Tuesday, October 6, 2015
Sunday, October 4, 2015
HIPPIE
The Hippie draws near!
Anyone who's played Earthbound recognizes this goofy poof of hair! He's obliviously goofy and the player should feel this characteristic while using him.
Creative moves:
Neutral Attack:
Hold the attack button to cycle through his items: Hippie sticks his hand into his hair. A small speech bubble appears above his head as he digs around. The bubble alternates images of a ruler, tuning fork and toothbrush in that order. Tapping the button instead will choose the next item. After chosen, Hippie pulls it out of his poofy hair.
*Item needs to be pulled out before it can be used.
Ruler: Short reach. Hippie swings the ruler and whacks opponent. Low damage and kncockback unless opponent is hit at the very end of it which does good damage and knockback. This item can be used as a smash attack creating a potentially dangerous move.
Tuning Fork: A thrown item. When striking an enemy it rings any
of 12 pitches at random. The enemy is stunned depending on pitch. The
lower the tone the longer the enemy is stunned.
Toothbrush: Hippie brushes teeth. After brushing, Hippie is mobile and free to use any attack except cycle through items. When neutral attack is used again, Hippie will smile. Enemies close to him will be stunned about as long as the deepest tuning fork. If opponents are not attacked they will slowly regain their mobility, starting at half speed and back to normal a second later.
After smiling, Hippie is free to cycle through items again.
Neutral Special: Coil Snake
Releases a snake that quickly slithers forwards and slides off stage. If opponent is bitten he will be poisoned for a few seconds. Poison does %4 over 4 seconds.
Side Special: Stray Dog
A rabid dog dashes forward on a leash held by hippie. After a short length the leash breaks(becoming a stray). The dog continues to rush forward until he falls off stage. Cannot be used immediately after. If used too soon Hippie will pull out a broken leash, glance at it then look at the camera and shrug while still holding the broken leash. After a few seconds the rabid dog can be used again.
Up Special: Spiteful Crow
Hippie pulls out a crow from his hair and it lifts him up a short length before letting go. The crow continues to fly off screen. The crow does average damage and knockback.
Rarely Hippie will pull out a Li'l Saucer instead.
This startles him and is much faster, does high damage, and takes Hippie further. The drawback is the player may be startled as the Li'l Saucer is rare and may disorient the strategy or take you off stage if you used too high.
Taunts:
Up Taunt
Hippie faces the camera and gestures the peace sign
Down Taunt
Hippie meditates and regains %1-3 health. After %8 regained it will take longer each time he meditates.
Down Special: Bullhorn
Hippie pulls out a bullhorn and yells "Your mother is calling!". Opponents
in front of the bullhorn will quickly look back and forth similar to
the animation when a character awakes from sleep. This gives Hippie an
opportunity to strike but doesn't last long.
Final Smash: PSI Groove
Hippie pulls out a boombox from his hair and the Hippie them begins to play. The background of the stage becomes psychelic, wavy, and purple-ish as Hippie begins to groove.
Hippie dances and twirls around the stage to the music. His attack is greatly inscreased.
After the song finishes he rubs his head in confusion and says "Whoaa..."
The boom box becomes a destructible item and can be thrown around until it breaks.
Temper:
When Hippie takes enough damage he will lose his temper!
All his stats including speed will increase, making his stats slightly higher than the average fighter.
Stage:Paradise Line
Original music: https://youtu.be/GNCNz7w96sY
Fighters battle above the Paradise Line train. They'll travel through the wilderness, under tunnels and through various towns.
Enemies from all areas attack! Sometimes the fighters are visited by dangerous UFO's above!
When the train is passing through a town, that towns music will play until the train leaves that town. If outside a town the train will play the default music from the game.
Mii
Info about Mii from Wii Sports/Wii Play/Wii Fit/Wii Motion/Wii Party etc. Will be posted here.
Keep up the good work Caliko Team!
Keep up the good work Caliko Team!
BABIES
Why? The characters are already iconic themselves. Adds 6 characters into a single slot including Baby Daisy. Highly recognizable. They're cute!
Not Baby Mario and Luigi but the whole daycare playable!
The characters play as a baby duo. Choose between Baby Mario and Luigi, Baby Peach and Baby Daisy or Baby Rosalina and Baby Luma.
I can see this pleasing a lot of Daisy fans. I think the character choice dynamic in smash is VERY important. The aesthetic capabilities alone make such a beautifully realistic experience and keeps repetition at bay and fans happy.
Would love to see a stroller forward special taken from their Mario Kart.
