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

Which title should we use?


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Perkilator

Smash Legend
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11,444
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The perpetual trash fire known as Planet Earth(tm)
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Job 70: Jill's Moveset
Intro: Jill loads her pistol and gets into stance
Stance/Idle 1: Jill holds the pistol near her right hip pointing down
Idle 2: Jill puts her left hand on her left hip

Notable Palette Swaps:
  1. RE1 outfit (default)
  2. Barry Burton (red)
  3. Chris Redfield (green)
  4. Rebecca Chambers (white)
  5. Albert Wesker (blue)
  6. RE3 Jill (cyan)
  7. RE5 Jill (black)
  8. Revelations outfit (alt.)

Walk: Jill walks slowly with her pistol closer to her face
Dash: Her running animation from RE1
Damage: Her damage animation from RE1
Jump: Her jumping animation from Marvel vs. Capcom 2
Crouch: Her crouching animation from Marvel vs. Capcom 2

Normal Attacks
Jab: Jill elbows the opponent once (4%, small knockback)
Forward+A: Jill attacks with her right knee (5%, small knockback)
Down+A: Jill sweeps with her left foot (6%, small knockback)
Up+A: Jill chops the air with her left hand (5%, small knockback)

Aerial Attacks
Air+A: Jill kicks out with her right leg (8%, small knockback)
Air Forward+A: Jill performs an aerial shoulder dash (9%, small knockback)
Air Back + A: Jill shoots a bullet behind herself (6%, small knockback)
Air Up+A: Jill shoots 3 bullets above herself (9%, small knockback)
Air Down+A: Jill stomps the air (12%, OK knockback)

Dash Attack: A shoulder dash, from Marvel vs. Capcom 2 (9%, small knockback)
Edge Attack: Jill narrowly ducks a crow that attacks her (10%, OK knockback)
Get-Up Attack: Jill kicks around the floor as she frantically gets back up (8%, small knockback)

Smash Attacks
Forward+A: Jill catches a zombie attacking from behind her, and pushes it down in the opposite direction. When closer to an opponent, the zombie bites and poisons them (21%, medium knockback). When further away, the zombie is simply dropped onto them (17%, OK knockback)
Up+A: A dog also attacks Jill from behind, and Jill throws it upwards (19%, OK knockback)
Down+A: Jill strongly stabs downward with her knife (18%, OK knockback)

Grab Game
Grab: Jill grabs the opponent with her open hand
Pummel: Jill slices the opponent with her knife (1%)
Forwards+Throw: Jill elbows the opponent (9%, OK knockback)
Down+Throw: Jill pushes the opponent to the ground (7%, small knockback)
Back+Throw: Jill pushes the opponent to the ground behind herself (6%, small knockback)
Up+Throw: Jill shoots a grappling hook that gets caught on the opponent (7%, small knockback)

Special Moves
B : Inventory Weapon
; Jill uses a weapon from her inventory. She always starts a match with her pistol.
B + Forwards : Genesis; Jill scans the air for an item for her inventory, some rarer than others.
B + Up : Hookshot; Jill fires a grappling hook into the air. It goes a good distance, and Jill even zips back up when the hook reaches maximum distance (by holding B, and releasing it if you DON'T want to go the max distance). She can also grapple fighters and kick them downwards for a meteor effect (20%, medium knockback)
B + Down : Inventory; Jill opens up the inventory menu and can freely select a weapon or herb to use, provided she has it. There are 8 slots with which to store these.

Final Smash: End of Tyrant; Tyrant appears and slashes opponents in range three times (45%, far knockback), with devastatingly good range. By pressing the B button, Jill gets out her rocket launcher and blows Tyrant to pieces, getting any fighters in range (20%, far knockback)

Gimmick: Inventory; here are the items that appear in Jill's inventory:

  • Pistol (Rarity: Unlimited): Jill has 12 bullets that can be used in succession (2% each, small knockback)
  • Grenade Launcher (Rarity: 70%): A weapon with 6 rounds that have short range and moderate lag after each use, but a wide radius with each round (9% each, OK knockback)
  • Rocket Launcher (Rarity: 30%): A powerful weapon with long range and a devastating radius, but only 1 rocket (40%, far knockback)
  • Knife (Rarity: Unlimited): A close range weapon that Jill can use when she's not in a good position to use her other items (10% at the start, OK knockback; 7% after 15 seconds, small knockback)
  • Green Herbs (Rarity: 80%): Herbs that heal 11% damage off of Jill.
  • Blue Herbs (Rarity: 60%): Herbs that heal any status effects.
  • Mixed Herbs A (Rarity: 40%): Any combination of either type of herb. Green and red heal off 33% damage, green and blue heal 22% and cure status effects, and red and blue cure status effects and temporarily make Jill immune to them (about 30 seconds)
  • Mixed Herbs B: (Rarity: 20%): A combination of all 3 types of herbs, presented as grayish brown. It heals 44% damage off Jill, cures any and all status effects, and makes her immune to them for 35 seconds.

Taunts:
1: Jill raises her pistol with both hands close to her face.
2: Jill reloads her pistol, which resets your bullet count to 12 when you've used some and/or run out.
1+2: Jill tips her beret for a brief second.

Winposes:
1: "I'm a member of S.T.A.R.S." says Jill as she takes off her beret
2: Jill sets off a flare for a rescue helicopter and signals for help
3: Jill loosely mimics her official artwork from Marvel vs. Capcom 3

Icon: The Umbrella logo
Boxing Ring Title: Master of Unlocking
Victory Music: A remix of https://youtu.be/sjDUMeDCdmM, and then a remix of https://youtu.be/9UcnJx61Yzw
Kirby Hat: Jill's beret
(Fights characters on a 2:00 time limit, referencing the RE series’ staple escape sequences)
Round 1: :ultolimar: on :distantplanet: (Stage Clear / Title Theme - Pikmin)
  • Item: Hocotate Bomb
  • The enemy will suddenly have a Final Smash
Round 2: :ultsnake: on :shadowmoses: (Encounter)
  • The enemy tends to avoid conflict
Round 3: :ultsonic: on Battlefield Wrecking Crew (Escape from the City)
  • The enemy tends to avoid conflict
Round 4: :ultwario: on Gerudo Valley (Dragon Battle)

Round 5: :ultkirby::ultmetaknight: (free-for-all) on :halberd: (Meta Knight’s Revenge)

Round 6: :ultsamus::ultdarksamus: (free-for-all) on Brinstar (Escape)

Final Round: :ultbowser: (Unstoppable Nemesis), then Giga Bowser

Credits: Still Dawn
 

Venus of the Desert Bloom

Cosmic God
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After checking the poll, it seems people are in favor for accepting Twitter’s proposal but how many are interested in entering into negotiations with Twitter?

Currently in the table fir negotiations is:
  • change the name of the Mii fighter to CEO
  • remove the Twitter branding but keep the likeness
  • remove the spirits except Larry the Bird
 
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PeridotGX

Smash Hero
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Jun 8, 2017
Messages
9,031
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That Distant Shore
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Denoma5280
Dear Mr. Dorsey

Thank you for your generous proposition to sponsor our game. We would like to agree to the deal, but there are a few small things I would like to address:

1. Could we potentially change your costume for something else? I can't imagine such a move would be a popular, it would look like blatant narccicism. Perhaps we could add a generic "CEO" costume that has some sort of minor resemblance to you (if it leaks we were planning on adding a costume blatantly based on your license, I'll even claim we proposed the idea and you struck it down)

2. Some of my coworkers fear that your company might interfere with our creative choices. I would like to propose that we retain full creative control, with the exception of any content that comes from our agreement, in which you can pitch a somewhat specific idea. There is a further exception of the tournament. We believe that, as members of the community, we would be able to more efficiently determine what the community desired.

