- Joined
- Jul 30, 2007
- Messages
- 15,494
- NNID
- VenusBloom
- 3DS FC
- 0318-9184-0547
Was gonna submit Jibanyan but I was outflubbed by the glubb so…hmm…
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Gotta love the glubbWas gonna submit Jibanyan but I was outflubbed by the glubb so…hmm…
Not if the glubb flubbs up by outflubbing an non-typical glubb in his overflubbingGotta love the glubb
I dunno about that, but I'll concede that Usopp's theme is superior...You're literally ruining the joke.
Alright, I admit, Franky is a Suuuuuuuperrrrrrr chad, but he cannot defeat Usopp in chad levels.
It's BIIIIG CHUNGOI am going to submit Fat Chocobo. Look at him he's so cool
View attachment 346120
His gimmick is one button for every attack + down b to swap costumes. Yes, some costumes would let you fall to your death ))
balan (this is my submission)
Wait, you nominated me?
Prinny
Prinnies are an adorable little race of Penquin like creatures from Nippon Ichi's Disgaea series. Disgaea is a long running tactical role-playing game series set mainly in the Netherworld, a world full of demons in which moral values are reversed from those of humans. Prinnies appear in every Disgaea game. They carry around machetes and throw bombs that they carry in their seemingly endless pouches. They can also shoot lazers. The poor things are even known to explode when thrown. Prinnies have a pretty dark backstory for such cute critters, as they where originally humans who did bad deeds and had their souls sewn into the body of a Prinny. They now must earn enough cash to be able to reincarnate when the time comes. It may make more sense on paper to go with a Protagnist from Disgaea as other RPG series have done, but Prinny is more than just a mook. One particular Prinny, Hero Prinny (seen above), even got his own games. The Prinny is basically Nippon Ichi's mascot character, and thus could be similar to Terry, representing the whole company, as their games crossover all the time.
Quick question: If Mametchi is elegible on virtue of being a non-game piece of technology that has had console games based on it, would Microsoft Windows content be elegible later down the line (not for this job of course) because of the games included with and/or promoted for earlier versions and their Game Boy ports?Mametchi is eligible that while it’s main games never appeared on consoles, that did appear on numerous spin off titles; especially on the Gameboy.
That’s something we would have to explore but the question being: why would Microsoft Windows content be allowed in the first place? I can’t think of any feasible reason why we would allow a Microsoft Game fighter rep. Perhaps for Spirits but not for a character rep. Tamagotchi is understandable because it originated from a gaming manufacturer from the start and it carved a notable legacy in gaming not to mention the massive amount of popularity when introduced - especially in Japan. Windows gaming though remains largely popular and iconic in the West. To my knowledge and based on experience, the Microsoft games weren’t widely available in Japan.Quick question: If Mametchi is elegible on virtue of being a non-game piece of technology that has had console games based on it, would Microsoft Windows content be elegible later down the line (not for this job of course) because of the games included with and/or promoted for earlier versions and their Game Boy ports?
Iori MovesetGameplay Overview
View attachment 336107
Iori's classic look and stance from the King of Fighters series, which Smash Infinite accurately uses
Just like in his homegames, Iori is a notoriously offensive Rushdown Character. Iori players will need to be dedicated as failing to master him would prevent him from using his full potential, due to the quite high learning curve with the character. He has plenty of mixup options like a good airgame with amazing aerials and even a command grab that lets him combo afterwards. Not only that, but Iori makes use of his own special Fighting Game gimmicks as well, which makes it completely important to know him from in and out. Although we’ll delve them into them a bit later, so stay tuned. Worth to note as well, Iori always faces his opponent, just like the other Fighting Game characters.
Normals
Most of these are obviously very normal moves Iori has had ever since his inception in ’95. Whenever Iori has a move that originated from another game besides ’95, I’ll give it a mention.
Name Damage Info Jab:
Jab, Ge-Shiki Yumebiki first hit: 2%
second hit: 3%
third hit: 3% A jab from Iori’s right arm, followed by a curved slash from his left, continued by a quick backfist from yet again his left hand. The move deals quite the damage for a neutral attack, totaling to 9%. Just like Terry, only the first two hits can be canceled into special moves, which is significantly more rewarding than using all three hits. Holding the attack button causes Iori to repeat the first hit. It's also remarkably safe on shield. In the King of Fighters games, the first hit is based on his standing far-ranged light punch, the second and third hits are part of his Ge-Shiki Yumebiki, which is achieved by inputting forward and light punch for the first hit, quickly followed by another light punch for the second hit.
View attachment 336108 -> View attachment 336109 Forward Tilt:
Heavy Slash 13% Very similar to Iori’s 2nd hit of his jab. Iori claws forward with his left hand at mid-level. This move surprisingly has a very large reach in front of Iori, as it has a bigger hitbox compared to the similar move in his jab. During the move, it also grants intangibility to his arm, with the actual hitbox being on his hand. This move can be special canceled very easily, and it’s a reliable confirm into 127 Shiki Aoibana or even Kin 1211 Shiki Yaotome at low to mid percentages. This move is based on his standing far-ranged heavy punch.
View attachment 336112 Up Tilt:
Upward Claw (12%) 10% An upward slash that sends the foe flying. It is somewhat quick with quite low knockback growth, as it’s supposed to be followed up with and can be canceled into specials, being a very effective and reliable move confirm into 100 Shiki Oniyaki. This move renders his attacking arm intangible. However, it has the most ending lag of all his tilts. While based on his crouching heavy punch in the series, the smash variation of this move does not include a crouch.
View attachment 336113 Down Tilt:
Crouching Kick 3% Very similar to Terry’s Down Tilt. As Iori puts his hand on the ground as a means of support, he delivers a crouching shin kick. This deals extremely low damage, but can somewhat be chained safely into itself due to its very low lag overall. Just like his other tilts, it can also be special canceled. At higher percentages, this confirms effectively into his jab, as well as 311 Shiki Tsumakushi. This move is based on his crouching light kick in his series.
View attachment 336114 Dash Attack:
Blowback clean: 10%
late: 8% Somewhat of a shoulder block. Based on Iori's Blowback attack. The clean hit possesses decent horizontal KO potential while the weak lingering hit can occasionally set up combos, though not to the same extent as some other dash attacks. This is faster than most Dash attacks. This can only cancel into his Final Smash, no Special or Desperation moves. Additionally, the move can also cross up shields and clash with projectiles, making it surprisingly safe.
View attachment 336116
Smashes
Most of Iori's Smashes have moderate knockback power, safe for his Down Smash. Although they deal pretty high damage.
Name Damage Info Forward Smash:
119 Shiki Akegarasu 17% - 23%
extra hit: 4% Iori bows in, as he delivers a strong forward claw slash attack. This has notable startup and endlag, but it boasts quite the range with medium knockback. Purple slash effects appear like in the source material. This move can not only be canceled into his Final Smash, but can also be tilted, but very slightly. It can be canceled into his Final Smash. Neat thing about this move: when charged over half, Iori gains invincibility at start-up and the slash does an extra hit and improves the knockback. This move is based on one of the special moves of the same name in the King of Fighters XII and XIII, where Iori gained quite the moveset overhaul as he lost his power to wield his iconic purple flames in those games.
View attachment 336138 Up Smash:
Heavy Uppercut 15% - 21%Iori performs an uppercut with his hand open. This can cancel into his Final Smash. Fairly fast and can be used as an out of shield option as well. It’s an incredible reactive anti-air, although lacks a bit of KO power. Based on his close-ranged heavy punch
Down Smash:
Thrust Kick 16% - 23% Iori crouches for his charge animation and stomps forward with both legs as he supports himself on the ground with one hand. It only hits in front of Iori. It is moderately slow and has good range due to Iori stretching both of his legs forward, though its KO power is considerably high. Like all other Smashes, this can cancel into his Final Smash. Based on his crouching heavy kick.
View attachment 336121
Aerials
Iori is gifted with fast aerial moves, making him a mixup beast like in his homegames. Only his Neutral Air and Up Air are special cancelable. His Forward Air is a great KO tool for off-stage interactions.
Name Damage Info Neutral Air:
Iori Punch clean: 6%
late: 4% A downwards punch. This can be canceled into specials. For an aerial, it has medium startup, also has a lingering hitbox in addition to moderately low ending lag and very low knockback, even at high percents, allowing it to potentially chain into itself and offer a lot of combo opportunities. Due to being one of the only special-cancelable aerials, It has multiple KO setups, most reliable being able to cancel into 100 Shiki Oniyaki. Based on his jumping light punch.
