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Lord_Brand

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  1. My suggestion is that they use the Fire Emblem classes as bases for movesets and have each costume be a different, preferably notable, character of that class. For example, the Myrmidon costumes could include Navarre, Ayra, Lyn, Lon'qu, and Owain, while the Fighters could include Barst, Boyd, Vaike, Arthur, and Charlotte.

  2. Mega Man X6 is actually better than X5 in a lot of ways:

    • No time limit, thus no pressure.
    • Parts are much easier to find.
    • Injured Reploids have more diverse designs and yield rewards besides healing.
    • Story is more interesting and has a more upbeat and hopeful ending (for once).
    • Alia receives more characterization here than in any other game in the series.
    • Gate is an interesting new antagonist with some parallels to Dr. Wily, and with more backstory and emotional investment than Sigma.
    • The ability to reach Gate's Lab three different ways, with different cutscenes to accompany each method, is quite novel.
    • Music's less about drama and more about kickin' ass.
    • The Blade and Shadow Armor sets are cooler-looking than the Falcon and Gaea Armors.
    • No mandatory Ride Chaser segments.
    • Alia's intermissions are skippable after the first time.
    • We finally got a freaking wolf Maverick.
    • Speaking of whom, we got no less than three (four if you count Commander Yammark) genuinely sympathetic bosses. And the first three don't even bear any ill will or malice towards our heroes.
    • Zero's Z-Saber finally has a proper blade to it, instead of looking like a green flame and only projecting a blade while he's swinging it.
  3. The sketches of what appear to be Paradox Suicune and Paradox Virizion give a pretty good idea of what's coming in DLC.

    What if we get to visit Past Paldea in Scarlet and Future Paldea in Violet? There could be more Paradox Pokemon introduced this way, and perhaps a new pair of bosses to cap off the DLC.

    Paradox Eevee and Eeveelutions would be awesome. My bro suggested a Future Eeveelution could be a combination of all of them, which made me think of a robotic Eevee with multiple different "modes" based on its evolutions.

    Paradox Pikachu seems like another obvious choice. My bro suggested the Past version could be more squat like the Gen I Pikachu.

  4. Realistic-looking games are really kinda boring and have pessimistic plots that serve to reinforce the sobering aspects of reality that we're supposed to be trying to get away from by playing video games in the first place. They're also loaded with bloat content to justify the $60 price tag, which just means they take far too long to actually play through and complete.

  5. Started playing Smash Up recently. I like it enough that I've started designing my own faction decks for it. So, I figured I'd start a topic where I and fellow Smash Up fans can design and share our own fanmade factions.

    Overview for readers unfamiliar with Smash Up but interested to learn more:

    Spoiler

    Smash Up is a card game where you combine two 20-card faction decks together and try to score 15 victory points, or VP, by playing minions on bases and being the player with the highest total power among minions on those bases.

    The two basic card types of the game are minions and actions. Minions have a power and an ability. Actions have various effects that help you draw cards, increase your minions' power, move minions around, or destroy minions outright. This is the standard ratio of minions and actions in a Smash Up deck

    10 Minions

    • 1 × Minion with power 5 (generally the "boss" minion of the deck, usually has the most powerful effect and is often featured on the cover of a given Smash Up box)
    • 2 × Minion with power 4
    • 3 × Minion with power 3
    • 4 × Minion with power 2

    10 Actions

    • 2 × Some Action
    • 2 × Some Action
    • 1 × Some Action
    • 1 × Some Action
    • 1 × Some Action
    • 1 × Some Action
    • 1 × Some Action
    • 1 × Some Action

    The average total power among minions in a deck is 30, though this can be higher or lower depending on the deck's needs. Some decks feature a higher number of minions than actions (such as Robots, which has 18 minions and just 2 actions), and at least one features a much higher number of actions (Princesses, at 6:14), but the 10:10 ratio is the default most decks operate with.

    Each turn, you can play one minion and one action by default, though some effects allow you to play extra minions or actions on the same turn (such as Zapbot, which lets you play an extra minion with power 2 or less). You play minions on bases, while some actions target either minions or bases.

    Each base has a breakpoint that determines how much total power is required on that base to score. Each base has three VP rewards: the leftmost and darkest number is for 1st place, the middle number is for 2nd place, and the third white number is for 3rd place. Generally, 1st place scores the most VP, though some bases are an exception (like Goju Temple, which has a payout of 2-3-2; in other words, 2nd place actually scores the most VP on that base).

    With one exception thus far (Polynesian Explorers), every faction gets two bases that are thematically tied to it, though bases are shuffled into their own deck rather than any player's deck. Whenever a base scores, it's discarded and a new base is drawn from the base deck to replace it.

    I've got a growing list of ideas for Smash Up factions.

    Smash Up: Dragon Ball Edition (WIP)

    Spoiler

    Contents

    • 1 × Shenron Card
    • 7 × Dragon Ball tokens

    8 × 20-card Smash Up Faction Decks - Dragon Ball Hunters, Demon Clan, Mystic Guardians, Pilaf Gang, Red Ribbon Army, Turtle School, World Martial Artists

    • 10 × Bases

    Dragon Balls

    Magic Dragon Balls! Look out for them all! A major mechanic seen in several of these decks are the seven mystical Dragon Balls, which if gathered can be used to summon Shenron who will grant any one wish within his power. The Dragon Balls are represented by tokens with one active face and one inert face (yes, sometimes the Balls are inert). Numerous cards in these decks have one or more Dragon Ball icons printed in the upper right corner; when you play one such card, you receive the according Dragon Ball tokens. If you already have a particular Dragon Ball, you get to pick a different token to receive instead. If another player already has a token you're due to receive, you get to steal it from that player!

    Once all seven Dragon Balls are gathered by one player, that player may choose to summon Shenron and make a wish. Once the wish is granted, the Dragon Balls are scattered - in other words, they return to the "neutral pile" where they're kept by default - and must be regathered if a player wishes to make a subsequent wish. The wishes Shenron can grant are listed on a special Shenron card:

    • Destruction - Destroy any number of minions with power 4 or less and/or any number of ongoing actions.
    • Resurrection - Return any number of minion cards from their discard pile to their owners' hands.
    • Power - Put four +1 power counters on target minion.
    • Immortality - Target minion gains "This minion cannot be destroyed."
    • Knowledge - Draw four cards.
    • Memory Erasure - Any number of players discard their hands.
    • Teleport - Move any number of minions to new bases and/or return any number of minions and/or ongoing actions to their owners' hands.

    Extra Cards

    Another concept these decks make heavy use of are "extra cards" which start the game outside the main deck. Specific cards in the decks allow you to play these extra cards, sometimes by replacing a card in the deck with an extra card for the rest of the game.

    The Factions

    Faction Overview

    Crane School - The Crane School emphasizes cruelty, trickery, and ruthless efficiency.

    Spoiler

    Characters

    Tien Shinhan - Power 5
     

    Mercenary Tao - Power 4
     

    Master Shen - Power 4
     

    Chiaotzu
     

    Actions

    2 × Dodon Ray
     

    2 × Sky Dance
     

    1 × Multi-Form
     

    1 × Solar Flare
     

    1 × Tri-Beam

    Dragon Ball Hunters - Goku, Bulma, Oolong, Yamcha, and Puar travel the world in search of the seven Dragon Balls, and are aided by friendly faces such as Turtle, Roshi the Turtle Hermit, Chi-Chi, the Ox King, and Yajirobe. As such, their deck involves a lot of moving between bases. The Dragon Ball Hunters deck also has a large number of extra cards that can only be played using specific other cards.

    Spoiler

    Characters

    1 × Son Goku - Power 3, Four-Star Dragon Ball
    Talent: You may play Power Pole from your extra pile.Talent: Move this character and up to one other character with equal or lesser power to another base.

