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Unpopular Smash Opinions (BE CIVIL)

Wario Wario Wario

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Most any character who is touted more because they are liked for the game the game / series they come from rather than the GAME-PLAY they bring to smash
I do agree with this sentiment somewhat (roster choices should be made mostly based on gameplay, but because what gameplay a character has is (and should be) unpredictable I'm not 100% sure fan requests should be made with that in mind), but I would like more clarity. Your username is Master Chief and your PFP is Vault Boy, and both are on your MW list, and your MW list is entirely comprised of protagonists and mascots (aside from already repped series, "this with that" situations, and whatever you'd classify Tabuu as) with a quite clear slant towards mature and "serious" franchises. Nothing wrong with a biased MW list, that's kinda the point, but it does contradict your statement that source material is completely disregardable as it does show a distinct taste in games and care for representing the wider game experience instead of focusing on a single character's gameplay.
 
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RodNutTakin

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That's blatantly ignoring the history of that game having a rough start over the cast replacement.

People look back at the newer characters fondly nowadays, but it's revisionist to claim people favorited it over the "cool new characters" back when it was new.
See also: Soul Calibur V, which didn't get vindicated like the SF3 series did.
I mean, sure, but that comes with the territory of new characters having to prove themselves versus established faces. Of course a character will be more popular when people have them in their hands; doesn't mean it's a bad idea to add new guys or you should prioritize veterans over new faces. Personally, even if my main gets cut, I see it as a chance to try characters I'd never look at otherwise. (Source: My Rivals of Aether main isn't in Rivals 2 and never will be, but I've been having a blast with Loxodont even though he's the polar opposite of my original main.) It's all about keeping an open mind.
This is an issue I talked about in the Next Smash thread a little bit back; this line of thinking simply does not work in the context of Smash like it does with Street Fighter or Rivals. All of the fighters in Smash are "established faces", even the ones that are added for a new game, with Roy and Mr. Game & Watch being arguably the single sole exceptions across the series's 25 year history. The mentality of "well we can remove a swath of characters because they're unpopular" only works in the context of a game with original characters for its roster. Street Fighter can get rid of characters like Necro, Remy, Abigail, El Fuerte, Rufus etc. for unpopularity reasons, and not much is lost because those characters weren't really doing anything outside of hogging slots in their respective games. Smash characters by design are already at least somewhat popular going into their inclusion into the series, and it is very rare for a character to be outright considered controversial or expendable en masse--and usually this is because the character is either unpopular (Corrin), or taken for granted (Incineroar, Piranha Plant) within their own home series' fanbase, or is a clone character overshadowed by more popular clones and echoes (Pichu, Dr. Mario, Young Link).
As you can see, that pool of "disliked/unpopular" fighters is pretty shallow, and even then I have seen people go to bat for Doctor freaking Mario in particular.

As far as we all know, every character cut so far in Smash has predominantly been a matter of developers running out of time for inclusions, or other unforseen circumstances like hardware limitations or inability to communicate with rights-holders. To me, that is an indicator that the developers understand that dealing with Smash's roster is like playing a game of Jenga, where they have to be very careful about what they remove to keep the playerbase from becoming alienated. I'm not saying cuts shouldn't happen ever, I'm more saying that this is a series that needs to be very careful on how it handles cuts with the precedent they have established. I would certainly be singing a different tune if, alongside the five characters who already didn't return from Melee, Brawl also cut out Ness, Jigglypuff, Sheik, Falco, the Ice Climbers, and Mr. Game & Watch to make way for more new faces, and then the game after that got rid of Lucas, Ike, ZSS, R.O.B., Captain Falcon, Snake, and a few others to make way for even more fresh blood (and also replaced Olimar fully for Alph).

My main point is that cuts in Smash are not as easy and dry as cuts in a Street Fighter, Tekken, or Rivals. Who and how many are gone next time are going to be questions that I expect Studio S to be very careful with figuring out and answering. There are some removals that would be considered easy or understandable, and I think the net can widen a little bit with the promise of being swiftly added back in post-launch, but I personally think anywhere even approaching a "reset" of the cast would be a collapse of the "Smash Jenga tower" in many people's eyes unless it is specifically for an experimental spin-off or side game not meant to be the headlining brand new installment in the series.
 
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Lenidem

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Most any character who is touted more because they are liked for the game the game / series they come from rather than the GAME-PLAY they bring to smash
That's the kind of opinion that I see very often on this forum, and I couldn't disagree more.

Smash is a cross-over. Making Mario fight against someone from "another game that I love" is a huge part of its appeal.
 

Wario Wario Wario

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Is it just me or is this thread developing NASB thread syndrome? Like we've effectively just got a string of "Cuts good/bad", "Joke characters good/bad", "Characters are functions/characters", "Smash should focus on new/old" "3Ps should (not) be Nintendo-adjacent" going on on loop, even if there's more diverse subjects and discussion here than "they cut Lincoln, they cut Lincoln, they cut Lincoln"
 
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Swamp Sensei

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Is it just me or is this thread developing NASB thread syndrome? Like we've effectively just got a string of "Cuts good/bad", "Joke characters good/bad", "Characters are functions/characters", "Smash should focus on new/old" "3Ps should (not) be Nintendo-adjacent" going on on loop, even if there's more diverse subjects and discussion here than "they cut Lincoln, they cut Lincoln, they cut Lincoln"
Only a few opinions are blatantly unpopular. They end up here.
 