View attachment 336122 Forward Air:
Yagami Slam early: 11%
clean: 14%
late: 10% Iori rears back his fists and then throws an overhand with both. When hit clean, it is a meteor smash with enough knockback to KO under 50% offstage. It has the slowest startup of all of his aerial moves, and high ending lag. Other than lacking combo potential, the early and late hits are too weak to KO reliably. This is based on Iori’s jumping CD move.
View attachment 336126 Back Air:
Ge-Shiki Yuriori clean: 16%
late: 11% A fast backwards kick. This move possesses decent horizontal KO power during its initial frames, but as the hitbox start to linger it’s considerably weaker. Very fast for your usual back air. Based on Iori’s jumping command move from the same name, which is done by inputting back and light kick at the same time, a very iconic mixup tool.
View attachment 336128 Up Air:
Upwards Arced Kick 10% Iori kicks upwards in an arc with only one of his legs. This move can be canceled into specials. Although this move doesn’t have as much reach as the typical Bicycle Kicks in the game, it does have low ending lag and can combo into itself or other moves at low to mid percents, and can be used at higher percents for KO setups. Overall, it functions like other up aerials when it comes to utility. Although this move is based on Iori’s jumping heavy kick, it's slightly altered to make it more apropriate as an up air.
View attachment 336130 Down Air:
Iori Kick clean: 10%
late: 7% Iori kicks downwards with one of his legs. This move is a flying kick that lingers for only a bit which is Iori’s fastest aerial in the game. Has very little KO power for both clean and late hits. This move is based on his jumping light kick.
View attachment 336131
Grab & Throws
Most of Iori throws serve as a way to follow up on, safe for his Down Throw which is his only consistent KO throw out of the bunch.
Name Damage Info Grab:
Kuzukaze 1 Iori hunches to grab the opponent with one arm. Animation is based on the grab part of his Kuzukaze special move/throw (depending on the game).
View attachment 336133
(ignore the part where he pushes) Pummel:
Yagami Flame 3% Iori scorches the enemy with purple flames from the palm of his hand which he grabs his opponent with. Forward Throw:
Sakahagi 10% Iori lifts the opponent and slashes them with the same hand. This makes the opponent fly forwards horizontally. Has medium KO potential. Based on his throw from the same name.
Back Throw
Kuzukaze 2 6% Iori pushes the opponent behind him, as if switching sides. This has very low knockback but leaves the opponent vulnerable in the air behind Iori. Seems like a great moment to follow up with a combo, doesn’t it? Based on the rest of his Kuzukaze special move/throw (depending on the game).
View attachment 336137 Up Throw:
Maiden Smasher 12% Iori kneels and smashes the opponent onto the ground with both hands. This sends the opponent flying horizontally. Can be followed up with Iori’s up air in lower percents. Animation is based on the slamming part of his Kin 1211 Shiki Yaotome super while under Max Mode, although for this move in Smash he faces the camera instead and only slams once.
View attachment 336136 Down Throw
Ura 1131 Shiki Hozuki 13% Iori brings the opponent to the ground and delivers a purple explosion as he laughs. This knocks the opponent behind Iori. This can KO middleweights at around 90% at the ledge. Based on his new Climax Super in KOF XV, although quicker and not cinematic.
Floor & Ledge Attacks
The usual...
Name Damage Info Floor Attack:
401 Shiki Shougetsu 7% Iori gets up while slashing his back, all the way to his front. Slash effects appear as he performs the move, like in XII/XIII. Somewhat based on 401 Shiki Shougetsu from the King of Fighters XII and XIII.
View attachment 336139 Ledge Attack:
Slash 9% Iori gets up and slashes inwards, slash effects appear here as well.
Specials
Just like the rest of the 2D Traditional Fighting Game cast, Iori will make use of these Fighting Game inputs for certain specials. Most of Iori's specials are very close combat heavy, which complements his rushdown role. And just like his fellow SNK representative, Terry, he makes use of a back special as well!
Just like Ryu, Terry and Ken, holding instead of tapping the input increases the damage output for most special moves!
Name Damage Info Neutral Special:
108 Shiki Yamibarai tapped: 7%
held: 8%
aerial tapped: 8%
aerial held: 9%Iori throws his purple flame like a fireball that skims the ground. It is a low projectile that comes out faster than most, but with average recovery. Can be held instead of tapped to increase the energy wave's size, travel speed, travel distance, damage and knockback. If used in the air, Iori will generate a short-ranged burst of purple instead. The aerial variant offers decent knockback and can KO opponents offstage, especially when held instead of tapped.
Forward Special:
311 Shiki Tsumakushi standard tapped: 12%
standard held: 13%
input tapped: 16%
input held: 17% A rushing move in which Iori hops and take a big flaming swipe downward. Can be held instead of tapped for more travel distance, damage and knockback. Special input is+ attack/special, which increases its damage output and knockback in addition to granting intangibility to his attacking arm. The special-inputted version is indicated by a bigger flame being produced. Can cancel into his Final Smash. In the source material, this is normally a dragon punch motion, but as that is already In use, I had to modify it to being a quarter-circle forward. Hey, Terry's Burning Knuckle isn’t a quarter circle forward either in his games! This is a special move that made its debut in the King of Fighters ’98.
Back Special:
127 Shiki Aoibana standard, first motion: 4%
standard, second motion: 4%
standard, third motion: 7%
inputted, first motion: 6%
inputted, second motion: 6%
inputted, third motion: 9%Iori quickly slides forward with three motions, punching for the first 2 and jumping with an overhand for the third, in which he slams the opponent into the ground. The active hitboxes are on Iori's arms, and will always get knocked back into the following motion's hitbox for the first 2 motions, no matter the percentage. With the last motion having great knockback. This move is very rewarding to cancel into, especially from jab, as it’s a surefire way to rack up damage. You are going to have to repeat the input for every motion to complete the move (these are what we call rekkas!). Which means if you use the standard version, you’ll have to input back special in succession 3 times. Whereas for the traditional input, you’ll have to perform in succession 3 times. There’s no difference between holding or tapping for this move, as it would be counterintuitive since you’ll have to tap anyways. As for the traditional input variation, that one significantly covers more distance and is slightly more powerful. When performed in the air, only the last motion will come out (Iori will jump forward and deliver an overhand, can be used as an horizontal recovery), so no need to input it 3 times in that scenario.
Up Special:
100 Shiki Oniyaki standard tapped: 13%
standard held: 14%
input tapped: 16%
input held: 18% Iori performs a spinning jump while being accompanied by spinning purple flames that cycle around him. Can be held instead of tapped for more distance and damage. If inputted with amotion, the move will render Iori's entire body intangible on startup, the move itself will have slightly increased travel distance, it will deal more damage and knockback, and the move will consist of 3 hits instead of one. The inputted version is indicated by Iori's howl when successfully activated. It is also much more powerful compared to the regular version, KOing middleweights at around 125% and being an excellent out-of-shield option.
Down Special:
212 Shiki Kototsuki In standard tapped: 12%
standard held: 14%
input tapped: 16%
input held: 18% Iori shortly runs up to the opponent, slams their head on the ground, then blasts them with fire. In the air this move would differ slightly, as Iori would simply grab the opponent in front of him, and once grabbed, start to descend quite a bit while Iori is blasting fire into their face until they are automatically freed. And yes, this can be used a suicide KO if used low enough beneath the stage to reach the lower blast zone, due to the descent not being that long you’ll really have to go deep to make it happen, however Iori himself will always lose if he and his opponents are on their last stocks in that case. Due to functioning as a grab, it bypasses shields and counterattacks. To perform the input version of this move, you'll have to input+ attack/special. On the ground, despite having long reach, it has a very slow startup and is quite readable when performed raw as when Iori will have a very notable howl when he starts to run. It is a faster move in the air, as it has to sacrifice range. On the ground, the tapped version only covers about a quarter of Final Destination. The input for this move is half circle back, and when using this variation on the ground, it covers about a third of Final Destination and delivers more damage. When used in the air, the tapped version’s descent is just about a quarter of Final Destination’s vertical length. The input version however goes about a third of FD’s vertical size and largens the hitbox size of Iori’s grab. Even when canceled into this move, it has a moderate enough start up to give the opponent a chance to attack Iori when he performs it.
