View attachment 743087
All this roster talk reminded me of my past partial attempt to make one, where I think that went wrong, and what I was still struggling with – vision. There are lots of choices I think make sense or don't in a vacuum, but I want a solid direction to move the franchise forward into a new game, moving from what I view as some mistakes of Ultimate. Part of me wants to slash the roster, even more them some people here, and say this helps devs devote a ton of energy into super cool and dynamic movesets... but how
cool is that, exactly, at least in isolation? I want a new vision to make that stronger.
Let's do a vision.
I definitely
don't want the vision to be any of Tons of Characters, Tons of New Third Parties / Broad Gaming, and Customization / Creativity. These are just too familiar from the past two games to be really new, interesting, and exciting. I think a new Smash game taking a path like this is opening itself up to an unfavorable comparison with Ultimate.
The theme I'll pick here is
game flow – the game knows who is winning or has momentum, and it uses that to change the game.
The Smash games are not particularly well known for good flow. It has climactic moments – you finally break open the Smash Ball and crush your friends, or a tournament player lands a devastating combo – but these appear basically at random. The Smash Ball
literally comes from nowhere, and using it is often just a cutscene with no interaction, especially in the newer games. There are advantage states and disadvantage states in tournament play that help influence whether a person will land a powerful combo, but at the end of the day, not a whole lot of buildup and flow needs to take place for Luigi to grab you one time, or Belmonts to perform one ledgetrap sequence, or so on.
It has a
little bit of mechanics that change / improve flow, but not a lot. Several characters have comeback mechanics or the like, such as Lucario, Terry, and Joker, but their implementation is scattershot and often annoying or criticized. If you're losing very badly in a causal match, you can respawn with a free Final Smash, I guess... The crowd cheer exists, just at the mercy of its caprice... Flow is not a strong point. That makes flow a great way to set a new Smash game apart.
Let's dig in. A lot can be changed, but I like where I'm going.
Implementing Flow:
- Meter
This is probably no surprise to people familiar with other fighting games. Meter is a natural part of their flow, interacting with time and your performance to change how you're able to fight, how powerful you are, and the dynamic between you and your opponent. A simple EX Move + Super setup is a good starting point. The Super could be Final Smahes, or it could be different. If it is Final Smashes, there would be significant mechanic / balancing changes – Ultimate's FS Meter is not looked upon fondly by the competitive community.
Like in many fighting games, Smash Meter can both reward good play and give fighters in a bad spot a chance to even things. Logically, it helps these different fighters in different ways - a combo breaker better matches a fighter in a bad spot, for example.
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Style
Here, I give Meter a Smash spin. Different characters have different styles, which make them interact differently with flow mechanics (like Meter).
Heroes start out a bit worse. However, they progress as they get meter, like how player characters progress in games. Their Supers are especially strong. Also, they get decent help if they're doing worse.
Heels are their opposite. Villains and rivals start out strong. After all,
You Can't Thwart Stage One. They can use this advantage to get even stronger if they keep up the heat, and their Supers are terrifying. However, they're especially vulnerable to comebacks, losing their advantage and getting little help if they're doing poorly. This kind of momentum gameplay can be dangerous balance-wise, but heel characters often have disadvantages in Smash that make this issue less scary. I'm confident the balancing can work.
Scrappies are optimists, sidekicks, and underdogs trying their best. They're good at taking hits and avoiding the KO when they're down, and they have strong EX to climb and claw their way to victory. However, their Supers are less impressive, and they won't get much bonuses to actually increase their attack power and terrify opponents.
Balance characters balance out the other styles' meter dynamics.
Focus characters lessen the power of other character's styles, making style effects more mirrored betweent he two players.
For now, all characters have one style. I'd be open to expanding that, even to the maximum.
I DEFINITELY didn't do a bit of ideational framing stealing from a certain poster in this thread. But if I did, it would have been fun, because I love stealing.
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Bonuses
Successfully landing certain actions can improve your character, either by giving them extra meter, buffing them, nerfing the opponent, so on. Ultimate softly implements this with the First-Strike Advantage spirit, rewarding you for hitting your opponent first. There's all sorts of bonuses we could set up - landing a spike, landing a smash attack, doing enough damage in a combo, breaking shield, or even counterhit-style situations. These bonuses should encourage fun, even flashy play – there will not be a bonus for using twelve Link boomerangs in a row, somehow.
