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Super Smash Bros. Infinite Project (Finally Finished!???)

Which title should we use?


  • Total voters
    22
  • Poll closed .
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PeridotGX

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It should be, considering literally every character in Smash history follows the rule. It's not a pattern, and has been expressly stated to be a rule by Sakurai, who noted he would have had misgivings if Cloud hadn't been in KH first.



A fine example of why the Nintendo rule should stay. To curb out ridiculous nonsense like this. To avoid cases of "well, through connections of developer..."

Which is not the same thing as actually appearing.
The only reason the pattern holds is because basically every character worth adding has had a Nintendo appearance. 2B and Valve characters are basically the only exceptions. Thanks to Fortnite even Master Chief and Kratos have Nintendo appearances. Considering how loose Cloud and Joker's connections are, I doubt it's a factor. And besides, this game game is being made in the future. It's entirely possible Nier gets a Switch port.
 

Capybara Gaming

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The only reason the pattern holds is because basically every character worth adding has had a Nintendo appearance. 2B and Valve characters are basically the only exceptions. Thanks to Fortnite even Master Chief and Kratos have Nintendo appearances. Considering how loose Cloud and Joker's connections are, I doubt it's a factor. And besides, this game game is being made in the future. It's entirely possible Nier gets a Switch port.
Hahahaha okay, let's use skins in a shooter game to justify that. That's nonsense. I guess Jin Sakai and the Scout also count because the Fall Guys can wear outfits based on them?

Then there's Cloud and Joker, which, no matter how much you want to refute, still had appearances in their own franchise on Nintendo prior to inclusion. Drastic art style shift or no, Theatrythm and Persona Q still are at least a spin off of their respective series and thus count.

I don't even think 2B is a bad choice, I think she's a great choice, but first, she'd be perfectly fine and the most likely winner for a Square Enix job other than maybe Lara, who ironically actually has Nintendo appearances, but that "rule" seems to only exist to create a loophole for a character like her.

Also, you basically just said every character worth adding has had a Nintendo appearance... Uh, yeah? In the Nintendo crossover, Nintendo should want to promote games and characters that can be found on Nintendo hardware, be it past or present.

If this game takes place in the future but also now, then we can't just say "X game got a release" when clearly it didn't.
 
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Champion of Hyrule

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Terra (Final Fantasy VI)

Terra is essentially the closest thing Final Fantasy VI has to a main character. She is the daughter of an esper and a human meaning she is one of the few people born with the ability to use magic. She was kidnapped and used as a slave by the evil Gestahlian Empire but she later broke free and fought against them.

She would likely fight using magic from the series as well as with her sword. I think given she would use the traditional magic of the final fantasy games which no one else really has (except sora but she would probably use it in a completely different way from him) she would be pretty different from cloud and sephiroth

You might be thinking that two Final Fantasy characters are enough but I feel like given how huge and influential the series is, I think it makes sense to give it three reps. And honestly given smash ultimate’s focus on third parties for DLC at least, I think its only a matter of time before one third party series gets 3 reps
 

GolisoPower

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Terra (Final Fantasy VI)

Terra is essentially the closest thing Final Fantasy VI has to a main character. She is the daughter of an esper and a human meaning she is one of the few people born with the ability to use magic. She was kidnapped and used as a slave by the evil Gestahlian Empire but she later broke free and fought against them.

She would likely fight using magic from the series as well as with her sword. I think given she would use the traditional magic of the final fantasy games which no one else really has (except sora but she would probably use it in a completely different way from him) she would be pretty different from cloud and sephiroth

You might be thinking that two Final Fantasy characters are enough but I feel like given how huge and influential the series is, I think it makes sense to give it three reps. And honestly given smash ultimate’s focus on third parties for DLC at least, I think its only a matter of time before one third party series gets 3 reps
I like this choice, in all honesty, it would really diversify the FF representation we have and not be just limited to VII.
 

Venus of the Desert Bloom

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After some consideration, I decided to veto the following characters for not having a strong enough connection to Nintendo’s brand.

I was going to submit Ryas from Atlier but I decided on this fighter. I didn’t get Skull Kid, Chrono was shot down, and so here on I am…pleading that we add one of my most wanteds in Smash…





2B

NeiR Automata

Commanding System: Check
Prompts Completed: Check
Hype Percentage Calculated: 75%
Black Box Temperature: Normal
Moveset Potential: Omega Level
Company Onboard: Confirmed
Vitals:
Green
Worthy of being DLC: Confirmed

YoRHA requests confirmation by Nintendo HQ for YoRHa No.2 Type B to participate in the greatest battle for humanity. Unit is ready to engage in hostiles upon receiving the Invitation Message Program. Unit 2B will come equipped with only the best tools to wipe away any threat. Despite her heavy frame, she remains quick and agile with remarkable attack speed on levels not seen yet. Unit 2B would be a mobile heavyweight with attacks to fit almost any situation which makes her. A flexible and malleable fighter unlike many in the database. Unit 2B will be accompanied by a YoRHA Pod which is capable of dozens of different programs which aim to defeat any enemy she may encounter. What program she had access to is for you to decide.


Hardly does any fighter have such a list of potential attacks to choose from. Unit 2B has plenty of attacks to choose from with both stance-based weaponry, projectiles, and even self-detonation. If this does not convince you that 2B would be a worthwhile addition, perhaps this may convince you to include 2B:


One of 2B’s most flexible aspects is the use of POD which can fire out various types of projectiles or even be used for attacks. The POD is 2B’s most trusted helper so it would make logical sense to have the POS be carefully grafted into her moveset.

The software program NieR Automata has a plethora of content to choose from with such locations such as Abandoned Factory, City Ruins, Forest Kingdom, or Amusement Park. These locations offer plenty of content which YoRHA believes would transition well into Smash variables. Speaking of YoRHA, we have dozens of personnel and databases on enemies to provide as both cameos and Spirits not to mention assist trophies, bosses, and other includable content.


And dare we mention how NieR Automata won the Best Gaming Score in 2017 (according to Wikipedia). Our processors believe that including such a score would be a huge success in Smash with plenty of tracks to choose from. We scoured our musical databases and found this to be of significance. Plus, focusing heavily on this amazing soundtrack would be fitting considering it’s win in 2017


We implore you to explore more of this, as humans say, breathtaking soundtrack here:

The consensus chose several tracks for your audio input pleasure as the music of this software is one reason why the authority wants to see 2B imported into the Smash mainframe


YoRHA databases indicate several other potential engrams which can be imported such as an assist trophy of A2 or Pascal, a Pascal Master Spirit, robotic enemies for Smash Dungeon as well as a Smash Dungeon level, and more.

The We understand that some users might not see the appeal of such a fighter and series to be imported due to a lack of general relevancy and important. NieR:Automata won many accolades and awards when it was released and 2B saw herself imported to other games such as SoulCalibur to much excitement. Indeed, 2B could be becoming just as irrelevant as potential one hit wonders. That being said, 2B still enjoys a lot of popularity due to her roll for being in a successful NeiR game; something that never happened before due to the lack of success in the series. This would also be a great way to incorporate this unit in.

Also, just incase this logic wasn’t enough…here is an idea how she would look compared to everyone else while smashing

This was done by a consensus within YoRHA but written in a way that is more approachable for past humans. We truly hope, for the sake of mankind, that YoRHA Unit 2B is included.


Disconnected…
Dojo, casino, it's all in the mind...

leave it to...
Lammy!
Let me get something out of the way, I did read the rules so I know there's somewhat of a rule against characters who haven't appeared on Nintendo consoles - Lammy, being a Sony character, might seem strange in this regard, however there is another factor here to consider:

NanaOn-Sha, the developers of the PaRappa the Rapper/UmJammer Lammy franchise, have released a variety of games on Nintendo platforms - notably Major Minor's Majestic March for Wii, which uses the same artstyle as PTR. Additionally, while it's said that side characters are to be avoided (though not explicitly stated as inellegible), Lammy appears in 2 games out of a 3-game-franchise and is the protagonist of the instalment generally considered the best so I still believe she qualifies.

That aside, who is Lammy?
Lammy is the protagonist of the PlayStation 1 rhythm game Um Jammer Lammy, the second instalment in the historically significant PaRappa the Rapper franchise, and a side character in the plot of its sequel, PaRappa the Rapper 2. She is the anxious guitarist of the girlband MilkCan who, when in a pinch, imagines a guitar in her hands and performs with ease - firefighting, baby rearing, plane piloting, and even escaping eternal damnation are incredibly easy for her once she puts her mind to it and (um)jams out.

Why should Lammy be added?
The PaRappa the Rapper series is extremely important to gaming history as the first modern rhythm game. Additionally she would give Smash its much-needed first Sony rep. Most of the female fighters in Smash thus far have been conventionally attractive human women, so a paper-flat teenage sheep would be an interesting change from the norm.

What would Lammy do in battle?
Lammy is a guitar player who imagines guitars to succeed - in Smash I feel Lammy would be somewhat of a make-shift axe user who, instead of imagining a guitar, imagines her guitar turning into the many faux-instruments she used in the game - which would include:

  1. A fire hose
  2. A baby
  3. A plane's steering wheel
  4. A chainsaw
Additionally, you could also have references to the other PaRappa games as transformations for her guitar, which could add on - as an example:
  1. a car's steering wheel (Instructor Mooselini)
  2. a spoon or whisk (Cheap Cheap the Cooking Chicken)
  3. hair scissors (Hairdresser Octopus)
  4. chopsticks (Colonel Noodle)

Why Lammy over PaRappa?
because she's technically elegible for this job whille parappa isnt, shush.
While there exists some connection to Nintendo’s history, that connection is not strong enough to warrant an inclusion. While it’s stated that a submission should have a connection to Nintendo via a company. This particular rule was avoid submissions that are fully out of the realm of possibility. Parrapa the Rapper’s credentials a a series connected to Nintendo and with the main character not being incorporated is not grounds for submission. Likewise, I am vetoing my own submission due to a lack of a connection to Nintendo. I was going for an angle with SquareEnix owning the series and Platinum Games developing it but I also deemed that connection fairly weak In comparison. I was also more so going based on a character I desperately wanting in the game but not getting Skull Kid nor Chrono in when there was a chance so perhaps it was bending a bit of the rules in my own favor. Hence, I’m removing my submission as well.
 

Wario Wario Wario

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NASB 2 is the worse one
After some consideration, I decided to veto the following characters for not having a strong enough connection to Nintendo’s brand.




While there exists some connection to Nintendo’s history, that connection is not strong enough to warrant an inclusion. While it’s stated that a submission should have a connection to Nintendo via a company. This particular rule was avoid submissions that are fully out of the realm of possibility. Parrapa the Rapper’s credentials a a series connected to Nintendo and with the main character not being incorporated is not grounds for submission. Likewise, I am vetoing my own submission due to a lack of a connection to Nintendo. I was going for an angle with SquareEnix owning the series and Platinum Games developing it but I also deemed that connection fairly weak In comparison. I was also more so going based on a character I desperately wanting in the game but not getting Skull Kid nor Chrono in when there was a chance so perhaps it was bending a bit of the rules in my own favor. Hence, I’m removing my submission as well.
I really dislike this thread's approach to submission guidelines, it always goes like this:
  1. Extremely strict list of rules is given
  2. People (usually me) break the guildelines to the limits and suggest a bizarro character who does by all means qualify
  3. Rules are revised specifically to remove that one character from the equasion
A lot of these rules that are supposed to keep Tekken Bob picks in check are actually proliferating them, by creating a "man" to "stick it to" and ruling out obvious picks people would want to go straight for, basically forcing a crafty creativity as opposed to a curious creativity. I understand you want to be accurate to how Smash DLC is meant to sell to a wide audience - be that the DLC or the games represented - but promoting a product is inherently creatively limiting and unfun, and fun shouldn't be sacrificed for realism in a project like this.
 
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chocolatejr9

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I really dislike this thread's approach to submission guidelines, it always goes like this:
  1. Extremely strict list of rules is given
  2. People (usually me) break the guildelines to the limits and suggest a bizarro character who does by all means qualify
  3. Rules are revised specifically to remove that one character from the equasion
A lot of these rules that are supposed to keep Tekken Bob picks in check are actually proliferating them, by creating a "man" to "stick it to" and ruling out obvious picks people would want to go straight for, basically forcing a crafty creativity as opposed to a curious creativity. I understand you want to be accurate to how Smash DLC is meant to sell to a wide audience - be that the DLC or the games represented - but promoting a product is inherently creatively limiting and unfun, and fun shouldn't be sacrificed for realism in a project like this.
But the rules stated the character HAD to have a Nintendo connection: to put it bluntly, PaRappa has nothing of the sort. You saw that rule, but chose to ignore it for the sake of submitting a never-ever pick.

(Also, there's no way they'd add Lammy before PaRappa, that's just a fact).
 

Janx_uwu

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Also, you basically just said every character worth adding has had a Nintendo appearance... Uh, yeah? In the Nintendo crossover, Nintendo should want to promote games and characters that can be found on Nintendo hardware, be it past or present.

So uh...are we just gonna forget that this image aired during an official Sakurai Presents stream?
 
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Wario Wario Wario

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NASB 2 is the worse one
But the rules stated the character HAD to have a Nintendo connection: to put it bluntly, PaRappa has nothing of the sort. You saw that rule, but chose to ignore it for the sake of submitting a never-ever pick.

(Also, there's no way they'd add Lammy before PaRappa, that's just a fact).
Pay more attention to the wording. The original rules list said that if a series lacks Nintendo connection, the developer having a Nintendo connection will do - NanaOn-Sha has made games on Nintendo consoles.
 

chocolatejr9

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Pay more attention to the wording. The original rules list said that if a series lacks Nintendo connection, the developer having a Nintendo connection will do - NanaOn-Sha has made games on Nintendo consoles.
Are they the ones we'd have to go to in order to get PaRappa in Smash? No, that would be Sony. Same reason Venus vetoed his own submission as well.
 

Capybara Gaming

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Pay more attention to the wording. The original rules list said that if a series lacks Nintendo connection, the developer having a Nintendo connection will do - NanaOn-Sha has made games on Nintendo consoles.
Venus veto'd their own submission because they reconsidered it and felt it didn't fit well after hearing both sides.

To put it bluntly: You're the only one who wants these kind of characters here. Not everyone else wants the "LOL RANDOM FOR THE SAKE OF BEING WEIRD!" schtick that you personally have connected Smash to in your mind.

There's plenty of creativity and off the wall picks here: Marin, Crazy Dave, Style Savvy, Barista, Grovyle and Celebi - you're mistaking "lol random" for "creative."
 
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Wario Wario Wario

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NASB 2 is the worse one
Venus veto'd their own submission because they reconsidered it and felt it didn't fit well after hearing both sides.