RodNutTakin

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I guess the title could do better to indicate that unpopular doesn't necessarily have to mean controversial/divisive.
For instance, I personally think that the best choice for a Rhythm Heaven character would be the Glee Club conductor, over the kids he conducts, Yuko, or Karate Joe. That's an unpopular opinion, but it's not necessarily something people would find controversial like "the next game should have only 30 fighters" or "Clones should not be on the roster at all".
 

Lenidem

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Is it just me or is this thread developing NASB thread syndrome? Like we've effectively just got a string of "Cuts good/bad", "Joke characters good/bad", "Characters are functions/characters", "Smash should focus on new/old" "3Ps should (not) be Nintendo-adjacent" going on on loop, even if there's more diverse subjects and discussion here than "they cut Lincoln, they cut Lincoln, they cut Lincoln"
"They cut Lincoln"? I'm curious, is that a reference to something?
 

Wario Wario Wario

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"They cut Lincoln"? I'm curious, is that a reference to something?
NASB2 cut a """""huge""""" chunk of characters from NASB1, 11 out of 25, and the NASB thread got REALLY obnoxious about it, with a small group of users on the thread intentionally prolonging discussion relating to cuts and derailing any non-cut related discussion to be raging about cuts and nonsensical theories about why they won't happen - with pretty much the sole intention of trying to vindicate one specific cut character, Lincoln Loud. (the protagonist of The Loud House, the only "modern" Nicktoon repped in the game, who's inclusion was widely mocked in the first game's prerelease due to him being a kinda bland audience surrogate compared to his sisters who have distinct hobbies - one of which, Lucy the goth, is in both games) When Lincoln was finally confirmed cut, one of his fans claimed to have a meltdown and the other basically disappeared from the site and only came back a few times to post cryptic memes about either cuts or Grandma Gertie (a NASB2 newcomer they hate(d?)) - NASB2's prelaunch discussion on SmashBoards was practically entirely Lincoln-centric because of this small group, with even the super-speculation-ready story mode being ignored in favor of cut discussion - basically a cautionary tale on why it's bad to assign emotional attachment to fighting game roster selections.
 
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RodNutTakin

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NASB2 cut a """""huge""""" chunk of characters from NASB1, 11 out of 25, and the NASB thread got REALLY obnoxious about it, with a small group of users on the thread intentionally prolonging discussion relating to cuts and derailing any non-cut related discussion to be raging about cuts and nonsensical theories about why they won't happen - with pretty much the sole intention of trying to vindicate one specific cut character, Lincoln Loud. (the protagonist of The Loud House, the only "modern" Nicktoon repped in the game, who's inclusion was widely mocked in the first game's prerelease due to him being a kinda bland audience surrogate compared to his sisters who have distinct hobbies - one of which, Lucy the goth, is in both games) When Lincoln was finally confirmed cut, one of his fans claimed to have a meltdown and the other basically disappeared from the site and only came back a few times to post cryptic memes about either cuts or Grandma Gertie (a NASB2 newcomer they hate(d?)) - NASB2's prelaunch discussion on SmashBoards was practically entirely Lincoln-centric because of this small group, with even the super-speculation-ready story mode being ignored in favor of cut discussion - basically a cautionary tale on why it's bad to assign emotional attachment to fighting game roster selections.
I am an outsider to the whole thing, but from my perspective, the controversy about the cuts seemed to be less genuine emotional attachment and more "wow, the tiny smash clone couldn't even keep the small 25-character roster intact for one sequel! laugh at these incompetent devs!"
Losing nearly half of your game's roster for a mostly-iterative sequel is a pretty boneheaded PR move, especially in terms of escaping Smash comparisons, but I wouldn't be surprised if people went out of their way to harass and dump on developers and fans that likely are only in this mess because of the unfeeling entity that is Viacom or Paramount or whatever the danged parent company is called now. I do think Viacom (I'm just calling it that for familiarity) should rightfully be derided for decisions that majorly hurt NASB and its sequel, and there are some other design elements I think are a bit underbaked regarding both games (mainly characters having the "Two Flickies syndrome" as I like to call it), but it's clear that most of the vitriol and unconstructive criticism was unfairly aimed at developers and those still wanting to play the game.
 
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Ze Diglett

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This is an issue I talked about in the Next Smash thread a little bit back; this line of thinking simply does not work in the context of Smash like it does with Street Fighter or Rivals. All of the fighters in Smash are "established faces", even the ones that are added for a new game, with Roy and Mr. Game & Watch being arguably the single sole exceptions across the series's 25 year history. The mentality of "well we can remove a swath of characters because they're unpopular" only works in the context of a game with original characters for its roster. Street Fighter can get rid of characters like Necro, Remy, Abigail, El Fuerte, Rufus etc. for unpopularity reasons, and not much is lost because those characters weren't really doing anything outside of hogging slots in their respective games. Smash characters by design are already at least somewhat popular going into their inclusion into the series, and it is very rare for a character to be outright considered controversial or expendable en masse--and usually this is because the character is either unpopular (Corrin), or taken for granted (Incineroar, Piranha Plant) within their own home series' fanbase, or is a clone character overshadowed by more popular clones and echoes (Pichu, Dr. Mario, Young Link).
As you can see, that pool of "disliked/unpopular" fighters is pretty shallow, and even then I have seen people go to bat for Doctor freaking Mario in particular.

