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My idea for a hypothetical Smash Ultimate DX


Perkilator
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Now that Vol. 2 is over, so is Ultimate’s life cycle as a whole. That being said, if there was a DX version later down the line, what would you want to be a part of it? Just don’t suggest any changes that warrant being part of a new game.

For me:

  • 4 new characters
    • Waluigi
    • Bandana Waddle Dee
    • Dr. Eggman
    • Alph (40ε)
  • New stages
    • Rainbow Road
    • PAC-MAZE
    • Wooly World
    • Waluigi Pinball
    • Clash at Castle Dedede
    • Dr. Eggman’s Incredible Interstellar Amusement Park
  • Smash Run
  • DLC and new characters in World of Light
    • Piranha Plant: Molten Fortress
    • Joker: Mysterious Dimension
    • Hero: Sacred Land
    • Banjo-Kazooie: Molten Fortress
    • Terry: World Tour
    • Byleth: Forest Hill
    • Min Min: Replaces her original Spirit Battle
    • Steve: Mysterious Dimension
    • Sephiroth: Optional boss who occasionally roams the overworld
    • Pyra/Mythra: Replaces her original Spirit Battle
    • Kazuya: Dracula’s Castle
    • Sora: Temple of Light
    • Waluigi: Racing area
    • Bandana Waddle Dee: Gourmet Race
    • Dr. Eggman: Replaces his original Spirit Battle
    • Alph: Mysterious Dimension
  • All previous DLC characters are now part of the unlock tree, along with the 4 new characters
Edited by Perkilator
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Lord, I miss smash run. Anyway, other than the characters, I'd wish there would be a bit more to the world of light, and I would add more things to stage builder. I would normally wish for trophies, but I'd feel that'd be far too difficult. I'd also like for the 2 types of tournaments online to be up at all times, as that'd be pretty convenient. Also, they should really fix their online matchmaking system. I'd also like to add a few new stages for the DLC fighters so they'd get more than one, but I'm not quite sure about that one yet.

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I had an ideal thoughts what I came up with for a possible next installment after Ultimate or Super Smash Bros. Ultimate DX are:

  1. New Fighters:
    1. Mike Jones from StarTropics series
    2. Llyod Irving and Yuri Lowell from Tales of Series
    3. Ms. Pac-Man as Pac-Man's Echo Fighter
    4. Funky Kong as Donkey Kong's Echo Fighter
    5. Impa from The Legend of Zelda series
    6. Dixie Kong
    7. New Pokémon Fighter from Pokémon Sword & Shield
    8. Shantae
    9. Bandana Waddle Dee
    10. Haohmaru from Samurai Shodown as 2nd SNK Franchise Fighter
    11. Another Fatal Fury rep
    12. Another ARMS rep
  2. New Assist Trophy:
    1. Kratos from Tales of Series
    2. Duck King from Fatal Fury series
    3. Tifa from Final Fantasy VII
  3. New and Returning Bosses:
    1. Duon
    2. Pokey
    3. Final Fantasy Boss (New)
    4. Master Core
  4. World of Light:
    1. Add all the DLC Fighters and Newcomers in part of the Story
    2. Add the other bosses in the Story as well
  5. New Pokeball Pokémon:
    1. From Sword & Shield
  6. Returning and New Stages:
    1. Wolly World
    2. Pac-Maze
    3. Orbital Gate Assult
    4. Rumble Falls
    5. C-Island (New)
    6. Galar Pokémon League (New)
    7. Scuttel Town (New)
    8. Izu, Japan (New)
  7. Returning Game Modes:
    1. Smash Run
    2. Target Blast
Edited by King Marth 64
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Will update post over time.