    1 × Yajirobe - Power 3, One-Star Dragon Ball
    Talent: You may play Yajirobe's Sword from your extra pile.

    1 × Yamcha - Power 3
    Talent: You may play Wolf Fang Fist or Yamcha's Sword from your extra pile.
    Ongoing: Whenever another character here moves to another base, you may move Yamcha to that base.

    1 × Bulma - Power 2, Two-Star Dragon Ball, Five-Star Dragon Ball
    Talent: You may play Dragon Radar from your extra pile.
    Talent: Move Bulma to another base.

    1 × Oolong - Power 2
    You may return another character on this base to its owner's hand.
    Special: You may play Oolong after an opponent plays a character or action.

    1 × Puar - Power 2
    You may return another character on this base to its owner's hand.
    Special: You may play Puar after an opponent plays a character or action.

    1 × Turtle - Power 1
    Put Turtle Hermit Roshi into your hand from your extra pile.

    Actions

    2 × Find a Dragon Ball
    Gain a Dragon Ball of your choice, then draw a card.
    Special: After you move a character you control to another base, you may play Find a Dragon Ball as an extra action.

    1 × Capsule Plane
    Base modifier.
    Talent: On each player's turn, if that player controls a character here, that player may move Capsule Plane and any number of characters from this base to another base.

    1 × Foiling Oolong - Six-Star Dragon Ball
    Up to one character you control duels another character OR Draw a card.

    1 × Wolf Fang Fist
    Choose a character you control. That character gets +2 power until end of turn. If that character isn't in a duel, you may have them duel another character here.

    Extra Characters

    1 × Chi-Chi - Power 2
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Play Chi-Chi's Helmet from outside the game.
    Talent: Choose a base and a character with power 3 or greater on it. Move Chi-Chi to that base or move that character to this base.

    1 × Ox King - Power 4, Seven-Star Dragon Ball
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Put Chi-Chi into your hand from outside the game.

    1 × Turtle Hermit Roshi - Power 4, Three-Star Dragon Ball

    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Talent: You may play Flying Nimbus or Roshi's Kamehameha from your extra pile.

    Extra Actions

    1 × Chi-Chi's Helmet
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Ongoing: This character gets +3 power.
    Talent: Discard a card to destroy a character here with power less than this character's power.

    1 × Dragon Radar
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Character modifier.
    Ongoing: Whenever this character moves to a base, reveal the top card of your library. If it has a Dragon Ball icon, you may play it as an extra action or character, otherwise draw it.

    1 × Flying Nimbus
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Character modifier.
    Talent: Move this character to another base.

    1 × Roshi's Kamehameha
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Target character gets +3 power until end of turn. You may destroy an action on this base or on a character here.

    1 × Power Pole
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Character modifier.
    Ongoing: This character gets +3 power.

    1 × Yamcha's Sword
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Character modifier.
    Ongoing: This character gets +3 power.

    1 × Yajirobe's Sword
    Extra: This card starts the game in the extra pile. If it would go to your deck or discard pile, return it to the extra pile instead.
    Character modifier.
    Ongoing: This character gets +3 power.

    Demon Clan - King Piccolo leads this army of powerful fiends - including Tambourine, Cymbal, and Drum - in a campaign to conquer the Earth and bring its populace to ruin. But first, King Piccolo seeks to gather the Dragon Balls and summon Shenron so he can restore his power to its former glory.

    Spoiler

    Characters

    1 × Old King Piccolo - Power 5
    You gain two Dragon Balls of your choice.
    Ongoing: After you summon Shenron, spend your wish to replace Old King Piccolo with King Piccolo for the rest of the game, then destroy Shenron. (The Dragon Balls become inert.)

    1 × Drum - Power 4
    You may have Drum duel another character here. Destroy the losing character.

    2 × Tambourine - Power 4
    Destroy a character here with power 3 or less, then you gain a Dragon Ball of your choice.

    3 × Cymbal - Power 3
    You may have Cymbal duel another character here. Destroy the losing character.
    Ongoing: After Cymbal is destroyed, you may search your deck for a character with power 4 or greater, reveal it, draw it, then shuffle.

    4 × Piano - Power 2
     

    Actions

    2 × Take a Dragon Ball
    Gain a Dragon Ball of your choice and draw a card.
    Special: After a character is destroyed this turn, you may play this as an extra action.

    2 × Makosen
    A character you control gets +2 power until end of turn. 

    1 × Abolishment of Law
    Base modifier.
    One during each player's turn, that player may choose a character here with power 3 or less and destroy that character.

    1 × Piccolo's Sense

    Extra Characters

    1 × Piccolo Jr. - Power 7
    Extra: This card starts the game in your extra pile.
    Talent: 

    1 × King Piccolo - Power 6
    Extra: This card starts the game in your extra pile.
    Talent: King Piccolo duels another character here. Destroy the losing character.
    Ongoing: When King Piccolo is destroyed, replace it with Piccolo Jr. for the rest of the game and put Piccolo Jr. into your hand.

    Mystic Guardians - Kami is the Guardian of Earth and the creator of the seven Dragon Balls. As such, he possesses the ability to restore Shenron should the dragon be destroyed. Goku is called to Kami's Lookout to train under him for three years, during which time he grows into a young adult. Following Kami's emphasis on wisdom, the Mystic Guardians deck is geared towards card draw and the use of +1 power counters as a resource. The Mystic Guardians deck includes an extra character card for Adult Goku, who replaces Goku, Student of Kami under the right conditions.

    Spoiler

    Characters

    Kami, Guardian of Earth - Power 5
    Talent: If Shenron has been destroyed, you may restore Shenron.

    Mr. Popo - Power 4
     

    1 × Goku, Student of Kami - Power 3
    Ongoing: Whenever you draw a card for the first time each turn, put a +1 power counter on Goku. Then if Goku has three or more +1 power counters on it, remove them and replace Goku with Adult Goku for the rest of the game.

    1 × Korin - Power 3
    You may search your deck for Korin's Training or Ultra Divine Water, reveal that card, draw it, then shuffle.

    Actions

    Kami's Wisdom
    Draw a card.

    2 × Senzu Bean
    Return a character from your discard pile to your hand.

    1 × Korin's Training
    Choose two characters you control. Put a +1 power counter on one, then return the other to its owner's hand.

    1 × Ultra Divine Water
    Put two +1 power counters on a single character you control, then draw a card.

    Extra Characters
    Adult Goku - Power 7
    Extra: This card starts the game in your extra pile.
    Talent: Adult Goku may duel a character here. If Adult Goku wins the duel, you gain 1 VP. If Adult Goku loses the duel, put a +1 power counter on it and draw a card.

    Pilaf Gang - Emperor Pilaf seeks to become ruler of the world by making a wish on the Dragon Balls, and he aims to gather them with help from his henchmen, Shu and Mai, as well as an assortment of weapons, traps, and good ol' dirty tricks. As such, the Pilaf Gang deck focuses a lot on playing actions. Pilaf himself lets you play extra actions per turn if you control one or both of his henchmen, and said henchmen reward you for playing actions by helping refill your hand, thereby providing you with more actions to play.

    Spoiler

    Characters

    1 × Emperor Pilaf - Power 4, One-Star Dragon Ball
    You may search your deck for Shu and/or Mai, reveal those cards, draw them, then shuffle.
    Ongoing: If you control Shu or Mai, you may play an additional action each turn. If you control Shu and Mai, you may play two additional actions each turn instead.
    Ongoing: If this character would be put into a discard pile, instead return it to its owner's hand.

    1 × Shu - Power 3
    You may search your deck for Emperor Pilaf and/or Mai, reveal those cards, draw them, then shuffle.
    Ongoing: Whenever you play an action for the first time this turn, you may draw a card.
    Ongoing: If Shu would be put into a discard pile, instead return it to its owner's hand.