Gimmick
Stock Meter, Max Mode, & Desperation Moves
Iori gains the "Stock" Meter - Another SNK original, this is a gauge with 3 black squares on the right which signify the many “stocks” you have. This meter fills the same way as in most other fighting games: You build meter for hitting the opponent (wether shielding or not), getting hit yourself and blocking attacks. When you get a stock, a bright green light appears in one of the squares. In KOF you’d normally get more meter for whiffing special moves, but as that would only encourage camping behavior in Smash, I decided to not include this method of meter obtainment.
The stock meter itself will be based on the one found in King of Fighters ’98 UM, although instead of "ADV" nothing would be written there.
Up to three stocks could be saved up, these stocks can be used for certain Supers which we’ll call Desperation Moves from now! These function like Terry's GO! supers, but will cost a stock each. But that’s not the only thing the Stock Meter can do, you’ll be able to activate Max Mode! You’ll activate this by hitting performing a neutral special while shielding at the same time. Once Iori is in Max Mode, a timer will appear above the Stock Meter, indicating how long Max Mode will last, which is about 20 seconds. Although the timer drains more when performing special attacks, even when missed. When activated, Iori will strike a pose, gain somewhat of a yellow tint, and the timer will start to drain. This mode makes Iori deal more damage and knockback (a multiplier of about 1.2x) and allow him to use not only stronger variants of his Desperation Moves, but if Iori is above 80%, he’ll be able to use a Hidden Super Desperation Move only during Max Mode! When performing any Desperation Move under Max Mode, the timer will instantly end regardless of time left.
The stock meter filled with 3 stocks (in Smash these red lights would be green instead) with the Max Mode timer (in this pic being about 3/4th full)
Also, useful thing to note, but to try and simulate the 3v3 aspect of KoF. The Stock Meter does NOT reset in-between Iori’s stocks. So when he loses a life, he still has his meter to try and make a comeback! The Stock Meter doesn't fill up that fast as well, if you'd only hit, it would take about 50% to get a stock.
Desperation Moves
The pose Iori strikes when he activates Max Mode.
Little thing to preface, all grounded special cancelable moves are also able to cancel into the normal Desperation Moves, except for the Hidden Super Desperation Move, which will always need to be performed raw. When in Max Mode and performing a Desperation Move, the Max Mode timer will instantly end regardless of time left.
Name Damage Info Desperation Move 1:
Kin 1211 Shiki Yaotome Normal:
flurry of slashes: 10%
explosion: 14%
collateral: 13%
Follow-up Ura 316 Shiki Saika:
slashes: 10%
pillar of flame: 12%
Max Mode:
initial slash: 7%
slams: 10%
blast of fire: 12%When you have one stock, and perform a ++ attack/special, Iori will dash across the screen (about half the length of Buster Wolf) and, if he hits the opponent, he performs a flurry of claws and scratches ending off in a blast of purple flames. He is immune to non-throw attacks during the startup flash, where he says his iconic line “Asobi wa owari da!” which translates to “Playtime is over!”. The blast can also hit bystanders within range. This has great knockback, killing as early as 60% at the edge. The initial hit can be canceled into a Final Smash.
Here's the catch with this move though, if performing2 times in succession during the last hit (the input window is quite tight), you’ll be able to follow up with Ura 316 Shiki Saika, where he does some delayed claw attacks and generates a pillar of purple flames, hitting the foe midair while laughing madly. This has amazing KO potential, killing as early as 40% at the ledge. Though worth to note, to perform this follow-up you’ll need to sacrifice an additional stock on top! This follow-up originates from the King of Fighters 2001.
If performed during Max Mode, this move changes a little, and lacks the follow-up. It goes as follows.
Under the effects of the Riot of the Blood, Iori howls, slashes his opponent into the ground, and claws at them repeatedly with his back turned to the camera; after briefly looking over his shoulder, he attacks again with the last hit using his flames. While the final blast’s knockback here is somewhat moderate, this variation racks up a ton of damage.
Desperation Move 2:
Ura 108 Shiki Yasakazuki normal: 13%
Max Mode: 22% When you have one stock, and perform a++ attack/special, Iori sends out a projectile that skims the ground and ends with a pillar of fire with a big splash at the bottom. While strangely having no knockback at first, when the move hits, the opponent is frozen in place for around 3 seconds after the move, after being able to move again, the opponent will get knocked back, although only moderately. As the opponent doesn’t move during this period, you’ll be able to deal damage to them and stack up the knockback, but once hit the opponent will be freed no matter the time. Either way, when Iori performs this move, he’ll deliver the line “Raku ni wa shinen zo!”, which translates to “You won’t die that easily!”. This move originates from the King of Fighters ’97.
The Max Mode version puts up 3 pillars, spouting up in rapid succession, but mostly has the same properties.
Hidden Super Desperation Move:
Kin 1218 Shiki Yatagarasu 33% When above 80%, and during Max Mode, on top of sacrificing an extra stock, by performing2 times in rapid succession: Iori drags his hand on the ground as he howls, then proceeds to do a huge claw slash to his opponent, a bloody, shadowy background accompanies this move whereas the claw slash will leave a black trail behind. Very great anti-air and can kill as low as 30% against middleweights around the ledge. As this move can only be pulled off in certain circumstances, it feels very rewarding. This move is based on Iori’s Neo MAX Super Desperation Move from The King of Fighters XIII. Here it is in video form to get the full experience lol.
Final Smash
Name Damage Info Final Smash:
Three Sacred Treasures activation hitbox: 7%
iori grab: 2%
pillar of flame: 9%
kyo punch: 15%
sealing: 7% Based on the ending of the King of Fighters '97, and somewhat of a Smash original. As a result of the Orochi blood coursing through his veins, Iori suddenly enters the Riot of the Blood phase. His eyes light up and he makes a mad dash while slashing with his arms. This is an activation hitbox that hits at most 3 opponents, which takes 1 opponent into a cutscene and has the other two take only the claw damage. Iori lunges towards the opponent, eyes blinded by Orochi and grabs the opponent by the neck.
A huge pillar of flames erupts, engulfing both the opponent and Iori. Iori is still holding on tight. Meanwhile, Kyo Kusanagi and Chizuru Kagura are standing by, and Kyo rushes in with a flaming punch, dealing massive damage. The original KOF '97 ending ends here, but in his Final Smash, Chizuru makes the final blow, using the Yata Mirror to seal the opponent (similarly to Zelda's Final Smash). The cutscene ends and Iori returns to normal, waking up from his feral state.
My submission:
Frogger (Frogger)
View attachment 346106View attachment 346107
About Frogger:
Frogger is a main protagonist of self-titled Video Game series made by Konami and he debuted in 1981 on Arcades. Frogger as you know it, he is a anthropomorphic (originally wasn't) frog that goes on random adventures like crossing the roads to get to his home. Later, he started appearing in platforming games like "Frogger: the great quest" or even others that appeared onward.
He is one of Iconic video game characters that originated from Arcade and he could be very fun addition to the game. Also, he would be another Konami rep, but he would be first Konami character that debuted on Arcades. He also appeared on Nintendo consoles like Gamecube or Wii during 2000's as his series had platform-based games.
Also, his arcade game was very influencial that other games like Crossy road ware made because of that. Because of that, Konami became very popular after releasing Frogger on arcade machines back in 1981...
How this green fella could work in platform fighter?
Well, Frogger is not a stranger for fighting games, since he is quadrupedal (despite he could have modern design) and we have a Duck Hunt as four-legged fighter, so it won't be a problem for Video game icon, Frogger!
His moveset would revolve around his games, especially the classic one and modern ones like he could have frog-themed attacks for example.
Speaking of moveset, here's the moveset that I found on internet, which I believe it's really cool:
(Credit: EvilWaluigi on deviantart)
He also could work similarly to Pacman, since he could transist between his modern form into classic form like Pacman does in his attacks.
His stats are gonna be easy to understand, since he could lightweight character with double jumps and ability to crawl like a frog (Do frogs even crawl tho?). He doesn't have any gimmicks, since he could be a simple fighter for Super Smash Bros. Infinite that would make people happy.
Besides that, Frogger's speed would be medium like Mario, but not very fast like Captain Falcon or Sonic.
Why Frogger needs to be in Smash?
I know we need a new Konami character, but we have Frogger on the table and I'm gonna say why he needs to be playable:
- First, he is very iconic character and he is recognizable enough to appear in SSB.
