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

Which title should we use?


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ahemtoday

Smash Ace
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Well, I didn't expect this as a result. I have a lot of ideas for moves for Eggman, though - and... most of them would probably work with the E-Mech. I'm not sure if Janx_uwu Janx_uwu pictured quite as much mechanical shapeshiftery as I did, though. (Although I just scrolled up, and the Egg Hornet attack was submitted by him, so apparently there's at least some involved.)

Up Special: Egg Mobile
Am I, like, allowed to submit the up special from my general moveset concept as a regular move? It feels kinda like cheating, since it was such a big focus of my playstyle for him. Still, considering how often he uses the Egg Mobile, I don't really feel there's anything else his up-B could be. To fit in with the E-Mech style, it should probably be a little less central to his kit and a bit more of a standard recovery option.

His up special, Egg Mobile, folds the legs of the Egg Walker E-Mech in and allows players to make Eggman fly - more like controlling a spaceship in a shmup than a platformer character. During Egg Mobile mode, Eggman can perform aerial attacks and specials without leaving the mode, and can disengage it with the shield button. However, there's a catch - the Egg Mobile has limited fuel, pictured next to Eggman's damage meter. It's modelled after his health meter from SA2:

Screenshot 2021-07-08 224457.png


Egg Mobile mode drains fuel. It's a little similar to R.O.B.'s up-B that way. However, unlike Robo Burner, it recharges based on proximity to an opponent. The closer to an opponent, the more of those squares on the top of the gauge will light up yellow, and the faster the gauge will recharge. This applies while active, too - normally, the drain is pretty quick, but the proximity recharge rate cancels out some of the drain. In fact: at close distances, you won't use any fuel at all. Heck, depending on balance, you might even get a little bit back. The importance of this whole fuel mechanic is that Eggman can't just park himself too high to hit, but can still be in this flight mode for a majority of the time good while, as long as he uses it to approach his opponent instead of running away. After all, Eggman is usually in a flying machine.
Maybe you could ditch the proximity thing and just have it recharge on the ground like Robo Burner does.

Down Air: Egg Hornet
Probably mutually exclusive with Janx_uwu Janx_uwu 's side-B, since it's based on the same thing. I promise I came up with this beforehand. The E-Mech's claws become drills and the legs fold backward into jet boosters, creating a version of the Egg Hornet. Then, it performs a charging attack downward.

This is a stall-then-fall with the unusual property of going forward and then curving down. It has high landing lag.

Side Special: Big Arm
The legs of the E-Mech slide horizontally up the underside to connect with the arms, transforming into big arms based on a boss of Sonic 3... named Big Arm. The E-Mech then swoops forward with its arms outstretched. If it catches someone, it lifts them up and slams them into the ground, sending them upward. Though if there's nothing below you, you'll make mincemeat out of both of you.

This attack isn't just a Flame Choke clone, though; and I don't just mean because it sends upwards and is a blockable hitgrab. I mean that it has a specific purpose. It ignores invincible and intangible actions, except for when a player has just gotten down from their revival platform. Shoryuken? Get grabbed. Wings of Rebellion? Yoink. Rolling? C'mere. Super Star? It doesn't matter. If you know your opponent is going to try something that can't be hit normally, Big Arm is big enough to grab them anyway. However, if an opponent sees it coming and does something else - like going around it or shielding - it's a massively punishable move.

This attack is the main attack of the aforementioned boss the move is named after. Its invuln-busting properties are actually inspired by the fact that it can actually grab Super Sonic and hurt him, making it the only boss in the game capable of doing so.

Neutral Special: Lock-On Missile
Inspired by his playable appearance in Sonic Adventure 2. For as long as the B button is held, a thin red laser is emitted from the front of the E-Mech. This laser doesn't do any damage, but any enemy it touches will be locked onto. Moving the laser off and back onto a target will lock onto it multiple times. Eggman can move and jump while emitting the laser, but he'll only turn around if the stick is smashed backward.

When B is released, for each lock-on, a homing missile comes out of a cannon on the E-Mech, which slowly travels toward whatever that missile locked on to. These missiles are easy to react to and avoid - just shield - but they really shine when Eggman approaches alongside them, setting him up for a grab or other option effective on shielding opponents.

Final Smash: Eclipse Cannon
Eggman presses a button. Cut to space, where the Space Colony ARK is preparing to fire a massive laser beam. Right as it fires, we cut back to gameplay, and the beam shoots to the left through the top half of the stage, dealing damage to any fighters in its path. Its multiple hits trap opponents within it vertically, but it also knocks them left relative to their percent (they don't move much at low %, but they get pushed a lot at high %s). The Final Smash concludes with one final shot of the laser hitting the moon and blowing up half of it. If it manages to push someone all the way off the left edge of the screen, that moon explosion is when the victim's stock is actually taken. Otherwise, the final hit is the standard high-knockback hit most beam FSes end with.

Very obviously based on that one specific cutscene in Sonic Adventure 2. In particular, the way the beam actually passes over the stage is based on a particular shot of it passing over a city. Though nobody actually gets hit by it in the original game, it has to do damage somehow. Its pushing mechanic is mostly because I couldn't resist the idea of it shooting opponents all the way to the moon.

Oh, one final thing. Eggman can get hit by the Eclipse Cannon, too. Drawing upon a massive power source and then falling victim to it yourself is part of the authentic Eggman experience, after all.
 

Janx_uwu

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Forward Tilt

Eggman outstretches one of the E-Mech's arms. The mechanical hand twists around with great speed, dealing 11% if all the hits connect. This move doesn't launch very far (killing around 150% at the ledge), but it has decent range and is quick, actually one of Eggman's quickest options in general.

Down Air

A move that leaves you very vulnerable but has lots of payoff is Eggman's down air, based on the Act 2 boss fight from Sonic 3's Hard Times Zone. Eggman splits the legs of the E-Mech, and a platform with a spiky bottom attached to a pole lowers beneath the fighting machine. This move is slow, but what's great about it is that it is constantly moving and spikes throughout. It's very narrow and easy to avoid, but Eggman can use this move for incredible offstage pressure as well as preemptivley covering the ledge. This move can obliterate vertical recoveries like Fire Fox or Spring. However, the E-Mech itself is without a hitbox, and the move has high landing lag, so missing is pretty bad for Eggman, onstage or off.

Dash Attack

Mid-run, the E-Mech leaps forward (though, much longer horizontally and not nearly as high as in the above gif). The jump itself resembles something akin to Super Mario's iconic legs out, punching upward pose. During the jump, the E-mech's lego-like hand transforms into a menacing spikeball that resembles the Egg Breaker's weapon from Shadow The Hedgehog. This move does incredible damage and knockback, but has about the same startup and endlag as Dedede's dash attack. What's different about this move, though, is that it will break anything but a full shield-hence the name, "Egg Breaker."
 
