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Perkilator

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Everything posted by Perkilator

  1. Cranky Kong: Plays an old music box that plays the old Donkey Kong opening theme, while small TNT Barrels pop out and roll in different directions. N. Trance: Hypnotizes opponents within his vicinity into doing the summoner’s bidding (only available in battle with 3 or more players, including the CPU). Big the Cat:* Catches fighters with his fishing net and reels them in. Sometimes reels in an item from the ground. *This is assuming Isabelle was never a fighter.
  2. I know the Vol. 2 roster was already decided, but I’d like to ask something. If COVID-19 affects Vol. 2 in any way, do you think we’ll get the occasional Nintendo character OUTSIDE the pass while the Vol. 2 Challenger Packs are in development? As in, no specific stage for that outside character and MAYBE a bit of music?
  3. I know the Vol. 2 roster was already decided, but I’d like to ask something. If COVID-19 affects Vol. 2 in any way, do you think we’ll get the occasional Nintendo character OUTSIDE the pass while the Vol. 2 Challenger Packs are in development? As in, no specific stage for that outside character and MAYBE a bit of music?
  4. Actually, you know what? I've decided this won't go anywhere at the rate Book IV's story's going, so I've unfortunately decided to cancel it. Any mods who would like to close this thread, please do so.
  5. Just as the title says. Personally, I like that the recent characters have their own kind of gimmick pertaining to their home game (Arsene, Hero's MP Gauge, etc.). What kind of gimmicks of this nature would you give your most wanted character, in this case? I'm gonna start with... Crash Bandicoot Aku Aku: If Crash takes too many hits simultaneously, Aku Aku appears and reduces the damage taken to .7x, appearing for a while before going away. Crate Bounce (part of his Up B😞 One of these crates will appear during the selection; >Arrow Crate (which is purely metal), a Crate that takes Crash a fair distance up despite briefly preventing horizontal movement. >Bounce Crate, which has five uses before it breaks and gradually increases height with each use (you can press the jump button to jump higher, but it uses up two uses). >TNT Crate, which explodes 3 seconds after being summoned. Crash can either use it as a platform before it explodes-whether he jumps away from it time or takes the hit to get a tremendous boost in height (20%, medium knockback)-or let it drop by pressing a dodge button. It can be picked by other fighters before it explodes. Sometimes a Nitro Crate appears and explodes the second it makes contact with something (35%, far knockback), namely if Crash presses most buttons. However, he can still air dodge to use it as a trap for unwary opponents.
  6. …Or we can just change his Holy Water to work how it did in Rondo of Blood, and change the Final Smash to Hydrostorm and make it non-cinematic.
  7. Oh no, it’s not the NUMBER of Spirits I’m concerned about (at least in G&W’s case). It’s the fact that they’re the only proper non-Fighter representation of G&W as a franchise.
  8. I still find it a crime that that sound ISN’T PAC-MAN’s Star K.O. sound even though it’s one of the most recognizable death sounds in gaming history.
  9. Thanks! Glad you liked it! …… Crash Bandicoot Intro: Crash appears from a Time Twister portal and jumps into his fighting stance. Stance/Idle 1: His default idle animation from the N. Sane Trilogy. Idle 2: Crash looks to either the left or the right. Notable Palette Swaps: Coco, Crunch, Cortex, Aku Aku, Uka Uka, Fake Crash, JP Crash Walk: His walk from the N. Sane Trilogy. Jog: His iconic run from the N. Sane Trilogy. Dash: The Crash Dash, where he dashes forward looking straight down. Damage: Crash spins for a split second, in a manner similar to his death animation from the very first game. Jump: His iconic Jump and Double Jump. Crouch: His crouch from the N. Sane Trilogy. Weapon of Choice: Crash mainly uses his body to attack, but he can also pull out a Fruit Bazooka and some crates. Jab: Crash slaps twice (4%, small knockback) and then performs a weak spin that goes continuously (.5-2% each hit, small knockback), then finishes with an uppercut with his right fist (6%, small knockback) Forward+A: Crash spins once and sticks out his left foot (5%, small knockback). This is based on Coco's spin kick from Wrath of Cortex. Down+A: Crash attacks using his famous Slide move (7%, small knockback) Up+A: Crash lunges his legs upwards and spins them twice to look like kicking (8%, small knockback) Air+A: Same as his Forward Tilt (6%, small knockback) Air Forward+A: Crash slightly hops forward and kicks with his left foot (5%, small knockback). This is based on his animation for when he jumps after a slide. Air Back + A: Crash kicks behind himself with both legs (8%, small knockback) Air Up+A: Crash does a quick spin with both arms in the air (9%, OK knockback). This is based on his spin from Crash of