick them a bit more. Based on his air down from PSASBR
  • Grab & throws
    • Grab: A tether grab using a microphone.
    • Pummel: (open)
    • Forward throw: (open)
    • Back throw: (open)
    • Up throw: (open)
    • Down throw: (open)
  • Specials
    • Neutral special: Kick! Punch! Chop!
      • a counter-command grab - after hitting once a bar appears above PaRappa, and he can either press the special button again at the right time to do the second hit of the counter, or cancel it into any other action he wants at any time. This can be mashed out of, but every hit will reset the mashing. Source
    • Side special: I Can Sell Like This
      • PaRappa throws an arced projectile of one of the goods from Prince Fleaswallow's flea market. If it hits a foe, it will turn into money and linger - should PaRappa or a foe pick up or throw the money, it will be more powerful. It increases in strength every time it's thrown, and the countdown to disappearing eill reset too - but the amount of time it can linger for will also decrease as it gets more powerful. Source
    • Up special: Hold the Hose Real Tight
      • PaRappa gets a fire hose and pumps it downwards in a burst to fly. This goes relatively high and has a light windbox at the bottom, but no hitbox. Source
    • Down special: Double Dutch Inline Skate
      • PaRappa puts on roller skates and dashes forwards - this move goes fast and deals a lot of damage but only hits on his feet and legs. If PaRappa jumps out of this move the skates will continue rolling on! Source
  • Final Smash: Doom Box
    • PaRappa sings the portion MC King Kong Mushi's Live Rap used in PSASBR - you actually get to press buttons along to the rhythm to create shockwaves like DK's old bongo FS! Every button used to represent a beat is X, but you don't necessarily need to press B Source
Aesthetics
  • Alt. Colors
    1. Default
    2. 9B414E7E-0F0A-4AFB-906D-A6EF2C1EB500.jpeg
      PSASBR Blue and Red
    3. PSASBR Yellow and Green (the hat is now red to distinguish from the Lipton alt)
    4. PSASBR grey and black (fur is a darker grey to reference Rammy)
    5. 60FBB74D-DA7B-4104-ADB1-D75FF70E3D71.jpeg
      PSASBR "Funky Astro Suit" purple and red (not an alt, just a recolour based on the alt's recolour)
    6. Lipton promotion colour (no Lipton branding)
    7. Lammy colours (has the Stinkabod Lam'e shirt and tanned fur)
    8. Outfit from PJ Berri no Mogu Mogu Munya Munya
  • Entry Animation
    • A piece of paper falls to the ground, PaRappa's frog emblem hops onto it, and he comes to life. Source
  • Taunts
    • Side: PaRappa stomps on his skateboard to make it fly over him, he catches it before it lands, after which it turns into a turntable for him to briefly scratch. PaRappa exclaims "Dojo! Casino! It's all in the mind!"
    • Up: PaRappa turns and poses while, of course, exclaiming "TURN! POSE!"
    • Down: (open)
  • Victory Animations
    • PaRappa does a victory split dance and earnestly praises the foe "Better luck next time, you did great!"
    • (open)
    • (open)
  • Boxing Ring Title
    • The Man with the Master Plan
Classic Mode
Stage: Fruites Dojo

Dojo! Casino! It's all in the mind! This is a stage designed for competive play, but does have hazards with hazards on. You fight on the Fruites Dojo, which has cliffs, a sunset, and giant Chop Chop Master Onion in the background - the walls of the dojo are intact and you can even see the deer head and little onion men, but the walls cut off at the battle arena.

The layout resembles Melee Yoshi Adventure with two soft platforms sloped down towards each other - they both resemble the green mat on the floor. That aforementioned hazard is Cool Mode - pulling off a combo will put the word "COOL" above your fighter's HUD, Cool Mode is essentially turbo mode - if you land a hit, you can immediately do another input for another hit.