- Second, he would be another Konami rep, but he would first character, who is associated with green (Sorry Master Chief, but you're gonna be submitted in the future)
- Third, he would be an another four-legged fighter that would be added into the game.
- Forth, he appeared on Nintendo consoles like I mentioned earlier before.
I'm not gonna cover all the reasons, but those reasons that I've mentioned are basically important for me and that's why I mentioned them on Frogger submission write-up.
Also, I forgot to mention that Frogger deserves to have a representation in smash, since some fans want him in the game as playable character, which is cool.
(I'm not going to submit Klonoa, since we have others to shine on the stage)
(I know this submission is kinda comically-written, but that's the nature of funny scrimblo bimblo characters)
Agumon is the mascot of Digimon (Short for Digital Monsters), a monster-collecting franchise often likened to be the biggest rival to Pokemon in its history, made by Bandai, who would later merge with Namco. Agumon is a Reptile-type Digimon who uses fire-based attacks and sharp claws to fight, however, he doesn't just have those abilities: each and every Digimon has the ability to digivolve, which is effectively a Dragon Ball-style battle transformation as opposed to Pokemon's own permanent upgrades. Agumon's digivolution line is a bit extensive as he could transform into a metric ton of Digimon, but the main digivolution line that everyone seems to know from him is [Agumon -> Greymon -> MetalGreymon -> WarGreymon].
Why Agumon?
Though Digimon got its start as a Digital pet as a masculine counterpart to Tamagotchi, Digimon has eventually evolved to become a multimedia giant, having several video games, anime, movies, and even a trading card game. But we're here for the video games, which Nintendo has had several of over its lifetime, including a Smash Bros-style game in the form of Digimon Rumble Arena, so we've got more than a few facets covered!
Furthermore, Nintendo and Bandai-Namco have a very strong relationship when it comes to Smash Bros, with the latter having developed the last two games, and allowing Pac-Man into Smash 4, and they didn't just allow him back into Ultimate, they threw Kazuya and Tekken into the mix as well during the DLC run. Digimon is among some of the bigger Namco franchises out there, which include Dark Souls and Soul Calibur, but since this is about Animal/Cereal Mascot characters, Agumon is our best option.
How would Agumon play?
The best comparison I could draw Agumon's potential Smash playstyle to is Frank West's appearance in Marvel vs. Capcom 3, being a fighter that starts off fairly weak, but through DigiVolution becomes a force to be reckoned with. Each stock would have Agumon start off as himself, being a fast fighter that deals some decent sustained damage for his size. Through DigiVolution, however the heck we execute that, he can become Greymon, who's more of a slow bruiser with fewer projectiles, MetalGreymon, who is a slightly faster version of Greymon with some powerful projectiles, and finally WarGreymon, who would be a combination of all previous three forms' strong points, being a fast character with powerful burst damage and some amazing range through either disjoints or projectiles. DigiVolution would serve as a unique take on the tag-team character gimmick that the Pokemon Trainer and Pyra & Mythra have by not making the DigiVolutions active "tag-team members", but unique characters that serve as battle transformations that upgrade your moveset.
PaRappa the Rapper
Debuting in 1996, PaRappa the Rapper is a game about a young pup who learns a variety of skills to outclass a bragadocious billionaire and win the love of his crush, the (literal) flower Sunny Funny. The first true rhythm game, it's influence can be seen in some form - in or directly - in every rhythm game since, and while it's been a hot minute since the last PaRappa adventure, the character lives in through nostalgia; memes; and merchandise projects alike.
Why should PaRappa be in Smash?
As mentioned in the opening paragraph, PaRappa the Rapper was THE FIRST true rhythm game. This makes him a great pick to represent Sony as one of their biggest contributions to the gaming industry - additionally, PaRappa has a large fandom to this day, with fan communties being highly active and not being exclusive to PlayStation fans thanks to the series' music and graphics being the primary source of fandom rather than gameplay. PaRappa merchandise is still released frequently and the character is recognisable even to post-PS2 generations - his most recent anime having ended in 2017! He previously appeared in PlayStation All-Stars Battle Royale as one of the first fighters announced and thus will be familiar with platform fighter fans.
How would PaRappa fight?
PaRappa has already appeared in a fighting game: PlayStation All-Stars Battle Royale, where he took the role of the beginner shoto fighter - using karate skills for lights, skateboard slams for strongs, and musical equipment for specials. PaRappa doesn't need to be a simple fighter however, we could give him a gimmick (the ever famous U Rappin' meter, which punishes bad play and rewards good could be a good place to start) - and let's not forget the variety of hobbies and jobs PaRappa has had - in the 3 games PaRappa appears in, he has done the following:
Let your imagination go crazy with how all of those can be used in battle. Another thing of note about PaRappa is that he's flat - we could incorporate this into his moveset in many ways, a lighter weight? Flattening onto the ground? Dodging attacks by spinning? self-origami?
- Learned karate
- Drove a car
- Worked at a flea market
- Cooking seafood cake
- Performed a concert
- Put out a fire
- Looked after babies
- Piloted a plane
- Cut down a tree
- Went to Hell(!)
- Made burgers
- Watched a TV show labled "strictly for adults"
- Became giant and tiny
- Went for military training
- Worked as a hairdresser
- Played a magic video game that makes your body reject all food except noodles if you lose
- Stopped a takeover by the Noodle Syndicate intent on replacing all food with noodles
balan (this is my submission)
Don-chan (Taiko no Tatsujin)
View attachment 346114
Why Don-chan?
Taiko no Tatsujin is one of Namco Bandai's most iconic franchises along with PAC-MAN, Tekken, and Digimon. He's a sentient taiko drum who serves as the mascot of his series and is no stranger to crossovers, and has even crossed over with several series already in Smash - including as of Infinite, Kirby, Splatoon, Ace Attorney, PAC-MAN, Mario, and The Legend of Zelda. Moreover, he's beloved by millions and his franchise has had a long legacy on Nintendo as well as in general.
How could Don-chan fight?
As a taiko drum, Don-chan could attack with the power of sound, utilizing himself as a weapon by beating on his own head, utilizing taiko drumsticks for melee attacks, and working with the very crazy, very Japanese background characters and effects from his own game. He could utilize his other friends from his homeworld to help him out to.
View attachment 346116
Mametchi (Tamagotchi)
Not sure on the egilibility of a virtual pet submission, but owned by Bandai Namco, definitely Japanese, definitely Scrimblo and definitely a big deal.
SUMMONING CHARMING
Alarming, Boom Boom, Wallah Wallah, Bling Blam Charming
View attachment 346118
JIBANYAN
Who he is
Jibanyan is a major character of the Yokai Watch Franchise, an RPG series debuting on the 3DS, the spirit of a dead cat who got ran over by a truck, Jibanyan acts as the mascot of the franchise. He is part of the Charming Tribe, and is one of several Yokai you could collect and train similair to Pokemon
Why should he be here
Yokai Watch is the perfect nostalgic franchise, its popular but hasn't had a major game in a while, so that would generate the most hype, plus Yokai Watch was comparable in popularity to Pokemon, so It would be cool to have both mascots in the game
How should he play
He would be a lightweight, he would have two jumps and be a fast punching character with some fire abilities, maybe he could use his other forms such as Robanyan and Thornyan, his final smash could be his
PAWS OF FURY
So vote for the cat, because yokai that's why
Prinny
Prinnies are an adorable little race of Penquin like creatures from Nippon Ichi's Disgaea series. Disgaea is a long running tactical role-playing game series set mainly in the Netherworld, a world full of demons in which moral values are reversed from those of humans. Prinnies appear in every Disgaea game. They carry around machetes and throw bombs that they carry in their seemingly endless pouches. They can also shoot lazers. The poor things are even known to explode when thrown. Prinnies have a pretty dark backstory for such cute critters, as they where originally humans who did bad deeds and had their souls sewn into the body of a Prinny. They now must earn enough cash to be able to reincarnate when the time comes. It may make more sense on paper to go with a Protagnist from Disgaea as other RPG series have done, but Prinny is more than just a mook. One particular Prinny, Hero Prinny (seen above), even got his own games. The Prinny is basically Nippon Ichi's mascot character, and thus could be similar to Terry, representing the whole company, as their games crossover all the time.