As far as we all know, every character cut so far in Smash has predominantly been a matter of developers running out of time for inclusions, or other unforseen circumstances like hardware limitations or inability to communicate with rights-holders. To me, that is an indicator that the developers understand that dealing with Smash's roster is like playing a game of Jenga, where they have to be very careful about what they remove to keep the playerbase from becoming alienated. I'm not saying cuts shouldn't happen ever, I'm more saying that this is a series that needs to be very careful on how it handles cuts with the precedent they have established. I would certainly be singing a different tune if, alongside the five characters who already didn't return from Melee, Brawl also cut out Ness, Jigglypuff, Sheik, Falco, the Ice Climbers, and Mr. Game & Watch to make way for more new faces, and then the game after that got rid of Lucas, Ike, ZSS, R.O.B., Captain Falcon, Snake, and a few others to make way for even more fresh blood (and also replaced Olimar fully for Alph).

My main point is that cuts in Smash are not as easy and dry as cuts in a Street Fighter, Tekken, or Rivals. Who and how many are gone next time are going to be questions that I expect Studio S to be very careful with figuring out and answering. There are some removals that would be considered easy or understandable, and I think the net can widen a little bit with the promise of being swiftly added back in post-launch, but I personally think anywhere even approaching a "reset" of the cast would be a collapse of the "Smash Jenga tower" in many people's eyes unless it is specifically for an experimental spin-off or side game not meant to be the headlining brand new installment in the series.
This is a fair stance to have and all, but my point in bringing up SFIII in particular isn't that Smash can or should do something like this. It's more an extreme example that cuts are not purely subtractive, just as inclusions aren't purely additive. The individual choices made matter more than the very existence of cuts themselves. You can argue that more is more and cuts should be avoided if possible, but frankly, I can't agree.

I also disagree with the idea of "slots" and find it's usually a way for people to scapegoat singular characters for the sins of the game itself. I've seen it happen enough with the likes of R.O.B., Dark Pit, Duck Hunt, Plant, even Arnold's freakin' Grandma in the funny SpongeBob wavedash game that I frankly just view crossover roster discourse as toxic. It's a big part of why I've grown to vastly prefer games with original rosters over crossovers; people don't have a personal attachment to every character who gets announced (or doesn't get announced) by default, making people more open-minded and generally understanding of roster decisions. You also don't have to worry about juggling characters you like for their source material with characters you like for aesthetics, gameplay reasons, etc., and if a character you do like ends up getting cut, it's as simple as finding someone else who scratches the itch. Not quite like Smash where if a Xenoblade superfan loses Pyra & Mythra, there's not exactly another Pyra & Mythra to go to.

Personally, I wouldn't mind seeing a Smash game that cut all those characters (even though R.O.B. and Game & Watch are two of my favorite Smash characters) if it meant getting more new fighters. Maybe I would've as a kid, but I'm not the kid who holds Smash as the holy grail of gaming crossovers anymore. Guess that makes my opinion... pretty unpopular :p
I am an outsider to the whole thing, but from my perspective, the controversy about the cuts seemed to be less genuine emotional attachment and more "wow, the tiny smash clone couldn't even keep the small 25-character roster intact for one sequel! laugh at these incompetent devs!"
Losing nearly half of your game's roster for a mostly-iterative sequel is a pretty boneheaded PR move, especially in terms of escaping Smash comparisons, but I wouldn't be surprised if people went out of their way to harass and dump on developers and fans that likely are only in this mess because of the unfeeling entity that is Viacom or Paramount or whatever the danged parent company is called now. I do think Viacom (I'm just calling it that for familiarity) should rightfully be derided for decisions that majorly hurt NASB and its sequel, and there are some other design elements I think are a bit underbaked regarding both games (mainly characters having the "Two Flickies syndrome" as I like to call it), but it's clear that most of the vitriol and unconstructive criticism was unfairly aimed at developers and those still wanting to play the game.
No, as someone who was there for the whole mess, it was a case of pure emotional attachment to the individual picks and not just people throwing peanuts from a distance. People were out here genuinely saying NASB2 is a downgrade because it doesn't have Hugh Neutron in it. Even if people were saying that, though, that's still a pretty foolish thing to say. A 36-character roster is not necessarily better than a 25-character roster; I'm in the camp that thinks nothing of value was lost when Lincoln was cut, and a bunch of the other cut picks didn't do anything for me either. (Yes, I think adding two Turtles and cutting the other two was a perfectly defensible decision. Crucify me.) And sorry, NASB2 is not "mostly iterative." If it was, we wouldn't have lost 11 characters. The devs made a huge deal when the game was announced of how they completely overhauled the gameplay and systems from 1's. Nearly every character got a visual overhaul (shoutout to Stimpy no longer looking like roadkill), the movesets saw drastic changes (partially in service of alleviating the "Two Flickies syndrome," as you called it), most of the stages are new, and that's to say nothing of the addition of an actual story mode. NASB2 was hurt in a lot of ways, but the roster isn't one of them - consider that another unpopular opinion.
 
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Baysha

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As far as we all know, every character cut so far in Smash has predominantly been a matter of developers running out of time for inclusions, or other unforseen circumstances like hardware limitations or inability to communicate with rights-holders. To me, that is an indicator that the developers understand that dealing with Smash's roster is like playing a game of Jenga, where they have to be very careful about what they remove to keep the playerbase from becoming alienated. I'm not saying cuts shouldn't happen ever, I'm more saying that this is a series that needs to be very careful on how it handles cuts with the precedent they have established. I would certainly be singing a different tune if, alongside the five characters who already didn't return from Melee, Brawl also cut out Ness, Jigglypuff, Sheik, Falco, the Ice Climbers, and Mr. Game & Watch to make way for more new faces, and then the game after that got rid of Lucas, Ike, ZSS, R.O.B., Captain Falcon, Snake, and a few others to make way for even more fresh blood (and also replaced Olimar fully for Alph).