There aren't any cameos beyond Chop Chop Master Onion himself in the sky, though his design changes depending on which song you're playing - he'll have his regular outfit for PTR1 songs and any misc. songs we may add, his overgrown/homeless outfit for UmJammer Lammy songs, and his Romantic Karate outfit for PTR2 songs

Music
  1. Chop Chop Master Onion's RAP - PaRappa the Rapper
  2. Instructor Mooselini's RAP
  3. Instructor Mooselini's RAP - Smash Mix
  4. Prince Fleaswallow's RAP
  5. Cheap Cheap the Cooking Chicken's RAP
  6. Full Tank
  7. MC King Kong Mushi's Live Rap
  8. Funny Love
  9. Jet Baby Theme
  10. Joe Chin is Here!
  11. Toasty Buns - PaRappa the Rapper 2
  12. Romantic Love
  13. BIG
  14. BIG - Smash Mix
  15. Sista Moosesha
  16. Hair Scare
  17. Food Court
  18. Noodles Can't Be Beat
  19. Always Love!
  20. PaRappa's Appearance
  21. Loading Screen
  22. I Am A Master, And You? - UmJammer Lammy
  23. Fire Fire!
  24. Baby Baby!
  25. Baby Baby! - Smash Mix
  26. Fright Flight!
  27. Power On, Power Off!
  28. Vital Idol (Taste of Teriyaki)
  29. Got to Move
  30. Keep Your Head Up!
  31. Fright Flight (PaRappa's Version)
  32. Treasure
DLC Spirit Board
Music: Loading Screen
Chop Chop Master Onion
Legend

Song: Chop Chop Master Onion's Rap
Stage: Omega Fruites Dojo
Opponent: blue Ryu, PaRappa
Rules: No-frills
Instructor Mooselini
Legend

Song: Instructor Mooselini's Rap (Original)
Stage: Figure-8 Circuit
Opponent: Wendy
Rules: Foe favours Side B, foe gets a rocket belt at high damage
Prince Fleaswallow
Ace

Song: Prince Fleaswallow's Rap
Stage: Onett
Opponent: green Greninja
Rules: Crates spawn often, foe favours down B
Cheap Cheap the Cooking Chicken
Ace

Song: Cheap Cheap the Cooking Chicken's Rap
Stage: Battlefield Norfair
Opponent: red Falco, Invisible yellow Yoshi x 5
Rules: Yoshis favour Up B, defeat Cheap Cheap to win, fire floor
MC King Kong Mushi
Legend

Song: Always Love!
Stage: Omega Pokémon Stadium 1
Opponents: Blue Ryu, Wendy, green Greninja, red Falco, Lipton PaRappa, pink Captain Falcon
Rules: Defeat foes in order
Chief Puddle
Advanced

Stage: Wrecking Crew
Song: Fire Fire!
Opponents: Wolf colour Fox, Dalmatian Duck Hunt x 3
Rules: Defeat Fox to win, gust bellows spawn often, Bob-Omb Rain
Cathy Pillar
Novice

Stage: Super Happy Tree
Opponents: Kirby (green), Kirby (yellow), Kirby (blue), Kirby (default), tiny flower Pichu x 4
Song: Baby Baby! (Original)
Rules: Defeat all Pichus, then all Kirbies will spawn, Pichus are passive. You begin the battle slow but it quickly wears off.
Captain Fussenpepper
Novice

Stage: Pilotwings
Song: Flight Fright (Lammy)
Opponent: Dr. Mario (Blue)
Rules: Foe becomes more aggressive at high damage
Paul Chuck
Novice

Stage: Dream Land 64
Song: Power On, Power Off!
Opponent: Wario (Mario colour overalls)
Allies: Invisible Villager
Rules: Villager favours down B, foe starts with a killing edge
Teriyaki Yoko
Ace

Stage: Boxing Ring
Song: Taste of Teriyaki
Opponents: Green B1 Bayonetta
Rules: Fire floor, foe begins with Lip's Stick, Stamina
Beard Burger Master
Legend

Song: Toasty Buns
Stage: NDC Hall
Opponents: Yeti DK
Rules: Foe will randomly become invincible
Guru Ant
Ace