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Combo Scaling
As I talked about, random zero-to-death combos from the sky are not great for my vision of flow. If the stock ends in one neutral interaction, you didn't really even have time for flow dynamics to play out. So there will be some kind of soft or hard limit on combos, with scaling as one possibility but I'm not super picky on the details.
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Aesthetics
The sky is the limit for implementing flow into the fiber of the match. You're now winning as Ganondorf, and instead of stomping some poor sod into the the floor, you smash them in so hard it creates rubble. Change the lighting, change the music, add effects on the fighters, add effects on moves and movement, change the sound and weightiness of hits, and more.
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Roster Consciousness
FINALLY. The roster. To match the emphasis on flow and style, there should be a wide spread of different personalities that interact with game flow and showcase all the different styles.
Well that was a lot of talking. Here is the roster
at release (not including DLCs, which are likely to change at least in part as new games get released.) It's also at the top of the post, but here is a smaller copy for convenience.
View attachment 743087
Total Characters: 61 + 14 Echoes (75 Total)
Let's go by franchise.
Mario: Mario / E-Dr. Mario (
Hero), Luigi (
Scrappy), Peach (
Balance), Daisy (
Heel), Bowser (
Heel), and Rosalina (
Focus) (6 + 1)
Pretty normal. I really like the main franchise having at least one of each style, and I'm not making compromises to force that dynamic – I really think each style is the best match for that character.
No new characters. I tried and tried and couldn't come up with anyone I thought made sense. Instead, I would give Daisy and Rosalina (notably lacking Luma) complete revamps, which will both help them mechanically (Daisy was a clone and Rosalina, while interesting and unique, was not super fun to have around) and character-wise (both are no longer so watered-down.)
Pokemon: Pikachu / Pichu (
Hero /
Scrappy), Pokemon Trainer (
Balance), Mewtwo (
Focus), Garchomp (
Heel), Greninja (
Balance), Koraidon / E-Miraidon (
Hero) (6 + 2)
I really like this. Garchomp and Koraidon/Miraidon adds a lot of surprise, represent the time periods that needed representing, fit naturally into the style dynamic, and sound really fun mechanically. I was never too high on Garchomp here until I imagined it as a Heel. A Garchomp building up more and more momentum sounds absolutely
terrifying lol. Really bringing Cynthia's Garchomp to life.
Zelda: Link (
Hero), Zelda (
Focus), Sheik (
Balance), Ganondorf (
Heel), Ganon (
Heel) (5)
My primary goals here are to give Zelda someone new and preserve current Ganondorf for his iconic Smash-specific design and play. Adding Ganon to incorporate some long-awaited franchise abilities and magic makes everyone happy.
DK and Yoshi: Donkey Kong (
Heel), Diddy Kong (
Scrappy), King K. Rool (
Heel), Yoshi (
Hero), Kamek (
Focus) (3 + 2)
Kamek gives Yoshi and Mario an offbeat but popular add. Heel DK sounds really fun and wild and works with his original, Mario Movie, and Smash portrayals.
Wario: Wario (
Heel), Ashley (
Focus), Penny (
Scrappy) (3)
I was about ready to finalize the roster and actually completely forgot about him. Whoops!
Especially awkward because I had plans. I think this set of three plays off each other very well, especially with Ashley as more of a WarioWare stalwart and Penny as a newer addition. However, I can't justify 4 Wario reps, and I don't want to break this arrangement, so that is no new adds for Wario Land.
Metroid and Kirby: Samus / Dark Samus (
Hero /
Heel), Zero Suit Samus (
Scrappy), Ridley (
Heel), Kirby (
Hero), King Dedede (
Heel), Bandana Dee / E-Waddle Dee (
Scrappy), Adeleine & Ribbon (
Scrappy). (3 + 4 + 2)
Three with an echo is plenty for Metroid, and these three I think are the most important. There are swaps I'd be fundamentally fine with, but I see no reason to deviate from what works.