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ahemtoday

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Between Lock-On Missile, Big Arm, and Egg Breaker, I feel like a part of Eggman's playstyle is starting to take shape - he makes you take defensive actions and then ruins your day. He's like a bait and punish character, but instead of punishing unsafe offense, he punishes unsafe defense. Or even safe defense that he in particular can make unsafe.

Of course, that all depends if we actually use those specific moves, but hey.
 

Janx_uwu

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Grabs and Throws
Eggman's grab, and all of his throws, take into account just five of the many robotic variations of Sonic and friends that Eggman has created.
Grab-Silver Sonic


For his grab, Eggman throws his hand forward as if sending out troops-and at the same time, Silver Sonic (no, not the Sonic 2 one, the Game Gear Sonic 2 one) boosts forward with his feet jet thingies and uses one of his long, spindly, mechanical arms to entangle the opponent. Because of Silver Sonic having to run up, unless Eggman pressures with something like Lock-On Missile (if we include it), it's not too terribly difficult to avoid. The pummel has Eggman reach out and slap the opponent himself.
Forward Throw-Metal Sonic

Metal Sonic flies forward from out of nowhere with his iconic air boost attack from Sonic CD, where he is surrounded by electricity and leans forward through the air. Silver Sonic leaps back and lets go of the opponent just in time for them to be run over by Metal. Eggman claps for his greatest creation. This is Eggman's one and only kill throw.

Down Throw-Mecha Sonic
(artwork by Nibroc-Rock)

Mecha Sonic flies in, determined, and as Silver Sonic lets go of the opponent, the more combat-focused copy of Sonic will turn into a very spiky ball and slam down on the opponent before spinning. This throw is much more brutal than Sonic's down throw (if such a thing could exist). While the throw occurs, Eggman slams his closed fist into his open palm, mimicking how Mecha Sonic is crushing the opponent. This is mostly used for combo'ing into quick attacks at low percentages.

Back Throw-Metal Knuckles

The badass clone of the Master Emerald's guardian who unfortunately never left his debut racing spinoff dashes forward, running much like the echidna he is based on. Silver Sonic lets go once again, and Metal Knuckles stabs the foe's back with two of his knuckle-spike-thingies, spins around, and slams them onto the ground behind Eggman, who pumps a fist in the air to congragulate Metal Doesn't Chuckles. This throw is mainly just for positioning though it does look very cool.

Up Throw-Tails Doll

Silver Sonic throws the opponent upwards-just in time for the Sonic-R exclusive plushie with a murderous agenda, Tails Doll, to mysteriously appear. The red ruby on his head flashes bright when the opponent is next to him-depending on their DI, it is possible they are caught in the radius of this flash and stunned, long enough for Eggman to follow up with an attack of his own-if not the throw is pretty weak. Eggman doesn't actually congratulate Tails Doll in this scenario-in fact, he looks a bit unnerved by the sight of it.

I had previously used this set of throws (minus the forward throw) for a Metal Sonic concept a while back-though now I realize it works better in the context of Eggman. He'd rather make his bots do the dirty work than get in close on his opponent, though he's not opposed to doing the latter. It was also encouraged to include summons in Eggman's moveset, and I feel like this is a good way to do so.
 

Adrianette Bromide

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With Eggman joining the battle our cast of villains is becoming quite impressive!​

(I'm aware like half of these characters you could argue aren't villians but that makes for a less impressive image)
Got me thinking Pokemon could use a proper villain rep rather than just a boss Pokemon. Hmmm, Giovanni anyone!?

Edit: Also smh you forgot Piranha Plant, Zombie and Enderman!!!
 
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Venus of the Desert Bloom

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We have a good amount of specials submitted for Dr. Eggman but here are some normals we are missing. This doe snot include fully submitted movesets.

  • Jab (including any combos or infinites)
  • Up Tilt
  • Down Tilt
  • Side Smash
  • Up Smash
  • Down Smash
  • Neutral Air
  • Forward Air
  • Back Air
  • Up Air
  • Pummel
  • Floor Attack
  • Ledge Attack

We heard a lot from ahemtoday ahemtoday and Janx_uwu Janx_uwu but I want to encourage others to post content as well, even if its a few moves in order to incorporate content from a wide variety of users. Perkilator Perkilator , if you would like, you can resubmit your moveset by quoting it.
 

Perkilator

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Hi! I rarely come here nowadays, but I wanted to throw my hat into the ring (no pun intended):
View attachment 322208
Dr. Eggman
Hatches a Master Plan!

Intro: Eggman’s boss intro in the classic games

Stance/Idle 1: The Egg Mobile floats close to the ground
Idle 2: Eggman chuckles
Idle 3: Eggman twirls his mustache

Notable Palette Swaps:
  1. Dr. Eggman
  2. Maria Robotnik (blue)
  3. Gerald Robotnik (grey)
  4. Eggman Nega (black)
  5. Classic Eggman (alt)
  6. Snively (greeen)
  7. Pajama concept art (pink)
  8. Eggrobo (alt 2)
    • Note: The Eggrobo has no voice clips
Walk: The Egg Mobile floats along the ground
Dash: The Egg Mobile floats along the ground while the jets fire
Damage: His damage animation from the Classic and Advance games
Jump: The Egg Mobile’s Walker legs spring out, and the jet propels Eggman slightly for the second jump
Crouch: The Walker legs rest on the ground and lower the Egg Mobile

Normal Attacks
Jab: Eggman flurries with robotic claws from the Egg Mobile (2%-3%), then finishes with an uppercut (6%, small knockback)
Forward+A: Eggman attacks with one of the bumpers from the EGG-HVC-001 (6%, OK knockback)
Down+A: Eggman sends out a boxing glove attached to a spring that sends opponents flying (11%, medium knockback)
Up+A: Eggman attacks using the pointy tail from the boss of Oil Ocean (6%, OK knockback)

Aerial Attacks
Air+A: Eggman attacks using the flippers from the final boss of Sonic CD (3% each hit, OK knockback)
Air Forward+A: Eggman fires a shot from his energy gun (7%, small knockback)
Air Back + A: Eggman drops some blue toxic water from the back of his Egg Mobile (8%, OK knockback)
Air Up+A: Eggman raise a drill from the Marble Garden boss above himself (9%, OK knockback)
Air Down+A: Eggman drops down with a spike at the bottom of the Egg Mobile (8% with a meteor effect, OK knockback)

Dash Attack: Eggman dashes forward with the Egg Walker’s legs (3% each hit, OK knockback)
Edge Attack: Eggman shoots an energy laser (7%, small knockback) and gets back up after hanging on the edge with the Egg Mobile’s robot claws
Get-Up Attack: Eggman briefly summons an Electric Shield (5%, small knockback)

Smash Attacks
Forward+A: Eggman slams the ground with a giant hammer that can bury an opponent on the ground (25%, medium knockback)
Up+A: Eggman clamps the two claws from the Casino Night Zone boss (22%, medium knockback)
Down+A: Eggman fires two fireballs from the bottom of his Egg Mobile and spins them around (15% each hit, OK knockback)