3. As part of the deal, could you add a "spoiler preventative" mode to your website? Enabling it would prevent any news relating to a new reveal by blocking key words (for example, for our latest reveal blocking "Jill" and "Resident Evil") for 24 hours, making it easier to avoid spoilers, which would generate more hype.

once again, I am thanking you for your very generous proposal to sponsor our game. We intend on having an almost infinite scope, and this deal would help aim for that.

Sincerely, Peridot Generation 10.
 
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Adrianette Bromide

Smash Lord
Joined
Dec 22, 2020
Messages
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Location
Beeland Capital
Job 70: Jill Valentine's Moveset

Appearance: Jill's main appearance will be based off of her Resident Evil 3 outfit.

Alts: RE1 Jill, Chris, Leon, Claire, MvC2 Jill, Zombified Jill, Zombified RE1 Jill
(All even numbered alt costumes will be based off of her original Resident Evil outfit.)

Entrance Animation

Jill lands down on the ground from a helicopter and holsters her gun.


Properties

Jill has a weight value of 95, a falling speed value of 1.68 and has a running speed of 1.96.

Jill can crawl.


Special Mechanics: Ammunition

Several of Jill’s attacks will involve her using firearms which will use up ammunition, particularly her Samurai Edge pistol which she will use in a lot of her moveset and her grenade launcher. While not ammunition, she also does have a limited number of herbs she can use from her inventory to boost her strength. Everything will be restocked upon losing being KO’d.



Regular Attacks

Jab: Two consecutive punches with her fists.

Forward Tilt: Kicks forward with her left leg.

Down Tilt: A sliding kick attack.

Up Tilt: An uppercut punch that reaches slightly over her head.

Dash Attack: An elbow tackle while Jill dashes.


Aerials

Neutral Air: A multi-hit attack where Jill kicks at a downwards twice.

Forward Air: Rapid fist punches in mid-air.

Back Air: Similar to her neutral air but only hits one backwards and comes out slightly faster.

Down Air: Two shaking kicks downwards as if she’s trying to get zombies grabbing her legs off of her.

Up Air: Jill raises both of her fists to the air.


Smash Attacks

Forward Smash: Jill charges up her grenade launcher and shoots a grenade to launch far enough away from her to avoid its explosion. This will use up a grenade round from her stock.

Down Smash: A gun bashing attack where Jill will strike with her pistol and fire it down at the ground if the initial hit connects. If the attack is charged longer, Jill will fire two shots and at max charge, she will fire three making the attack successively more powerful. If this smash attack is used while Jill does not have enough bullets, she will only fire off as many as she has in her stock.

Up Smash: Jill use a knife to swing over her head.


Grab/Throws

Grab: Jill reaches out and grabs with both her arms but it has a pretty short range.

Pummel: Repeatedly pummels with the butt of her pistol.

Forward Throw: Pushes the opponent back sending them away from her.

Back Throw: Throws her opponent over her back.

Down Throw: Hits the opponent on the head with the butt of her pistol.

Up Throw: Carries her opponent on her back and tosses them upwards.


Special Attacks

Neutral Special (Samurai Edge):
For Jill’s neutral special, she wields a gun. Specifically, a Samurai Edge. The pistol has a round of fifteen bullets and once Jill uses up her entire round, the gun will cease to work as a ranged attack. Each bullet will hit for 6% and flinch the opponent if they hit an opponent far away but firing the pistol at point blank range will result in an incredibly powerful variation of the attack that has strong launch power.

Additionally, the Samurai Edge can also deal a lot of shield damage making it a viable option for forcing an opponent out of shield or even breaking it. When all the bullets have been used up, using Samurai Edge will have Jill use a slow attack where she strikes from above with the butt of her gun. It is a weak attack but it does have its niche uses as it will still deal solid shield damage.



Side Special (Grenade Launcher): The grenade launcher is a very powerful and a versatile ranged weapon but only comes with five grenade shells to be fired. When this special is used, Jill will fire off a grenade shell that will bounce on the ground and explode after three seconds. The explosion from the grenade will do 19% of damage and can't launch far. Despite its KO power, it is a slow move to pull out and can be telegraphed. If the control stick is tilted upwards, Jill will fire the grenade in more of an overhead arch.



Up Special (Hookshot): Jill’s only weapon that doesn’t initially need any ammunition to be used. Jill fires the hookshot upwards which will target any ledges and hook onto it acting as a tether recovery. Jill can also hook onto players above her and drag them down similar to Byleth’s Sword of the Creator. Like that attack, Jill will pull herself up to them and leap off of them.

If the special is tapped during this portion of the attack, Jill will use her pistol up to three times for each repeated tap as she moves backwards from the recoil. Firing the gun will spike at 59%, firing it twice will spike at 55% and firing all three shots will spike at 49%. Attempting to use the gun with no ammunition will result in a kick attack which will only spike at 70%.

Her hookshot has a unique ledge option in which if she is hanging on the ledge with it before she grabs it, she can perform the up special attack again and she will swing above above the ledge and perform the same gun attack she uses when she connects her hookshot with another player but only this time there is no spiking effect.



Down Special (Herbs/Zombie): Jill crouches down and a menu opens up above her hitbox. In her inventory, she has two of each herb and she can either use one of them on their own by holding down the special button on them or mix them for varying boost effects by lightly tapping on the first herb and tapping on the next herb to be mixed. The combinations are as follows:

Green: Heals 8% from Jill.

Blue: Gives Jill weak armor temporarily for six seconds.

Red: Powers up Jill’s next Smash attack.

Green + Blue: Heals 5% from Jill and will make her immune to flinching from weak attacks for ten seconds.

Blue + Red: Gives Jill armor temporarily for nine seconds.

Red + Green: Heals 1/6th of Jill’s percentage from Jill.

The menu can be cancelled by shielding but if Jill attempts to roll while selecting a herb, a zombie will appear where she stood as long as she was on the ground. The zombie has 10 HP and will automatically walk to the nearest player avoiding Jill for the first three seconds of its arrival. If it touches a player, it will latch onto them and begin to bite them dealing a little bit of damage until the opponent mashes out of its grasp.

The more percentage a player has, the harder it will be to mash out. Watch out however as the zombie can latch onto Jill as well. No more than one zombie can be on screen at a time.




Final Smash: Zombie Finale



Jill jumps onto a passing helicopter and flies away. Suddenly, a horde of zombies take over the stage dealing damage to any player that touches them. While they can be KO’d just like Jill’s down special zombies, they are in great numbers. Jill will then appear from a third person view inside of the helicopter with a rocket launcher and a controllable reticle.

The player can control the reticle and when they press A or five seconds pass, Jill will shoot a rocket where the reticle was and cause a grand explosion killing all the zombies on stage as well as dealing some serious fire damage to all players caught in or near the explosion.


Taunts

Side Taunt: Jill points her pistol forward and says “You want S.T.A.R.S? I’ll give you S.T.A.R.S!”

Down Taunt: Jill scavenges the ground for supplies.

Up Taunt: Jill crouches and pulls out a typewriter which she uses to save her game.


Victory Animations

Victory Theme: Free From Fear - Resident Evil 3

Victory 1: Jill points the gun around her before holding it up as the camera pans over to her.

Victory 2: Jill crosses her arms and looks away while saying “That was close, I was almost a Jill Sandwich.”

Victory 3: Jill swats away a murder of crows that fly near. When they leave, she takes out her gun and makes a pose similar to her art from Marvel vs. Capcom 3.

The goal of this moveset was to create a character heavily focused on resource moveset. Unlike gunslinging characters like Joker and Bayonetta where using guns are flashy moves to aid in combat, gunfire in Resident Evil is not to be wasted. Every bullet counts in a series where the members of the undead and other tyrannical mutants come for your life, especially when the resources you need won't come in abundance.

For example, Jill's standard pistole has powerful capabilities; it can force opponents out of shield, be used to spike, get her out of tough edge-guarding situations and even kill at close range but her bullets are finite and once she's out, she'll have to rely on her hand to hand combat skills. This make it a lot harder to fight her enemies just like in Resident Evil. Her other tools such as her grenade launcher and herbs are also finite so be sure to use those only when you need to.
 
