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Ultimate’s Sequel: Super Smash Bros. Infinite Project

On a scale of 1 to 10, how hyped are you for Marin?

  • 1 (kill me a with a spoon)

    Votes: 1 5.3%
  • 2

    Votes: 2 10.5%
  • 3

    Votes: 1 5.3%
  • 4

    Votes: 2 10.5%
  • 5 (average takes)

    Votes: 3 15.8%
  • 6

    Votes: 0 0.0%
  • 7

    Votes: 1 5.3%
  • 8

    Votes: 3 15.8%
  • 9

    Votes: 3 15.8%
  • 10 (YO BRO SHE IS LIKE MY MAIN MAIN MOST WANTED TOP TIER WAIFU BRAAAAAAAHHH!!!)

    Votes: 3 15.8%

  • Total voters
    19

Mr. Robotto

Smash Ace
Joined
Jan 20, 2019
Messages
501
Location
The Mayship
Takamaru Trailer

The trailer starts out on the Title Screen of The Legend of Zelda on the NES, simulating a normal playthrough, the hypothetical player in charge of the trailer selects his one and only save file “Link”.

Link starts off in a cave, and quickly leaves it to enter the overworld, in its 8-bit flair and all. Link ventures through the plains of Hyrule, going through the usual enemies, more specifically the typical Moblins and Octoroks. He goes up 5 screens and goes right, then defeats the Tektites in the screen. At last, Link breaks the rightmost piece of the wall on the rock in the middle with his bomb and enters the iconic big rock.


Though, curiously, there is no old man waiting for him. Instead, the screen is black, and suddenly lights up into a room that resembles a dungeon, with skulls as its walls and a bridge in the middle of the room. There is an eerily familiar feel, yet it's an unfamiliar setting nonetheless. In contrast to earlier, when the overworld was jamming with the iconic overworld theme from the original Zelda, there's an ambient silence now. The graphics then transition from the iconic 8-bit style to the usual CGI that Smash trailers tend to use.

linkinmurasame.png

Link, in his classic costume, looks around himself, worryingly staring at the skulls around him, as he senses a presence. He then looks over the bridge and notices a shadowy figure in the distance. As the camera closes the gap on said figure, the typical Kabuki sound effect that most people are familiar with plays out silently, as if the sound comes from a distance. The shadowy figure runs to Link and unsheathes his katana and blows a rapid strike, similar to the quick-draw techniques you often see Samurai perform in media. With Link barely being able to shield himself from the strike, he lays on his right knee and takes a second look at the shadowy figure, now behind him. The figure takes his katana and lifts the blade right to his own face, a pose that might be familiar to some, as the dim light gets reflected his identity becomes much more clearer. The Mysterious Murasame Castle Medley starts to play as he rotates his sword to reflect the light on his face, and at the 8 second mark of the track the figure's splash screen comes up with the tagline:

"Takamaru Slashes His Way Into Smash Castle!"

Link has a good look at his opponent now, he stands up firmly and accepts the challenge!

During this gameplay bit, the rest of the medley plays. We see our two fighters on the newly introduced Murasame Castle stage, with Link and Takamaru facing against each other. The stage gets shown off at this part with various shots, the ninjas being the stage hazards get shown off as well. The battle commences shortly after. Most of Takamaru's moveset gets shown here, from his Neutral Special, the Windmill Swords, to his Side-Special, Iajutsu Rush. After a short battle with Link, but with no winner yet, the battle transitions to showing off Marth, Roy, Shulk and Sephiroth in a Truck Motion with Takamaru later beating Marth, Roy and Shulk with his various attacks and using his Down-Special, Quick-Draw Counter, to finish off Sephiroth as a response to his huge Forward Tilt. After the sudden intermission, he then taunts by dusting off his Hakama Pants (Left Taunt). As Link jumps back in action, Takamaru responds with his Up-Special, Ring Slash. And then proceeds to finish up Link with his Final Smash, Inazuma Rush. The trailer goes back to CGI.

The medley ends, and the audio goes back to the ambient silence from before. With Link blown away in a wall of skulls, there are sudden rumblings within the dungeon, and a loud roar dominates both fighters' environment. The dungeon crumbles down as the final boss of The Mysterious Murasame Castle, Murasame, breaks the upper walls and enters the room. Takamaru and Link, who is visible in the background sitting in a pile of skulls, look at the doglike beast, and then look at each other in the eyes. Takamaru stands in his iconic pose, readying himself for battle against the gigantic beast. An in-game shot of Takamaru facing against Murasame appears, confirming the latter to be a boss for Infinite. A shot of Takamaru striking the boss then freezes and transitions to ink. The crossover card gets shown off, while another Kabuki sound effect plays when The Mysterious Murasame Castle Theme title appears:

87385143_1720253908117619_7961606178247540736_n.jpg (1).png

As our little post-trailer scene, we have a patched-up Link and Takamaru enjoying some Eastern delicacies in a Yatai (Japanese Eating Stand) in the Village. As the Ending Theme of Takamaru's game plays, the duo seem to have made up and patched up their differences from their recent misunderstanding, and they certainly seem to be enjoying their hot takoyaki.
 
Last edited:

Janx_uwu

Smash Lord
Joined
May 17, 2020
Messages
1,323
Location
the train headed for the Mystic Ruins
Takamaru Trailer

The trailer starts out on the Title Screen of The Legend of Zelda on the NES, simulating a normal playthrough, the hypothetical player in charge of the trailer selects his one and only save file “Link”.

Link starts off in a cave, and quickly leaves it to enter the overworld, in its 8-bit flair and all. Link ventures through the plains of Hyrule, going through the usual enemies, more specifically the typical Moblins and Octoroks. He goes up 5 screens and goes right, then defeats the Tektites in the screen. At last, Link breaks the rightmost piece of the wall on the rock in the middle with his bomb and enters the iconic big rock.


Though, curiously, there is no old man waiting for him. Instead, the screen is black, and suddenly lights up into a room that resembles a dungeon, with skulls as its walls and a bridge in the middle of the room. There is an eerily familiar feel, yet it's an unfamiliar setting nonetheless. In contrast to earlier, when the overworld was jamming with the iconic overworld theme from the original Zelda, there's an ambient silence now. The graphics then transition from the iconic 8-bit style to the usual CGI that Smash trailers tend to use.