the Titans. Air Down+A: Crash does a weak Belly Flop that bounces him back up when the hit connects, possibly meteor smashing the opponent (11%, OK knockback) Dash Attack: Pura briefly appears to ram opponents (9%, OK knockback) Edge Attack: A tiny TNT crate explodes under Crash and he flops up above the edge and back onto the stage (12%, OK knockback) Smash Moves Forward+A: Crash spins horizontally in his direction, moving forward a little (15%, OK knockback). This is based on when he spins underwater in Crash 3 and Wrath of Cortex. Up+A: Crash attempts to put on his jetpack on (which is upside down), only for it to malfunction and shoots its flames upwards (17%, OK knockback) Down+A: Crash jumps up and performs a Super Belly Flop (23%, medium knockback; has a 1.1x multiplier on metal opponents) Grab: Crash spins quickly and attacks with a Crystal, only for the opponent to grab it. Pummel: Crash punches the opponent in the face (2%) Forwards+Throw: Crash lifts the opponent from the ground and tosses them back down (12%, OK knockback). This is based on a move in Crash Twinsanity where you use the Crystal Cortex steals to use him like a hammer. Down+Throw: Crash swings the Crystal in a downward arc, shaking the opponent off of it (13%, OK knockback) Back+Throw: Crash lifts the opponent behind himself, and the two land flat on the ground (14%, OK knockback; 1.3%) Up+Throw: Crash successfully lifts up the Crystal, and its shine pushes the opponent back (10%, OK knockback). This is based on an animation in Crash 3 where Crash is shown holding the Crystal up in victory whenever he wins a race in the motorcycle levels. Special Moves B : Death Tornado Spin; Crash's most iconic move. Pressing B once performs a short, quick spin that reflects projectiles (11%, OK knockback). Holding B turns into a much faster spin that lasts for a few seconds (26%, medium knockback); not only is it faster, it can help Crash glide a good distance. B + Forwards : Fruit Bazooka; Crash takes out a bazooka that he can aim by tilting up or down (10%, OK knockback). The Wumpa Fruit juice that sticks on opponents is a weaker variation of the Inklings' Ink that adds a 1.3x multiplier to all other attacks, including another Wumpa Fruit. B + Up : Crate Bounce; Crash will spin a crate under his feet, and he can use the one seen under his feet by pressing the jump button. B + Down : Dig; Crash digs for four seconds to dodge attacks, but he can spin out of it by either letting it time out and spinning once (14%, OK knockback) or pressing B once to spin rapidly and get out (19%, medium knockback) Final Smash: Invincible Aku Aku; Crash dons a golden Aku Aku mask that makes him invulnerable to all attacks and greatly boosts his speed with a 1.1x attack multiplier. The Final Smash lasts for 20 seconds before Crash turns back to normal. Gimmicks Aku Aku: If Crash takes too many hits simultaneously, Aku Aku appears and reduces the damage taken to .7x, appearing for a while before going away. Crate Bounce: One of these crates will appear during the selection; >Arrow Crate (which is purely metal), a Crate that takes Crash a fair distance up despite briefly preventing horizontal movement. >Bounce Crate, which has five uses before it breaks and gradually increases height with each use (you can press the jump button to jump higher, but it uses up two uses). >TNT Crate, which explodes 3 seconds after being summoned. Crash can either use it as a platform before it explodes-whether he jumps away from it time or takes the hit to get a tremendous boost in height (20%, medium knockback)-or let it drop by pressing a dodge button. It can be picked by other fighters before it explodes. Sometimes a Nitro Crate appears and explodes the second it makes contact with something (35%, far knockback), namely if Crash presses most buttons. However, he can still air dodge to use it as a trap for unwary opponents. In addition, Crash also has his famous death animations: -Whenever he falls down offscreen, his shoes fly up and fall back down. -Whenever Crash loses a Stamina Battle for good, he appears as an angel (he also plays a didgeridoo when he dies from a Nitro Crate). -Whenever Crash dies from a TNT Crate in a Stamina Battle, his shoes, eyes and teeth appear and fall down. Taunts 1: "Yeee-HAW!" Crash squats for a second, and then performs his victory animation against bosses in the very first game. 2: Crash performs the pose he does in the first game right before he properly begins the first stage. 1+2: Crash performs the pose he does after defeating a boss in the N. Sane Trilogy. Winposes 1: Crash does the first part of his victory dance before pointing finger guns to his left. 2: Crash does the second part of his victory dance before doing his victory pose from the first game for whenever he gets a gem. 3: Crash performs the final part of his victory dance. Icon: A Wumpa Fruit Boxing Ring Title: Wonder from Down Under Victory Music: A shortened version of the Warp Room theme for Crash 3 (youtu.be/NaDrcT3UxZw) Kirby Hat: A Crash Bandicoot replica hat.