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chocolatejr9

Smash Hero
Joined
Sep 30, 2018
Messages
8,412
After checking the poll, it seems people are in favor for accepting Twitter’s proposal but how many are interested in entering into negotiations with Twitter?

Currently in the table fir negotiations is:
  • change the name of the Mii fighter to CEO
  • remove the Twitter branding but keep the likeness
  • remove the spirits except Larry the Bird
And remember, if negotiations fail, WE'RE the ones with the Ninjas. ;)
 

GoodGrief741

Smash Legend
Joined
Sep 22, 2012
Messages
10,169
Job #70: Jill Valentine - Moveset

I don't usually make movesets since I'm not good at it, but I agree with SharkLord that Jill should have an ammo conservation gimmick, as it's pretty much the defining trait of Resident Evil. Consider this moreso a concept than an outright complete moveset (because it probably won't be).

Resident Evil, as a survival horror game, tries to make the player feel helpless. The way they achieve this is by making the player face weak enemies like zombies, but making them hard to hit and giving the player limited tools to face them, making every bullet count and potentially trapping the player in an awful situation of their own making. Therefore, a Resident Evil player has to play slowly, deliberately, and tactically.

The question was, how to translate this to Smash? You obviously can't have Jill players scavenging around for ammo on the stage, and Smash players don't move or behave like mindless zombies. My answer is: Jill's weapons, like Robin's tomes, have limited uses. Each weapon has its own separate ammo count. Jill's attacks hit hard but have little knockback, notable endlag, and if used in quick succession will suffer in the accuracy department. However, most of Jill's attacks can be "aimed" in a way; tilts can be aimed slightly up or slightly down, smash attacks can too, with more precision; and special moves, if the B button is held down, can be precisely aimed at 360 degrees. The intention of this is to encourage precision and tactical play and discourage blind firing unless the situation is in your favor or you're in a really bad spot.

What happens when a weapon runs out of ammo? Well, for one, the first move (or up to the first three if fired in quick succession) that uses the weapon will play the firing animation, but won't shoot anything and make a dramatic "click" sound to alert the poor player who might not have been keeping track of their ammo. After that, her moves will shift to using said weapon for a weak melee attack. To regain ammo, Jill has to use her Down-B: Inventory. The Inventory opens a window similar to the ones used in the remakes of RE2 and 3, displaying several, randomized items. These include Jill's weapons, several types of gunpowder, and, rarely, herbs. The player can move items around and, in the case of herbs and gunpowder, combine them. The different combinations of gunpowder types yield different types of ammunition. The gunpowder that appears in her inventory is random, but the stronger the weapon, the lower the chance the gunpowder needed to use it will appear, and if a player relies too much on one weapon, the gunpowder type needed for it will stop appearing. To simplify the process, all ammo will be crafted by combining just two gunpowders, and they'll be clearly named as "X weapon Gunpowder". As for herbs, green and red herbs will spawn rarely and can be combined to heal the player. Green + green heals a moderate amount (30%?) whereas green + red heals 100% (red herbs are incredibly rare though).

As for the rest of the moveset, Jill uses:
  • the standard handgun, for most of her moves. Low damage, low stopping power, high ammo, faster animations, and the higher chance of getting gunpowder for it.
  • the shotgun is used in her up and side smash and some aerials. It does moderate damage and small knockback.
  • the magnum is used in Jill's neutral B and maybe some of her throws. It does high damage and moderate knockback.
  • the grenade launcher has the peculiarity of using three kinds of ammo: fire, acid and freeze. Fire and freeze rounds are self explanatory, while acid has an effect similar to poison damage while also slowing anyone hit for a while. All three grenade types do splash damage, with fire having the biggest area and freeze the smallest. Each grenade type is used in several attacks.
  • the rocket launcher is Jill's slow firing, hard hitting side-B. Like Snake's Nikita it does more damage the longer it's fired, and firing at short range is not encouraged as Jill can get caught in the blast. This weapon has the rarest gunpowder by far, but it's great for finishing off opponents.
  • the grappling hook is Jill's up-B. As you can probably imagine, it's a tether recovery, but it has a long range. If aimed at a foe, it functions like Isabelle's fishing rod.

Jill's Final Smash would be Nemesis. It has a double function. When used, Nemesis drops right in front of Jill. If it hits, a cutscene begins in which the Tyrant chases and slaughters his poor victim (it instakills at over 100%). If the initial strike doesn't hit, Nemesis will stay on stage, chasing Jill and muttering his iconic "STARS..." He will follow Jill and will attack anyone who gets in his way, so players who miss the first hit can still lead him to their opponents.

As for Jill's other stats, I imagine her having a slow walk speed, mediocre running speed, and bad jumps to make up for her good recovery.

I think that covers everything? While I was coming up with this Adrianne posted another moveset that uses ammo and inventory management and it's probably more cohesive than this one, but I might as well post it now. Gotta have pride in one's works!

Oh, and what would entering negotiations with Twitter entail? Venus of the Desert Bloom Venus of the Desert Bloom
 
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Mr. Robotto

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Joined
Jan 20, 2019
Messages
631
Location
The Mayship
jill-mvc2-stance (1).gif
Job 70: Jill Valentine in Smash Infinite!
jill-crouch.gif





Resident Evil is an amazing series that I cherish, and with Jill finally getting a spot, I'll be sure to keep her as faithful to the games as I can. I'll follow you along my submitted concept of the character. There's no time to lose, let's go!

Designs and Alternate Costumes

Personally I'm a big fan of Jill's original Resident Evil look. Those shoulder pads and blue cap just do it for me honestly. Smash does in fact tend to use classic appearances of characters as their look (look at Simon for example), that combined with the fact that the Resident Evil Spirit Event in Ultimate did in fact use Jill's render from the Resident Evil remake convinces me her original design would be her default design. But do not fret! As in this submission, both her Resident Evil 3 and Resident Evil: Revelations designs are indeed alternate costumes! Both filling the 5th and 7th costume slot respectively. Big thanks to Commander_Alph Commander_Alph for letting me use their colors.


1. The Default, Jill Valentine's iconic look from Resident Evil
2. Green recolor of RE1, referencing Rebecca Chambers
3. Orange recolor of RE1, referencing Ashley Graham and her HP alt from MvC2
4. White recolor of RE1, referencing Sherry Birkin and her Assist 2 alt from MvC2
5. Alternate Costume based on her look in Resident Evil 3
6. Red recolor of RE3, referencing Ada Wong
7. Alternate Costume based on her look in Resident Evil: Revelations
8. Purple recolor of RE:Rev, referencing brainwashed Jill

Moveset

General Overview

Jill, just like her games, is a bit of a tanky fighter. She both relies on her projectiles and close combat, having strong points and weak ones all scattered throughout her moveset. Her gameplan heavily relies on her surviving by using limited consumables, I'll explain a bit on that later. She'll be considered a bit of a heavyweight, sitting right under Snake with a weight of 105. In terms of speed she'll be equal to Link.

Her Idle Animation features her with both of her fists out and gun on her hip. A bit like her MvC2 stance.

Alright, this is the meat of this post. To make it easier for people to visualize the moveset, I've scattered some visual references throughout the post. Mainly gifs and pictures from MvC2 to help you imagine the character flow in motion better. This does NOT mean that all of those moves are references and taken directly from MvC2, I will mention it myself when this is indeed the case. Now, Let's start off with her normals, shall we?

Jab & others

Jab
A three-hit attack that starts off with Jill sending out a left punch, followed by a right punch which ultimately ends in a slice from her knife. This is your typical 1-2-3 commonly found in characters like Mario and Joker. Both of the first punches do 2.5% damage respectively, while the slice ends up doing 7% damage.
->
->
Dash Attack
Jill performs a tackle with her elbow. This does average damage (7%) and knockback. It kills very late, but it’s an alright tool for keeping opponents away.
Edge Attack
Jill climbs up on the stage and performs a sweep kick, dealing 10% damage. Very similar to Snake's.
Get-up Attack
Jill kicks both sides when getting up. Dealing 5% damage.

