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Super Smash 3D: A 3D Platformer Fighter Creation Thread

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
You know what I love, alternate timelines, like what if the Nintendo 64 DD was successful, due to the increased processing power Sakurai decided that Smash would be a 3D Platformer Fighter, and in this timeline the ganes go exactly the same except it's a 3D platformer fighter.

Being that we now the third dimension now there have been soem differences in the way smashers fight

I want to use this thread to create a theoretical 3D Smash game

This game will feature a unique roster with outside of voting the following will return

Mario
Kirby
Link
Sonic

I hope that we could develop a fully fleshed out 3D Smash Game with each other


Fighters:
Mario
Kirby
Link
Sonic

Bosses:
N/A

Stages:
N/A

Modes:
N/A

Job 1

Make a better name for this game than Super Smash Bros 3D

(A fighter template for the game will come soon)
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Forward Jab

Dash Attack

Sweep Attack (use the attack before moving diagonally, like a leg sweep)

Back Attack (Jump Backwards in an attack)

Forward Air

Back Air

Diagonal Air

Dive (When doing the same button combo as a dash attack but in the air, can be used as a recovery)

Upper Air (Attack above you in the air)

Up Smash

Back Smash

Forward Smash

Sweep Smash (a diagonal smash)

Neutral Special

Dash Special

Air Special

Air Side Special

Diagonal Special

Rotation Special (a special that is activated by doing a full rotation of the analog stick)

Back Special

Final Smash

(This is a rough draft)

(If you have a question ask)
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
The reason there is no up special is that instead of having the fighters fall off the stage your goal is to cause a ring out, at the arial boundary of the stage is a barrier that will bounce the player back, the more damage you have the more likely you'll break the barrier and get K O'd, makes sense, as a result imagine you Air Side Special as you recovery move

Job 2

Using the above info create a Mario Moveset, as long as you include the moves above you can basically do what you want, we will deal with sheilds and taunts later
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Mario Moveset (and possible moveset example
ForwardA simple 3 hit combo with his fists
Dash AttackUse his mario 64 flying kick attack
Sweep AttackUse his 64 cartwheel attack
Back AttackUse Fludd to push back the opponent
Forward AirA forward swing
Back AirA hammer swing
Diagonal AirA cartwheel arial attack
DiveHis classic 64 dive
Upper AirCappy revolves around his head
Up SmashA blast of Fludd shoots upward
Back SmashHis cape attack
Forward SmashCappy Lunges forward
Sweep SmashA diagonal swing of the hammer
Neutral SpecialA gravity loyal fireball as a projectile
Dash SpecialAnd divve manuval, Fludd can cause it to string multible times
Air SpecialKicks a koopa shell downwards
Air Side SpecialCappy is used as a platform/buzzsaw for Mario to dive onto
Diagonal SpecialKicks a koopa shell
Back SpecialUse the rocket nozzle to blast a chargeable water blast
Final SmashFire Blitz: Can take up half of battlefield if used carefully
Rotation Special: Spin Attack, Jump to make a Spin Jump
 
Last edited:

Doc Monocle

Smash Ace
Joined
Dec 24, 2020
Messages
814
Location
The seventh lantern.
I shall take a time to think of a moveset. I am probably going to take the strategy of leaving as much familiar as possible, but with three-dimensional movement in mind. That said, the extra inputs you invented might take a little longer.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
I shall take a time to think of a moveset. I am probably going to take the strategy of leaving as much familiar as possible, but with three-dimensional movement in mind. That said, the extra inputs you invented might take a little longer.
I just added diagonal moves and a special where you basically just spin the joystick and you do a spin attack based special, I don't think it wont be that hard, I'm just trying to get out of the usual mold of most threads
 
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Doc Monocle

Smash Ace
Joined
Dec 24, 2020
Messages
814
Location
The seventh lantern.
Job 2:

(With veterans, I would retain many elements while introducing others.)

Forward Jab: He retains his jab.

Dash Attack: His old dash attack.

Sweep Attack: This is Mario's former down tilt attack.

Back Attack: This attack resembles his up aerial attack from earlier games, but with a longer delay before striking-- meant to reference how he might kick a soccer ball.

Forward Air: Mario retains his old forward aerial.

Back Air: His former back aerial.

Diagonal Air: Mario flips about in the air, as when he misses in the Mario Bros. games

Dive: Mario lurches forward with a flaming, enlarged fist.