My main point is that cuts in Smash are not as easy and dry as cuts in a Street Fighter, Tekken, or Rivals. Who and how many are gone next time are going to be questions that I expect Studio S to be very careful with figuring out and answering. There are some removals that would be considered easy or understandable, and I think the net can widen a little bit with the promise of being swiftly added back in post-launch, but I personally think anywhere even approaching a "reset" of the cast would be a collapse of the "Smash Jenga tower" in many people's eyes unless it is specifically for an experimental spin-off or side game not meant to be the headlining brand new installment in the series.
I think that you might've misinterpreted something, Diglett is saying "this is what I think Smash should be doing." but you're saying "But that isn't what Smash is doing right now."

This is an issue I talked about in the Next Smash thread a little bit back; this line of thinking simply does not work in the context of Smash like it does with Street Fighter or Rivals. All of the fighters in Smash are "established faces", even the ones that are added for a new game, with Roy and Mr. Game & Watch being arguably the single sole exceptions across the series's 25 year history. The mentality of "well we can remove a swath of characters because they're unpopular" only works in the context of a game with original characters for its roster. Street Fighter can get rid of characters like Necro, Remy, Abigail, El Fuerte, Rufus etc. for unpopularity reasons, and not much is lost because those characters weren't really doing anything outside of hogging slots in their respective games. Smash characters by design are already at least somewhat popular going into their inclusion into the series, and it is very rare for a character to be outright considered controversial or expendable en masse--and usually this is because the character is either unpopular (Corrin), or taken for granted (Incineroar, Piranha Plant) within their own home series' fanbase, or is a clone character overshadowed by more popular clones and echoes (Pichu, Dr. Mario, Young Link).
As you can see, that pool of "disliked/unpopular" fighters is pretty shallow, and even then I have seen people go to bat for Doctor freaking Mario in particular.
I feel like this line of thinking actually works better in Smash. Since these are all established characters, it's not as hard for established characters to "make up" for the loss of a cut character. Plus, the games cut characters are in still exist, so it's not at all like we've lost anything. Sure, we can't do some specific matchups, but we can get characters we didn't get at all if we prioritized never cutting ever. I'm not talking about just cutting the "unpopular" characters, nobody, except a few essentials like Mario, is exempt from cuts. But I feel like some Smash fans seem to think that every character is essential, and I feel like that's hurting the series in the long run

Losing nearly half of your game's roster for a mostly-iterative sequel is a pretty boneheaded PR move, especially in terms of escaping Smash comparisons
This is just not true. Sure, NASB2 isn't exactly a new genre or anything, but it's still very different from the first game. There's mechanics removed like projectile grabbing, strongs reflecting projectiles, cargo grabs, rock paper scissors, easy unlimited air dashes, the shielding system, strafing, and mechanics added, like more moves for every character, the slime meter, smash-style bubble shields, not being able to turn in the air, super moves. A lot more changes than from any Smash game to the next imo.
 
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MBRedboy31

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I think people aren’t talking about Sportsmate enough as a potential Switch era rep.

I get that NSS is quite unpopular among the online Nintendo community (despite how well it sold,) but they’d occupy a unique design niche with all the sporting equipment and would have a distinct visual identity with the stylized trail effects that accompany all of their attacks. Also, who doesn’t want to smack enemies in the face with a ludicrously oversized soccer ball?

People also aren’t talking about just how good Sportsmate’s potential for skins is, although I’m not completely convinced that Nintendo would utilize that at all since the Sportsmates used in marketing are the most bland possible ones. Give me the cute purple squirrel as a skin, please!
 

Wario Wario Wario

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I think people aren’t talking about Sportsmate enough as a potential Switch era rep.

I get that NSS is quite unpopular among the online Nintendo community (despite how well it sold,) but they’d occupy a unique design niche with all the sporting equipment and would have a distinct visual identity with the stylized trail effects that accompany all of their attacks. Also, who doesn’t want to smack enemies in the face with a ludicrously oversized soccer ball?

People also aren’t talking about just how good Sportsmate’s potential for skins is, although I’m not completely convinced that Nintendo would utilize that at all since the Sportsmates used in marketing are the most bland possible ones. Give me the cute purple squirrel as a skin, please!
I would prefer Mii Athlete, but I would reluctantly welcome Sportsmate just based on the potential moveset. While I actually do kinda like the generic pink-haired sportsmate design and would likely play that if they got in (assuming a future Smash is something I'd actually want to play), it would be cool to have the furry alts as well.
 

Louie G.

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I just don't like moveset concepts that are just "uses sports things", like Sportsmate or certain fan concepts for Daisy and Waluigi. It's why I've always been an advocate for a more character-focused direction toward Waluigi myself, rather than simply shooting for what little canon exists. But I digress, this is about Sportsmate anyway.

Theoretically they would be a fine addition, but I couldn't help just thinking to myself "who is this for?" Would probably end up fine with it, but it would feel like a pretty hollow addition since I'm not especially excited by the moveset potential (compared to other new 'Switch era' picks like Ring Fit or Officer Howard - not MWs or anything but I see good potential there) and I just don't think Switch Sports has that many eager fans who would be especially itching to play as them.

