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Ginger hair, blue trousers and shirt, green shoes, yellow bandanna (Wario Land manual)
White shirt; trousers and bandanna, black hair, tan skin, yellow shoes (Wario Land 2)
Yellow shirt and bandanna, purple trousers, brown hair, green shoes (Wario)
but from here, my selection is a little different
5. red outfit, tanned skin, yellow accessories, blue eyes (Shantae)
6. white skin, light gray outfit, darker gray accessories, black hair (Gameboy)
7. brown top, black pants, black bandana, brown accessories, slighter darker than usual hair and skin tone (not really based on anything, just felt that pirates needed a basic brown outfit)
8. outfit half blue with black skull patterns, half red with yellow skull patterns, red shoes, red accessories, yellow bandana (Rudy the Clown)
Captain Syrup moveset:
Syrup is a slow heavyweight, similar to Ganondorf. She has a lot of disjointed moves
Up B: Anchor Throw. Syrup throws an anchor in one of 8 directions. If it hits ground, she'll instantly snap to it. The move can also be cancelled to just be used as a falling projectile
Side B: Shoulder Bash. Syrup dashes forwards with her shoulder. This move functions somewhat like Wonderwing, just without the meter. It is suspectible to counters
Down B: Loot Steal: Syrup steals a projectile in her loot bag. If she's fighting a foe with no projectiles she can use her Up B. This can be stacked. Every projectile will make her heavier and slower, but also charge up...
B: Loot Bash: Syrup slams her bag of loot forwards, with its power depending how much loot she's stolen - each loot slam will remove the power and extra weight of one stolen projectile.
Captain Syrup takes out a large bomb and tosses it forwards. It'll remain where it first lands, being unable to be moved by opponents or Syrup herself. Eventually, it explodes, dealing a decent amount of damage.
Side Special: Treasure
Captain Syrup tosses a bag of treasure forwards - upon hitting the ground, the bag explodes into an assortment of riches, each with different damage/knockback outputs.
Up Special: Teacup Saucer
Captain Syrup hops into her Teacup Saucer, being able to fly freely as long as the saucer is filled up with fuel (which works just like ROB's Up Special fuel).
Down Special: Mecha-Goom
Captain Syrup deploys a Mecha-Goom who patrols the platform it was placed on, poking at nearby opponents with a fork to deal damage.
Captain Syrup moveset:
Syrup is a slow heavyweight, similar to Ganondorf. She has a lot of disjointed moves
Up B: Anchor Throw. Syrup throws an anchor in one of 8 directions. If it hits ground, she'll instantly snap to it. The move can also be cancelled to just be used as a falling projectile
Side B: Shoulder Bash. Syrup dashes forwards with her shoulder. This move functions somewhat like Wonderwing, just without the meter. It is suspectible to counters
Down B: Loot Steal: Syrup steals a projectile in her loot bag. If she's fighting a foe with no projectiles she can use her Up B. This can be stacked. Every projectile will make her heavier and slower, but also charge up...
B: Loot Bash: Syrup slams her bag of loot forwards, with its power depending how much loot she's stolen - each loot slam will remove the power and extra weight of one stolen projectile.
What is your opinion? Vote now: Wario Wario Wario, Torgo the Bear
strawpoll.com
Submit taunts and victory animations for Donkey Kong!
Please submit 4 taunts (up, back, front, down) and 4 victory animations for Donkey Kong!
Submit lists of alts, stages, and ally contacts for the Nintendo Direct
Please submit a list or lists of between 6 and 10 veteran alt costumes, between 7 and 11 new or reskinned stages, and between 5 and 9 ally contacts
For reference, the following stages have already been revealed properly:
Bowser's Castle
Cap Kingdom
Gangplank Galleon
Mushroom Kingdom 3
Wario's Castle
Waluigi Pinball
Star Road
Inside Bowser
as have the following alt costumes
Meowser
Cosmic Spirit
Arcade DK
Poltergust Luigi
Kaptain K. Rool
Battle League Daisy
Alt costumes shown here can only be new model changes for veterans - here's a full list of the ones that would be elegible for showing off
N64 Mario
Casino Luigi
Propeller Luigi
Wedding Peach
Vacation Peach
Tennis shorts Daisy
Golf dress Daisy
Super Rush Daisy
Biker Daisy
Winter Olympics Daisy
Christmas Daisy
Dry Bowser
Armoured Bowser
Shadow Mario (Bowser Jr.)
