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Lord_Brand

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Posts posted by Lord_Brand

  1. On 7/6/2022 at 6:31 PM, Shanty Pete's 1st Mate said:

    Pretty wild that the "Sword" moves we've gotten are both Fighting-type. Why is Honedge using a ramming attack for Steel-type damage? It barely even has a head!

    They need to create a variant of the line with removable pommels so they can throw them at their foes and end them rightly. :P

    Thinking about it, it would make sense if Fireball or Fire Ball was a Fire-type equivalent to Shadow Ball and Energy Ball. Fire-type attack with power 80 or 90, can lower Special Defense by one stage.

  2. 1 hour ago, vanguard333 said:

    I suppose. I just think that the format of Zelda stories would much better fit a TV show than a movie.

    No denying, the more lengthy adventure feel of Zelda lends itself well to an episodic format, hence my own idea for a Zelda anime. But they could have films set in the same world as the TV series.

    1 hour ago, vanguard333 said:

    I suppose a Kirby movie would work, and I think the original Kirby show was generally well-received.

    You could probably adapt a lot of Kirby games into films. Though I imagine we're talking original stories rather than adaptations?

  3. I hope it turns out to be good, simply because I want to be able to enjoy a good Mario movie. The fact Foreman Spike will apparently be in it intrigues me, as it makes me wonder if this is going to be an origins story like I've pitched before. Jack Black as Bowser and Kevin Michael Richardson as Kamek are particularly curious choices, as is the fact Martinet won't be the main voice of Mario in the film.

  4. Good suggestions! How about "Enchanted Blade" and "Livewire Lash"? I think a Dark-type whip attack could also work quite well. Can have the ability to flinch the target.

    A Dark-type binding move would make sense, given how much Dark loves to fight dirty. Actually, I can think of a few binding moves that would make sense:

    • Biting Bonds - Dark; the target is tightly bound in dark ropes or tendrils that dig in to their body for 2-5 turns.
    • Squeeze Hold - Fighting; the user grips the target in a crushing embrace that prevents either from switching out or escaping for 2-5 turns.
    • Granite Grip - Rock; the user grips and crushes the target with its stony body for 2-5 turns, with a chance to lower the target's Defense each turn.
    • Wire Wrap - Electric; the target is bound in electric cables or wires that administer a shock for 2-5 turns, with a chance to Paralyze the target each turn.

    I can also think of some trapping moves, as in moves that prevent switching out indefinitely.

    • Heavy Chains - Steel; the target is wrapped in heavy chains that reduces the target's Speed and prevents them from switching out, escaping, or using Fly or Bounce. Similar to Anchor Shot, but not necessarily restricted to Dhelmise.
    • Sticky Ooze - Poison; the target is stuck in place with a sticky, toxic ooze that poisons them and prevents them from escaping, switching out, or using Fly or Bounce
    • Adoring Embrace - Fairy; the user hugs the target tightly enough to deal damage, and prevents them from escaping or switching out for three turns. The move can't actually faint the target, however. If the user is Attracted to the target, the move deals double damage, prevents escape for five turns, and won't fail due to Attract.

     

  5. Pretty cool to see Pikmin 4 is coming next year. I wonder which kinds they'll introduce this time? I've noticed both 2 and 3 introduced a "heavy" species (Purple in 2, Rock in 3) and a "light" species (White in 2, Wing in 3), so I expect 4 will do the same. Also notably, White Pikmin have red eyes while Wing Pikmin have blue eyes, so I imagine the light species this time will also have differently-colored eyes, green or yellow both seeming quite likely. Got a few ideas:

    Heavy
    Snow - A cyan-colored variety with a fluffy white coat that's immune to freezing temperatures.
    Thorn - Pikmin with round, spike-covered bodies that allow them to stick into objects, including enemies. Enemies who eat them take heavy damage. Fittingly, they themselves are immune to piercing attacks.