Being avatars doesn't really help with that either, because players are unlikely to feel an especially strong connection with default Sportsmate unless Smash brings in a great deal of customization options to allow you to play as someone that looks like you. I know that can be extended to Villager or Inkling too, but I dunno I feel like these series have more striking aesthetic qualities that people gravitate toward anyway. And at that point, assuming Mii Fighters return, we already kind of have that. I actually do think their designs are cute, though.

Side note, it would be far more interesting for a character to be based around one single sport than it would be to pull out a kitchen sink array of sports equipment. A fully baseball oriented moveset, or a kit involving constantly juggling a soccer ball could be cool. Realizing as I'm typing this that Multiversus does this with Lebron James - who yeah, I do think is one of the most conceptually fun characters on that roster.
 
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LiveStudioAudience

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I think I'd generally prefer the Sportsmate as an additional aesthetic alternative to Mii's rather than a full blown character (though that may be rooted in my continued fondness for a Mii Wizard).
 

MartianSnake

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I am an outsider to the whole thing, but from my perspective, the controversy about the cuts seemed to be less genuine emotional attachment and more "wow, the tiny smash clone couldn't even keep the small 25-character roster intact for one sequel! laugh at these incompetent devs!"
Losing nearly half of your game's roster for a mostly-iterative sequel is a pretty boneheaded PR move, especially in terms of escaping Smash comparisons, but I wouldn't be surprised if people went out of their way to harass and dump on developers and fans that likely are only in this mess because of the unfeeling entity that is Viacom or Paramount or whatever the danged parent company is called now. I do think Viacom (I'm just calling it that for familiarity) should rightfully be derided for decisions that majorly hurt NASB and its sequel, and there are some other design elements I think are a bit underbaked regarding both games (mainly characters having the "Two Flickies syndrome" as I like to call it), but it's clear that most of the vitriol and unconstructive criticism was unfairly aimed at developers and those still wanting to play the game.
What is two flickies syndrome
 

Wario Wario Wario

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What is two flickies syndrome
Fighting attacks, typically non-specials, that summon random non-weapon props and references for no reason, named for a Sonic rework video where Sonic summoning two flickies was suggested as a new down smash. NASB2 doesn't really reduce the two-flickies count from NASB1 all that much, though it does it a lot less with actual fighting characters compared to NASB1, saving them for slice-of-life/comedy characters like Patrick, Rocko, Gerald, e.t.c. (and even then Danny still has his thermos attack)
 
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Opossum

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Fighting attacks, typically non-specials, that summon random non-weapon props and references for no reason, named for a Sonic rework video where Sonic summoning two flickies was suggested as a new down smash. NASB2 doesn't really reduce the two-flickies count from NASB1 all that much, though it does it a lot less with actual fighting characters compared to NASB1, saving them for slice-of-life/comedy characters like Patrick, Rocko, Gerald, e.t.c. (and even then Danny still has his thermos attack)
Even then I'm not sure that Gerald would qualify? Like yeah he's mostly an item user with a focus on sports stuff...but that to me doesn't really feel like a Two Flickies thing. That's just stuff he basically does in the show.
 

fogbadge

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Fighting attacks, typically non-specials, that summon random non-weapon props and references for no reason, named for a Sonic rework video where Sonic summoning two flickies was suggested as a new down smash.
It’s based on a video that suggested Sonic should summon two Flickies (birds from the Sonic series) for his down Smash in a similar fashion to PAC-MAN summoning retro sprites of Pinky & Clyde for his down Smash.
I'm sorry what? that is so bad it's funny
 

Verde Coeden Scalesworth

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Honestly, I think I'm most bothered by two Flickies being assigned to Sonic when it makes far more sense for Tails to have them given his powers as Hyper Tails in Sonic 3 & Knuckles.
On the other hand, the Hyper Forms for a long time were essentially treated as "no longer existing" due to Super Tails never appearing again. The Super Emeralds effectively disappeared. It's also dubious what the full story is or if they were retconned as well. This appears to be the case as the Super Knuckles didn't exist anymore even in Sonic Heroes. Tails couldn't use the regular Chaos Emeralds, so that was justified as an aura of sorts. What's even weirder is Hyper Sonic being gone too, despite that being a possible "full" story(meaning that Tails and Knuckles never used any Emeralds). So you can't even fully go with that as an excuse.

Sonic 3D Blast and his general thing with Flickies existing did not. Flickies still continued to appear. So essentially, one had more canon backing it. It's still a dumb idea, but overall, Tails' association with it is dubious canon, where Sonic's is not. In fact, Flickies were used to outright power some of the E-Series. Sonic was also asked to take care of a Flicky outright. They never retconned this.

Again, it's still a dumb idea, but with Super Tails being dubious canon(and apparently retconned) and Sonic having dealings with them never having any contradictions... it's far less weird where the association could come from. That said, it's still not great with Tails either. That's not how he used them at any point, and they'd work better at something like his normal AAA combos, perhaps as a Final Smash of sorts or something like that. Even then, he's far more prone to using his various gadgets which appear way more often in games(Sonic Battle, Tails' Adventure, his general planes in games, Sonic Adventure 2's Mech, and so on. Other cutscenes throughout various games do make it clear he's a Gadgeteer Genius, which is a core part of his personality). I honestly don't think it fits well with either character. I could see it as maybe a taunt with Amy or Gamma, though. It fits their situations better(Amy's great care for it, Gamma literally being powered by one). Besides that, Sonic Prime made her partner often a Flicky named Birdie, so even Sega has shown that the Flickies tend to be more associate as an Amy thing these days.
 