Link, in his classic costume, looks around himself, worryingly staring at the skulls around him, as he senses a presence. He then looks over the bridge and notices a shadowy figure in the distance. As the camera closes the gap on said figure, the typical Kabuki sound effect that most people are familiar with plays out silently, as if the sound comes from a distance. The shadowy figure runs to Link and unsheathes his katana and blows a rapid strike, similar to the quick-draw techniques you often see Samurai perform in media. With Link barely being able to shield himself from the strike, he lays on his right knee and takes a second look at the shadowy figure, now behind him. The figure takes his katana and lifts the blade right to his own face, a pose that might be familiar to some, as the dim light gets reflected his identity becomes much more clearer. The Mysterious Murasame Castle Medley starts to play as he rotates his sword to reflect the light on his face, and at the 8 second mark of the track the figure's splash screen comes up with the tagline:

"Takamaru Slashes His Way Into Smash Castle!"

Link has a good look at his opponent now, he stands up firmly and he accepts the challenge!

During this gameplay bit, the rest of the medley plays. The fight commences on the newly introduced Murasame Castle stage, with Link and Takamaru facing against each other. Most of Takamaru's moveset gets shown here, from his Neutral Special, the Windmill Swords, to his Side-Special, Iajutsu Rush. After a short battle with Link, but with no winner yet, the battle transitions to showing off Marth, Roy, Shulk and Sephiroth in a Truck Motion with Takamaru later beating Marth, Roy and Shulk with his various attacks and using his Down-Special, Quick-Draw Counter, to finish off Sephiroth as a response to his huge Forward Tilt. After the sudden intermission, he then taunts by dusting off his Hakama Pants (Left Taunt). As Link jumps back in action, Takamaru responds with his Up-Special, Ring Slash. And then proceeds to finish up Link with his Final Smash, Inazuma Rush. The trailer goes back to CGI.

The medley ends, and the audio goes back to the ambient silence from before. With Link blown away in a wall of skulls, there are sudden rumblings within the dungeon, and a loud roar dominates both fighters' environment. The dungeon crumbles down as the final boss of The Mysterious Murasame Castle, Murasame, breaks the upper walls and enters the room. Takamaru and Link, who is visible in the background sitting in a pile of skulls, look at the doglike beast, and then look at each other in the eyes. Takamaru stands in his iconic pose, readying himself for battle against the gigantic beast. An in-game shot of Takamaru facing against Murasame appears, confirming the latter to be a boss for Infinite. A shot of Takamaru striking the boss then freezes and transitions to ink. The crossover card gets shown off, while another Kabuki sound effect plays when The Mysterious Murasame Castle Theme title appears:
As our little post-trailer scene, we have a patched-up Link and Takamaru enjoying some Eastern delicacies in a Yatai (Japanese Eating Stand) in the Village. As the Ending Theme of Takamaru's game plays, the duo seem to have made up and patched up their differences from their recent misunderstanding, and they certainly seem to be enjoying their hot takoyaki.
When the incredible submission is the top post of the page
 

Venus of the Desert Bloom

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Unlike in previous voting periods, we will not be using Google Forms but. rather, the above Thread Poll. Below are the quouted scripts for the Smashing exchange between th44th President of the United States, Barrack Obama, and of the honrable Kermit the Frog. We are sure this commercial will live on for infinitely.

Job 144:

The camera first gives us a shot of an audience in front of a stage before it cuts to a booth with Obama standing behind it. He says some stuff about the betterment of American lives before the camera cuts to Kermit the Frog, standing in front of the stage, who counters his statements by speaking out for the frogs of America. Typical rally question stuff happens before Kermit just sighs and says, "You know what? Talking is getting us nowhere! I have a better way to handle this!" He then grabs his tongue (a ribbon) and cartoonishly stretches it as much as a Muppet could, and wraps it around his face until he looks like a Muppet-ized Greninja. Obama's left eye gains a red flash as he says, "You know what? Yeah. I uh...I like this way better." He then rips off his tuxedo and reveals his new topless appearance with Kazuya's gi pants and gloves. The debate stage gives way to a background as the audience starts going wild before Kermit and Obama charge at one another. Just as the two are about to clash, the trailer transitions to an actual Smash match between the real Greninja and the real Kazuya before it advertises Super Smash Bros. Infinite. The very final scene shows Kermit and Obama, both still in their Greninja and Kazuya appearances, playing Smash Infinite in front of a projector screen as the audience cheers on in the background. Kermit scores a KO and lets out his signature "YAAAY" shout as Obama gives him a thumbs up for his good play.
Trailer: There's someone for everyone!

This trailer shows off the large number of characters in the game, and how there should be at least one character for anyone. It's like those switch adds, where a person shows up for like ten seconds and moves on to someone else. The first two are a random guy who plays as Steve and a random girl who plays as Galacta Knight. The third lingers for a bit longer and is a bit more interesting. We see Link on the Mystery Island stage, narrowly beating a Yoshi player online. We then zoom out and leave gameplay to see President Obama playing his Nintendo Switch 2TM on a beachside vacation house in Handheld mode, saying something to the effect of "winning that match was even harder than winning the 2008 election!". We then swap to the other player, who is Kermit. He's looking the victory screen, his own defeat obvious, and says "it's not easy being green. I'll try being purple instead!" and swaps to Yoshi's purple alt. He goes up against someone else (playing as, say, Incineroar) and wins. He's very happy, and says "who knew this was all i needed!" and pick up a large bucket of purple paint. Trailer ends.
Based on a La Choy ad for Sam and Friends, the show where Kermit debuted.



Barack Obama stands at the counter of an electronics store.

“Hmm, what do you get when you’re in need of fun multiplayer action?”

Kermit, rounding the corner of the desk: “May I make a suggestion?”

“What the-what are you?” Barack says, in awe.

“I’m Kermit the Frog!”

“Whoa! I didn’t know you were real.”

“Of course I’m real. Anyways, what you need is the Super Smash Bros Infinite video game! It’s never boring. It’s fast and exciting.”

“It is, huh?” says Obama.

“Yeah. Smash Infinite is made by a talented team of developer partners to give you the best possible Smash experience. It’s got over a hundred characters, high-speed online, and an expansive story mode! Oh, and one more thing.”

“Well, what’s that, Kermit?”