    1× Mai - Power 3
    You may search your deck for Emperor Pilaf and/or Shu, reveal those cards, draw them, then shuffle.
    Ongoing: Whenever you play an action for the first time this turn, you may draw a card.
    Ongoing: If Mai would be put into a discard pile, instead return it to its owner's hand.

    Actions

    2 × Claim a Dragon Ball
    Gain a Dragon Ball of your choice and draw a card.
    Special: After you play an action, you may play Claim a Dragon Ball as an extra action.

    2 × Pilaf Machine
    Character modifier.
    Ongoing: This character gets +3 power.
    Special: If this character would be destroyed, destroy Pilaf Machine instead.

    1 × Prison Cell
    Base modifier.
    Ongoing: Characters your opponents control can't move from this base.

    1 × Incubator Trap
    Base modifier.
    Ongoing: Characters your opponents control can't move from this base.

    1 × Steal the Dragon Balls
    Gain all Dragon Balls another player controls. OR Gain a Dragon Ball of your choice and draw a card.

    Red Ribbon Army - Commander Red dispatches his soldiers en masse to different bases with the goal of conquering the world. He, too, seeks the Dragon Balls and employs a variety of colorfully-named officers to seek them out. The Red Ribbon Army is good at playing multiple minions a turn and taking advantage of their superior numbers to eliminate threats.

    Spoiler

    Characters

    1 × Commander Red - Power 5, Five-Star Ball, Seven-Star Ball
    Ongoing - You may play an extra character during each of your turns.

    1 × Red Ribbon Tank - Power 4
     

    1 × Staff Officer Black - Power 4

    1 × General Blue - Power 3
    Choose another character here. Until your next turn, that character's power becomes 0 and it loses all ongoing and talent abilities.

    1 × General White - Power 3
    Ongoing: 

    4 × Red Ribbon Soldier - Power 2
    You may play an extra character with power 2 or less this turn.

    2 × Red Ribbon Gunner - Power 1
    Destroy a character on this base with power less than the number of characters you have here.

    Actions

    2 × Dragon Ball Delivery
    Gain a Dragon Ball of your choice and draw a card.
    Special - After you play a minion, you may play Dragon Ball Delivery as an extra action.

    1 × Dragon Ball Robbery
    Gain all Dragon Balls another opponent controls. OR Gain a Dragon Ball of your choice and draw a card.

    Extra Actions

    Battle Jacket
    Extra: This card starts the game outside your deck.
    Ongoing: This character gets +4 power.

    Turtle School - Master Roshi and his students Goku, Krillin, and Yamcha train every day to become stronger, thus the Turtle School deck focuses a lot on making characters stronger with +1 power counters and putting that power to good use with actions like Kamehameha and Evil Containment Wave.

    Spoiler

    Characters

    1 × Master Roshi - Power 5
     

    1 × Goku, Turtle Student - Power 4
     

    1 × Krillin - Power 3
     

    1 × Yamcha, Turtle Student - Power 3
     

    1 × Launch, Blue-Haired Belle - Power 2
    Ongoing: At the end of your turn, each player draws a card.
    Talent: Exchange this character with Launch, Bombshell Bandit from your extra pile.

    Turtle

    Actions

    2 × Kamehameha

    Delivering Milk

    1 × Evil Containment Wave
    Choose a character you control and a character an opponent controls on the same base. Put the character your opponent controls on the bottom of its owner's deck, then destroy the character you control unless it had power equal to or greater than the opponent's power.

    Extra Characters

    1 × Launch, Bombshell Bandit - Power 3
    Extra: This card starts the game outside your deck.
    Ongoing: At the end of your turn, each player discards a card.
    Talent: Exchange this character with Launch, Blue-Haired Belle from your extra pile.

    World Martial Artists - Warriors from around the world gather to compete in the World Martial Arts Tournament. This deck features many characters with abilities that help them defeat opponents in duels, such as the sultry Ranfan, the brutish Giren, the eccentric Jackie Chun, the formidable Tien, and the sinister Cyborg Tao. The Referee has a measly 1 power, but whenever he witnesses a duel being fought between two other characters in the base he's in, he'll award the winner 1 victory point!

    Spoiler

    Characters

    Tien Shinhan - Power 5

    Jackie Chun - Power 4

    Cyborg Tao - Power 4

    Master Shen - Power 4

    Chi-Chi - Power 2

    Nam - Power 3

    Giren - Power 2

    Chiaotzu - Power 2

    Ranfan - Power 2

    Man-Wolf - Power 2

    Bacterian - Power 2

    WMA Referee - Power 1

    Whenever a character wins a duel here, that character's controller gains 1 VP.

    Actions

    Extra Actions

    Heaven Cross

    Merry-Go-Round Gum

    Bases

    Capsule Corp
    Breakpoint: 
    VP: 4-3-2
    Whenever a character moves to this base for the first time each turn, that character's controller draws a card.

    Fire Mountain
    Breakpoint: 21
    VP: 5-3-1
    At the end of each player's turn, if that player controls a character with power 3 or less here, that player discards a card.

    Flying Base
    Breakpoint: 
    VP: 
     

    Kame House
    Breakpoint: 
    VP: 
     

    King Castle

    Korin Tower

    The Lookout

    Muscle Tower
    Breakpoint: 16
    VP: 4-2-1
    After you play a character here, you may destroy a character here with equal or lesser power.

    Pilaf's Castle
    Breakpoint: 
    VP: 
    After you play an action here, you may move a character to this base.

    Pilaf's Flying Fortress

    Red Ribbon Army Headquarters
    Breakpoint: 24
    VP: 5-3-2
    After you play a character here, you may play an extra character here with power 2 or less.

    Training Island
    Breakpoint: 
    VP: 
    After you play a character or action on this base, that player puts a +1 power counter on each character they control at this base with a +1 power counter on it.

    Waiting Room

    World Martial Arts Stadium
    Breakpoint: 20
    VP: 2-1-1
    Once during each player's turn, that player may have a character they control duel a character another player controls.

    Robin Hood's Merry Men - Steal cards from players with more VP or cards in hand than you, give cards to other players, play lots of extra minions and actions, and return minions you control to hand to reuse their on-play abilities.

    Spoiler

    Minions

    1 × Robin Hood - Power 5
    Talent: Choose an opponent who has more VP or cards in hand than you and draw a card at random from their hand.
    Ongoing: At the start of your turn, you may give a card in your hand to another player. If you do, draw a card and you may play an extra minion or action this turn.

    1 × Little John - Power 4
    Ongoing: If a minion you control here would be destroyed, return that minion to its owner's hand instead.

    1 × Richard at the Lee - Power 4
    Talent: Return another minion you control here to its owner's hand. You may play that minion as an extra minion this turn.

    1 × Friar Tuck - Power 3
    You may give a card in your hand to another player. If you do, draw a card and put a +1 power counter on each minion you control here.

    1 × Maid Marian - Power 3
    You may give a card in your hand to another player. If you do, draw a card and you may play an extra minion this turn.

    1 × Will Scarlet - Power 3
    You may give a card in your hand to another player. If you do, draw a card and you may play an extra action this turn.

    4 × Merry Men - Power 2
    Ongoing: This minion gets +2 power as long as an opponent has more VP or more cards in hand than you.

    Actions

    2 × Feed the Poor
    Give a card in your hand to another player, then draw two cards.

    2 × Quarterstaff Combat
    A minion you control duels another minion. Return the losing minion to its owner's hand and that player draws a card.

    1 × Archery Contest
    Choose a base. Starting with you, each player may search their deck for a minion card and play it here as an extra minion. Each player who does shuffles their deck.