Song: BIG (Original)
Stage: Living Room
Opponents: Helmet Male Inkling
Rules: You and the foe will simultaniously grow big or small at random points
Instructor Moosesha
Advanced

Song: Sista Moosesha
Stage: Safron City
Opponents: Green Daisy
Rules: Foe is extremely fast, you will become uncontrollably fast
Hairdresser Octopus
Novice

Song: Hair Scare
Stage: Saffron City
Opponents: Blue Charizard, Red Ridley
Rules: Beam Swords spawn often. Defeat one to progress to the other.
Colonel Noodle
Ace

Song: Noodles Can't Be Beat
Stage: Pokémon Stadium 2
Opponent: Green masked Inkling
Rules: Food items spawn en masse when foe is at high damage, Nightmare ATs will spawn

Um Jammer Lammy
Ace

Song: Got to Move!
Stage: Omega New Pork
Opponents: PaRappa (Lammy colours), Villager (blue girl with drowsy eyes), tiny Red hat Pikachu
Rules: No-Frills Battle


Enhances to MilkCan - Legend

Mii Costume Wave 1
  • Master Onion - PaRappa the Rapper (Brawler)
  • Kratos - God of War (PS4) (Swordfighter)
  • Aloy - Horizon Zero Dawn (Gunner - uses a bow)
  • Sackboy - LittleBigPlanet (Brawler)
  • Rachet - Ratchet and Clank (Gunner)
  • Monkey - Ape Escape (Brawler)
1637629695131.png

(render source: Shin Megami Tensei V)

Criteria: From a game that is a predecessor to something already in Smash (Pokemon).

Reveal Trailer (open)

Moveset

  • Attributes
    • Jack is a light, floaty character who favors a zoner playstyle.
  • Basic attacks
    • Neutral attack: Jack does a one-two punch, then uses a multihit ice breath attack.
    • Dash attack: Jack leaps forward and pushes his belly out.
  • Tilts
    • Forward tilt: Jack throws a punch.
    • Up tilt: Jack slashes upward with a dagger made of ice.
    • Down tilt: Jack shoots a short wave of ice along the floor.
  • Smash attacks
    • Forward smash: Jack charges up a powerful punch.
    • Up smash: Jack swings his hand upward, causing a sweep of ice along his path.
    • Down smash: Jack causes an icy explosion on both sides of himself.
  • Aerials
    • Neutral aerial: Jack spins in midair as ice surrounds him.
    • Forward aerial: Jack does a belly-flop animation and does a multihit ice breath attack.
    • Back aerial: Jack slashes behind himself with an ice dagger.
    • Up aerial: Jack does a backflip, summoning a wave of ice above himself as he does.
    • Down aerial: Jack points downward and shoots two weak ice projectiles.
  • Grab & Throws
    • Grab: Jack grabs the opponent with one hand.
    • Pummel: Jack punches the opponent.
    • Forward throw: Jack pushes the opponent forward by shooting an ice spike into them.
    • Back throw: Jack twirls and throws the opponent behind himself, doing a small jump as he does so.
    • Up throw: Jack summons an ice spike from the floor that pushes the opponent upward.
    • Down throw: Jack summons a small snowstorm that pushes the opponent into the ground briefly.
  • Specials
    • Neutral special: Demon Summon
      • Jack summons another demon, who performs an elemental attack. Which demon can be selected by holding B, opening a Monado Arts-like menu. There is a cooldown before you can change demons again.
        • Pyro Jack: Uses Agi, firing a small fireball that inflicts damage-over-time for a few seconds.
        • Mothman: Uses Zio, firing a weak, short range lightning bolt that briefly stuns opponents.
        • Pixie: Uses Zan, a decently powerful energy/wind blast that always knocks opponents upward a set amount.
    • Side special: Bufu
      • Jack charges up an ice projectile before throwing it forward. Damage and range increase with charge time. If at least half charged, the projectile can freeze opponents. If fully charged, the attack instead summons a storm of ice projectiles falling down in front of Jack.
    • Up special: Ice Breath
      • Jack blows a blast of ice downward, propelling himself into the air. He ascends with good speed, but that vertical speed lowers a lot while moving left or right.
    • Down special: Concentrate
      • Jack performs a focusing animation. If the animation is completed, he gains a blue aura and the next special move he uses is powered up.
  • Final Smash: King Bufula
    • Jack fuses with a Black Frost and a Frost Ace to become a King Frost. He unleashes a wave of ice forward that freezes opponents solid, then hits each of them with a frost spike from below that causes each to explode into a frosty burst.
Aesthetics
  • Alt. Colors
    1. White (default)
    2. Black (Black Frost)
    3. Orange (Pyro Jack)
    4. Gray (Frost Ace)
    5. Green (Jack Ripper)
    6. Yellow (King Frost)
    7. Purple (High Pixie)
    8. Pink (Napaea)
  • Entry Animation
    • (open)
  • Taunts
    • Jack Frost does a wave and says "Hee Ho", a fairly common thing Jack Frost does in the SMT games.
    • (open)
    • (open)
  • Victory Animations
    • Jack Frost runs and jumps into the air, where he twirls around once and stretches his arms out (Jack Frost's magic animation). Once Jack Frost lands on the ground, ice appears all around him.
    • (open)
    • (open)
  • Boxing Ring Title
    • (open)
Stage: Tokyo