Grab Game
Grab: Eggman uses Big Arms to grab the opponent
Pummel: Eggman slowly squeezes the opponent (5%)
Forwards+Throw: Eggman tosses the opponent forward (9%, OK knockback)
Down+Throw: Eggman hovers up a bit and buries the opponent with a full-force ground slam (15%)
Back+Throw: Eggman throws the opponent behind himself (12%, OK knockback)
Up+Throw: Eggman uses the Phantom Ruby to warp the opponent to above himself (8%, small knockback)

Special Moves
B : Egg Mobile-H
; Eggman unleashes a wrecking ball and slams it forward after a brief spin (29%, medium knockback) that can bury opponents on the ground and meteor Smash opponents in the air. By tilting the control stick in the opposite direction, Eggman can do a backflip and attack opponents behind him.
B + Forwards : Egg Mobile-D; Eggman rushes forward in a drill car (15%, OK knockback). The drill itself cancels out the Drill item (and can be released by pressing B again), but travels less of a distance.
B + Up : Phantom Ruby; Eggman uses the powers of the Phantom Ruby to warp in the direction the control stick is tilted; this attacks fighters in a large area (5%, OK knockback) and can either freeze opponents, reverse their controls, or inflict the flower status
B + Down : Laser from M.E.; Using the powers of the Master Emerald, Eggman fires a huge one-hit laser that goes offscreen (35%, far knockback). This attack has a 10-second cooldown between uses, and Eggman can move slowly left or right with super armor before he actually fires the laser.

Final Smash: Death Egg Robot; “Get a load of this!” Using the powers of the Phantom Ruby, Eggman summons the Death Egg Robot. Both of its arms can be controlled with either control stick, and pressing B has Eggman fire both of them towards the screen (40% each, far knockback); if opponents are at 60% or higher, they will suffer a screen K.O.

Gimmick: N/A

Taunts
1: “Yosh…” Eggman pets his Egg Mobile
2: “Time for a change of pace!” Eggman gets out of the Egg Mobile for a sec to do a “Well! What is it?” gesture
1+2: “Ohohoho!” Eggman puts his hand on his chest as he laughs

Winposes
1: “Now you know why I am the best!” Eggman mimics the bad ending from Sonic the Hedgehog
1a: “Try again, Sonic!” (Vs. Sonic)
2: The camera pans up from a capsule containing Flickies and moves up to Eggman, with Orbot and Cubot appearing briefly
3: “Yes, yes, yes!” Eggman’s victory animation from Sonic Adventure 2

Applause: Eggman mimics the good ending from Sonic the Hedgehog
Icon: The Sonic series icon
Boxing Ring Title: The Man with the Master Plan
Star K.O.: “You’ll regret thiiiis…!” “I hate that hedgehoooog…!”
Victory Music: E.G.G.M.A.N.
Kirby Hat: Eggman’s glasses and mustache
Here's my re-submission.
 

SharkLord

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Aight, might as well patch some stuff together

Dash Attack - Drill Eggman
1626039125591.png

Also known as the Egg Mobile-D, Egg Mobile Drill Machine-shiyou, and if you've seen that one MUGEN video all those years back, the Stupid Little Drill Tank. Eggman retracts the E-Mech'slimbs and deploys wheels and a drill. Pressing the button again fires the missile.

Forward Smash - Hammer Eggman
1626039031414.png

A boss from Sonic 2, this move consists of Eggman bringing out a large hammer and whacking the opponent on the head with it

Forward Air - Water Eggman
1626038578690.png

The famous boss fought in Chemical Plant Zone, Eggman dumps a blob of Mega Mack on the opponent's head. Don't worry, it's just oddly-colored water - Unless you're using the Western translation, in which it actually is poisonous. We're still trying to figure out who's right...

Back Air - Eggman activates the Eggmobile's thrusters, creating a spurt of fire behind him. This pushes him forward slightly, like with Corrin's back air.

Up Air - Eggman sends out helicopter blades from the mech, referencing the propellers used before the Drill Eggman fight

Down Air - Checker Wrecker
1626038826137.png

AKA the Egg Mobile-H. Eggman drops a wrecking ball from the bottom of his mech. It has a sizeable maximum length, but if it hits the ground it just stops and sits there. Powerful, but laggy beyond belief.

Grab - Big Arm
1626038005340.png

The iconic Big Arm from Sonic 3. I'm pretty sure we've gone over this one already, but here's my take on it. Eggman retracts his robots arms and extends the Big Arm's... Well, arms, grabbing the opponent.

Pummel - The Big Arms squeeze the opponent

Forward Throw - The Big Arms rears back and slams it's hand into the opponent, mimicking an attack used in the Sonic Generations fight.

Up Throw - Eggman rises up and slams the opponent to the ground, mimicking the boss' standard attack pattern.

Neutral Special - Egg Pawns
1626039501351.png

Eggman deploys an Egg Pawn, a mass-produced robot and a staple enemy ever since their debut in Heroes. The Egg Pawn will run forward and swipe at nearby enemies. The Egg Pawns are randomly generated; Some are in different colors, and/or have one of the outfits from Colors. Eggman doesn't really care about his mass-produced fragile mooks, so there isn't any way to determine which Pawn comes next. The Egg Pawns will go down in a couple hits, and there can only be three at a time.

Side Special - Motobug
1626039830010.png

Eggman deploys a Motobug, the first Badnik Sonic ever faced. The Motobug charges forward; They're faster than the Egg Pawns, but there can only be one at a time and they're somehow even more fragile than the pawns.

Final Smash - Death Egg Robot
1626039988808.png

The iconic boss of Sonic 2, Eggman leaves the stage and enters the Death Egg Robot. It functions much like the Sonic Generations iteration - Or Giga Bowser - Where Eggman aims at an opponent and delivers a mighty punch from the background.

And that's all of it. Some may be mutually exclusive with other moves, but hey, there's some variety now.
 

Janx_uwu

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Down Smash

Two multicolored jelly-like spheres, known as Mean Beans, appear over Eggman's head as he raises his arms and hands, as if commanding them. Holding down the A button will not increase the power, but instead cause another Mean Bean to appear beside the previous one-up to four on each side, making this a pretty large move horizontally. When the button is released, they lose their color and fall down as grey, expressionless mean beans, dealing hefty damage to anyone around them. It's encouraged to charge up just a little bit, because if not, Eggman will only hit opponents right next to him.
This is an Eggman moveset, I refuse to call them "Puyos".
 
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Wario Wario Wario

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Down Smash

Two multicolored jelly-like spheres, known as Mean Beans, appear over Eggman's head as he raises his arms and hands, as if commanding them. Holding down the A button will not increase the power, but instead cause another Mean Bean to appear beside the previous one-up to four on each side, making this a pretty large move horizontally. When the button is released, they lose their color and fall down as grey, expressionless mean beans, dealing hefty damage to anyone around them. It's encouraged to charge up just a little bit, because if not, Eggman will only hit opponents right next to him.
This is an Eggman moveset, I refuse to call them "Puyos".
I actually wanted to submit a Mean Bean back air for Eggman, but this is way better.
 