To put it bluntly: You're the only one who wants these kind of characters here. Not everyone else wants the "LOL RANDOM FOR THE SAKE OF BEING WEIRD!" schtick that you personally have connected Smash to in your mind.

There's plenty of creativity and off the wall picks here: Marin, Crazy Dave, Style Savvy, Barista - you're mistaking "lol random" for "creative."
Do you actually think I make my submissions as jokes? Tekken Bob is the only fighter submission I remember making that was explicitly a joke. Bubsy was earnest, Trubbish was earnest, Dingodile was earnest, Arwing was earnest, and Lammy is earnest. I'm not trying to tell jokes - I am trying to break rules and pull off loopholes, mind you - but I do legitimately believe most every submission I make has merit.
 

Janx_uwu

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I don't think anyone here is realizing that the problem isn't that Wario's submission is being veto'd, but the fact that submissions are being veto'd in the first place. It might not cause too much damage short-term, but if the leadership team vetoes every single character that is completely off-the-walls, then the vetoes are going to get more and more plentiful, which is obviously not a good thing in the long run.
 

Capybara Gaming

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Do you actually think I make my submissions as jokes? Tekken Bob is the only fighter submission I remember making that was explicitly a joke. Bubsy was earnest, Trubbish was earnest, Dingodile was earnest, Arwing was earnest, and Lammy is earnest. I'm not trying to tell jokes - I am trying to break rules and pull off loopholes, mind you - but I do legitimately believe most every submission I make has merit.
The problem is that your attitude towards this game comes off like a joke, because every submission you do is to further the "lol weird" idea that you, and only you, have associated with Smash. One or two weird characters is one thing - given some context and an effort to make something genuinely fun and not just "huh. That's weird."

I think your submissions of the Amazon and Arwing were actually quite good. When you give a character with genuine merit to it, it's fun. But Bubsy is a laughinstock and a meme. Nobody gives two ****s about Trubbish. Dingodile is far down the list of characters to be included from the series; nay, that company - and Lammy is, and you know this, a character who even Sony doesn't remember, and not the protagonist of her series, not to mention is she is from a direct rival in the marketplace. At least with the Amazon, it felt like you had an actual genuine desire to see this character in and weren't just submitting something for the sake of submitting something. Note how I don't submit a character every time around, because I don't always find a good fit. I actually weigh the merits of potential options instead of just throwing whatever pops into my mind out.

Nintendo and Xbox don't see each other as rivals, but Nintendo does see Sony as one.

I don't think anyone here is realizing that the problem isn't that Wario's submission is being veto'd, but the fact that submissions are being veto'd in the first place. It might not cause too much damage short-term, but if the leadership team vetoes every single character that is completely off-the-walls, then the vetoes are going to get more and more plentiful, which is obviously not a good thing in the long run.
Yes, vetoes should be sparing, but when the same problem arises from the same persons submissions every time, maybe it's not the issue of "everyone else" - maybe it's that one person. I'm not saying this to be mean, but there comes a point when maybe it's time to look at your own submissions. I accepted that my character wasn't eligible for the previous job without raising a fuss about it. My character was veto'd, and I just accepted it.
 
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Venus of the Desert Bloom

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Pay more attention to the wording. The original rules list said that if a series lacks Nintendo connection, the developer having a Nintendo connection will do - NanaOn-Sha has made games on Nintendo consoles.
The most recent game they made based on my research was Major Minor's Majestic March. Using this as an argument that a Parappa female side character would be eligible doesn’t cut it. I’m sorry but it’s poor reasoning. Wait until we can actually submit Parappa if it ever comes to pass instead of this. The idea was this was used to prevent characters with zero connection to Nintendo and “off the wall oddballs” from being submitted. I felt my submission had enough to it but I realized I was being selfish about my own wants and bent the rules.
 
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Collaterale1

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Valkyrie


Who is she?
She is the protagonist of The Legend of Valkyrie, a series of games that are very popular in Japan. She is a warrior of heaven called by the gods to save Marvel Land from darkness, which she does numerous times, defeating the evil Lord Zouna, Kamuz and more while partnering with other warriors, notably Kurino Sandra.

Why her?
She is basically one of Bandai Namco's video game icons alongside her brothers PAC-MAN and others. Despite her series being exclusive to Japan, she has a strong connection with Nintendo all the way back to the Famicom era, with her first game, Valkyrie no Bōken being released in 1986. While the first game plays similar to the original Zelda and Hylide, the following games are isometric platformers thanks to its followup Valkyrie no Densetsu. Europeans won't get its hands on the series until 1992 with the release of Sandra no Daibōken: Walküre to no Deai, remaned Whirlo here, and even then she didn't make an appearance besides her mention, and Americans got the hands of the series with Namco Museum's Volume 5, and later the Wii Virtual Console release of no Densetsu, translated into English for the first time. Like GamingGryffindor said with Sakura, Valkyrie is no stranger with crossovers. She notably appeared in Namco x Capcom (alongside Tekken characters) and the Project X Zone games, but she also made a cameo as one of PAC-MAN's taunts in Smash, so her chance be in this game is not farfetched.​
 

Adrianette Bromide

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Assuming the franchise connection to Nintendo counts and not the character solely,

Shionne Vymer Imeris Daymore from Tales of Arise

maxresdefault.jpg


Tales of Arise is this cool little game that won Best RPG in the 2021 Game Awards show. Shionne is the deuteragonist of the game although personally I like to consider her just important to the story as the main lead Alphen. She is armed with a rifle that shoots energy projectiles such as simple bullets to elemental bombs. She's also a support party member capable of healing. Perhaps this could serve as a unique mechanic for her in team Smashes.


The story of Tales of Arise centers around the story's two main protagonists, Alphen and Shionne. The former, a human of the Dahnan race was born into slavery. The planet of Dahna lived parallel to the planet Rena and around 300 years ago, the Renans journeyed to Dahna to enslave the entire planet.

The latter character Shionne is a Renan, who for some unknown reason, has defected her people to fight the oppressive Renan regime. She also was born with a curse that unleashes painful thorns to anyone who touches her making her a fitting pair with Alphen, who cannot feel pain.

Additionally, here's the cool opening song to the game.

 

Collaterale1

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Assuming the franchise connection to Nintendo counts and not the character solely,

Shionne Vymer Imeris Daymore from Tales of Arise

View attachment 344345


Tales of Arise is this cool little game that won Best RPG in the 2021 Game Awards show. Shionne is the deuteragonist of the game although personally I like to consider her just important to the story as the main lead Alphen. She is armed with a rifle that shoots energy projectiles such as simple bullets to elemental bombs. She's also a support party member capable of healing. Perhaps this could serve as a unique mechanic for her in team Smashes.


The story of Tales of Arise centers around the story's two main protagonists, Alphen and Shionne. The former, a human of the Dahnan race was born into slavery. The planet of Dahna lived parallel to the planet Rena and around 300 years ago, the Renans journeyed to Dahna to enslave the entire planet.

The latter character Shionne is a Renan, who for some unknown reason, has defected her people to fight the oppressive Renan regime. She also was born with a curse that unleashes painful thorns to anyone who touches her making her a fitting pair with Alphen, who cannot feel pain.

Additionally, here's the cool opening song to the game.

You're not farfetched on it. The Tales series indeed has connections with Nintendo. Tales of Phantasia was the first installment released in 1995 on, you guess it, a Nintendo console, the Super Famicom. I know the series is more on the PlayStation side, but it got a healthy amount of games released on multiple Nintendo consoles, heck, Tales of Vesperia: Definitive Edition was released on the Switch.
 
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Yiptap

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Do you actually think I make my submissions as jokes? Tekken Bob is the only fighter submission I remember making that was explicitly a joke. Bubsy was earnest, Trubbish was earnest, Dingodile was earnest, Arwing was earnest, and Lammy is earnest. I'm not trying to tell jokes - I am trying to break rules and pull off loopholes, mind you - but I do legitimately believe most every submission I make has merit.
The problem is that your attitude towards this game comes off like a joke, because every submission you do is to further the "lol weird" idea that you, and only you, have associated with Smash. One or two weird characters is one thing - given some context and an effort to make something genuinely fun and not just "huh. That's weird."

I think your submissions of the Amazon and Arwing were actually quite good. When you give a character with genuine merit to it, it's fun. But Bubsy is a laughinstock and a meme. Nobody gives two ****s about Trubbish. Dingodile is far down the list of characters to be included from the series; nay, that company - and Lammy is, and you know this, a character who even Sony doesn't remember, and not the protagonist of her series, not to mention is she is from a direct rival in the marketplace. At least with the Amazon, it felt like you had an actual genuine desire to see this character in and weren't just submitting something for the sake of submitting something. Note how I don't submit a character every time around, because I don't always find a good fit. I actually weigh the merits of potential options instead of just throwing whatever pops into my mind out.

Nintendo and Xbox don't see each other as rivals, but Nintendo does see Sony as one.



Yes, vetoes should be sparing, but when the same problem arises from the same persons submissions every time, maybe it's not the issue of "everyone else" - maybe it's that one person. I'm not saying this to be mean, but there comes a point when maybe it's time to look at your own submissions. I accepted that my character wasn't eligible for the previous job without raising a fuss about it. My character was veto'd, and I just accepted it.
Both of you need to chill.
Wario3, your submission is ineligible. Deal with it.
GamingGrryfindor, Wario3 likes making off the wall submissions. Deal with it.
At the end of the day, this is a forum game.
 
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chocolatejr9

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I just found out that 2B actually is eligible. There was a Nier crossover event with Phantasy Star Online 2...
and PSO2 is on the switch
Dang it, this gives me an idea for a character to submit, but she's a Sony rep, and Capybara Gaming Capybara Gaming literally just explained why Sony will probably never get a rep, so I don't know if I should submit her...
 

Venus of the Desert Bloom

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Not having a Sony rep isn’t something set in stone. I’m not opposed to have one. Our next newcomer prompt will be based on a a winning prompt. If it’s a Sony rep that wins, then we get a Sony rep. If one doesn’t win but there’s enough support for one, then I’ll consider adding it as a predetermined prompt for our next season.
 

Collaterale1

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Dang it, this gives me an idea for a character to submit, but she's a Sony rep, and Capybara Gaming Capybara Gaming literally just explained why Sony will probably never get a rep, so I don't know if I should submit her...
Tekken was and still always on the Sony side, yet Kazuya made it into Smash. Heck, Cloud, the guy who has a history with PlayStation more than Nintendo, still made it into Smash because of his iconic status.
 

chocolatejr9

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In that case, I'll go ahead and try submitting her. Note that her only connection to Nintendo is due to a collab with PSO2, which (as pointed out) is on the Switch, so I will not be surprised if this gets vetoed:

Female Rep: Kat (Gravity Rush)
Kat_01.png

Kat is the main protagonist of the critically-underrated Gravity Rush series from Sony. An amnesiac girl who wakes up one day in the town of Hekseville, Kat quickly assumes the role of local superhero via the usage of her powers as a Gravity Shifter. Kat's powers allow her to manipulate the flow of gravity around her, levitating various objects to launch at her enemies, and even being able to fly. This grants her an extensive amount of maneuverability, which adds to her typical punches and kicks that are common in these types of games. I think Kat would be a good fit for Smash because of how much potential her gravity powers would lend her, as well as the fact that (compared to most other potential Sony reps) she would actually fit in quite well in a game like Smash: Gravity Rush has been noted to be rather "un-Sony like" by many, but this sort of game fits Nintendo like a glove.

Also, play Gravity Rush. It's legit a good series, and deserved a LOT better.
 

Venus of the Desert Bloom

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Tekken was and still always on the Sony side, yet Kazuya made it into Smash. Heck, Cloud, the guy who has a history with PlayStation more than Nintendo, still made it into Smash because of his iconic status.
By the way, welcome to the Smash Infinite thread! I am sorry you had to jump in during a particular difficult time with arguments and such. We do try to make this a welcoming place so please don't feel afraid or apprehsive of joining in. Please ask if you have any questions.
 

airConditioner

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Tekken was and still always on the Sony side, yet Kazuya made it into Smash. Heck, Cloud, the guy who has a history with PlayStation more than Nintendo, still made it into Smash because of his iconic status.
Hello, welcome to Infinite! I've noticed you helping around the wiki a bit, so thanks for that!
 

Venus of the Desert Bloom

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In that case, I'll go ahead and try submitting her. Note that her only connection to Nintendo is due to a collab with PSO2, which (as pointed out) is on the Switch, so I will not be surprised if this gets vetoed:

Female Rep: Kat (Gravity Rush)
View attachment 344346
Kat is the main protagonist of the critically-underrated Gravity Rush series from Sony. An amnesiac girl who wakes up one day in the town of Hekseville, Kat quickly assumes the role of local superhero via the usage of her powers as a Gravity Shifter. Kat's powers allow her to manipulate the flow of gravity around her, levitating various objects to launch at her enemies, and even being able to fly. This grants her an extensive amount of maneuverability, which adds to her typical punches and kicks that are common in these types of games. I think Kat would be a good fit for Smash because of how much potential her gravity powers would lend her, as well as the fact that (compared to most other potential Sony reps) she would actually fit in quite well in a game like Smash: Gravity Rush has been noted to be rather "un-Sony like" by many, but this sort of game fits Nintendo like a glove.

Also, play Gravity Rush. It's legit a good series, and deserved a LOT better.
The only issue with this submission that Sony's Japan Studio obviously has never had a game on a Nintendo system. I didn't specify about collabs but I feel that they are a bit of a "loophole" type thing. While I vetoed my 2B submission, at least SquareEnix owns the series and it was developed by Plantium. Parrapa has an even more dubious connection to Nintendo but at least their company made a few Nintendo games. I hate to do this yet again (especially as its making me into the villain) but I probably gotta veto this one as well.

I will try to keep our ruleset a bit more flexible in the future but I also gotta stay with what I say.
 
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PeridotGX

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Not having a Sony rep isn’t something set in stone. I’m not opposed to have one. Our next newcomer prompt will be based on a a winning prompt. If it’s a Sony rep that wins, then we get a Sony rep. If one doesn’t win but there’s enough support for one, then I’ll consider adding it as a predetermined prompt for our next season.
I'd rather a Sony round wait until we can add Western characters. Most of Sony's biggest characters are Western, so a Japanese only round would be a bit lacking
 

chocolatejr9

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The only issue with this submission that Sony's Japan Studio obviously has never had a game on a Nintendo system. I didn't specify about collabs but I feel that they are a bit of a "loophole" type thing. While I vetoed my 2B submission, at least SquareEnix owns the series and it was developed by Plantium. Parrapa has an even more dubious connection to Nintendo but at least their company made a few Nintendo games. I hate to do this yet again (especially as its making me into the villain) but I probably gotta veto this one as well.