LiveStudioAudience

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Sonic Origins kind of muddles things as it seemingly retconned the Chaos Emeralds not doing anything or Tails and the Super Emeralds making him Super Tails via assigning the latter status to Chaos Emeralds and officially making his Flicky Army of Doom belonging to Hyper Tails.

Of course, this assumes there's no gameplay/story separation and Super/Hyper forms for characters besides Sonic are actually official. A lot of it comes down to how much one heeds the previous statement that only male hedgehogs can go super which some have due to the rule coming off as silly.
 

Verde Coeden Scalesworth

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Sonic Origins kind of muddles things as it seemingly retconned the Chaos Emeralds not doing anything or Tails and the Super Emeralds making him Super Tails via assigning the latter status to Chaos Emeralds and officially making his Flicky Army of Doom belonging to Hyper Tails.

Of course, this assumes there's no gameplay/story separation and Super/Hyper forms for characters besides Sonic are actually official. A lot of it comes down to how much one heeds the previous statement that only male hedgehogs can go super which some have due to the rule coming off as silly.
It's very silly. Especially with Amy having a super form later too.

But more so, it's most likely even then the Hyper forms are just retconned and that's all there is to it. But yeah, you can see why some might think of the Flickies as having more relation to Sonic(which isn't actually wrong. As he interacts with them in more games). I really miss Super and Hyper forms too. My guess is that the Hyper Forms were probably only decently possible due to them being forced to make two full games instead of one big storyline, which means more cartridge space to justify this. Essentially, they had more they could do originally. And even if it wasn't, it's also really difficult to constantly have two sets of Emeralds as is, and drawing super forms in 3D for more than a very tiny few characters. So even without the ridiculous rule(which I'm guessing is no longer a thing, seeing as we have Super Amy now), it's still a daunting task. That, and Sonic 3 & Knuckles was the last normal 2D game. This means that trying to make Super forms for more than a tiny few characters at best is with 3D models, so requires a ton of work, as I noted a bit above. I think they made a good decision in no longer using the Hyper stuff. It's already convoluted enough how they use the freaking Chaos Emeralds. Adding another set outside of a rare situation would make stories even more crazy.

Besides that, it's worth noting that the usual Mini-Game sections to gain an Emerald were rarely used outside of the new 2D-style games(so the Boost saga with Advance Trilogy and Rush Duo. The latter has some 3D, but it's mostly for the sake of a 2D-like experience) as well. Heroes tried to recreate some of the concepts of Sonic 3 & Knuckles, hence the auras around Tails and Knuckles later too. But also multiple team-up gameplay with special features(Gliding, Flying, Speed). Mini-games being required weren't all that great in any of those games either. Just finishing the stories was a good enough reason. Besides that, the two Adventure games made the Chaos Emeralds a part of the story(as did Shadow and 06) so they felt natural leading into the Final Story. As the games evolved and gained more story, keeping them there works well. If you have two sets of Emeralds(Rush/Rush Adventure), they kind of work better as mini-games when it's harder to justify getting them through cutscenes. The hunting stages also did a great job in justifying some being gotten, and when you reduce it to two characters... you lack options for it. But you get what I mean here.

Them retconning the Super Emeralds or just ignoring their existence honestly feels more like a case of "this is just easier to work with". They're absolutely cool, but become hard to work with either way. Models, story, mini-games, etc. Once it got reduced to usually Sonic alone? It got worse.
 

LiveStudioAudience

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Given the power scaling issues with Sonic already, downplaying yet another potential MacGuffin made a lot of sense, to the point where even Sonic Mania didn't include them beyond cracked Super Emeralds confirming their non-use. But as noted Flickies work better as part of a taunt or as part of a Smash match entrance anyway. Different colored ones popping up for the likes of Amy or Tails in different colors ala Pac-Man with different Namco figures would fit pretty seamlessly.
 

Wario Wario Wario

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Flickies could be a cool mechanic for Eggman, like if his weapons/badniks are destroyed a Flicky comes out and targets him. That being said, my ideal Flicky implementation would be based on the original arcade game - be that a stage, playable character, AT, part of some kind of retro Sega composite character/stage, what have you.
 
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chocolatejr9

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I'm sorry what? that is so bad it's funny
I know right? Flicky should be playable instead! Give them a moveset that summons the other animals you save, and for the Final Smash they trap the opponent in a container and throw them off a cliff!

(For legal reasons, this is a joke).
 

RodNutTakin

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This is a fair stance to have and all, but my point in bringing up SFIII in particular isn't that Smash can or should do something like this. It's more an extreme example that cuts are not purely subtractive, just as inclusions aren't purely additive. The individual choices made matter more than the very existence of cuts themselves. You can argue that more is more and cuts should be avoided if possible, but frankly, I can't agree.

I also disagree with the idea of "slots" and find it's usually a way for people to scapegoat singular characters for the sins of the game itself. I've seen it happen enough with the likes of R.O.B., Dark Pit, Duck Hunt, Plant, even Arnold's freakin' Grandma in the funny SpongeBob wavedash game that I frankly just view crossover roster discourse as toxic. It's a big part of why I've grown to vastly prefer games with original rosters over crossovers; people don't have a personal attachment to every character who gets announced (or doesn't get announced) by default, making people more open-minded and generally understanding of roster decisions. You also don't have to worry about juggling characters you like for their source material with characters you like for aesthetics, gameplay reasons, etc., and if a character you do like ends up getting cut, it's as simple as finding someone else who scratches the itch. Not quite like Smash where if a Xenoblade superfan loses Pyra & Mythra, there's not exactly another Pyra & Mythra to go to.
I am not exactly sure what you mean by "individual choices made matter more", but I thought I had tried to communicate that cuts are natural, it is just a process that needs a lot more careful planning to handle with in Smash than with an original cast. While I do think the team will try to avoid cuts, I think it is okay to also assume some characters are low priority or even unnecessary next time as well.