New Fighters

  • Waluigi (α) - The purple prankster plumber finally makes the leap to the roster! Being a spinoff-exclusive thus far, Waluigi's moveset references all the various spinoff series in which he appears, including his series of origin, Mario Tennis.
  • Twilight Link/Wolf Link & Midna (α) - Twilight Link fights similarly to the "main" Link, but his Bombs are replaced with a Shadow Crystal that he uses to transform into Wolf Link and back. To compensate for the loss of Bombs, Twilight Link's bow shoots explosive Bomb Arrows that pack more punch than regular arrows, though the firing rate is slower. As a wolf, Link trades range for speed and Midna rides on his back, handling items and throws for him since he lacks hands with which to do so himself.
  • Krystal (α) - The blue-furred vixen wields a staff that offers good reach as well as mystical, perhaps even magical powers.
  • Alucard (α) - The half-vampire son of Dracula wields his arsenal of arcane powers from his breakout title, Symphony of the Night. Alucard can shoot fireballs, transform into a bat, summon a familiar, or attack his foes with spirits. He's also quite handy with a sword.
  • Mega Man X - The first robot with true free will, who like his predecessor Mega Man wields an arsenal of special weapons claimed from bosses he's defeated over the course of his series. X sports a special dash as well as a wall kick, though he's actually lighter than Mega Man.
  • Zero (α) - X's best friend and fellow Maverick Hunter. Though originally a buster user himself, Zero has since distinguished himself as a melee-focused fighter with his Z-Saber. Zero's moveset makes heavy use of his Special Techniques, which like X's Special Weapons are taken from bosses they've defeated in the past. Zero shares X's unique mobility options: the dash and wall kick.
  • Dr. Eggman - Sonic's archnemesis joins the ever-growing list of villain fighters with his Egg Mobile, outfitted with a variety of weapons designed by the doctor to stop the speedy blue hero in his tracks once and for all.
  • Shantae - The Half-Genie Hero shows off her moves! Her magic belly dances allow her to warp or to transform into animals. She's also packing her Fighter's Gear moves from her debut title and a Magic Lamp that can absorb certain kinds of projectiles and pull items towards her.
  • Mii Spellcaster - Yep, a fourth type of Mii Fighter! This one makes use of a magic wand and spells, making them highly appropriate for mage-type characters such as Ashley and Veronica. Like their fellow MFs, they're highly customizable in both appearance and Specials. The Spellcaster is the lightest of the four and the second-slowest after the Gunner. Their default outfit color is purple.

An Alpha symbol (α) designates an "Ascended Fighter". These are characters who previously appeared as Assist Trophies in Ultimate and have been granted special "ascended" status as part-time fighters. While an Ascended Fighter is in play, they won't appear as Assist Trophies or as background characters in stages.

New Echo Fighters

  • Impa (16ε) - Zelda's caretaker and presumably the one who taught her the techniques she uses as Sheik. Thus, it's all too fitting that she be Sheik's Echo.
  • Shadow the Hedgehog (38ε) (α) - Yes, Shadow is both an Echo and an Ascended Fighter! As an Echo of Sonic, he fights near-identically, though his animations are slightly different. Most notably, he skates along the ground rather than running like Sonic does.
  • Octoling (64ε) - The now-friendly rivals of the Inklings, who play identically to them and thus are a fitting candidate for an Echo.

Mii Costumes

Spoiler
  • Sonic the Hedgehog
    • Tails Mask
    • Knuckles Mask
    • Rouge Mask
    • Rouge Outfit (Brawler)
  • Mega Man
    • Roll Wig
    • Roll Dress (Swordfighter) - The "sword" in this case is a broom, referencing the Roll Swing.
    • Bass's Helmet
    • Bass's Armor (Gunner)
    • Sigma Mask
    • Sigma Armor (Swordfighter) - The sword is Sigma's saber from the original MMX.
    • Colonel's Helmet
    • Colonel's Armor (Swordfighter)
    • Iris Wig
    • Iris Outfit (Brawler)
    • Alia's Headgear
    • Alia's Armor (Gunner) - The gun is the Alia Buster from X8.
    • Axl's Helmet
    • Axl's Armor (Gunner)
    • Layer's Headgear
    • Layer's Armor (Swordfighter) - The sword is the Layer Rapier from X8.
    • Palette's Headgear
    • Palette's Armor (Gunner) - The gun is the Palette Bullets ray gun from X8.
  • Final Fantasy
    • Warrior Hair
    • Warrior Armor (Swordfighter)
    • Thief Bandana
    • Thief Tunic (Swordfighter)
    • Monk Headband
    • Monk Uniform (Brawler)
    • Black Mage Hat
    • Black Mage Robe (Spellcaster)
    • White Mage Hat
    • White Mage Robe (Spellcaster)
    • Red Mage Hat
    • Red Mage Clothes (Swordfighter or Spellcaster)
  • Shantae
    • Risky Boots Hat
    • Risky Boots Outfit (Gunner or Swordfighter)