  10. Just as the title says, which playable franchise BESIDES Final Fantasy do you think has bad if not some of the WORST Smash Bros. representation? For me, Game and Watch by a huge margin. All it has besides Mr. Game & Watch, Flat Zone X, and the two Flat Zone themes we were graced with as of Brawl is Spirits. That's it. No Manhole Assist Trophy (and yes, I know it's part of Mr. Game & Watch’s moveset), no Game and Watch Gallery music, no original Game and Watch stage that isn't just Flat Zone X...poor Mr. G&W. Another pretty big offender for me is Punch-Out. Spirits are technically all it truly has as well, along with Little Mac and Boxing Ring. No Assist Trophies* and only 5 songs (3 of which are just the same songs, just different versions). *Not counting ye olde days of Brawl, when was an Assist Trophy himself and the only other semblance of Punch-Out content was in a Famicom medley.
  11. You know, I feel like, looking back, the Pokémon Trainer’s three Pokémon should’ve been their own separate characters so we can be spared of Red’s crappy voice so they could not only be fully fleshed out characters, but so at least Squirtle and Ivysaur have their own routes (Charizard can keep the Pokémon Trainer route) Squirtle: Let’s Clean Up This Gunk! (Fights characters who behave correlate with water or ink, and they’re all team battles with Mario) Ivysaur: Dude, Where’s My Sun?! (Fights against characters with a dark motif mostly on dark or night-themed stages)
  12. Okay: 1. I figured Ike for Dracula because he’s clad in black (Ike’s Route is called “The Black-Clad Warriors”) and Peach for Rathalos because dragons in fairy tales are known for kidnapping princesses (plus, Peach already fights Bowser BEFORE the final round, and no other Final Round in Classic Mode (at least, not yet) has Giga Bowser after a fight with normal Bowser in the round before). 2. How do you know nobody plays Coin Smash? I played it, and I miss it. I’ve seen other people (I believe in SmashBoards?) who said they missed it. 3. You could still, in theory, make Events a separate thing from Spiritsand coexist with it; just make it so Spirits AREN’T the reward. Sorry if it seemed like I was going on a tangent.
  13. Believe me, that’s still a lot, but good point regardless.
  14. Just as the title says. If Smash Ultimate were to get a “Special Edition” later down the line after all the Vol. 2 DLC is released, what would you add to it? I would go with: All of the DLC made unlockable through normal gameplay A couple new WoL cutscenes showing Kirby occasionally finding a DLC fighter New and reworked WoL sub-areas featuring DLC fighters New Assist Trophies, including ones from DLC series, and promote a few (Shadow, Spring Man, and (sigh) Waluigi) A new Classic Mode mural featuring the new fighters, both from previous DLC and new base fighters A new Boss Battles mode where you can take on bosses at your own leisure Speaking of bosses, add two: Queen Section (Light Realm) and Grima (Dark Realm) Pokémon from the Galar region as Poké Ball summons New music tracks for series in the base game A PROPER All-Star Mode (as in, ditch All-Star Smash) where you take on fighters by each Smash game Whoever’s promoted from being a Spirit, replace their Spirit Battle in WoL with a battle to awaken that fighter Co-op WoL More Spirits for existing series WoL Very Hard mode (or as I would legit call it, “Whatever You Do, Be Careful” Mode) Add non-Master Hand bosses for Classic Mode routes where it would make sense (Ike vs. Dracula, Peach vs. Rathalos, etc.) Add back 3-minute Smash and Endless Smash Add back Coin Smash Add back Event Matches (if possible) Allow players to have a playlist to play on their custom stages Bring back Target Test and make it how it was in Brawl Add some of the DLC characters to the Spirit Battles in which they’d fit The ability to refight most (but not all) Spirits in WoL without collecting it (so we don’t have to play through the whole mode again just to refight) Rework a few Spirit Battles entirely (like that stupid Mechakoopa Spirit Battle) Bring back the life toggle for Classic Mode and bump it up to 6 lives (3 for each player in co-op) Change most of the Echo Fighters’ moves to some of their templates’ customs moves from Smash 4 Bring back Poké Floats, Rainbow Road, PAC-MAZE, Jungle Hijinxs, and Wooly World That’s all I have for now.
