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Lord_Brand

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About Lord_Brand

  • Birthday 03/27/1990

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  • Favorite Fire Emblem Game
    Awakening

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  • I fight for...
    Ylisse

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  1. Frank West out, Shantae in. Dante Chosen Undead Bandana Dee Scorbunny Arle Crash Bandicoot Sora Shantae Alex (Golden Sun) (Screw it, let's not pick Issac and add a villain) Sakura Shinguji Rayman
  2. I'm wary of rating any fighter request "overrated" as I feel that's kind of rude and dismissive, like saying "Well I don't think that character you want is worthy, and clearly my opinion matters more than yours." That's just being an arrogant, entitled, elitist snob. Obviously some fighters are more likely than others given popularity and significance, but if the fighter would be allowed by Nintendo, then I wouldn't call them overrated. By the same token, it's hard for me to judge whether a character is underrated. What makes a character underrated? Not getting the exposure and popularity they deserve? At the very least though, I can name some reasonable fighters based on my knowledge of popularity and fandom/industry significance: Crash Bandicoot. I mean c'mon, the guy was an unofficial mascot at one point. He was a rival to Mario and Sonic! And as much as I love having Banjo & Kazooie in there, Crash is without debate more notable and influential than them. Not to mention he's come back stronger than ever thanks to the triple threat of NST, CTRNF, and now Crash 4. Crash is enjoying the most success he's had since the 90s. The Bandicoot is back and bigger than ever; Nintendo and Activision would have to be certifiably N. Sane to leave him out of the Smash bash. Shantae. There was a time when her chances of getting into Smash were about as good as her chances of getting a sequel, but Shantae did indeed get sequels to the point her popularity has exploded within the past decade and Nintendo themselves have taken notice. Not to mention Shantae's a natural fit for Smash as her own games are sidescrollers where she pulls off fighting moves and uses various magic attacks. She'd bring a little Middle East-inspired flair to a game sorely lacking it, not to mention a kicking soundtrack. Oh, and Spirits don't deconfirm as Min Min demonstrated, so the door's wide open for the Half-Genie Hero now. X. He has a different weapon selection than Mega Man, and let's be honest, he's cooler than Mega Man. The MMX series is easily as popular as the Classic series, and like its predecessor, it has a rocking soundtrack, a few songs of which are already in the game. If X were added as DLC, they could include even more to go with his own Stage and a selection of new Spirits (the Spirit Board absolutely must look like a stage select, complete with music). X may not be as likely as Dante for Capcom's next rep, but I don't think he's an unreasonable choice, either. Min Min proves that getting a Spirit beforehand doesn't deconfirm, and Chrom's presence in Robin's Final Smash proves FS doesn't deconfirm either. A Soul Calibur rep. There's a number you could use: Sophitia, Mitsurugi, Xianghua, Siegfried/Nightmare. Talim and Seong Mi-na might be a little too sexy for Smash, and Ivy and Taki definitely are. But no denying that Soul Calibur is one of the foremost fighting game series, up there with Street Fighter, Fatal Fury, and Mortal Kombat. Link himself guest-starred in the GCN version of SCII. And hey, it's another Namco rep! Rayman. I mean, he is Ubisoft's mascot and all, and Origins and Legends featured a moveset that feels like it was tailor-made for Smash. Yeah, there are other Unisoft characters they could add like Sam Fisher, Jade, Ezio, or the Prince of Persia, but Rayman is the Ubisoft character. Lara Croft. Another 90s gaming icon, part of the PS1 pentagon along with Snake, Cloud, Crash, and Spyro. Also one of video gaming's most notable women, alongside Samus Aran and Chun-Li. Square Enix now owns her, so she'd be their third rep in SSBU. Ryu Hayabusa. Perhaps the most iconic video game ninja, again with a play style that feels perfect for Smash. The one snag to his being included is that KT and Capcom don't get along well due to their history of legal issues, and Capcom has their fingerprints all over the top of SSBU's boss doors, so KT might elect to keep their ninja boy out. I feel as though Spyro is on the border of reasonable as he's enjoyed some success as well thanks to the Reignited Trilogy and his guest appearance in CTRNF, but there's no denying that Crash comes first for Smash. I also want to put Krystal up there, but her chances are hindered by the fact she's already an Assist Trophy, though I disagree with the notion that an AT can't be promoted to Fighter status within the same game; they could always just disable the AT in battles where the fighter is played, like they do for certain stages. Same for Zero and Shadow the Hedgehog. How did they pass over Zero of all characters!? You know if they announced Zero as DLC, fans would lose their freaking minds. Zero is perfect for Smash, with moves that involve directional inputs. And he's unquestionably more popular than X himself. Shadow should have been included as an Echo Fighter of Sonic; given his popularity, I'm baffled he wasn't first in line after Ken for Echo status. Come SSB6, I hope Sonic can bring a lot more of his friends and foes along. Sora has the popularity, but Disney's involvement makes that a sticky issue. I swear Nintendo had a rule that characters in Smash have to originate from video games, and Mickey Mouse, Donald Duck, and Goofy most definitely don't qualify. There is a workaround; they could replace all Disney symbology (namely, Mickey Mouse heads) with neutral symbols like hearts or crowns, which would still give it that KH feel. But to edit out the Disney parts is kinda missing the point, I think.
