Super Smash Bros.
#1201
Posted 06 September 2007 - 02:11 PM
The Flying Stage in Pokemon Stadium 2 looks fantastic. Can't wait to try that one out.
#1203
Posted 06 September 2007 - 04:57 PM
After that, sit back and watch what kind of comotion it causes. :o
As for mario's new move, it would be REALLY useful if someone's comming back from being thrown off the stage. It wouldn't do any damage, but depending on it's power, it could be a really good finishing move.
And I'd think that if Luigi had the vacuum, when he used it, it'd pull everything (even items) within his reach towards him. That would be pretty useful for keeping other's from getting items, especially ones like the smash ball thingy, and in turn, allowing you to use them.
Basically, itd be a lot like kirby's B move, except with wider reach, and it would actually suck things in. Or maybe it would and you could then use them as projectiles.
But that reminds me of one of the few GOOD moves that Mr. Game and Watch had. It was like a bucket that you could catch projectiles in, and then you could use it as a fairly powerful attack. The other was his hammer thing. It usually averaged a power of 6, with quite a few 5's and 7's, many 8's, and the few, but powerful 9's and 10's.
And about that hammer thing, I read somewhere that if you played as a green MG&W on hyrule temple, and you got a 10 with the hammer within the first few seconds, bob-ombs would rain from the sky. Far fetch'd but as anyone besides me tried this? And if so, did it work?
#1204
Posted 06 September 2007 - 05:08 PM
Mr.T, on Sep 6 2007, 03:57 PM, said:
After that, sit back and watch what kind of comotion it causes. :o
T, I like how you think. Here's a giant cookie.
And I've always wanted F.L.U.D.D. to be with Mario. I liked Sunshine a lot, so F.L.U.D.D. deserves the appearence.
Edit: I like the new music thing, and also the new Pokemon Stadium song.
I'm crankin' Ridley's music all the way to the top for a Metroid level.
#1205
Posted 07 September 2007 - 03:29 AM
I like the music addition, but the choose your own songs reminds me of NFSU.
#1206
Posted 07 September 2007 - 08:41 AM
The Pokemon Stadium/Evolution song seems to be a remix of the songs played inside the Gyms. Nice.
#1207
Posted 07 September 2007 - 08:48 AM
#1208
Posted 07 September 2007 - 10:17 AM
#1209
Posted 07 September 2007 - 10:56 AM
"What?
Samus is evolving!"
...Yeah, that one.'
C'mon, who didn't laugh at that? Soulless people, thats who.
#1210
Posted 07 September 2007 - 11:01 AM
#1211
Posted 07 September 2007 - 12:45 PM
OMG RIDLEY CONFIRMEDD
#1216
Posted 07 September 2007 - 02:48 PM
http://www.goldensun-syndicate.net/forum/public/style_images/gssv3/snapback.png' alt='View Post' />Caael, on Sep 7 2007, 07:45 PM, said:
OMG RIDLEY CONFIRMEDD
Talk about dedication. Maybe Nintendo execs have looked at that and gone 'Hey that's a good idea!'
#1218
Posted 07 September 2007 - 06:03 PM
Me111, on Sep 7 2007, 09:48 PM, said:
I'll post what I said about a page back
Brawl hits US shelves December 3rd and might come out in Japan before that. There's got to be at least a couple weeks (maybe more like a couple months) for manufacturing and printing discs, which means the game has to be totally done by then. And before that, the game has to finish undergoing localization, which is going to come after all the tweaking and balancing and bugtesting that would inevitably accompany adding a character or whatever. If you think they're still making character roster changes at this late in the game you're out of your mind.
@ Nos
I'll do what toasty said, send it to gamespot, telling them they posted it on the same day as metaknight ( hence the date), but didn't keep it up for long, but luckily I managed to get a screenshot of it.
They'll believe it. Tell them Masterchief is the new protagonist of Mario Galaxies and they'll probably send you a certificate.
#1220
Posted 07 September 2007 - 06:23 PM
I'll send it to IGN and gamespot, and post both of their reactions.
#1221
Posted 07 September 2007 - 07:06 PM
But first, a few changes. Take out the fire breath. It just doesn't seem quite like what's his name to say that. And 2, put a period at the end. a professional site doesn't make grammar mistakes. Or at least, very very few.
But yes, this is the first tripple update. I'm pretty happy with it too.
#1222
Posted 08 September 2007 - 01:09 AM
Caael, on Sep 8 2007, 01:03 AM, said:
Brawl hits US shelves December 3rd and might come out in Japan before that. There's got to be at least a couple weeks (maybe more like a couple months) for manufacturing and printing discs, which means the game has to be totally done by then. And before that, the game has to finish undergoing localization, which is going to come after all the tweaking and balancing and bugtesting that would inevitably accompany adding a character or whatever. If you think they're still making character roster changes at this late in the game you're out of your mind.
It was a joke.
#1226
Posted 08 September 2007 - 10:07 AM
#1227
Posted 08 September 2007 - 10:18 AM
The text is verdana on the site, and it's the right size.
There are no other Ridely renders, those are the only two. I searched for about 5 hours last week, so dont make comments on that.
I know people wont believe it, because there are only two models to work with, and four screenshots, so ideally, I would need 5 models, which I dont have.
I know the grammar isn't right in places, stfu. I'm not king Grammar, I dont take pride in being able to perfectly construct sentances. The only reason I made this was because I was bored and had nothing else to do!
God!
#1228
Posted 08 September 2007 - 10:27 AM
No update today, so I'm disappointed. D= I want Sakurai to surprise us with a character not so many would expect (Like Meta Knight, Diddy Kong, etc.). I'm still not giving up hope for Isaac, or any other GS representative, to get into Brawl.