New Spirits

Spoiler
  • Mega Man X
    • Vile
      • Vile (Ride Armor)
    • Armored Armadillo
    • Boomer Kuwanger
    • Chill Penguin
    • Flame Mammoth
    • Launch Octopus
    • Spark Mandrill
    • Sting Chameleon
    • Storm Eagle
    • Wolf Sigma (enhanced from Sigma)
    • X (Mega Man X2)
      • X (Second Armor)
    • Bubble Crab
    • Crystal Snail
    • Flame Stag
    • Magna Centipede
    • Morph Moth
    • Overdrive Ostrich
    • Wheel Gator
    • Wire Sponge
    • Violen
    • Serges
    • Agile
    • Neo Sigma
      • Sigma Virus
    • X (Mega Man X3)
      • X (Third Armor)
    • Blast Hornet
    • Blizzard Buffalo
    • Crush Crawfish
    • Gravity Beetle
    • Neon Tiger
    • Toxic Seahorse
    • Tunnel Rhino
    • Volt Catfish
    • Bit & Byte
      • Godkarmachine O Inary
    • Dr. Doppler
    • Sigma (X3)
    • X (Mega Man X4)
      • X (Fourth Armor)
    • X (Ultimate Armor)
    • Black Zero
    • Cyber Peacock
    • Frost Walrus
    • Jet Stingray
    • Magma Dragoon
    • Slash Beast
    • Split Mushroom
    • Storm Owl
    • Web Spider
    • Colonel
    • Iris
    • Double
      • Double (True Form)
    • General
    • Sigma (X4)
    • X (Mega Man X5)
      • X (Falcon Armor)
    • X (Gaea Armor)
    • Alia
    • Douglas
    • Signas
    • Burn Dinorex
    • Crescent Grizzly
    • Dark Necrobat
    • Shining Firefly
    • Spike Rosered
    • Spiral Pegasus
    • Tidal Whale
    • Volt Kraken
    • Dynamo
    • Awakened Zero
    • Psycho Sigma
    • X (Mega Man X6)
      • X (Blade Armor)
    • X (Shadow Armor)
    • Blaze Heatnix
    • Blizzard Wolfang
    • Rainy Turtloid
    • Zero Nightmare
    • High Max
    • Gate
      • Gate (Combat Mode)
    • X (Mega Man X7)
      • X (Glide Armor)
    • Layer
    • Palette
    • Zain
    • Geemel
    • Berkana
    • Gareth
    • X (Command Mission)
      • Ultimate Armor (Hyper Mode)
    • Spider
    • Massimo
    • Marino
    • Cinnamon
    • Wild Jango
    • Silver Horn
    • Dr. Psyche
      • Mad Nautilus
    • Mach Jentra
    • Incentas
    • Shadow
    • Botos
    • Ferham
    • Scarface
    • Epsilon
  • Shantae
    • Uncle Mimic
    • Bolo
    • Sky
    • Rottytops
    • Squid Baron
    • Ammo Baron
    • Hypno Baron
    • Nega Shantae
    • Twitch & Vinegar
    • Plink
    • Vera
    • Zapple
    • Harmony