As for slots...I apologize. I am not the kind of person to scapegoat characters normally, but regarding this subject I feel there is a hard truth here to be said here. A Smash game's cast doesn't operate on "the devs just add what they want until they feel like they're satisfied". Sakurai doesn't go and say "actually, I want to add 10 more characters to the game, could you move the release date up a year pretty please?" Fact of the matter is, space for characters on Smash's base game is limited; there may not be a hard, defined character slot limit, but it is apparent that characters have lost out on appearing because they were outprioritized by others, and subsequently left behind so that Smash can arrive on schedule. It's less about "slots", and more about the time the devs are allocated to work on the game. In fairness, I do think it is silly and unfair to scapegoat clones since most people are very familiar now with the idea that they are thrown in as something extra for players.

I don't really know what else to say here, but I think it is clear that we see things from different angles here, and considering you outright say you prefer original cast fighters now, I'd be a fool to try and take that away from you. I'm mainly just presenting my observations and analysis on how Sakurai and the devs appear to view the Smash cast.

No, as someone who was there for the whole mess, it was a case of pure emotional attachment to the individual picks and not just people throwing peanuts from a distance. People were out here genuinely saying NASB2 is a downgrade because it doesn't have Hugh Neutron in it. Even if people were saying that, though, that's still a pretty foolish thing to say. A 36-character roster is not necessarily better than a 25-character roster; I'm in the camp that thinks nothing of value was lost when Lincoln was cut, and a bunch of the other cut picks didn't do anything for me either. (Yes, I think adding two Turtles and cutting the other two was a perfectly defensible decision. Crucify me.) And sorry, NASB2 is not "mostly iterative." If it was, we wouldn't have lost 11 characters. The devs made a huge deal when the game was announced of how they completely overhauled the gameplay and systems from 1's. Nearly every character got a visual overhaul (shoutout to Stimpy no longer looking like roadkill), the movesets saw drastic changes (partially in service of alleviating the "Two Flickies syndrome," as you called it), most of the stages are new, and that's to say nothing of the addition of an actual story mode. NASB2 was hurt in a lot of ways, but the roster isn't one of them - consider that another unpopular opinion.
Well, I have to owe up, I honestly didn't even know there was a social thread on here for the game until it was brought up in here. I was mainly echoing the discourse I saw on other sites, where it was very much peanut-throwing from people already dissatisfied with the first game who found it incredulous that, from their perspective, it couldn't even keep its "impoverished" roster intact for a single sequel. And again, I mainly put the blame on Viacom, because they would've been more than capable to foot the bill for all the upgrades you mentioned still happening without a double-digit cut count. Smash Brawl was an overhaul from Smash Melee in quite a few ways, and the only non-clone we lost there was Mewtwo. And that game was around 12-13 years older.

I think what also doesn't help is that Viacom historically has a track record of treating its properties pretty crappily at times in general, so things were already a bit volatile in that regard when most of your audience is one that shares the view that Viacom's insistence on SpongeBob killed a lot of other Nickelodeon shows in the crib. Even disregarding the situation of cuts, I distinctly remember people getting hopes up high with NASB1, thinking about how it would look as if HAL or Sora LTD was developing the project, only for expectations to be dashed since...well, Viacom. While this is something you can disagree with personally, I do think it is reasonable to assume that a lot of people were burned by both games because of failing to meet expectations cast-wise.

Also re: "Two Flickies syndrome", as Wario Wario Wario Wario Wario Wario put it, 2 still has that problem with certain characters, it seems. I honestly think TV show characters would work better with the 64/Melee approach of being general fighting archetypes. Patrick is a big, chubby dummy who has moments of superhuman strength for comedic purposes, make him someone who throws his weight around, is a bit unrefined in his fighting, but is dangerous up close. That move where he manhandles the hat rack almost works--instead of him hitting people with the rack, that could've been a grab/throw move where the manhandles the opponent like he does the rack in the source episode. It would be more subtle a reference and tie in better to Patrick's character of being comically strong when upset.

I think that you might've misinterpreted something, Diglett is saying "this is what I think Smash should be doing." but you're saying "But that isn't what Smash is doing right now."
I brought up that it wasn't what Smash does mainly to back up why I disagreed with what Diglett said. With the way the series has built itself up now, like it or leave it, it would honestly just be too volatile to suddenly copy Street Fighter's approach without some safety net (like making a 3D spinoff game with a different lineup unconnected to the main 2D Smash that eventually takes over for it, or something like that). To me, Smash feels more like it is trying to emulate classic King of Fighters when approaching rosters, keeping and nurturing a big, healthy legacy cast while a small portion of characters are shuffled and replaced. It isn't always perfect (pour one out to fans of the American Sports Team), but I felt like that approach is easier to stick to at this point than the Street Fighter "start all over from the drawing board" mentality. Smash is something I'm fine with remaining relatively simple, and mods like Project M and HDR Remix show to me that just tweaking some things around to make gameplay flow better would leave most people satisfied. But I think I'm going off into an unrelated tangent at this point.

