Super Smash Bros Wii U & 3DS Thread 4: New Year, Old Arguments

You are on my shit list now.

Yeah.. I thought that might have happened with some people D:

1. Bayonetta
2. Waluigi
3. Chibi Robo (Only because of a bet)
4. Samurai Goroh (Because I want Takamaru to get in)

I actually REALLY, REALLY want Chibi-Robo. The little guy is in my Top 5. Hahah

Wait, what's wrong with Bayonetta and Goroh? The former would be a brilliant, unique addition from a fantastic game series and a great company. The latter is a samurai, which is inherently pretty cool in my eyes. Unless someone was hoping for Takamaru, I guess.

I just don't think Bayonetta fits at all, IMO : Plus I think Wonderful 101 fits in perfectly, and Platinum really does deserve a spot.

Nothing really wrong with Goroh, its just that I personally think F-Zero is fine the way it is represented, but if I had to choose a newcomer for them it'd be Black Shadow. Haha

And I'd prefer Takamaru as well!

Great minds think alike.

1337.gif
 
I'm happy with any newcomers so long as they aren't:

1. Ghirahim
2. Bayonetta
3. Cranky Kong
4. Samurai Goroh
5. GHIRAHIM :|
tumblr_lzs1vinB7A1qkpux0o1_500.gif


I would love to see him in this game so much. Best Zelda villain, possibly ever, IMO (Ganon doesn't count much...).

I have zero expectations for him though, as they seem to be picking Zelda reps in a generic manner. No reps from a specific game.
 
I just don't think Bayonetta fits at all, IMO : Plus I think Wonderful 101 fits in perfectly, and Platinum really does deserve a spot.

I think it also helps that Nintendo owns the franchise. So it wouldn't be as hard as getting a third party character, which they already have two confirmed.
 
I just don't think Bayonetta fits at all, IMO : Plus I think Wonderful 101 fits in perfectly, and Platinum really does deserve a spot.

I think the only chance Bayonetta has to show up is as a cameo in her Wonderful 101 chibi design. Like, in a W101 stage or as part of a 101 final smash.

But even getting anything W101 related besides trophies will be surprising to me.
 
Someone was talking about the potential in the OST for Smash 4 and I've just come to the realization that most Nintendo franchises had their best (musical) entries since the day Brawl was released. Considering that Brawl also managed to side step a lot of good entries that were out around the same timeframe as well (Galaxy games, Prime games, etc.), this could be the defacto best OST ever.

Aye. The Galaxy Games, Kid Icarus: Uprising, Kirby's Epic Yarn, Pikmin 3, Fire Emblem: Awakening...so much to look forward to!!

also LOL at afoni pic
 
At this point, Diddy's way too well done a solo character to get paired up or radically changed. Most people suggest the change either because they think the DK series isn't getting 4 "slots" or 2 newcomers this go around and want to secure both a Dixie appearance and K. Rool playable character or because they want to see more "pair up" or "multi-character" characters.

In all honesty, it'd be cool to see another pair up character, especially since there are still so many ways to make them stand out. There are a lot of unexplored archetypes they could with that design:

  1. Mirror Characters: Two characters whose moves are executed the same way with no variance between themselves, animation timings not withstanding.(Example: Ice Climbers)
  2. Point & Assist: Characters that would have a defined "lead" and utilize a nearby character/characters' special or unique action for various setups. (Example: Captain Commando in the MvC series; the Capcom vs. series in general; everyone's thoughts on how Chrom + Lucina would work.)
  3. Stand/Puppet Characters: A character with a summonable "second party" they can command in tandem with themselves during a match. Said second party can act independently of the main body/person in command. (Example: Rosalina and potentially Zelda)
  4. Tag Characters: Two characters who have unique move sets and work with tag match mechanics where the lead is the "main character" and can switch spots with a character that's not on the field at the moment. (Example: Donkey and Diddy, Dixie and Diddy, Dixie and Kiddy in the Donkey Kong Country games)
  5. Sequence Characters: Two characters who have follow ups off of either one's lead. (Example: I had an idea for this involving Isa and Katchi from Sin & Punishment 2 where they both would have "double tap" followups that would have the other person finish what the first started.)
  6. Unite Characters: A big group of characters who mob things. (Example: The Wonderful 101 in their own game.)

