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Accually as for the new game part turns out roy was added to melee before his fire emblem game even came out so being too new is not too much of an issueIt can go either way obviously, but having played the demo (have yet to purchase due to funds )I can say that adding Wonder Red would just seem like something Sakurai would do. By that, I mean everything Sakurai looks for in a character is right there. Granted, I understand everything going against him (too new, game bombed, etc) but I have the same hunch as our fine chap Scoliosis Jones.
I agree with this.I may have gotten a bit out of hand with my prediction, but my hunch still stands. Adding Wonder Red just seems like something that would happen. The character pool this time is a hodge podge, it's practically scraping the bottom of the barrel. So far, most of the characters everyone has been expecting have lost some steam, and it is still entirely possible that Ridley, K.Rool, and Palutena aren't going to make it. (Although I really want them to)
I mean don't get me wrong, Wonder Red probably isn't as deserving as Ridley or Mewtwo or whoever. But he has what it takes otherwise, and I think he would be a great addition. Maybe the game didn't do well, but considering sales, wouldn't Mario dominate the roster slots then? Especially over quite a few other series.
I doubt the visit to Platinum Games means much, but I guarantee that Sakurai has had exposure to Wonderful 101 long before its release. Whether that convinced him to add Wonder Red is a mystery, but it isn't something we can rule out completely just yet.
I hope to try this game somedayI just got Wonderful 101 today. Now that I've played the first chapter, I can say that Wonder Red would be perfect for Smash.
I'll add you when I can access a computer.I'm not on the supporters list for some reason >__<
Thank you for your contribution 8-peacock-8, it was very insightful.Interesting.
Despite the fact that Wonder Red can fight on his own and the others can easily be in his final smash. He doesn't need them with him.I think the Wonderful Ones are a prime candidate for an awesome assist trophy, but I've tried to visualize them as characters (Because having just Red defeats the entire purpose) and I can't see it.
Again, and this is my opinion, it defeats the purpose to only have one of them alone. Even if Wonder Red can fight on his own, the whole premise of the game is to have multiple characters at once. Wonder Red being a lone character would be extremely ironic... in a bad way. However, If Sakurai can find a way to make it so that the premise of W101 (Controlling multiple characters at once) translates into playable characters, that'd be great, but I just can't see that working.Despite the fact that Wonder Red can fight on his own and the others can easily be in his final smash. He doesn't need them with him.
Kamiya is friends with Sakurai and Kojima apparently. lolIf Sakurai keeps the ball rolling on purely unique characters, then Wonder Red & Co. should be shoe-in's Especially with his creator wanting smash representation
If Sakurai keeps the ball rolling on purely unique characters, then Wonder Red & Co. should be shoe-in's Especially with his creator wanting smash representation
All the better! The Wonderful 101's creator is friends with Sakurai, he would like to see one of his characters in Smash, and Sakurai was at their offices to look at The Wonderful 101 prior to it being revealed, during the time in which he was choosing characters for roster of SM4SH. And he's shown us very unique characters so far, all of which other than Mega Man have not been the most likely choices but bring something with their inclusion and that is diversity. Who is more diverse than the leader of a group of 101 superheroes who fights KAIJU with a giant pulsating red fist of awesomeness made of the other 100?Kamiya is friends with Sakurai and Kojima apparently. lol
Speaking of Movesets....i'll add this to the OP.I made a moveset for the entire team the other day, might as well post it here:
The Wonderful 100
In this moveset, I've color-coded the attacks to the Wonderful One that performs it, like this:
Wonder Red: Unite Hand
Wonder Blue: Unite Sword
Wonder Green: Unite Gun
Wonder Pink: Unite Whip
Wonder Yellow: Unite Hammer
Wonder White: Unite Claw
Wonder Black: Unite Bomb
Some attacks are available for all the Wonderful Ones (Jab, Nair and B-moves). The other moves will change your Wonderful One instantly.
Jab: Punch, Punch, Uppercut.
Jab: Horizontal slash, upwards Slash, downwards slash. During Nair, last hit will slam down into the ground. It also spikes opponents.
Jab: Fires one shot forward.
Jab: Two whip lashes.
Jab: Slams hammer into the ground. Spikes during first active frame.
Jab: Five quick hits with the claws. Has a freezing effect on higher percentages (Goes for all of his moves)
Jab: Throws a bomb that slowes time in a small area upon detonation (Takes a while to detonate, and can be picked up by the opponent. This also goes for Nair and bombs from B-moves. You can't throw more bombs when there's already one on the field.)
Ftilt: Sword stab.
Utilt: A quick, standing uppercut.
Dtilt: Pokes at the opponent's feet with the claw. Works similarly to Ness' or R.O.B's Dtilt.
Dash A: Slidws forward with the whip spinning in a spiral.
Fsmash: Swings the hammer sideways.
Usmash: Throws a bomb up into the air. Unlike the time-bomb, this one will detonate with a normal explosion almost instantly (Power and blast radius are greater if charged for a while)
Dsmash: Fires the Super Scope into the ground, similarly to Samus' Dtilt.
Grab: Grabs the opponent with the whip.
Pummle: kicks the oppponent with her heel.
Fthrow: Simple forwards throw with the whip.
Dthrow: Quickly bash the grounded opponent with the hammer.
Uthrow: Throws the opponent into the air and shoots them a couple of times.
Bthrow: Wonder Black jumps over the opponent and lays a bomb behind them, that explodes normally.