“Try the new Wishing Stars mode! Play it after a tense online match for the perfect relaxing challenge in six, sixteen, or sixty minutes!”

Obama nods his head and says: “Not bad!”



There is gameplay shown while Kermit is talking about the many features of the game, as well as a highlight real at the end, and a voice over by Obama himself saying “Super Smash Bros Infinite, coming late 20XX for the Nintendo Switch 2.”
Due to the number of submissions, we will only be doing one vote. Please vote for the script you think is the best representative of our product but also the most hypist...one that would sure to draw massive media attention.

Job #145: Submit an Original Boss for the Adventure Mode, Wishing Stars

We are going the OC route and creating an entirely new boss that will, for now, only show up in the Adventure Mode, Wishing Stars. This boss would be enitrely of your design so feel free to draw a picture and post it. If not, please provide a full description so we can better visualize it. This boss will be only in Adventure Mode and will be a mid-range boss, not a penultimate or final boss. So please keep your boss power levels down a bit. The boss must not bear any resemblance of an actual boss found in other video games nor should it contain content within its design that points to a particualr franchise - this is a design of your own...design.

When submitting, please provide the following content:
  • Name
  • Appearance (picture if you have one)
  • Attacks (how does it attacks? What powers does it have? What attacks does it do?)
  • What does its boss arena look like? This is particular important as this aspect will have an influence of the general area as players get closer to fighting this boss.
 

Glubbfubb

Smash Ace
Joined
Mar 16, 2021
Messages
690
C5V1LfnW8AAQaJQ.jpg

Orboseon

Orboseon is a boss that takes place in the entrance to a strange crystalline temple underground, above this entrance is a series of crystalline ornaments that all shatter at once and form an orb like shape like the one above.

Orboseon is a boss that uses the light radiating from the glowing gems to create and harness light based attack, however the light from these attack it harness makes the parts that cause these attack to become breakable and can be hit to damage it, to deplete its first phase health you need to harness you attacks and break the six segments that it uses to attack.

Orboseon has three differently colored segments, each color having two segments to break, and each color gaung an attack unique to it, the colors being pink, purple, and cyan.

Pink Coils The pink segments shoot a series of punk rings that constrict the player, it follows this attack with a ramming attack that may be easy to avoid but is nearly impossible to avoid when your constricted.
Purple BeamOrboseon rises up and uses a purple segment to create a beam that would create a zigzag pattern as its hitting the floor or ceiling, if hit you gain paralyzing damage.
Cyan Orbs Create a pair of plasma orbs that would orbit the segment before diverging more and more so you can get a window to hit it, however destroy the plasma orbs instead and they will split into a X shaped pattern.
After all six segments are destroyed Orboseon will break apart reaveling a bunch of large prisms of varying shape, they come in green, red, and blue colors, this phase attacks by forming other shapes and if it uses blue prisms it gains freezing abilities for the upcoming attack, if using red prisms it gains a firey coating for the upcoming attack, and a green prism will cause the upcoming attack to be coated in slime that makes you slower temporarily.

Sword FormationTurns into a sharp giant blade, its slash may be strong but it also create a trio of energy blasts of the corresponding element of the colored prisms it is made of, all of which are in varying heights.
Gemni FormationA series of elemental blocks shoot elemental blasts upwards or downwards (think of Ribby and Croak's devil slot attack), It uses all three elements.
Hands FormationTurn into a pair of hands that toss a series of small elemental orbs before both doing a large elemental slam attack.
Serpent FormationBecomes a flying serpent that rains down elemental energy onto the player, they either come in tiny homing shots of bolts of elemental lightning.
Jaws FormationBecome a large pair of jaws and either suck up both elemental bombs and the player pr breaths a large amount of elemental breath on the opposite side it's on.
Tornado Formation Spees up into a large cyclone that pushes you into the pillars of elemental energy it creates.
Star FormationBecomes a giant star that shoots medium stars that split into five smaller stars of elemental energy (think Asrial's star attack)
Upon defeat the boss shatters and its essence explodes the door to the crystal temple.

The Music Playing would be the boss theme for Wham Bam Rock from Kirby Super Star.
 

Glubbfubb

Smash Ace
Joined
Mar 16, 2021
Messages
690
The reason boss submissions usually revolve around exsting charatcers is because I believe that since there is already a character to base them on, there is a great base to make this boss into
 

Janx_uwu

Smash Lord
Joined
May 17, 2020
Messages
1,323
Location
the train headed for the Mystic Ruins
R

I thought raid bosses were big bosses that need an entire party to beat, EX bosses are recovered versions of normal bosses that have there normal attacks Remixed to make them much harder
In our Raid Boss mode, it's the same bosses (with exceptions, like exclusive ones). Their sizes aren't altered but yes, you do fight them with a whole party, but they are much stronger what with heightened stats, and I think some have new attacks? Not sure.

I did have a boss idea (an eldritch spider monster with faces for eyes), but he makes a better main antagonist than a regular boss so I'll pass on posting him.
Same, I had an idea for a boss made up of star constellations-since this is a Wishing Stars mode after all. I just didn't want to waste on a mid-game boss.
 

Adrianette Bromide

Smash Ace
Joined
Dec 22, 2020
Messages
679
Location
Beeland Capital
Boss Submission: Wishkeeper Statue



The Wishkeeper Statue is a large construct with unknown origins. It has a slender build with a red wire-like body. Its right hand is large and shines a bright gold colour with an empowering hand. Its left hand however is entirely comprised of a blade (think of the Nahobino from SMT V) and it will use both of these limbs for attacking. Its singular eye is also capable of firing projectiles

The battle takes place in a dark cavern with lava lighting it up from the background. Additionally, there will be a stone platform to the left opposite of the boss that the player can jump on to reach the higher parts of the arena.

For the Wishkeeper Statue's battle, it will tower over the characters with its size reaching the top of the ceiling in its stage. Do not be fooled by its big size however as it is sluggish and has a tall hurtbox. It takes 1.5x damage when its eye is hit. The attacks are as follows:

Bane Claw: The statue slams its claws along the ground tearing the ground causing lava to briefly seep through. Until it's gone, the lava will damage players that step on it. The attack is also a strong launching attack as well.