Stages

Spoiler
  • Abel City
  • Egg Carrier
  • Radical Highway
  • Scuttle Town

New Music

Spoiler
  • Mega Man X
    • Vile Battle
    • Armored Armadillo Stage
    • Boomer Kuwanger Stage
    • Chill Penguin Stage
    • Flame Mammoth Stage
    • Launch Octopus Stage
    • Spark Mandrill Stage
    • Sting Chameleon Stage
    • Storm Eagle Stage
    • Boss Battle X1
    • Sigma 1st
    • Sigma 2nd
    • Intro Stage (Reploid Factory)
    • Bubble Crab Stage
    • Crystal Snail Stage
    • Flame Stag Stage
    • Magna Centipede Stage
    • Morph Moth Stage
    • Overdrive Ostrich Stage
    • Wheel Gator Stage
    • Wire Sponge Stage
    • X-Hunter Stage 1
    • X-Hunter Stage 2/Gate's Lab
    • Neo Sigma
    • Intro Stage X3
    • Blast Hornet Stage
    • Blizzard Buffalo Stage
    • Crush Crawfish Stage
    • Gravity Beetle Stage
    • Neon Tiger Stage
    • Toxic Seahorse Stage
    • Tunnel Rhino Stage
    • Volt Catfish Stage
    • Opening Stage X (X4)
    • Opening Stage Zero (X4)
    • Cyber Peacock
    • Frost Walrus
    • Jet Stingray
    • Magma Dragoon
    • Slash Beast
    • Split Mushroom
    • Storm Owl
    • Web Spider
    • Boss (X4)
    • Colonel & General
    • Double
    • Iris
    • Sigma (X4)
    • Title Theme X5
    • Opening Stage X (X5)
    • Opening Stage Zero (X5)
    • Sigma 1st (X5)
    • Burn Dinorex Stage
    • Crescent Grizzly Stage
    • Dark Necrobat Stage
    • Shining Firefly Stage
    • Spike Rosered Stage
    • Spiral Pegasus Stage
    • Volt Kraken Stage
    • Boss (X5)
    • Dynamo
    • Final Sigma W
    • Moonlight
    • Opening Stage (X6)
    • Stage Select X6
    • High Max
    • Blaze Heatnix Stage
    • Blizzard Wolfang Stage
    • Commander Yammark Stage
    • Ground Scaravich Stage
    • Infinity Mijinion Stage
    • Metal Shark Player Stage
    • Rainy Turtloid Stage
    • Shield Sheldon Stage
    • Boss (X6)
    • Gate
    • Sigma 2nd (X6)
    • Conflict - Escape Stage
    • Mega Man X7 Medley
    • Decisive Battle
    • Conclusion - vs Sigma Final
    • Mega Man X8 Medley
    • Intermission
    • Final Boss 2nd Form (Transitions to Paradise Lost during the last 30 seconds of a timed match)
    • Fight! X
    • Standby ~ Zero
    • Me, Axl
    • Massimo of Steel
    • Pleasant Thief Marino
    • Apprehensive Cinnamon
    • Spider Magic
    • Irregular Hunt I
    • Final Battle
    • Event Battle
    • Irregular Hunt II
    • Executive Battle
    • Epsilon 1st (Transitions to Epsilon 2nd during the last minute of a fight, or when a player is close to defeat)
    • Final Boss 1st/2nd/3rd
  • Sonic the Hedgehog
    • E.G.G.M.A.N.
    • Boss Battle (Sonic 1)
    • Boss Battle (Sonic 2)
    • Final Boss (Sonic 2)
    • Final Boss (Sonic 3)
    • A Song that Keeps Us on the Move
    • Militant Missionary
    • Radical Highway
    • Fly in the Freedom
    • This Machine
    • Suitable Opponent
    • Egg Albatross
    • All Hail Shadow
    • Big Swell
  • Shantae
    • Dance Through the Danger
    • Dance Parlor/Scuttle Town
    • Bolo/Scuttle Town
    • Sky/Water Town
    • Rottytops
    • Zombie Caravan
    • Bandit Town
    • Night 2/Troublesome Trek
    • Boss Battle (Risky's Revenge)
    • Last Battle (Risky's Revenge)
    • Scorching Dunes
    • Cult of Personality
    • Dynamo/Chaos Realm
    • Rise and Shine Shantae

New Assist Trophies

Spoiler
  •  
  • Chill Penguin - 
  • Storm Eagle - 
  • Axl - Uses A-Trans to turn into one of several Maverick Bosses from X7 or X8 - Soldier Stonekong, Bamboo Pandamonium, Dark Mantis, 

New Bosses

Spoiler

Dr. Eggman

The new final boss for Sonic and Shadow in Classic Mode. Eggman pilots his Death Egg Robo and attacks with spiked punches, stomps, and bombs.

Dr. Wily

The new final boss for Mega Man in Classic Mode. In the first phase, Wily pilots a brand-new Wily Machine designed for the game, Wily Machine S, a giant floating skull with arms that sports a variety of weapons taken from other Machines and robots he's used in the past.

