Super Smash Bros.: The one with Ridley in it

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Omnithea
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Re: Super Smash Bros

Post by Omnithea »

I've come up with some extensive movelists, but you just Great Handsome Oppressor all over them with your achievement.
Last edited by Omnithea on Thu Nov 24, 2011 7:56 am, edited 1 time in total.
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Nap1000
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Re: Super Smash Bros

Post by Nap1000 »

I'd post a more detailed moveset myself, but that would end up stretching the page.

Why doesn't this forum have spoilerboxes?
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Shad
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Re: Super Smash Bros

Post by Shad »

Omnithea wrote:I've come up with some extensive movelists, but you've just Great Handsome Oppressor all over them with your achievment.
Thanks! I think it could be improved though. We had frame data for most moves but I decided to leave them out because it's just unnecessary.
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Omnithea
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Re: Super Smash Bros

Post by Omnithea »

Yours not working Nap?
I held off putting in extensive non-special movesets and pictures because I can be consumed by that sort of chicanery and no one wants to see that. Little Mac is a frustrating choice because he should only punch. He wouldn't be much of an aerial battler. The RPG characters all possess moves that involve detonating the sun to wipe out the enemy party. Works well for Final Smashes, but not practical moves. If I was in charge of the game we'd see characters added in that I care about but others wouldn't even glance at.
"Of course we have to include Blaster Master, I don't care if you didn't play it."
"I don't care if Sony wants ten percent of the backend, we are getting Spyro!!"
"Yes, I know there are more Mother characters in the select screen then there are Mother games, but that just means we need more Mother games."
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Nap1000
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Re: Super Smash Bros

Post by Nap1000 »

Omnithea wrote:Yours not working Nap?
No, these work.

I'm talking about those boxes which hides everything and shrinks the page unless you choose to open it.
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Omnithea
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Re: Super Smash Bros

Post by Omnithea »

No idea. Not a bad suggestion.
A Dragon Warrior character seems like it could be a strong possibility since they have those crossover games in Japan. But then you'd run into the problem of which how to present the character. What's his/her name? Which game? What moveset that won't come across as generic. Loto seems like a possibility.

It would be interesting to see more customized aspects in all of the characters. Yoshi's shield is an egg, Megaman should have his be his Leaf Shield, Link's could be his Staff of Byrna, Mario could turn into a statue, etc. Not necessarily different effects, but different sight gags.

Maxwell
Up Special: ??? Randomly picked item sends Maxwell up. Trampoline, jetpack, eagle, with another random helmet causing damage
Special: ??? Randomly picked long item gets spun around. Javelin, net, staff, bat, yo-yo, snake, chain, carrot
Side Special: ??? Random projectile gets thrown.
Down Special: ??? Random object falls in front of Maxwell. Anvil, rock, hippo, Wallmaster
Final Smash: Random Roulette, text appears on screen and rolls through various letter before randomly spelling out some person, item, enemy, obstacle, object in the Smash Universe. This then falls from the sky in large amounts.
Alternate Final Smash: Adjective Attack, in this form all of the attacks have an attribute decided by an adjective added on. Fire, ice, poison, big, bees.
Alternate Alternate Final Smash: Random Summon. Cthulu, God, Dragon, T-Rex

Jeff Andonuts
Up Special: Bottlerocket, aimable explosive projectile when fired on the ground, in the air Jeff hangs on for dear life
Special: Ray Gun, I'm imagining it working a lot like the Super Scope
Side Special: Heavy Bazooka, long setup, good range, decent damage, high knockback
Down Special: HP Sucker, damages enemies and recovers Jeff's health, Jeff can move while using it but holding still increases the range of its effect
Final Smash: Multi-bottlerocket

Pac-Man:
Up Special: Wokka Wokka, wokkawokkawokkawokkawokkawokkawokka
Special: Wokka, wokka wokka
Side Special: Wokka-Wokka, wokckawokkah
Down Special: WokkaWokka, wokkawakkahwakka
Final Smash: Super Pill, enemies turn blue, if Pac-Man touches them in this form they turn into a pair of eyes and are sent flying

Midna
Up Special: Twilight Dash, Twilit Wolf appears under Midna and she executes a fast aimable jump.
Special: Energy Circle, Midna extends energy field as she charges attack, releasing the button causes Midna to zoom about within range of her energy field, enemies in energy field move slower
Side Special: Energy Wave, energy blast that loses potency as it travels but hit wider area
Down Special: Hair Slam, uses hair to form hand and hit the ground causing a shockwave
Final Smash: Fused Shadow, Midna dons it and flies about the screen out of control eventually flying off screen and then crashing down above in her transformed state