Tilts

Forward Tilt
Jill spinkicks her right leg swiftly. It’s a mid-level kick that is relatively fast and does around 12% damage. It doesn't deal much in terms of knockback though. This move is directly taken from Marvel vs Capcom 2.
Up Tilt
Jill puts all her weight into one swift uppercut, jumping a bit by doing so. This move's startup is decent, but it has some endlag weighing to it. Though luckily it deals quite the damage and knockback. By dealing a whopping 13%, it will surely prove to be a great anti-air to punish people that are trying to get in.
Down Tilt
Directly inspired by her slide in Marvel vs Capcom 2. Like Cloud’s and Simon’s slide, Jill’s slide launches foes up and loses strength during the late hitboxes. It has some endlag accompanied to it as well. A fast up-tilt or up-air could follow it up however. This damage does around 7% damage at the start, but if it’s hit late it only does 5%.

Smash Attacks

Forward Smash
Jill takes her trusty shotgun and shoots in front of her. Unlike Snake’s Forward Smash, she aims it right in front of her while standing and having a bit of a hesitant emotion on her face. Out of this shotgun comes quite a blast, so you better don’t get caught in that range. This does about 21% damage at most with 15% being the minimum. The knockback however is huge and can kill pretty early if you’re not careful.

kabooooom~~
Up Smash
Jill throws a grenade right above her, exploding with a big blast while Jill ducks down having both hands on her ears. There’s something a bit special with this move of hers however; the longer you charge, the higher the grenade gets thrown. Though there’s not that much of a difference in distance between an Up-Smash that is maxed out and one that is not however, the difference would be half of Jill's height. The Damage does around 18% at most with 14% being the minimum. Just like the F-Smash, this is move that kills pretty early. It launches the opponent up.
Down Smash
Jill performs a double-sized kick, like Snake’s but with a faster first hit. This launches opponents at horizontal angles, with the back hit being much stronger in terms of knockback. This is one of her faster ground moves, but lacks in knockback compared to her other smashes, not killing till a bit up in the 100%s. When it comes to raw damage, this move does 17% when fully charged with 13% being the base damage. Jill performs the first hit of the move swiftly, though the 2nd hit takes a bit more time.

Aerials

Neutral Aerial
A flying “sex” kick. This move has a short startup, good horizontal range, decent damage output (10% if it’s a clean hit, 7% if late) and a lingering hitbox. Although, it lacks KO power and has a bit of ending lag. It would commonly be used as a vertical combo extender.
sex kick (1).png
Forward Aerial
Jill throws a punch right in front of her. Despite this move being her fastest aerial, it is her weakest in terms of damage, doing only 6%. Though still a bit stronger than her Neutral Aerial when it comes to knockback.
jill_air_p.png
Back Aerial
Jill turns around and performs a swipe with her knife. Jill’s strongest Aerial in her arsenal. This move contains quite the vertical reach, decent startup, short ending lag and high knockback (being able to KO middleweight at around 120% at the ledge). This move does around 11% damage.
unknown (2).png
Up Aerial
A somersault kick. Quite similar to Terry’s, it has low ending lag and can combo into itself or other moves at low percents. This move is directly inspired by her (annoying) somersault in Marvel vs Capcom 3. This does around 8% damage.
1615930484428.png

lol
Down Aerial
Jill looks down and launches a stomp with both of her feet. Its startup is decent compared to the many other Down Aerials in the game. It is also able to Meteor Smash opponents above 45% and does 9% damage.

Grabs & Throws

Grab
Jill reaches out with both hands. If she misses, she looks a bit frustrated.
Pummel
As she has the opponent in her hands, she knees them in the gut.
Forward Throw
Jill slashes the opponent with her knife and launches them forwards. Does around 10% damage. This is her kill-throw.
Back Throw
Jill shifts the opponent towards her, trips them and throws them behind her. Slamming them on the ground. Does 8% damage. This move allows Jill to combo into her Dash Attack.
Up Throw
Jill tackles the opponent with her shoulder strongly, launching the opponent upwards.
Down Throw
Jill throws the opponent under her and shoots them with her shotgun, knocking them back.

Gimmick

All right, now that we're past those normals, I can finally explain to you the main new gameplay feature for Jill. Resident Evil is the most well-known survival-horror video game series, but let's analyse the name of that genre a bit... Survival-Horror... Survival.... Yep. The gimmick I have for her heavily focuses on the survival aspect of her games. And what feature can we bring over from her games that is both a main gameplay element and invokes the same feeling of survival that you experience in her games? You probably guessed it already, indeed, it is her INVENTORY!

GIMMICK: SURVIVAL INVENTORY

Jill can open an inventory filled with consumables that are available once a stock, heavily mimicking the survival side of her own genre, being survival-horror. Once one of these items have been used, they leave an empty spot, not replenishing till your next stock. So you better make those items count during that stock and survive with only these 6. I will explain what these items specifically do in my explanation of her Down Special. But the items are: Handgun Ammunition, Grenade Shells, Acid Shells, Incendiary Shells, Green Herb and Red Herb. These items will stay consistent between stock and the amount of ammo always stays the same.

Important to note for QOL-reasons, players will able to go from the first row to the third one by merely inputting up, same applies to the first and second column by inputting left, vice-versa too of course. Though for the sake of the move still being inherently risky, you'll not be able to move diagonally within the Inventory. Only vertically and horizontally.

Specials

Neutral Special: Handgun
Jill takes her handgun from her hip and fires it once with a tap of the special move button, consecutive taps will make Jill keep firing it. If you hold the Special button and input any horizontal movement she will slowly walk to that direction while having her gun in her hands. Her gun does a hefty 11% of damage to the opponent for each successful shot. Just like Joker’s gun, the bullets cannot be reflected, nor can it be blocked by Link’s Shields. And unlike Joker, the bullets do in fact deal quite the knockback as well. Jill’s trusty handgun starts out and caps at 15 ammunition. 10 bullets can get reloaded by consuming the Handgun Ammunition in your Down-Special. Once you're empty of bullets you'll start hearing that infamous "click" instead when trying to shoot, well, that'll be your cue to start surviving by other means.
Side Special: Grenade Launcher
Jill takes out her Grenade Launcher and fires a Grenade in an arc in front of her. You gain some aim of the launcher by holding the Side-Special instead of tapping. It starts out with 3 normal Grenade Shells, but once depleted you’ll have to reload by picking one of the Shells in your inventory. This powerful weapon exclusive to Jill can be loaded with three different varieties of shells; Grenade Shells, Acid Shells and Incendiary Shells. They all explode upon contact.
  • Grenade Shells do the most damage out of all the shells, dealing an amazing 16% of damage. These shells also travel the longest distance when fired. They are the most basic as they do not contain any secondary effects.
  • Acid Shells do the least damage and knockback, dealing only 8% on impact. As these are the heaviest shells, they fly the shortest distance when fired. However, once exploded they release an acidic compound and all fighters trapped in it gain the poisoned status, meaning they automatically take small amounts of damage over a small period of time.
  • Incendiary Shells deal average damage, around 12%, though they excel heavily in knockback. Killing as early as 45% on the ledge. The explosion of these Shells upon hit is bigger compared to the Grenade Shells, though the shot travels a shorter distance. This attack does count as a Flame Attack, as targets will appear visibly scorched when hit.
Up Special: Hookshot
Jill Shoots out a Hookshot at an upward angle. It functions as your typical tether recovery. As an attack however, the grounded version can grab opponents, dragging them towards Jill. Just like Joker’s Grappling Hook. This deals around 11% of damage when grounded and 5% when in the air.
Down Special: Survival Inventory
Jill swiftly goes into a crouching pose, low enough to avoid mid-level attacks and projectiles. Once in the pose an inventory appears over her character UI. You’ll consistently be able to make the choice between 6 iconic consumables from the Resident Evil franchise. The inventory closes once you’ve either made a choice by pressing B on an item, if you’ve been hit or shield out of it.