  • Wily Punch - The Wily Machine S launches its fists forward one after the other.
  • Wily Laser - The Machine fires a beam that traces a path along the ground.
  • Wily Buster - The Machine firest a massive shot from one of its arms, based on Wily Machine 4's projectile.
  • Wily Crusher - The Machine hovers above the players, then tries to smash onto them with its spiked bottom. This is based on Wily Machine 6's primary attack.
  • Wily Grab - One of the Machine's hands opens up and flies at a player in an attempt to grab them. This is based on a tactic used by one of Wily's robots in a cutscene of Mega Man 8.
  • Beam Cannon - One of the Machine's most devastating attacks. The mouth opens, revealing a large beam cannon that charges up then fires. This is taken from the Wily Machine in Mega Man 2: The Power Fighters.

Once the Machine is destroyed, Wily switches to a Wily Capsule which can teleport and shoot a variety of energy projectiles.

  • Lightning - The Wily Capsule shoots lightning spheres at the ground, which then travel along the ground.
  •  

Sigma

X and Zero's final boss in Classic Mode. A two-stage battle against Sigma that takes place in an enclosed room, thus battles against him always use Stamina. The first phase is against his Reploid form, which is based primarily on his original body in X1 but pulls attacks from all of his appearances. Notably, this form is weak to electric and slashing attacks, referencing Sigma's weaknesses to Electric Spark, Sonic Slicer, Spinning Blade, Lightning Web, and Tri-Thunder.

  • Triangle Kick - Sigma jumps between the walls of the room in which he is fought.
  • Beam Saber - Sigma dashes towards a player and attempts to slash them with his beam saber.
  • Machine Gun - Sigma fires plasma spheres from the gem on his forehead at a player.
  • 5 Bullet Shot - Sigma summons five electric spheres that home in on a fighter.
  • Laser Eye - Sigma sweeps the floor with laser beams from his eyes.
  • Hell Spark - Sigma fires electric sparks from his hand that travel in a sine wave path.
  • Hell Blade - Sigma teleports to one side of the room and fires blades of energy from his hands.

The second phase is against the Sigma Virus, which likewise pulls moves from all the various final battles against Sigma in the series. The battle is reminiscent of the fight against Earth Sigma and Gunner Sigma in Mega Man X4, as the Virus manifests different bodies and parts to attack with in a similar fashion. Energy attacks are effective against this form, referencing Sigma's weaknesses to Rolling Shield, Strike Chain, Soul Body, and Twin Dream.

  • Electric Shock - Sigma summons the claws used by Wolf Sigma that shoot electric bolts above and below them.
  • Flamethrower - Sigma summons the head of Wolf Sigma, which breathes a stream of flame from one side to the other.
  • Color Ray - Sigma fires a multicolored ray from his mouth towards the ground and sweeps along it.
  • Kaiser Mine - Sigma summons mines that fly towards a player's current position.
  • Spike Attack - Sigma manifests Earth Sigma, who attempts to blow players towards spikes that sprout on the right wall.
  • Slime Body - Sigma manifests Earth Sigma, who attempts to suck players in towards his mouth along with pieces of debris.
  • Clear Laser - Sigma manifests Gunner Sigma, says "The End!" and fires a beam that sweeps the entire floor.
  • Tracking Laser - Sigma manifests Gunner Sigma, which fires several beams aimed at the player's position.
  • Giant Laser - Sigma manifests Sigma Head and fires a large beam from his mouth.
  • Missile Punch - Sigma manifests one of his giant fists he uses as Final Sigma W to deliver a devastating punch.

 

Edited by Lord_Brand
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My idea is a simple one, albeit very boring:

- No new characters.

- No new stages.

- No new items.

- No new Spirits.

Basically, Smash Ultimate DX would be the base game, plus all DLC (Piranha Plant, Fighter's Passes 1 and 2, Mii Costumes, etc.). This way, it remains cross-compatible with Smash Ultimate - whether players have the original game or DX version, they can face one another online, join a lobby, etc. Don't market it to fans who already have the game - instead, use it to draw in new players, thus widening the Ultimate player base.

That said, there is one new component I would add: Smash Run. Take the minigame as originally implemented on the 3DS version, add a few variant dungeons to pick from, expand it to as many as 8 at a time, and make it so the fighters can interact within the dungeon. This wouldn't be exclusive to the DX version - instead, it would be a free digital update to all versions of the game, shortly after the DX version releases. Thereby promoting the new version release, while also reigniting interest in Smash Ultimate as a whole.