    1 × Escape the Sheriff
    Return up to two minions you own to your hand. You may play them as extra minions this turn.

    1 × Merry Mayhem
    Base modifier.
    Choose a base. You may play up to one extra minion on this base and up to one extra action.
    Ongoing: Minions you control on this base get +1 power.

    1 × Rob the Rich
    Choose an opponent who has more VP or cards in hand than you. Draw two cards at random from that player's hand.

    1 × Sherwood Gathering
    Base modifier.
    Ongoing: You may play an extra minion here on each of your turns.

    1 × Winning Shot
    Special: Play this action just before a base scores.
    Choose a base that's about to score. If you control a minion at this base as it scores, you take first place regardless of your power here. (Second and third place are decided as normal.)

     

  6. Well I was considering it being a sequence of his attacks from MM8, finishing with the sweeping laser, but if he already has access to those as regular specials via transformation, it will undercut the grandeur of the Final Smash itself. Hence my suggestion of "Rival Legends", something that can match Mega Man Legends in terms of sheer awesomeness. However, Speed has a point that Bass doesn't really have a legacy to the same extent Mega Man does, so the concept doesn't work quite as well here. At best, he could team up with his NetNavi counterpart and maybe Zero (who is a fellow creation of Wily's and thus does have connection to Bass at least).

    They could try something novel like paying homage to Bass GS in MMBN by having Super Bass morph his buster into Treble's head and using that to fire a more powerful beam.

  7. 23 hours ago, vanguard333 said:

    I'm not sure about that; Super Bass is a transformation, and Ultimate got rid of transformation final smashes in order to make the final smashes faster-paced. I don't even think it can work as him unleashing a powerful attack as Super Bass, as Super Bass doesn't have a powerful attack (at least he doesn't in Mega Man & Bass).

    Not entirely. Bowser, Mewtwo, Ganondorf, Wario, and Lucario all have transformations that they use during their Final Smashes, they just no longer are controllable during those transformations. That's the same idea I'd be applying to Super Bass as a Final Smash, though my preferred gimmick for him would allow him to transform into Super Bass midbattle similar to how Joker activates his Stand Persona, Arsene.

    Since Smash is willing to mix in original content (see: Mario Finale or for that matter Mega Man Legends with the multiple charged buster beams), I could see Bass simply getting a supercharged buster beam attack using his laser in MM8 as a base. But that feels so lazy.

    21 hours ago, AnonymousSpeed said:

    I'm afraid I don't follow. I don't remember evil energy being a thing in Mega Man 10.

    It was an unused idea. Bass would be able to tap into the Evil Energy he received in Mega Man 8 to power himself up until he cleared the stage or got a game over at the cost of reducing his life once the effect wore off. That's what inspired my idea for Bass using Evil Energy in Smash, incidentally.

    21 hours ago, AnonymousSpeed said:

    Yeah, the weird thing about Bass is that he starts off really strong and then gradually experiences character degradation as he becomes less cunning and more brutish over time. Still the coolest of the "main" Mega Man classic dudes.

    Play them. They're good. Bass actually goes the same arc as in Classic but it actually works.

    They shoehorn him into being the rival that wants to beat the hero at the cost of any greater characterization, barring Mega Man & Bass where he displays respect for humanity and even displays a bit of concern for King when the latter's fortress is exploding.

    Bass' arc works for the first three games. Then they decide to reset him for the latter three and his character never really goes anywhere, not even in the final game of the series.

    Spoiler

    Also for some reason Cossak is his creator and not Wily, which feels dumb to me.

    But then, Battle Network is 50% interesting ideas and 50% wasted opportunities.

  8. His Final Smash could just be Super Bass, and the Evil Energy gimmick could be removed since it's not really an existing mechanic in the games anyway (though it almost was in Mega Man 10, but there it was going to serve as a double-edged sword).

  9. Wario's in dire need of a mechanical overhaul, one that puts emphasis on his greed rather than his gas. Whenever he hits opponents, he gets coins with which he can purchase items on the fly using his new N Special, Wario Wares.

    • Garlic - Wario's favorite food, which recovers some HP. Wario can only purchase a limited amount of Garlic per stock.
    • Sugar Pop - A can of soda with Club Sugar's brand on it that grants a temporary speed boost akin to the Bunny Hood.
    • Iron Tablet - An experimental dietary supplement created by Dr. Crygor that outright turns whoever eats it metal for a short time.
    • Wario Bat - A baseball bat with Wario's branding on it, which functions similar to the Home Run Bat.
    • Wario Bomb - An explosive throwing item decorated with Wario's signature grin and moustache, which functions similar to Bob-omb.
    • Ray Gun - One of Orbulon's spare ray guns, which functions as a shooting item similar to the standard Ray Gun.

    The Wario Bike can stay as his S Special. Wario's new U Special can be his Jet Pack from WarioWare: Get It Together!, which works similar to R.O.B.'s Robo Burner. The D Special could become Wario's Earthshake Punch from Wario Land: Shake It!.

  10. Well, Terry brought nearly 40 songs to the game. And Capcom's been pretty generous with adding their content to Smash. At any rate, I purposefully left out songs tied to Zero, Vile, and Sigma, as I'd want to save those for their own respective inclusions.

  11. This wouldn't be my first time posting a moveset and related content for X on Serenes, but I did topics for Proto Man and Bass, might as well continue the trend with the lead protagonist of the Mega Man X franchise.

    In many respects, X is similar to his predecessor Mega Man. However, he's more agile thanks to his dash and wall kick abilities, which lend themselves to a smoother, more flowy style of play. When dashing, X starts off with a boost dash, then transitions to the usual sprint most Smash fighters use.

    X packs a bit more firepower than Mega Man, but as a tradeoff he's actually a decent bit lighter, making him easier to knock out (in series lore, X's weight is lower than Mega Man's due to technological advances, kinda like how steel is lighter than iron). Of course, the most obvious difference between the two is X's ability to equip various armors that enhance his capabilities further (though Mega Man's Power, Jet, and Super Adapters no doubt provided the groundwork for their designs).

    Like Mega Man, X uses Special Weapons for the majority of his attacks. As a nod to the fact many of his armors grant him the ability to charge his special weapons, X's Special Weapons here can be also be charged by holding down the attack or special buttons; in the case of tilts and aerials, you can charge, then release while holding in the according direction. However, X's up and down smashes use charged special weapons by default.

    Following sections are WIP.

    Moveset & Aesthetics

    Spoiler

    Intro: X teleports in.

    Ground

    • N: X Buster - X fires shots from his buster, similar to Mega Man. The attack can be charged to fire a more powerful shot.
    • S tilt: X Buster - Like Mega Man, X can fire his buster while moving left and right. The charge shot can also be used here.
    • U tilt: Rising Fire - X shoots a fireball straight upward. When charged, X throws a flaming uppercut. This is Magma Dragoon's weapon in Mega Man X4.
    • D tilt: Ground Hunter - X fires a stingray that travels along the ground. When charged, X fires a larger stingray that flies forward. This is Jet Stingray's weapon in Mega Man X4.
    • S smash: Z-Saber - X swings the Z-saber forward. This is based on the Z-Saber X can receive from Zero in Mega Man X3, though it's also similar to when he uses the Z-Saber in Mega Man X6.
    • U smash: Double Cyclone - X conjures green cyclones to his left and right. This is based on the charged version of Storm Owl's weapon in Mega Man X4, though here the cyclones are vertical like when Storm Owl uses them rather than horizontal.
    • D smash: Fire Wave - X morphs his arms into busters and torches the ground on both sides of him with jets of fire, similar to Mega Man's Flame Blast. This is Flame Mammoth's weapon in Mega Man X.
    • Dash: Tornado Fang - X morphs his arm into a drill and thrusts it forward, hitting multiple times.
    • QCF: Hadouken - X uses a Hadouken. This was a secret move he could learn in Mega Man X and Mega Man Xtreme.
    • FDF: Shoryuken - X throws a fiery uppercut, similar to the charged version of Rising Fire. This was a secret move he could learn in Mega Man X2 and Mega Man Xtreme.