  3. Wish I knew more Japanese, I've begun studying the language lately as I find the three systems fascinating. And it'd be nice to be able to translate these things whenever I see them because I think something juicy could be written right there and I just don't understand it. I've learned about the three types of characters used in the modern Japanese writing system: Hiragana (平仮名), katakana (片仮名), and kanji (漢字). Hiragana and katakana are syllabic kana (simple), each consisting of 46 basic characters, or 71 including diacritics. With one or two exceptions, each syllable in the Japanese language corresponds to one particular character in each syllabary. The majority are consonant-vowel combinations; that's why most Japanese words end with a vowel sound. The vowels also each have their own kana as does "n" (ん or ン). G, D, Z, B, and P syllables are created by adding a dakuten or handakuten to the K, T, S, or H syllables. G, D, Z, and B all use dakuten (the two small lines) while P syllables use handakuten (the tiny circle). The difference between hiragana and katakana lies in their writing style: hiragana is written with softer, curlier shapes, while katakana is written with harder, more angular shapes. Each has particular uses which are covered in the linked article. The difference seems to be comparable to cursive and print; hiragana is more curly and fancy like cursive, while katakana is simpler and more angular like print. From my observations, katakana seems to be the most common form as its shapes are simpler and easier to remember. Kanji is basically a combination of syllables combined into a single symbol, often placed at the start of a phrase or sentence. Each kanji has a specific meaning and pronounciation, which changes based on context. There are over 50,000 kanji, and it is rare even for native speakers to know nearly that many. Japanese primary and secondary school students are required to learn 2,136 joyo kanji as of 2010. Examples of kanji on that poster include the characters for year (年 = toshi, ト = to シ = shi), month (月 = tsuki, ツ = tsu キ = ki), and day (日 = nichi, ニ = ni チ = chi ). The big katakana in the middle spell "Mien Mien" (ミエンミエン, ミ=mi エ=e ン=n), obviously referring to Min Min. You'll also see "ミエンミエン" elsewhere on the poster, such as under her picture and in the red box under the big black box. There's some hiragana there as well, "ま=ma と=to め=me て=te お=o" or "matomete o". According to Google Translate, it means "collectively". Presumably it's talking about buying the Fighter Pass and getting 6 DLC fighters collectively. Well, after my studies today I picked up on a few katakana and learned about dakuten and handakuten! I now can recognize I (イ), E (エ), O (オ), Se (セ), Ni (ニ), No (ノ), Ha (ハ), Mi (ミ), Ze (ゼ), Ba (バ), and Pa (パ) on sight.
  4. If they do add both Crash and Spyro, I hope they get spots next to each other on the mural. That feels like the only proper option. I kinda want Crash and Spyro to be back-to-back DLC. I know that gives Activision two fighters in one pass, but to be fair Capcom, Konami, and SEGA (effectively) all already have three, even if two of those are Echoes. If we got Crash and Spyro back-to-back or even side-by-side, would anyone here complain? We all know Crash is the more likely of the two, but dang would I love for Spyro to get added as well. Seeing the stage, the music, the Spirits - shoot, maybe even background characters like Hunter, Elora, and Bianca - would just tickle me and make me feel all giddy.
  5. Well yeah, they're both grid-based strategy RPGs, so of course there's some innate compatibility. Question is, which unique mechanics from each series could you combine together to create an interesting whole? What new mechanics could you introduce that taps into the unique premise of the crossover? How would the job system work? And would the perspective be top-down, isometric, or just 3D with a movable camera?