As our friendly neighborhood PS1 game-reviewing YouTuber, Caddicarus, said in one of his videos: "BACK TO THE JINGLE!" ("WAHOO!" and a potential victory theme ensues)
Third-Party Animal/Scrimblo Fighter from Japan - Klonoa
- Series: Klonoa
- Company: Bandai-Namco Entertainment
- First Appearance: Klonoa: Door to Phantomile (December 11th, 1997)
- Debut System: PlayStation
- Nintendo Console Appearances:
- Game Boy Advance - Klonoa: Empire of Dreams, Klonoa 2: Dream Champ Tournament, Klonoa Heroes: Densetsu no Star Medal
- Wii - Klonoa (2008; remake)
- Wii U (via Virtual Console) - Klonoa: Empire of Dreams, Klonoa 2: Dream Champ Tournament
- Nintendo Switch - Klonoa Phantasy Reverie Series (everyone waited for this - even physical copies are there; so, if you want to see this series returning back with a new installment, prepare to buy this in July!)
- Color Theory: Yellow (gloves, Wind Ring and a series logo)
Who is Klonoa?
Klonoa is the main protagonist of the titular platformer video game franchise created by Namco and designed by Hideo Yoshizawa, who is also known as the creator of Koei Tecmo's Ninja Gaiden series (hard to believe). It first started with Klonoa: Door to Phantomile that was released on the original PlayStation in 1997.
The series focuses on Klonoa, an anthropomorphic humanoid long-eared cat like creature called "Cabbit", who lives in a small village called Breezegale with his grandfather and is destined as the "Dream Traveler", who travels across different dream worlds in danger to save them with the help of various friends (like his sidekick and the Ring Spirit Huepow, Popka, the priestess-in-training Lolo, Leorina and Tat after they became allies, the bounty hunter Guntz, Pango, etc.) from villains (Ghadius, Joka, Garlen, King of Sorrow, Nahatomb, etc.) with their intent to turn them into worlds of nightmares. It's gameplay is unique as the player controls Klonoa through a 2.5D perspective (with 3D-rendered stages, even though he moves along a 2D path) with Klonoa using his Wind Ring (which is powered either by Huepow or Lolo in Door to Phantomile and Lunatea's Veil respectively, sounds like a pretty good idea for the taunt, depending on a costume that Klonoa wears) to shoot Wind Bullets, grabbing enemies by inflating them like a balloon and being able to either throw them as projectiles or use them as a jump boost to navigate through stages.
The first game was critically well-received for it's clever platforming, impressive graphics and cutscenes, being often regarded as one of the best 2.5D platformers of all time and followed with multiple games such as the direct sequel, Klonoa 2: Lunatea's Veil, a WonderSwan-exclusive Moonlight Museum, a sports title (Klonoa Beach Volleyball) and handheld spin-off titles on Game Boy Advance like Empire of Dreams, Dream Champ Tournament and Heroes: Densetsu no Medal. It even achieved a remake for the Nintendo Wii in 2008 and later on, a recently announced next-generation remaster package for the series' 25th anniversary, Klonoa Phantasy Reverie Series (consisting of Door to Phantomile and Lunatea's Veil), coming up in July this year.
Why Klonoa Deserves to be in Smash?
Besides Nintendo and Bandai-Namco's very strong relationship, which GolisoPower already brought up in his Agumon post, while the series used to be dormant compared to other creations by the latter company, Klonoa is still a beloved, charming and very underrated series which became quite popular enough, as Klonoa himself and other characters has made cameo appearances in other video games developed by them, such as Namco x Capcom (alongside Guntz), Moto GP, World Kicks, Alpine Racer 3, Smash Court Tennis 3, Pro Baseball: Famista 2011, Tales of Hearts, Dragon Tamer Sound Spirit and a few songs can be played in the Taiko no Tatsujin series. It also got a manga series called Shippuu Tengoku Kaze no Klonoa that was released in 2002 and a webcomic series, Klonoa: Dream Traveller of Noctis Sol, drawn by the manga artist known for Mega Man adaptations, Hitoshi Ariga, for ShiftyLook in 2014 (which was sadly cancelled as the website went down). Heck, there was once even an anime film adaptation originally worked by Henshin with Hideo Yoshizawa and Hitoshi Ariga themselves joining in, until it was unfortunately confirmed to be cancelled on 2019.
Also, Klonoa has multiple content possibilities to bring up for the Super Smash Bros. series and it can be easily translated there thanks to it's origins as a platformer series. Besides Klonoa himself as a fighter (with his Door to Phantomile outfit as an alternate costume, like in the Wii remake), there's many locations/levels like Breezegale & Lunatea that works as a home stage for him, Guntz and Pango (fellow playable characters in Heroes: Densetsu no Medal) as Assist Trophies, Ghadius and Nahatomb as bosses, Moo as a Smash Dungeon enemy (or plush in SmashSpace), good spirit material thanks to it's huge cast of characters, many music track choices with remix potential as shown above, like The Windmill Song, Baladium's Drive, Rongo Lango, Untamed Heart, Moonlight Museum, Stepping Wind and Sign of a Hero, etc.
Prepare to bring up your tissues and don't let Klonoa's cute setting/aesthetics trick you, as the series is quite tragic and possibly one of the darkest & most emotionally heartrending video game franchises out there filled with cruel twists, right up there with Mother/Earthbound. In case you don't want to read spoilers from this link, just skip this part out then.
Speaking of tears, as proved by a reaction compilation video of Phantasy Reverie Series' announcement in the latest Nintendo Direct, I think Klonoa would absolutely have the same amount of hype as Mega Man (since there's still many people who cares about and missed him, as shown back on his reveal in 2013), Banjo & Kazooie (same case) and Sora themselves. Heck, many YouTubers even cried in happiness when the latter two characters were revealed for Ultimate (and when you think about it, Klonoa's kind of like both). His reveal trailer would definitely reflect on this, as most fans' dreams (by his series' theme) are coming true with all three having been most requested characters (besides Sonic in Brawl and Steve, who both broke the Internet) and of course, Sonic, Pac-Man, maybe Kazuya, Crash (in Infinite) & Kirby too for obvious/thematical reasons.
How Would He Work?
Klonoa would work as a light-middleweight fighter with average walking/running speed and an exceptional air speed, who is built around racking up damage through a multitude of hits and his biggest asset is a unique grab (Wind Bullet itself), which can also be done in the air and allows him to pick up large objects without slowing down & carry opponents above his head, much like Donkey Kong's cargo throw state, thus constrasting his small size and weight with a more heavyweight-esque trait.
Performing a down throw in both the ground and air will make Klonoa propel himself upwards into the air for a jump boost to recover back into the stage from ledges after using the double jump. This makes Klonoa a strong contender for the title as Smash's "king of grappling", though the majority of his attacks tend to lack in raw power, despite being able to make up for them with great defensive options. Holding the "jump" button in the air will make Klonoa rapidly flap his ears to float for a short amount of time, similarly to Peach's fighter ability in Smash.
Klonoa mainly fights with his Wind Ring, though he can pull out some other weaponry for a couple attacks, such as Wind Sword (a blade which extends from the ring itself), the Hammer (a powerful weapon), Arm Cannons (which shoots big spiked balls), the Boomerang and the Beam Gnome (which he uses as a shield to counter against projectiles and even tackle opponents). He can also ride an Air Board to fly at high speeds and perform tricks to attack opponents, Tornado Attack to create tornadoes around himself (maybe for a Up Special similarly to Hero's Kaswoosh?) and finally, his strongest technique (Final Smash material), Thunder Hurricane, which allows him to summon multiple lighting bolts by rapidly spinning around, even creating an electricity-laced tornado that covers the stage (despite being unable to move it around).
View attachment 346122
Introducing Bub and Bob from Bubble Bobble
Back before Brawl was launched, I made a roster where I included these two despite knowing very little about them. I added them because I felt they were both interesting and cute due to a partner mechanic. Years down the road and I still have yet to play their games or know much about them but apparently they use bubbles to attack. I feel they would fit within Smash but also provide an unique experience of having to use bubbles to defeat opponents. These bubbles could even help with their movement by directing them where to go and even used as a recovery move. Again, I don't know much about the series but it's owned by Taito who does have Spirits in the game in the form of Space Invaders. I don't know anything about what would a good stage be other than a recreation of their original stage. If Bub and Bob would get in, we would have to think very carefully how these two would play and what the best course for a partner fighter would be like while incorporating their bubble mechanic.