This would be a very dynamic stage taking appearances from all Shin Megami Tensei games and their spinoffs. The stage would be a flat walkoff stage that is on a Crosswalk In the background you can see a large amount of people walking. and amongst those people has a chance to see one of the protagonists of a SMT Or Persona game. After a bit Tokyo is Destroyed and you see a good amount of Demons running around in the background and occasionally one may come onto the stage and attack. You can also see up to 4 SMT Or Persona protagonists in the background but in their battle outfits.

Music
  1. Battle - Shin Megami Tensei (PS1 version)
  2. Battle - Shin Megami Tensei II
  3. Boss Battle - Shin Megami Tensei if...
  4. Old Enemy - Akira Volume (Shin Megami Tensei if... - PS1 version)
  5. Light/Neutral Battle Theme (Shin Megami Tensei NINE)
  6. Normal Battle (Shin Megami Tensei III: Nocturne)
  7. Last Boss Battle After Transformation (Shin Megami Tensei III: Nocturne)
  8. Fiend (Shin Megami Tensei III: Nocturne Maniax)
  9. Final Battle (Shin Megami Tensei III: Nocturne Maniax)
  10. Fear of God (Shin Megami Tensei: Strange Journey)
  11. Battle - A1 (Shin Megami Tensei IV)
  12. Battle - B1 (Shin Megami Tensei IV)
  13. Battle - C1 (Shin Megami Tensei IV)
  14. Battle - F7 (Existence of All Things) (Shin Megami Tensei IV: Apocalypse)
DLC Spirit Board (rules/conditions incomplete)
Music: Battle - A1
1638060469185.png
Pixie

Class: ✩ Novice
Type: Grab
Equip: Primary (2 slots)
Trait: Can Be Enhanced at Lv. 99 (into High Pixie)
  • Puppet Fighter: Tiny Palutena (blue) x6
    • Jack Frost (purple, only uses Pixie)
  • Stage: Distant Planet (Ω form)
  • Music: Battle - Shin Megami Tensei
  • Match: Stamina
  • Rules/Conditions:
1638060498132.png
High Pixie

Class: ✩✩ Advanced
Type: Grab
Equip: Primary (2 slots)
Skill: Autoheal
1638060514047.png
Mothman

Class: ✩ Novice
Type: Shield
Equip: Support (cost 1)
Skill: Electric Attack ↑
  • Puppet Fighter: Dark Samus (purple)
    • Jack Frost (green, only uses Mothman)
  • Stage: Gaur Plain (Ω form)
  • Music: Normal Battle
  • Match: Stamina
  • Rules/Conditions:
1638060529489.png
Pyro Jack