I will try to keep our ruleset a bit more flexible in the future but I also gotta stay with what I say.
Eh, figured as much. It was literally the first idea I had for this job. Seriously, I don't know if it's because all the good options were already taken, but I'm having a hard time coming up with ideas for this job. Maybe I'm not as good at this as I thought I was...
 

GolisoPower

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Eh, figured as much. It was literally the first idea I had for this job. Seriously, I don't know if it's because all the good options were already taken, but I'm having a hard time coming up with ideas for this job. Maybe I'm not as good at this as I thought I was...
Eh, don't worry, we all have our moments where we can't think of anything good.
 

Venus of the Desert Bloom

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I'd rather a Sony round wait until we can add Western characters. Most of Sony's biggest characters are Western, so a Japanese only round would be a bit lacking
That was what I was referring to :)

Ok, round 2! And she was my original submission....

1644094375379.png

Ryza
I only got into this character when she came up in a rumor back during Ultimate and I thought the design and playstyle might be interesting hence why I looked into it. It's quite amazing just how prolific Atelier is! The series has been around since 1997 but for a rather new franchise, it managed to squeeze in 22 main game plus side games and ports! The series has spanned a wide range of platforms including the three main ones. I know next to nothing about the series but 1) she is a girl, 2) she wields a staff, 3) she can do light magic, and 4) she summons cute things for attacks. Plus, with a series with this big of a legacy, it seems a good idea to give a nod to it.

Why Ryza?
I explained it above but she would also be a nice cheerful transition from the dark and moody Zagreus and the logical and slightly over-dramatic Phoenix to a more bubbly, cheerful personality. We don't actually have a character like that in the game who could be fully voiced. Dixie is a bubbly chimp, Peach says only a handful of lines, Pyra is more "I am bubbly but confident" and well...that's all I can think of. We don't have a full anime waifu "Please cheer me on teehee!' type character in the game. Plus she wields a staff and light magic! Andmakes cute things fall from the sky.

Please check this our for those things falling from the sky at


As for her attacks, I don't know what is exactly available but here is a showcase of some of them!


Not only does she possess range from her staff but she also has projectiles and possibly even an attack that hits all around her. She could be a nimble fighter who is best with keeping opponents at bay yet striking hits from afar. Apparently, in Atelier, you can mix items to create something new so perhaps this could be an unique gimmick to the character? It would make sense given she is an Alchemist. This aspect is called Synthesis.

As for the character herself, she could possibly have three different alts including our default. The default called be Atelier Ryza 1 followed by Atelier Ryza

1644095271249.png


Along with some of the costumes that's available in the game. There seems to be a lot of them.

What Other Content

I know very little of the series and I am starting to learn more about it the more I research but one particular area of interest is Kurken Island which houses the main town and her house where players first start off at. Looking at the wiki shows some interesting locations that could be unique as stages. This also includes other content such as Spirits and Music with tons of available artwork and colorful characters. I enjoyed getting to know the series despite never playing it and was shocked to find it has so many games to it's name.

So why Ryza and Atelier?

The series has 22 games under it's wings, Ryza is a bubbly girl, and makes cute things fall from the sky.
 
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airConditioner

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The Princess of First Division: KOS-MOS
“Ye Shall Be As Gods”


First Appearance: Xenosaga Episode I: Der Wille zur Macht (2002)
Latest Appearance: Xenoblade Chronicles 2 (2017)

1. What is Xenosaga?
With the ongoing success of the Xenoblade Chronicles series, Monolith Soft has increasingly become one of Nintendo’s most important partners, developing flagship titles such as Breath of the Wild and Pokémon Legends: Arceus. Additionally, the third largest video game company in Japan, Bandai-Namco is a key developer of Super Smash Bros. Ultimate. As a result of the importance of the relationship of these two companies to Nintendo, it is clear that another character to represent these companies in Smash Bros. would be appropriate. In my opinion, there is no better way to represent both of these companies than with a character from both of their histories, which I will briefly go over. Monolith Soft was created when a former Square employee, Tetsuya Takahashi, was disillusioned with the direction the company was taking in regards to creative freedom and advertising. In order to gain a market presence, Takahashi looked to create a subsidiary of a larger company. This ended up being Namco, with the founder of the latter company sharing much of the beliefs as Takahashi and his eventual team. Thus, Monolith Soft was formed as a subsidiary of Namco in 1999, with Xenosaga Episode I: Der Wille zur Macht as their first project. Throughout the time Monolith Soft was a Bandai-Namco subsidiary and beyond, KOS-MOS, one of the main characters of Xenosaga became one of the main faces of both companies and thus a character with a powerful legacy connected to both Monolith Soft and Bandai-Namco.

Before we talk about who KOS-MOS is and why you should consider supporting her, we must first understand the series she originates from. Xenosaga is a JRPG created by Monolith Soft and published by Namco (now Bandai-Namco). As you may recognize from the name, it is a part of the larger “Xeno” metaseries, consisting of Xenogears, Xenosaga, and Xenoblade Chronicles. These three series, while existing under the same umbrella, are set in different universes and feature completely different plots. However, they share similar themes as well as small references to each other. These themes are often pulled from religion and mythology. Xenosaga in particular, divided into 3 main episodes, makes heavy use of Jewish and Biblical mythology, as well as themes relating to the philosophical and psychological work of Carl Jung and Friedrich Nietzche. Its gameplay is a traditional turn-based RPG battle system, however, it varies from others in its genre by utilizing combo attacks. For example, a character may attack twice per turn given enough built up points. The second game, Jenseits von Gut und Böse, introduces a downing mechanic in which attacks must aim for a region of the body (denoted with A, B, or C) in order to properly break and deal massive damage. Finally, the third game, Also sprach Zarathusta, changes the boost system by allowing the player to spend boost points to unleash powerful special attacks, such as KOS-MOS’s F-G-SHOT. Each of the games also has a separate combat mode, A.G.W.S. mode in Episode I and E.S. Mode in Episodes II and III. These battle systems involve the playable characters entering a massive mech, with 2 characters per mech in E.S., though they can be piloted solo. The gameplay of the Xenosaga series lends itself to developing strategies throughout the game, with each battle being a learning experience for the player.

1a. Release Timeline
Each main episode of the Xenosaga series was released on the PlayStation 2 roughly two years apart. Xenosaga Episode I: Der Wille zur Macht was released in Japan on February 28, 2002. Two years later saw the release of a supplement, Xenosaga Freaks on April 28, 2004 and Xenosaga Episode II: Jenseits von Gut und Böse on June 24, 2004. Xenosaga Freaks featured bonus content which increased the depth of the main characters, as well as included a demo for the second episode. In between the episodic releases was another spinoff, released on the VodaFone series of mobile devices. Xenosaga: Pied Piper was released, also split into three episodes, between July and October 2004. This was intended to provide backstory to a playable character and his history with one of the major antagonists. Following Pied Piper was a remake of Episodes I and II on the Nintendo DS, aptly named Xenosaga I & II. Released only in Japan on March 30, 2006, it added several additional features to the story that were cut from console versions. Finally, the finale of the three episode Xenosaga series, Xenosaga Episode III: Also sprach Zarathustra was released on the PlayStation 2 later on the sixth of July that year.

1b. Synopsis
The game itself is set 4000 years after the year 20XX. The player’s party, led by Vector engineer Shion Uzuki, finds itself in the middle of a large conflict in space between several factions. Humanity struggles to defend itself against a hostile alien race, the Gnosis. Gnosis exist in a separate plane of reality that renders them visible to the human eye, but completely intangible. This dilemma has led governments and corporations alike to create anti-Gnosis peripherals such as battleships, mechs, and androids such as KOS-MOS. Aside from Gnosis, the protagonists also face several hostile human factions that seek to control the Zohars, which are sources of unimaginably large amounts of energy. The many complexities of this futuristic setting has led humans to develop other artificial forms of life, such as Realians, which are essentially mass produced human soldiers. The creation of artificial life, the revival of the dead, and their place in society is a topic of contention in the games. I won’t go into that, as this is still a post about KOS-MOS and her viability in Smash.

The main cast consists of several important characters. Because this write up is pretty long, I will only cover the playable characters and only cover KOS-MOS in greater detail. The first character that is introduced to the player is Shion Uzuki, chief programmer of Vector’s first Research and Development division and one of two main protagonists of the series. Following the introduction of KOS-MOS to the party, the player meets chaos (spelled with all lowercase letters). chaos is sort of a guardian on board of the Kukai Foundation vessel Elsa, defending the crew from various Gnosis attacks. After meeting chaos, the story diverges to a cyborg, Ziggurat 8 who is tasked to recover the 100 Series Observational Realian Prototype from the clutches of the U-TIC organization. Succeeding in his mission, the 100 Series Prototype (named MOMO) affectionately dubs him “Ziggy” and they too arrive onboard the Elsa after a pursuit. The party is soon rescued by the Kukai Foundation itself, with one of its representative trustees Gaignun Kukai Jr. (referred to as Jr.) joining the party. He is a URTV child soldier who is much older than he looks. Following the events of the first episode, Shion’s older brother Jin Uzuki joins the party as well. There are several other important characters in the series that impact the plot.

2. Who is KOS-MOS?


2a. Appearance and Abilities
Now that we have the basics of Xenosaga out of the way, we can understand who KOS-MOS is. KOS-MOS stands for Kosmos Obey Strategic Multiple Operation System, and is an android created by Vector Industries’ late Kevin Winnicot as an anti-Gnosis weapon. Following Kevin’s death at the hands of a prototype KOS-MOS, her development is led by Shion Uzuki and her First Division R&D group. After her destruction early on in Also sprach Zarathustra at the hands of T-elos, Kevin’s signature is overwritten and Version 4 of KOS-MOS is created by a joint effort of Shion, Allen Ridgeley, and the Robot Academy’s Professor and Assistant Scott onboard the Elsa. Throughout these iterations, she is equipped with various weapons and tools to assist her in battle, including but not limited to: various types of guns and blades, lasers, and her own brute strength. She possesses the ability to summon various specialized weapons at will, such as her F-G-SHOT, a powerful machine gun and her signature F-SCYTHE. Xenoblade Chronicles 2 also grants her new weapons: 2 cannons shaped like the Zohars of Xenosaga. Outside of her traditional combat weapons, she also possesses several other abilities that make her a one woman army. As she is a weapon designed to combat the Gnosis threat, she is capable of using the Hilbert Effect to draw them into a tangible state of existence. In fact, her iteration of the Hilbert Effect is one of, if not the strongest in the series. She also possesses computational skills that rival those of a 100 Series Observational Realian. This allows her to detect threats in a very wide area, allowing her to warn others and prepare for battle.

2b. As a Character
KOS-MOS shares the protagonist slot with one of her main creators, Shion Uzuki. The beginning of Episode 1, Der Wille zur Macht, opens with a field test, in which Shion enters a virtual world to assess the android’s abilities. Following an attack on the Woglinde, the ship that Shion’s team is on by the Gnosis, KOS-MOS awakens and follows her assigned duty of protecting employees of Vector industries to a tee. The duo escape alongside Allen Ridgeley, a fellow Vector employee and Commander Andrew Cherenkov, a soldier onboard the Woglinde. After KOS-MOS threatens the crew of a passing ship (the Elsa) she is taken onboard and forces the Elsa’s crew to take her to the planet Second Miltia. While en route, she receives a transmission from Shion, who threatens suicide if she is not rescued immediately. The Woglinde group is rescued after deliberation from the crew. I won’t go any further into the specifics of the story, but I will continue about KOS-MOS’s character. As an android, she speaks and thinks in a purely computational manner. This leads to problems, however, often resulting in Shion scolding the android for being reckless or cruel. However, she has moments in which she questions her purposes. Her more human side can be seen when her eyes change from her normal red to a cool blue. Her evolution as a character manifests both through her personality and her physical appearance, going through several versions throughout the saga. Her relationship with her creator, Shion, is a core plot point in the games. The close bond the two have has led to curious moments in which an unresponsive KOS-MOS awakens suddenly in order to save Shion. Throughout the saga, KOS-MOS is a dynamic character whose humanity is a key part of her character, despite being an android.


“Shion… will feeling pain make me complete?”

3. Why KOS-MOS?
Throughout the Xenosaga series, the player is consistently playing from the perspective of Shion Uzuki, with the occasional perspective from Gaignun Kukai Jr. As with 'many other series, it should be clear that the protagonist should be playable. So why choose KOS-MOS if there is a clearer candidate? There are several reasons for picking her over Shion. KOS-MOS serves as the mascot for the series, with her being the focal figure on every box art of the series. She is also the representative in crossovers, rather than Shion or Jr. Additionally, while she is not always playable (undergoing maintenance, destroyed, or being somewhere else entirely), her existence ties almost every character in the series together. To add on, this trait of not always playable for any given reason is shared with every playable character in the game, even Shion and Jr. Thus, there are several reasons why KOS-MOS should be chosen as a playable character over any other Xenosaga character.



3a. In Crossovers
To expand upon her prominence in crossovers, she has been present via cameos and playable appearances in many of (Bandai-)Namco’s and Monolith Soft’s crossover video games since her creation. She makes an appearance in Namco × Capcom and its spiritual successors. She is present in all of these games, being the most frequent crossover representative from Xenosaga. She is one of the few characters to make an appearance in each of these games, along with heavy hitters like Jin Kazama from Tekken. Additionally, she has appeared in the Project X Zone series, as a pair unit with other characters from the Xeno metaseries. In the first game, she teams up with her rival T-elos and joins with Fiora (spoiler form) in the second. Her most major recent appearance was in Xenoblade Chronicles 2. While not a crossover game, she appears as a rare blade (with a redesign - KOS-MOS Re: ). She (or her cosmetics or attacks) also appear in such series as the Soul Calibur series, Tales of, Baten Kaitos, and others. She’s also been the basis of several characters in the current day, notably Lea from CrossCode and the USS New Jersey in Azur Lane. Her strong presence in these games demonstrates her importance to the legacy of Monolith Soft and Bandai-Namco as companies.