Crushing Grip:
The statue attempts to reach over and grab the player. The attack can easily be dodged but if timed right, the claw can be attackes right as its opens up to crush the player to briefly stun the statue. If the player his gripped however, the statue will crush it several times dealing severe damage before chucking them on the ground and ricocheting them into the sky serving as a KO anywhere at mid percentages. With enough button mashing however, the player can escape the grip.

108 Slashes: A flurry of slashes uses its arm blade that covers all of the stage but the opposite end and in the bottom right corner close to the boss. There will be a charge up period before the attack is used that can be seen when it readies its blade behind itself.

Chronal Strike: The statue rears back its blade and briefly shines a light from its eye. If its head is still, it will go for an overhead slash that covers the entirety of the upper half of the stage. If it looks down however, it will strike the lower half instead. When it slashes, time will slow down making it very important that the player recognizes the tells as to know whether to stay on the ground or make way into the air.

Beams of Rage: The statue leans back and fires off slow but homing fiery energy projectiles that the player must avoid. Should they get hit, the energy projectile will explode and send them off flying.

Magma Axiom: The Wishkeeper Statue's most devastating attack that will be called out when its HP is at 50% of it maximum. The statue digs into the ground and seeps its claws right into the stone spewing veins of magma along the ground. Pay attention to the ground at this point because the statue will keep performing its usual attacks but every once in a while, a portion of the ground will begin to glow bright.

5 seconds after it does, a giant geyser of lava will come pouring out from above that reaches the top of the stage before going away afterwards a while. This means that if the Wishkeeper Statue is charging up an attack while a geyser is about to burst, you will need to be aware of its space while avoiding his other attacks.

-----------------------------------------------------------------------------------------------------

This boss fight will test the players space awareness, how well they can tell cues and how well they can maneuver around targeting attacks. Once beaten, the statue will fall to its knees and outstretch its arms while gracefully disintegrating into the magma.
 

Jomosensual

Smash Lord
Joined
Aug 13, 2018
Messages
1,869
Wishing Star Boss

The Nightmare



So this is kinda playing off the idea that I had in the past for wishing stars. In that idea all the characters got trapped in their worst nightmares instead of getting their dream wish. You might notice that the picture I posted isn't an OC, it's of the Shadow Bugs from Subspace. The reason is because The Nightmare is partially shadow bugs. It takes the shape of something or someone from the nightmare scenario of the person who is fighting it. While transforming it morphs into a mob of Shadow Bugs before turning into whatever it desires. It could mimic another fighter on the roster, a boss, a character who isn't in the game, or something else entirely. To keep it from being too overcomplicated The Nightmare can only be fought against by certain characters at certain times, making it so we'll only have to develop a couple fights for him as opposed to 90+. Obviously it's moveset changes with the form as well. It is distinguishable by the trail of black smoke following it, much like shadow bugs, and also by its red eyes, which stay consistent between all forms.
 

Venus of the Desert Bloom

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Name: MADAME (Massively Awesome Damaging Armament Machine Entity)


Appearance: A conglomerate of various ballistic weaponry melded onto a feminine machine. It has a doll-like face with pink glowing eyes and metallic breasts set on an entwining body of patchwork scrap metal and more streamlined steel; showing the correlation between the sleek feminine body and the brutal nature of its overall gameplay design. Attached to where arms are usually placed are an massive array of cannons which fire a barrage of different types of missiles. It’s mouth, when opened, fires out energetic plasma volley shots that’s akin to a Gatling gun. Finally, where the legs normally are are yet again an array of cylinders that deploy various bombs and explosive charges as it floats above the stage.

Attacks: As mention, it fires energetic plasma via Gatling gun. It has a high rate of fire and capable of tearing through shields easily. The gun is located inside the mouth; seeing a slender piece of metal emerge from its mouth to fire off shots might see a bit….inappropriate.

Its “Missile arm array” is capable of firing off various missiles such as:
  • Explosive
  • Ice
  • Lightning
  • High Explosive
  • Homing
  • Shrapnel

Its “bomb deploying leg array” is capable of delivering lethal payloads such as:
  • Explosive
  • Burying (buries any opponent who is nearby upon contact)
  • Poisonous
  • Delayed (detonates 5 seconds later)
  • Proximity (a bomb that attaches itself to a surface and detonates when someone comes close)
  • Firestorm (detonates with a small explosion and then splinters off into smaller separate explosions.)

It also has a final attack called MADAME Overdrive. The machine does several spins around moving about the arena while unleashing all of its payloads (the missiles, energy shots, and bombs) all in one go. This occurs when it reaches 50% health, 25% health, and finally 10% health.

Arena: It’s arena is called the Sanctum of Broken Wishes and is destroyed city center that’s been recreated to reflect the boss’ design. Skyscrapers melted down and reformed to appear like angelic constructs; graceful structures that were created with extreme brutality and genocide. In addition, it also demonstrates the boss’ attempt to create friends due to its isolated lifestyle and desire for friendship. It begs the question is confronts the player not to destroy them but to find friendship. Like the hedgehog dilemma, it’s appearance and tendency for destruction drives away any would-be friends thus causing it to further lash out in anger and frustration.
 
Last edited:

Venus of the Desert Bloom

Moderating your boards and bringing you news
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SMASH ORIGINAL WISHING STARS BOSS SUBMISSIONS PERIOD IS FINISHED!

Here are the contending submissions...

Orboseon

Orboseon is a boss that takes place in the entrance to a strange crystalline temple underground, above this entrance is a series of crystalline ornaments that all shatter at once and form an orb like shape like the one above.

Orboseon is a boss that uses the light radiating from the glowing gems to create and harness light based attack, however the light from these attack it harness makes the parts that cause these attack to become breakable and can be hit to damage it, to deplete its first phase health you need to harness you attacks and break the six segments that it uses to attack.

Orboseon has three differently colored segments, each color having two segments to break, and each color gaung an attack unique to it, the colors being pink, purple, and cyan.

Pink CoilsThe pink segments shoot a series of punk rings that constrict the player, it follows this attack with a ramming attack that may be easy to avoid but is nearly impossible to avoid when your constricted.
Purple BeamOrboseon rises up and uses a purple segment to create a beam that would create a zigzag pattern as its hitting the floor or ceiling, if hit you gain paralyzing damage.
Cyan OrbsCreate a pair of plasma orbs that would orbit the segment before diverging more and more so you can get a window to hit it, however destroy the plasma orbs instead and they will split into a X shaped pattern.
After all six segments are destroyed Orboseon will break apart reaveling a bunch of large prisms of varying shape, they come in green, red, and blue colors, this phase attacks by forming other shapes and if it uses blue prisms it gains freezing abilities for the upcoming attack, if using red prisms it gains a firey coating for the upcoming attack, and a green prism will cause the upcoming attack to be coated in slime that makes you slower temporarily.