  15. I miss 2D sprite animation as much as the next guy (especially the GBA ones), but I don’t think the series DESPERATELY needs it back (if that’s the right way to put it?). Rather, I believe that IS could TRY to emulate these animations if the ever wanted to remake a GBA game.
  16. Celica Intro: Same FE character intro, but with red smoke. Notable Palette Swaps: Mae, Boey, Saber, Conrad, Witch Celica Alternate Costumes: Gaiden Celica, Awakening Celica Idle 1/Stance: Celica's idle stance from Shadows of Valentia. Idle 2: Celica puts her left hand on her sword and points it upward Walk: Her walking animation from Shadows of Valentia. Dash: Her dashing animation from Shadows of Valentia. Damage: Her damage animation from Shadows of Valentia. Jump: Jumps and double jumps similarly to Robin, but more delicately. Crouch: Celica crouches with her sword pointing down to the ground. Weapon of Choice: The Beloved Zofia, an upgraded version of Celica's Golden Dagger. Tilts Jab: Celica swings once to the left, then a second time to the right (7%, small knockback) Forward+A: Celica jabs her sword forward (9%, small knockback) Down+A: Celica swings her sword down to the ground (7%, small knockback) Up+A: Celica swings upwards (6%, small knockback) Aerials Air+A: Celica emits an Aura around herself (9%, small knockback; .8% recoil) Air Forward+A: Celica slices the air with an arc of wind (11%, OK knockback; .5% recoil) Air Back + A: Celica shoots a small fireball behind herself (8%, small knockback; .4% recoil) Air Up+A: Celica emits remnants of her Seraphim spell above herself (12%, OK knockback; .5% recoil) Air Down+A: Celica amplifies her sword with Thunder magic and swings in a downward spiral (11%, OK knockback; .6% recoil) Smash Moves Forward+A: Celica slashes upward as fire erupts from her sword (14%, OK knockback; .7% recoil) Up+A: Celica casts an Aura circle above her (16%, OK knockback; 1.2% recoil). The animation is loosely based off Aura’s animation from Gaiden, but aesthetically based off its appearance in Shadows of Valentia. Down+A: Celica slashes in a right turn 360 degree downward slash as wind appears from both sides of her (10%, medium knockback; .8% recoil) Dash Attack: Her running finish animation from Shadows of Valentia (9%, small knockback) Edge Attack: Celica swiftly stabs JUST above the ground (10%, OK knockback) Grab and Throws Grab: Celica grabs with her open hand and cast Nosferatu. Pummel: Celica uses Nosferatu to raise the opponent's damage and restore her own (5%; 2.8% healed off) F-Throw: Celica pushes back the opponent with a burst of magic (8%, OK knockback; .3% recoil) U-Throw: Celica throws the opponent upwards with a small gust of air (11%, OK knockback; .6% recoil) D-Throw: Celica calls down Thunder from above (12%, OK knockback; .7% recoil) B-Throw: Celica throws the opponent behind her and attacks with Fire (9%, small knockback; .5% recoil) Special Moves B : Ragnarok; a chargeable Fire that attacks in two stages. In the first stage, by pressing B once, Celica summons a normal fireball in her direction (14%, OK knockback; 1.2% recoil) In the second stage, by holding B for a second, Celica casts a bigger and slightly slower fireball that hits three times (21%, medium knockback; 1.7% recoil). The animation is based off the one in Gaiden for when Celica casts magic. B + Forwards : Seraphim; Celica launches an angelic light in front of her that goes faster when the button is held, but has a slightly longer startup (16%, OK knockback; 1.4%). The animation for casting it is based off of the one in Shadows of Valentia. B + Up : Excalibur; Celica summons a tornado below herself that carries her VERY high, despite not letting Celica move horizontally until she enters free fall (18%, OK knockback). The animation for casting it is loosely based off of Mystery of the Emblem. B + Down : Mila’s Turnwheel/Foudroyant; Celica activates Mila’s Turnwheel, which reverses an opponent's attack completely. It recharges after every use, so Celica will instead, in this case, amplify her sword with Thunder magic. When hit by physical attacks, Celica swings in somewhat tight range (20%, medium knockback; 1.7% recoil). When hit by projectiles, Celica swings and creates a Thunder arc that travels quickly, goes a decently long range, and hits the opponent six times (18%, OK knockback; 1.4% recoil) Final Smash: Ragnarok Ω; Celica, as she says “Grant me strength!”, stops time with Mila’s Turnwheel. The brand on her right hand glows, and she summons a long stream of fire (23%). The stream circles around trapped opponents, and Celica turns it into a dome that bursts with fire (39%; 62% total, far knockback; 5.6% recoil) Taunts: 1: Celica loosely mimics her official artwork pose from Shadows of Valentia. 2: “I am yours to shape, Mother Mila.” Celica holds her sword up in the air. 1+2: “I fight to protect what is dear.” Celica loosely mimics her pose from Gaiden. Winposes: 1: “All thanks to the Mother.” Celica's Priestess victory animation from Shadows of Valentia. 2: “May the Earth Mother watch over us…” Celica performs the conclusion to her victory animation from Warriors. 3: “Mila has seen us through safely.” Celica's Rigain victory animation from Shadows of Valentia. Icon: Falchion Boxing Ring Title: The Exiled Priestess Victory Music: Kirby Hat: Celica’s hair.