I feel like this line of thinking actually works better in Smash. Since these are all established characters, it's not as hard for established characters to "make up" for the loss of a cut character. Plus, the games cut characters are in still exist, so it's not at all like we've lost anything. Sure, we can't do some specific matchups, but we can get characters we didn't get at all if we prioritized never cutting ever. I'm not talking about just cutting the "unpopular" characters, nobody, except a few essentials like Mario, is exempt from cuts. But I feel like some Smash fans seem to think that every character is essential, and I feel like that's hurting the series in the long run
This is where I'm going to have to disagree on. With an original character who is disliked, it is easier to make a character in the sequel who is more-or-less a refined, improved take on the concept--and this is a statement that goes well beyond even the realm of video games, let alone ones with playable rosters. To keep things small-scale example-wise, however, I'll bring up Street Fighter 6's JP and A.K.I. here. The former's considered to be the best example so far of a non-Bison villain (to the point where I imagine people were frustrated that Bison actually came back this time after his supposed death in V), and the latter's considered an improvement on F.A.N.G.'s concept from V. Conversely, I have seen people quick to throw shade when Smash characters get "replaced", most infamously when Lucario got in Brawl and Mewtwo was nowhere to be seen--even if they are similar archetypes, it's clear that a sizeable chunk of fans did not see Lucario as a consolation prize to be happy about. And to bring up another example, I remember seeing a "reboot" Smash video not too long ago that proposed adding Waddle Dee at the cost of getting rid of Meta Knight, which, to me, sounds like a massive flame war waiting to happen--people do support Waddle Dee quite a bit, but I imagine a lot of those same people would be unhappy at the thought of BWD "replacing" Meta Knight to get in.
While I do think it is unreasonable to try and keep everyone in the series, I also think the balancing act of newcomers and veterans is still one that should be handled very delicately. I personally think there are other ways to circumvent veteran losses, but that would be another conversation in itself about post-launch content and DLC practices I imagine some of you would probably have choice words about.
 

AlRex

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I want Birdo more than any other Mario rep. I know she's immediately put behind Toad, Pauline but I find Birdo a more interesting curveball.
I think there’s a lot fun you could do with a SMB2/DDP character, Birdo with some of her own stuff and maybe her or Wart with all the other enemies, even invent some stuff for Triclyde or someone like that. I see Shy Guy sometimes, but I’d prioritize someone like Goomba, Koopa Troopa, or even the Hammer Brothers or Chargin’ Chuck for a “generic enemy referencing a lot of its other types” among Mario characters, or even something like a regular Waddle Dee or Chocobo/Moogle outside of that.

Part of me wants to see the Undo Dog as a fighter, with Mario Paint and Mario Maker both referenced, but that’s a bit silly and hard to figure out.
 

Wario Wario Wario

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Smash needs a serpentine, and Tricylde is just as good a candidate as any, hell they might be easier to implement than say, Onix or Nokia Snake, on virtue of having equivalents to arms. Maybe Rattly as well, I significantly prefer a playable animal buddy over an animal buddy item (though Rambi is my choice easy)
 
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Laniv

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Smash needs a serpentine, and Tricylde is just as good a candidate as any, hell they might be easier to implement than say, Onix or Nokia Snake, on virtue of having equivalents to arms. Maybe Rattly as well, I significantly prefer a playable animal buddy over an animal buddy item (though Rambi is my choice easy)
I do remember someone making a Serperior moveset back in the pre Smash 4 days
 

Quillion

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I hope Zelda does NOT get the Tri Rod in her moveset. It would be an even bigger gimmicky disaster AND undeserved pandering to nitpicky moveset complainers.

Tangentially related, I also don't like that they gave Ganon in Echoes of Wisdom the hittable ball. That move should be RESERVED for the Ganondorf form and Phantom Ganons alone, and now they devalue it by feeding into the misconception that it is a Ganon move in general.
 

fogbadge

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I hope Zelda does NOT get the Tri Rod in her moveset. It would be an even bigger gimmicky disaster AND undeserved pandering to nitpicky moveset complainers.

Tangentially related, I also don't like that they gave Ganon in Echoes of Wisdom the hittable ball. That move should be RESERVED for the Ganondorf form and Phantom Ganons alone, and now they devalue it by feeding into the misconception that it is a Ganon move in general.
first of all they never change character moveset to such extremes, at best they alter her down special slightly

secondly you clearly do not know the origin of said move which in fact debuted before ganondorf did so don’t make such claims
 

Quillion

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first of all they never change character moveset to such extremes, at best they alter her down special slightly
I know; I just wanted to get it off my chest anyway.

secondly you clearly do not know the origin of said move which in fact debuted before ganondorf did so don’t make such claims
It first appeared on Agahnim, a prototype for both Ganondorf and Phantom Ganon as some kind of humanoid avatar that Ganon could operate in the Light World while Ganon stays in the Dark World.

My general point still stands though. Ganon as a pig should NEVER have that move. Ganondorf, Phantom Ganons, or some kind of possessed puppet are fine, but pig Ganon having it is just... wrong.
 

fogbadge

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I know; I just wanted to get it off my chest anyway.



It first appeared on Agahnim, a prototype for both Ganondorf and Phantom Ganon as some kind of humanoid avatar that Ganon could operate in the Light World while Ganon stays in the Dark World.

My general point still stands though. Ganon as a pig should NEVER have that move. Ganondorf, Phantom Ganons, or some kind of possessed puppet are fine, but pig Ganon having it is just... wrong.
they’re all the same character
 

Quillion

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they’re all the same character
But different forms of the same character with radically different abilities.

That's like saying Young Link/Hero of Time should punch because he has a Goron form who can.
 
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