Janx_uwu

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This'll be my last batch of attacks. I would like to submit a Final Smash but the Eclipse Canon already makes perfect sense.
Getup Attack

Eggman spins around one of the E-Mech's arms all around the vehicle before quickly jumping back up. (To coincide with other fighters' getup attacks, there will only be two hits-front and back-though it will appear as if there are many.)

Ledge Getup Attack

Eggman leans out of E-Mech almost entirely to slap a fox-inspired pillow onto the ground, before the rest of the mech pulls up with him. This is a reference to his very early concept art.

Forward Air and Back Air

For his forward air, the right arm of E-Mech transforms into the Egg Dragoon's drill arm and thrusts forward. This move is much like Sephiroth's fair-long and almost entirely horizontal, with a sweet spot at the tipper.

And for his back air, the left arm transforms into the gun arm, which fires several bullets, almost like a much weaker version of Mii Gunner's forward smash. This attack does move Eggman forward quite a bit, even more than Corrin's back air-making it a great movement option in competitive play. (Eggman will drag his opponent with him if they were caught in the multihit.

Both of these moves are great for pressuring the opponent-though the forward air succeeds most at killing, while the back air is more suited for damage building. Both the drill and the mech are somewhat modified to meet the proportions of the E-Mech.
 
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Venus of the Desert Bloom

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The results are in for the Master Class Spirits from the Sonic the Hedgehog franchise!


Master SpiritRankedVotersRanked List
Tikal (Dojo)158Orbot & Cubot20
Orbot & Cubot209Chaotix18
Tikal (Altar)137Tikal (Dojo)15
Chaotix189Tikal (Altar)13

Forms response chart. Question title: Please vote for a Master Spirit. Voting for a character in the 3 column will grant it 3 points, 2 2 points, and so on. You may vote for your own submission. Please make a selection in all three columns.. Number of responses: .


Based on these results, Orbot and Cubot will become our new Master Class spirits!

You can read more about the Master Class spirit below...

  • Master Spirit: Orbot and Cubot
  • Death Egg: This facility will take in up to two primary spirits. After about an hour, the spirits will be equipped with a "lackey", which means any time you enter a battle with the primary spirit equipped, you gain a random ally. The ally in question has low health/high percent depending on the match, and is only a level 7 CPU. Also, the primary spirit's dojo style is wiped, if they have one, when a lackey is equipped.
  • Debut Game: Sonic Colors (2010)


SPIRIT BATTLE
  • Opponents: red :ultkirby:, tennis outfit:ultsteve:
  • Stage: Whatever we decide Eggman's stage to be
  • Song: Death Egg Robot (New Remix)
    • Match: 7:00, 1 stock
    • Gravity is reduced
The Leadership Team wants to take the time to thank everyone who submitted moves to be considered for our very first cohesive moveset composed by the community! We hope that people enjoyed this period and please feel free to express any issues who had with how it was ran, any ideas to make it better, if you felt the previous way was better, or anything else with moveset submissions! The leadership team will take the next few days to compile information and will do our best using moves taking from those submitted.

Now, I apologize as I meant to start our additional Dr. Eggman content during our moveset submissions but that never happened. So I intended to start it this morning but, well, I have had a very eventful and interesting day. The next few days will decide where the direction my family takes as I wait to hear for news regarding potential careers, cars, houses, and things of those nature. I apologize if I drop the ball every now and then.

So, its a day late but we will be kicking off ....

....adding additional content for Dr. Eggman!

This includes the following content:
  • Entrance Animation (1)
  • Taunts (4)
  • Idle Poses (2)
  • Victory Screens (3)
  • Boxing Ring Title (1)
  • Victory Theme (1)
  • Kirby Hat (1)
- Palutena Guidance (1)
  • Snake Codec (1)
  • Classic Mode Route (1)
 
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GolisoPower

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Down Taunt:
Doctor Egan puts his hands on his sides and belts out his signature "HOOO-HO-HO-HO-HO" laugh.
 

Wario Wario Wario

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Victory screen:
Eggman juggles the chaos emeralds and gracefully rams them into a compartment of the E-Mech which shoots a laser - this laser goes off-screen and, a few seconds after the bad doctor's clapping foes appear, it shines right through them as they fly away out of the view of their boxes' camera, and briefly ricochet by the background of Eggman's pose, screaming all the while, before they disappear again with the inventor apathetic - not even getting a schadenfruedic kick! They then appear again, clapping as usual.

Edit: I wasn't aware of Mamboo's submission. Dev team's call which to use.
 
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Janx_uwu

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Idle animation 1:
Eggman gently strokes the right side of his mustache.

Palutena's Guidance
Pit: Hey Palutena, who's this giant talking egg supposed to be?
Palutena: That would be-
Virdi, cutting in with a scowl: Dr Eggman.
Pit: Dr. Eggman? Where'd he get his degree? Can he teach me how to read?
Palutena: Pit, you should have learnt from your encounter with a doctor that not all of them have an actual doctorate.
Virdi: A doctorate in heinous crimes against nature, maybe.
Pit: Crimes against nature? Like what?
Virdi: Oh, I dunno-stuffing defenseless little animals into evil robots as a power source, cutting down forests to make way for secret bases and facilities, and his "intergalactic amusement park" is terrible for the environments of nearby planets!
Pit: Woah, an amusement park in space?! Can we go sometime?
Virdi: Did you not listen to a word I just said?
Pit: Oh, right, sorry. How do I crack this guy open, anyways?
Palutena: Eggman has lots of strong attacks he'll try to lure you into with his E-Mech's projectiles. Stay at a distance with your arrows until he approaches, then counterattack carefully. Also, Sonic the Hedgehog destroyed that amusement park years ago, so we won't be taking a vacation there anytime soon.
Pit: Aw, man!
 

Glubbfubb

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Idle animation 1:
Eggman gently strokes the right side of his mustache.

Palutena's Guidance
Pit: Hey Palutena, who's this giant talking egg supposed to be?
Palutena: That would be-
Virdi, cutting in with a scowl: Dr Eggman.
Pit: Dr. Eggman? Where'd he get his degree? Can he teach me how to read?
Palutena: Pit, you should have learnt from your encounter with a doctor that not all of them have an actual doctorate.
Virdi: A doctorate in heinous crimes against nature, maybe.
Pit: Crimes against nature? Like what?
Virdi: Oh, I dunno-stuffing defenseless little animals into evil robots as a power source, cutting down forests to make way for secret bases and facilities, and his "intergalactic amusement park" is terrible for the environments of nearby planets!
Pit: Woah, an amusement park in space?! Can we go sometime?
Virdi: Did you not listen to a word I just said?
Pit: Oh, right, sorry. How do I crack this guy open, anyways?
Palutena: Eggman has lots of strong attacks he'll try to lure you into with his E-Mech's projectiles. Stay at a distance with your arrows until he approaches, then counterattack carefully. Also, Sonic the Hedgehog destroyed that amusement park years ago, so we won't be taking a vacation there anytime soon.
Pit: Aw, man!
I agree with viridi for once
 

Venus of the Desert Bloom

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We will continue our Dr. Eggman additional content as per usual. That being said, we will transition to our next Job:

Job #139: Submit a new Sonic the Hedgehog Stage for Dr. Eggman
It’s been a while since a Sonic the Hedgehog stage has been featured in Smash. Sonic is a series with stages full of content and possibilities; so much so that it’s tough to pinpoint what kind of stage we need so the leadership team felt it would be best to try and tie the stage, directly or remotely to Dr. Eggman. We also want to allow users to submit creative and interesting stages so we also wanted to avoid narrowing the focus to the point that really only a few submissions are viable.