Class: ✩ Novice
Type: Attack
Equip: Support (cost 1)
Skill: Fire & Explosion Attack ↑
  • Puppet Fighter: Kirby (orange)
    • Jack Frost (orange, only uses Pyro Jack)
  • Stage: Dracula's Castle
  • Music: Boss Battle - Shin Megami Tensei if...
  • Match: Stamina
  • Rules/Conditions:
1638060547761.png
Matador

Class: ✩✩ Advanced
Type: Grab
Equip: Primary (3 slots)
Trait: Sword Attack ↑
  • Puppet Fighter: Marth (green)
  • Stage: Find Mii (Ω form)
  • Music: Fiend
  • Match: Stamina
  • Rules/Conditions:
1638060561731.png
Surt

Class: ✩✩ Advanced
Type: Attack
Equip: Primary (0 slots)
Trait: Fire Attack ↑
  • Puppet Fighter: Giant Roy (red)
  • Stage: Kalos Pokemon League (fire area)
  • Music: Light/Neutral Battle Theme
  • Match: Stock
  • Rules/Conditions:
1638060574325.png
Beelzebub

Class: ✩✩✩ Ace
Type: Neutral
Equip: Support (cost 2)
Skill: Giant
  • Puppet Fighter: Giant King K. Rool (black)
  • Stage: Brinstar Depths (Ω form)
  • Music: Last Boss Battle After Transformation
  • Match: Stock
  • Rules/Conditions:
    • .
1638060593279.png
Metatron

Class: ✩✩✩ Ace
Type: Shield
Equip: Primary (1 slot)
Trait: Weight ↑
  • Puppet Fighter: Giant Metal Pit (white)
  • Stage: Palutena's Temple (Ω form)
  • Music: Battle - F7 (Existence of All Things)
  • Match: Stock
  • Rules/Conditions:
    • .
1638060607865.png
Jack Frost Family

Class: ✩✩✩ Ace
Type: Shield
Equip: Support (cost 2)
Skill: Ice-Floor Immunity
  • Puppet Fighter: Jack Frost (yellow)
    • Jack Frost (1 each of black, orange, gray, and green)
  • Stage: Summit (Battlefield form)
  • Music: Battle - C1
  • Match: Stock
  • Rules/Conditions:
    • The enemy will suddenly have a Final Smash (yellow Jack)
1638060622630.png
Lucifer

Class: ✩✩✩✩ Legend
Type: Attack
Equip: Support (cost 2)
Skill: Instant KO (Forward smash attacks may instantly KO opponents at high percent.)
  • Puppet Fighter: Giant Ganondorf (green)
    • Jack Frost (1 each of black,, gray, and green)
  • Stage: Final Destination
  • Music: Final Battle
  • Match: Stamina
  • Rules/Conditions:
    • .

Mii Costume Wave 2
  • Raidou Kuzunoha - Devil Summoner: Raidou Kuzunoha (Swordfighter)
  • Joker - Persona 5 (Gunner)
  • Teddie - Persona 4 (Hat)
  • Arle Nadja - Puyo Puyo (Brawler)
  • Beat - Jet Set Radio (Brawler)
  • Space Harrier - Space Harrier (Gunner)
Criteria: From a series that has received no new entries since before 2010.

Reveal Trailer

Moveset

Aesthetics

Stage:

Music

DLC Spirit Board

Music:

Mii Costume Wave 3
 
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Paraster

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For the sake of transparency, a word on time: I plan to have each submission and voting phase last at least 24 hours to minimize the possibility of time zones or schedules cheating anyone out of a chance to participate. This may run longer if I am busy at the time or feel there are too few submissions or votes at the 24-hour mark.
 
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Wario Wario Wario

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Quick question: While I assume companies will be irrelevant come the passes, will the PP replacement have to be a Nintendo character?
 