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If they did add new content in a SSBUDX (I know my own list is probably way too generous ^ ^;) they could always add it to the original SSSBU as DLC as well. Though admittedly I don't see a DX version being released on the same system as SSBU itself; if anything, they'd create an enhanced port for the Switch's successor, ideally while allowing Switch players to carry their data over to the new version. In a world with an NSO Expansion pack that costs $50 yearly and has blatant bloatware, I wouldn't expect Nintendo to be that consumer-friendly, but it'd be the smart choice from a business and PR perspective.

And even in the event of a DX release on future hardware, my list is probably a bit generous, but considering they were able to add 12 new fighters right off the bat last time, and this time they'd have a major head-start, I'd be optimistic that they could make the most of the development time.

But you know, other folks mentioning Smash Run has me wondering if SSBUDX maybe couldn't bring Custom Specials back? I mean, the Mii Fighters still have them, after all, so it's not like they don't have a presence in the game already. I'd want to rework the characters whose Custom Specials last time felt rather lazy and uninspired.

I've already got some ideas:

Spoiler

Donkey Kong

  • N2: DK Barrel - DK picks up a barrel with his initials on it, which he can then throw.
  • N3: Coconut Gun - DK brings out his Coconut Gun and fires a shot from it. If you hold the button, he'll keep the gun out and can strafe and fire shots, similar to Banjo & Kazooie's Breegul Blaster. Press Shield to put it away.
  • S2: Barrel Cannon - DK launches left or right using a barrel cannon.
  • S3: Rambi - DK hops onto Rambi and rides the rhino as he charges forward. DK can hop off and Rambi will keep on going.
  • U2: Barrel Cannon - DK launches upward using a barrel cannon.
  • U3: DK Balloon - DK floats upward using a Balloon with his initials on it.
  • D2: TNT Barrel - DK drops a TNT Barrel that explodes after a few seconds.
  • D3: Kong Counter - DK strikes a pose that allows him to block an incoming attack, then counter with an uppercut.

Link

  • N2: Shock Arrow - An electrified arrow that briefly stuns opponents.
  • N3: Bomb Arrow - An explosive arrow.
  • S2: Lightscale Trident - Link charges up a multi-hit thrust using Mipha's signature polearm. Each hit heals a bit of damage, referencing Mipha's Grace.
  • S3: Boulder Breaker - Link slams Daruk's signature hammer-sword down in front of him with an overhead swing. The weapon deals ferocious damage, can spike foes with the sweet spot, and will break shields instantly, but it has a bit of windup. Thankfully, Daruk's Protection keeps Link safe from harm...for the first three hits, anyway.
  • U2: Urbosa's Fury - An electrified version of Link's Spin Attack that zaps foes with a lightning bolt as the last hit.
  • U3: Revali's Gale - A windy version of Link's Spin Attack that carries him higher and blows foes away.
  • D2: Warp Medallion - Link places the Warp Medallion on the ground. When the Special is next used, Link will warp to the Medallion. If the Medallion disappears from the stage, it will reset, allowing Link to place it again.
  • D3: Flurry Strike - Link performs a backflip. If he uses this move to dodge an opponent's attack, the opponent is slowsed down and Link rushes in to deliver a series of blows.

Samus Aran

  • N2: Ice Beam - An icy version of her regular Charge Beam. The more Samus charges the shot, the longer the opponent will stay frozen.
  • N3: Beam Burst - Samus fires a barrage of shots from her arm cannon. The attack drains her Aeion gauge, which refills over time.
  • S2: Melee Counter - Samus swings her arm in front of her, reflecting projectiles and stunning foes.
  • S3: Flash Shift - Samus shifts sideways up to three times.
  • U2: Space Jump - Allows Samus to perform a spin jump up to three times in the air. Similar to Screw Attack, but does not deal damage.
  • U3: High Jump - Samus leaps high into the air using her High Jump Boots. Though this move does not deal damage, it allows Samus to continue attacking and air dodging after recovering.
  • D2: Power Bomb - A more powerful Morph Bomb with a bigger explosion. However, Samus can only set one at a time.
  • D3: Phase Drift - A counter move that has Samus counter a time-slowed opponent.