Full List of KOS-MOS crossover & cameo appearances
Namco × Capcom, Playable Character (along with Shion Uzuki and MOMO)
Super Robot Wars OG Saga: Endless Frontier, Playable Character
Super Robot Wars OG Saga: Endless Frontier EXCEED, Playable Character (MOMO appears as a support)
Project X Zone, Playable Character (along with T-elos)
Project X Zone 2, Playable Character
Xenoblade Chronicles 2, Playable Character (along with T-elos)
Tales of the World: Narikiri Dungeon 3, Playable Character
Famista Online, Playable Character
Famista DS, Playable Character
Pro Baseball Famista 2011, Playable Character (along with Shion Uzuki)
Famista Dream Match, Playable Character (along with Shion Uzuki)
Tales of Hearts, Cameo
Venus & Braves, Cameo (?)
Baten Kaitos: Eternal Wings and the Lost Ocean, Cameo
Soul Calibur III, Costume
Tales of Vesperia, Costume
Tales of Abyss and other games, X-BUSTER attack (sometimes called Cross Buster)



3b. Presence of the Xenosaga series in Smash Bros.
Despite not being represented in any Super Smash Bros. game in a physical form, it can be argued that the Xenosaga series already has a, though slight, presence in Smash. This is due to its fellow Xeno series gaining representation. The connection between the two series was forged when the first Xenoblade Chronicles, originally named Monado: Beginning of the World, was given its name by Satoru Iwata to honor series creator Tetsuya Takahashi’s work on the previous Xeno series. Xenosaga’s presence goes even deeper than this, however. As a result of the close relationship that it shares with Xenoblade Chronicles, some of Xenosaga’s imagery makes it through Smash indirectly. If one were to take a closer look at Pyra and Mythra’s core crystals (their pendants), it will become apparent that they are shaped like the Zohar monoliths of Xenosaga. Additionally, though this connection is a bit of a stretch, Mythra’s down taunt has her imitating KOS-MOS’s victory animation from Xenosaga Episode I. While it may seem like a generic pose, keep in mind that Mythra never does this in her home game. These connections, although very minor, demonstrate that the series has a presence in Smash, just as other Namco series like Tales of, Taiko no Tatsujin, and Katamari Damacy do. Thus, there is already Xenosaga content present in Smash through connections with the Xenoblade Chronicles series.


3c. Importance to Monolith Soft and Bandai-Namco
On the topic of Monolith Soft and Bandai-Namco, both of these companies are instrumental to the development of the Super Smash Bros. series and Nintendo as a company. By adding a character from Xenosaga, we could add another character from the desperately-lacking-in-content-despite-developing-the-game company of Bandai-Namco. Additionally, with Nintendo’s purchase and strong support of Monolith Soft in recent years, it is clear that Monolith is a strong development partner. We could honor this further by delving further into their repertoire and choosing a character from the Xenosaga series. To end off on this note, I have attached an image above released by Monolith Soft for their 20th anniversary as a company. Please take into notice the character at the forefront of this image. KOS-MOS’s position at the front of this piece of art shows that Xenosaga and KOS-MOS are a key part of the company’s history. Her placement in the focal point illustrates two points. One, despite Xenosaga as a series ending in 2006, the legacy it carries for Monolith Soft is very strong. Two, she is a very recognizable character, to the point where she serves as a mascot for the company, even over modern icons such as Shulk, Pyra, and Mythra. To conclude, KOS-MOS's addition would be a way to honor the ties that Nintendo has with both Bandai-Namco and Monolith Soft, both of which companies view her as a major part of their legacy.

4. How would KOS-MOS play?
This is a topic in which you, the moveset submitter, have free reign. KOS-MOS is an extremely adaptable character who can work as you wish. I would like to put my foot in the door for my interpretation of her. I’ll separate this into a few sections, going into detail about possible gimmicks, gameplay mechanics, attacks, and aesthetics. Keep in mind that these are all hypothetical, and should we select KOS-MOS, everything is up to the submitters.

4a. Gimmicks and Gameplay

As a battle android specifically designed for combatting the Gnosis phenomenon, KOS-MOS is equipped with a powerful version of the Hilbert Effect. This manifests as an energy field that is capable of bringing Gnosis from an intangible existence to our own. In the game’s terms, it would mean taking Gnosis from the imaginary number domain to the real number domain. It is also capable of disrupting machine sensors as well as nullifying ether (magic/energy) attacks. This can be interpreted in several ways in the context of Super Smash Bros. — it could work as a gimmick that can be activated manually or automatically, an attack (support or otherwise), or as a bonus aesthetic like taunt or victory animation. However, KOS-MOS can completely forgo a gimmick if so desired - she is an extremely straightforward and adaptable character whose moveset does not rely on moveset gimmicks to be unique.

Moving away from the Hilbert Effect, her style of play could also revolve around the core gameplay mechanics of the Xenosaga games. As mentioned in the first paragraph, each Episode of the series features roughly the same gameplay, however, there are specific differences that set them all apart from each other. The core mechanics of each game are, in my opinion, a combo-based combat system, boosting, (which is a way for players and enemies alike to gain an extra turn) and a focus on the distance of the enemy. These core mechanics can be translated to Smash as her attributes as a character, gimmicks, or other attacks. For instance, the near/far system could be implemented as separate inputs similar to the fighting game characters. In Xenosaga, near and far attacks serve to indicate what kind of enemy the player is currently targeting. For example, if the player is fighting a mostly airborne enemy, it is better to use “far” attacks. These kinds of attacks can translate into specific inputs depending on where KOS-MOS is in the game or her actual position on the stage. Boosting in Xenosaga functions as a way to get in more hits during a combo, to heal after a devastating chain of enemy attacks, or to end a fight that has been dragging on for too long. As such, this could be translated into Smash as a get-off-me tool, similar to Mythra’s Foresight and Bayonetta’s Witch Time. In Xenosaga, boosts must be obtained via constant attacks, so this could be a way to implement them without feeling too broken. Another core gameplay mechanic of the Xenosaga series is the event slot system. In Episodes I and II, each turn features an event that changes the conditions of battle. These cycle in a loop, allowing the player to take risks or play safely depending on which event is currently in. For instance, if the player knows that the next event will increase the chance of critical attacks, they can take the opportunity to boost a party member to use that event. In Smash, this could be used as a gimmick that alters KOS-MOS’s attributes every few seconds, similar to a toned down, automatic version of Monado Arts. For one final possible gameplay mechanic, Xenosaga’s gameplay is extremely combo heavy, especially in Episodes I and II. These combos function as a way to link powerful attacks together in order to break the enemy. In Episode I, chaining several weak attacks togethers allows the performing of a “Tech Attack,” which is a strong combo finisher. This is changed somewhat in Episode II, where combos must focus upon an enemy’s weak point. These points, as mentioned before, are denoted with A, B, and C. Thus, in order to break an enemy with a weak point of CCBC, for instance, you may start out with a combo of CC from one character, boost a character capable of performing a BC combo, and then unleash a BC combo. After breaking, it is possible to “air” or “down” the enemy, which suspends them in the air or knocks them down. This increases damage done to the enemy, so the player can constantly boost with the remainder of their party in order to deal large amounts of damage at once. Finally, in Episode III, the weak point system is removed in favor of a general Break meter. This takes the form of a red bar below the enemy’s health bar. In order to fill the meter effectively and ensure an enemy break, the player must make strong usage of attacks denoted with “Break,” such as KOS-MOS’s K-PIKE. The player can effectively combo these Break Attacks together using the boost system.

4b. Attacks
Throughout KOS-MOS’s appearances throughout the years, she has had a plethora of attacks to choose from as a result of being constantly updated. I will try my best to go through all of them and give my thoughts on how these attacks can create a niche for KOS-MOS to fill in the roster. For the sake of brevity in this already very long post, I will be going over only her Tech Attacks and Special Attacks. However, she does have a plethora of attacks and techniques used in Xenosaga, Xenoblade Chronicles, and her crossover appearances.


Starting with Episode I, KOS-MOS has several of her most iconic attacks debuting here. A unique gimmick she shares with Ziggy in this game is an extra space for a Tech Attack, which can be performed without the prerequisite basic attack first. These Tech Attacks are periodically given to the player via sidequests and progression of the story. Her first available Tech Attack in this slot is F-G-SHOT, which I have mentioned before. This attack has KOS-MOS summoning a very large machine gun and firing rapidly at the enemy. Next, there is the F-M-SHOT, a series of homing missile attacks launched from KOS-MOS’s back. Following the M-SHOT is the F-B-SHOT, a large beam cannon with slow startup. Again, this would be fit for a Smash attack. Continuing the SHOT series is F-R-SHOT, a rail gun that functions similarly to B-SHOT. Rather than aiming at the ground like Snake’s Side Smash, KOS-MOS carries the rail gun on her shoulder, giving the attack more height. Moving onto the differently named attacks, F-SCYTHE is what it sounds like. KOS-MOS summons her (very large) scythe, jumps into the air, and swipes downward. This attack hits every enemy on screen. Moving onto her standard Tech Attacks, these are unlocked through progression of the story. She starts off with R-CANNON and R-BLADE. The former is a large energy blast after KOS-MOS transforms her arm into a gun, similar to Samus’s Charge Shot. The latter is a few rapid swipes with her arm, now transformed into a sword. This attack is moved from tech attack to a normal attack in Episode III. Next is R-DRILL, a series of three hits to trap an opponent. This is followed by KOS-MOS drilling into the enemy’s body with her transformed arm. Her X-BUSTER is one of, if not her most iconic attack. Her most dramatic form of this move is in Episode I, where she keels over, with a large energy protrusion emerging from her back. Her abdomen then opens and fires a spread of beams towards the enemy. This would be one of my final smash candidates, with it activating a cutscene. S-CHAIN follows this and is less of an attack, rather than a support move. It lowers several stats of the enemy, so interpret this as you will. R-HAMMER and R-DRAGON end this section. They function decently similarly so I’ll group them together. They both involve KOS-MOS transforming her arm into the titular object and rapidly hitting with said object. R-HAMMER then finishes with a final strike. With R-DRAGON, KOS-MOS jumps up in the air, firing the arm into the enemy and having it explode.

On the topic of Episode II, there are only a few new tech attacks due to a different combat system. Here, they are called special attacks and are used by KOS-MOS specifically. Of these special attacks, two are new and two return from Episode I. The first new attack is Micro Missiles, which manifest as a large array of tiny crystalline objects. These spin around KOS-MOS for a bit before disappearing. The other new attack is Dragon Blade, also known as Dragon Tooth or D-TOOTH. It begins with a blaster shot, then an upward, then downward, and finally another upward slash. The final upward slash releases a small blast of energy that travels a short distance along the ground, similarly to Terry’s Power Wave. There is also a new attack called a double tech, which I will only go over two of. These double techs are performed by two characters. They are extremely flashy, but take quite a long time to set up for very small reward, thus making them unpopular. The two I will go over with are Grand Ronde and Twin Buster. The first of which, Grand Ronde, is really funny and out of place in the game it is in so I just wanted to write about it. Feel free to skip this. This tech attack involves chaos (whose relationship with KOS-MOS is explained in Episode III) doing the tango with KOS-MOS. The other, I want to go over because it has potential to be a final smash. Twin Buster begins like X-BUSTER, however, Shion walks behind KOS-MOS and fires a blast into the latter’s back. This blast is absorbed and amplified by KOS-MOS and released as Twin Buster.

Xenosaga Episode III marks the return of Tech Attacks, as well as Special Attacks. Here, the Special Attacks are finishing moves that are extremely powerful. KOS-MOS has three of these, which are F-G-SHOT, X-BUSTER, and D-TENERITAS. Of these, only D-TENERITAS is new and what I believe should be her Final Smash. It begins with KOS-MOS’s outfit creating a cannon formation on her chest, then firing a massive ball of energy. This ball of energy traps the enemy inside, causing damage. KOS-MOS then throws a dagger inside, causing the energy ball to explode violently. Episode III introduces a lot of Tech Attacks, so I will do my best to be brief. First is the BUSTER series (no relation to X-BUSTER). It’s a quick stab with a sword arm, fitting for a tilt. This is followed by W-FANG and W-BLADE, which are two consecutive swipes with a sword. Many of these attacks share similar animations, with their only difference being their element or strength, so I have grouped them together. CANNON I and II are similar to R-CANNON, where KOS-MOS fires a massive burst from her arm. This shot is similar to that of a rocket launcher, rather than a charge shot. In a similar vein, A-BURST I and II involve KOS-MOS jumping into the air and firing a large explosion onto the ground. K-PIKE and K-AXE are powerful roundhouse kicks that are useful for breaking enemies. Finally, my choice for her up special would be VALKYRIE / NEMESIS, where she swipes the foe twice, jumps up and fires an explosive shot.

Outside of these moves, KOS-MOS is also able to perform a wide variety of Ether spells as well as being able to pilot her personal E.S. craft, E.S. Dinah. These Ether spells can range from the simple elemental spells to powerful summons. The most iconic of these summons is the Erde Kaiser series of summons, which is obtained after a series of side quests given by the Professor of the Robot Academy. They are known for being the strongest spells in the game and often require beating a boss before gaining the summon. E.S. (short for Ein Sof) are a series of 12 powerful machines piloted by the main characters and villains. Each one is powered by a mysterious source of energy and is capable of dealing out massive damage. E.S. Dinah is unique as it is built in several parts: the mech itself, a small spaceship, and KOS-MOS’s Dinah Mobile Interface (a motorbike). As Dinah was built to supplement KOS-MOS’s abilities as an anti-Gnosis weapon, it primarily uses Beam-type attacks. Its most powerful moves are R-FANG, a series of sword swipes, X-BUSTER, a larger version of KOS-MOS’s, and X-CANNON, four concentrated beams of energy at a target.

As seen in crossovers, KOS-MOS is not limited to her own attacks. In games such as Namco × Capcom, Super Robot Wars, and Project X Zone, she borrows some attacks from her fellow party members. These include, but are not limited to: Ziggy’s Cyber Kick (a series of rapid kicks ending in an explosion), Jr.’s Storm Waltz (a series of rapid gunshots with ricocheting coins), and MOMO’s Freeze Shock (an arrow that freezes, and another that breaks the ice). The most frequent appearance is Shion’s Lunar Blade, a series of dramatically timed swipes. While it can be argued that this is in an attempt to add more references to Xenosaga into her moveset, there is precedent for this concept in the actual Xenosaga series. In Episode I, it is possible to transfer moves between characters for a cost. In Episodes II and III, many of these skills are available to be unlocked for all characters via a skill tree. Thus, if the moveset user is feeling as if they need to add something outside of KOS-MOS’s already large arsenal, there is a cast of 6 other characters they can pull attacks from.

All in all, I hope I was able to prove KOS-MOS’s moveset potential to you. Her versatility in weapon choices, ranging from heavy machinery to delicate swordsmanship is truly something unique. This versatility allows her moveset to be adapted to various types of playstyles, ranging from a heavy zoner, to a lightweight glass cannon. The variety in her weapon choices and techniques allow for something unique in Smash Bros. Additionally, KOS-MOS’s appearances in crossover video games demonstrates her ability to use her teammates’ skills, allowing her an even greater potential moveset. For further reference, I have attached several videos of her attacks in Xenosaga and crossover games to give a better image than my descriptions. Thus, KOS-MOS is an extremely adaptable character whose varied choices and skill in weaponry allow for a moveset that would be able to fit any niche necessary.