Upper Air: Mario's former up aerial attack.

Up Smash: He retains his headbutt.

Back Smash: Mario takes his hat off and throws it forward. It spins, holding position in front of him before returning.

Forward Smash: Mario's former side smash attack.

Sweep Smash: This is Mario's former down smash attack from earlier games.

Neutral Special (Fireball): This behaves similarly to its two-dimensional counterpart. However, it is larger.

Dash Special (Coin jump): This move is not as useful as it was before. It inflicts only minor damage, and it strikes once on contact, but if currency is used in the game, then striking an opponent with this adds a small amount to your in-game balance. There is also a slight chance that Mario will hit an item block, releasing various items from the Mario universe.

Air Special (Pow Block): A pow block appears on the ground beneath Mario. He then plummets down with a hammer to smash it, launching nearby, grounded opponents.

Air Side Special (F.L.U.D.D.) : Mario pressurizes the F.L.U.D.D. , as in earlier games. Also, as in earlier games, he can interrupt the preparation to spray in front of himself to push items and enemies back (of course, in a plane now). The spray can be angled in the air to propel Mario.

Diagonal Special (Mario Spin): Very similar to the spinning attack in Smash Bros. 64, this move gains Mario a vertical height above the ground with rapid tapping of the B button. It can also be used as a technique to turn Mario in another direction while attacking.

Back Special (Mega Mario): Mario steps back and becomes a giant. He then makes one impressive stomp forward, quaking a small area before shrinking. This move buries stomped opponents, but leaves Mario highly vulnerable. By inputting B again before Mario stomps, you can cancel the stomp, and have a few moments to use his usual attacks, except as a giant.

Final Smash: Based on the original, Mario sends spiraling fireballs straight ahead. The difference now is that the attack leaves behind standing flames in places, causing fire damage to anyone who comes in contact.
 
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Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,152
Job 2:

(With veterans, I would retain many elements while introducing others.)

Forward Jab: He retains his jab.

Dash Attack: His old dash attack.

Sweep Attack: This is Mario's former down tilt attack.

Back Attack: This attack resembles his up aerial attack from earlier games, but with a longer delay before striking-- meant to reference how he might kick a soccer ball.

Forward Air: Mario retains his old forward aerial.

Back Air: His former back aerial.

Diagonal Air: Mario flips about in the air, as when he misses in the Mario Bros. games

Dive: Mario lurches forward with a flaming, enlarged fist.

Upper Air: (How is 'upper' distinguished from 'forward?') Mario's former up aerial attack.

Up Smash: (How is the up smash inputted. How is it different from the forward smash attack?)

Back Smash: Mario takes his hat off and throws it forward. It spins, holding position in front of him before returning.

Forward Smash: Mario's former side smash attack.

Sweep Smash: This is Mario's former down smash attack from earlier games.

Neutral Special (Fireball): This behaves similarly to its two-dimensional counterpart. However, it is larger.

Dash Special (Coin jump): This move is not as useful as it was before. It inflicts only minor damage, and it strikes once on contact, but if currency is used in the game, then striking an opponent with this adds a small amount to your in-game balance. There is also a slight chance that Mario will hit an item block, releasing various items from the Mario universe.

Air Special (Pow Block): A pow block appears on the ground beneath Mario. He then plummets down with a hammer to smash it, launching nearby, grounded opponents.

Air Side Special (F.L.U.D.D.) : Mario pressurizes the F.L.U.D.D. , as in earlier games. Also, as in earlier games, he can interrupt the preparation to spray in front of himself to push items and enemies back (of course, in a plane now). The spray can be angled in the air to propel Mario.

Diagonal Special (Mario Spin): Very similar to the spinning attack in Smash Bros. 64, this move gains Mario a vertical height above the ground with rapid tapping of the B button. It can also be used as a technique to turn Mario in another direction while attacking.

Back Special (Mega Mario): Mario steps back and becomes a giant. He then makes one impressive stomp forward, quaking a small area before shrinking. This move buries stomped opponents, but leaves Mario highly vulnerable. By inputting B again before Mario stomps, you can cancel the stomp, and have a few moments to use his usual attacks, except as a giant.

Final Smash: Based on the original, Mario sends spiraling fireballs straight ahead. The difference now is that the attack leaves behind standing flames in places, causing fire damage to anyone who comes in contact.
Upper air is an attack created when you attack upwards while also in the air
 
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