And that's just off the top of my head.

Found on Twitter
BfVwVEuIcAEmhXt.png

Awesome idea
as like a special mode or something, instead of specific to a stage
?

OMG I want this. :O
 
I still think K. Rool is more likely than some people give him credit for. He's been wanted for ages, and back during the Brawl days he had far more supporters than Dixie did. He's still probably the most requested character after Ridley and Little Mac outside of Japan (let's ignore silly requests on Miiverse like Goku and Shadow), and apparently in Japan he's one of the most requested characters too.
I’m going to get shit on for bringing up height, but regarding K. Rool, I genuinely think it’s a legitimate concern. There’s a size limit in Smash Bros., and Donkey Kong is already as large as he can be without causing clipping issues or passing through stage platforms. That’s the problem — K. Rool absolutely towers over DK in Donkey Kong Country and Donkey Kong 64. Whether hardcore K. Rool fans want to admit it or not, having him be the same height as Donkey Kong would look terrible and out of character. He’s supposed to be imposing to DK. Ignoring that aspect of K. Rool’s character changes him fundamentally. I think he’ll be an Assist Trophy (or a boss if the game has those).
 
Aye. The Galaxy Games, Kid Icarus: Uprising, Kirby's Epic Yarn, Pikmin 3, Fire Emblem: Awakening...so much to look forward to!!

also LOL at afoni pic

The Uprising music alone will make this OST amazing.

Maybe they'll be able to get some David Wise Tropical Freeze stuff in too.
 
All this talk of Mewtwo not coming back because of Lucario reminds me of how a lot thought Ness wasn't coming back because Lucas was in the game already. He was still in the game and they both had similar movesets.

I want Mewtwo to return
 
All this talk of Mewtwo not coming back because of Lucario reminds me of how a lot thought Ness wasn't coming back because Lucas was in the game already. He was still in the game and they both had similar movesets.
Up until now
 
At this point, Diddy's way too well done a solo character to get paired up or radically changed. Most people suggest the change either because they think the DK series isn't getting 4 newcomers this go around and want to secure both a Dixie appearance and K. Rool or because they want to see more "pair up" or "multi-character" characters.

That's true. I really hope that we are getting Donkey Kong County newcomer, since there are few characters that are full of potentials to be fun characters.

In all honest, it'd be cool to see another pair up character, especially since there are still so many ways to make them stand out. There are a lot of unexplored archetypes they could with that design:

  1. Mirror Characters: Two characters whose moves are executed the same way with no variance between themselves, animation timings not withstanding.(Example: Ice Climbers)
  2. Point & Assist: Characters that would have a defined "lead" and utilize a nearby character/characters' special or unique action for various setups. (Example: Captain Commando in the MvC series; the Capcom vs. series in general; everyone's thoughts on how Chrom + Lucina would work.)
  3. Stand/Puppet Characters: A character with a summonable "second party" they can command in tandem with themselves during a match. Said second party can act independently of the main body/person in command. (Example: Rosalina and potentially Zelda)
  4. Tag Characters: Two characters who have unique move sets and work with tag match mechanics where the lead is the "main character" and can switch spots with a character that's not on the field at the moment. (Example: Donkey and Diddy, Dixie and Diddy, Dixie and Kiddy in the Donkey Kong Country games)
  5. Sequence Characters: Two characters who have follow ups off of either one's lead. (Example: I had an idea for this involving Isa and Katchi from Sin & Punishment 2 where they both would have "double tap" followups that would have the other person finish what the first started.)
  6. Unite Characters: A big group of characters who mob things. (Example: The Wonderful 101 in their own game.)