    Air

    • N: X Buster - Like Mega Man, X can fire his buster while in the air.
    • F: Magma Blade - X swings a fiery Z-Saber similar to Mega Man's Flame Sword, however the saber also shoots a fireball. When charged, X emits a flurry of fireballs from his body. This is Blaze Heatnix's weapon in Mega Man X6.
    • B: Ray Claw - X slashes behind him with an energy claw, similar to Mega Man's Slash Claw. When charged, X fires out a volley of energy bullets. This is Neon Tiger's weapon in Mega Man Xtreme 2, though the charged version is similar to Ray Splasher from Mega Man X3.
    • U: Wing Spiral - X shoots a whirlwind upward, similar to Mega Man's Air Shooter. When charged, X produces a larger whirlwind. This is Spiral Pegasus' weapon in Mega Man X5.
    • D: Spike Ball - X launches a Spike Ball downward, similar to Mega Man's Hard Knuckle. When charged, the ball is purple, goes farther, and hits harder. This is Spike Rosered's weapon in Mega Man X5.

    Special & Final Smash

    • N: Storm Tornado - X fires a horizontal tornado that flies forward and pierces targets, hitting repeatedly without flinching. When charged, X creates a vertical tornado around himself that pulls in opponents and launches them upward.
    • S: Lightning Web - X shoots a bundle of electric web that becomes a cobweb, forming a temporary wall for him to kick off of. The web will damage and stun any foe it hits. When charged, the cobweb covers a larger radius, though it cannot be used as a wall.
    • U: Air Dash - X dashes in the direction of your choice, similar to Fox's Fire Fox. He's enveloped in blue energy similar to when using Free Move in Mega Man X5 and the Falcon Armor's Air Dash in Mega Man X6.
    • D: Ice Burst - X shoots an ice block that falls towards the ground along with three ice shards. When charged, X glows blue for a short while, causing his dash and Air Dash to emit icicles perpendicular to his path.
    • Final Smash: Triple Attack - X emits a wireframe sphere around him and all foes caught in the sphere are subjected to a three-pronged attack by X, Zero, and Axl, based on the Double Attack from Mega Man X8.

    Grab & Throws

    • Grab: Strike Chain - X can grab opponents from a short distance away using Strike Chain. Like most tethers, Strike Chain can also grab ledges from a distance.
    • Pummel: X Buster -  X blasts the opponent with his buster.
    • F: Crystal Hunter - X traps the opponent using Crystal Hunter, then dashes into them, sending them flying. This is Crystal Snail's weapon in Mega Man X2.
    • B: Ground Dash - X tosses the opponent behind him, then shoots a large rock at them. This is Ground Scaravich's weapon in Mega Man X6.
    • U: Parasitic Bomb - X places a bomb on his opponent and tosses them upward. The bomb explodes, damaging and launching the opponent. This is Blast Hornet's weapon in Mega Man X3.
    • D: Triad Thunder - X floors the opponent and punches them, shocking them in the process. This is based on the charged version of Volt Catfish's weapon in Mega Man X3.

    Taunts

    • U: X leaps up, teleports away for a second, then teleports back in 
    • S: X performs his stage clear pose from the SNES trilogy.
    • D: 
    • Smash: 

    Victory

    • Jingle: By default, X's victory jingle is Stage Clear from Mega Man X, however if music from one of X's other games is playing when the match ends, his jingle will change to match the game in question. If the song was from X2, X3, X7, or X8, X's jingle will be that game's stage clear theme. If the song was from X4, X5, or X6, the jingle will be X's version of the stage clear theme from those games. If the song was from Mega Man X Command Mission, the jingle will be the victory theme.
    • L: X performs his classic fist raising pose, complete with a "SHING!" sound effect.
    • U: X and Zero stand back to back.
    • R: X, Zero, and Axl perform their victory poses from the "Get Weapon" screen of Mega Man X8.

    Costumes

    • P1: Standard Armor - X's default armor.
    • P2: First Armor - The first set of armor parts X ever gathered, in Mega Man X.
    • P3: Second Armor - The set of armor parts X gathered in Mega Man X2.
    • P4: Third Armor - The set of armor parts X gathered in Mega Man X3.
    • P5: Rising Fire - A recolor of P1 using X's Rising Fire color scheme from Mega Man X4.
    • P6: Ultimate Armor - A hidden set of armor parts X can find in Mega Man X4 and X5, and start the game with in X6.
    • P7: Falcon Armor - A set of armor parts X gathered in Mega Man X5, and which he started X6 with.
    • P8: New Armor - X's primary armor in Mega Man X: Command Mission. When X moves, the beam muffler on his back will activate.

    Stage & Music

    Spoiler

    Maverick Area

    This stage includes elements from the Mega Man X series, most notably vertical walls where X can put his wall slide and kick moves to use. The stage has several aesthetic variants, which are tied to different songs.

    • Highway
    • Desert
    • Ice
    • Jungle
    • Mine
    • Sea
    • Volcano

    Mega Man X

    • Opening Stage
    • Vile Battle
    • Stage Select
    • 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
    • Sigma Palace 1

    Mega Man X2

    • Opening Stage
    • Bubble Crab Stage
    • Crystal Snail Stage
    • Flame Stag Stage
    • Magna Centipede Stage
    • Morph Moth Stage
    • Overdrive Ostrich Stage
    • Wheel Gator Stage
    • Wire Sponge Stage
    • Boss Battle 1
    • X-Hunter Stage 1

    Mega Man X3

    • Opening Stage
    • Blast Hornet Stage
    • Blizzard Buffalo Stage
    • Crush Crawfish Stage
    • Gravity Beetle Stage
    • Neon Tiger Stage
    • Toxic Seahorse Stage
    • Tunnel Rhino Stage
    • Volt Catfish Stage
    • Doppler Stage 1

    Mega Man X4

    • Opening Stage X
    • Stage Select
    • Cyber Peacock Stage
    • Frost Walrus Stage
    • Jet Stingray Stage
    • Magma Dragoon Stage
    • Slash Beast Stage
    • Split Mushroom Stage
    • Storm Owl Stage
    • Web Spider Stage
    • Boss Battle

    Mega Man X5

    • Opening Stage X
    • Burn Dinorex Stage
    • Crescent Grizzly Stage
    • Dark Necrobat Stage
    • Shining Firefly Stage
    • Spike Rosered Stage
    • Spiral Pegasus Stage
    • Tidal Whale Stage
    • Volt Kraken Stage
    • Dynamo Theme

    Mega Man X6

    • Opening Stage
    • 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 Battle
    • Nightmare Battle
    • Gate's Lab
    • Nightmare Mother
    • High Max
    • Gate Battle

    Mega Man X7

    • Decisive Battle

    Mega Man X8

    • Noah's Park
    • Lumine's 2nd Theme

    Mega Man X: Command Mission

    • Fight! X
    • Massimo of Steel
    • Pleasant Thief Marino
    • Apprehensive Cinnamon
    • Spider Magic
    • Place of Oblivion
    • Irregular Hunt I
    • Final Battle
    • Recovery of Hope
    • Darkness Foreboding
    • World of Thought
    • Central Tower
    • Thick Forest of Secret Treasures
    • Event Battle
    • Undaunted
    • In the Nick of Time
    • The Partners' Dilemma
    • Sadness and Regret II
    • Sand Cloud of Confusion
    • Irregular Hunt II
    • Executive Battle
    • Ice River Secret Maneuvers
    • Epsilon 1st Movement (transitions to Epsilon 2nd Movement during last minute or when match is close to ending due to one stock or low stamina)

    Classic Mode: Fight, X!