A down special mechanic to switch the controlled character is a no brainier. Give both babies different stats and let strategic fun begin!
And their losing animation? Clapping? No silly! Rubbing their eye as they cry!
Stage: Partners in Time
Any location would be awesome!
Note: The Ice Climbers thing can come into play here unfortunately. I say make dual characters New 3DS exclusive and let Nintendo cash in and speed up New 3DS adoption. It's a win-win.
Saturday, October 3, 2015
Alternate Costumes: DR. LUIGI, FUNKY KONG, CHUNKY KONG, LOUIE/CHARLIE/BRITTANY, KEN, MS. PAC MAN
Why? Why not? Changes aesthetic dynamics. Adds characters that would otherwise might never make it in the game. Popular characters. Free DLC.
I can see this pleasing millions of people appreciating this. I have no idea why they haven't done this yet? Ken is a no brained and these Kongs have a similar body to DK.
And I'll never understand why Alph was the only other captain besides Olimar?
I really wanted to add Dixie Kong and Daisy to the list but their characteristics are way too different from the originals. Dixie doesn't shoot a peanut gun or use a barrel rocket and Daisy doesn't fly. I also have no idea what Daisy's neutral special would be substituted with instead of the Toad block.
Sakura from Street Fighter would have added another female rep but I'm not sure her body size is similar enough to Ryu and Ken or if she's popular enough. Sako from Street Fighter is also questionable.
Custom Villager
Transfer your unique villager clothes and all to Smash. Watch the little guy or gal battle it out and be proud. Surprise people online with your custom look and fashion! And hats!
RABBIDS
Why? Massive sales with over 14 million sold. Mostly Nintendo exclusive and huge Wii icons. Popular in books, toys and have a television series. Nearly exclusive association with Nintendo. Became recognizable in a few years.
These wild Rabbids would be a blast to play as!! Plungers, fly swatters, rolling shopping carts and a plethora of moves are at their disposal.
I'd love to see all their hilarious animations. The running animation from their DS game would be absolutely hilarious. Imagine the sounds they'd make as they fly off screen? "Waaaaahhhh!!!"
Alternate costume options are endless.
Taunts? Victory poses? Oh God.
Stage: any stage from their big library of games
JUST DANCER
Why? Highly successful Wii game. Highly associated with Wii. Popular.
From one of the most successful 3rd party Wii games comes Just Dancer!
Tons of dance moves and smooth dance combos at their disposal.
Imagine the costume potential??
Taunts:
Taunts would include the ultimate disrespect. Up taunt to Gangam Style on your opponent after a humiliating footstool. Down taunt to Hammer Time while your opponent uses his last jump, missing the ledge falling down below.
Side taunts could include 50 popular dance moves chosen at random. Giving Just Dancer a fresh taunt every time.
Final Smash: Just Dance
A Just Dance bar appears on the screen with different dance moves requiring timely button commands. Exactly like the game except buttons take the place of motion commands. The more strings you get in a row the stronger the dance moves. Although you can't move the character, Just Dancer will dance around the stage and the speed will be determined by successful string combos.
Stage: Just Dancefloor
The club is your battlefield as the disco ball spins and the DJ lights flow across the smooth floor.
A crowd of party animals gather around the fighters.
Think of it as a dance circle except you guys are beating each other up. :p
* I would rage quit so hard if someone did the Moonwalk or Gangnam Style horse dance as I flew off screen!!
CUCCOS
A set of 3 Cuccos. One cucco is a slightly different shade or alternate color like the Gold or Blue Cucco from Zelda.
This character can work with 3DS because they play as a flock and don't have individual AI. They support each other in moves and animation. They all follow the main Cucco. You can't KO the support cuccos, they will have low knockback and "rubber band" toward the main one in attacked.
Like this but with one more:
Imagine this but with one in the middle and a little closer:
A hilarious move set:
They support each other but DO NOT play similar to Ice Climbers or Rosalina and Luma. Instead they are a flock and stick together. You can't KO just one, they are always within a foot of each other. I will sometimes refer to the support cuccos as "Cuccomplices".
Due to height they can be hard to hit when walking but their downside is they take damage as a flock.
The main one takes normal damage as the other 2 take half or less. The first Cucco hit takes the damage, canceling damage for the others.
In other words if you hit all 3 with a move, the first cucco hit will take the damage for the others.
Neutral attack
They alternate pecking. Hopping forward each peck.
Forward tilt
one of them stretches it's beak forward.