And that's just off the top of my head.

I wish that you brought it up like two weeks ago when I was trying to start a discussion about archetype.

I found my old post in Smash 4 Community.

Well I would love to have several concepts from umvc3 but I want them to give it smash vibe instead.

Item Based Character
Example: Phoenix Wright (UMVC3)
Candiate: Balloon Fighter or Duck Hunt Dog/Laughing Dog

Balloon Fighter could pump up to 3 Balloons which would be Down+B, however I have plan for Duck Hunt Dog. if you press down taunt, which will have brief slow start up for him to pick up knocked out ducks. He can pick up to three ducks which would help him to recover better, and buff his damages.

Multiple Stance -
Candiate: King K. Rool

Down + B or Taunt: He would pull out crown or pirate hat and put on his head so he would have two different moveset based on Crown or Pirate hat.

Combo Character -
Example: Lucario in Project Melee
Candiate: Little Mac

Just like you mentioned in your OP.

Level Character -
Example: Frank West (UMVC3)
Candiate: Mike Jones or Shulk


Naturally, you have to level up your characters to boost up the power of attacks and items would changed. So it would work way better for RPG characters, such as Mike Jones, Shulk, etc.
 
K Rool's problems lie in how Nintendo doesn't like acknowledging his existence. The DK series has pretty much been revived/rebooted and it has done so without any trace of K Rool and the Kremlins.
 
What?
Have you even played both of them once? Their movesets are even further apart than Luigi's is from Mario's.
No not exact, but they shared the same moves with different effects. Except for Lucas having PK Freeze.

EDIT: Lucas was my main, rarely played Ness cos of the fact I preferred the effects of his moves.
 
The Uprising music alone will make this OST amazing.

Maybe they'll be able to get some David Wise Tropical Freeze stuff in too.

Lightning Battle, Boss Battle, Goddess Boss Battle, Underworld Remix in Medusa' chapter with Orne melodies here and there...

I'm salivating already.
 
I’m going to get shit on for bringing up height, but regarding K. Rool, I genuinely think it’s a legitimate concern. There’s a size limit in Smash Bros., and Donkey Kong is already as large as he can be without causing clipping issues or passing through stage platforms. That’s the problem — K. Rool absolutely towers over DK in Donkey Kong Country and Donkey Kong 64. Whether hardcore K. Rool fans want to admit it or not, having him be the same height as Donkey Kong would look terrible and out of character. He’s supposed to be imposing to DK. Ignoring that aspect of K. Rool’s character changes him fundamentally. I think he’ll be an Assist Trophy (or a boss if the game has those).
He's only slightly bigger than Donkey Kong in Country 2, King of Swing and Jungle Climber. I get what you're saying, though. I feel like they probably would have made Donkey Kong slightly smaller if K. Rool was really added. At the moment he's huge.
 
I wish that you brought it up like two weeks ago when I was trying to start a discussion about archetype.

I found my old post in Smash 4 Community.

Two things:

- My post is full of so many spelling omissions and weird syntax that I feel bad looking at it in your quote. :lol

- I'm totally down to talk mechanics of newcomers. Half the reason I entertain big rosters is because I hope to see some of this stuff actually happen and with fitting characters.

If they don't include Magnus's Theme I will fucking rage. Best song in the game.

I also forgot Dark Pit's themes. I'm the worst. :lol
 
Two things:

- My post is full of so many spelling omissions and weird syntax that I feel bad looking at it in your quote. :lol

- I'm totally down to talk mechanics of newcomers. Half the reason I entertain big rosters is because I hope to see some of this stuff actually happen and with fitting characters.

Do you want me to edit the quote out? :P

Yeah, the potentials of characters always made me interested in to the possibilities. Ironic enough that I had similar idea that I had for Palutena and Centurion is almost same thing as Rosalina and Luma. I was bummed that it didn't happens for Palutena, but here is a hope that she would pick up better mechanic for the moveset.