  • Handgun ammunition: Once consumed, it adds 10 bullet rounds to Jill’s handgun
  • Grenade Shell: Once consumed, it adds 3 Grenades to Jill’s Grenade Launcher.
  • Acid Shells: Once consumed, it adds 3 Acid Grenades to Jill’s Grenade Launcher.
  • Incendiary Shells: Once consumed, it adds 3 Fire Grenades to Jill’s Grenade Launcher.
  • Green Herb: Once consumed, Jill takes the plant in front of her and happily looks at it. It heals a whopping 20% of damage.
  • Red Herb: Once consumed, it plays the same animation as the Green Herb, except it being the Red Herb instead. It gives Jill a power up, the visual cue being a thin red aura around her. For 15 seconds her damage output is increased by 1.3x, consequently affecting knockback as well. In those 15 seconds after consuming the Red Herb, the Green Herb heals 40% instead.

You’ll be tempted to consume as many items as you can during the 15 seconds after consuming the Red Herb to profit off of their effect the most. But do keep in mind, once they’re gone, they’re gone for that entire stock. Would you rather want to save them for later when they’re needed the most, or just blow them all out when you gain the boost? It’s up to you how you decide to survive the battle.


Final Smash: Reach for the S.T.A.R.S.!


Jill takes out her trusty Rocket Launcher and shoots once in front of her, everyone caught in the initial blast gets sent into a cinematic. The opponents seem to be in some... Mansion? Then suddenly behind them a Tyrant appears! Though luckily, Jill wasn't done with her Rocket Launcher just yet as she starts to fire consecutive rockets exploding the entire place in the process. pooooooof


Thanks for visiting my little Jill appreciation post. (This took a lot of time)
 
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Venus of the Desert Bloom

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Our office have received a reply from Twitter concerning our own proposals:

Dear Smash Infinite Development Team,

We at Twitter value branding so it’s very important for us to maintain this brand in every venture we park take it; regardless if it’s through events, gaming, marketing, and so on. If we are to go through this partnership, we must insist that Twitter branding be used, especially for the Twitter stage.

We understand the controversy surrounding adding actual people as characters; more or less Mii Fighter costumes and we want to avoid besmirching the image Smash has created for itself. While we don’t rescind our proposal, we wish to alter it to create a better partnership between each other.

We are prepared to enter into negotiations regarding the Smash Infinite and Twitter partnership. That being said, any negotiations will result in a price reduction for our monetary package. The amount of reduction will depend on the decisions made during our negotiations. We are prepared to offer up to $3.2 million USD along with altering our requirements for the partnership package.

Thank you very much
Twitter Marketing and Research Department
So it seems we can either
A) Accept their original proposal
B) Enter into negotiations with a monetary package reduction
C) Decline

I will be resetting and changing the poll to reflect this in about an hour.
 

cashregister9

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Our office have received a reply from Twitter concerning our own proposals:



So it seems we can either
A) Accept their original proposal
B) Enter into negotiations with a monetary package reduction
C) Decline

I will be resetting and changing the poll to reflect this in about an hour.
Would this reduced budget still net us an extra character?
 

CheeseAnton

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Wait, is there any way we can negotiate to add more? Mainly asking this because I think a Larry the Bird assist trophy would be pretty funny, and we also have the option to disable it if people don't like seeing blatant selling out of a beloved series birds.

I'm going with A for right now, but if that's possible than I might change it to B.
 

Jomosensual

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After checking the poll, it seems people are in favor for accepting Twitter’s proposal but how many are interested in entering into negotiations with Twitter?

Currently in the table fir negotiations is:
  • change the name of the Mii fighter to CEO
  • remove the Twitter branding but keep the likeness
  • remove the spirits except Larry the Bird
I would like to enter into further negotiations
 

Peripuff

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I think our best move is to negotiate, I feel like the reduced cost is worth making sure all the content we put in is up to our, and the people playing the game’s, standards.

That being said, the only negotiation I feel is necessary is the whole Mii Costume name thing
 
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SharkLord

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Dear Mr. Dorsey

Thank you for your generous proposition to sponsor our game. We would like to agree to the deal, but there are a few small things I would like to address:

1. Could we potentially change your costume for something else? I can't imagine such a move would be a popular, it would look like blatant narccicism. Perhaps we could add a generic "CEO" costume that has some sort of minor resemblance to you (if it leaks we were planning on adding a costume blatantly based on your license, I'll even claim we proposed the idea and you struck it down)

2. Some of my coworkers fear that your company might interfere with our creative choices. I would like to propose that we retain full creative control, with the exception of any content that comes from our agreement, in which you can pitch a somewhat specific idea. There is a further exception of the tournament. We believe that, as members of the community, we would be able to more efficiently determine what the community desired.

3. As part of the deal, could you add a "spoiler preventative" mode to your website? Enabling it would prevent any news relating to a new reveal by blocking key words (for example, for our latest reveal blocking "Jill" and "Resident Evil") for 24 hours, making it easier to avoid spoilers, which would generate more hype.

once again, I am thanking you for your very generous proposal to sponsor our game. We intend on having an almost infinite scope, and this deal would help aim for that.

Sincerely, Peridot Generation 10.
I think this addresses all the major issues. Spoiler-preventing, in particular, sounds pretty helpful; It's always more fun to see the reveals first-hand. I'm voting "Negotiatiate" with this letter in mind.
 

Glubbfubb

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Venus Edit: I have received permission by @Pokelego999 to use this post as I’m am going to be losing space within the first two posts as this project continues. Hence forth, this post will be used by Venus.




Timeline & Confirmed Contents
  • E3 Reveal Trailer (53m 8s)​
    • Characters
      • Newcomers
        • Isaac
        • Bandana Waddle Dee
        • Octoling
        • Waluigi
        • Crash
        • Stylist
      • Veteran Updates
        • Mario
        • Donkey Kong
        • Samus
        • Ganondorf
        • Young Link
    • Stages
      • New
        • Venus Lighthouse
        • Castle Dedede
        • Waluigi Pinball
        • N. Sanity Beach
        • Beaumonde Arena
        • Bowser’s Castle
        • Dr. Mario
        • Mystery Island
      • Returning
        • PAC-MAZE
        • Meta Crystal
        • Rainbow Road
        • Poké Floats
    • Items
      • Shock Bomb
      • Double Cherry
      • Anti-ssist Trophy
      • Gravity Fan
      • Dark Stone
      • Matryoshka Doll
      • Bottle of Soda
      • Coconut Gun
      • Armorslayer
      • Breidablik
      • Aku Aku
    • Assist Trophies
      • Creeper
      • Futaba Sakurai
      • Big the Cat
      • Wii Fit Balance Board
      • Jenna
      • Cranky Kong
      • Mumbo Jumbo
      • Bokoblin
      • Eggplant Wizard
      • Dragonlord
      • Kula Diamond
      • Seteth
      • Tifa Lockhart
      • Dr. Neo Cortex
      • Nintendog (Shiba Inu)
    • Pokémon
      • Wooloo
      • Snom/Frosmoth
      • Cramorant
      • Galarian Stunfisk
      • Gengar
      • Sirfetch’d
      • Eiscue
      • Appletun
      • Eternatus
      • Aipom
      • Umbreon
      • Hitmontop
    • Mii Fighter Costumes
      • Garrett
      • Raiden
      • Chef Outfit
      • Diving Suit
      • Gangster Outfit
      • Dinosaur Outfit
      • Knight Outfit
      • Superhero Outfit
      • Firefighter Outfit
      • Crash Suit Costume
      • Pokémon Trainer costume
      • Ness costume
      • Robin costume
      • Bowser costume
      • Joker costume
      • Terry costume
      • Gatekeeper Costume
      • Ball Guy costume
      • Pauline Costume
      • Tingle Costume
      • Kumatora Costume
      • Primid Costume
    • Game Modes
      • Smash Dungeon
      • Create a Classic Mode
    • Spirits
      • Cat Mario
      • Fury Bowser
      • Hestu
      • Zero
      • Adeleine
      • Hyness
      • Ash Greninja
      • Galarian Articuno, Zapdos, and Moltres
      • Joshua
      • Yuri
      • Elemental Dijinn
      • Alex
      • Doom Dragon
      • Karis
      • Emmylou
      • Alina
      • Launch Octopus
      • Kasumi Yoshizawa
      • Ash Crimson
      • Aku Aku
      • Crunch Bandicoot
      • The Evil Twins
      • Jinbe
      • Bubsy
      • The Enchantress
      • Winnehild, Warbinger
      • Peashooter
      • Football Zombie
  • August Nintendo Direct (6m, 15s)
    • Character
      • Ashley
    • Assist Trophy
      • Kat & Ana
      • Mona
    • Mii Costume
      • Captain Syrup
    • Spirits
      • Demon Head
      • Penny Crygor
      • Gold Digger
      • Supermakerm 21
    • Game improvements
      • “And the winner is...”
      • 4th taunt
      • Classic Mode Bonus Rounds
      • Hero selection changes
  • September Nintendo Mini Direct: Echo Spotlight (2m, 25s)
    • Character
      • Medusa
    • Additional Content
      • Medusa’s Palutena Guidance
  • October Nintendo Direct
    • Character
    • Stage
  • December Game Award Show Reveal
    • Character
    • Stage
  • February Nintendo Direct
    • Character
    • Stage
  • April Smash Direct