4c. Aesthetics

If you remember from previous sections, KOS-MOS has several appearances that change throughout the games. However, I believe it is best for her to use her Version 4 appearance, as it is the one with the most significance in the story as well as the most recognizable. This design is used in her crossover appearances in the Super Robot Wars series and Project X Zone series. The other options I see working are her Version 1, being her first appearance, and KOS-MOS Re: from Xenoblade Chronicles 2, being her most recent one. All of these appearances are very recognizable and would function well as her default and alternate costumes. On the topic of costumes, each of her costumes could reference her party members as well as T-elos. Instead of using the Monado icon to represent the Xenosaga series (which would be a blatant misrepresentation of Xenosaga), her series symbol could be the Marienkind Zohar, a powerful source of energy and a central object in the series.

5. What else could KOS-MOS bring to Smash?
With attacks and aesthetics out of the way, we can now discuss what KOS-MOS can bring from Xenosaga to Smash Bros. As the series is rich with a large set of characters with varying abilities, there is much we can do in terms of assist trophies, bosses, and enemies. Any of the main playable party lends themselves well to being an assist trophy, ranging from a status enhancing character such as MOMO or chaos, or an attacking character such as Ziggy or Jr. As for bosses, there is much to pull from, however, the most recognizable boss would be T-elos. Her style of fighting would make her a nimble enemy who hits extremely hard. Additionally, the large variety of enemies in the Xenosaga series will give us the opportunity to add unique enemies. Between the various types of Gnosis, mechanical enemies, and biological nightmares that are the 27 Series Asura Realians, there is so much to choose from. The settings of Xenosaga would also be well represented via a stage. Despite much of the series taking place in the vacuum of space, there are many locations that are key to the story that would fit well. Abel's Ark, a giant Gnosis, would be an interesting stage due to taking place inside of it and having bizarre stage hazards. Aside from Abel's Ark, there are also many other locations such as space ships, metropolitan areas, fragile consciousness, psychedelic crystalline caves, and wastelands to name a few.

Deviating from the format of the rest of this post, I have listed a selection of my favorite music tracks and potential spirits. I originally had a few paragraphs written about the history of Xenosaga’s soundtrack but unfortunately, it didn’t turn out the way I had hoped. I’ll provide some brief context to the music tracks I have chosen, however, as I believe those are truly the strongest of the series’ music.

Playable Characters:E.S. CraftSupporting Cast:Antagonists:
Shion Uzuki
chaos
Ziggy
MOMO
Gaignun Kukai Jr.
Jin Uzuki
E.S. Dinah
E.S. Asher
E.S. Zebulun
E.S. Reuben
Allen Ridgeley
Miyuki Itsumi
Captain Matthews, Hammer, and Tony
Juli Mizrahi
Mary and Shelley Godwin
Gaignun Kukai
Representative Helmer
Febronia
Nephilim Verum
Canaan
Doctus
Abel
Joachim Mizrahi
Jesus Christ
Margulis
Pellegri
Albedo
T-elos
Black Testament

(I have omitted a few others for spoiler purposes, depending on our policy regarding spoilers there are a few more that could fit here)

Der Wille zur Macht (composed by Yasunori Mitsuda)
Battle - The standard battle theme heard throughout the game.
Battling KOS-MOS - KOS-MOS’s theme.
Albedo - Albedo’s theme. Plays during the infamous belle pêche scene.
Last Battle - The final boss theme. The only other battle theme in the game.

Jenseits von Gut und Böse (cutscenes composed by Yuki Kajiura, gameplay by Shinji Hosoe)
Fatal Fight (Jin & Margulis) - Plays during conflicts between Jin Uzuki and Margulis in cutscenes.
Communication Breakdown - Heard during Albedo’s infiltration into MOMO’s neural network and the appearance of Abel’s Ark. Also plays in the trailer for Episode II.
Major Boss Battle - Plays during boss battles with major story villains.

Also sprach Zarathustra (composed by Yuki Kajiura)
She’s Coming Back - KOS-MOS’s theme. Plays during her emergence as Version 4. Serves as her theme in Project X Zone.
T-elos - T-elo’s theme. Plays when she appears in Rennes-le-Château.
The Battle of Your Soul - Plays during boss battles with major story villains. Serves as T-elos’s theme in Project X Zone.
Minor Boss Battle - Plays during boss battles with minor villains.
We’ve got to Believe in Something - Plays during the Realian invasion of the old church.
Godsibb - Plays during the confrontation with Dmitri Yuriev, as well as the battle with Ω Metempsychosis. Live Performances (2008, Sept. 18 2020)
Fatal Fight (E.S. Levi) - A more sorrowful rendition of Episode II’s Fatal Fight. Plays during the final confrontation with Margulis.
Erde Kaiser Σ - Plays during the fight with Erde Kaiser Σ, an optional boss.
Hepatica (KOS-MOS) - Plays during the final confrontation with T-elos.
Promised Pain - The final boss theme.
6. Potential Issues Addressed

Q: Xenosaga is an obscure, niche JRPG that was a commercial failure! Why have representation from it?

While the series is indeed quite niche and did not sell to expectations, it is very important to the legacies of both Bandai-Namco and Monolith Soft. KOS-MOS and her series is recognizable, becoming a crossover mainstay and cameoing in many of the companies’ works. Additionally, with the increase in popularity of the Xenoblade Chronicles series, there has been increased interest in Xenosaga. Overall, while the series itself is obscure, it holds a very strong legacy for both Bandai-Namco and Monolith Soft. Its connections to the popular Xenoblade Chronicles series has led to a revived interest in the series.

Q: Why add a character from the Xeno series when we already have Shulk, Pyra, and Mythra?

Xenosaga and Xenoblade Chronicles are two separate series. While they (along with Xenogears) share similar themes and imagery, the three are set in completely separate universes and share completely different plots. For a comparison, the relationship between the Xeno series is not a Super Mario and Luigi’s Mansion type of relationship. Instead of sharing characters, locations, and dynamics, the relationship between the Xeno series focuses more on similar narratives based on human nature and other philosophical topics. Thus, despite the two series sharing names and common themes and sometimes imagery, they exist as separate series in separate universes. This means that if KOS-MOS were to be added, she would not share a Monado symbol with the Xenoblade characters and instead have her own unique symbol.

Q: Why KOS-MOS over other, more commonly discussed Bandai-Namco characters?

It is true that Bandai-Namco has a very large list of amazing characters that would all fit well into Smash. From Tekken’s scheming Heihachi to the Tales of series’ idealistic Lloyd to the innocent Klonoa, it is quite clear that there are many notable characters from this company. It is also true that KOS-MOS is one of Bandai-Namco’s most important characters and is thus a major part of the company’s legacy and history. Her legacy in Bandai-Namco’s repertoire of characters has allowed her to appear in crossovers, both in games involving and not involving Monolith Soft. In fact, some may argue that she is Bandai-Namco’s “crossover queen”, given her appearances in their library of games. It should be clear that this long history should allow KOS-MOS to stand shoulder-to-shoulder with her peers in Bandai-Namco, not below them. If this argument is not strong enough, please remember that Masahiro Sakurai himself stated that “it is more important that a character is fun to play, not just recognizable.” Thus, KOS-MOS’s prominence as one of Bandai-Namco’s characters should allow her to be on equal footing with other commonly discussed characters from the company.

Q: Why a Monolith Soft character, and why KOS-MOS over other Monolith Soft characters?

As Monolith Soft’s reputation as a developer increases over time, it is clear that they too are building a strong library of characters. Their successes with Xenoblade Chronicles and their strong history with Namco have given the company increased value, being called on to work on other prolific titles for Nintendo, such as Breath of the Wild and even Animal Crossing: New Horizons. This strong partnership with Nintendo as well as their previous ties to Namco definitely warrants another character inclusion. We could opt for other characters from the Xenoblade Chronicles series, the most clear choice being Xenoblade Chronicles X’s Elma. There are also characters from the Baten Kaitos, Soma Bringer, and Super Robot Wars series. However, KOS-MOS stands out from the rest of these characters by being Monolith Soft’s de facto mascot. She debuted in the company’s first game as an independent company and her popularity allows her to continue making crossover appearances and being the base for merchandise, despite Xenosaga ending nearly 20 years ago. In terms of numbers, KOS-MOS’s announcement as a Blade in Xenoblade Chronicles 2 is by far the most popular, having 10.3K likes on Twitter. (Compare this to Elma’s 5.7K and Shulk and Fiora’s 4.3K). In addition, Xenosaga would be a new universe represented in Smash, allowing for more diversity in areas other than characters. This does not mean that other Monolith Soft characters are not valid — they all have equal right to be in Smash. Therefore, Monolith Soft’s continually increasing prestige as a developer definitely warrants another character’s inclusion in Smash. While the company has an impressive array of characters, we should look towards KOS-MOS due to her status as the company’s mascot as well as her popularity.

Q: What's stopping KOS-MOS from being yet another anime sword fighter?

The only thing that keeps KOS-MOS in the realm of anime sword fighters is the creativity of the person who develops the moveset. As mentioned before, she is already capable of using a wide variety of weapons. These include, but are not limited to: various types of guns (gatling, pistols, energy cannons), scythes, drills, laser beams, throwing knives, and especially her own brute strength. Outside of weapons that KOS-MOS can use directly, she is also capable of using her E.S. craft, E.S. Dinah, to inflict large amounts of damage via its machinery. Finally, her crossover appearances have demonstrated that she is not limited to her own arsenal, being able to pull from her teammates and using weapons such as magic (though she is already capable of doing so), archery, coins, etc.

Q: Bandai-Namco said that a Xenosaga remaster would probably not be profitable.

Given that this statement was in 2019, their position may change. This statement was a market analysis that was only reached following the idea reaching remaster planning stages. If the company truly had no faith in the series, this planning stage would not have even been reached. Given the high amount of work developing a series of three games, all of which featuring different gameplay mechanics and high quality cutscenes, it would be extremely risky to commit to a series they did not know would succeed or not. However, Xenosaga has time and again had its interests renewed by the public due to the success of Xenoblade Chronicles, with the most recent spike being the addition of Pyra and Mythra into Smash Bros. KOS-MOS herself is already a popular character, with several official figures. Smash Bros. itself is already a very strong marketing campaign, with its power being able to bring Fire Emblem to the west, revive Kid Icarus, turn Xenoblade Chronicles into the powerhouse it is now, etc. It can do the same for Xenosaga.

Q: Isn’t her design a little “not for good boys and girls” for Smash?

I’d have to agree. However, this can easily be fixed similarly to how Pyra and Mythra were censored. Unlike characters like Mai Shiranui, the design is not an integral part of how she fights, acts, or thinks. For example, the attack D-TENERITAS has part of KOS-MOS’s chest exposed in order to form the cannon. If we were to use this attack in any capacity, we can just not have the chest exposed, as it is not something that will completely break the character in any way. Thus, censoring any parts of KOS-MOS that would not fly by CERO or the ESRB would not be a problem.

Q: Aren't the Jewish and Biblical themes of Xenosaga too religious for Smash?

The series' heavy religious themes are indeed a concern, however, not one that is already addressed in Smash. Already, we have series such as Castlevania and Bayonetta whose bestiaries and stories revolve around these major religions. The Biblical themes are also already extremely minor in the series itself, with the appearances of characters like Jesus Christ and Mary Magdalene being extremely late and minor in the series. If the series were to be represented via character, the Biblical ties of KOS-MOS would not have to be referenced at all to be accurate to her character.

Q: How hard will it be to get the rights to use content from the Xenosaga series?

KOS-MOS and her series were created during a time when Monolith Soft was owned by Bandai-Namco. As a result, it may be confusing as to where the rights all lie. Because the series is owned by Bandai-Namco, it would be considered a third party series despite its ties to Xenoblade Chronicles. This would not be too much of a problem, as both Bandai-Namco and Monolith Soft are already onboard with Smash, with the development of the game and much of their intellectual property present in the game in some way. Additionally, Monolith Soft often has permission to use KOS-MOS and Xenosaga, which allowed them to feature her in games even after the company was bought by Nintendo. This thus takes care of the rights to the characters themselves. While the music is composed by three different composers, each one has either directly or indirectly shown their willingness to work with Smash and Nintendo. Yasunori Mitsuda, composer of Episode I, has worked directly on Smash with remixes such as Vs. Marx in Brawl. He has also worked closely with the team of composers for Xenoblade Chronicles 2. Shinji Hosoe has worked with Nintendo for the soundtrack of Tetris 99, while works by Yuki Kajiura have appeared in crossovers involving Xenosaga. Thus, it is not unlikely that content such as characters and music will not be too large of a problem to obtain for the Smash series.

7. TL;DR
I would like to encourage you to read the entire thing because there is a lot I would like to cover, but if you don’t have the time or energy for that (which I respect) here is a short summary.

KOS-MOS hails from a science fiction JRPG series called Xenosaga. Xenosaga is part of the larger “Xeno” metaseries consisting of itself, Xenogears, and Xenoblade Chronicles. Xenosaga in particular is especially important in terms of the legacies of both Bandai-Namco and Monolith Soft, with KOS-MOS appearing in many cameos and playable roles across their works. KOS-MOS herself is a battle android designed to combat a hostile alien species and is capable of using various types of weaponry ranging from light to heavy as well as her own brute force. Her moveset could also take into account the gameplay of Xenosaga. In addition to her strong moveset potential, KOS-MOS can also bring the rich setting of Xenosaga to Smash via spirits, music, and a stage.

8. Supplemental Material

Plot Summaries:
Episode I: Der Wille zur Macht
Episode II: Jenseits von Gut und Böse
Episode III: Also sprach Zarathustra

Crossover Movesets:
Namco × Capcom
Super Robot Wars OG Saga: Endless Frontier EXCEED
Project X Zone (with T-elos)
Project X Zone 2 (with Fiora)

Attack Demonstrations
Xenosaga Episode I: Der Wille zur Macht
Xenosaga Episode II: Jenseits von Gut und Böse
Xenosaga Episode III: Also sprach Zarathustra (Specials only)
Xenosaga Episode III: Also sprach Zarathustra (Specials and Techs)
Moveset I made for the KOS-MOS support thread (gimmicky and kinda outdated)

Fun Cutscenes (contains spoilers)
KOS-MOS vs. Voyager and Jan Sauer
Dmitri Yuriev
KOS-MOS and party vs. T-elos and D-TENERITAS

9. Concluding Thoughts
To conclude, KOS-MOS is an extremely powerful battle android developed in order to combat an extradimensional threat. In order to do so, she is equipped with many different types of weapons, including but not limited to: guns, blades, drills, beams, and mechs. As a highly advanced android, she is capable of transforming her body into various types of weapons. She is also able to summon several other weapons by tapping into a hyperspace column. Aside from her combat capabilities, her appearance in Smash could also take inspiration from the many gameplay mechanics of her home series. Being from the Xenosaga universe, KOS-MOS would represent both Monolith Soft and Bandai-Namco. Monolith Soft is an extremely important partner for Nintendo and representing the company with their mascot would be very fitting. Additionally, Bandai-Namco helps develop Super Smash Bros. and has a very close relationship with Nintendo, so honoring this connection with the addition of another character would be appropriate. KOS-MOS has a very strong presence with both companies, appearing in so many of their projects to the point where she can be considered the “crossover queen” of their companies. Despite her close ties to other Xeno series games such as Xenoblade Chronicles, she would represent a completely new universe. With her, the Xenosaga universe can bring a rich history of music, characters, and settings.