Bone Piranha Plant
Explorer Mario (Dr.)
Bucket Mario (Dr.)
Chef Mario (Dr.)
Turbo Charge DK
Metal Head DK
"Cool Chimp" Diddy
Baron K. Roolenstein
King Krusha K. Rool
Pilot K. Rool
Viking K. Rool
Sluggers K. Rool
Yarn Yoshi
DIY Wario
Purple Wind (Wario)
Timber's Island has also been shown off, but in a very vague form that doesn't really count as a reveal. The only ally contact shown off thus far is Charvaargh. I would recommend only showing 1 alt per character, but I won't enforce this.
Submit a gimmick stage!
Please submit a stage that revolves around some form of gameplay gimmick! In this case I'd define "gimmick" as "adding an extra rule or mechanic you're rewarded/punished for obeying/not obeying"
Some examples of this would be
Golden Plains/Wario's Castle: collect coins to become Golden
WarioWare: Win microgames for rewards
Magicant: Summon the flying man to get an ally
Midgar: Pick up summons to change the stage
The Great Cave Offensive: KO foes by throwing them into danger zones
Pyrosphere: Beat the boss to get an extra point
Jungle Hijinxs: Fly into the background
Note that this cannot be a visual gimmick, only a gameplay gimmick. Please try to submit something not done by any other stage, official or previously added
I'll decide later how many stages to be allowed from this job depending on how many submissions we get and how varied those submissions are.
Submit two healing items!
Please submit two healing items! We will add the top 2 most popular
If you're familiar with the beloved Smashketball custom stage, you should know what to expect here. This stage has invisible, undestructable walls on the sides and top, and no holes in the ground- your ONLY way to KO is by throwing foes into the hoops on the side of the stage - which they'll be shot out of like a barrel cannon and clip through the floor! There is no team side rule or anything to that extent.
I went with Sunset Beach as 1. it looks nice, and 2. isn't a generic court but sports-ey enough to be recognisable as a sports stage from a glance. I much prefer Pirate Ship or Blocheep Sea to be frank, but if you haven't played the game it might come off as strange for them to be basketball.
An original item that technically has canon roots. Eat it to heal a whopping 70% - however, be warned, a little bit later into that stock, it will give 30% back!
Yoshi's Cookies
They have a tendency to spawn in mass like Food items. If you eat the same cookie design multiple times in a row they'll heal slightly more, but this effect is negligible and more a cute detail than anything.
Takes the form of a randomly selected street from one of Mario is Missing's many locations with koopas and other characters walking in the background. The layout is flat with a few platforms. Occasionally, a historical trivia question will pop up with 4 different answers. Hit the correct one and you'll get a small buff. Hit the wrong one and you'll get a debuff. Due to their optional nature, the possible questions can be a lot harder than the original game. Though there still will be a few easy ones of course.
What is your opinion? Vote now: Wario Burger, Yoshi Cookie, Heart/Life-Up Heart, Love Pudding
strawpoll.com
Submit music for Great Tower of Bowser Land!
Please submit 4 music tracks for Great Tower of Bowser Land, you may want to move over music from Baby Bowser's Castle or Bowser's Castle - especially the track World Bowser from the latter. Just know that you won't be able to move over tracks from this stage to Bowser's Kingdom!
Submit a special move change for a newcomer from 3DS/Wii U or Ultimate!
We hear a lot about changing the movesets of 64 through Brawl newcomers, but the recent fighters can be a bit rough around the edges too! Please submit a change, cosmetic or otherwise, to one of Rosalina; Bowser Jr.; Piranha Plant; or K. Rool's special moves.
10 rounds consisting of 6 platforming levels and 4 battles on regular stages
Please provide songs for all stages, remixes are only allowed if they are already on one of the multiplayer stages
Extra details like which enemies and items spawn are appreciated
While not in effect yet, there will eventually come points where more and more platforming stages and enemies will need to be reused (though the prior's deadline before reuse inforcement will be little longer due to the introduction of Smash Race.) so try to submit content that could also fit other fighters
If you feel later stage, song remix, or fighter content is fit for your route, ask me and I can retroactively add it.