  6. I've been concepting a fangame that is basically to FE what HW is to DW, called Hyrule Wars. It's a FE-style game set in Zelda's world. Your units are collectively known as Hyrule's Champions, lead by Princess Zelda and Link. The Champions are called to deal with a skirmish at Hyrule's borders which heralds the beginning of a war with a neighboring empire that covets Hyrule's fabled Triforce. The Empire's army is lead by a black knight in armor which no common weapon or spell can penetrate; to defeat him, Link must seek the Master Sword, which he can only draw if he completes the Trials of Courage, Power, and Wisdom, then brings the Pendants won from each to a Temple in the Lost Woods. Just like FE, units in Hyrule Wars have classes, skills, weapon ranks, and relationships. In addition, each unit belongs to one of six major tribes: Hylian, Sheikah, Zora, Goron, Gerudo, or Rito. Each tribe has their own take on different classes and favors certain types of weapons and magic. They also have distinct strengths and weaknesses: Zoras can cross rivers without penalty, but are weak to lightning magic. Gorons can cross mountains with ease and even regain HP each turn they begin on a mountain tile, but their base movement is lower and they have a weakness to Ice Magic. Rito can fly over troublesome terrain, but they are weak to Bows and Wind Magic. Sheikah get boosted evasion bonuses from terrain. In addition to the story-focused Campaign, Hyrule Wars features Explore and My Village. Explore allows you to search for useful items and materials on maps you've cleared in Campaign. My Village is similar to My Castle from FEF, only with a building element; using materials found in Campaign and Explore, you can construct different buildings in your village that provide benefits such as producing food items to cook into dishes for stat boosts and facilities where you can refine materials into items.
  7. [spoiler:] @Glennstavos I think you misunderstand. These categories don't define the specific function of a special, just the general purpose. DK's Giant Punch, Captain Falcon's Falcon Punch, and Ike's Eruption are all examples of Power Specials that behave a little differently from each other. I'm not suggesting changing the Warlock Punch to a Giant Punch clone, just suggesting that they both be considered Power-type specials for the purposes of customization. As for moveset potential, that's actually something the Special Categories can help with, by providing a guide to build Specials around. Like, how does Little Mac do a Range Special? Perhaps he throws a boxing glove a la Aran Ryan? Or maybe he throws some kind of energy punch? Or he could even "summon" another boxer such as Bald Bull or Great Tiger. R.O.B.'s Power N or D Special could be Dynamite from Gyromite (guess where the "mite" in Gyromite's name comes from?), its Defense D Special could involve blocks from Stack-Up. Zero Suit Samus' Paralyzer could be considered her Power N Special since it can be charged to deal more damage, so her Range NS could be, say, a Freezer that shoots ice rather than electricity. Or the Paralyzer could be counted as Range while ZSS' Power NS is maybe a Stun Grenade Launcher. Let us not forget that Captain Falcon's moveset is completely made up, as are ZSS' beam whip and rocket heels, and R.O.B.'s Robo Burner. The Range Specials I gave Falcon were based on his role as a bounty hunter, while the Mines are based on a hazard found within the F-Zero games. If Duck Hunt's moveset teaches us anything, it's that a little creativity goes a long way. Since Ryu and Ken's QFCP Hadoken is unique to them, I'd argue changing the Neutral Special doesn't have to alter or remove it (same goes for the FDF Shoryuken and the FBF Senpuukyaku). The Hadoken itself has variations, so it wouldn't be a stretch to have, say, a slower but stronger Hadoken be Ryu and Ken's Power N Special, while their Defense N Special could be some kind of counterattack. I seem to recall that custom moves were banned from tournament play during Smash 4, so if the same applies to SSB6, metagame balance will be less of a concern for custom specials as fighters will just be locked to their default Specials anyway. I'll thank you not to refer to this idea as "bastardizing great characters", that is rude and uncalled for. This is just a creativity topic, after all.[/spoiler] As an aside, I want to clarify a couple things about these categories: Just because a U Special is Power or Range-type doesn't mean it can't still be used as a recovery, it's just that the Mobility-type choice will obviously be the best of the three at recovering due to the focus being on greater height and/or aerial control. A Range-type U Special's range doesn't have to be upward. Yoshi's Egg Throw certainly is, as are tethers assigned to the U Special slot, but Robin's Elwind shoots downward. I'd even go so far as to class Sonic's Spring Jump as Range-type because the Spring does function as a projectile.