Sword FormationTurns into a sharp giant blade, its slash may be strong but it also create a trio of energy blasts of the corresponding element of the colored prisms it is made of, all of which are in varying heights.
Gemni FormationA series of elemental blocks shoot elemental blasts upwards or downwards (think of Ribby and Croak's devil slot attack), It uses all three elements.
Hands FormationTurn into a pair of hands that toss a series of small elemental orbs before both doing a large elemental slam attack.
Serpent FormationBecomes a flying serpent that rains down elemental energy onto the player, they either come in tiny homing shots of bolts of elemental lightning.
Jaws FormationBecome a large pair of jaws and either suck up both elemental bombs and the player pr breaths a large amount of elemental breath on the opposite side it's on.
Tornado FormationSpees up into a large cyclone that pushes you into the pillars of elemental energy it creates.
Star FormationBecomes a giant star that shoots medium stars that split into five smaller stars of elemental energy (think Asrial's star attack)
Upon defeat the boss shatters and its essence explodes the door to the crystal temple.

The Music Playing would be the boss theme for Wham Bam Rock from Kirby Super Star.
Boss Submission: Wishkeeper Statue



The Wishkeeper Statue is a large construct with unknown origins. It has a slender build with a red wire-like body. Its right hand is large and shines a bright gold colour with an empowering hand. Its left hand however is entirely comprised of a blade (think of the Nahobino from SMT V) and it will use both of these limbs for attacking. Its singular eye is also capable of firing projectiles

The battle takes place in a dark cavern with lava lighting it up from the background. Additionally, there will be a stone platform to the left opposite of the boss that the player can jump on to reach the higher parts of the arena.

For the Wishkeeper Statue's battle, it will tower over the characters with its size reaching the top of the ceiling in its stage. Do not be fooled by its big size however as it is sluggish and has a tall hurtbox. It takes 1.5x damage when its eye is hit. The attacks are as follows:

Bane Claw: The statue slams its claws along the ground tearing the ground causing lava to briefly seep through. Until it's gone, the lava will damage players that step on it. The attack is also a strong launching attack as well.

Crushing Grip: The statue attempts to reach over and grab the player. The attack can easily be dodged but if timed right, the claw can be attackes right as its opens up to crush the player to briefly stun the statue. If the player his gripped however, the statue will crush it several times dealing severe damage before chucking them on the ground and ricocheting them into the sky serving as a KO anywhere at mid percentages. With enough button mashing however, the player can escape the grip.

108 Slashes: A flurry of slashes uses its arm blade that covers all of the stage but the opposite end and in the bottom right corner close to the boss. There will be a charge up period before the attack is used that can be seen when it readies its blade behind itself.

Chronal Strike: The statue rears back its blade and briefly shines a light from its eye. If its head is still, it will go for an overhead slash that covers the entirety of the upper half of the stage. If it looks down however, it will strike the lower half instead. When it slashes, time will slow down making it very important that the player recognizes the tells as to know whether to stay on the ground or make way into the air.

Beams of Rage: The statue leans back and fires off slow but homing fiery energy projectiles that the player must avoid. Should they get hit, the energy projectile will explode and send them off flying.

Magma Axiom: The Wishkeeper Statue's most devastating attack that will be called out when its HP is at 50% of it maximum. The statue digs into the ground and seeps its claws right into the stone spewing veins of magma along the ground. Pay attention to the ground at this point because the statue will keep performing its usual attacks but every once in a while, a portion of the ground will begin to glow bright.

5 seconds after it does, a giant geyser of lava will come pouring out from above that reaches the top of the stage before going away afterwards a while. This means that if the Wishkeeper Statue is charging up an attack while a geyser is about to burst, you will need to be aware of its space while avoiding his other attacks.

-----------------------------------------------------------------------------------------------------

This boss fight will test the players space awareness, how well they can tell cues and how well they can maneuver around targeting attacks. Once beaten, the statue will fall to its knees and outstretch its arms while gracefully disintegrating into the magma.
Wishing Star Boss

The Nightmare



So this is kinda playing off the idea that I had in the past for wishing stars. In that idea all the characters got trapped in their worst nightmares instead of getting their dream wish. You might notice that the picture I posted isn't an OC, it's of the Shadow Bugs from Subspace. The reason is because The Nightmare is partially shadow bugs. It takes the shape of something or someone from the nightmare scenario of the person who is fighting it. While transforming it morphs into a mob of Shadow Bugs before turning into whatever it desires. It could mimic another fighter on the roster, a boss, a character who isn't in the game, or something else entirely. To keep it from being too overcomplicated The Nightmare can only be fought against by certain characters at certain times, making it so we'll only have to develop a couple fights for him as opposed to 90+. Obviously it's moveset changes with the form as well. It is distinguishable by the trail of black smoke following it, much like shadow bugs, and also by its red eyes, which stay consistent between all forms.
Name: MADAME (Massively Awesome Damaging Armament Machine Entity)


Appearance: A conglomerate of various ballistic weaponry melded onto a feminine machine. It has a doll-like face with pink glowing eyes and metallic breasts set on an entwining body of patchwork scrap metal and more streamlined steel; showing the correlation between the sleek feminine body and the brutal nature of its overall gameplay design. Attached to where arms are usually placed are an massive array of cannons which fire a barrage of different types of missiles. It’s mouth, when opened, fires out energetic plasma volley shots that’s akin to a Gatling gun. Finally, where the legs normally are are yet again an array of cylinders that deploy various bombs and explosive charges as it floats above the stage.

Attacks: As mention, it fires energetic plasma via Gatling gun. It has a high rate of fire and capable of tearing through shields easily. The gun is located inside the mouth; seeing a slender piece of metal emerge from its mouth to fire off shots might see a bit….inappropriate.