Refer to the front page under "Modes and Features" > "Routes" for examples on previous routes
We added an 8-bit retro ally contact - now let's head for the 3rd dimension! Please submit a 3-dimensional low poly ally contact from either the Nintendo 64 or Nintendo DS. Pre-rendered graphics will only be allowed if they originally existed within a 3D plane (so no Yoshi's Story or DKC, but if you wanted to submit the Mario 64 trees for whatever reason that'd be welcomed.) No SNES games, even if they used Mode 7 or the Super FX Chip.
When playing as Bowser Jr. or Shadow Mario, Strollin' Stu will spawn for the Down B - Koopalings keep their Mechakoopas. Functions the same. Explosion is a paint splash.
These two go well together in both name and function
Retro ally: Mine Bombs View attachment 349630
Rendered as a 2D image with 3D spikes, a ton of mine bombs from Bowser's N64 boss battles will spawn, one relatively weak and small one on every soft platform and one bigger, more powerful one on every edge of a hard platform. The slightest contact with one will make it explode! The explosions only effect the one who stepped on it, but they're very powerful and there's a light homing effect to the knockback so if you're super unlucky you'll ricochet into another bomb! On scrolling, travelling and transforming stages (or any other stage that changes layout) they continue to spawn on new platforms for another 6 seconds, but the bombs that are there don't expire until used.
The first boss of Mario 64, who resides the Bob-Omb Battlefield and he is one of recurring Mario antagonists, who appear as bosses.
When summoned, he would slowly walk around the stage and he would grab opponent when he's close to it and throws the opponent far with strong damage.
You can defeat the assist by grabbing him and throwing him on the ground (He can serve as throwable projectile). When he's defeated, he explodes like a Bob-omb.
The Millennium Star is the host and final boss of Mario Party 3. While not the true Millennium Star of legend, he is still quite powerful.
When summoned, the Millennium Star begins raining star meteors down onto the stage, referencing Stardust Battle, his boss minigame. The meteors are small and not very strong, but they are pretty quick, so be careful! The Millennium Star himself cannot be KO'd.
She would appear and just kinda sit there. She's a huge obstacle, but not nearly impossible to get around like Alolan Exeggutor.
4/Ultimate change: Rocket Pack Laser
When Rool's Up B is activated, a short electric beam appears below his feet, knocking up anyone near it, setting them up perfectly to get carried by the ' copter.
Whomp will walk around the stage until they get near an opponent, when they will then fall over and crush them. They can be defeated by hitting their backside
Retro ally: Mine Bombs View attachment 349630
Rendered as a 2D image with 3D spikes, a ton of mine bombs from Bowser's N64 boss battles will spawn, one relatively weak and small one on every soft platform and one bigger, more powerful one on every edge of a hard platform. The slightest contact with one will make it explode! The explosions only effect the one who stepped on it, but they're very powerful and there's a light homing effect to the knockback so if you're super unlucky you'll ricochet into another bomb! On scrolling, travelling and transforming stages (or any other stage that changes layout) they continue to spawn on new platforms for another 6 seconds, but the bombs that are there don't expire until used.
The first boss of Mario 64, who resides the Bob-Omb Battlefield and he is one of recurring Mario antagonists, who appear as bosses.
When summoned, he would slowly walk around the stage and he would grab opponent when he's close to it and throws the opponent far with strong damage.
You can defeat the assist by grabbing him and throwing him on the ground (He can serve as throwable projectile). When he's defeated, he explodes like a Bob-omb.
The Millennium Star is the host and final boss of Mario Party 3. While not the true Millennium Star of legend, he is still quite powerful.
When summoned, the Millennium Star begins raining star meteors down onto the stage, referencing Stardust Battle, his boss minigame. The meteors are small and not very strong, but they are pretty quick, so be careful! The Millennium Star himself cannot be KO'd.