    Spoiler

     

    • Vs. Dark Samus in Maverick Area (Opening Stage)
    • Vs. Falco Lombardi on Maverick Area (Storm Eagle Stage)
    • Vs. Sheik (Opening Stage X2)
    • Vs. 
    • Vs. Wolf O'Donnel on Maverick Area (Boss Battle X6)
    • Vs. 
    • BOSS: Sigma

    Spirit Board (if DLC)

    Spoiler

     

    Spirits (either base or DLC)

    Spoiler

    Vile

    • Type: Attack
    • Rank: ★★
    • Slots: ⬡⬡
    • Skill: 
    • Fighter: Dark Samus (or Vile)
    • Stage: Maverick Area
    • Music: 
    • Conditions

    Armored Armadillo

    • Type: Support (Shield)
    • Rank: ★★
    • Cost: 
    • Skill: Energy-Shot Resist 
    • Fighter: Maverick Area
    • Stage: 
    • Music: Armored Armadillo Stage
    • Conditions

    Boomer Kuwanger

    • Type: Support (Grab)
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: Boomerang Equipped
    • Fighter: 
    • Stage: Maverick Area
    • Music: Boomer Kuwanger Stage
    • Conditions

    Chill Penguin

    • Type: Support (Shield)
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: 
    • Fighter: Ice Climbers
    • Stage: Maverick Area
    • Music: Chill Penguin Stage
    • Conditions

    Flame Mammoth

    • Type: Support (Attack)
    • Rank: 
    • Cost: 
    • Skill: Fire Flower Equipped
    • Fighter: Bowser
    • Stage: Maverick Area
    • Music: Flame Mammoth Stage
    • Conditions

    Launch Octopus

    • Type: Support (Shield)
    • Rank: 
    • Cost: ⬡⬡
    • Skill: Steel Diver Equipped
    • Fighter: 
    • Stage: Maverick Area
    • Music: Launch Octopus Stage
    • Conditions

    Spark Mandrill

    • Type: Support (Neutral)
    • Rank: 
    • Cost: 
    • Skill: Electric Attack 
    • Fighter: Donkey Kong
    • Stage: Maverick Area
    • Music: Spark Mandrill Stage
    • Conditions

    Sting Chameleon

    • Type: Support (Shield)
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: 
    • Fighter: Greninja
    • Stage: Maverick Area
    • Music: Sting Chameleon Stage
    • Conditions

    Storm Eagle

    • Type: Support (Shield)
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: 
    • Fighter: Falco
    • Stage: Maverick Area
    • Music: Storm Eagle Stage
    • Conditions

    Sigma

    • Updated to enhance into Wolf Sigma at Lv. 99
    • Stage updated to Maverick Area
    • Music changed to Wolf Sigma

    Wolf Sigma

    • Type: Attack
    • Rank: ★★★★
    • Slots: ⬡⬡⬡
    • Skill: Giant and Metal

    Overdrive Ostrich

    • Type: Support ()
    • Rank: ★★
    • Cost: 
    • Skill: Move Speed
    • Fighter: 
    • Stage: Maverick Area
    • Music: Overdrive Ostrich Stage
    • Conditions

    Violen

    • Type: Attack
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: Slow Super Armor
    • Fighter: Donkey Kong
    • Stage: Maverick Area
    • Music: X-Hunter Stage 1
    • Conditions

    Serges

    • Type: Shield
    • Rank: ★★★
    • Cost: 
    • Skill: Easier Perfect Shield
    • Fighter: 
    • Stage: Maverick Area
    • Music: X-Hunter Stage 1
    • Conditions

    Agile

    • Type: Attack
    • Rank: ★★
    • Cost: ⬡⬡
    • Skill: 
    • Fighter: 
    • Stage: Maverick Area
    • Music: Gate's Lab
    • Conditions

    Tunnel Rhino

    • Type: Attack
    • Rank: 
    • Cost: 
    • Skill: Drill Equipped
    • Fighter: 
    • Stage: Maverick Area
    • Music: Tunnel Rhino Stage
    • Conditions

    Bit

    • Type: Attack
    • Rank: 
    • Cost: 
    • Skill: 
    • Fighter: 
    • Stage: Maverick Area
    • Music: 
    • Conditions

    Byte

    • Type: Attack
    • Rank: 
    • Cost: 
    • Skill: 
    • Fighter: 
    • Stage: Maverick Area
    • Music: 
    • Conditions

    Godkarmachine O Inary

    • Type: Attack
    • Rank: 
    • Cost: 
    • Skill: 
    • Summon using Bit and Byte

    Dr. Doppler

    • Type: Attack
    • Rank: ★★★★
    • Cost: ⬡⬡
    • Skill: Healing Shield
    • Fighter: Dr. Mario
    • Stage: Maverick Area
    • Music: Doppler Stage 1
    • Conditions

    Magma Dragoon

    • Type: Support (Attack)
    • Rank: 
    • Cost: 
    • Skill: 
    • Fighter: Ken
    • Stage: Maverick Area
    • Music: Magma Dragoon Stage
    • Conditions

    Web Spider

    Colonel

    Double

    Spike Rosered

    • Type: Attack
    • Rank: 
    • Cost: 
    • Skill: Unira Equipped
    • Fighter: 
    • Stage: Maverick Area
    • Music: Tunnel Rhino Stage
    • Conditions

    Blizzard Wolfang

     

    Metal Shark Player

     

     

  12. How's this? 8-)

    Yeah, I pulled mainly from games where Bass was actually playable, as with Proto Man. Granted, Power Battle and Fighters are in that category as well, so some of the older Robot Master weapons should also be available, but if I ever decide to make a Duo moveset, it'd be nice to have as much material left over as possible (hence my avoidance of MM8 weapons specifically), thus the emphasis on 7, Bass, and 10. The Super Bass mechanic and associated specials pull mainly from 8, for what that's worth.

    Since the current Final Smash is mostly using moves already available via Super Bass specials, I'm thinking of mirroring Mega Man Legends with "Rival Legends", depicting Bass, Treble, Vile, Dynamo, Bass.EXE, Craft, Pandora, Prometheus, Rogue, and Jack Corvus teaming up with Bass to attack.

  13. The concept of "starter" Pokemon is an interesting one. That could be a good place to implement PP or an equivalent thereof. Although, if different racers got unique "specials", that's a good place to implement "partner" Pokemon as well. Like, say, Brock with a Geodude that performs Rollout. Could be possible to evolve those during a race as well, like Brock's Geodude evolving into Graveler and later Golem to power-up the effect. Another possibility is that the unique Pokemon behave a bit like specials in Mario Kart Double Dash, where you pick them up like any other power-up but they change from racer to racer.

    I was thinking the pickup Pokemon would be mostly be "one and done" deals, as is typical of kart racer powerups. You get the Poke Ball, you release the Pokemon, it does its thing, then poof. Some powerups do have multiple uses though, so that is one consideration.

  14. Mega Man's rival, a robot created by Dr. Wily originally with the purpose of infiltrating Light Labs, stealing the plans to Light's Super Adapter, and destroying Mega Man. His defeat at Mega Man's hands left him with a grudge and an obsession with proving himself the world's strongest robot. However, Bass doesn't take kindly to Wily using other robots in his plans, and regularly opposes his own creator in order to prove he is the greatest of Wily's creations (until 21XX, anyway...). Bass' one friend is his lupine companion Treble, who has many of the same abilities as Rush, including the ability to merge with Bass to transform him into Super Bass.