Good King Moggle Mog XII (Final Fantasy XIV)
Good King Moggle Mog is the king of all the Moogles in Final Fantasy XIV and a boss.
While Good King Moggle Mog is a bit villain he represents something much grander and that is the concept of Moogles themselves.
Moogles appear in most if not all Final Fantasy content including things like Kingdom Hearts.
Good King Moggle Mog specifically could call upon his Moogle court to attack and also attack himself using not only moves he does in FFXIV but also things that moogles do throughout the FF Franchise.
FFXIV Itself becoming one of the most praised FF's in recent years
This could also bring us FFXIV Music which is kino of the highest degree.
Yes as does Assist Trophies. Spirits do not.Sorry if this has been answered before, but I have a question: do base game mii costumes deconfirm?
While I am trying not to be too dismissive of candidates, the requirements that the series and character needs to be relatively popular and iconic while also being marketable enough to sell the Season 1 Pass. Do you think the Bonk series fulfills these requirements and is well-known enough for people to recognize it and to be able to marketable enough? I am going to sit on this submission for a while but I would like you to provide proof that this character and their inclusion would bring enough attention, hype, and money in order to consider allowing it for consideration in Season Pass 1. Could you provide further information why this character and their series would be a positive direction for not only our Season 1 but also the entire DLC lineup? In the mean time, it probably wouldn't hurt to provide a back up option if you want to.My submission:
Bonk/PC Genjin
View attachment 346134
Bonk also known as PC-Genjin is the main character of the Bonk series. The series has been on Nintendo consoles and Bonk could represent the PC-Engine, a huge part of Japanese gaming history. He’s been alongside Mario and Sonic in the 90s. Seeing him alongside Mario, Sonic, Banjo and Crash would be a dream.
Not sure if this counts but here you go.
View attachment 346135
He is not an animal nor a anthro animal mascot2 Final Fantasy submission in and not one of them are Black Mage (I think they count because they have a more cartoony body)? I'm speechless.
I thought the submission could be either an animal, a Scrimblo or both is it not?He is not an animal nor a anthro animal mascot
That is correct. Animal characters are currently being represented the most but I feel Black Mage would be a contender for a Scrimblo; albeit a very loose connection.I thought the submission could be either an animal, a Scrimblo or both is it not?
I feel this is a far better candidate considering the requirements.Alright Venus of the Desert Bloom I have chosen a backup character that you can choose between my original submission and this one.
My backup submission:
Metabee (Medabots)
View attachment 346136
Metabee is from the Medabots series. The franchise has had a great relationship with Nintendo. The series has also spawned an anime and manga adaptation based off of the video game. We currently do not have much content for Natsume in the game and Metabee is the perfect candidate. He would have a unique gimmick of either limb damage or part swapping like in Medabots. He’s not necessarily an animal but he is based off of a bee. He may be a bit of a niche character but the franchise is pretty popular.
My submission:
Frogger (Frogger)
View attachment 346106View attachment 346107
About Frogger:
Frogger is a main protagonist of self-titled Video Game series made by Konami and he debuted in 1981 on Arcades. Frogger as you know it, he is a anthropomorphic (originally wasn't) frog that goes on random adventures like crossing the roads to get to his home. Later, he started appearing in platforming games like "Frogger: the great quest" or even others that appeared onward.
He is one of Iconic video game characters that originated from Arcade and he could be very fun addition to the game. Also, he would be another Konami rep, but he would be first Konami character that debuted on Arcades. He also appeared on Nintendo consoles like Gamecube or Wii during 2000's as his series had platform-based games.
Also, his arcade game was very influencial that other games like Crossy road ware made because of that. Because of that, Konami became very popular after releasing Frogger on arcade machines back in 1981...
How this green fella could work in platform fighter?
Well, Frogger is not a stranger for fighting games, since he is quadrupedal (despite he could have modern design) and we have a Duck Hunt as four-legged fighter, so it won't be a problem for Video game icon, Frogger!
His moveset would revolve around his games, especially the classic one and modern ones like he could have frog-themed attacks for example.
Speaking of moveset, here's the moveset that I found on internet, which I believe it's really cool:
(Credit: EvilWaluigi on deviantart)
He also could work similarly to Pacman, since he could transist between his modern form into classic form like Pacman does in his attacks.
His stats are gonna be easy to understand, since he could lightweight character with double jumps and ability to crawl like a frog (Do frogs even crawl tho?). He doesn't have any gimmicks, since he could be a simple fighter for Super Smash Bros. Infinite that would make people happy.
Besides that, Frogger's speed would be medium like Mario, but not very fast like Captain Falcon or Sonic.
Why Frogger needs to be in Smash?
I know we need a new Konami character, but we have Frogger on the table and I'm gonna say why he needs to be playable:
- First, he is very iconic character and he is recognizable enough to appear in SSB.
- Second, he would be another Konami rep, but he would first character, who is associated with green (Sorry Master Chief, but you're gonna be submitted in the future)
- Third, he would be an another four-legged fighter that would be added into the game.
- Forth, he appeared on Nintendo consoles like I mentioned earlier before.
I'm not gonna cover all the reasons, but those reasons that I've mentioned are basically important for me and that's why I mentioned them on Frogger submission write-up.
Also, I forgot to mention that Frogger deserves to have a representation in smash, since some fans want him in the game as playable character, which is cool.
(I'm not going to submit Klonoa, since we have others to shine on the stage)
(I know this submission is kinda comically-written, but that's the nature of funny scrimblo bimblo characters)
Agumon is the mascot of Digimon (Short for Digital Monsters), a monster-collecting franchise often likened to be the biggest rival to Pokemon in its history, made by Bandai, who would later merge with Namco. Agumon is a Reptile-type Digimon who uses fire-based attacks and sharp claws to fight, however, he doesn't just have those abilities: each and every Digimon has the ability to digivolve, which is effectively a Dragon Ball-style battle transformation as opposed to Pokemon's own permanent upgrades. Agumon's digivolution line is a bit extensive as he could transform into a metric ton of Digimon, but the main digivolution line that everyone seems to know from him is [Agumon -> Greymon -> MetalGreymon -> WarGreymon].
Why Agumon?
Though Digimon got its start as a Digital pet as a masculine counterpart to Tamagotchi, Digimon has eventually evolved to become a multimedia giant, having several video games, anime, movies, and even a trading card game. But we're here for the video games, which Nintendo has had several of over its lifetime, including a Smash Bros-style game in the form of Digimon Rumble Arena, so we've got more than a few facets covered!
Furthermore, Nintendo and Bandai-Namco have a very strong relationship when it comes to Smash Bros, with the latter having developed the last two games, and allowing Pac-Man into Smash 4, and they didn't just allow him back into Ultimate, they threw Kazuya and Tekken into the mix as well during the DLC run. Digimon is among some of the bigger Namco franchises out there, which include Dark Souls and Soul Calibur, but since this is about Animal/Cereal Mascot characters, Agumon is our best option.
How would Agumon play?
The best comparison I could draw Agumon's potential Smash playstyle to is Frank West's appearance in Marvel vs. Capcom 3, being a fighter that starts off fairly weak, but through DigiVolution becomes a force to be reckoned with. Each stock would have Agumon start off as himself, being a fast fighter that deals some decent sustained damage for his size. Through DigiVolution, however the heck we execute that, he can become Greymon, who's more of a slow bruiser with fewer projectiles, MetalGreymon, who is a slightly faster version of Greymon with some powerful projectiles, and finally WarGreymon, who would be a combination of all previous three forms' strong points, being a fast character with powerful burst damage and some amazing range through either disjoints or projectiles. DigiVolution would serve as a unique take on the tag-team character gimmick that the Pokemon Trainer and Pyra & Mythra have by not making the DigiVolutions active "tag-team members", but unique characters that serve as battle transformations that upgrade your moveset.
PaRappa the Rapper
Debuting in 1996, PaRappa the Rapper is a game about a young pup who learns a variety of skills to outclass a bragadocious billionaire and win the love of his crush, the (literal) flower Sunny Funny. The first true rhythm game, it's influence can be seen in some form - in or directly - in every rhythm game since, and while it's been a hot minute since the last PaRappa adventure, the character lives in through nostalgia; memes; and merchandise projects alike.
Why should PaRappa be in Smash?