Kirby

  • N2: Fire - Kirby dons the Fire Hat and expels fiery breath from his mouth.
  • N3: Plasma - Kirby's Plasma meter builds as he dashes or turns around. Depending on the meter's capacity, he can use one of several increasingly powerful projectiles. Each use empties the meter.
  • S2: Beam - Kirby dons the Beam Hat and holds out the Beam wand, which projects a stream of energy balls that sweeps downward. When used while dashing, the wand will project a spinning cone of sparks.
  • S3: Wheelie - Kirby hops on a Wheelie and races forward at high speed. Kirby can hop off the Wheelie at any time.
  • U2: Wing - Kirby done the Wing Hat and soars through the air with wings.
  • U3: Jet - Kirby rockets upward using Jet, not unlike R.O.B.'s Thruster.
  • D2: Freeze - Kirby dons the Ice Hat and surrounds himself with ice.
  • D3: Bomb - Kirby pulls out a Bomb and holds it above his head. He can then throw the Bomb. If he waits too long, the Bomb will explode, stunning him.
Edited by Lord_Brand
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I think a Smash Ultimate Deluxe, aimed as a launch title for the Super Switch would do huge numbers just like Mario Kart 8 DX did. For me though a discussion of how to do that starts with Rollback Netcode, reducing input lag to at least Smash 4's levels, and ends with new modes so that not everything is some Flavor of Versus mode. These were my biggest gripes with Smash ultimate on release and it remains the reason why Smash Ultimate is kind of disappointing to me. Having entirely different netcode might sound like it ruins the possibility of cross compatibility with the Switch version, but it really doesn't unless the development team includes none of the original developers to put out that update to the Switch version. Smash Ultimate could have been spontaneously updated with rollback. Any video game with a system of Replays already built in, recording our inputs in real time, has a lot of the work done already. The rest comes from the servers themselves and how data is redistributed to players in real time.

As far as the input lag goes, that might be solved simply by releasing the game on new hardware. I've heard a lot of armchair theories about why Smash Ultimate is so unresponsive despite being the fastest game in the series in terms of raw frame data. Some think it's a system wide issue related to the Switch itself, and this has gained more traction in light of the NSO Expansion Pak. That every game has has the same bad latency across the board, and the only people who have noticed a difference are fighting game players and speedrunners with the knowhow to test those N64 games against previously emulated versions. Another theory is that the input lag was put into Smash Ultimate on purpose so that players would be less inclined to notice bad delays online due to a bad connection. This is allegedly what Bandai Namco (the same developer as Smash Bros) did for Tekken 7 until the input lag was patched out in an update. Whatever issue we're dealing with here, it sounds like an easy fix to me so long as the Super Switch can manage to be not quite as bad technologically as its predecessor. 

And new modes. I think Target Test is a must. At least one unique Test per character. And the ability to use the existing Stage Builder to make your own and share Mario Maker style where people can compete for the best time. Imagine Smash Bros streamers having an activity that isn't inviting randoms players of wildly different skill levels into their lobby to fight them. This would be a huge boon to the game's online content. You can also expand to other lost bonus modes like Race to the Finish and Board the Platforms. I mean look at how many Youtube videos are out there along the lines of "Who can go UNDER Battlefield?" or Stage Builder challenges of "Who can reach the other side of the Valley?". That is a market of players and content creators just waiting to be tapped into.

Most "Deluxe" ports of games are developed by a few dozen people in the span of a few months, and I think everything I mentioned is definitely feasible. It's not like anybody is going to ask "how do we make Smash Bros work without the Wii U Gamepad???". Most of the work would be in QA, making sure there are no new bugs introduced on a new system. If they did, however, decide to use Smash Ultimate as a platform and keep developing the game like all of us would suggest, then that would mean a lot more developers around to add stuff. I could not care less about character additions, but I can't deny that's the big seller for most of Smash's audience. I would also suggest a new focus on character customization with unlockable skins and items. Tekken 7 already has the exact model I would suggest. Add some kind of "fight money" you earn from any of the games modes, and then start developing entire costumes or individual clothing items to reference parts of that character's legacy. They can still monetize post launch DLC costumes as well. That way every DLC update isn't just adding content relating to one new character, there can be something for everyone.