    Bass' unique fighter ability is his Evil Energy meter, which fills as he fights. When the meter fills, Bass can call upon Treble to merge with him, transforming him into Super Bass for a short time. As Super Bass, Bass hovers above the ground rather than walking or running, his movement speed, weight, and jump height increase, his attacks become faster and stronger, he becomes more resilient to damage, flinching, and knockback, he gains two additional midair jumps, and his specials change. Once the meter empties, Bass reverts to normal.

    Moveset (WIP)

    Spoiler

    Ground

    • N: Bass Buster - Bass rapid-fires shots from his buster, a nod to his primary attack in Mega Man & Bass and Mega Man 10. Like in those games, the trajectory of his shots can be angled diagonally or straight upward. As Super Bass, he'll fire three shots at once in a spread.
    • S tilt: 
    • U tilt: Magic Card - Bass shoots a couple of cards straight up, after which they return to him.
    • D tilt: Chill Spike - Bass shoots freezing gel that forms spikes on the ground.
    • S smash: Charge Shot - Bass charges up and fires a more powerful shot. As Super Bass, this attack fires two consecutive shots.
    • U smash: Crescent Kick - Bass performs a somersault kick. This is his special attack from Mega Man 2: The Power Fighters.
    • D smash: Scorch Wheel - Bass conjures four fireballs that spin forward. This is Turbo Man's special weapon in Mega Man 7.
    • Dash: Tengu Blade - Bass slashes with the Tengu Blade while dashing. This is Tengu Man's special weapon in Mega Man & Bass.

    Air

    • N: Bass Buster
    • F: 
    • B: 
    • U: 
    • D: Thunder Bolt - Bass fires an electric projectile downward.

    Grabs & Throws

    • F: 
    • B: 
    • U: Danger Wrap - Bass traps the opponent in a bubble with a bomb and sends them upward before the bomb explodes. This is Burst Man's special weapon in Mega Man 7.
    • D: 

    Special

    • N: Triple Blade/Rocket Buster - Bass shoots out a trio of blades, one forward, the other two at different diagonal angles. On the ground, the diagonal blades shoot upward, while in the air, the diagonal blades shoot downward. As Super Bass, this attack becomes the Rocket Buster from Mega Man 7, which both Super Bass and Super Mega Man were able to use. Super Bass launches his fist, which homes in on the nearest opponent or flies straight forward.
    • S: Remote Mine/Sweeping Laser - Bass fires a mine that can be directed upward and downward. When it makes contact with a target or surface, it sticks, then explodes. As Super Bass, this attack becomes Sweeping Laser, which has Bass dash forward in the air while emitting a beam from his buster below him.
    • U: Treble Boost - As Super Bass, this move becomes Treble Boost, which has Bass fly upward or in the direction of your choosing.
    • D: Junk Shield/Dark Aura - Bass conjures three large clusters of scrap that orbit him. These scraps hit multiple times and can absorb multiple shots. This is Junk Man's special weapon in Mega Man 7. As Super Bass, this attack becomes Dark Aura, which briefly envelops Bass in a sphere of dark energy.
    • Shield: If Bass' Evil Energy meter is full, he'll summon Treble and transform into Super Bass.

    Final Smash: Super Bass - Bass transforms into Super Bass and attacks with a series of purple energy shots fired upward that land on the ground, followed by a sweeping laser. These attacks are direct references to his boss fight in Mega Man 8.

    Taunts

    • U: Bass levitates and glows with green energy.
    • S: Treble warps down next to Bass and growls while Bass points forward.
    • D: 

    Victory

    • Theme: Theme of Bass
    • L: 
    • U: 
    • R: 

    Costumes

    • P1: Yellow - Bass' default color.
    • P2: Purple - Bass color scheme when using Lightning Bolt, as well as his P2 color in the hidden versus mode of Mega Man 7.
    • P3: Cyan - Bass' color scheme when using Ice Wall.
    • P4: Green - Bass' color scheme when using Wave Burner.
    • P5: Blue - Bass' color scheme when using Remote Mine.
    • P6: Red - Bass' color scheme when using Spread Drill.
    • P7: Gray - Bass' color scheme when using Tengu Blade.
    • P8: Brown - Bass' color scheme when using Magic Card.

    Opening Stage

    Spoiler

    This stage is set in the city from the opening stage of Mega Man 7, during which Wily escaped from prison with help from his robots, and Mega Man and Bass had their first meeting and battle.

    • Intro Stage (Mega Man 7 - Remix)
    • Theme of Bass (Remix)
    • Freeze Man Stage
    • Junk Man Stage
    • Burst Man Stage
    • Cloud Man Stage
    • Robot Museum
    • Spring Man Stage
    • Slash Man Stage
    • Shade Man Stage
    • Turbo Man Stage
    • Boss Battle (Mega Man 7)
    • Wily Stage 1 (Entrance)
    • Wily Machine No. 7
    • Wily Capsule
    • Bass Battle
    • Go For It! ~Theme of BASS~
    • Intro Stage (Mega Man & Bass - Remix)
    • Dynamo Man Stage
    • Cold Man Stage
    • Ground Man Stage
    • Pirate Man Stage
    • Boss Battle (Mega Man & Bass - Remix)
    • King Tower Stages (Remix)
    • Blade Man Stage
    • Solar Man Stage
    • Boss (Mega Man 10)
    • Abandoned Memory

    Classic Mode: Showdown of Destiny! (WIP)

    Spoiler

    The name of the route references Mega Man 7's Japanese subtitle.

    • Vs. Ridley on Dracula's Castle (Shade Man Stage) - Represents Shade Man
    • Vs. Roy Koopa in Figure-8 Circuit (Turbo Man Stage) - Represents Turbo Man
    • Vs. 
    • Vs. Link, Young Link, Marth, Roy, Meta Knight, Ike, Toon Link, Lucina, Robin, Shulk, Cloud, and Chrom on Castle Siege (Blade Man Stage) - Represents Blade Man and references the "too many swordfighters in Smash" meme
    • Vs. Pikachu, Donkey Kong, R.O.B., ???, Snake, ???, ???, and ??? at Wily Castle (Abandoned Memory) - This battle references the Weapons Archive of Mega Man 10
    • Vs. Mega Man (Theme of Bass) - References Mega Man and Bass' rivalry
    • BOSS: Wily Machine

    Spirit Board (WIP)

    Spoiler

    Burst Man

     

    Cloud Man

     

    Junk Man

     

    Freeze Man

     

    Slash Man

    Spring Man

     

    Shade Man

     

    Turbo Man

     

    Super Bass

     

     

  15. On 12/26/2022 at 11:22 AM, Perkilator said:

    I’m going through SSBU and going through every Spirit Battle via the rematch feature and I noticed that a lot of seemingly no-brainer characters for Spirits among the franchises already represented via playable characters…just aren’t Spirits.

    Like Adult Ruto and more than half the Robot Masters from Mega Man Classic?

    I wonder why Galaxy Man has "Energy-Shot Resist ↑" and not "Black Hole Equipped". The enemy fighter literally starts the match with a Black Hole equipped. But then, these are the same geniuses who thought Metal Mario should have "Weight ↑" and not "Made of Metal".

  16. 8 hours ago, Jotari said:

    Eh. I think attributing Pokemon's type system to Final Fantasy is pushing it a bit. But I'll not argue the point.

    This raises the question: what were some of the first RPGs to use an elemental advantage system? You could argue the five elements of Chinese Taoism - Earth, Metal, Water, Wood, and Fire - was one of humanity's earliest examples of "Elemental Rock-Paper-Scissors" with the cycle of overcoming (Earth > Water > Fire > Metal > Wood > Earth), as well as RPS itself, but what was the first actual RPG to use such a system? FF's own inspiration, Dungeons & Dragons, does feature an elemental cycle as well: Air > Water > Fire > Earth > Air. So, I suppose it's disingenuous to say Final Fantasy specifically influenced Pokemon in that regard, but FF nevertheless helped popularize ERPS as it did many JRPG tropes.