10. Final Arguments
  1. A robot, so she has access to many types of weapons by modifying her body
  2. Also capable of summoning other weapons (like a gatling gun) using dimensional transport
  3. Can also represent various parts of Xenosaga gameplay, such as targeted attacks and combos, which isn’t currently represented
  4. While she can be gimmicky if you wanted her to, she does not depend on gimmicks to be unique.
  5. Is both a Bandai-Namco character and a Monolith Soft character, giving an underrepresented company more representation and honoring an important part of Nintendo
  6. Mascot of Monolith Soft, being pushed even more than Shulk, Pyra, and Mythra
  7. Very important to Bandai-Namco, being their “crossover queen.” Xenosaga was also considered for a remake
  8. Very popular character, with her reveal as a playable character in Xenoblade Chronicles 2 beating out other Xeno protagonists (including Shulk) in terms of positive social media interactions
 
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GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,353
The Princess of First Division: KOS-MOS
“Ye Shall Be As Gods”


First Appearance: Xenosaga Episode I: Der Wille zur Macht (2002)
Latest Appearance: Xenoblade Chronicles 2 (2017)

1. What is Xenosaga?
With the ongoing success of the Xenoblade Chronicles series, Monolith Soft has increasingly become one of Nintendo’s most important partners, developing flagship titles such as Breath of the Wild and Pokémon Legends: Arceus. Additionally, the third largest video game company in Japan, Bandai-Namco is a key developer of Super Smash Bros. Ultimate. As a result of the importance of the relationship of these two companies to Nintendo, it is clear that another character to represent these companies in Smash Bros. would be appropriate. In my opinion, there is no better way to represent both of these companies than with a character from both of their histories, which I will briefly go over. Monolith Soft was created when a former Square employee, Tetsuya Takahashi, was disillusioned with the direction the company was taking in regards to creative freedom and advertising. In order to gain a market presence, Takahashi looked to create a subsidiary of a larger company. This ended up being Namco, with the founder of the latter company sharing much of the beliefs as Takahashi and his eventual team. Thus, Monolith Soft was formed as a subsidiary of Namco in 1999, with Xenosaga Episode I: Der Wille zur Macht as their first project. Throughout the time Monolith Soft was a Bandai-Namco subsidiary and beyond, KOS-MOS, one of the main characters of Xenosaga became one of the main faces of both companies and thus a character with a powerful legacy connected to both Monolith Soft and Bandai-Namco.

Before we talk about who KOS-MOS is and why you should consider supporting her, we must first understand the series she originates from. Xenosaga is a JRPG created by Monolith Soft and published by Namco (now Bandai-Namco). As you may recognize from the name, it is a part of the larger “Xeno” metaseries, consisting of Xenogears, Xenosaga, and Xenoblade Chronicles. These three series, while existing under the same umbrella, are set in different universes and feature completely different plots. However, they share similar themes as well as small references to each other. These themes are often pulled from religion and mythology. Xenosaga in particular, divided into 3 main episodes, makes heavy use of Jewish and Biblical mythology, as well as themes relating to the philosophical and psychological work of Carl Jung and Friedrich Nietzche. Its gameplay is a traditional turn-based RPG battle system, however, it varies from others in its genre by utilizing combo attacks. For example, a character may attack twice per turn given enough built up points. The second game, Jenseits von Gut und Böse, introduces a downing mechanic in which attacks must aim for a region of the body (denoted with A, B, or C) in order to properly break and deal massive damage. Finally, the third game, Also sprach Zarathusta, changes the boost system by allowing the player to spend boost points to unleash powerful special attacks, such as KOS-MOS’s F-G-SHOT. Each of the games also has a separate combat mode, A.G.W.S. mode in Episode I and E.S. Mode in Episodes II and III. These battle systems involve the playable characters entering a massive mech, with 2 characters per mech in E.S., though they can be piloted solo. The gameplay of the Xenosaga series lends itself to developing strategies throughout the game, with each battle being a learning experience for the player.

1a. Release Timeline
Each main episode of the Xenosaga series was released on the PlayStation 2 roughly two years apart. Xenosaga Episode I: Der Wille zur Macht was released in Japan on February 28, 2002. Two years later saw the release of a supplement, Xenosaga Freaks on April 28, 2004 and Xenosaga Episode II: Jenseits von Gut und Böse on June 24, 2004. Xenosaga Freaks featured bonus content which increased the depth of the main characters, as well as included a demo for the second episode. In between the episodic releases was another spinoff, released on the VodaFone series of mobile devices. Xenosaga: Pied Piper was released, also split into three episodes, between July and October 2004. This was intended to provide backstory to a playable character and his history with one of the major antagonists. Following Pied Piper was a remake of Episodes I and II on the Nintendo DS, aptly named Xenosaga I & II. Released only in Japan on March 30, 2006, it added several additional features to the story that were cut from console versions. Finally, the finale of the three episode Xenosaga series, Xenosaga Episode III: Also sprach Zarathustra was released on the PlayStation 2 later on the sixth of July that year.

1b. Synopsis
The game itself is set 4000 years after the year 20XX. The player’s party, led by Vector engineer Shion Uzuki, finds itself in the middle of a large conflict in space between several factions. Humanity struggles to defend itself against a hostile alien race, the Gnosis. Gnosis exist in a separate plane of reality that renders them visible to the human eye, but completely intangible. This dilemma has led governments and corporations alike to create anti-Gnosis peripherals such as battleships, mechs, and androids such as KOS-MOS. Aside from Gnosis, the protagonists also face several hostile human factions that seek to control the Zohars, which are sources of unimaginably large amounts of energy. The many complexities of this futuristic setting has led humans to develop other artificial forms of life, such as Realians, which are essentially mass produced human soldiers. The creation of artificial life, the revival of the dead, and their place in society is a topic of contention in the games. I won’t go into that, as this is still a post about KOS-MOS and her viability in Smash.

The main cast consists of several important characters. Because this write up is pretty long, I will only cover the playable characters and only cover KOS-MOS in greater detail. The first character that is introduced to the player is Shion Uzuki, chief programmer of Vector’s first Research and Development division and one of two main protagonists of the series. Following the introduction of KOS-MOS to the party, the player meets chaos (spelled with all lowercase letters). chaos is sort of a guardian on board of the Kukai Foundation vessel Elsa, defending the crew from various Gnosis attacks. After meeting chaos, the story diverges to a cyborg, Ziggurat 8 who is tasked to recover the 100 Series Observational Realian Prototype from the clutches of the U-TIC organization. Succeeding in his mission, the 100 Series Prototype (named MOMO) affectionately dubs him “Ziggy” and they too arrive onboard the Elsa after a pursuit. The party is soon rescued by the Kukai Foundation itself, with one of its representative trustees Gaignun Kukai Jr. (referred to as Jr.) joining the party. He is a URTV child soldier who is much older than he looks. Following the events of the first episode, Shion’s older brother Jin Uzuki joins the party as well. There are several other important characters in the series that impact the plot.

2. Who is KOS-MOS?


2a. Appearance and Abilities
Now that we have the basics of Xenosaga out of the way, we can understand who KOS-MOS is. KOS-MOS stands for Kosmos Obey Strategic Multiple Operation System, and is an android created by Vector Industries’ late Kevin Winnicot as an anti-Gnosis weapon. Following Kevin’s death at the hands of a prototype KOS-MOS, her development is led by Shion Uzuki and her First Division R&D group. After her destruction early on in Also sprach Zarathustra at the hands of T-elos, Kevin’s signature is overwritten and Version 4 of KOS-MOS is created by a joint effort of Shion, Allen Ridgeley, and the Robot Academy’s Professor and Assistant Scott onboard the Elsa. Throughout these iterations, she is equipped with various weapons and tools to assist her in battle, including but not limited to: various types of guns and blades, lasers, and her own brute strength. She possesses the ability to summon various specialized weapons at will, such as her F-G-SHOT, a powerful machine gun and her signature F-SCYTHE. Xenoblade Chronicles 2 also grants her new weapons: 2 cannons shaped like the Zohars of Xenosaga. Outside of her traditional combat weapons, she also possesses several other abilities that make her a one woman army. As she is a weapon designed to combat the Gnosis threat, she is capable of using the Hilbert Effect to draw them into a tangible state of existence. In fact, her iteration of the Hilbert Effect is one of, if not the strongest in the series. She also possesses computational skills that rival those of a 100 Series Observational Realian. This allows her to detect threats in a very wide area, allowing her to warn others and prepare for battle.

2b. As a Character
KOS-MOS shares the protagonist slot with one of her main creators, Shion Uzuki. The beginning of Episode 1, Der Wille zur Macht, opens with a field test, in which Shion enters a virtual world to assess the android’s abilities. Following an attack on the Woglinde, the ship that Shion’s team is on by the Gnosis, KOS-MOS awakens and follows her assigned duty of protecting employees of Vector industries to a tee. The duo escape alongside Allen Ridgeley, a fellow Vector employee and Commander Andrew Cherenkov, a soldier onboard the Woglinde. After KOS-MOS threatens the crew of a passing ship (the Elsa) she is taken onboard and forces the Elsa’s crew to take her to the planet Second Miltia. While en route, she receives a transmission from Shion, who threatens suicide if she is not rescued immediately. The Woglinde group is rescued after deliberation from the crew. I won’t go any further into the specifics of the story, but I will continue about KOS-MOS’s character. As an android, she speaks and thinks in a purely computational manner. This leads to problems, however, often resulting in Shion scolding the android for being reckless or cruel. However, she has moments in which she questions her purposes. Her more human side can be seen when her eyes change from her normal red to a cool blue. Her evolution as a character manifests both through her personality and her physical appearance, going through several versions throughout the saga. Her relationship with her creator, Shion, is a core plot point in the games. The close bond the two have has led to curious moments in which an unresponsive KOS-MOS awakens suddenly in order to save Shion. Throughout the saga, KOS-MOS is a dynamic character whose humanity is a key part of her character, despite being an android.


“Shion… will feeling pain make me complete?”

3. Why KOS-MOS?
Throughout the Xenosaga series, the player is consistently playing from the perspective of Shion Uzuki, with the occasional perspective from Gaignun Kukai Jr. As with 'many other series, it should be clear that the protagonist should be playable. So why choose KOS-MOS if there is a clearer candidate? There are several reasons for picking her over Shion. KOS-MOS serves as the mascot for the series, with her being the focal figure on every box art of the series. She is also the representative in crossovers, rather than Shion or Jr. Additionally, while she is not always playable (undergoing maintenance, destroyed, or being somewhere else entirely), her existence ties almost every character in the series together. To add on, this trait of not always playable for any given reason is shared with every playable character in the game, even Shion and Jr. Thus, there are several reasons why KOS-MOS should be chosen as a playable character over any other Xenosaga character.



3a. In Crossovers
To expand upon her prominence in crossovers, she has been present via cameos and playable appearances in many of (Bandai-)Namco’s and Monolith Soft’s crossover video games since her creation. She makes an appearance in Namco × Capcom and its spiritual successors. She is present in all of these games, being the most frequent crossover representative from Xenosaga. She is one of the few characters to make an appearance in each of these games, along with heavy hitters like Jin Kazama from Tekken. Additionally, she has appeared in the Project X Zone series, as a pair unit with other characters from the Xeno metaseries. In the first game, she teams up with her rival T-elos and joins with Fiora (spoiler form) in the second. Her most major recent appearance was in Xenoblade Chronicles 2. While not a crossover game, she appears as a rare blade (with a redesign - KOS-MOS Re: ). She (or her cosmetics or attacks) also appear in such series as the Soul Calibur series, Tales of, Baten Kaitos, and others. She’s also been the basis of several characters in the current day, notably Lea from CrossCode and the USS New Jersey in Azur Lane. Her strong presence in these games demonstrates her importance to the legacy of Monolith Soft and Bandai-Namco as companies.

Full List of KOS-MOS crossover & cameo appearances
Namco × Capcom, Playable Character (along with Shion Uzuki and MOMO)
Super Robot Wars OG Saga: Endless Frontier, Playable Character
Super Robot Wars OG Saga: Endless Frontier EXCEED, Playable Character (MOMO appears as a support)
Project X Zone, Playable Character (along with T-elos)
Project X Zone 2, Playable Character
Xenoblade Chronicles 2, Playable Character (along with T-elos)
Tales of the World: Narikiri Dungeon 3, Playable Character
Famista Online, Playable Character
Famista DS, Playable Character
Pro Baseball Famista 2011, Playable Character (along with Shion Uzuki)
Famista Dream Match, Playable Character (along with Shion Uzuki)
Tales of Hearts, Cameo
Venus & Braves, Cameo (?)
Baten Kaitos: Eternal Wings and the Lost Ocean, Cameo
Soul Calibur III, Costume
Tales of Vesperia, Costume
Tales of Abyss and other games, X-BUSTER attack (sometimes called Cross Buster)



3b. Presence of the Xenosaga series in Smash Bros.
Despite not being represented in any Super Smash Bros. game in a physical form, it can be argued that the Xenosaga series already has a, though slight, presence in Smash. This is due to its fellow Xeno series gaining representation. The connection between the two series was forged when the first Xenoblade Chronicles, originally named Monado: Beginning of the World, was given its name by Satoru Iwata to honor series creator Tetsuya Takahashi’s work on the previous Xeno series. Xenosaga’s presence goes even deeper than this, however. As a result of the close relationship that it shares with Xenoblade Chronicles, some of Xenosaga’s imagery makes it through Smash indirectly. If one were to take a closer look at Pyra and Mythra’s core crystals (their pendants), it will become apparent that they are shaped like the Zohar monoliths of Xenosaga. Additionally, though this connection is a bit of a stretch, Mythra’s down taunt has her imitating KOS-MOS’s victory animation from Xenosaga Episode I. While it may seem like a generic pose, keep in mind that Mythra never does this in her home game. These connections, although very minor, demonstrate that the series has a presence in Smash, just as other Namco series like Tales of, Taiko no Tatsujin, and Katamari Damacy do. Thus, there is already Xenosaga content present in Smash through connections with the Xenoblade Chronicles series.