Paraster

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Quick question: While I assume companies will be irrelevant come the passes, will the PP replacement have to be a Nintendo character?
That's actually a fair point I hadn't considered. While I want participants to stay as flexible as possible with their ideas, it does strain credulity a bit for this cheaper (temporarily free) one-off bonus to be third-party. Especially when you consider the strong implications that PP was supposed to be base game but was delayed to DLC--I imagine this would complicate contracts a bit for non-Nintendo characters.

I think, for this one slot, I will restrict it to Nintendo characters only. Probably good to ensure we get at least one guaranteed first-party anyway.

If you have submitted a prompt with a specific third-party in mind and want to change, feel free to do so--but please ping me to ensure I update my documentation.
 

Wario Wario Wario

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Can I repeal my submission?

I want to change it to:

A Mario platformer character who is rarely if ever playable.

This could entail enemies, Nabbit, a car-less Koopaling, a long-forgotten one-off, an unproven Odyssey debut, a background NPC, what have you. Just no RPG, party, sports, or extended universe stuff.
 
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Paraster

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Vote: Bonus Fighter Criteria

Wario Wario Wario Wario Wario Wario : Mario platformer character who is rarely playable
Paraster Paraster : Either identical to a basic enemy or just is one
cashregister9 cashregister9 : Nature-based character
Champion of Hyrule Champion of Hyrule : Doesn't traditionally have legs
evanwoo10 evanwoo10 : Boss character
KneeOfJustice99 KneeOfJustice99 : Doesn't have a human-like body type

Please vote for your top 3. #1 will be given 3 points, #2 gets 2 points, and #3 gets 1 point. You may vote your own submission as #2 or #3.
 
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Paraster

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Bonus Fighter Criteria Vote Results

Mario platformer character who is rarely playable: 4
Either identical to a basic enemy or just is one: 10
Nature-based character: 3
Doesn't traditionally have legs: 1
Boss character: 5
Doesn't have a human-like body type: 7

The criteria we will be following for the bonus fighter slot is: the character must be or look identical to a generic enemy. Feel free to make character submissions now!
 
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Wario Wario Wario

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Kamek (Art credit: FuntimeShadowFreddy)

The patriarchal figure of the Koopa King, Kamek would primarily use a variety of enemies and hazards from the Yoshi games (very few magic blasts or spell-casting hopefully, gotta leave the door open for Ashley, heh) - as a cute little detail, his default costume would be referred to by the announcer as Kamek, wheras the latter 7 are just regular old Magikoopas.
 
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Job about Enemy:
Koopa Troopa

The Bowser's stooge and the Iconic Turtle enemy from Mario Series: KOOPA TROOPA!
That's right, he will be added into Smash as Bonus Character, which he will use moves from other Koopa Troopas like ParaTroopas a etc. Plus, he could be funniest Fighter inclusion for the Game.

His moveset would be Inspired by BrawlFan1's Idea.
 

KneeOfJustice99

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Fighter Name: Shy Guy
Fighter Origin: Yume Kōjō: Doki Doki Panic (Super Mario Bros. 2/USA)

1635965782633.png


Oh yeah! This shy fellow always wears a mask - as do all his friends! However, they all seem to get on well together. Utilising a wide variety of moves from similar enemies (such as the Sniffit as a projectile attack) and from across the Mario universe as a whole (for instance, a Kart as a Side B in reference to their Mario Kart DS appearance), they could be quite an unusual fighter. Not only that - I think they'd be a cool Mario 2 rep as a whole, as well as technically being a Yoshi rep! The idea of having Birdo as a Down B is pretty funny to me, too, though Wart or Kamek as a Final Smash could work too?

I think that Shy Guy would be a cool example of a Plant-like situation, where a lot of fans latch onto them (Shy Gang!) because, well... he's kinda relatable to a lot of Smashers and gamers as a whole - after all, we're not all exactly social butterflies. (Also, green Shy Guy winds up becoming a huge meme by the time of FP2 because of Dream, purely by coincidence, then when Steve gets added there winds up being tons of ****posts like "Oh, Dream got in before Steve Minecraft." I don't watch that content, but I'm aware it's popular, and GreenGuy being such a huge meme would be funny as hell to me.)
 

cashregister9

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Lakitu



A Recurring character in mario that is not only an enemy but a helper in many instances as well.
 