Jak & Daxter
Up Special: Light Eco Wings, Jak surrounds himself in forcefield and flies upwards, low damage but Jak is nearly untouchable
Special: Blue Eco Charge, electrifies Jak and immediate area, afterwards Jak is temporarily faster
Side Special: Yellow Eco Shot, quick homing shot fired from hand
Down Special: Red Eco Wave, Jak slams into ground creating shockwave, afterwards Jak is temporarily stronger
Final Smash: Dark Jak, Dark Eco harms everyone who gets near Jak who no longer flinches, all moves are now powered by Dark Eco causing more damage

Ratchet & Clank
Up Special: Clank Copter, slow setup but good range, low damage, Ratchet can slowly descend to the ground afterwards
Special: Alpha Disruptor, chargeable long range projectile, can be charged for long time but charge doesn't hold when interrupted
Side Special: Flamethrower, short range but Ratchet can move while using it
Down Special: Mine Glove, Ratchet throws mine which explodes when it comes into contact with enemy or else never
Final Smash: R.Y.N.O., rapid barrage of small, but powerful homing missiles
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Etank88
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Re: Super Smash Bros

Post by Etank88 »

I think they should have the sticker mechanic in actual fights, not just adventure mode. Though instead of like +25 Arm Attack it would be like +2 arm attack for the same sized sticker. But people would have different setups of stickers, and trade them over wifi. I hope I'm not insane here.
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Re: Super Smash Bros

Post by Lordy »

lolnecro

That's honestly not a bad idea, though, and they were saying something about character customisation.

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Re: Super Smash Bros

Post by ShadowGuy »

Character Customization could mean they will add Mii's into the game. Would be interesting since you wouldn't know what moves they will have until they use it.
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Re: Super Smash Bros

Post by Lordy »

Having customisable movesets would be extremely difficult to program, and could cause a ridiculous amount of cheap spammy-spammy action.
I'd say go for a Wii Sports based Mii, with maybe a Mario Kart based move (like Wario's bike)

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Chekt
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Re: Super Smash Bros

Post by Chekt »

I played Brawl for the first time in forever today. I played with Tuxedo Mask and his little sister.
I remember why I stopped playing with them.
She won't stop narrating EVERYTHING that happens on screen and he won't stop yelling at her to shut up
It is mad annoying.
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DoNotDelete
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Re: Super Smash Bros

Post by DoNotDelete »

I want MORE characters.

I want custom stages to be PLAYABLE ONLINE.


I don't know how you'd implement a character creation system, really - it would probably fuck up online play because everyone would make overpowered characters - and then there would be the inevitable convergence toward the one character profile/custom moveset that works best for securing wins.

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Re: Super Smash Bros

Post by Stu_Pidasl »

Sakurai has stated that his goal for the 3DS version is for it to be a mostly single-player version where you complete objectives and earn rewards to create your character; costume, moves, etc.

He hasn't confirmed if it'll be a Mii or something more creative. It could also be that you have a set pool of moves to choose from and you only unlock aesthetic stuff. Then you can transfer your character to the console to fight with.

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Omnithea
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Re: Super Smash Bros

Post by Omnithea »

An interesting mechanic to add in would be tag attacks. Not in the complicated sense with unique combo moves between each player or like MvC, but when friendly fire is off let team players stand in the same location (next to each other) and give their attacks an additive effect. Skilled team players could learn to synchronize their movements to be more effective. Allow a block from one player to protect both. The mechanic would be easily implemented, easily picked up, but difficult to master.
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Re: Super Smash Bros

Post by Kamak »

DoNotDelete wrote:I don't know how you'd implement a character creation system, really - it would probably fuck up online play because everyone would make overpowered characters - and then there would be the inevitable convergence toward the one character profile/custom moveset that works best for securing wins.
And that doesn't happen now with tiers, the strategies for how to use characters best, and counter strategies to beat someone using X character?

I'm hoping there's just a way change out some moves on certain characters with potentially better moves.

For example, let's say you don't use bombs with Link all that often (not your playstyle, not very effective, etc.), you can replace the traditional bombs with something else (something that the character would use in their series (I.E. the beetle from Skyward Sword, Slingshot with deku nuts (for a chance to stun the enemy), etc).

And some of these moves could maybe be unlockable features for "leveling" your character through using them repeatedly.
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