Here is few move sets that I have been posting in this thread lately.

Tag Team Concept (Instant Tag, unlike poke balls and Zelda/Sheik)

Since people kept teaming up Diddy and Dixie but Diddy already got his own moveset. I would to present the idea where Cranky and Dixie could team up. Both characters could have good mix up moves, like Dixie would have pink bubble trap in the air, awhile cranky could have floor trap with his fake teeth trap. Their tag should be fast so they could able to make the combo with the trap moves.

Different kind of trap character that would require strategic to set up the traps. (Like Emmett)

I just have a weird idea where Advance Wars main character would have odd trap and turrent moveset, where it would allow the character to set up a strategic traps and combos. He would able to set up tanks toy and soldiers toy, so they would activate their own attacks when toys reach to the time limit like 5 or 8 seconds. Also they could set up turrent toy to control the space and all that. Yeah, it required strategy minds to make the combo to work, like the game genre itself.

I know it's kinda silly but cool tho.

I would like to have Project Melee's Din Flare traps in SSB4, and they can put it on newcomer that would make a better usage of it.
 
Found on Twitter
BfVwVEuIcAEmhXt.png

Awesome idea
as like a special mode or something, instead of specific to a stage
?

holy shit this is beautiful

They need to bring this option back. (was it in Melee too?)

zeldabrawl.jpg

It wasn't in Melee because each stage in Melee had 1 or 2 perfect tracks per stage, instead of a bunch of mediocre tracks to choose from like in Brawl.

come the fuck at me melee ost >>>>>>>> brawl ost
 
They need to bring this option back. (was it in Melee?)
Nope. One of the better things Brawl brought to the table.

I just hope music from a series isn't confined to the stage based on said series. Sometimes music from one series can work well on another stage. Obvious example being the varied non jungle based tunes from the DK series. I mean Metroid always seems to be the lava stage so why not use some lava themes from other games like DK so it isn't forced just to have music that suits its own stage.
 
holy shit this is beautiful



It wasn't in Melee because each stage in Melee had 1 or 2 perfect tracks per stage, instead of a bunch of mediocre tracks to choose from like in Brawl.

come the fuck at me melee ost >>>>>>>> brawl ost

neither Melee or Brawl had any Xenoblade music, therefore both were garbage
my logic is flawless
 
It wasn't in Melee because each stage in Melee had 1 or 2 perfect tracks per stage, instead of a bunch of mediocre tracks to choose from like in Brawl.

come the fuck at me melee ost >>>>>>>> brawl ost

Saying Brawl music is bad is like saying that Nintendo music is bad.
 
I am more interested in original Smash compositions than remixes. Hopefully Brawl's vast selection of musical options returns.
 
After playing Uprising, and taking into account the way Sakurai tends to design his move sets, here’s what I’d like to see for Palutena:

Weak attacks - staff swings, twirls, shield strikes
Smash attacks - short range bursts of light from her staff (high, low, etc.)

Standard Special Move - Orbs of Light
Simply pressing B fires a single ball of light from Palutena’s staff, but holding down B can charge up to three orbs, which stack vertically above her staff and fire off one after another.

Side Special Move - Mirror Shield
Palutena thrusts her shield forward as it flashes, deflecting projectiles and acting as an offensive maneuver.

Up Special Move - Levitation
A sphere of heavenly light surrounds Palutena as she floats. Hold B and use the control stick to move her around.

Down Special Move - Centurion Assist
A Centurion hovers above Palutena and automatically attacks anyone who overlaps with him. Pressing Down + B makes the Centurion fire an arrow. The Centurion is killed with a single hit, so it’s very weak.

Final Smash - Palutena Glam Blaster
Palutena fires a massive beam of light from her staff.
 
holy shit this is beautiful



It wasn't in Melee because each stage in Melee had 1 or 2 perfect tracks per stage, instead of a bunch of mediocre tracks to choose from like in Brawl.

come the fuck at me melee ost >>>>>>>> brawl ost

The vast majority of melee's tracks were in brawl so this doesn't make any sense outside of the usual Melee everything > Brawl everything mentality.
 