3c. Importance to Monolith Soft and Bandai-Namco
On the topic of Monolith Soft and Bandai-Namco, both of these companies are instrumental to the development of the Super Smash Bros. series and Nintendo as a company. By adding a character from Xenosaga, we could add another character from the desperately-lacking-in-content-despite-developing-the-game company of Bandai-Namco. Additionally, with Nintendo’s purchase and strong support of Monolith Soft in recent years, it is clear that Monolith is a strong development partner. We could honor this further by delving further into their repertoire and choosing a character from the Xenosaga series. To end off on this note, I have attached an image above released by Monolith Soft for their 20th anniversary as a company. Please take into notice the character at the forefront of this image. KOS-MOS’s position at the front of this piece of art shows that Xenosaga and KOS-MOS are a key part of the company’s history. Her placement in the focal point illustrates two points. One, despite Xenosaga as a series ending in 2006, the legacy it carries for Monolith Soft is very strong. Two, she is a very recognizable character, to the point where she serves as a mascot for the company, even over modern icons such as Shulk, Pyra, and Mythra. To conclude, KOS-MOS's addition would be a way to honor the ties that Nintendo has with both Bandai-Namco and Monolith Soft, both of which companies view her as a major part of their legacy.

4. How would KOS-MOS play?
This is a topic in which you, the moveset submitter, have free reign. KOS-MOS is an extremely adaptable character who can work as you wish. I would like to put my foot in the door for my interpretation of her. I’ll separate this into a few sections, going into detail about possible gimmicks, gameplay mechanics, attacks, and aesthetics. Keep in mind that these are all hypothetical, and should we select KOS-MOS, everything is up to the submitters.

4a. Gimmicks and Gameplay

As a battle android specifically designed for combatting the Gnosis phenomenon, KOS-MOS is equipped with a powerful version of the Hilbert Effect. This manifests as an energy field that is capable of bringing Gnosis from an intangible existence to our own. In the game’s terms, it would mean taking Gnosis from the imaginary number domain to the real number domain. It is also capable of disrupting machine sensors as well as nullifying ether (magic/energy) attacks. This can be interpreted in several ways in the context of Super Smash Bros. — it could work as a gimmick that can be activated manually or automatically, an attack (support or otherwise), or as a bonus aesthetic like taunt or victory animation. However, KOS-MOS can completely forgo a gimmick if so desired - she is an extremely straightforward and adaptable character whose moveset does not rely on moveset gimmicks to be unique.

Moving away from the Hilbert Effect, her style of play could also revolve around the core gameplay mechanics of the Xenosaga games. As mentioned in the first paragraph, each Episode of the series features roughly the same gameplay, however, there are specific differences that set them all apart from each other. The core mechanics of each game are, in my opinion, a combo-based combat system, boosting, (which is a way for players and enemies alike to gain an extra turn) and a focus on the distance of the enemy. These core mechanics can be translated to Smash as her attributes as a character, gimmicks, or other attacks. For instance, the near/far system could be implemented as separate inputs similar to the fighting game characters. In Xenosaga, near and far attacks serve to indicate what kind of enemy the player is currently targeting. For example, if the player is fighting a mostly airborne enemy, it is better to use “far” attacks. These kinds of attacks can translate into specific inputs depending on where KOS-MOS is in the game or her actual position on the stage. Boosting in Xenosaga functions as a way to get in more hits during a combo, to heal after a devastating chain of enemy attacks, or to end a fight that has been dragging on for too long. As such, this could be translated into Smash as a get-off-me tool, similar to Mythra’s Foresight and Bayonetta’s Witch Time. In Xenosaga, boosts must be obtained via constant attacks, so this could be a way to implement them without feeling too broken. Another core gameplay mechanic of the Xenosaga series is the event slot system. In Episodes I and II, each turn features an event that changes the conditions of battle. These cycle in a loop, allowing the player to take risks or play safely depending on which event is currently in. For instance, if the player knows that the next event will increase the chance of critical attacks, they can take the opportunity to boost a party member to use that event. In Smash, this could be used as a gimmick that alters KOS-MOS’s attributes every few seconds, similar to a toned down, automatic version of Monado Arts. For one final possible gameplay mechanic, Xenosaga’s gameplay is extremely combo heavy, especially in Episodes I and II. These combos function as a way to link powerful attacks together in order to break the enemy. In Episode I, chaining several weak attacks togethers allows the performing of a “Tech Attack,” which is a strong combo finisher. This is changed somewhat in Episode II, where combos must focus upon an enemy’s weak point. These points, as mentioned before, are denoted with A, B, and C. Thus, in order to break an enemy with a weak point of CCBC, for instance, you may start out with a combo of CC from one character, boost a character capable of performing a BC combo, and then unleash a BC combo. After breaking, it is possible to “air” or “down” the enemy, which suspends them in the air or knocks them down. This increases damage done to the enemy, so the player can constantly boost with the remainder of their party in order to deal large amounts of damage at once. Finally, in Episode III, the weak point system is removed in favor of a general Break meter. This takes the form of a red bar below the enemy’s health bar. In order to fill the meter effectively and ensure an enemy break, the player must make strong usage of attacks denoted with “Break,” such as KOS-MOS’s K-PIKE. The player can effectively combo these Break Attacks together using the boost system.

4b. Attacks
Throughout KOS-MOS’s appearances throughout the years, she has had a plethora of attacks to choose from as a result of being constantly updated. I will try my best to go through all of them and give my thoughts on how these attacks can create a niche for KOS-MOS to fill in the roster. For the sake of brevity in this already very long post, I will be going over only her Tech Attacks and Special Attacks. However, she does have a plethora of attacks and techniques used in Xenosaga, Xenoblade Chronicles, and her crossover appearances.


Starting with Episode I, KOS-MOS has several of her most iconic attacks debuting here. A unique gimmick she shares with Ziggy in this game is an extra space for a Tech Attack, which can be performed without the prerequisite basic attack first. These Tech Attacks are periodically given to the player via sidequests and progression of the story. Her first available Tech Attack in this slot is F-G-SHOT, which I have mentioned before. This attack has KOS-MOS summoning a very large machine gun and firing rapidly at the enemy. Next, there is the F-M-SHOT, a series of homing missile attacks launched from KOS-MOS’s back. Following the M-SHOT is the F-B-SHOT, a large beam cannon with slow startup. Again, this would be fit for a Smash attack. Continuing the SHOT series is F-R-SHOT, a rail gun that functions similarly to B-SHOT. Rather than aiming at the ground like Snake’s Side Smash, KOS-MOS carries the rail gun on her shoulder, giving the attack more height. Moving onto the differently named attacks, F-SCYTHE is what it sounds like. KOS-MOS summons her (very large) scythe, jumps into the air, and swipes downward. This attack hits every enemy on screen. Moving onto her standard Tech Attacks, these are unlocked through progression of the story. She starts off with R-CANNON and R-BLADE. The former is a large energy blast after KOS-MOS transforms her arm into a gun, similar to Samus’s Charge Shot. The latter is a few rapid swipes with her arm, now transformed into a sword. This attack is moved from tech attack to a normal attack in Episode III. Next is R-DRILL, a series of three hits to trap an opponent. This is followed by KOS-MOS drilling into the enemy’s body with her transformed arm. Her X-BUSTER is one of, if not her most iconic attack. Her most dramatic form of this move is in Episode I, where she keels over, with a large energy protrusion emerging from her back. Her abdomen then opens and fires a spread of beams towards the enemy. This would be one of my final smash candidates, with it activating a cutscene. S-CHAIN follows this and is less of an attack, rather than a support move. It lowers several stats of the enemy, so interpret this as you will. R-HAMMER and R-DRAGON end this section. They function decently similarly so I’ll group them together. They both involve KOS-MOS transforming her arm into the titular object and rapidly hitting with said object. R-HAMMER then finishes with a final strike. With R-DRAGON, KOS-MOS jumps up in the air, firing the arm into the enemy and having it explode.

On the topic of Episode II, there are only a few new tech attacks due to a different combat system. Here, they are called special attacks and are used by KOS-MOS specifically. Of these special attacks, two are new and two return from Episode I. The first new attack is Micro Missiles, which manifest as a large array of tiny crystalline objects. These spin around KOS-MOS for a bit before disappearing. The other new attack is Dragon Blade, also known as Dragon Tooth or D-TOOTH. It begins with a blaster shot, then an upward, then downward, and finally another upward slash. The final upward slash releases a small blast of energy that travels a short distance along the ground, similarly to Terry’s Power Wave. There is also a new attack called a double tech, which I will only go over two of. These double techs are performed by two characters. They are extremely flashy, but take quite a long time to set up for very small reward, thus making them unpopular. The two I will go over with are Grand Ronde and Twin Buster. The first of which, Grand Ronde, is really funny and out of place in the game it is in so I just wanted to write about it. Feel free to skip this. This tech attack involves chaos (whose relationship with KOS-MOS is explained in Episode III) doing the tango with KOS-MOS. The other, I want to go over because it has potential to be a final smash. Twin Buster begins like X-BUSTER, however, Shion walks behind KOS-MOS and fires a blast into the latter’s back. This blast is absorbed and amplified by KOS-MOS and released as Twin Buster.

Xenosaga Episode III marks the return of Tech Attacks, as well as Special Attacks. Here, the Special Attacks are finishing moves that are extremely powerful. KOS-MOS has three of these, which are F-G-SHOT, X-BUSTER, and D-TENERITAS. Of these, only D-TENERITAS is new and what I believe should be her Final Smash. It begins with KOS-MOS’s outfit creating a cannon formation on her chest, then firing a massive ball of energy. This ball of energy traps the enemy inside, causing damage. KOS-MOS then throws a dagger inside, causing the energy ball to explode violently. Episode III introduces a lot of Tech Attacks, so I will do my best to be brief. First is the BUSTER series (no relation to X-BUSTER). It’s a quick stab with a sword arm, fitting for a tilt. This is followed by W-FANG and W-BLADE, which are two consecutive swipes with a sword. Many of these attacks share similar animations, with their only difference being their element or strength, so I have grouped them together. CANNON I and II are similar to R-CANNON, where KOS-MOS fires a massive burst from her arm. This shot is similar to that of a rocket launcher, rather than a charge shot. In a similar vein, A-BURST I and II involve KOS-MOS jumping into the air and firing a large explosion onto the ground. K-PIKE and K-AXE are powerful roundhouse kicks that are useful for breaking enemies. Finally, my choice for her up special would be VALKYRIE / NEMESIS, where she swipes the foe twice, jumps up and fires an explosive shot.

Outside of these moves, KOS-MOS is also able to perform a wide variety of Ether spells as well as being able to pilot her personal E.S. craft, E.S. Dinah. These Ether spells can range from the simple elemental spells to powerful summons. The most iconic of these summons is the Erde Kaiser series of summons, which is obtained after a series of side quests given by the Professor of the Robot Academy. They are known for being the strongest spells in the game and often require beating a boss before gaining the summon. E.S. (short for Ein Sof) are a series of 12 powerful machines piloted by the main characters and villains. Each one is powered by a mysterious source of energy and is capable of dealing out massive damage. E.S. Dinah is unique as it is built in several parts: the mech itself, a small spaceship, and KOS-MOS’s Dinah Mobile Interface (a motorbike). As Dinah was built to supplement KOS-MOS’s abilities as an anti-Gnosis weapon, it primarily uses Beam-type attacks. Its most powerful moves are R-FANG, a series of sword swipes, X-BUSTER, a larger version of KOS-MOS’s, and X-CANNON, four concentrated beams of energy at a target.

As seen in crossovers, KOS-MOS is not limited to her own attacks. In games such as Namco × Capcom, Super Robot Wars, and Project X Zone, she borrows some attacks from her fellow party members. These include, but are not limited to: Ziggy’s Cyber Kick (a series of rapid kicks ending in an explosion), Jr.’s Storm Waltz (a series of rapid gunshots with ricocheting coins), and MOMO’s Freeze Shock (an arrow that freezes, and another that breaks the ice). The most frequent appearance is Shion’s Lunar Blade, a series of dramatically timed swipes. While it can be argued that this is in an attempt to add more references to Xenosaga into her moveset, there is precedent for this concept in the actual Xenosaga series. In Episode I, it is possible to transfer moves between characters for a cost. In Episodes II and III, many of these skills are available to be unlocked for all characters via a skill tree. Thus, if the moveset user is feeling as if they need to add something outside of KOS-MOS’s already large arsenal, there is a cast of 6 other characters they can pull attacks from.

All in all, I hope I was able to prove KOS-MOS’s moveset potential to you. Her versatility in weapon choices, ranging from heavy machinery to delicate swordsmanship is truly something unique. This versatility allows her moveset to be adapted to various types of playstyles, ranging from a heavy zoner, to a lightweight glass cannon. The variety in her weapon choices and techniques allow for something unique in Smash Bros. Additionally, KOS-MOS’s appearances in crossover video games demonstrates her ability to use her teammates’ skills, allowing her an even greater potential moveset. For further reference, I have attached several videos of her attacks in Xenosaga and crossover games to give a better image than my descriptions. Thus, KOS-MOS is an extremely adaptable character whose varied choices and skill in weaponry allow for a moveset that would be able to fit any niche necessary.

4c. Aesthetics

If you remember from previous sections, KOS-MOS has several appearances that change throughout the games. However, I believe it is best for her to use her Version 4 appearance, as it is the one with the most significance in the story as well as the most recognizable. This design is used in her crossover appearances in the Super Robot Wars series and Project X Zone series. The other options I see working are her Version 1, being her first appearance, and KOS-MOS Re: from Xenoblade Chronicles 2, being her most recent one. All of these appearances are very recognizable and would function well as her default and alternate costumes. On the topic of costumes, each of her costumes could reference her party members as well as T-elos. Instead of using the Monado icon to represent the Xenosaga series (which would be a blatant misrepresentation of Xenosaga), her series symbol could be the Marienkind Zohar, a powerful source of energy and a central object in the series.

5. What else could KOS-MOS bring to Smash?
With attacks and aesthetics out of the way, we can now discuss what KOS-MOS can bring from Xenosaga to Smash Bros. As the series is rich with a large set of characters with varying abilities, there is much we can do in terms of assist trophies, bosses, and enemies. Any of the main playable party lends themselves well to being an assist trophy, ranging from a status enhancing character such as MOMO or chaos, or an attacking character such as Ziggy or Jr. As for bosses, there is much to pull from, however, the most recognizable boss would be T-elos. Her style of fighting would make her a nimble enemy who hits extremely hard. Additionally, the large variety of enemies in the Xenosaga series will give us the opportunity to add unique enemies. Between the various types of Gnosis, mechanical enemies, and biological nightmares that are the 27 Series Asura Realians, there is so much to choose from. The settings of Xenosaga would also be well represented via a stage. Despite much of the series taking place in the vacuum of space, there are many locations that are key to the story that would fit well. Abel's Ark, a giant Gnosis, would be an interesting stage due to taking place inside of it and having bizarre stage hazards. Aside from Abel's Ark, there are also many other locations such as space ships, metropolitan areas, fragile consciousness, psychedelic crystalline caves, and wastelands to name a few.