Whomp will walk around the stage until they get near an opponent, when they will then fall over and crush them. They can be defeated by hitting their backside
Please submit a mode that, rather than revolving around battles, is a simple mini-game of its own that has battles interserped inside like Smash Tour, with players gaining buffs; nerfs; abilities; and/or collectables that effect the battles - it doesn't have to be a board game/Mario Party, but it also cannot use the fighting mechanics (so no platforming, sorry)
Submit more online PFPs!
Please submit more official art to use as online PFPs - please refer to front page -> modes -> online profile pictures to see what can be used. Each player will be allowed to submit 20 PFPs, with a possible bump if there's low engagement like last time. Try to use unique art of characters who are already featured in some form or another. MarioWiki's Galleries will be of use here.
This mode is a resource management-based mode for 2 players, represented by Miis in cars. Both players start out with 100 coins which they can use to buy a ticket to a stage, 8 options provided by RNG - when you buy a ticket, you gain an advantage on that stage (for example, you can just casually KO your foe on Sunset Beach, while your foe has to use the baskets; or enemies on Mario Bros. instantly faint when you approach them) with more simple/less hazardous stages being cheaper on virue of not providing as many advantages - both tickets are used in a single battle through Stage Morph.
The catch is that you also need to buy characters with those coins, though you buy multiple and store them for later - each fighter can only be accessible by one player at a time, and when you win a battle you're given a choice between stealing 30 coins from your opponent to spend on tickets or a new character, or stealing two characters of your choice. You can also sell your fighters if you're in a pinch and need more money. You start off with 4 random fighters each.
When you run out of coins, your opponent gets two free tickets to use on only 4 options from the more expensive side, and gets to choose which fighter you play as from either their or your personal library - however, those tickets give the player with no coins the advantages, not the person who bought them. You gain 30 coins while stealing nothing if you lose, and gain 60 coins, 20 of which were stolen, if you win.
There are 13 battles using the time system (though weather is randomised) - whoever wins the most by the end is declaired victor! The Battles themselves are 3 stock.
Each user is now allowed to submit an extra 15 PFPs (so now a total of 35)
Whomp will be a new ally contact, and my music list for Great Tower of Bowser Land will be used
Submit music for Burnstile and/or Christmas Village!
Please submit 4 music tracks for Burnstile and/or Christmas Village. Note that you can use music from the Mario & Sonic series for Christmas Village, but not Sonic songs (even if they are remixes from M&S)
Submit layouts for stages without them!
Please submit a layout for one or more of the following stages:
9-Volt's Game Boy (Hazards already known)
Mario Brothers Plumbing
The World (Hazards already known. Make sure there are 4 soft platforms!)
Gangplank Galleon (Hazards already known.)
Smithy's Factory (Hazards already known. Make sure there's a conveyer belt)
Great Tower of Bowser Land
Airship (Scrolling stage)
If you want to, you can submit hazards for the stages not labeled "Hazards already known". A description of even drawing of the layout would be fine, but it'd be prefered to have a simple image made with geometric shapes
The leftmost walkoff is a stack of crates and a plank. The rightmost is a pipe. The green blocks are ladders and the red blocks are soft platforms.
The World
The soft platforms are used for quiz questions
I propose 9-Volt's Game Boy have the same layout as WarioWare.
Smithy's Factory
The yellow blocks are conveyer belts, the blue block is a piston that slams down and creates an enemy when it does. Enemies are uneffected by the conveyer belts
Gangplank Galleon
The blue is swimmable water.
I'll do Great Tower of Bowser Land later, and possibly a description for Airship
9-Volt's Game Boy: A walk-off stage with three soft platforms structed in the same way as Castle Lololo on Dream Land GB.
Mario Brothers Plumbing: A walk-off stage with two slopes leading to a sunken area, kinda like Halberd (except the sunken area wouldn't be the majority of the stage). There is also a ladder/soft platform combo on each side. of the sunken area, right before the slopes.
Za Warudo The World: One large platform in the center (think Dr. Wily's Castle), with two soft platforms on each side for answers.
Gangplank Galleon: Takes place on one of the flagpoles of the ship, with one long hard platform along the bottom and two soft platforms on each side held up by poles.