This stage should be tied to Dr. Eggman either…
Directly (as an area where Sonic fought him)
Indirectly (a stage that represents his personality/archetype/character but isn’t a stage where he is typically encountered)

Basically, we would like to see stages where players would face Dr. Eggman in a manner akin to where players would face Ridley on Brinstar, Bowser Jr. on Delfino Island, Ganondorf on Bridge of Eldin, or Wolf on Venom.

Now, what kind of stages would be appropriate. We came up a list of criteria that people can choose to not only represent Dr. Eggman but also Sonic as a whole. We are drawing from two Sonic stages in Smash:

1) The Green Hill Zone: Submitting an iconic and reoccuring location in the Sonic series while also focusing on the personality and themes of Dr. Eggman. This stage should contrast the bright and colorful appearances of the current Sonic stage lineup. The appearance would be based on a revamped version of its original form.

This would typically consist of levels that appeared in the first three Sonic games and heavily featured later.

2) The Windy Hill Zone: Submitting a stage from a new Sonic game that appeared after Super Smash Bros. 4/during Smash Ultimates lifetime. Windy Hill Zone represented a stage from a new game so we will also focus on this potential route. These include:
  • Sonic Boom: Rise of Lyric​
  • Sonic Mania​
  • Team Sonic Racing​
  • Sonic Forces​
We don’t intend to allow mobile games as well as various offshoots such as Mario & Sonic Olympics and Collections. Of course, these locations must also tie in with Dr. Eggman in some manner; directly or indirectly.
3) Retro Egg Man: Drawing a submission from one of the one of the past Sonic games that featured Dr. Eggman. This includes the games:
We feel that these criteria will help us narrow down high quality submissions that feel realistic and exciting while also paying homage to Dr. Eggman and helping represent him in stage form; even if it’s not directly tied to him. The idea is to submit a stage that is an antithesis of the current Sonic stage lineup while being relevant and representative of Dr. Eggman; either directly or to his personality/character.

When submitting, please provide the following info:
  1. Name
  2. Game (what game did this stage debut in)
  3. Most recent appearance
  4. Layout and appearance
  5. Any stage hazards or gimmicks
  6. Any cameos
  7. Battlefield/Omega appearances
  8. Why should this stage be included?
 
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Wario Wario Wario

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Stage sub: Casino Night Zone (Debut: Sonic 2 (16-Bit), most recent appearance: Lego Generations)
Casino Night Zone
View attachment 322072
View attachment 322073

This is a rough mock up of CNZ's layout. The flippers on the side will occasionally flip and should someone stand on them, send them flying - into the bumpers if the trajectory is right. The three bars aren't a platform but rather the slot gate.

It is usually in the background, but will sometimes extend into the foreground which will let you jump in and roll the slots - there are 4 possible faces that can show up on the slots - Sonic, Tails, Knuckles, and Eggman. Getting a Knuckles heals 5% damage, getting a Tails heals 10%, and getting a Sonic heals 20% - these add up, so for example a Sonic, Tails, and Knuckles would heal you 35%, or 3 Sonics would heal 60%. When you roll an Eggman, you gain back 10% of that damage - it can only really make for a net loss if you get multiple Eggmen or one Eggman and two Knuckleses, but it's still pretty frustrating to think you've got a good heal before rolling a Robotnik. In 1v1s a character rolling the slots has super armour, but in free-for-alls they're completely invulnerable.

Fun fact: the base platform of CNZ was modeled after the Las Vegas sign
Casino Night Zone is one of the most iconic and popular Sonic zones, and layed the groundwork for all future festival, carnival and casino levels in the series. The pinball elements of the stage were popular enough to inspire their own spin-off, Sonic Spinball. Wheras the Hill Zones are vibrant and scream family fun, Casino Night is shiny but sleazy, making a great contrast and fitting home for the unapologetically malicious Eggman.
 
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Perkilator

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Job #139: Studiopolis Zone (Sonic Mania)
I got this idea from a DeviantArt post, so be sure to credit them.

(I couldn't get the actual picture on here)

Anyways, this stage is the iconic movie-themed city from Sonic Mania. However, every now and then...the stage has a few tricks up its sleeves.

Layout and appearance:
Studiopolis takes one of the segments from Act 1; it's under a neon "Pink Bot" sign and above it are for bumpers in the center. There are also two platforms on either side. You can also change its appearance to its Encore Mode iteration by holding the L button while selecting it.

Seems simple, right? Well, in actuality...

Gimmicks and Hazards:
That's right! Every 40 seconds, the Phantom Ruby appears and changes the appearance of the stage to Press Garden! The appearance is based on Act 2.

This is what I was hinting at earlier. Here, you're placed on a major platform with two other platforms above the stage. There are two freezers above those platforms that freeze players caught in the blow. After another 40 seconds, the stage changes again to Mirage Saloon, based on Act 1 again.

Fighters are placed on a train similar to Spirit Train, but with a different layout. There are three barrels above a vertrically-placed barrel. If a fighter stands on them for too long, they fall through. After 40 more seconds, the stage turns back to Studiopolis.

Cameos: Only a single Eggrobo in Mirage Saloon.

Battlefield/Omega Form:
The respective platforms of Studiopolis, Press Garden and Mirage Saloon. The Phantom Ruby transformations still happen, but the general layout remains the same. The Encore appearance trick applies here as well.

Why should this stage be included?
Because each of these zones all have something to do with Eggman:
  • Plastering his face on movie posters and TV stations
  • Using the trees of a snowy cherry blossom forest for newspaper
  • Plastering his face on the front of a train (with an Eggrobo engineering it, no less)
Plus (no pun intended), all of these zones are unique to Classic Sonic gameplay, making them ripe for Smash stage material.
 

cashregister9

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job 139

Space Colony ARK



First Appearance : Sonic Adventure 2

Latest Appearance: Sonic And Mario at the London 2012 Olympic games

The Layout

The stage would start out on the exterior of the ARK and you would start on a Platform the size of FD after a bit you would move into the Inside of the ARK

1st Formation

Lost Colony



This Formation would keep the platform the same size but you would appear on top of the bridge, and on both sides damaging liquid is there and so are 2 exploding capsules that move up and down, A GUN Hunter appears on the bridge too.