As mentioned in the opening paragraph, PaRappa the Rapper was THE FIRST true rhythm game. This makes him a great pick to represent Sony as one of their biggest contributions to the gaming industry - additionally, PaRappa has a large fandom to this day, with fan communties being highly active and not being exclusive to PlayStation fans thanks to the series' music and graphics being the primary source of fandom rather than gameplay. PaRappa merchandise is still released frequently and the character is recognisable even to post-PS2 generations - his most recent anime having ended in 2017! He previously appeared in PlayStation All-Stars Battle Royale as one of the first fighters announced and thus will be familiar with platform fighter fans.
How would PaRappa fight?
PaRappa has already appeared in a fighting game: PlayStation All-Stars Battle Royale, where he took the role of the beginner shoto fighter - using karate skills for lights, skateboard slams for strongs, and musical equipment for specials. PaRappa doesn't need to be a simple fighter however, we could give him a gimmick (the ever famous U Rappin' meter, which punishes bad play and rewards good could be a good place to start) - and let's not forget the variety of hobbies and jobs PaRappa has had - in the 3 games PaRappa appears in, he has done the following:
Let your imagination go crazy with how all of those can be used in battle. Another thing of note about PaRappa is that he's flat - we could incorporate this into his moveset in many ways, a lighter weight? Flattening onto the ground? Dodging attacks by spinning? self-origami?
- Learned karate
- Drove a car
- Worked at a flea market
- Cooking seafood cake
- Performed a concert
- Put out a fire
- Looked after babies
- Piloted a plane
- Cut down a tree
- Went to Hell(!)
- Made burgers
- Watched a TV show labled "strictly for adults"
- Became giant and tiny
- Went for military training
- Worked as a hairdresser
- Played a magic video game that makes your body reject all food except noodles if you lose
- Stopped a takeover by the Noodle Syndicate intent on replacing all food with noodles
balan (this is my submission)
Don-chan (Taiko no Tatsujin)
View attachment 346114
Why Don-chan?
Taiko no Tatsujin is one of Namco Bandai's most iconic franchises along with PAC-MAN, Tekken, and Digimon. He's a sentient taiko drum who serves as the mascot of his series and is no stranger to crossovers, and has even crossed over with several series already in Smash - including as of Infinite, Kirby, Splatoon, Ace Attorney, PAC-MAN, Mario, and The Legend of Zelda. Moreover, he's beloved by millions and his franchise has had a long legacy on Nintendo as well as in general.
How could Don-chan fight?
As a taiko drum, Don-chan could attack with the power of sound, utilizing himself as a weapon by beating on his own head, utilizing taiko drumsticks for melee attacks, and working with the very crazy, very Japanese background characters and effects from his own game. He could utilize his other friends from his homeworld to help him out to.
View attachment 346116
Mametchi (Tamagotchi)
Not sure on the egilibility of a virtual pet submission, but owned by Bandai Namco, definitely Japanese, definitely Scrimblo and definitely a big deal.
SUMMONING CHARMING
Alarming, Boom Boom, Wallah Wallah, Bling Blam Charming
View attachment 346118
JIBANYAN
Who he is
Jibanyan is a major character of the Yokai Watch Franchise, an RPG series debuting on the 3DS, the spirit of a dead cat who got ran over by a truck, Jibanyan acts as the mascot of the franchise. He is part of the Charming Tribe, and is one of several Yokai you could collect and train similair to Pokemon
Why should he be here
Yokai Watch is the perfect nostalgic franchise, its popular but hasn't had a major game in a while, so that would generate the most hype, plus Yokai Watch was comparable in popularity to Pokemon, so It would be cool to have both mascots in the game
How should he play
He would be a lightweight, he would have two jumps and be a fast punching character with some fire abilities, maybe he could use his other forms such as Robanyan and Thornyan, his final smash could be his
PAWS OF FURY
So vote for the cat, because yokai that's why
Prinny
Prinnies are an adorable little race of Penquin like creatures from Nippon Ichi's Disgaea series. Disgaea is a long running tactical role-playing game series set mainly in the Netherworld, a world full of demons in which moral values are reversed from those of humans. Prinnies appear in every Disgaea game. They carry around machetes and throw bombs that they carry in their seemingly endless pouches. They can also shoot lazers. The poor things are even known to explode when thrown. Prinnies have a pretty dark backstory for such cute critters, as they where originally humans who did bad deeds and had their souls sewn into the body of a Prinny. They now must earn enough cash to be able to reincarnate when the time comes. It may make more sense on paper to go with a Protagnist from Disgaea as other RPG series have done, but Prinny is more than just a mook. One particular Prinny, Hero Prinny (seen above), even got his own games. The Prinny is basically Nippon Ichi's mascot character, and thus could be similar to Terry, representing the whole company, as their games crossover all the time.
As our friendly neighborhood PS1 game-reviewing YouTuber, Caddicarus, said in one of his videos: "BACK TO THE JINGLE!" ("WAHOO!" and a potential victory theme ensues)
Third-Party Animal/Scrimblo Fighter from Japan - Klonoa
- Series: Klonoa
- Company: Bandai-Namco Entertainment
- First Appearance: Klonoa: Door to Phantomile (December 11th, 1997)
- Debut System: PlayStation
- Nintendo Console Appearances:
- Game Boy Advance - Klonoa: Empire of Dreams, Klonoa 2: Dream Champ Tournament, Klonoa Heroes: Densetsu no Star Medal
- Wii - Klonoa (2008; remake)
- Wii U (via Virtual Console) - Klonoa: Empire of Dreams, Klonoa 2: Dream Champ Tournament
- Nintendo Switch - Klonoa Phantasy Reverie Series (everyone waited for this - even physical copies are there; so, if you want to see this series returning back with a new installment, prepare to buy this in July!)
- Color Theory: Yellow (gloves, Wind Ring and a series logo)
Who is Klonoa?
Klonoa is the main protagonist of the titular platformer video game franchise created by Namco and designed by Hideo Yoshizawa, who is also known as the creator of Koei Tecmo's Ninja Gaiden series (hard to believe). It first started with Klonoa: Door to Phantomile that was released on the original PlayStation in 1997.
The series focuses on Klonoa, an anthropomorphic humanoid long-eared cat like creature called "Cabbit", who lives in a small village called Breezegale with his grandfather and is destined as the "Dream Traveler", who travels across different dream worlds in danger to save them with the help of various friends (like his sidekick and the Ring Spirit Huepow, Popka, the priestess-in-training Lolo, Leorina and Tat after they became allies, the bounty hunter Guntz, Pango, etc.) from villains (Ghadius, Joka, Garlen, King of Sorrow, Nahatomb, etc.) with their intent to turn them into worlds of nightmares. It's gameplay is unique as the player controls Klonoa through a 2.5D perspective (with 3D-rendered stages, even though he moves along a 2D path) with Klonoa using his Wind Ring (which is powered either by Huepow or Lolo in Door to Phantomile and Lunatea's Veil respectively, sounds like a pretty good idea for the taunt, depending on a costume that Klonoa wears) to shoot Wind Bullets, grabbing enemies by inflating them like a balloon and being able to either throw them as projectiles or use them as a jump boost to navigate through stages.
The first game was critically well-received for it's clever platforming, impressive graphics and cutscenes, being often regarded as one of the best 2.5D platformers of all time and followed with multiple games such as the direct sequel, Klonoa 2: Lunatea's Veil, a WonderSwan-exclusive Moonlight Museum, a sports title (Klonoa Beach Volleyball) and handheld spin-off titles on Game Boy Advance like Empire of Dreams, Dream Champ Tournament and Heroes: Densetsu no Medal. It even achieved a remake for the Nintendo Wii in 2008 and later on, a recently announced next-generation remaster package for the series' 25th anniversary, Klonoa Phantasy Reverie Series (consisting of Door to Phantomile and Lunatea's Veil), coming up in July this year.
Why Klonoa Deserves to be in Smash?
Besides Nintendo and Bandai-Namco's very strong relationship, which GolisoPower already brought up in his Agumon post, while the series used to be dormant compared to other creations by the latter company, Klonoa is still a beloved, charming and very underrated series which became quite popular enough, as Klonoa himself and other characters has made cameo appearances in other video games developed by them, such as Namco x Capcom (alongside Guntz), Moto GP, World Kicks, Alpine Racer 3, Smash Court Tennis 3, Pro Baseball: Famista 2011, Tales of Hearts, Dragon Tamer Sound Spirit and a few songs can be played in the Taiko no Tatsujin series. It also got a manga series called Shippuu Tengoku Kaze no Klonoa that was released in 2002 and a webcomic series, Klonoa: Dream Traveller of Noctis Sol, drawn by the manga artist known for Mega Man adaptations, Hitoshi Ariga, for ShiftyLook in 2014 (which was sadly cancelled as the website went down). Heck, there was once even an anime film adaptation originally worked by Henshin with Hideo Yoshizawa and Hitoshi Ariga themselves joining in, until it was unfortunately confirmed to be cancelled on 2019.