Wario Wario Wario

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OK if I retract my Kamek submission? I want to submit something that isn't from Mario.

Skulltula (Zelda)

This edgy arachnid has all the tools to fight in Smash - a heavy body that can reflect oncoming fire, 8 sharp legs that slash and pierce, venomous fangs that really dig into foes' blood, fast crawling ability, and of course sticky webs that can trap foes or just be used to hang about. Plus, there's tons of alt costume potential with how inconsistent Zelda enemies' appearances can be.
 
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Yiptap

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I think most of the good submissions have been taken, but I'm definitely watching.
 

Paraster

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OK if I retract my Kamek submission? I want to submit something that isn't from Mario.

Skulltula (Zelda)

This edgy arachnid has all the tools to fight in Smash - a heavy body that can reflect oncoming fire, 8 sharp legs that slash and pierce, venomous fangs that really dig into foes' blood, fast crawling ability, and of course sticky webs that can trap foes or just be used to hang about. Plus, there's tons of alt costume potential with how inconsistent Zelda enemies' appearances can be.
I was planning on submitting Kamek myself lol

1635975260926.png
Kamek, serving as a representative of the Yoshi universe (not Mario), would be able to fire magic spells, transform things (maybe a move where he can change an item into a different item?) and summon various enemies.
 

evanwoo10

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Bandana Waddle Dee
CE8876B1-95D8-478C-8A34-9E0C41770232.png

Bandana Waddle Dee has become one of the most reoccurring Kirby characters in the 2010s. Bandana Waddle Dee is seen by many as the fourth main playable Kirby character in the series (behind Kirby, King Dedede, and Meta Knight). Bandana Waddle Dee would use his spear to fight opponents. Bandana Waddle Dee’s final Smash could involve his mini game from Kirby: Super Star.
 

Paraster

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Bandana Waddle Dee
View attachment 336644
Bandana Waddle Dee has become one of the most reoccurring Kirby characters in the 2010s. Bandana Waddle Dee is seen by many as the fourth main playable Kirby character in the series (behind Kirby, King Dedede, and Meta Knight). Bandana Waddle Dee would use his spear to fight opponents. Bandana Waddle Dee’s final Smash could involve his mini game from Kirby: Super Star.
Okay, here's the thing: when I gave my prompt the corollary of "can be identical to a basic character," it more referred to the likes of Kamek, who has little to no differences from regular Magikoopas aside from name and personality. If you added a Magikoopa fighter, it might as well be Kamek anyway. While I love Bandana Dee, his design and abilities are too different from ordinary Waddle Dees to fit my prompt in the way I envisioned.

That said, I admit the issue here is poor communication on my part, so I will give Bandana Dee a chance--I have started a poll on the top of the thread to vote on whether he should be allowed. Please vote based on if you think BD genuinely fits the prompt, not him as a fighter you'd like.
 
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Wario Wario Wario

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I would argue Bandana Dee is way too similar to a generic enemy to be considered unique at all - that being said, I have still placed a no because I want to corrupt the power of democracy to fit my twisted desires he'd make the vote unfair as the only popular request here.
 

Darkonedagger

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Primid

I think having a smash original character start off the pass would be kind of funny. Its moveset could be based on the various types found in the subspace emissary.
 

evanwoo10

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Okay, here's the thing: when I gave my prompt the corollary of "can be identical to a basic character," it more referred to the likes of Kamek, who has little to no differences from regular Magikoopas aside from name and personality. If you added a Magikoopa fighter, it might as well be Kamek anyway. While I love Bandana Dee, his design and abilities are too different from ordinary Waddle Dees to fit my prompt in the way I envisioned.