Great Tower of Bowser Land: A hard platform on each side of the stage, with a ferris wheel in the middle (kinda like Glove World from NASB).
Mario Brothers Plumbing: A walk-off stage with two slopes leading to a sunken area, kinda like Halberd (except the sunken area wouldn't be the majority of the stage).
Unfortunately, I don't think I can approve this one because it's the exact same layout as Marion Clubhouse. I would be willing to approve it if you added some kind of hazard of extra platform though.
Unfortunately, I don't think I can approve this one because it's the exact same layout as Marion Clubhouse. I would be willing to approve it if you added some kind of hazard of extra platform though.
I might submit PFP's later, but as for the moment MarioWiki is being super laggy for me.
Tabletop Boxing
Players choose their fighter in the Tabletop Boxing menu, and then, like you'd expect, then you play a tabletop game, generally something with cards, Chess, Checkers, a Mario version of Monopoly, lots of different options that either P1 will decide on or the entire group votes on. There are five-minute intervals of playing the game (with each character having a unique hand cursor, like a motion-controlled Mario Party pointer) and three-minute intervals of fighting (by default in Boxing Ring, but you can have it on other stages if you want to). You can stay with Full Game mode (where you play one game from start to finish) or "Swap Mode" where the board game swaps in between each interval of fighting.
You decide how many two-interval rounds before playing. The winner is decided by points accumulated between both the fighting segments and tabletop segments. I know some board games aren't as easy at first (like Chess) but if Mario 64 DS could have Poker (a game I still don't know how to play) then I see no problem with including something like Chess in SMSB.
I might submit PFP's later, but as for the moment MarioWiki is being super laggy for me.
Tabletop Boxing
Players choose their fighter in the Tabletop Boxing menu, and then, like you'd expect, then you play a tabletop game, generally something with cards, Chess, Checkers, a Mario version of Monopoly, lots of different options that either P1 will decide on or the entire group votes on. There are five-minute intervals of playing the game (with each character having a unique hand cursor, like a motion-controlled Mario Party pointer) and three-minute intervals of fighting (by default in Boxing Ring, but you can have it on other stages if you want to). You can stay with Full Game mode (where you play one game from start to finish) or "Swap Mode" where the board game swaps in between each interval of fighting.
You decide how many two-interval rounds before playing. The winner is decided by points accumulated between both the fighting segments and tabletop segments. I know some board games aren't as easy at first (like Chess) but if Mario 64 DS could have Poker (a game I still don't know how to play) then I see no problem with including something like Chess in SMSB.
The leftmost walkoff is a stack of crates and a plank. The rightmost is a pipe. The green blocks are ladders and the red blocks are soft platforms.
The World
The soft platforms are used for quiz questions
I propose 9-Volt's Game Boy have the same layout as WarioWare.
Smithy's Factory
The yellow blocks are conveyer belts, the blue block is a piston that slams down and creates an enemy when it does. Enemies are uneffected by the conveyer belts
Gangplank Galleon
The blue is swimmable water.
I'll do Great Tower of Bowser Land later, and possibly a description for Airship
9-Volt's Game Boy: A walk-off stage with three soft platforms structed in the same way as Castle Lololo on Dream Land GB.
Mario Brothers Plumbing: A walk-off stage with two slopes leading to a sunken area, kinda like Halberd (except the sunken area wouldn't be the majority of the stage). There is also a ladder/soft platform combo on each side. of the sunken area, right before the slopes.
Za Warudo The World: One large platform in the center (think Dr. Wily's Castle), with two soft platforms on each side for answers.
Gangplank Galleon: Takes place on one of the flagpoles of the ship, with one long hard platform along the bottom and two soft platforms on each side held up by poles.
Great Tower of Bowser Land: A hard platform on each side of the stage, with a ferris wheel in the middle (kinda like Glove World from NASB).
Submit taunts and/or victory animations for King K. Rool!
Please submit 4 taunts and/or 4 victory animations for King K. Rool!
Note that, since not all K. Rool alts have capes, he can't flap his around.
Submit an enemy or boss from a spin-off as a playable fighter!