2nd Formation

Crazy Gadget



This Formation takes the platform you were on previously and puts it down a Large Shaft, There are no new hazards and GUN Beetles are following the platform down the shaft

3rd Formation


Meteor Herd



You exit the Shaft and end up in Meteor Herd, The stage is now a Walkoff with Meteors that Explode falling down onto the stage, you can see 1 or 2 GUN Rhinos in the background

4th Formation

Final Rush/The ARK



This has the original Platform zooming through several parts of the Station and the Platform Tilts and spins in various ways

Several GUN Enemies appear here like GUN Beetles, GUN Hornets, GUN Hawks and Artificial Chaos'

Final Formation

Finalhazard



This Formation sees the Return of the 1st Formation only this time Finalhazard is sticking out of the ARK and is shooting lasers at the Platform, Super Sonic (If sonic isn't one of the characters) and Super Shadow appear and take out Finalhazard ending with a Large Flash that Resets the stage.
 
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Venus of the Desert Bloom

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job 139

Space Colony ARK



First Appearance : Sonic Adventure 2

Latest Appearance: Sonic And Mario at the London 2012 Olympic games

The Layout

The stage would start out on the exterior of the ARK and you would start on a Platform the size of FD after a bit you would move into the Inside of the ARK

1st Formation

Lost Colony



This Formation would keep the platform the same size but you would appear on top of the bridge, and on both sides damaging liquid is there and so are 2 exploding capsules that move up and down, A GUN Hunter appears on the bridge too.

2nd Formation

Crazy Gadget



This Formation takes the platform you were on previously and puts it down a Large Shaft, There are no new hazards and GUN Beetles are following the platform down the shaft

3rd Formation


Meteor Herd



You exit the Shaft and end up in Meteor Herd, The stage is now a Walkoff with Meteors that Explode falling down onto the stage, you can see 1 or 2 GUN Rhinos in the background

4th Formation

Final Rush/The ARK



This has the original Platform zooming through several parts of the Station and the Platform Tilts and spins in various ways

Several GUN Enemies appear here like GUN Beetles, GUN Hornets, GUN Hawks and Artificial Chaos'

Final Formation

Finalhazard



This Formation sees the Return of the 1st Formation only this time Finalhazard is sticking out of the ARK and is shooting lasers at the Platform, Super Sonic (If sonic isn't one of the characters) and Super Shadow appear and take out Finalhazard ending with a Large Flash that Resets the stage.
I'm sorry but we will be focusing on the newer or older Sonic games; particular anything from the beginning to Sonic the Fighters. I like the layout and the design definitely screams DR. EGGMAN but, for now, we are focusing on either the old or the new to follow the Sonic stage trend.

For Eggman's final smash, can he pee on the moon?
Smash is for good boys and girls.....and Calvin.
 

Wario Wario Wario

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I'm sorry but we will be focusing on the newer or older Sonic games; particular anything from the beginning to Sonic the Fighters. I like the layout and the design definitely screams DR. EGGMAN but, for now, we are focusing on either the old or the new to follow the Sonic stage trend.
SA2 is 20 years old, I'd say it counts as an older game at this point. I agree that Heroes and onwards are no-goes though.
 

Venus of the Desert Bloom

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SA2 is 20 years old, I'd say it counts as an older game at this point. I agree that Heroes and onwards are no-goes though.
We wanted to focus on the past Sonic games that largely involved Eggman as well as looking to the new games to highlight those. I do get your point so I will be adding two additional titles:
Sonic Adventure
Sonic Adventure 2
 

Janx_uwu

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JOB 139
I'll be submitting TROPICAL RESORT from Sonic Colors.

Alright, so I don't have easy access to any editing software, nor have I used any before, so I'm gonna do my best to describe what I'm going for here.
Around the 5:57 mark of this video is what I envision the layout to be-a walkoff with three platforms spaced out and positioned at a slight upward incline from each other. (It's hard to see since Sonic is boosting past, just slow the video and you should be able to see it). The stage itself is pretty long-to give you an idea, it takes Sonic about one and a half seconds to run from one end of the screen to the other. As far as the background goes, there are a few fake palm trees near the fighters, the giant Tropical Resort globe is visible as well as some attractions like ferris wheels, Welcome and Enjoy signs, torches, real palm trees, and Egg Pawns who are either standing happily or chasing down Wisps.
For cameos, you have Tails, Metal Sonic, Eggman, and Orbot and Cubot, who will fly over the globe (which is at the center-top area of the screen) at somewhat random times and intervals. (Eggman would be in his Eggmobile obviously)

(I know the DS game had other characters as well, but this stage is based off the Colors Ultimate version)

At random spaces on the stage, and at somewhat random times, a Wisp capsule will spawn, which holds one of four wisps. Breaking the capsule with a strong enough attack will free the wisp, and they will go into the body of the fighter who freed them, who will begin to glow the color of the wisp. The fighter can then press A + B to unleash their Wisp power. There are three different types of wisps, and they will not appear if hazards are turned off.

LAZER: The Lazer wisp, when activated, will cause the fighter to pause. Then, a line appears in front of them, stretching out past the blast zone, which they can use to aim their trajectory. They can aim for up to three seconds, and when those three seconds have passed, the player will zoom forwards at high speeds in the direction they selected, as well as turning into a cyan wisp-like figure as they move. They will ricochet off of players (in which case, they will deal 9% and do medium knockback), platforms, and the edges of the screen. They'll do this for hitting about 6 times before the wisp power is deactivated.

ROCKET: The Rocket wisp, when activated, will cause the fighter to pause. Then, they turn into the Rocket wisp, facing upward, and smoke comes out from underneath them. They will charge for a second or so, then blast upwards speedily and with a strong hitbox that can kill at high percents (or even mid percents if the opponent is hit while they are high enough). Wisp power is deactivated once they hit the top of the screen-but after deactivation they will enter freefall.

SPIKE: The Spike wisp, when activated, will cause the fighter to pause. Then, they start to spin around and transform into a spiky pink ball. It is slow moving, but deals a hearty 13% upon touching anyone with it's spikes. If A or B is pressed and held, the spike ball will start a spindash-like charging animation. When the button is let go, the player will activate a slightly stronger version of Sonic's spin charge that cannot change direction and is slower (even if fully charged).

When activated, all of these wisps will make the screen slightly darker, like a less intimidating version of Gigaflare. The wisps can also be canceled at anytime with the shield or grab buttons, adding on some more competitive layers to the wisps.

Occasionally, Eggman will have one of his semi-famous announcements over the Tropical Resort intercom.
There is also a new, Smash-specific announcement, voiced by Mike Pollock:
"Welcome, all Smashers, to Doctor Eggman's Interstellar Amusement Park! Enjoy yourselves, but please, don't damage the infrastructure with one of your 'crash attacks' or whatever they're called. And if there is someone in your ranks with the last name of "Hedgehog" please let one of our robotic attendees know-he has won a prize for being the 1,000th patron and must come to the front of the park to reclaim his prize! Immediately. No excuses."