Deviating from the format of the rest of this post, I have listed a selection of my favorite music tracks and potential spirits. I originally had a few paragraphs written about the history of Xenosaga’s soundtrack but unfortunately, it didn’t turn out the way I had hoped. I’ll provide some brief context to the music tracks I have chosen, however, as I believe those are truly the strongest of the series’ music.

Playable Characters:E.S. CraftSupporting Cast:Antagonists:
Shion Uzuki
chaos
Ziggy
MOMO
Gaignun Kukai Jr.
Jin Uzuki
E.S. Dinah
E.S. Asher
E.S. Zebulun
E.S. Reuben
Allen Ridgeley
Miyuki Itsumi
Captain Matthews, Hammer, and Tony
Juli Mizrahi
Mary and Shelley Godwin
Gaignun Kukai
Representative Helmer
Febronia
Nephilim Verum
Canaan
Doctus
Abel
Joachim Mizrahi
Jesus Christ
Margulis
Pellegri
Albedo
T-elos
Black Testament

(I have omitted a few others for spoiler purposes, depending on our policy regarding spoilers there are a few more that could fit here)

Der Wille zur Macht (composed by Yasunori Mitsuda)
Battle - The standard battle theme heard throughout the game.
Battling KOS-MOS - KOS-MOS’s theme.
Albedo - Albedo’s theme. Plays during the infamous belle pêche scene.
Last Battle - The final boss theme. The only other battle theme in the game.

Jenseits von Gut und Böse (cutscenes composed by Yuki Kajiura, gameplay by Shinji Hosoe)
Fatal Fight (Jin & Margulis) - Plays during conflicts between Jin Uzuki and Margulis in cutscenes.
Communication Breakdown - Heard during Albedo’s infiltration into MOMO’s neural network and the appearance of Abel’s Ark. Also plays in the trailer for Episode II.
Major Boss Battle - Plays during boss battles with major story villains.

Also sprach Zarathustra (composed by Yuki Kajiura)
She’s Coming Back - KOS-MOS’s theme. Plays during her emergence as Version 4. Serves as her theme in Project X Zone.
T-elos - T-elo’s theme. Plays when she appears in Rennes-le-Château.
The Battle of Your Soul - Plays during boss battles with major story villains. Serves as T-elos’s theme in Project X Zone.
Minor Boss Battle - Plays during boss battles with minor villains.
We’ve got to Believe in Something - Plays during the Realian invasion of the old church.
Godsibb - Plays during the confrontation with Dmitri Yuriev, as well as the battle with Ω Metempsychosis. Live Performances (2008, Sept. 18 2020)
Fatal Fight (E.S. Levi) - A more sorrowful rendition of Episode II’s Fatal Fight. Plays during the final confrontation with Margulis.
Erde Kaiser Σ - Plays during the fight with Erde Kaiser Σ, an optional boss.
Hepatica (KOS-MOS) - Plays during the final confrontation with T-elos.
Promised Pain - The final boss theme.
6. Potential Issues Addressed

Q: Xenosaga is an obscure, niche JRPG that was a commercial failure! Why have representation from it?

While the series is indeed quite niche and did not sell to expectations, it is very important to the legacies of both Bandai-Namco and Monolith Soft. KOS-MOS and her series is recognizable, becoming a crossover mainstay and cameoing in many of the companies’ works. Additionally, with the increase in popularity of the Xenoblade Chronicles series, there has been increased interest in Xenosaga. Overall, while the series itself is obscure, it holds a very strong legacy for both Bandai-Namco and Monolith Soft. Its connections to the popular Xenoblade Chronicles series has led to a revived interest in the series.

Q: Why add a character from the Xeno series when we already have Shulk, Pyra, and Mythra?

Xenosaga and Xenoblade Chronicles are two separate series. While they (along with Xenogears) share similar themes and imagery, the three are set in completely separate universes and share completely different plots. For a comparison, the relationship between the Xeno series is not a Super Mario and Luigi’s Mansion type of relationship. Instead of sharing characters, locations, and dynamics, the relationship between the Xeno series focuses more on similar narratives based on human nature and other philosophical topics. Thus, despite the two series sharing names and common themes and sometimes imagery, they exist as separate series in separate universes. This means that if KOS-MOS were to be added, she would not share a Monado symbol with the Xenoblade characters and instead have her own unique symbol.

Q: Why KOS-MOS over other, more commonly discussed Bandai-Namco characters?

It is true that Bandai-Namco has a very large list of amazing characters that would all fit well into Smash. From Tekken’s scheming Heihachi to the Tales of series’ idealistic Lloyd to the innocent Klonoa, it is quite clear that there are many notable characters from this company. It is also true that KOS-MOS is one of Bandai-Namco’s most important characters and is thus a major part of the company’s legacy and history. Her legacy in Bandai-Namco’s repertoire of characters has allowed her to appear in crossovers, both in games involving and not involving Monolith Soft. In fact, some may argue that she is Bandai-Namco’s “crossover queen”, given her appearances in their library of games. It should be clear that this long history should allow KOS-MOS to stand shoulder-to-shoulder with her peers in Bandai-Namco, not below them. If this argument is not strong enough, please remember that Masahiro Sakurai himself stated that “it is more important that a character is fun to play, not just recognizable.” Thus, KOS-MOS’s prominence as one of Bandai-Namco’s characters should allow her to be on equal footing with other commonly discussed characters from the company.

Q: Why a Monolith Soft character, and why KOS-MOS over other Monolith Soft characters?

As Monolith Soft’s reputation as a developer increases over time, it is clear that they too are building a strong library of characters. Their successes with Xenoblade Chronicles and their strong history with Namco have given the company increased value, being called on to work on other prolific titles for Nintendo, such as Breath of the Wild and even Animal Crossing: New Horizons. This strong partnership with Nintendo as well as their previous ties to Namco definitely warrants another character inclusion. We could opt for other characters from the Xenoblade Chronicles series, the most clear choice being Xenoblade Chronicles X’s Elma. There are also characters from the Baten Kaitos, Soma Bringer, and Super Robot Wars series. However, KOS-MOS stands out from the rest of these characters by being Monolith Soft’s de facto mascot. She debuted in the company’s first game as an independent company and her popularity allows her to continue making crossover appearances and being the base for merchandise, despite Xenosaga ending nearly 20 years ago. In terms of numbers, KOS-MOS’s announcement as a Blade in Xenoblade Chronicles 2 is by far the most popular, having 10.3K likes on Twitter. (Compare this to Elma’s 5.7K and Shulk and Fiora’s 4.3K). In addition, Xenosaga would be a new universe represented in Smash, allowing for more diversity in areas other than characters. This does not mean that other Monolith Soft characters are not valid — they all have equal right to be in Smash. Therefore, Monolith Soft’s continually increasing prestige as a developer definitely warrants another character’s inclusion in Smash. While the company has an impressive array of characters, we should look towards KOS-MOS due to her status as the company’s mascot as well as her popularity.

Q: What's stopping KOS-MOS from being yet another anime sword fighter?

The only thing that keeps KOS-MOS in the realm of anime sword fighters is the creativity of the person who develops the moveset. As mentioned before, she is already capable of using a wide variety of weapons. These include, but are not limited to: various types of guns (gatling, pistols, energy cannons), scythes, drills, laser beams, throwing knives, and especially her own brute strength. Outside of weapons that KOS-MOS can use directly, she is also capable of using her E.S. craft, E.S. Dinah, to inflict large amounts of damage via its machinery. Finally, her crossover appearances have demonstrated that she is not limited to her own arsenal, being able to pull from her teammates and using weapons such as magic (though she is already capable of doing so), archery, coins, etc.

Q: Bandai-Namco said that a Xenosaga remaster would probably not be profitable.

Given that this statement was in 2019, their position may change. This statement was a market analysis that was only reached following the idea reaching remaster planning stages. If the company truly had no faith in the series, this planning stage would not have even been reached. Given the high amount of work developing a series of three games, all of which featuring different gameplay mechanics and high quality cutscenes, it would be extremely risky to commit to a series they did not know would succeed or not. However, Xenosaga has time and again had its interests renewed by the public due to the success of Xenoblade Chronicles, with the most recent spike being the addition of Pyra and Mythra into Smash Bros. KOS-MOS herself is already a popular character, with several official figures. Smash Bros. itself is already a very strong marketing campaign, with its power being able to bring Fire Emblem to the west, revive Kid Icarus, turn Xenoblade Chronicles into the powerhouse it is now, etc. It can do the same for Xenosaga.

Q: Isn’t her design a little “not for good boys and girls” for Smash?

I’d have to agree. However, this can easily be fixed similarly to how Pyra and Mythra were censored. Unlike characters like Mai Shiranui, the design is not an integral part of how she fights, acts, or thinks. For example, the attack D-TENERITAS has part of KOS-MOS’s chest exposed in order to form the cannon. If we were to use this attack in any capacity, we can just not have the chest exposed, as it is not something that will completely break the character in any way. Thus, censoring any parts of KOS-MOS that would not fly by CERO or the ESRB would not be a problem.

Q: Aren't the Jewish and Biblical themes of Xenosaga too religious for Smash?

The series' heavy religious themes are indeed a concern, however, not one that is already addressed in Smash. Already, we have series such as Castlevania and Bayonetta whose bestiaries and stories revolve around these major religions. The Biblical themes are also already extremely minor in the series itself, with the appearances of characters like Jesus Christ and Mary Magdalene being extremely late and minor in the series. If the series were to be represented via character, the Biblical ties of KOS-MOS would not have to be referenced at all to be accurate to her character.

Q: How hard will it be to get the rights to use content from the Xenosaga series?

KOS-MOS and her series were created during a time when Monolith Soft was owned by Bandai-Namco. As a result, it may be confusing as to where the rights all lie. Because the series is owned by Bandai-Namco, it would be considered a third party series despite its ties to Xenoblade Chronicles. This would not be too much of a problem, as both Bandai-Namco and Monolith Soft are already onboard with Smash, with the development of the game and much of their intellectual property present in the game in some way. Additionally, Monolith Soft often has permission to use KOS-MOS and Xenosaga, which allowed them to feature her in games even after the company was bought by Nintendo. This thus takes care of the rights to the characters themselves. While the music is composed by three different composers, each one has either directly or indirectly shown their willingness to work with Smash and Nintendo. Yasunori Mitsuda, composer of Episode I, has worked directly on Smash with remixes such as Vs. Marx in Brawl. He has also worked closely with the team of composers for Xenoblade Chronicles 2. Shinji Hosoe has worked with Nintendo for the soundtrack of Tetris 99, while works by Yuki Kajiura have appeared in crossovers involving Xenosaga. Thus, it is not unlikely that content such as characters and music will not be too large of a problem to obtain for the Smash series.

7. TL;DR
I would like to encourage you to read the entire thing because there is a lot I would like to cover, but if you don’t have the time or energy for that (which I respect) here is a short summary.

KOS-MOS hails from a science fiction JRPG series called Xenosaga. Xenosaga is part of the larger “Xeno” metaseries consisting of itself, Xenogears, and Xenoblade Chronicles. Xenosaga in particular is especially important in terms of the legacies of both Bandai-Namco and Monolith Soft, with KOS-MOS appearing in many cameos and playable roles across their works. KOS-MOS herself is a battle android designed to combat a hostile alien species and is capable of using various types of weaponry ranging from light to heavy as well as her own brute force. Her moveset could also take into account the gameplay of Xenosaga. In addition to her strong moveset potential, KOS-MOS can also bring the rich setting of Xenosaga to Smash via spirits, music, and a stage.

8. Supplemental Material

Plot Summaries:
Episode I: Der Wille zur Macht
Episode II: Jenseits von Gut und Böse
Episode III: Also sprach Zarathustra

Crossover Movesets:
Namco × Capcom
Super Robot Wars OG Saga: Endless Frontier EXCEED
Project X Zone (with T-elos)
Project X Zone 2 (with Fiora)

Attack Demonstrations
Xenosaga Episode I: Der Wille zur Macht
Xenosaga Episode II: Jenseits von Gut und Böse
Xenosaga Episode III: Also sprach Zarathustra (Specials only)
Xenosaga Episode III: Also sprach Zarathustra (Specials and Techs)
Moveset I made for the KOS-MOS support thread (gimmicky and kinda outdated)

Fun Cutscenes (contains spoilers)
KOS-MOS vs. Voyager and Jan Sauer
Dmitri Yuriev
KOS-MOS and party vs. T-elos and D-TENERITAS

9. Concluding Thoughts
To conclude, KOS-MOS is an extremely powerful battle android developed in order to combat an extradimensional threat. In order to do so, she is equipped with many different types of weapons, including but not limited to: guns, blades, drills, beams, and mechs. As a highly advanced android, she is capable of transforming her body into various types of weapons. She is also able to summon several other weapons by tapping into a hyperspace column. Aside from her combat capabilities, her appearance in Smash could also take inspiration from the many gameplay mechanics of her home series. Being from the Xenosaga universe, KOS-MOS would represent both Monolith Soft and Bandai-Namco. Monolith Soft is an extremely important partner for Nintendo and representing the company with their mascot would be very fitting. Additionally, Bandai-Namco helps develop Super Smash Bros. and has a very close relationship with Nintendo, so honoring this connection with the addition of another character would be appropriate. KOS-MOS has a very strong presence with both companies, appearing in so many of their projects to the point where she can be considered the “crossover queen” of their companies. Despite her close ties to other Xeno series games such as Xenoblade Chronicles, she would represent a completely new universe. With her, the Xenosaga universe can bring a rich history of music, characters, and settings.


10. Final Arguments
  1. A robot, so she has access to many types of weapons by modifying her body
  2. Also capable of summoning other weapons (like a gatling gun) using dimensional transport
  3. Can also represent various parts of Xenosaga gameplay, such as targeted attacks and combos, which isn’t currently represented
  4. While she can be gimmicky if you wanted her to, she does not depend on gimmicks to be unique.
  5. Is both a Bandai-Namco character and a Monolith Soft character, giving an underrepresented company more representation and honoring an important part of Nintendo
  6. Mascot of Monolith Soft, being pushed even more than Shulk, Pyra, and Mythra
  7. Very important to Bandai-Namco, being their “crossover queen.” Xenosaga was also considered for a remake
  8. Very popular character, with her reveal as a playable character in Xenoblade Chronicles 2 beating out other Xeno protagonists (including Shulk) in terms of positive social media interactions
...welp, guess I know who I'm voting for lol
 
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