Please submit a disposable enemy or non-final boss from either the Luigi's Mansion; Wario; or Donkey Kong series as a playable fighter. Yoshi enemies will only be allowed if they have minimal appearances in the Mario series (sorry, Shy Guy) - however, enemies from the arcade era of DK, and WarioWare - if you can come up with anything for them - will be allowed
Note that the following characters are disconfirmed by Ally Contacts or Items:
Fuzzy (Yoshi)
Viruses
Generic Luigi's Mansion Ghosts
Sand Fish
Minotaur
Submit an underwater stage!
Please submit a stage that takes place while submerged underwater - this can be just a portion of the stage's cycle; the entire stage; or even just a portion with water that doesn't drown.
Kritter is one of basic enemies from DKC games and he is a bipedal Crocodile, who is K. Rool's Kremlin mook.
He is one of most known DKC Enemies and he could appear in roster as Kremlin character.
He would attack by using other Kremlins' attacks like would float like Kloak or even throw barrels at opponents.
He would be Middleweight Fighter with ability to crawl like Crocodile.
This stage is somewhat of a combination of Jolly Roger Bay and Dire Dire Docks, mostly the prior. You begin on the Jolly Roger Bay ship pre-capsize as it floats across - the water in swimmable in this portion and it faces sideways, meaning there is a wall. Eventually it will capsize and all fighters will fall to the bottom of the sea as the ship shifts to face forwards. When underwater, gravity is reduced and there is land below the ship that can be walked on. Unagi lurks underwater and will peek out of his signature hole to warn you before biting, which 1HKOs. Eventually, a geyser will send the ship shooting back upwards and back on land, making it face the opposite direction as before (so if the wall was to the left at first, it'll be to the right now) and switching from the peaceful shores to the dire, dire metalic tunnel of Dire Dire Bay - both direction and location rotate.
K. Rool's gonna need some man power to take on the new Kongs joining the battle, and who better to lead the kharge than his klosest subordinate: Klump? A military man armed with a kannon, Klump would likely be an ultraheavy zoner with moves a little more traditional than his higher-up. The alt costumes write themselves too.
Left: K. Rool brandishes his blunderbuss, with it blowing soot in his face as he gives the camera a shocked expression. He quickly wipes the soot off.
Right: K. Rool extends and pats his golden stomach, which does have his Super Belly Armor's properties.
Down: K. Rool falls over and lies on his stomach, essentially playing dead. He'll remain in this pose for as long as the taunt button is held; After it's released, he gets back up.
K. Rool Victories
K. Rool looks around before striking a pose.
K. Rool lands on the ground with a belly flop, bouncing into the air and doing a backflip before landing with a pose.
A Kremling is seen fanning K. Rool, who is sitting on his throne and laughing.
A crowd is heard cheering for K. Rool, who waves his arms to his loyal fans before posing.
Might get to enemies/underwater stages later today.
I mean...he sure is iconic! Fr though, you could go multiple ways with this little dude, having him represent different kinds of fire within the Mario franchise, having him represent different parts of the arcade Mario games, while also just having him be a little fireball guy.
Lake Kingdom
The center of the stage features a dome (no water inside), but once you walk/jump out of one of four doors (two on either side) you enter the water area, where everything is slower and has less gravity, meaning it is a bit easier to DI attacks that would normally KO.
This prompt gave me a wonderful Yoshi echo fighter idea but I'd rather submit this one (especially since I don't know if echo fighters are viable for this job)
Roger the Potted Ghost
I've been working on a moveset for this guy for SmashBoards' Make Your Move contest, and I think it would be cool to see him here, too. My idea for him is that Roger only moves by being pushed by his Shy Guy minions. However, you have the option to temporarily take control of the Shy Guys, who will work together like the Ice Climbers. Controlling the Shy Guys individually leaves Roger completely defenseless though! If one Shy Guy is killed. the other will have a harder time pushing Roger alone. If both are killed, Roger can't move at all! I do have ideas for how he can still fight, anyway...and, to be honest, I'm actually really proud of my special move ideas for him. So I hope he can make it in.
With both Mama & Tuxie and potentially Roger, I am most certainly down for this new "protector" kind of fighter archetype that SMSB is essentially pioneering. Unless of course it's been done before and I just had no idea.