  8. Because Custom Specials are unlikely to return in SSBU (though it would be incredibly awesome if they did), this will apply more to speculation for SSB6. When Custom Specials return, what if next time they're sorted into categories? In SSB, each fighter's specials generally serve one of the following purposes: Power - A powerful attack designed to deal big damage and/or launch opponents. These are most frequently N or D Specials, and may involve charging or windups. Range - A longer-range and usually projectile-based attack designed for area control. You often see these in the N, S, and D Special Slots, rarely in the U Special Slot. Defense - A move designed to protect you from attacks, such as by reflecting or absorbing them. Most often these apply to projectiles, but counters are particularly effective against physical attacks. Defense can also cover status effect moves like Jigglypuff's Sing. These are most common in N and D, less so in S, and practically unheard of in U. Mobility - A move designed to help you cover distance quickly, such as by dashing or jumping high. These tend to be S or U specials, as you're already pressing in the directions you want to go, but there are examples in N and D as well. Alteration - A move that allows you to tweak some aspect of your fighter, such as by changing which stat buff they're using, which weapon they're using, or even transforming or switching the fighter altogether. This is almost always a D Special, but a few N Specials fit here too. The idea is to standardize Special functions across fighters for more practical customization. For example, let's say every fighter has Power, Range, and Defense N Specials. Mario's Fireball is obviously his Range N Special. What if his Cape became his Defense N Special, and his Power N Special was a Hammer attack or the Squirt Nozzle? Link has the Boomerang as a Range S Special. Maybe a Hammer could be his Power S Special? Obviously, there are overlaps in function. Samus' Charge Beam could be interpreted as both a Power Special and a Range Special. But which function does it fit better in regards to Samus? Could it be considered her Power N in contrast to, say, Wave Beam being her Range N? Or could Super Missile be Samus' Power Special while Charge Beam is her Range N? There's some flexibility in how Specials can be categorized. By choosing, say, 3 categories for each Special Slot, we can then build fighters and their Custom Specials around these categories. This should also aid in coming up with Special options for prospective fighters by providing design directions for their Special options. N Specials: Power, Range, Defense S Specials: Power, Range, Mobility U Specials: Power, Range, Mobility D Specials: Power, Defense, Alteration Here are a couple samples.
  9. Those were more Champion killers designed to take control of the Divine Beasts. I'm thinking a group of monster leaders who serve as rivals of sorts, opponents closer to the Champions in size and ability.
  10. I could see there being a team of "Anti-Champions", monsters with unique designs and personalities. Like a Darknut Captain who rivals Link, or an Iron Knuckle who rivals Urbosa or Daruk. Maybe Dark Link could be worked in? I wouldn't be surprised if Dark copies of the heroes showed up.
  11. Star Fox Command. Of course I was dubious from the moment I read about Fox and Krystal breaking up, but playing the game itself only made me hate the story more. The gameplay was alright, different ships with different weapons and shields are a cool concept for the series, but the drama overshadowed everything else and kept me from enjoying the game. Once I got all the endings, I stopped playing and haven't touched it since. Star Fox Zero by comparison was a breath of fresh air. I was disappointed that Krystal was left out, and Venom was massively underwhelming compared to SF64, but after Command left me with a bad taste in my mouth and left the fandom as a whole waiting ten years for a sequel, I was grateful to have anything.
  12. Wario and Sonic are in a jungle racing towards a large gem hovering above a totem pole. Wario speeds ahead of Sonic on his motorcycle, prompting the hedgehog to speed up in turn. A crab dodges out of the way as the two speed by, and a turtle ends up on its back. Wario and Sonic leap and reach for the gem, inches away from their prize... Then someone else swipes the gem at the last second, causing a shocked Wario and Sonic to crash! They see an orange bandicoot holding the gem, performing an all-too-familiar dance which ends with him turning his grinning face toward the camera: Crash Bandicoot Is N. Smash! The following footage shows Crash facing off against King Dedede in Jungle Japes, Incineroar in the Coliseum, King K. Rool on the Summit, and against Dr. Mario with a Ray Gun and Rocket Belt on Cortex's blimp in Crash's home stage, Wumpa Islands. He shows off his spin, slide kick, and body slam attacks. Crash runs up behind Yoshi, stops, and waggles his eyebrows at the viewer. Crash shows off his Final Smash, which has him run from a boulder that flattens his opponents. Finally, Crash, Sonic, Wario, and several other Smash fighters (Mario, Luigi, Donkey Kong, Diddy Kong, and Banjo & Kazooie) perform the Crash Dance in unison.
  13. I've proposed the Yiga Clan splitting into multiple factions in BotW2, each lead by a Yiga Master who wields a unique weapon and specializes in a different type of magic, or possibly uses a Rune copied or stolen from the Sheikah Slate. They would occupy different regions of Hyrule. They could each be tied to some manner of demon beast or other monster that they can summon.
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