Archives


Written by @Doc Monocle

The following is a compilation of all the content ever admitted to the hypothetical Smash 6 project.
Contributed to by all of the most dedicated members, this collection summarizes the efforts made to brainstorm the finest Smash Bros. game that never existed! So without further ado, let us have our splendid tour of the ideas presented by these fine minds...


Character Submissions

Assist Trophies @Doc Monocle


Gallery
Thanks goes to @airConditioner




I support this, good mix of obvious inclusions and left feild characters

Okay I dont know if you take assist trophies and I dont know if this would be unpopular but u have the idea to add the Angry Birds as an assist trophy, they deserve to at least get that as they were basically the Mario of mobile games, so they deserve a place as a assist trophy

How I works is that you get the trophy and a slingshot is armed in the foreground, and it launches 3 random birds, however if it's more than 4 players the slingshot will load with a bird for each opponent

They are picked from 5 random birds

Red is the normal bird, he causes decent knockback and damage but nothing noteworthy

Bomb explodes on impact causing big damage, he has the largest radius but isnt the most damage caused

Blues are weaker yes but they have a nice spread shot to them give them good multihiiters

Bubbles dosnt damage player instead he blows up and pushes players, imagine a nerfed jigglypuff final smash

Finally Terance has a the tradeoff of a half decent size with being the most damaging+the chance of spiking and burying

They lock onto players and have decent accuracy if your not fast enough, they are launched from the background

Okay what do you think, I think they could make a cool assist trophy, but it's all up to you

Okay I dont know if you take assist trophies and I dont know if this would be unpopular but u have the idea to add the Angry Birds as an assist trophy, they deserve to at least get that as they were basically the Mario of mobile games, so they deserve a place as a assist trophy

How I works is that you get the trophy and a slingshot is armed in the foreground, and it launches 3 random birds, however if it's more than 4 players the slingshot will load with a bird for each opponent

They are picked from 5 random birds

Red is the normal bird, he causes decent knockback and damage but nothing noteworthy

Bomb explodes on impact causing big damage, he has the largest radius but isnt the most damage caused

Blues are weaker yes but they have a nice spread shot to them give them good multihiiters

Bubbles dosnt damage player instead he blows up and pushes players, imagine a nerfed jigglypuff final smash

Finally Terance has a the tradeoff of a half decent size with being the most damaging+the chance of spiking and burying

They lock onto players and have decent accuracy if your not fast enough, they are launched from the background

Okay what do you think, I think they could make a cool assist trophy, but it's all up to you
Foreground I mean
 

chocolatejr9

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Joined
Sep 30, 2018
Messages
8,412
Okay I dont know if you take assist trophies and I dont know if this would be unpopular but u have the idea to add the Angry Birds as an assist trophy, they deserve to at least get that as they were basically the Mario of mobile games, so they deserve a place as a assist trophy

How I works is that you get the trophy and a slingshot is armed in the foreground, and it launches 3 random birds, however if it's more than 4 players the slingshot will load with a bird for each opponent

They are picked from 5 random birds

Red is the normal bird, he causes decent knockback and damage but nothing noteworthy

Bomb explodes on impact causing big damage, he has the largest radius but isnt the most damage caused

Blues are weaker yes but they have a nice spread shot to them give them good multihiiters

Bubbles dosnt damage player instead he blows up and pushes players, imagine a nerfed jigglypuff final smash

Finally Terance has a the tradeoff of a half decent size with being the most damaging+the chance of spiking and burying

They lock onto players and have decent accuracy if your not fast enough, they are launched from the background

Okay what do you think, I think they could make a cool assist trophy, but it's all up to you
Foreground I mean
We do specific jobs at specific times. Right now, we're working on a moveset for Jill from Resident Evil (after we had voted for her to be the RE rep), so we're not talking Assist Trophies right now.

Also, try not to double post.
 

Glubbfubb

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Messages
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We do specific jobs at specific times. Right now, we're working on a moveset for Jill from Resident Evil (after we had voted for her to be the RE rep), so we're not talking Assist Trophies right now.

Also, try not to double post.
Sorry about that
 

Venus of the Desert Bloom

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Sorry about that
We will be adding more Assist Trophies, especially as we get closer to our dedicated Smash Direct in April. It’s current December in our development timeline.

As for double posting, there is a slight leniency due to the nature of the thread but double posting/Multiposting is usually reserved for important announcements of jobs, voting, and other management related affairs.

That being said, it’s not out of question for an Angry Bird assist trophy as we do have Angry Bird spirits
 
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Glubbfubb

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We will be adding more Assist Trophies, especially as we get closer to our dedicated Smash Direct in April. It’s current December in our development timeline.

As for double posting, there is a slight leniency due to the nature of the thread but double posting/Multiposting is usually reserved for important announcements of jobs, voting, and other management related affairs.
Thanks I'm new to this thread so thanks for the headsup
 

Venus of the Desert Bloom

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Wait, is there any way we can negotiate to add more? Mainly asking this because I think a Larry the Bird assist trophy would be pretty funny, and we also have the option to disable it if people don't like seeing blatant selling out of a beloved series birds.

I'm going with A for right now, but if that's possible than I might change it to B.
That’s certainly a possibility but it’s not something currently in our partnership negotiations. That would be something that would come after as a result of our paired partnership.
 

Wario Wario Wario

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We will be adding more Assist Trophies, especially as we get closer to our dedicated Smash Direct in April. It’s current December in our development timeline.

As for double posting, there is a slight leniency due to the nature of the thread but double posting/Multiposting is usually reserved for important announcements of jobs, voting, and other management related affairs.

That being said, it’s not out of question for an Angry Bird assist trophy as we do have Angry Bird spirits
Speaking of Spirits, when do you expect we'll do our next Spirit theme?
 

Venus of the Desert Bloom

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Speaking of Spirits, when do you expect we'll do our next Spirit theme?
Thank you for reminding me! A while ago, I pulled out the number generator and Mr. Robotto Mr. Robotto came up.They will be doing the next Spirit theme and it kind of works out as they are heading our Spirit department and has been handling a bulk of adding our spirits to the Wikia. Last time I checked, we are on board to start it up soon.
 