And finally, a new, proper followup to Subspace Emissary. World of Light was a neat way of unlocking the base roster (side note, make unlocking the base roster optional. Not all of us want to go through that), but it's never something I see myself coming back to like I would a fully functioning Kirby game with co op and lavish cutscenes. It would be especially cool if we could explore the precise worlds of these nintendo characters, rather than generic approximations. When Super Smash Bros Brawl came out, Fighting games were not expected to have campaign modes of any kind, let alone a good one. But this genre has changed in the years since, and casual players are expectant of this sort of thing. If Super Mario 3D World can get Bowser's Fury, Smash Ultimate can get something like this. You can also build a Smash Run mode out of its enemies and stages later on.

 

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On 1/9/2022 at 3:08 PM, Zapp Branniglenn said:

And new modes. I think Target Test is a must. At least one unique Test per character. And the ability to use the existing Stage Builder to make your own and share Mario Maker style where people can compete for the best time. Imagine Smash Bros streamers having an activity that isn't inviting randoms players of wildly different skill levels into their lobby to fight them. This would be a huge boon to the game's online content. You can also expand to other lost bonus modes like Race to the Finish and Board the Platforms. I mean look at how many Youtube videos are out there along the lines of "Who can go UNDER Battlefield?" or Stage Builder challenges of "Who can reach the other side of the Valley?". That is a market of players and content creators just waiting to be tapped into.

"Build-Your-Own-Target-Test". I like it. The kind of mode I'd have a lot of fun with.

On 1/9/2022 at 3:08 PM, Zapp Branniglenn said:

And finally, a new, proper followup to Subspace Emissary. World of Light was a neat way of unlocking the base roster (side note, make unlocking the base roster optional. Not all of us want to go through that), but it's never something I see myself coming back to like I would a fully functioning Kirby game with co op and lavish cutscenes. It would be especially cool if we could explore the precise worlds of these nintendo characters, rather than generic approximations. When Super Smash Bros Brawl came out, Fighting games were not expected to have campaign modes of any kind, let alone a good one. But this genre has changed in the years since, and casual players are expectant of this sort of thing. If Super Mario 3D World can get Bowser's Fury, Smash Ultimate can get something like this. You can also build a Smash Run mode out of its enemies and stages later on.

So, combine the scale of the Subspace Emissary, with the style of Melee's Adventure Mode? For instance, we'd have a "Hyrule" area to navigate, populated with classic Legend of Zelda enemies, perhaps with "Beast Ganon" as a world boss? And other worlds, like "Mushroom Kingdom" and "Kanto", too. I think that'd be a great direction for the series to take.

As far as unlocking the roster goes, here's a thought - what if there were unlockable skins instead? That way, you start out with a ton of character choices, but there are still aesthetic unlockables to work on. They could have fun ways to unlock, too - like, Shulk has to get hit by a fire-themed attack to unlock "shirtless Shulk", or Kirby has to win a match in Flat Zone to unlock his grayscale skin.

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18 hours ago, Shanty Pete's 1st Mate said:

As far as unlocking the roster goes, here's a thought - what if there were unlockable skins instead? That way, you start out with a ton of character choices, but there are still aesthetic unlockables to work on. They could have fun ways to unlock, too - like, Shulk has to get hit by a fire-themed attack to unlock "shirtless Shulk", or Kirby has to win a match in Flat Zone to unlock his grayscale skin.

I think I have suggested that in the past regarding this topic. A lot of us enjoy having meaningful unlockables in our games. But having those unlockables be the fighters themselves felt like they went too far. More than any previous Smash Bros game, the extremely large roster of Ultimate IS its appeal. And it would be especially annoying if this were still here in another release of the same game. I already put that work in, I shouldn't have to do it again. If they wanted hours of progression like that, they could have made the stages unlockable instead of the fighters. Stages are meaningful, but few of your friends on launch day will be disappointed to find a beloved stage isn't there in the list. Even the existing alternate color variations #3-8 could be made unlockable. That's a very normal phenomenon in fighting games.

Edited by Zapp Branniglenn
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P1-8 are there to help distinguish between different players playing the same character in multiplayer. I wouldn't like those being unlockable, since we got to use them from the get-go in Ultimate. But extra costumes? That, I would like very much. Fire Mario, Funky DK, Soldier Armor Link, Dread Samus, Pikachu Pop Star, Adventure Fox, Great Lord Chrom...that'd be some cool unlockable fluff.

Edited by Lord_Brand
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