    Light
    Balloon - Pikmin that can inflate their bodies like balloons, allowing them to float upward and carry other Pikmin or Captains with them. They can also stop certain monsters from eating them by inflating. They're highly susceptible to wind currents.
    Lasso - Pikmin with stretchy bodies that can be used to lasso or tether distant targets.

    It would be interesting to see more emphasis put on different Pikmin types working in tandem, like using Lasso Pikmin to tether Balloon Pikmin, or using a Lasso Pikmin to swing a Thorn Pikmin around like a ball-and-chain.

  6. On 9/8/2022 at 4:52 AM, Shanty Pete's 1st Mate said:

    I would generally remove them, yes. I understand the motivation (more characters represented), and understand that there's less effort involved than making entirely new characters. But the cast is quite enormous as-is, and having characters with nigh-identical movesets just feels like so much unneeded glut. I'm hoping that the next game favors quality (diverse characters who play distinctly) over quantity (oodles of characters, though some play quite similarly).

    Well, of the Echo Fighters we have so far, Richter and Ken at least make sense, though Richter could probably be converted into a costume alongside other Belmonts, say Trevor and Leon (maybe giving each one a color swap referencing a different Belmont, similar to what they did with Dragon Quest's Hero).

    Chrom and Lucina, I'm all for getting revised movesets reflecting the other weapon types they can use in FEA, with costumes for each of their classes (Lord, Great Lord, Cavalier, Paladin, Great Knight, Archer, Sniper, and Bow Knight), though this means Chrom might end up an Echo of Lucina or vice versa. They could focus Lucina's costumes and moves on her possible mothers instead, those being Robin, Sumia, Sully, Maribelle, and Olivia. I'd also change their Final Smashes to showcase their respective generations of units attacking the enemy in tandem, or at least teaming up with another unit to attack similar to Robin's Final Smash.

    Daisy could be differentiated from Peach more, but she's long been presented as the Luigi to Peach's Mario, so it also makes sense that they have some similarities. Since she's primarily known through spinoffs, I'd guess her moveset would focus on those much like Waluigi's would, though the Power Ball from Super Mario Land would be a cute nod to her origins.

    Dark Pit I don't care too much for, he can be folded back into a costume. Dark Samus, I'm ambivalent on as she is the face of the Metroid Prime trilogy and could potentially be differentiated from Samus further in a future game.

    As far as Pokemon "echoes" go, what if there was an express connection between the fighters? Say, what if Ralts can evolve into Kirlia and then Gardevoir, either in the middle of a match or as a fighter in general by accumulating experience? All three are grouped into the same roster slot as different stages of the same fighter. You can think of it like transformation, only it's one-way. Evolution midbattle can be triggered with shield + special once the EXP gauge is filled. Ralts needs 100 EXP to evolve into Kirlia, while Kirlia needs 200 EXP to evolve into Gardevoir. Even if it is "roster bloat" in some sense, it's mitigated by the fact additional roster space is not taken up.

  7. The Legend of Zelda - Holy Elf Princess Saga

    Metroid - Mobile Suit Gunned 'Em

    Pokemon - Monster in my Pocket Balls

    Splatoon - Squid Kid Showdown

    Final Fantasy - Latest Photorealistic Postmodern Sci-Fi Drama

    Castlevania - Belmont's Bizarre Adventure

    Mega Man - Super Fighting Robots

    Street Fighter - Martial Arts Combo Kings: Ultra Hyper Turbo Deluxe

    Sonic the Hedgehog - Speedy the Blue Needlemouse

    Crash Bandicoot - Maniac Marsupial

    Spyro the Dragon - Dragon Dude with Attitude

    Shantae - I Dream of Half-Genie

  8. 1 hour ago, Armchair General said:

    That they really can't move away from their "damsel in distress" routine?

    I mean, I like rescuing damsels myself, but that doesn't mean I want them to be flat, one-dimensional characters with no personality or role beyond being rescued. There are a couple ways to make the trope more engaging and interesting, at least one of which Nintendo has used before.

