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Would your favorite newcomer have a special mechanic?

grizby2

Smash Lord
Joined
Feb 14, 2012
Messages
1,166
Location
Upland California
some characters have something special they can do or have something particular about them that make them pretty cool/unique but aren't necessarily special moves.
things like:

DK's ability to carry opponents
meta knight's and bayonetta's three-part side tilt.
link/yl/tl two-part forward smash
link/yl/tl stopping some projectiles if it touches their shield
peaches hover ability (maybe daisy's will be slightly different??)
ryu's light/heavy button inputs
marth/roy/lucinas back arial turning them around
rosalinas "puppet" style of fighting
bowser jr taking less damage if attacks only hit the clown car.
snake/villager/megaman having non-specials that are reflectable projectiles
ness/lucas forward smashes can reflect projectiles.


it doesn't have to be super brand new or anything like that, just wondering what else there could possibly be in the next crazy installment that's going to be Smash Ultimate!

I can see dixie kong getting DK's grab ability, since she was the "dk-style" barrel thrower in DKC2. im personally hoping shantea gets a hover ability like peach!
what about you guys?
 

ErenJager

Smash Champion
Joined
Feb 16, 2014
Messages
2,792
Location
Namek
Since Giegue has psychic influence and mind control capabilities in the Mother series. I think it would make a unique gimmick or mechanic in Smash.

He could summon various creatures/ animals/ robots/ aliens from Mother to fight for him with AI.

He could have a mechanic that allows him to mind control assist trophies and pokemon to become under his control.

Also perhaps very temporarily take control of the opponents character. It would be difficult to not make this broken, bit perhaps you wouldn't be able to self destruct by jumping off the edge.
 

FamicomDisk

Smash Journeyman
Joined
Mar 17, 2018
Messages
388
DeMille's origin game, Tomato Adventure, is a turn-based RPG with a cool battle mechanic in that each and every attack is associated a unique minigame - completing the game rewards you with higher damage, while failing will give a far lower amount. One of them, for example, requires you to time an A press so your cursor stops within a certain range - another is as simple as mashing A to fill up a bar before time runs out. And there are a ton of them! Each character can equip 4 weapons to use as attacks, so you can pick the minigames you're best at!

But there's another mechanic along with that - you can freely modify the difficulty of each game, going from difficulty Lv 1 to Lv 7, and the higher the difficulty, the higher the damage if you complete it! Playing minigames for every attack wouldn't work in a fast-paced game like Smash, but I think the difficulty modification could be adapted to work really interestingly! My thinking is that one move - maybe his neutral special - would change the "difficulty" of his attacks between Lv 1 and Lv 7. At Lv 1, his attacks would do the same damage everywhere as long as it connects, but at Lv 7, all of his attacks are made weaker and do less knockback, but they all gain a sweet spot similar to Marth's tipper. Hitting with an attack's sweet spot deals far more damage than any attack at Lv 1, and does far more knockback!

It's entirely possible that if he joined the game, he'd come without this mechanic - in fact, I don't even have it in my support thread's moveset concept - but it would open up a lot of different ways to play him! Would you play it safe, keep his attacks at Lv 1, and rack up the damage over time? Or will you crank it up to Lv 7 from the beginning and try to hit the sweet spot for every move, netting early kills? Or maybe you'll rack up damage at Lv 1, and then set it to Lv 7 once you're ready to get the KO. It would definitely make DeMille a unique fighter, since there's no mechanic quite like this in Smash!

(Also, I realized I never added my ideas for difficulty modifying to my support thread, so I just added this write-up to it. Thanks for prompting me to write it up! :p )
 
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ErenJager

Smash Champion
Joined
Feb 16, 2014
Messages
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Namek
I think Agumon or a tamagotchi character could have a neat pet care mechanic.

A quick example would be feeding ur character during a match would make it stronger.
 

grizby2

Smash Lord
Joined
Feb 14, 2012
Messages
1,166
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Upland California
(Also, I realized I never added my ideas for difficulty modifying to my support thread, so I just added this write-up to it. Thanks for prompting me to write it up! :p )
hey no problem! im always curious about a newcomer's potential in smash! maybe that can be incorporated in his grabs since everyone has 4 throws!
 

Luigifan18

Smash Master
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Feb 19, 2015
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Vaati wouldn’t really have any new mechanics. He would push an existing mechanic — windboxes — to their full potential.

Bomberman, on the other hand, would have a new mechanic, but he's all but deconfirmed at this point.
 
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UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,725
Mimikyu could have had his obvious Disguise move that, if used at the exact right time, he would only take small knockback with the most powerful smash attacks at any percentage. While when hit with lesser powerful smash attacks, he reacts like this.



With natural attacks, they wouldn't be able to damage Mimikyu because the weakest attacks would make Mimikyu tangible without any effort.

Cranky Kong would occasionally speak between battle, lecturing the foe, entertaining and distracting the foe player.
 

Zinith

Yoshi is Thicc in S P I R I T
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The ONLY thing I can think of for Boshi is to have a different Neutral B to Yoshi. It'd still be a command grab but instead of immediately laying an egg, he'd instead keep the opponent inside his stomach for a bit and then with another input he'd poop out the opponent propelling him upwards. It's be like a mix of Yoshi's Egg Lay and Wario's Waft (which makes sense considering Boshi's theme)
 

Garbage Cat

Smash Rookie
Joined
Aug 1, 2018
Messages
11
My most wanted newcomer right now is Geno, and I could imagine that he'd have some sort of special mechanic involving timed hits and having to press A/B at a certain time (either during the start-up for the attack itself or when it collides into an opponent/object) in order to inflict more damage or strengthen the move's intended affect, like for example a move that paralyzes or buries opponents would keep them buried/paralyzed if the A press is properly executed.