Kirby is funnier. I realized that Meta Knight and DDD had fundamentally similar functions as former kinda-scary enemies -> main party members, and that Dedede had more personality. I also realized that Kirby needed some new life, but I didn't want to leave either old Kirby or new Kirby out in this arrangement, but I also didn't want 3+2=5 Kirby characters. Sooo... yeah I got rid of Meta Knight. The team has consistently not figured out how to balance him to make him fun and interesting without being stupid and/or unfun, so here we go. I like him, even playing as him sometimes, and will be a bit sad to see him go, but I'm ready for a new vision of Smash that replaces instead of bloats, and removing him feels like a great embodiment of that.
I don't like Bandana Dee but I'm willing to let the grudge die. People like him and would be happy to see him and think it would be cool. OK. I'll satisfy my interests by having Waddle Dee base as an echo. He can have a very funny replacement for the spear to swing around – imagine him just slapping people with a wooden board. Hilarious. Adeleine and Ribbon and Dark Matter are my best candidates for old Kirby, being very specific to those games and emblematic of them, but I gave the happy fun cheer franchise the happy fun cheer rep.
Fire Emblem: Marth / E-Lucina (
Hero /
Focus), Roy / E-Chrom (
Hero /
Balance), Ike (
Hero), Seiros (
Heel) (4 + 2)
The more I go through this project, I realize my past effort, while fundamentally solid in several ways, lacked that spark of action to bring it to life. This FE roster is pristine for my vision. The echoes give some fun style mixup, but Seiros really brings it all together. No need to pretend Corrin and Byleth are these essential pieces, let's start beating people up and using black magic and becoming a Dragon with super.
(Having an Awakening character, and a magic user, and fewer sword-primaries for people to complain about, makes Robin easy to drop for me.)
Nintendo Misc.: Shulk (
Hero), KOS-MOS (
Focus), Territorial Rotbart (
Heel), Olimar / E-Louie (
Hero /
Heel), Inkling (
Balance), Mr. Grizz (
Heel), Villager / E-Isabelle (
Scrappy), Tom Nook (
Heel), Mii (
Balance), Mii Brawler (
Hero), Mii Artist (
Scrappy) (11 + 2)
Xenoblade, Animal Crossing, and Splatoon are on the upswing, and I think they'll find some pleasant surprises here that carry forward the energy of their franchises. Also, the Miis are due for a revamp. The current classes provide a lot of interesting gameplay flexibility but are awkwardly random / abstract and not super fun to play against. Brawler takes most from the sports, like Boxing, and maybe e.g. Find Mii too. Artist calls from sources like Flipnote, Swapnote, various photo taking/manipulation tools, and even the Mii Maker itself! Mii (Mii) calls from everything else, from Wii Play to Wii Party to Tomodachi and more! (Their appearance is fully customizable, like in Ultimate.)
Old Nintendo: Ness / E-Lucas (
Hero /
Scrappy), Pit / E-Dark Pit (
Hero /
Heel), Fox (
Balance), Captain Falcon (
Balance), Mr. Game and Watch (
Balance), R.O.B. (
Focus) (6 + 2)
The weird guys. I quite like the streamlining of one per franchise, it establishes that all these are fundamentally on the same playing field – important to Nintendo's history, or even gaming as a whole, but not doing a whole lot right now.
Third Parties and Bayo I guess: Bayonetta (
Heel), Sonic / Shadow (
Hero /
Heel), Snake (
Balance), Mega Man (
Hero), Pac-Man (
Balance), Ryu (
Focus), Ken (
Focus), Terry (
Hero), Cloud (
Hero), Steve (
Balance) (10 + 1)
I want to keep this pretty contained pre-DLC, which will be disproportionately third party. Relatively high Fighting Game emphasis both because of the FG-like changes, and because their broader connections with Smash. I've also dispensed with the illusion that Ken is an Echo of Ryu. I get the narrative fun in calling him that, but he deviates way more than every single other Ultimate Echo.
Steve and Sonic will be heavily changed. And there was much rejoicing.
Style Splits:
Hero: 19
Heel: 19
Scrappy: 10
Balance: 13
Focus: 10
This is satisfactory to me. I would expect Hero and Heel to have more, since playable characters tend to be Heroes and and main antagonists tend to be Heels.
...ok this took like 3 hours so i'm not going to review it lol. we'll fix any mistakes in post :)
shoutouts to
Yung Dramps,
nya,
Arhops, and
Wifi for the help (intentional or otherwise)