Its “Missile arm array” is capable of firing off various missiles such as:
  • Explosive
  • Ice
  • Lightning
  • High Explosive
  • Homing
  • Shrapnel

Its “bomb deploying leg array” is capable of delivering lethal payloads such as:
  • Explosive
  • Burying (buries any opponent who is nearby upon contact)
  • Poisonous
  • Delayed (detonates 5 seconds later)
  • Proximity (a bomb that attaches itself to a surface and detonates when someone comes close)
  • Firestorm (detonates with a small explosion and then splinters off into smaller separate explosions.)

It also has a final attack called MADAME Overdrive. The machine does several spins around moving about the arena while unleashing all of its payloads (the missiles, energy shots, and bombs) all in one go. This occurs when it reaches 50% health, 25% health, and finally 10% health.

Arena: It’s arena is called the Sanctum of Broken Wishes and is destroyed city center that’s been recreated to reflect the boss’ design. Skyscrapers melted down and reformed to appear like angelic constructs; graceful structures that were created with extreme brutality and genocide. In addition, it also demonstrates the boss’ attempt to create friends due to its isolated lifestyle and desire for friendship. It begs the question is confronts the player not to destroy them but to find friendship. Like the hedgehog dilemma, it’s appearance and tendency for destruction drives away any would-be friends thus causing it to further lash out in anger and frustration.
As per usual, we will be going with a Google Forms as we had more than three submissions. We will be including the top submission and voting for a total of two.

GOOGLE FORMS BOSS LIKE A BOSS

So......

What are we doing for our next job?

Well. as I mentioned before, we kind of got a lot of content out during our previous Smash April Direct so....we are progressing quite quickly. In fact, very quickly as we just finished up July and now jumping right straight into August! In fact, we are kind of in the middle of August.

Within the development period, fans were able to digest both Officer Howard as well as Dr. Eggman being confirmed to the game. Smashboards spent most of June and July discussing what these two additions meant, Tails fans crying over Tails becoming deconfirmed as a Mii Costume, Knuckles and Shadow fans being optimistic, and Astral Chain fans hoping for a sequel to be announced. Since then, news concerning the game has been largely quite with Smashboards and the Smash community largely gotten past the initial hype E3 brought and looking to the last remaining characters in the game.

But then.....it happened.

An August Nintendo Direct was announced with Mr. Sakurai asking players to please pay attention as a newcomer will be announced.

It should be Legendary....

LISTEN! LEGENDARY NEWCOMER PROMPT INCOMING!!!
 
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Venus of the Desert Bloom

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Job #146: Submit a Legend of Zelda Newcomer

It finally happened, Zelda finally got a newcomer for Smash. This character will kick off the Nintendo Direct and will feature several Zelda content that has yet to be shown. To date, we have had some content such as Koholint Island as a stage, the Spinner as an item, Bokoblin as an Assist Trophy, Tingle Mii Costume, and Darknut and Lynel as Smash Dungeon Mini-Bosses. Wait...Tingle?

Yes, Tingle is a Mii Costume thus has sadly been deconfirmed...

So, while Zelda has plenty of characters, many of what Smash has are Triforce Users (Link, Young LInk, Ganondorf, Zelda, Sheik, and Toon Link), so to keep the newcomer largely different compared to the rest, we will be incorporating some requirements in regards to submissions...

1). The character MUST NOT be a Triforce holder. This is to avoid alternate versions of the typical Link, Zelda, and Ganondorf characters. :thedorf::thedorf::thedorf::thedorf::thedorf:
2) The character must be mildly popular
3) The character needs to have a sizeable fan community (Sorry but someone like Deku Scrub or Lon Lon Ranch won't cut it. We need the character to bring the hype to the Nintendo Direct.)
4) Depending on who wins, we could see an enhanced port announcement featured in the Nintendo Direct as a tie-in
5) The Four Champions are eligible
6) Midna on her own is eligible but not coupled with Wolf Link
7) CDi/Satteliview content is not eligible. We know Morshu and King Harkinian is a popular meme character but the leadership team voted unaminously to disallow submissions from the CDi games.

In terms of content, we may add an additional stage from this series but, rather, we will probably focus on adding another Assist Trophy, a secondary Mii Outfit, and Smash Dungeon and Wishing Stars.
 
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Glubbfubb

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I’m not knowledgeable enough, so PLEASE submit Skull Kid!
My knowledge on the story relevance of Skull Kid

Okay I dont know who skull kid is persoanlly, never played majoras mask (but I want too), but considering that game had a mask gimmick I would be open to a mask based moveset, but again since I dont know much about Skull Kid story wise I dont feel like I could do a character submission like that justice, there is only so much a wiki can tell.
 
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chocolatejr9

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I don't know if this is eligible, but I'm gonna try anyways.

Zelda rep: Hero of Light
Hero_of_light.gif


Hailing from BS The Legend of Zelda: Ancient Stone Tablets (you said CD-i games weren't eligible, not Satteliview), the Hero of Light is an Avatar character, based on the player's avatar in the Satteliview games. Set sometime after A Link to the Past, they are mysteriously transported to Hyrule while Link is away. They soon set off to defeat the demon Ganon, whose evil spirit is still active even after Link slayed him.

Admittedly, I'm not the most knowledgable on Zelda, so I can't give the best idea for their moveset. However, I would imagine they would be a semi-clone of Link, as a reference to their role in the game. Perhaps we can give them items that Link doesn't already use in Smash, a la Isabelle with Villager?
 

Wario Wario Wario

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This may not fly under Rules 2/3, but here goes...

UNCLE RUPEE makes the bribe!

Tingle is disconfirmed so here's the second best thing: the creator, and worst enemy, of Tingle.

Uncle Rupee is a sort of capitalism-demon who preys on people's desires for wealth by tuning them into Tingles - demi-human (yes, human, not hylian - the Tingle games run on different rules) creatures who need rupees to survive - his ultimate goal is transform the entire population into Tingles and make them his slaves in a dystopia known as Rupeeland, disguised as a beautiful land but truly horrific.

Uncle Rupee's moveset would likely take heavy cues from his final boss battle, but also take inspiration from the rest of Rosy Rupeeland. Uncle Rupee's first boss phase has him on a couch where he commands secret agents; cats; and bunny ladies to do his bidding. His second has him get buff and shoot laser blasts that also fire rupees. His final form, probably best saved for a Final Smash, is known simply as "Rupee", a disemobided head that slams into Tingle. We could also fit a currency or bodyguard system into Uncle Rupee's moveset, making him a technical heavyweight

Uncle Rupee isn't exactly important to the overall Zelda IP but he is important to the Tingle sub-series as a main antagonist in one game and a cameo in the other. Uncle Rupee would be a surprising pick and likely get a remarkable reaction from Zelda fans unfamiliar with the Tingle series. Secondary characters getting in before main protags has been a much-praised element of SSBU's DLC.​
 
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Venus of the Desert Bloom

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I don't know if this is eligible, but I'm gonna try anyways.