And I guess the only character that I actively want is Ninten, and even if he were more of a unique fighter, he'd most likely have any unique mechanics that the other psi kids have. He'd most likely have a delayed double jump and a forward smash that reflects projectiles, and although this isn't necessarily a mechanic, I'd imagine he'd have some sort of psi-infused attack with a crazy amount of knockback scaling, something with power similar to that of Ness' back throw and Lucas' up smash
 

SkySkipper

Smash Rookie
Joined
Jul 24, 2018
Messages
22
In the most of games, Chibi-Robo's battery doubles as his health meter, so when he takes damage, it comes out of that same battery meter. My idea to translate this over into Smash would be to make Chibi-Robo constantly take damage, sort of like Lip's Stick's effect, though not necessarily at the same rate. Walking, jumping or attacking would cause him to take damage even more quickly. However, for his down B move, he would pick up his plug and plug it into the ground. Now, as long as he's plugged in, instead of taking damage, he's healed at a steady rate instead. However, being plugged in would leave him tethered to that one spot, so he wouldn't be able to go very far without unplugging, leaving him somewhat vulnerable. It could be difficult to balance this just right to hit the sweet spot so it doesn't make him too strong or too weak, but I think it could make a neat mechanic.
 

Idon

Smash Legend
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Hells yeah, dude.

Demon summoning.
Think Zelda's Phantom, except for all the special moves.

Got the support thread in my sig.
 

MrPowerfulJeans

Smash Cadet
Joined
Jun 23, 2018
Messages
46
Hmm... I'll at least show the Top 5 for what I think their special attributes could be.

Blue Oak would just share the special attribute with Pokemon Trainer, except with his own Pokemon Team.

Decidueye could potentially have his moveset nearly entirely projectile-based, but I dunno how likely that is.

Captain Toad wouldn't be able to jump with the jump button. That backpack is too heavy.

Tails would have multiple jumps like Kirby or Jigglypuff.

Octolings would share the Ink Mechanic with Inklings.
 

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,725
A gimmick idea for Skull Kid that's a call back to Majora's Mask. When Skull Kid is being combo spammed while in the air, he stops taking damage. Its a specific function that would activate when combo baited to the extreme, Bayonetta's instant air combos.
 

Ridrool64

Smash Lord
Joined
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New Jersey
Arle Nadja would have a chaining system, which would basically boil down to "get more hits to do more damage" and "don't get hit, like ever" in order to play at her best in Smash. The first attacks are weaker than usual, but as you get more unique hits in, she'd do more and more until she's ready to get the kill. However, to balance things out, her opponents can chain attacks into her too. She would also have an All Clear mechanic where if everybody else is dead, she gets a power boost to specific attacks.
 

Aetheri

W/E happens don't panic...
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Midna probably wouldn't have much of a mechanic other than various floating movement. She'd be a short character who wouldn't touch the ground often unless landing or crouching.

Elma on the other hand would likely have a weapon switching mechanic. Her specials and taunts could switch between her swords and guns and her normals, throws and aerials would change depending on which weapon she's holding. Sort like a stance change in a way. Overdrive could be implemented in some way as well, perhaps similar to Limit Break.
 

Peridorito

Smash Journeyman
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Mar 27, 2018
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Crystal Gem Temple, Beach City
Cecil could change between Dark Knight and Paladin. Both forms would have the same movesets but with different properties.

Terra could change into her esper form for a limited time and summon other espers.

Paper Mario could have timed button presses, where if you press the button at the right time his attacks become stronger.
 

Verde Coeden Scalesworth

Flap and Swish~
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Definitely. It's hard to imagine Brian if he doesn't use a ton of Fire, Earth, Wind, and Water spells. These are all big to the character.

I like the idea of switching among the 4 elements in a cycle. Akin to Pokemon Trainer and Shulk combined. As it has similar attacks, but distinct moves and effects with RNG-style status attacks. I feel this captures his gameplay well, while still making him viable. I'm still figuring it out to some degree. Namely the experience rates(as he levels up each element, not unlike Lucario to some degree. With 15 levels of each element max). But more importantly, it ups the effectiveness of spell effects and the damage a small bit. A maxed out Brian is stronger, but not beyond ridiculous either. And having two Final Smashes to keep this in mind is good(one maxes him out for a while, and then removes all the current changes. Probably resetting his levels, but unsure). While the other is a powerful cutscene move using all 4 elements in some way(probably Avalanche, Hot Steam, Water Pillar, and Wind Walk, maybe).
 

thirsty-pocket

Smash Ace
Joined
Sep 7, 2018
Messages
702
I'd like to think Banjo and Kazooie would have egg swapping in there somewhere. Of course the bigger surprise to me would be if they managed to make the split-up pad work somehow.
 

Cabbagehead

#Ashley4Smashley
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In the moveset I made in the Ashley thread way back when, I imagined that she would be something of a combination of Rosalina & Luma's mechanic and the Ice Climber's mechanic, with her AI partner being Red. With Red by her side, her moves are drastically boosted in power and reach, making her a special attack powerhouse to make up for her strangely lightweight and slow stature. However, Red can desync from Ashley, and has his own health. If he gets hit enough times, or knocked off the stage, it severely cripples Ashley's abilities.
 

UserKev

Smash Champion
Joined
May 10, 2017
Messages
2,725
I want Scorpion to have armor while he uses certain or specific attacks akin to how he functioned in Shaolin Monks where he doesn't flinch once damaged by non Smash attacks that lasts until he's above 75% or the like. Grabs or Smash attacks are the only attacks that can breakthrough this special mechanic while Scorpion is pre-damaged.
 
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