Dash Attack
Cuccos pounce with claws forwards with wings flapping.
Forward Smash
Main Cuccoo launches forward
Down Smash
Cuccomplices poke their beaks at both sides of the main cucco.
Grab attack
Cuccomplices grab you while the main one pecks and flaps on opponent.
Up throw
Cuccos angrily toss you upward with their beaks.
Side throw
2 Cuccos hold opponent while the main one pounces forward, launching the opponent.
Back throw
same animation as forward throw except the main Cucco runs behind opponent and pounces.
Down throw
Cuccos lie opponent down then peck, flap and chicken scratch opponent on the ground. Main Cucco quickly cocks head back and delivers a final downward peck bouncing opponent off the ground.
Neutral B(funny): Chicken Shoot
One of them jumps in front of the rest turns around and bends over.
Holding B charges an egg, letting go shoots an egg towards the opponent!
Tapping B releases a short range slow egg. Holding B will blast an egg farther and faster depending on how long it's held. Holding for too long will release the egg eventually.
Down Special: Egg Lay
Cucco lays an egg, any opponent who steps on it slips and is vulnerable for a second. Only one egg can be on the field at a time. Attempting to lay another egg will animate the Cucco with a constipated-like face.
Egg Lay can be used aerially to hit an opponent. This does damage and slight knock back. Yolk is left on players face for 2 seconds.
Up Special
Cuccos launch in any input direction. Does light damage.
Final Smash:
(You guessed it)
All opponents pause and the camera view changes to a close up of the Cuccos. The main one cries for help as the close-camera angle changes. Finally a bunch of them rush the stage! Cuccos become furious and invincible allowing the player to join the Cucco chaos!
Taunts:
1st taunt: chicken feed
Cuccos peck around for food.
2nd taunt: cluck commotion
They get rowdy and make that fast clucking recognizable from Zelda(when attacking Link) as they hop about and ruffle their feathers.
3rd taunt: Chicken Dance
They all take 2 steps to the right and bob their head twice as they cluck together. They turn and repeat taking two steps to the left.
So it sounds like "Bugock, bugock,(turn around) bugock, bugock". 😂
Stage: Kakariko Village
Battle in the beautiful village of Kakariko. Jump from roof tops and run up stairs. Beware the dark well. Anyone who falls down here will have a hard time recovering and won't be able to see themselves as they fall.
Note: they're not assist trophies strangely but items instead. I"m not sure why they can't be removed as items while they're in battle. Seems logical. Nintendo already did a similar thing with Toon Link in the Spirit Train stage.
POKEMON TRAINERS
Yup you guessed it.
ALL starter Pokemon too.
Why? Millions sold. Ridiculously successful franchise. Will please Pokemon fans beyond their wildest dreams. Successful. Popular. Recognizable.
Pokemon Trainers take up ONE character slot. Alternate costumes cycle through different gen trainers. Each trainer will have all 3 of their non evolved Pokemon at their disposal.
*Speaking of alternate costumes. Just throw in Ash, Brock and Misty as first gen reps. Why not Nintendo?
This adds whopping 18 CHARACTERS to the roster!!
Pokemon fans want more and more characters but Pokemon characters take up the most slots(along with Mario). This solves the problem while adding a plethora of variety and moves(including down specials).
People often say they like down special moves. With these trainers ALL Pokemon would have a down special and just like the real game, after a Pokemon "faints" a new pokeball is thrown into battle.
Down special problem solved.
Like Brawl the player is able to choose which pokeball to throw first if they wish. Otherwise the first Pokemon will be chosen at random. A lot of inexperienced players may not like the idea of a random Pokemon but this only adds to the challenge for more experienced users and makes the Trainers harder to master. In short, easy to play hard to master.
What about Charizard?
Nothing. The first gen trainer uses a younger faster Charmander. This makes it possible to keep Charizard if Nintendo decides to.
To be clear.
Each Trainer will be accompanied by their 3 respective starter Pokemon. Unevolved versions. All trainers combined take up ONE character slot. Alternate costumes are alternate gen Trainers.
Imagine the moveset possibilities?
Final Smash:
Similar to Brawl with each Trainer having a slightly different dynamic. And a way cooler animation(think Shulk or Mega Man's final smash).
The original audio "It's SUPER EFFECTIVE" from Pokemon Stadium will play. The absence of the announcers voice in Brawl always disappointed me.
Would love to see this updated version.