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Krookodilian

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Joined
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Messages
566
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Texas
I know there's been a lot of discourse around a certain blue bird, but I would like to call your attention to another animal. The Barista reveal trailer is here!

Unlike the Pyra and Mythra trailer, this trailer opens with the usual smash intro of the cross slash transitioning into the full screen (not sure if we’re still using the Ultimate style or a new style for that intro though). Since the suprise for this trailer is which character is getting the invitation, showing that its smash at the beginning does not spoil the surprise like it would for Pyra and Mythra. Similar to the intro to every minigame in RH, a graphic plays, leaving two black bars on the top and bottom of the screen, with the words “REMIX SMASH” overlaid on the graphic. The remix prologue from RH Fever plays like it does with the rest of the remixes.

(example of how it appears in RH Fever, in this reveal it would say “SMASH” instead of “10”)
Link to Remix Prologue which would play as the into graphic plays:
https://www.youtube.com/watch?v=R-mAgn0A7Go

In Rhythm Heaven, the remixes are mashups of minigames which you’ve already cleared with visuals changed/added to match a theme, such as Jurassic, Cooking, Tropical, and Disco, alongside a new remix which sets the beat. Since this is Remix Smash, the visuals would be changed to match elements of Smash Bros. This includes changing the backgrounds to match Battlefield, Final Destination, Boxing Ring, Home Run Stadiumdepending on the mini game, and replacing elements with Smash original items like the Sandbag, Smash Ball, Home Run Bat, etc.

Examples of what i’m going for but with the Ultimate Theme:
https://www.youtube.com/watch?v=ciTPRjGeops
https://www.youtube.com/watch?v=rv09p-GqlsA

Multiple mini games would be included in this remix, mainly focusing on characters which could be smash fighters, to help with the fake out, but also minigames which are easy to replace with Smash elements or who have characters which are in Barista’s moveset. Each minigame will appear multiple times, but on its final appearance in the Remix, The Smash invitation letter will appear floating past the characters, and as they try to reach for it or get distracted by it, it will cause them to lose the beat and lower the score at the end of the minigame. The following minigames will be included in this remix.

Karate Man
Hole in One
Monkey Watch
Figure Fighter
Samurai Slice
Ringside
Exhibition Match
Tap Trial
Dough Dudes
Glee Club

(might go back and descirbe the specific changes of each minigame, but I just want to get it done for now)

I’m not musically inclined enough to figure out where each one would play in the song, but it would start with Karate Joe’s minigame, Karate Man, and end with the Chorus Kid’s minigame Glee Club, since those two are the most prominent predictions for a RH fighter.

The minigame will fade to black, and a score screen will come up, with the same format as the ones in RH. Simian’s Feedback would be replaced with Master Hand’s Feedback, and the text would read “You weren’t quite smashing enough...”. Only the Try Again symbol would be there, not the Green Cloud, this was just the best image I could find for a visual example.


The screen would then fade out again, transitioning to the Cafe from Megamix.
The Cafe Theme will be playing quietly in the background:
https://www.youtube.com/watch?v=By1fYgR9ZCk

Barista will be seen wiping down the coffee bar, before greeting the viewer, and continuing with the following dialogue in a speech bubble:

“Hello There!”
“Remix Smash is really giving you a tough time, huh”
“I hear only the toughest challengers can get through it”
“Would you like to skip this Remix, or have me show you a guide”
“You’d like me to show you how it’s done?”
“What’s that?”
“You’d like me to show you how it’s done...”

[Smash Letter floats onto the Bar]

“In Smash!?”

[Splash Screen appears]

BARISTA IS BREWING FOR BATTLE!

The ingame battle scenes would follow, which include but are not limited to:

Karate Joe comboing Ryu
Figure Fighter punching Little Mac
Duck Hunt Dog sniffing Barista
Barista, Meloetta, and Kirby with the Barista Copy Ability jamming out on the Night Walk stage
The Love Posse assist trophy hitting Bowser, as a reference to how the Car M.C. Adore sits in looks like Bowser’s Car from 3D World
Barista shakeing a disposable coffee cup like he's mixing a drink next to a sleeping Solid Snake, who then wakes up. (If I’m not mistaken Barista only has two submitted taunts, so him shaking a disposable cup, with the Barista stamp where the logo would be, like he's mixing a drink can be his third taunt Venus of the Desert Bloom Venus of the Desert Bloom .If there is a third taunt and I missed it ignore this )
And other clips of him showcasing more of his moves
The Final clip would be Barista Chasing Incineroar (Dog chasing Cat), before using his final smash on him (since Barista’s Final Smash is also a Wrestler like Incineroar)

The Screen would fade out again, and

Super Smash Bros. Infinite X Rhythm Heaven

would fall sequentially into screen

The End stinger Would Be Barista, Wario, and Ashely on one side of the Coffee Bar, and Mr. Game and Watch and the Dough Dudes on the other end, all in the 2D style. Rhythm Heaven is made by the same developers as WarioWare, and Wario and Ashley both Cameo in the Rhythm Heaven series. Mr. Game and Watch is in the background of the Dough Dudes minigames, so he is chatting with them catching up. This is also a reference to the fact that Wario, Ashley, and Mr. Game and Watch have Canon 2D Designs, just like Barista is 2D in Rhythm Heaven.



Disclaimer: There’s not much documentation of Barista’s lines that I could find, so this may not match what he actually says or what happens when you try to skip a minigame or get Barista to show you a guide of the minigame in Rhythm Heaven.
 

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Glubbfubb

Smash Master
Joined
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Messages
3,152
I know there's been a lot of discourse around a certain blue bird, but I would like to call your attention to another animal. The Barista reveal trailer is here!

Unlike the Pyra and Mythra trailer, this trailer opens with the usual smash intro of the cross slash transitioning into the full screen (not sure if we’re still using the Ultimate style or a new style for that intro though). Since the suprise for this trailer is which character is getting the invitation, showing that its smash at the beginning does not spoil the surprise like it would for Pyra and Mythra. Similar to the intro to every minigame in RH, a graphic plays, leaving two black bars on the top and bottom of the screen, with the words “REMIX SMASH” overlaid on the graphic. The remix prologue from RH Fever plays like it does with the rest of the remixes.

(example of how it appears in RH Fever, in this reveal it would say “SMASH” instead of “10”)
Link to Remix Prologue which would play as the into graphic plays:
https://www.youtube.com/watch?v=R-mAgn0A7Go

In Rhythm Heaven, the remixes are mashups of minigames which you’ve already cleared with visuals changed/added to match a theme, such as Jurassic, Cooking, Tropical, and Disco, alongside a new remix which sets the beat. Since this is Remix Smash, the visuals would be changed to match elements of Smash Bros. This includes changing the backgrounds to match Battlefield, Final Destination, Boxing Ring, Home Run Stadiumdepending on the mini game, and replacing elements with Smash original items like the Sandbag, Smash Ball, Home Run Bat, etc.

Examples of what i’m going for but with the Ultimate Theme:
https://www.youtube.com/watch?v=ciTPRjGeops
https://www.youtube.com/watch?v=rv09p-GqlsA

Multiple mini games would be included in this remix, mainly focusing on characters which could be smash fighters, to help with the fake out, but also minigames which are easy to replace with Smash elements or who have characters which are in Barista’s moveset. Each minigame will appear multiple times, but on its final appearance in the Remix, The Smash invitation letter will appear floating past the characters, and as they try to reach for it or get distracted by it, it will cause them to lose the beat and lower the score at the end of the minigame. The following minigames will be included in this remix.

Karate Man
Hole in One
Monkey Watch
Figure Fighter
Samurai Slice
Ringside
Exhibition Match
Tap Trial
Dough Dudes
Glee Club

(might go back and descirbe the specific changes of each minigame, but I just want to get it done for now)

I’m not musically inclined enough to figure out where each one would play in the song, but it would start with Karate Joe’s minigame, Karate Man, and end with the Chorus Kid’s minigame Glee Club, since those two are the most prominent predictions for a RH fighter.