All of these announcements can be muted by holding down after selecting Tropical Resort. Their volume will be slightly increased if up his held.
This stage's most recent appearance will be Sonic Colors Ultimate, though it also made an appearance in the 3DS version of Sonic Generations.

Battlefield platforms are based on the platforms described in the quoted post above.

Tropical Resort is the crown jewel of Eggman's Interstellar Amusement Park, so it makes sense to include it as an Eggman stage. It's the stage people think of when they hear "Sonic Colors", which is one of the most well-recieved games of the past decade.
 

GolisoPower

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Job 139:

Gonna unearth this relic from the stage creation contest thread:



Stage Name:
Death Egg Zone

Origin:
Sonic the Hedgehog 2

Togglable Hazards:
Death Egg Robot

Description:
The Death Egg Zone is the final level of Sonic 2, and is where you fight Doctor Robotnik for the last time in that game. The stage itself is a walk-off with a second platform of the same nature on top, with the background over viewing Mobius. You can access the top floor by using your jumping and your Up-B. After a minute of battle, the Death Egg Robot will land, with Dr. Robotnik at the helm.

This boss has these different methods of attack:
  • Simply walking. The footsteps the robot takes will deal 5% damage and 1/4 as much knockback as Ness’ PK Flash. The movement is very slow to compensate.
  • The robot will raise its arms up to anyone that’s too close. The spikes deal 6% damage and about half as much knockback as Captain Falcon’s Raptor Boost.
  • The robot will lift up off the top of the screen and lock onto a player over the course of 6 seconds. The locked player can transfer it over to another simply by hitting them. When 6 seconds have passed, the robot will land and smash the targeted player. There is a delay so they can avoid it, however. The damage is at 13% and the knockback as equal to DK’s fully charged Giant Punch. When the robot lands, it will have changed direction to face the players.
  • The robot will drop three small bombs that deal 10% damage and about as much knockback as the Steel Diver when exploding.
  • The robot will shoot its hands out in a straight line at a player. This deals about 12% damage and about as much knockback as Charizard’s Rock Smash.

What makes this boss unique, unlike the others, is that when you’ve hit the robot twelve times, you’ll knock the good Doctor out of the robot and the last person that dealt the hit will gain exclusive rights to pilot the robot. The robot will bend down when it’s not being piloted and if the piloting player jumps in from the top, it will bend back up with the player inside. The walking is used by tilting the joystick, the arm lift is used by the A button, the rocket lift is its Up-B, the mines are its Down-B and the arm shot is its Neutral-B. By pressing X twice, you’ll jump out of the robot. The player will take no knockback and half as much damage when they are piloting the robot, said robot being able to take damage, pilot or no. When the robot itself is defeated, it will explode similarly to Metal Face (Dealing 7% damage per explosion with hitstun) for a bit before exploding like Electrode (Dealing 16% damage with as much knockback as Lucario’s Force Palm at minimal aura). The robot can take 24 hits in the pilotable phase and it in general can only appear once per game.
 
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Venus of the Desert Bloom

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Sonic Stage: Chemical Plant Zone


First Appearance: Sonic 2
Latest: Sonic Forces

The stage would be largely based on both Act 1 and 2, with more aesthetics drawn from 2. This is especially from the poisonous liquid that’s found on the bottom. The stage would be the largest stage for the Sonic franchise (since Dr. Eggman has such a large personality). It would forgo the traditional loops and, instead, featuring two descending blues slides that travel downward before cross-crossing in the center. They act as passable platforms but also as walk-off ledges. There is a center platform composed of the same metallic platforms from these locations, complete with the clear pipes Sonic could run through.



Players can access this by pressing down on the pipe which will shoot them through the base of the main stage platform. There are four entrance areas, including those on the sides. Players can tilt where to go which will direct to where they end up.

On the far left and right sides, in between the two cross-crossing sections are platforms that move up and down. It’s hard to describe it so here’s a video to demonstrate…


These tricky platforms are both a help and a hinders to players, sort of like a guy we all know who sometimes plays the villain or anti-hero.

The stage wouldn’t have too much in the way of gimmicks or hazards but probably the most s it significant aspect would be….



The Purple Ooze. Like water, players will drown in it hit will do continuous hits of damage without hitstun as soon as players enter into the liquid. It has a longer duration before players drown than water and, well, it’s sticky and reduces movement significantly making it harder to get out. Sort of like a certain Eggman we all know of.

I don’t know much in the way of cameos but perhaps we could decide we can include. I would probably say Chaotix as well as Rogue the Bat, Mephiles the Dark, Jet the Hawk, or even Sonic the Fighters as we are using Dr. Eggman from that game.

Battlefield and Omega would be based on the main stage minus the speed tubes function plus it wouldn’t have the liquid ooze but it would still be visible in the far background. A pink light that shines upwards an be seen though under the stage.

Why should we vote on this stage as opposed to the other iconic or popular ones? This truly incapsulates the feeling of Dr. Eggman, a man who has zero disregard for others other than himself to the point it’s toxic. Yet despite that, he sometimes surfaces to help for the good of humanity; much like how industry is. We know it’s bad for the planet but it helps make living easier and allows us to get what we need. Also, like the liquid ooze, Dr. Eggman is a constant antagonistic feature in the games.

We have to shiny stages in Smash for the Sonic series and, certainly, some stages really draw attention to themselves. Chemical Plant Zone would help set itself apart from the others and even amongst the other selection of stages for its poisonous and toxic environment; something we don’t actually have in Smash yet. Brinstar and others don’t count as it’s liquid plasma…not liquid toxic waste ooze. We could kill two birds with one stone by adding a really unique Sonic stage while also adding our first industrial-based stage with toxic/poison elements.
 
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Janx_uwu

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(Tropical Resort was inelligible, doing this now)
After a long and tough journey throughout Angel Island, Eggman has finally gained control of the Master Emerald, thanks to the gullible Knuckles the Echidna, the emerald's guardian. Knuckles, too weary to even run after being electrocuted, enlists Sonic and Tails to help him take the Master Emerald back. As they teleport up, up, and away...they arrive. They arrive at
SKY SANCTUARY ZONE!!! (JOB 139)

A lush and beautiful collection of ruined towers, mechanical contraptions, hazards, and decorative fountains, high above the skies. Sonic and Tails, seeing the Death Egg rising from the clouds with the power of the Master Emerald, and Egg Robos pouring out of it in huge numbers, run forward, determined to save the world once again, with the stakes higher than any previous adventure they had ever experienced.