Zelda rep: Hero of Light
View attachment 323693

Hailing from BS The Legend of Zelda: Ancient Stone Tablets (you said CD-i games weren't eligible, not Satteliview), the Hero of Light is an Avatar character, based on the player's avatar in the Satteliview games. Set sometime after A Link to the Past, they are mysteriously transported to Hyrule while Link is away. They soon set off to defeat the demon Ganon, whose evil spirit is still active even after Link slayed him.

Admittedly, I'm not the most knowledgable on Zelda, so I can't give the best idea for their moveset. However, I would imagine they would be a semi-clone of Link, as a reference to their role in the game. Perhaps we can give them items that Link doesn't already use in Smash, a la Isabelle with Villager?
No, this submission would not be eligible. While we did particualry target CDi and never mentioned Satteliview (didnt even know it existed), we will de declining this submission based 2) and 3). We will also be included Satteliview on the list along with CDi.
 

Ramen Tengoku

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This may not fly under Rules 2/3, but here goes...

UNCLE RUPEE makes the bribe!

Tingle is disconfirmed so here's the second best thing: the creator, and worst enemy, of Tingle.

Uncle Rupee is a sort of capitalism-demon who preys on people's desires for wealth by tuning them into Tingles - demi-human (yes, human, not hylian - the Tingle games run on different rules) creatures who need rupees to survive - his ultimate goal is transform the entire population into Tingles and make them his slaves in a dystopia known as Rupeeland, disguised as a beautiful land but truly horrific.

Uncle Rupee's moveset would likely take heavy cues from his final boss battle, but also take inspiration from the rest of Rosy Rupeeland. Uncle Rupee's first boss phase has him on a couch where he commands secret agents; cats; and bunny ladies to do his bidding. His second has him get buff and shoot laser blasts that also fire rupees. His final form, probably best saved for a Final Smash, is known simply as "Rupee", a disemobided head that slams into Tingle. We could also fit a currency or bodyguard system into Uncle Rupee's moveset, making him a technical heavyweight

Uncle Rupee isn't exactly important to the overall Zelda IP but he is important to the Tingle sub-series as a main antagonist in one game and a cameo in the other. Uncle Rupee would be a surprising pick and likely get a remarkable reaction from Zelda fans unfamiliar with the Tingle series. Secondary characters getting in before main protags has been a much-praised element of SSBU's DLC.​
The dev roundtable has talked about it and has decided this submission won't be eligible either, pretty much for the 2 rules you brought up, so feel free to submit a different choice.

Let's try and keep submissions here straightforward and buzz-worthy for the average fan.
 
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Adrianette Bromide

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Job 146: Impa Sneaks Up!

Impa_AoC.png


Another recurring face from the Zelda series and one of the few to make various appearances in different incarnations outside of the Triforce trio. Impa is a skilled fighter of the Sheikah clan that generally takes on the role as Zelda's personal assistant. While in some incarnations, she will be an elderly lady, others like Ocarina of Time, Hyrule Warriors or... Hyrule Warriors again(!!!) will portray her as an awesome stealthy ninja.

Now while I used her BOTW universe incarnation as the main image, I'd like to propose that if she does win to discuss what her appearance should look like.


Fan mockups will often use her Hyrule Warriors appearance which takes a lot of inspiration from her Skyward Sword design which looks less cutesy (similar to Paya) and more slick and masculine. If she does win, she would discuss how we'd like to see Impa.

I'd like to bring this up that I do want to differentiate Impa from Sheik with this submission. I can point to her Age of Calamity appearance as a way on how to. I think the fact that Impa has actual gameplay to pull from will help us build a strong moveset that could differentiate her from Sheik, the current Sheikah representative in Smash.
 
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Wario Wario Wario

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Job 146: Impa Sneaks Up!

View attachment 323697

Another recurring face from the Zelda series and one of the few to make various appearances in different incarnations outside of the Triforce trio. Impa is a skilled fighter of the Sheikah clan that generally takes on the role as Zelda's personal assistant. While in some incarnations, she will be an elderly lady, others like Ocarina of Time, Hyrule Warriors or... Hyrule Warriors again(!!!) will portray her as an awesome stealthy ninja.

Now while I used her BOTW universe incarnation as the main image, I'd like to propose that if she does win to discuss what her appearance should look like.


Fan mockups will often use her Hyrule Warriors appearance which takes a lot of inspiration from her Ocarina of Time design which looks less cutesy (similar to Paya) and more slick and masculine. If she does win, she would discuss how we'd like to see Impa.

I'd like to bring this up that I do want to differentiate Impa from Sheik with this submission. I can point to her Age of Calamity appearance as a way on how to. I think the fact that Impa has actual gameplay to pull from will help us build a strong moveset that could differentiate her from Sheik, the current Sheikah representative in Smash.
I pretty much only want Impa if it's old lady Impa TBH.
 

cashregister9

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I'm gonna assume Tetra isn't eligible

so in that case...

Job 146

Lana



Lana is a major original character from Hyrule Warriors,

She is a powerful sorceress alongside her sister Cia.

Lana uses powerful magic using a spell book, she uses a Deku spear and using the gate of Time she can summon other characters to help fight with her.

Lana is a more obscure choice but she could be unique and fun.
 

Venus of the Desert Bloom

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I was planning on going to bed as I’ve been up just under 24 hours but I felt compelled to write this up. Even sleep was stolen by this character…



Skull Kid Raises Mischief
Of all of the content Ultimate included, seeing one of my most favorite of Zelda characters getting the trophy treatment yet again was hard to take. I’m a huge Zelda fan (and I promise this had no bearing on why those prompt was chosen!) so choosing between Impa, Four Champions, Ghirahim, Lana, Midna, and more is very painful. But Skull kid is bar none my absolute most wanted in Smash. As an avid fan of Mojora’s Mask, there is tons of content that can be pulled to create, quite possibly, the most zany and off-the-wall additions yet.