  17. Just as the title says. Want to come up with your own event tournaments? This thread is the one for them. Here's mine, for starters: New Worlds to Explore This tournament is a special one for fighters created outside Nintendo! All playable characters and stages for this tournament are exclusively 3rd party. Characters Snake, Sonic, Mega Man, PAC-MAN, Ryu, Ken, Cloud, Bayonetta, Simon, Richter, Joker, Hero, Banjo-Kazooie, Terry Stages Shadow Moses Island Green Hill Zone Windy Hill Wily Castle PAC-LAND Suzaku Castle Midgar Umbra Clock Tower Dracula's Castle Mementos Yggdrasil's Altar Spiral Mountain KOF Stadium
  18. Ring Fit Adventure Spirit Event happening now. Shame, I legit wanted them.
  19. Fort Dragonfall? I believe that’s the one. As for my picks (one per continent): Archanea: Talys (could be used as a tutorial map) >Ylisse: Arena Ferox Valentia: Nuibana’s Abode >Valm: Valm Castle and its outskirts Judgral: Verdane Elibe: Dread Isle and Dragon’s Gate Magvel: Jehanna Tellius: Melior and the Tower of Guidance Hoshido: Castle Shirasagi and its town square Nohr: Cyrkensia Fódlan: Garreg Mach Monastery, and a toss up between Ailell and Shambhala.
  20. I mean when it was officially known as “Three Houses”, nothing before it was called that.
  21. Now that everyone’s more familiar with Three Houses, I decided to look back at earlier threads to get a laugh out of things earlier speculation either got wrong or aged poorly. Like this old post from back in April: This makes me laugh because nearly everything in the second paragraph was actually explored upon in TH; cultures, religion, Crests and everything. Any old TH speculation that you think of that aged poorly?
  22. 1. TH combat arts. 2. TH paralogues. 3. Only spawn reinforcements when you have to complete an objective other than routing the enemy (in short, NO reinforcements when you have to rout the enemy). 4. Chapters where you have to capture an enemy base and defend it for a set number of turns. 5. An Intermediate mode that goes like this: -Any fallen units are absent for a set number of battles -There is a timer next to the units' portraits; units with a 2 must be absent for one battle, and units with a 3 must be absent for two battles. -Units with a 1 can battle again, but at a catch; there max HP is reduced by 2, and they are lost forever when they fall in battle again. -Surviving for 4 turns removes the 1 from the unit's portrait, and their max HP is returned to normal, but their current in-battle HP remains the same. -When a unit falls to a normal hit, their timer number is 2. When they fall to a critical hit, their timet number is 3. 6. No breakable regalia; instead, just have “durability” be a charge that allows you to use combat arts, and you can only use it as a normal weapon once the charge runs out. It fully recharges automatically between battles. 7. Have a TH-size major character roster, but with added dialogue depth. 8. Let the player explore the map freely after beating the final chapter (like in Awakening). 9. Allow a special Coliseum that lets you rematch bosses. 10. Branching promotions. 11. A main hub world outside the map. 12. Personal preference, but I want the main Lord to be an actual adult. 13. Have spells like Fire, Thunder, Wind, and Heal use HP, and have spells like Nosferatu, Warp, and Rescue have TH magic durability. 14. Musically speaking: -Specific armies have their own phase music (both for enemy phase and neutral phase). -Calm/Ablaze music for the player phase, and pre-Awakening map and battle music for the enemy and neutral phases. -A variation of Calm/Ablaze music that plays when the player is near either victory (triumphant tune) or defeat (somber tune). -Battle themes for both enemy phase battles and neutral phase battles. -Minor thing, but I’d LOVE for Yoko Shimomura to compose for a Fire Emblem game.
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