    The first is to have the damsel help her rescuer from behind enemy lines, so to speak. We've seen this in the first two Paper Mario games, where Peach sneaks around, gathers intel, and even sends Mario items to help him. The one thing they could have done better in this scenario is to make Peach more active in the side battle against Kammy Koopa during the game's climax; I feel like Twink should have been helping her defeat Kammy, rather than the other way around. Assuming Zelda isn't heavily tied up, encased in crystal, put into enchanted sleep, or otherwise impeded from moving and taking action, she could in theory do the same for Link, like in my proposed scenario where she evades Ganoncorpse in the underground while solving puzzles and maybe finding ways to help Link in the surface world. She can't stop Ganon by herself, but she isn't completely helpless, either.

    The second is to treat the damsel as an unlockable character or otherwise tie her in to some kind of gameplay feature. Remember how we rescued Zelda early in ALttP, and she accompanied us to Sanctuary? What if she had become a permanent ally from then on? Even if she got captured and needed rescuing again later, she could resume being a proactive player after the fact. Also consider characters like a merchant who got captured by goblins, or a mage who was blamed for a town's recent problems and locked up to stand trial. These characters have a role to play beyond being helpless souls in need of rescue. The merchant can sell you items (allegedly for a discount as thanks for saving them) and the mage could potentially become a party member or playable character in their own right.

    I know this is a controversial idea, but the damsel in distress trope is not inherently bad any more than it is inherently good; like any trope, it's a tool, and like any tool, how effective it is depends on how proficient you are at using it. I would rather use the DID trope as a dynamic than as a goal, so to speak; a way of introducing characters to each other, or of developing their relationship through their actions. In other words, I like dynamic DIDs who develop through the trope moreso than shallow, static DIDs who exist purely for the sake of the trope. So, though I don't want Nintendo to abandon the trope outright, I agree that they need to evolve how they use the trope, to keep it interesting and make the game more satisfying.

    Saving the princess doesn't have to be the end of the adventure; it can be the beginning of an adventure, made better by her presence.

  9. Mega Man X DiVE for Switch would be awesome. According to data mines, there's supposed to be a Switch version coming, with an exclusive 3v3 mode.

    Other stuff that would be delightful to see:

    • BotW 2
    • Oracle Zelda remakes
    • Mega Man 12
    • Mega Man X9
    • Chrono Trigger remaster
    • New Shantae
  10. 16 hours ago, Shanty Pete's 1st Mate said:

    I don't really see traits like "weight", "size", or "floatiness" as enough to make three different fighters with nigh-identical movesets out of. And people won't see "there are three Pokemon fighters and six echoes", they'll see "there are nine Pokemon fighters". I'm generally against this sort of cast bloat, and I'd honestly like to see Smash 6 take a hatchet to most Echo Fighters. The cast should be small enough that I can find and distinguish everyone on the TV screen without playing "Where's Waldo".

    To take things in a different direction, I would like to see Mega evolution make an appearance. Have fighters like Lucario and Mewtwo "go Mega" for their final smash, even if it's a temporary transformation. 

    I did have the idea that evolving mid-battle could be possible, which would help justify the similarities.

    When you say "take a hatchet", do you mean "remove entirely" or "change to make them more distinct"? Personally, I like Echo Fighters (even if I disagree with the specific choices).

    I get why Ultimate sorted everyone in order of appearance, but the option to sort by series would help immensely.

    Don't Lucario and Mewtwo already turn Mega for their Final Smashes?

  11. This is an idea I just thought of when designing a Gardevoir moveset: What if Smash in the future featured entire evolutionary lines of Pokemon as playable fighters? The idea is that their movesets are largely identical (save for obvious exceptions like Charizard being able to multijump and use Fly while Charmander and Charmeleon cannot) but they provide three distinct weight and speed builds. All members of the evolutionary line are grouped together on the roster, occupying a single space.