  17. 8 hours ago, Jotari said:

    My pet peeve here, I don't expect anyone to care but I am spiritually obligated to voice my dissatisfaction when I see the term. All time includes all future time. It's highly unlikely Final Fantasy will continue to be popular between now and the end of time itself. In history is a more accurate turn of phrase as it doesn't denote future history. Also Pokemon is a jrpg that's no doubt more popular than Final Fantasy.

    Fair enough. Pokemon's popular enough to give Mario competition these days. All the same, Final Fantasy is a major JRPG franchise that helped set a lot of the trends JRPGs follow to this day; even Pokemon draws some inspiration from this series (for example, the Type system that draws close parallels to FF's elements), so at the very least it deserves to be called one of the most popular JRPG series of all time, as its games continue to sell and make headlines in the video game industry.

    4 hours ago, Jotari said:

    Much as I love the OP's idea of using princess Sarah and the Prince of Elfheim as playable characters, I can't see a Final Fantasy Warriors not going down the Dissidia route. It will be the most perdictable 20 or so characters with just one or two curve balls. I'd say even many of the villains would have a hard time getting in. Unless they go the Three Houses route and focus on just one game, but if they do that...it would totally just be Final Fantasy VII. From an objective plot sense the game that seems like it would lend itself most to Mushou would be Final Fantasy II, but even the people who like Final Fantasy II don't like Final Fantasy II!

    No doubt a FFW will use many of Dissidia's characters as a starting point. Doesn't mean we can't still propose our own ideas for how a FFW should be made. There's always the prospect of DLC to add new playable characters as well as new maps, bosses, summons, etc. over time.

  18. Given that Pikachu's starred in Super Smash Bros. from the get-go and has had several games and even a movie named after it, I doubt it's ever truly going to vanish from the public eye. But they may decide to relax how much exposure it gets for the near future.

    Personally, I think every Generation should have been allowed to have its own mascot (independent of the version mascots of course) who got to star alongside the protagonists of that generation. Riolu and Lucario for example could have been the face of Gen IV, maybe alongside Buneary and Lopunny, while Zorua and Zoroark could have been the face of Gen V. At the very least, they could have given the other electric rodents a chance to shine, such as Plusle and Minun of Gen III (to play up the Double Battle mechanic of that generation).

  19. This is an idea for a racing spinoff akin to Mario Kart where you play as a human who races on bikes and picks up Pokeballs that contain Pokemon which function as powerups. You can even evolve these Pokemon to make their effects stronger. For example, Pichu releases a weak Thundershock, but when evolved to a Pikachu, the attack becomes a much stronger Thunderbolt, and as a Raichu, a mighty Thunder!

    The game features a variety of existing characters as racers, and you also get to create your own custom racers. For a base roster, I'm thinking something like this...

    Spoiler

    Starting

    • Red, Leaf
    • Ethan, Lyra
    • Brendan, May
    • Lucas, Dawn
    • Hilbert, Hilda
    • Calem, Serena
    • Elio, Selene
    • Victor, Gloria
    • Florian, Juliana

    Unlockable

    • Blue, Green, Brock, Misty
    • Silver, Kris
    • Wally, Flannery, Zinnia
    • Barry, Candice, Cynthia
    • Bianca, Cheren, Skyla, Elesa, Iris
    • Shauna, Korrina
    • Hau, Lillie, Gladion, Mallow
    • Hop, Marnie, Bede
    • Nemona, Arven, Penny

    Tracks

    Spoiler

    Poke Cup

    • Starter Route - A beginner's track featuring the likeness of various starter Pokemon.
    • Saffron City
    • Ecruteak City
    • ???

    Great Cup

    • Lavaridge Town
    • Snowpoint City
    • ???
    • ???

    Ultra Cup

    • Nimbasa City
    • Lumiose City
    • ???
    • ???

    Master Cup

    • ???
    • Wyndon
    • Mesagoza
    • ???

    As for the Pokemon themselves, Pokemon are divided into two categories, Attack and Defense, across four levels: Pokeball, Great Ball, Ultra Ball, and Master Ball.

    Spoiler

    Pokeball - Pokemon in this category can evolve twice.

    • Pichu: Thundershock - Fires a homing electric spark that paralyzes the target for a couple seconds.
      • Pikachu: Thunderbolt - Automatically hits the next opponent in front of you with Thunderbolt, paralyzing them for a few seconds.
        • Raichu: Thunder -  Zaps and paralyzes all opponents for several seconds.
    • Geodude: Rock Throw - Throws a rock forward or behind you. 
      • Graveler: Rock Slide - Throws a large boulder forward or behind you.
        • Golem: Rock Blast - Throws multiple rocks forward or behind you.
    • Abra - Teleport: You teleport forward a short distance.
      • Kadabra - Teleports you forward a medium distance.
        • Alakazam - Teleports you forward a long distance.
    • Ralts - Light Screen: Protects you with a short-duration barrier that can absorb a single hit.
      • Kirlia - Protect: Protects you with a medium-duration barrier.
        • Gardevoir - Reflect: Protects you with a long-duration barrier that reflects attacks.

    Great Ball - Pokemon in this category can evolve once.

    • Voltorb: Self Destruct - Causes a medium explosion.
      • Electrode: Explosion - Causes a large explosion.
    • Drowzee: Hypnosis - Makes the nearest opponent drowsy.
      • Hypno 
    • Buneary 
      • Lopunny
    • Riolu - 
      • Lucario: Aura Sphere - Launches a homing projectile that seeks out the nearest target.

    Ultra Ball - Pokemon in this category don't evolve at all.

    •  

    Master Ball - Pokemon in this category are legendary or mythical.

    • Articuno - Carries you through the air for several seconds and freezes nearby opponents with Blizzard.
    • Zapdos - Carries you through the air for several seconds and paralyzes nearby opponents with Thunder.
    • Moltres - Carries you through the air for several seconds while leaving behind a trail of flame.
    • Mewtwo - Teleports you forward a long distance and confuses your opponents for a while.
    • Mew - 
    • Raikou - Provides you with a speed boost and paralyzes any opponents you hit.
    • Entei - Provides you with a speed boost and leaves a trail of flame along the ground.
    • Suicune - Provides you with a speed boost and 
    • Ho-oh - 
    • Lugia - 
    • Regirock - Encases you in a rolling rock
    • Regice - Encases you in a ball of ice.
    • Registeel - Encases you in a steel ball.
    • Groudon - Causes volcanos to erupt in multiple places around the track, scattering lava.
    • Kyogre - Causes heavy rain that floods portions of the track and reduces traction.
    • Dialga - Roar of Time: Pauses time for a few seconds.
    • Palkia - Spatial Rend: Creates a spatial distortion that allows you to warp a long distance forward.
    • Reshiram - Blue Flare: 
    • Zekrom - Bolt Strike: 
    • Xerneas - Increases your speed and renders you temporarily invincible.
    • Yveltal - Carries you through the air and drains speed from your opponents.
    • Solgaleo - Provides you with a speed boost and encases you in metal.
    • Lunala - Fires out a beam for several seconds.
    • Zacian - Equips you with a large sword that slashes nearby foes.
    • Zamazenta - Equips you with a large shield that protects you.
    • Koraidon - 
    • Miraidon - 

    Lists are WIP.

  20. Given that Paradox Pokemon are one of SV's new things, I could see there being more Paradoxes being introduced via DLC. Got a couple ideas:

    • Mystic Aura - A Fighting/Psychic-type that resembles Lucario.
    • Iron Ears - A Normal/Electric-type that resembles Lopunny.

    I could see additional badges or equivalents being tied to type pairs, stats, or other factors.

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