Also, Klonoa has multiple content possibilities to bring up for the Super Smash Bros. series and it can be easily translated there thanks to it's origins as a platformer series. Besides Klonoa himself as a fighter (with his Door to Phantomile outfit as an alternate costume, like in the Wii remake), there's many locations/levels like Breezegale & Lunatea that works as a home stage for him, Guntz and Pango (fellow playable characters in Heroes: Densetsu no Medal) as Assist Trophies, Ghadius and Nahatomb as bosses, Moo as a Smash Dungeon enemy (or plush in SmashSpace), good spirit material thanks to it's huge cast of characters, many music track choices with remix potential as shown above, like The Windmill Song, Baladium's Drive, Rongo Lango, Untamed Heart, Moonlight Museum, Stepping Wind and Sign of a Hero, etc.
Prepare to bring up your tissues and don't let Klonoa's cute setting/aesthetics trick you, as the series is quite tragic and possibly one of the darkest & most emotionally heartrending video game franchises out there filled with cruel twists, right up there with Mother/Earthbound. In case you don't want to read spoilers from this link, just skip this part out then.
Speaking of tears, as proved by a reaction compilation video of Phantasy Reverie Series' announcement in the latest Nintendo Direct, I think Klonoa would absolutely have the same amount of hype as Mega Man (since there's still many people who cares about and missed him, as shown back on his reveal in 2013), Banjo & Kazooie (same case) and Sora themselves. Heck, many YouTubers even cried in happiness when the latter two characters were revealed for Ultimate (and when you think about it, Klonoa's kind of like both). His reveal trailer would definitely reflect on this, as most fans' dreams (by his series' theme) are coming true with all three having been most requested characters (besides Sonic in Brawl and Steve, who both broke the Internet) and of course, Sonic, Pac-Man, maybe Kazuya, Crash (in Infinite) & Kirby too for obvious/thematical reasons.
How Would He Work?
Klonoa would work as a light-middleweight fighter with average walking/running speed and an exceptional air speed, who is built around racking up damage through a multitude of hits and his biggest asset is a unique grab (Wind Bullet itself), which can also be done in the air and allows him to pick up large objects without slowing down & carry opponents above his head, much like Donkey Kong's cargo throw state, thus constrasting his small size and weight with a more heavyweight-esque trait.
Performing a down throw in both the ground and air will make Klonoa propel himself upwards into the air for a jump boost to recover back into the stage from ledges after using the double jump. This makes Klonoa a strong contender for the title as Smash's "king of grappling", though the majority of his attacks tend to lack in raw power, despite being able to make up for them with great defensive options. Holding the "jump" button in the air will make Klonoa rapidly flap his ears to float for a short amount of time, similarly to Peach's fighter ability in Smash.
Klonoa mainly fights with his Wind Ring, though he can pull out some other weaponry for a couple attacks, such as Wind Sword (a blade which extends from the ring itself), the Hammer (a powerful weapon), Arm Cannons (which shoots big spiked balls), the Boomerang and the Beam Gnome (which he uses as a shield to counter against projectiles and even tackle opponents). He can also ride an Air Board to fly at high speeds and perform tricks to attack opponents, Tornado Attack to create tornadoes around himself (maybe for a Up Special similarly to Hero's Kaswoosh?) and finally, his strongest technique (Final Smash material), Thunder Hurricane, which allows him to summon multiple lighting bolts by rapidly spinning around, even creating an electricity-laced tornado that covers the stage (despite being unable to move it around).
View attachment 346122
Introducing Bub and Bob from Bubble Bobble
Back before Brawl was launched, I made a roster where I included these two despite knowing very little about them. I added them because I felt they were both interesting and cute due to a partner mechanic. Years down the road and I still have yet to play their games or know much about them but apparently they use bubbles to attack. I feel they would fit within Smash but also provide an unique experience of having to use bubbles to defeat opponents. These bubbles could even help with their movement by directing them where to go and even used as a recovery move. Again, I don't know much about the series but it's owned by Taito who does have Spirits in the game in the form of Space Invaders. I don't know anything about what would a good stage be other than a recreation of their original stage. If Bub and Bob would get in, we would have to think very carefully how these two would play and what the best course for a partner fighter would be like while incorporating their bubble mechanic.
Good King Moggle Mog XII (Final Fantasy XIV)
Good King Moggle Mog is the king of all the Moogles in Final Fantasy XIV and a boss.
While Good King Moggle Mog is a bit villain he represents something much grander and that is the concept of Moogles themselves.
Moogles appear in most if not all Final Fantasy content including things like Kingdom Hearts.
Good King Moggle Mog specifically could call upon his Moogle court to attack and also attack himself using not only moves he does in FFXIV but also things that moogles do throughout the FF Franchise.
FFXIV Itself becoming one of the most praised FF's in recent years
This could also bring us FFXIV Music which is kino of the highest degree.
Running out of time but I really want to submit something, so apologies in advance for just dropping a character and going
Cactaur - Final Fantasy
Here is our link for votingAlright Venus of the Desert Bloom I have chosen a backup character that you can choose between my original submission and this one.
My backup submission:
Metabee (Medabots)
View attachment 346136
Metabee is from the Medabots series. The franchise has had a great relationship with Nintendo. The series has also spawned an anime and manga adaptation based off of the video game. We currently do not have much content for Natsume in the game and Metabee is the perfect candidate. He would have a unique gimmick of either limb damage or part swapping like in Medabots. He’s not necessarily an animal but he is based off of a bee. He may be a bit of a niche character but the franchise is pretty popular.
Really? The Frogger moveset I made for Another Universe is one of my favourites out of the movesets I've done.Frogger's a great pick for legacy purposes but I feat his moveset potential is rather lacking; though a stage based on the classic game would be fantastic.
I'm pretty tired RN but here's Frogger
Frogger, in this case, is non-bipedal. He will use his design from Parker Brothers' Atari 2600 port's box art. Frogger is a small zoner with strong attacks but pitiful defense and speed. Most of his normals would be tongue-based.
B: Lick Flick
Frogger flicks his tongue forwards, this is an angleable move that does no knockback and minimal damage, but comes and ends extremely quick and has very long range. Think of it like Fox's neutral B but as a disjoint.
Up B: Fish Flop
View attachment 335778
In a reference to Konami's Noah's Ark game, Frogger morphs into a frog-headed fish and rises then slams - Nigel's up B in NASB is a good reference point
Down B: Toy Truck
Frogger regurgitates a toy truck, it travels in a small upwards arc, and when it lands it rolls across the ground - dealing light damage and knockback
Side B: Roadkill (You)
(Image is a toy, don't worry)
A wheel flattens Frogger and rolls along with him attached. Frogger can jump off the wheel at any point and it'll continue rolling - it deals more damage and knockback than the toy truck but is also slower.
Final Smash: Helmet Chaos
A cutscene final smash where Frogger puts on the helmet from Helmet Chaos and as a result morphs onto his 2000s era design - he uses his long legs to kick the foes rapidly, once he's done the fighters are launched into oncoming traffic.
For the most part this is alright but the Up B doesn't do it for me. Why not launch himself off a lilipad as Frogs are so often depicted instead instead of referencing an obscure, unlicensed game nobody cares about?Really? The Frogger moveset I made for Another Universe is one of my favourites out of the movesets I've done.
Or just make like a pacman, where he appears normally as 2000's frogger, but during some attacks, he could turn himself into classic frogger, where he appears as non-anthropomorphic frog (Referencing the Arcade title)For the most part this is alright but the Up B doesn't do it for me. Why not launch himself off a lilipad as Frogs are so often depicted instead instead of referencing an obscure, unlicensed game nobody cares about?
Also I honestly think a hybrid design would work better. Give him the more cartoony features of the 2000s era but have him be by bipedal and use more classic Frogger proportions
Large if factualfun fact: balan wonderworld is a video game
Debatablefun fact: balan wonderworld is a video game
No, it's a video game. I've actually played it.Debatable