    So, for example Ralts, Kirlia, and Gardevoir would have a largely similar moveset, the main differences being their respective sizes, speed, and weight. Ralts is the smallest, fastest, and lightest, Gardevoir is the tallest, slowest, and heaviest. Gallade could potentially be grouped with them as well being an alternate evolution of Kirlia, though his moveset is more distinct.

    This would of course mean that Pichu, Pikachu, and Raichu now all appear together as well. Riolu would appear alongside Lucario. In Pokemon Trainer's case, the three starters could rotate evolutionary stages like so:

    • Bulbasaur, Charmeleon, Blastoise
    • Charmander, Wartortle, Venusaur
    • Squirtle, Ivysaur, Charizard

    Or alternatively each trio belongs to one of three Trainers: Red, Leaf/Green, and Blue. In which case Red gets the Charizard trio, Leaf/Green gets the Venusaur trio, and Blue gets the Blastoise trio.

    I do realize this would drastically swell the number of Pokemon fighters in the game, but the freedom to reuse movesets between stages would help streamline a lot of the workload since in most cases you only have to design one core moveset and just make a few tweaks to it. It's almost like having a bunch of Echo Fighters, but vertical rather than lateral.

  12. 2 hours ago, Zapp Branniglenn said:

    Shantae's hard to do justice because of her dancing. Unless your attack comes out as slowly a falcon punch, smash bros moves have only a fraction of a second before the attack is active. More attention is paid on the wind-down animation of attacks than the wind-up. Not enough time for Shantae to do her dance, so it would feel inauthentic. The compromise I always had in my head was to pick three transformations and make them her smash attacks. For instance, a Forward Smash that has her doing the Elephant Charge, but if you charge the move you'll see her dance. Try the same idea for her specials, you can make them all chargeable and hope it looks natural for her to be doing that dance while airborne. Or her throws, since those are allowed to have much longer windup animations than a standard attack due to the fact they can't "miss" the victim

    That's pretty much what I do with her S, U, and D specials, on the ground at least. In the air, she transforms instantly, but on the ground, the player can hold the button for a second and have her perform the dance first to power up the transformation. You can view it as a compromise between her usual dance transformations and the Fusion Coins seen in Seven Sirens.

    Granted, I did consider using a dance interface similar to Half-Genie Hero's (the best so far in my opinion), but I was worried about the complexity and practicality.

  13. Though Shantae seems like a prime candidate for a transforming fighter, I'm aware that giving her multiple fully-playable transformations would really crank up the complexity, so I've opted for a simplified approach wherein three of Shantae's Specials briefly transform her, and on the ground can be charged (by way of Shantae performing a quick dance) to make them reach farther and hit harder.

    Spoiler

    Specials
    N: Fireball - Shantae shoots a fireball from her hands. If you hold the button for a half-second, Shantae will shoot a Triple Fireball. If you hold the button down for a full second, Shantae will use Flamethrower.

    S: Monkey - Shantae transforms into her monkey form and dashes forward using Monkey Bullet.

    U: Harpy - Shantae transforms into a Harpy and flies upward, automatically raking opponents with Harpy Talon if she comes into contact with them.

    D: Elephant - Shantae transforms into an elephant and either crashes to the ground with Elephant Stomp (in the air) or dashes forward (on the ground). You can chain Elephant Stomp into the dash. While in elephant form, Shantae has super armor.

    Ground
    N: Hair Whip - Shantae's standard attack.
    S tilt: Power Kick - A move Shantae learned in Shantae: Risky's Revenge.
    U tilt: Fire Hand - Based on art of Shantae producing flame from her hands.
    D tilt: Crouching Hair Whip
    S smash: Elbow Dash - Based on the move granted by Fighter's Cuff in the original Shantae.
    U smash: Spin Kick - Based on the move granted by Fighter's Boot in the original Shantae.
    D smash: Hip Check - Based on one of Shantae's dance moves.
    Dash: Slide Kick

    Aerial
    N: Hair Twirl - Based on the move granted by Fighter's Tiara in the original Shantae.
    F: Midair Hair Whip
    B: Elbow Jab
    U: Midair Fire Hand
    D: Drill Kick - Based on the move granted by Fighter's Sash in the original Shantae.