Sky Sanctuary Zone is an extremely popular "Green Hill" kind of Sonic level, in the sense that it constantly appears after Sonic and Knuckles, also making appearances in the Olympic games, Sonic Generations (PC/Console), and most recently, Sonic Forces Speed Battle. It was also one of the main zones featured in the very recent Minecraft DLC-a collaboration so huge it might as well be the latest Sonic game. The stage serves as a transitional one-act zone between Hidden Palace (also a one-act zone) and Death Egg Zone. Now, why I am I submitting Sky Sanctuary and not Death Egg Zone, despite one being much more Eggman-centric? Well, while the Death Egg is iconic, the Death Egg Zone of Sonic and Knuckles is...less. Much less popular than Sky Sanctuary.
Also, I hate to sound like an opinionated prick here, but Sky Sanctuary is-in every sense of the word-beautiful. It's stunning that a 16-bit game can make you tear up from visuals alone. And it's beautiful in terms of story as well, as this is the climax of not just Sonic 3 and Knuckles, but the classic trilogy as a whole. This is it. This is the do-or-die moment that defines the outcome. It'll be a couple of acts before Hyper Sonic flies through space to reclaim the stolen gem, but for now, the blue hedgehog has to do what he does best-run.
I'll credit this fan art when I get the chance.
The other reason I chose it was for the hazards, which I'll get to in a second.

First of all, the layout. Sky Sanctuary is, in essence, Kalos Pokemon Stadium with some major differences so it is hardly recognizable from that stage. For one, the platforms on the side are actually underneath the stage, still in the same place horizontally though. Two, the stage doesn't go down forever, so you can't wall jump on it, but you can recover under it. Finally, the hazards-the Master Emerald and Mecha Sonic.
(Apologies for the very poor quality-sketched this out on hand, took a picture of it with my tiny laptop webcam, and posted it on Pintrest so I could show it here. Not everything is to scale btw.)
In the background, you can see many clouds and ruins, as well as Angel Island and the Death Egg. The foreground takes place on some floating ruins that act as the platforms, with the main one having the Master Emerald in the middle, sitting atop a pedestal.
Please don't question how the Death Egg is flying but the Master Emerald is still in Sky Sanctuary. I don't know.

In Hazards Off gameplay, it does nothing-you can stand on it and nothing happens. However, with hazards on, standing on it gives you a great boost to your speed, strength, and defense stats, as well as giving you a "Super Shield", which show that the character has the boost. These made their first appearance in Sonic Heroes, and are meant to signify when certain characters are using lots of Chaos Energy, but not enough to warrant a Super form. It would be impossible to make a Super form for every character, so we won't include them here. (I wouldn't be opposed to making Sonic yellow when he stands on it, though).

Speaking of Super Sonic, standing on the gem for 10 seconds grants you a Final Smash. This isn't easy though-you lose the buildup to 10 seconds as well as your stat boosts/Super Shield. Characters with projectiles or Tough Guy will have an easier time maintaining their spot up here than, say, Incineroar for example.
Other opponents aren't the only thing you have to watch out for. You've also got one of the most badass robots in Sonic history to look out for-Mecha Sonic.

Possibly Metal Sonic's prototype, Mecha Sonic is much more focused on power than his younger and more popular brother. He acts as the final boss for both Sonic and Knuckles in Sky Sanctuary. For Sonic, he first mimics older Eggman fights before fighting him outright, using dashes, spin jumps, and spindashes. Against Knuckles though, he will do the same, and occasionally stand on top of the Master Emerald to become...SUPER MECHA SONIC!!

In Smash, Mecha Sonic will attack whoever is nearest to him by:
A. Using a slower, but more powerful version of Sonic's Homing Attack.
B. Using a slower, but more powerful version of Sonic's Spindash.
C. Using a powerful punch that doesn't bear much resemblance to Sonic's wind up punch, but shares the same obnoxious range and power.
For traversal, Mecha Sonic will either fly in the air or slide on the ground. He will normally target whoever is closest to him, but if someone is standing on the Master Emerald, he will make them his top priority. Why is that? Because when he stands on the Master Emerald-which he will do once he reaches low health, he becomes Super Mecha Sonic, invincible for a good 10 seconds or so while he also gains increased attack power, defense, and speed.
Mecha Sonic has approximately 75 HP-he's a tough dude. Once he is at 15 HP, that's when he tries to use the Master Emerald for his personal gain.
Once he reaches zero HP, Mecha Sonic rests like in the below image. He can still be attacked and stood on like the Emerald, but doing so does nothing, and he will not be resurrected for the rest of the match.

That's about it for the layout of Sky Sanctuary! There are no cameos btw, besides Mecha Sonic technically.

Now, why should we include Sky Sanctuary over the other possible Sonic stages? Well, Sky Sanctuary is possibly the quintessential "climax" Sonic stage-despite the green look that is associated with early levels in most Sonic games, Sky Sanctuary is towards the end of and epic two-part adventure, and is fondly remembered by anyone who had a Genesis and the monstrosity of a cartridge that Sonic and Knuckles was. Or heck, anyone who played the (very few) rereleases of the game since it's debut. Speaking of which, including this stage would also be great as Sonic 3 and Knuckles is currently in a lot of legal issues with the music thanks to Micheal Jackson and also possibly The Jetzons-so this would be a great opportunity to throw a bone to fans of that game. Finally, Sky Sanctuary is part of the "big 3" Green Hill type stages that aren't actually Green Hill-those being Chemical Plant and Seaside Hill, all three of which have made consistent appearances throughout the series.
 

Venus of the Desert Bloom

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SONIC THE HEDGEHOG STAGES ARE CLOSED!!

Here are our submissions! The winning stage wont only be our Sonic the Hedgehog stage and the third one for the franchise but also will serve as the primary stage for Dr. Eggman. Again, I apologize for having to veto submissions and it snot a job I relish doing. We appreciate all of the submissions and the time people took to writing them up.

Casino Night Zone (Sonic the Hedgehog 2) Wario Wario Wario Wario Wario Wario
Studiopolis Zone (Sonic Mania) Paraster Paraster
Space Colony ARK (Sonic Adventure 2) cashregister9 cashregister9
Death Egg Zone (Sonic the Hedgehog 2)
Chemical Plant Zone (Sonic the Hedgehog 2) Venus of the Desert Bloom Venus of the Desert Bloom
Sky Sanctuary Zone (Sonic the Hedgehog 3) Janx_uwu Janx_uwu

Please make sure to vote for them here on Google Forms

Upcoming job forthcoming....
 
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Paraster

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The 104 Building
SONIC THE HEDGEHOG STAGES ARE CLOSED!!

Here are our submissions! The winning stage wont only be our Sonic the Hedgehog stage and the third one for the franchise but also will serve as the primary stage for Dr. Eggman. Again, I apologize for having to veto submissions and it snot a job I relish doing. We appreciate all of the submissions and the time people took to writing them up.

Casino Night Zone (Sonic the Hedgehog 2) Wario Wario Wario Wario Wario Wario
Studiopolis Zone (Sonic Mania) @Perkilator
Space Colony ARK (Sonic Adventure 2) cashregister9 cashregister9
Death Egg Zone (Sonic the Hedgehog 2)
Chemical Plant Zone (Sonic the Hedgehog 2) Venus of the Desert Bloom Venus of the Desert Bloom
Sky Sanctuary Zone (Sonic the Hedgehog 3) Janx_uwu Janx_uwu

Please make sure to vote for them here on Google Forms

Upcoming job forthcoming....
Perkilator did Studiopolis, not me.
 
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