Stages: Pokefloats 2 , New Pokemon Stadium, Pokken Tournament
Pokefloats 2
A Poke floats stage that randomly alternates between all gen Pokemon. An updated version that is far more unpredictable. Each pole float gen's path is the same but the order in which these paths appear is random. If this isn't cool then you must really not like Pokemon.
Pokemon Stadium 3
A long overdue new Pokemon Stadium with new gen Pokemon and new elemental hazards. An actual crowd of Pokemon fans fill the stadium instead of Pokemon like thee current one has for some odd reason.
Pokkem Tournament
Fighters are tossed in the middle of fierce Pokemon battles in the Pokken Tournament stage.
This fighter would please a ton of Pokemon fans, solve a lot of problems(character slots, Down Special, Pokemon requests).
Would be a fun challenge for Nintendo.
HANAFUDA
Why? Nintendo history. Nintendo's first product. Kept Nintendo alive as a company. Cards still selling today. Without Hanafuda we wouldn't have Nintendo. Period.
I've seen suggestions for Rain Man, Daitoryp and such characters who appear in the cards to represent the card game.
But I think we should have more Hanafuda characters represent the game as a whole. Not more character slots, but a single slot with alternate characters. Since these characters have similar body measurements it makes sense.
Jokers, King, Queen, Rain Man and Daitoryo to name a few. I'm sure there's a lot more viable representatives.
All Hanafuda.
I imagine this character being graceful and a beauty to look at? A character who moves swiftly and who's fighting style is almost hypnotic.
A card is tossed and when it reaches a certain point a phoenix is swiftly painted as the animal continues it's forward charge, letting out a "howl" like a distant echo until the paint fades into nothing. This is of course one card. The cards feature deer, boars and other wildlife.
What's beautiful about the card game is that certain cards are stronger depending on times played and in which order.
This could give Hanafuda a ridiculous learning and strategic dynamic. A character that's easy to play but very hard to master.
Hanafuda can have a taunt where he/she holds a card up and a random large Hanafuda painting from the real-life cards is painted over it so the player can appreciate the art in Hanafuda.
Just look at these cards.....
This is simply beautiful and amazing. Would add another dimension of graphical style to Smash.
Stage: Hanafuda Painting
Players appear in a calm serene painting. Smooth strings and harps play as wild life fills the air and roam the background.
Stage hazards include wildlife that bump against you or head butt you if you bother them. So enjoy the scenery but don't get too close!!
A more in depth look into Hanafuda concepts by an outside party:
http://smashboards.com/threads/the-daitoryo-for-smash-4-thread-goko-opponent-wins-game-4-disconfirmed.341055/
EXCITE TRUCK
Part of the Excite series, these trucks had boost mechanics, would slam into each other and crash or push others off track.
This character would be heavy and tough. Although Excite Truck can be fast it's weakness is turning around and ending lag. But it's a tough truck.
Some Moves:
Neutral air:
Excite Truck does a back flip. A good way to differentiate from it's double-jump, which could be a front flip.
Forward air:
Truck does a 360+ degree spin mid-air just like an aerial trick from the game. Similar to DK's up special except the truck descends instead of ascending.
Back air:
Same as forward air but backwards. Does more damage but doesn't travel as far.
Neutral B: Burning rubber
Tapping the special will give you a short boost of speed and damage any character in your path.
Holding it down revs your engine until it's at full speed. Motor growls and tires squeal. Gives you a faster boost and does more damage. The engine gets louder until you release.
Good move for getting across wide stages.
Jump is a forward flip just like the tricks you can pull off after a ramp in the game.
Up Special: Turbo Jump
Fire shoots from the exhaust and you gain a fast jump boost. Can do major damage.
Side Special: Front Willie
The truck lifts its front tires. Does more damage when the wilie lands at the end of the animation.
Final Smash: Crazy Monster Truck
Excite Truck turns into it's Crazy Monster Truck form. Sparkles and shines, fire shoots out of exhaust pipes, speed is increase, becomes invisible and reckless!
Damage/KO Audio:
When taking damage the truck slamming sounds from the game is heard.
When knocked off the sides of the stage a honking horn is heard.
When knocked into the background of the stage you hear a rhythmic honking similar to Game & Watch in the same situation.
Tons of alternates:
More Trucks:
https://youtu.be/4Kj839_ibO0
Stage: Excite Track
A stage that alternates between Excite Bike, Excite Truck and Excite Bots. Featuring unique stage hazards to each.
Insane character but would be awesome to battle with and against. Would add a whole new element to smash while staying true since it is a Nintendo IP after all.
Subscribe to:
Posts (Atom)