That said, I admit the issue here is poor communication on my part, so I will give Bandana Dee a chance--I have started a poll on the top of the thread to vote on whether he should be allowed. Please vote based on if you think BD genuinely fits the prompt, not him as a fighter you'd like.
If Bandana Waddle Dee isn’t allowed, my submission will be Zinger.
4DA4649C-7F55-45B9-94F5-B7C1094AEFFF.png

The Zingers were one of the most common (and annoying) enemies in the classic Donkey Kong Country games. The Zinger would use it’s stingers and wings to attack opponents. It could also call for more Zingers to aid it in combat. For a final smash, the Zinger could send opponents into a huge hive of Zingers.
 

Paraster

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Untitled.png

We will now begin voting for our bonus fighter. As per the thread poll, Bandana Waddle Dee will not be allowed and evanwoo10's Zinger submission will be used instead.

Our options are:

Koopa Troopa
Job about Enemy:
Koopa Troopa

The Bowser's stooge and the Iconic Turtle enemy from Mario Series: KOOPA TROOPA!
That's right, he will be added into Smash as Bonus Character, which he will use moves from other Koopa Troopas like ParaTroopas a etc. Plus, he could be funniest Fighter inclusion for the Game.

His moveset would be Inspired by BrawlFan1's Idea.
Shy Guy
Fighter Name: Shy Guy
Fighter Origin: Yume Kōjō: Doki Doki Panic (Super Mario Bros. 2/USA)

View attachment 336606

Oh yeah! This shy fellow always wears a mask - as do all his friends! However, they all seem to get on well together. Utilising a wide variety of moves from similar enemies (such as the Sniffit as a projectile attack) and from across the Mario universe as a whole (for instance, a Kart as a Side B in reference to their Mario Kart DS appearance), they could be quite an unusual fighter. Not only that - I think they'd be a cool Mario 2 rep as a whole, as well as technically being a Yoshi rep! The idea of having Birdo as a Down B is pretty funny to me, too, though Wart or Kamek as a Final Smash could work too?

I think that Shy Guy would be a cool example of a Plant-like situation, where a lot of fans latch onto them (Shy Gang!) because, well... he's kinda relatable to a lot of Smashers and gamers as a whole - after all, we're not all exactly social butterflies. (Also, green Shy Guy winds up becoming a huge meme by the time of FP2 because of Dream, purely by coincidence, then when Steve gets added there winds up being tons of ****posts like "Oh, Dream got in before Steve Minecraft." I don't watch that content, but I'm aware it's popular, and GreenGuy being such a huge meme would be funny as hell to me.)
Lakitu
Lakitu



A Recurring character in mario that is not only an enemy but a helper in many instances as well.
Skulltula
OK if I retract my Kamek submission? I want to submit something that isn't from Mario.

Skulltula (Zelda)

This edgy arachnid has all the tools to fight in Smash - a heavy body that can reflect oncoming fire, 8 sharp legs that slash and pierce, venomous fangs that really dig into foes' blood, fast crawling ability, and of course sticky webs that can trap foes or just be used to hang about. Plus, there's tons of alt costume potential with how inconsistent Zelda enemies' appearances can be.
Kamek/Magikoopa
I was planning on submitting Kamek myself lol

View attachment 336643Kamek, serving as a representative of the Yoshi universe (not Mario), would be able to fire magic spells, transform things (maybe a move where he can change an item into a different item?) and summon various enemies.
Primid

Primid

I think having a smash original character start off the pass would be kind of funny. Its moveset could be based on the various types found in the subspace emissary.
Zinger
If Bandana Waddle Dee isn’t allowed, my submission will be Zinger.
View attachment 336647
The Zingers were one of the most common (and annoying) enemies in the classic Donkey Kong Country games. The Zinger would use it’s stingers and wings to attack opponents. It could also call for more Zingers to aid it in combat. For a final smash, the Zinger could send opponents into a huge hive of Zingers.
Please vote for your top 3. #1 will be given 3 points, #2 gets 2 points, and #3 gets 1 point. You may vote your own submission as #2 or #3.
 
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