But why Skull Kid?
Indeed, Skull Kid is the textbook definition of one-off character. Aside from MM, the character saw a limited inclusion in Hyrule Warriors and not the original version but the 3DS port. But Skull Kid, for various reasons, has staying power that, like others, has transcended their original appearance and catapulted them to Smash stardom. But…why Skull Kid?

The Pranks

Skull Kid had the potential of utilizing an unorthodox “trolling” gameplay that would go us on taunting opponents with zany poses while using various attacks to possibly interrupt attacks. Hell, we could even use the opponent’s “troll-induced anger” against them. Vanishing about the screen, hexing them, and other childish pranks would work well for this character.

Floaty!!!

We just added two heavyweight Mecha cgaracters. Why not add a floaty lightweight character to counteract it? Skull Kid has the potential of becoming extremely floaty but also mobile. His dodges could see him vanish much Mewtwo’s. Thus works well with the above statement as well. Galacta Knight, Ashley, Stylist, Barista, and Bandana Dee are indeed light but none actually levitate themselves constantly from the ground.

Moveset Galore
The character poses tons of moveset potential which ranges from canon material to original content. Aside from various spells and magic, Skull Kid could utilize his fairies, use an ocarina, and even call forth Skull Kid dolls for attacks making him a situational puppet user. Finally, he could either utilize the Moon in his attacks or even become Majora’s Wrath for a Final Smash! This would be a huge 360 from a playful imp to a death causing demon mask!


I love the character so much that I made this:


Now, time to go to bed…unless Skull kid stops me…

 
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PeridotGX

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instead of some long winded speach on why Guardian should be in, i'm just gonna link this video. the very first glimpse of BoTW, or Zelda U.
the two things there - Link and a Guardian. Guardians, and ancient tech, are a defining trait of the BoTW subseries, and a character from there should reflect that. The champions are good characters, but they don't define BOTW like the Guardians do.
 
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Wario Wario Wario

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I’m interested in what you think Old Lady Impa brings to the table that other versions of Impa dont.
  • First geriatric fighter
  • Could be a heavyweight with a small frame
  • Represents a majority of the character's appearances
  • More interesting than an edgy ninja IMO, given we already have an edgy Zelda ninja
  • A weary, less nimble body allows her moveset to focus more on magic
 
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GolisoPower

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Job 146:
1626932198367.png

Maz Koshia:
The final boss of the entire DLC of Breath of the Wild, Maz Koshia is the one who provides Link with his Final Trial. Since his encounter, he has garnered enough popularity to become a playable character in Hyrule Warriors: Age of Calamity, which the pic above comes from.

As for how he would play, Maz Koshia would be a mobile character who uses many tricks and traps to present a trial just for his opponents, using Ancient Weaponry, Sheikah ninjutsu, and some of the stuff found in Shrine Trials. He'd be a fairly lightweight character with floaty jumps and a potential size-shifting gimmick as well, turning giant for a brief moment to deal slower, yet more powerful attacks.
 
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BowserKing

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146: Midna

1626958082471.png


Debuting in Legend of Zelda: Twilight Princess, Midna has proven to be a very popular character, notably due to her development. Also Twilight Princess is one of the most popular Legend of Zelda games, with that game dominating Super Smash Bros Brawl and Game 4, but ironically no playable representation in Ultimate. Midna is here to bring back that representation.

Anyways, her abilities include teleportation, her prehensile hair she can use to smack, grab and throw opponents and her magical abilities as well. However, she cannot use Wolf Link since we have 3 Links already. Midna would be lightweight (competing with Sheik for the lightest Legend of Zelda character) and she would be middle speed with great recovery and her gimmick is her hair Attacks (not as much for a gimmick, but more of an unique ability).

That is my suggestion.
 

Janx_uwu

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I was asleep while all the most likely characters got submitted so here's something crazy.

JOB 146
EPONA's inclusion is neigh!


That's right, it's Link's iconic steed from Ocarina of Time. While she has only appeared in five of the mainline Zelda titles, she certainly made her mark in her debut title. Link meets her when she is just a foal, where she constantly runs away from him. But after he plays Epona's Song that he learned from Malon, the daughter of the man who runs the Lon Lon Ranch, Epona takes a liking to Link and approaches him.
Seven years later, Link sees her again as an adult horse-and can play the song again so she remembers him. Link has to win a race against Ingo (the new owner who works under Ganondorf) in order to keep his steed-and when Ingo locks up the ranch and refuses to let them leave, Epona gracefully leaps over the gates with Link on her back. Truly a standout emotional moment in Zelda history. That scene in particular was specifically requested by Miyamoto himself, to call Western films to mind.
She's even remembered hundreds of years later in the Zelda universe. In Breath of the Wild, there is even a company named "Epona co." which was named after the brave steed of the legendary Hero of Time. She also makes an appearance in this game-though an amiibo is required to obtain her.

In Smash, we could have another character ride her-possibly Malon-and if so, we would change the name of the character to something like "Malon and Epona." That way we could have a lot more moveset potential. Then again, Epona could just be present alone-maybe she could hold weapons and items with her mouth? Use Lon Lon Milk for some attacks? She even had a wagon to pull milk to sell in Minish Cap, so we could include that to some extent. She could also do normal horse things like eat apples and carrots, bite, kick, neigh, shake her head, all sorts of stuff. There's a lot you can do with a horse for a fighter.

Now, why Epona of all the characters? Well, Epona has a special connection to the series' main protagonist that not a lot of other characters have. And again, she is a horse, which gives us an archetype we've never had before in a Smash game.



For the mane event of this Direct, get off your high horse and vote Epona.
 

airConditioner

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Marin dreams of Smash!

Disclaimer: I have never played a Zelda game in my life.
Marin is a character from The Legend of Zelda: Link's Awakening. She also makes an appearance in Hyrule Warriors, where she uses music and water based attacks in combat, as a reference to her role in Link's Awakening. She is able to summon the Wind Fish, a powerful entity whose dreams make of the world of Koholint Island.
Despite me never playing or caring for Zelda I heard from a friend that Link's Awakening is Kino and Goated
She would likely be a lightweight-mediumweight character with water based attacks, something that we don't have much of in Smash. With our addition of Koholint Island as a stage, it would only be fitting to have a character from that game.
 
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