    Final Smash: Dance Through the Danger
    Shantae performs a dance while a segment of "Dance through the Danger" plays, unleashing a variety of magic attacks and finishing with the Obliterate Dance.

    Taunts
    U: Shantae strikes her Warp pose, disappearing for a brief moment.
    S: Shantae drinks a potion.
    D: Shantae pats her rear in a manner similar to BatGals.
    Smash: Shantae chats with her friends about the opponent she's fighting. This taunt can only be used on Shantae's home stage, Scuttle Town.

    Victory
    Theme: Stage Clear from Shantae: Half-Genie Hero.
    1: Shantae cycles through her dance animations from the original Shantae
    2: Shantae performs her Magic Lamp dance from Pirate's Curse
    3: Shantae strikes her Stage Clear pose from 1/2 Genie Hero

    Costumes
    P1: Red Bedlah - Shantae's standard outfit.
    P2: Nega-Shantae - A recolor that makes Shantae resemble her evil counterpart from Risky's Revenge and Half-Genie Hero.
    P3: Dancer - An alternate outfit for Shantae in the mobile version of Risky's Revenge.
    P4: Pirate - Shantae's pirate outfit seen in Shantae and the Pirate's Curse.
    P5: Snake Princess - An outfit Shantae wears during the Tan-Line Temple segment of Chapter 3 in Pirate's Curse.
    P6: Ninja - An alternate outfit introduced in Half-Genie Hero.
    P7: Beach Day - An alternate outfit introduced in Half-Genie Hero.
    P8: Jammies - A variant of an alternate outfit introduced in Half-Genie Hero. Shantae still has her hair in a ponytail in this version.

    Stage: Scuttle Town
    Various NPCs can be seen in the background, either milling about or watching the battle. The stage has both day and night versions, and which one is seen depends on the music selected for the stage.

    Music

    Spoiler

    Day
    Dance Through the Danger
    Shantae Theme
    Burning Town
    Scuttle Town/Dance Parlor
    Uncle Mimic's Song
    Bolo's Song/Scuttle Town
    Sky's Song/Water Town
    Shop Theme
    Day Travel
    Day Travel 2
    Boss (Risky's Revenge)
    Trip Through Sequin Land
    Boss (Pirate's Curse)
    The Tenacious Tentacled Terror
    Scorching Dunes
    Cult of Personality
    Neo Burning Town
    Boss Battle (Half-Genie Hero)
    Mermaid Falls + Counterfeit Mermaids
    Cape Crustacean
    Rise and Shine Shantae (Extended)
    Beach Travel West
    Arena Town
    Beach Travel East
    Sunken City Tour
    Boss Battle (Seven Sirens)
    Turbulent Hip Shaking
    The Final Battle
    Credits

    Night
    Risky Boots Theme
    Night Travel 1
    Night Travel 2/A Troublesome Trek
    Labyrinths
    Labyrinths 2
    Zombie Caravan
    Rottytops' Song
    Bandit Town
    Tinkertank
    Final Battle
    Rave in the Grave
    Back to the Roots
    The Pits
    Arctic Justice
    Final Boss (Pirate's Curse)
    Tinkerbat Factory
    Dynamo/Chaos Realm

     

  14. I did work Shadow Blade in as his U tilt, at least. Originally, that was going to be his N Special, but like I said in the OP, I found MM9 weapons worked better, especially as specials. I could probably find room for Needle Cannon and Search Snake as well, but most of the current weapons are preferable. Magnet Missile and Gemini Laser would not be as ideal for a Smash moveset. Ultimately, I prioritized what looked better and would be more fun to play while still being thematically relevant.

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