Doesn't Brawl's soundtrack contain like 90% of the good songs in Melee?

I'll take quality + quantity over just quality. Plus Brawl has some truly incredible remixes.
 
One thing I am choosing to take away from the Lucario reveal...

It shows that Pokémon with mega evolutions can return without mega evolutions being forced into their movesets.

Good luck, Mewtwo.
 
Do you want me to edit the quote out? :P

Nah, I went and edited it so it'd be better to read anyway.

Yeah, the potentials of characters always made me interested in to the possibilities. Ironic enough that I had similar idea that I had for Palutena and Centurion is almost same thing as Rosalina and Luma. I was bummed that it didn't happens for Palutena, but here is a hope that she would pick up better mechanic for the moveset.

It's funny, as much as I know I'd love to see Palu in game, I actually don't know what archetype she'd be saddled with. As long as she has some oomph behind herself, is very mobile and/or is a projectile monster, that'd already be good enough for me.

Here is few move sets that I have been posting in this thread lately.

Tag Team Concept (Instant Tag, unlike poke balls and Zelda/Sheik)



Different kind of trap character that would require strategic to set up the traps. (Like Emmett)



I would like to have Project Melee's Din Flare traps in SSB4, and they can put it on newcomer that would make a better usage of it.

I always liked that Turret/Tower Defense style of play ever since I saw it mentioned in these threads. It'd be sorta like playing Kokonoe (Blazblue) and Doronjo (Tatsunoko vs Capcom) at the same time, you build your "bases" on the field and have people cover it and yourself until it's ready then you reap the benefits.

As for my own personal desire, well I don't have anything too grand. The only thing I wanted was a good flail using character, hence my biggest reason for supporting Mike Jones as playable since forever ago. I've always imagined him as a fast paced character that was primarily based around his Island Star (the yo-yo he uses) and it's ability to transform based on his level of focus between a basic yo-yo, a morning star, and that supremely wicked looking flail that shoots flash bangs forward. I even made a moveset for this a few years ago.

A (Jab - See Forward Pass) - Pitches the plain island star straight forward.

A>A>A Hold (Barrage) - Pitches his Yo-Yo forward in quick succession at varying angles, building up damage similar to Fox's Kicks or Link's old AAA stabs.

Dashing A (Walking the Dog) - Mike runs forward then quickly launches his Yo-Yo forward at a 60 degree angle to the floor. Does average damage but has decent knock back, can KO at high damages if caught in the initial yoyo toss or first few instances of the "Walking The Dog" animation.

Up Tilt  - Quickly throws his yo-yo, now resembling the Morning Star upward and makes it rotate, doing damage like Sonic's up smash.

Forward Tilt - Mike pitches the yo-yo in morning star form forward and it rotates in place damaging in a manner similar to his up tilt before retracting back to himself. This damages enemies while keeping then at bay.

Down Tilt - Mike wraps the yo-yo in its morning star form around his leg and does a "Skip It" motion with it gliding along the ground. The end of the yo-yo can meteors in certain situations (i.e. catching an opponent before grabbing the ledge) and the chain can sometimes trip opponents caught in it on the ground. Has a light pop-up effect when hit with the Star part on flat ground.

Forward Smash (Forward Pass) - Mike does a quick & simple forward pass pitch with the Island yo-yo, now donning a Supernova appearance to signify his Smash Attack. Has strong knock back, strong damage and the pull back motion can drag opponents closer to you. The longer you charge, the harder and quicker the hit. The yo-yo animates to reflect this strength (it will start sparking up greater than usual before released).

Up Smash (Around The World) - Mike swings his yo-yo over his head in a wide arc while psychic charging both the chain and Supernova. The greater the charge, the more devastating the effect.