The minigame will fade to black, and a score screen will come up, with the same format as the ones in RH. Simian’s Feedback would be replaced with Master Hand’s Feedback, and the text would read “You weren’t quite smashing enough...”. Only the Try Again symbol would be there, not the Green Cloud, this was just the best image I could find for a visual example.


The screen would then fade out again, transitioning to the Cafe from Megamix.
The Cafe Theme will be playing quietly in the background:
https://www.youtube.com/watch?v=By1fYgR9ZCk

Barista will be seen wiping down the coffee bar, before greeting the viewer, and continuing with the following dialogue in a speech bubble:

“Hello There!”
“Remix Smash is really giving you a tough time, huh”
“I hear only the toughest challengers can get through it”
“Would you like to skip this Remix, or have me show you a guide”
“You’d like me to show you how it’s done?”
“What’s that?”
“You’d like me to show you how it’s done...”

[Smash Letter floats onto the Bar]

“In Smash!?”

[Splash Screen appears]

BARISTA IS BREWING FOR BATTLE!

The ingame battle scenes would follow, which include but are not limited to:

Karate Joe comboing Ryu
Figure Fighter punching Little Mac
Duck Hunt Dog sniffing Barista
Barista, Meloetta, and Kirby with the Barista Copy Ability jamming out on the Night Walk stage
The Love Posse assist trophy hitting Bowser, as a reference to how the Car M.C. Adore sits in looks like Bowser’s Car from 3D World
Barista shakeing a disposable coffee cup like he's mixing a drink next to a sleeping Solid Snake, who then wakes up. (If I’m not mistaken Barista only has two submitted taunts, so him shaking a disposable cup, with the Barista stamp where the logo would be, like he's mixing a drink can be his third taunt Venus of the Desert Bloom Venus of the Desert Bloom .If there is a third taunt and I missed it ignore this )
And other clips of him showcasing more of his moves
The Final clip would be Barista Chasing Incineroar (Dog chasing Cat), before using his final smash on him (since Barista’s Final Smash is also a Wrestler like Incineroar)

The Screen would fade out again, and

Super Smash Bros. Infinite X Rhythm Heaven

would fall sequentially into screen

The End stinger Would Be Barista, Wario, and Ashely on one side of the Coffee Bar, and Mr. Game and Watch and the Dough Dudes on the other end, all in the 2D style. Rhythm Heaven is made by the same developers as WarioWare, and Wario and Ashley both Cameo in the Rhythm Heaven series. Mr. Game and Watch is in the background of the Dough Dudes minigames, so he is chatting with them catching up. This is also a reference to the fact that Wario, Ashley, and Mr. Game and Watch have Canon 2D Designs, just like Barista is 2D in Rhythm Heaven.



Disclaimer: There’s not much documentation of Barista’s lines that I could find, so this may not match what he actually says or what happens when you try to skip a minigame or get Barista to show you a guide of the minigame in Rhythm Heaven.
That stage idea is very EPIC, if I would add two more songs to this selection in my opnion it would be Bon Odori and Frog Hop, I just love those songs in my opnion especially Bon Odori, but otherwise you have a great selection

✨SUPERB ✨

Thank you for reminding me! A while ago, I pulled out the number generator and Mr. Robotto Mr. Robotto came up.They will be doing the next Spirit theme and it kind of works out as they are heading our Spirit department and has been handling a bulk of adding our spirits to the Wikia. Last time I checked, we are on board to start it up soon.
Hey this new Smash Run es.c mode will you do a thing where you ask to suggest enemies
 

Venus of the Desert Bloom

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So to reiterate, here’s our current roster:
Isaac
Bandana Dee
Octoling (Echo)
Waluigi
Crash
Stylist
Ashley
Medusa (Echo)
Barista
Jill Valentine

I never would have imagined we would have this roster but I like it for the most part. It has a particular strong initial female presence which is nice and pays homage to current speculation trends, persisting popular picks, legacy characters, and the feel oddballs
 

Venus of the Desert Bloom

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Jill Valentine moveset submissions will remain open for six mor hours before closing. We have gotten a good number of them so we can proceed forward as planned.
 

Mushroomguy12

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If there’s one third Party series that I think deserves the Castlevania treatment of having a character and their echo revealed together, I do think it would be RE. The series literally began with dual protagonist pairs.

Are we going to have a vote on RE echos like we did with Coco since there were so many initial submissions of multiple characters?
 

GoodGrief741

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If there’s one third Party series that I think deserves the Castlevania treatment of having a character and their echo revealed together, I do think it would be RE. The series literally began with dual protagonist pairs.

Are we going to have a vote on RE echos like we did with Coco since there were so many initial submissions of multiple characters?
I think we were already going to reveal an echo alongside the new character, but it was stated that it couldn't be for said fighter (or for third party characters in general iirc).
 

Venus of the Desert Bloom

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If there’s one third Party series that I think deserves the Castlevania treatment of having a character and their echo revealed together, I do think it would be RE. The series literally began with dual protagonist pairs.

Are we going to have a vote on RE echos like we did with Coco since there were so many initial submissions of multiple characters?
I didn’t want people to submit a newcomer characters while being limited by “it has to have an Echo fighter” so that’s why I held off on making any definitive statements.

That being said, we can either decide to keep the next Echo process dedicated solely to RE, allow an RE echo to be included along with other submissions, or not allow an RE echo to be submitted.

What do people think?
 

Krookodilian

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I didn’t want people to submit a newcomer characters while being limited by “it has to have an Echo fighter” so that’s why I held off on making any definitive statements.

That being said, we can either decide to keep the next Echo process dedicated solely to RE, allow an RE echo to be included along with other submissions, or not allow an RE echo to be submitted.

What do people think?
I think allowing for RE characters to be submitted alongside other third parties would be the best course of action, as it would allow for more variety. Although, Personally I dont think Jill is particularly suited for an echo. Leon and Chris are both taller than her, and Isabelle was made an original fighter due to the height difference with Villager, so I think its something to consider. I suppose Claire could echo Jill, but I dont think Claire should be in over Leon or Chris, so I think Jill works best as a stand alone. Regardless, Having RE as an option to submit is the best course to take imo.
 
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Commander_Alph

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I suppose Claire could echo Jill, but I dont think Claire should be in over Leon or Chris, so I think Jill works best as a stand alone.
I mean from time to time Sakurai has been pretty much ignore a character status when it comes to choosing echo heck, even character that doesn't have any relation or work better as their own anyway being put as an echo (Dark Samus for instance barely kept her AT moves or that Lucina gets on before Chrom other than she's lucky enough to be his daughter). I mean if the table is turned and somehow either Chris and Leon would have won they could still be an echo of each other and that also goes to Claire. Echo is probably the easiest thing to squeeze in representation and idk why we have to exclude Claire just because she's not part of the "popular kids". The only problem with her is that she canonically never met Jill but that doesn't stop Chrom from being an echo of Roy despite not being blood related, from different continent nor not even one of the cast from Awakening bring up something relating to Elibe or some sort.
 
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Venus of the Desert Bloom

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With all of this talk of Twitter inclusion, Jill’s reveal has sadly been slightly overshadowed by negotiations with Twitter but I feel that we had some great movesets that really show off the character!

Here are the available movesets to be voted for;

@Jomosensual Moveset
Perkilator Perkilator Moveset
@Adrianette Bromide Moveset
GoodGrief741 GoodGrief741 Moveset
Mr. Robotto Mr. Robotto Moveset


Please vote for your top two that best represents Jill and Resident Evil. The movesets are supposed to contain gimmicks and a “fun to play as” mentality so please keep this in mind. Ranked Voting will be used so the first choice gets two points. Please don’t vote for your own.

Following this, we will be adding in taunts, victory animations, Classic mode, and so on as well as adding RE content (you may be surprised what we add in).
 
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