Nair: Works like the Jab. When used in midair though, it will halt your downwards momentum slightly the first time used, but not enough for you to gain any height.
Fair: Swings the hammer in front of him. Can spike the opponent (Think Snake's Fair)
Dair: Swings the sword in a wide arc below him, similarly to Marth or Meta Knight.
Uair: Quick, aireal uppercut.
Bair: Slashes with the claws behind him multiple times.
Zair: Lashes out with the whip. Can tether.
B: Wonderful Cyclone. Is generally a spinning move that hits on both sides. When used in midair it will not put you in a helpless state. If Kirby swallows you, he'll get the move of the active Wonderful One.
Wonderful Cyclone: Spins around, fist first. Mash to keep it active for longer and gain height if used in mid-air.
Wonderful Cyclone: Works similarily to Red, but with more range and less damage/knockback.
Wonderful Cyclone: Spins 360 degrees with the gun, fires a shot forwards and one backwards while knocking away nearby opponents.
Wonderful Cyclone: Spins 360 degrees with the whip. Hits once, good range, good knockback.
Wonderful Cyclone: Spins and hits twice with the hammer. Similar to Kirby's aerial side B.
Wonderful Cyclone: Good horizontal range. Moves quickly sideways. Mash it to keep it going indefinitely. Doing this in the air will make you fall slower, but not gain any height. Creates a tornado above you that will make opponents fall slower.
Wonderful Cyclone: Throws one bomb forward and one backwards.
Side B: Wonderful Stinger. Generally a quickly advancing move. Leaves you helpless unless otherwise stated.
Wonderful Stinger: Rushes forward fist first.
Wonderful Stinger: A far-traveling stab witht he sword.
Wonderful Stinger: Mash B to fire multiple shots. Won't leave you helpless, but can one be done once per jump. Freezes you in place as he fires.
Wonderful Stinger: Dashes forward with the whip completely straight. Tethers.
Wonderful Stinger: Jumps on top of the hammer as it travels forward using its thrusters.
Wonderful Stinger: Fires a claw boomerang forward, which then returns. Won't leave you helpless, but can one be done once per jump. Freezes you in place as he throws it.
Wonderful Stinger: Throws a bomb, further than with Jab/Nair. Won't leave you helpless, but can one be done once per jump. Freezes you in place as he throws it.
Up B: Wonderful Rising. Generally a rising uppercut-like move. Leaves you helpless like up B-moves usually do.
Wonderful Rising: A quick, rising uppercut.
Wonderful Rising: Spins sword 720 degrees around him while doing backflips and going upwards.
Wonderful Rising: Does a slight hop upwards while spinning his gun, which you can then fire multiple times in an upwards angle by mashing B. Bad for recovery purposes.
Wonderful Rising: Does a slight hop upwards while sending the whip straight upwards. Can tether.
Wonderful Rising: Swings the hammer upwards. It has a slow start-up, but it will move quickly once it gets going, thanks to the thrusters on the hammer. He will also rocket downwards after getting to the peak, making it more safe than others while used on the ground.
Wonderful Rising: Jumps upwards while spinning rapidly, forming a claw sawblade. Mash B to keep spinning. Will start losing altitude after a while.
Wonderful Rising: H Does a slight hop upwards while throwing a bomb straight up. It is thrown in such a way that it will detonate at roughtly the same height as it was thrown. Bad for recovery purposes.
Down B: Wonder-Liner. Allows you to draw what weapon you want to use with the Analog stick. It will freeze you in place for a while upon activation in the air, similarly to Ness' Up B. Can only be done once per jump. Drawing at the opponent will cause minor damage.
Draw a circle.
Draw a straight line.
Draw an L.
Draw an S or another wavey shape.
Draw a straight line, then a circle.
Draw a Z.
Draw a circle, then a straight line.
The bigger your drawing is, the more powerful (and slow) your weapon will be, for a limited time.
SPECIAL ABILITIES/OTHER:
Each WOnderful One has at least one special effect:
Block a fire-based move with your shield to do extra, fire-based damage until you switch weapons.
Block a lightning-based move with your shield to do extra, lightning-based damage until you switch weapons. Block a laser-based move with your shield to reflect it automatically.
Green is noticably heavier than the rest.
Jumps slightly higher, but falls faster than the others.
Slightly heavier than the others. He throws items further, and will move faster while carrying a crate.
Is able to wallcling.
He is able to jump midair twice. He's a small target that weights less than everyone else.
Shield: Unite Guts.
Shield roll: Unite Spring.
Run: Unite Ball.
Glide: Unite Glider. (Can only be done by drawing a triangle during down B midair.)
Final smash: Unlimited Form.
The team enters unlimited form. This grants them an infinite amount of midair jumps, removes the helpless state from all of their moves, and gives them max-size weapons for the entire duration of the FS.
Sad how people either underestimate him or don't get a chance to read your posts.I've been trying to get discussion going on Wonder Red in the Roster Prediction Discussion thread. But it moves so quick
I remember reading about that a while back but forgot until the other day when I was reading up on the different "Wonder X" members of the group, of which they were listed.So i just remembered that Bayonetta is in Wonderful 101. So Wonder Red's game is the only reason why she even has a chance. lol
Sad how people either underestimate him or don't get a chance to read your posts.
I wonder if anyone else has realized that Rosalina's inclusion helps multiple characters quite a bit.