Down Smash - Similar to Ness' downward smash, except Mike's yo-yo darts forward first then back and has a faster motion. Mike does a small hop animation as the yo-yo travels under him. It also retains the the Supernova properties of sparking up due to being a Smash attack. Has a great horizontal knock back and damage.

Neutral Air - Does a somesault with his morning star out and swings it in a sweeping somersault motion. (Think MetaKnight's nair but with the base yo-yo's reach)

Forward Air - CLEATS! More specifically, does a jumping full body kick reminiscent of Mario & Luigi's Forward Air from Smash Bros. 64.

Back Air - Back kick like Fox's Brawl bair using his cleats.

Down Air - A twirling kick much like Mario's old drill kick that racks up moderate damage. The last hit has a weak spike effect.

Grab - Mike just runs up to them and grabs them Yusuke (Yu Yu Hakusho) style.

Grab Attack - Mike casually slings the yoyo at their face while holding them with the other arm.

Back Throw - Mike tosses the character behind him and brings the island yoyo up to swat them away.

Forward Throw - Mike throws the opponent by their shirt forward.

Upward Throw - Mike throws them moderately high then shoots a volley of small psychic flash bombs at them all at once with his slingshot.

Down Throw - Mike jumps on top of them and stomps them (a la Kirby) with his cleats.

B Special (Pitch) - Mike will reach into his pocket and toss a Wonder Horsehide baseball at an opponent. The longer you hold B, the harder the pitch. Sometimes, he might pull out a surprise weapon such as a burning ember (longer he holds this, the more fire damage he takes), bolas which can tangle a person up (try this to someone recovering if you want to lose a friend), a dagger or fake out and use the fast and unpredictable Psychic Flash (which has a tiny firecracker effect). Then there's always the chance of him hurling a pebble at someone for 1 damage and no flinching. It's all a game of chance. Has minimal to good knock back and damage.

Forward B (Ax Smash or Two Step Draw) - Mike will dash forward with either an ancient caveman's Ax, a dagger or a katana from the nearby hammer space and do a dashing attack. A clubbing smash with the Ax, a poking stab with the dagger or a draw and swing with the katana.

Up B (Anklet Jump) - With wings on his shoes, Mike takes a mighty leap forward with his knee extended creating a pressure effect like Wolf's. Opponents are dealt one solid upward blow instead of being carried though. The wings then flap and keep his forward momentum up for recovery purposes.

Down B (Mirror Palms) - Mike makes a gesture like Mr. Mime in the Pokemon anime and an Aegis Reflector styled barrier that reflects projectiles is put in place in front of himself.

Final Smash: Ultra Psychic Shockwave - Mike tosses a psychic charge forward like a molotov cocktail that explodes with an electrical effect multiple times over a wide area.

Taunts
- Mike jumps in place twice mimicking his NES jumping sprite
- Mike takes out a "Try Your Luck" sign that rotates and reveals either a Smash logo, his series logo or a "+1" after the spin. This is in reference to how Try Your Luck signs in the series were guessing games involving him spinning a sign.
- A sound like someone going "ring ring" is heard and Mike looks for a phone on himself before a thought cloud appears over his head and Mica (the guide for all of Startropics 2 and princess saved in StarTropics 1) looks at him scramble mischeviously.

Needless to say, this was done a loooooooong time ago. Five years to be exact.
 
One thing I am choosing to take away from the Lucario reveal...

It shows that Pokémon with mega evolutions can return without mega evolutions being forced into their movesets.
How can you make that assumption without having seen Lucario's Final Smash? If Mega Evolutions are in the game, they're obviously going to be Final Smashes.
 
One thing I am choosing to take away from the Lucario reveal...

It shows that Pokémon with mega evolutions can return without mega evolutions being forced into their movesets.

Good luck, Mewtwo.

We don't know yet if Lucario has his Mega Evolution there though, could be his final smash for all I know.
 
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