Saturday, October 3, 2015

CUCCOS




Why? Appears in almost every Zelda title. A Zelda staple. Popular Zelda character. Iconic Zelda character. Has appeared in more Zelda games than Ganondorf. Millions of games sold which they feature in.

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.

TOY BOY


This kid brings his massive collection of Nintendo toys to battle!!

Before Mario, before Game & Watch, Nintendo produced a plethora of successful toys. These toys featured interesting kids on the packaging art. These kids know what fun is!



Characteristics: A bratty kid who brought his toys to Smash because he thought it might be a fun game.
Mischievous like villager but an even bigger brat!
Sketch art design with constant alternating outlines. A series first. A good example of this art design is present in the dirty kid from the Peanuts/Charlie Brown cartoons: http://youtu.be/JLJQXiIlj8w


Some move ideas:



Up Smash: Space Top



Swings rod up. Holding launches the top. The longer the move is held the farther up the top launches. Top can be caught again by swinging the rod up if timed just right. If not caught, the top will hit the ground and continue to spin. This will allow anyone to grab the top. The top will disappear after a few seconds or after it hits someone.

Neutral Special: Chiritorie



Places a Chiritorie down. It moves forward a few feet then unpredictably moves forward and back. Has a bot-like animation, seems to have a mind of it's own.
Sucks opponent's foot for .8 of a second then smokes and explodes when stepped on.

Forward Special: Mach Rider



Puts helmet on and hops on a small Mach Rider race car. Toy Boy's hands and feet are crammed into the tiny race car as he's too big for it. Good for recoveries but rides a little out of control.

Helmet sticker seen here:



Down Special: Ultra Machine



Places an Ultra Machine down. The toy begins to shoot 12 mini baseballs in an arch one after another. Toy Boy now swings a mini bar when down special is pressed. This bat can be used to return balls in the opposite direction, doubling their damage. The mini bat can also be used to hit an opponent directly. Short range with high damage. After Ultra Machine throws 12 balls, special will be replaced with setting up Ultra Machine again.

GRAB:



Toy Boy uses Ultra Hand to grab his opponents.






Other possible Nintendo toys to use:










 And possibly moves based off Color TV games:



Taunts:

Would love to see a taunt that alternates between various Nintendo toys. Every time this taunt is selected, Toy Boy pulls out a random Nintendo toy and plays with it.
An Easter egg can be the Toy Girl alternate character playing with one of these dolls:





Possible alternate costumes(including Toy Girls):












Stage: Rabbit Coaster


Knock over fake sheep and hop over rolling marbles in this wacky plastic coaster!
https://youtu.be/YcMpFJKY6I0

Possible alternate stages:

   



*A Toy Boy Vs. R.O.B. Battle would be fun!*

Nintendo Toy Sources: BeforeMario.com