#1229
Posted 08 September 2007 - 01:29 PM
It's the weekend, we dont get updates on sat or sun.
#1230
Posted 08 September 2007 - 01:53 PM
Caael, on Sep 8 2007, 12:29 PM, said:
It's the weekend, we dont get updates on sat or sun.
Oh, right. XD
By the way, I just want to get some opinions on something. In an Isaac fan club I created on GameFAQs, a couple members posted possible movesets and GS stages that I thought were quite interesting and thought out well, so I want to know what you guys think. Here's one of the movesets:
Entrance: A stalagmite shoots up from the ground then breaks open, revealing Isaac.
Final Smash: Grand Gaia
Isaac places his feet apart and lifts his hands (his whole body is glowing golden) over his head. A golden beam shoots out of the bottom of the stage, going through all obstacles to him, then widens to cover most of the screen, with rocks coming up with the beam. 10 damage per second to anyone touched by it, with the rocks doing 15% each. It lasts 5 seconds. The beam has no knock-back, but the rocks do (up).
Final Smash: Odyssey
The Gaia Blade splits into two glowing blue swords, and Isaac dashes forward. If he comes into contact with anyone he stabs them with both blades, dealing 5% with each and holding them in place. He then lets go of them and raises his arm, now glowing and crackling with golden energy. The energy converges in his hand, and forms a massive golden sword, which Isaac then uses to attack the enemy 5 times, dealing 15% with each strike. On the last strike Isaac smashes down with the sword, shattering both the blue blades and the golden sword, which then reform into the Gaia Blade. This last strike is the only one with knockback.
B: Ragnarok
Isaac raises his sword as if in preparation to stab down diagonally at about the angle of this slash: \. This is a charge-up move, like Roy's Flare Blade, or Marth’s Shield Breaker (you can't store it). As you charge, Isaac's sword is slowly enveloped in a golden light. Once you release it (fully charged), Isaac stabs down diagonally, and at the same time a giant golden energy-ish sword flies down from the sky and crashes down in front of him at the same angle as his sword. If the giant sword hits ground, it sinks into it in a shower of sparks. Otherwise, it keeps going until it goes offscreen. If not fully charged, Isaac just stabs with his sword. From no charge to fully charged takes a tiny bit longer than Marth’s Shield Breaker. Sword deals 5-15%, giant sword deals 15-20%, but large knockback.
B>: Stone Spire
5 large, conical rocks appear in front of Isaac, who then waves his hand in a kind of “Go my minions!” motion, causing the rocks to jet forward a ways. They spread apart as they travel, so this attack does much more damage when used up close. If used in the air, Isaac shoots them down diagonally. 5% per rock.
B^: Retreat
Isaac flashes golden, and morphs into a ball of light. Then it shoots upward (you can control the angle a bit) a ways, leaving a trail of shining lights. Any enemy hit by the ball takes 5%
Bv: Quake Sphere
Isaac sticks his sword into the ground, and the ground around him starts to shake. Similar to DK’s Bv, you can repeatedly press B to keep it going. It has a wider radius than DK’s Bv, and does more damage, but the shakes are farther apart time-wise. If used in the air, Isaac slashes downward, creating a golden shockwave that travels a bit past the sword and knocks opponents downward. 5% per shake. 10% for shockwave.
A: Isaac slashes horizontally with his sword 3%
AA: Isaac swipes with his sword horizontally the other way.. 3%
AAA: Flint: Isaac grabs his sword with both hands and smashes down with it. 6%
A>: Isaac leans forward and slashes horizontally. 8%
A>>: Echo: Isaac leaps forward (about 5 feet) and does a downward slash (kind of like his regular attack in Golden Sun). 15% You can press A again to make Isaac do a backflip slash, returning to his original position. 10%
A^: Isaac slashes in an arc over his head. 7%
A^^: Isaac swings his sword in a tall arc over his head, then swings it back in the opposite direction. 9% per hit.
Av: Isaac kicks forward with one foot. 5%
Avv: Vine: Isaac places his palms on the ground, and several thick, green vines erupt from it and scythe around him. 16%
runA: Geode: Isaac stops, and raises his golden glowing hand. A semi-large chunk of rock rises from the ground behind him, to fly over his head and smash down in front of him. This all happens in about 1 second. 9%
airA: Isaac slashes downward, then upward. 3% per hit
airA>: Isaac spins his sword in front of him. 6%
airA<: Isaac kicks behind him. 6%
airA^: Isaac stabs upward. 6%
airAv: Isaac stabs downward. 9%
Z: Isaac grabs the enemy with a psynergy hand.
Z>: Force: The hand zooms forward, still holding the enemy. It travels 10 feet, plowing through any other enemy. At the end of 10 feet the hand dumps the enemy on the ground. 10% if hit by hand, 5% to grabbed enemy.
Z<: Isaac's hands glow golden as the hand casually tosses the enemy behind him. As the enemy falls towards the ground, a stalagmite shoots up and hits them. 14%
Z^: The hand throws the enemy skyward. 15%
Zv: The hand throws the enemy to the ground, then curls into a fist and pounds them once. 12%
Taunt: Isaac spins the Gaia Blade, then slams it into the ground.
#1231
Posted 08 September 2007 - 03:59 PM
#1232
Posted 08 September 2007 - 04:30 PM
#1233
Posted 08 September 2007 - 04:57 PM
#1234
Posted 08 September 2007 - 06:19 PM
Echo_djinn, on Sep 8 2007, 03:57 PM, said:
Very true. I want Isaac in Brawl more than anything, except for Golden Sun III. =P I have my doubts too, but I'm still going to keep pushing it.
For some reason, I really want to use F.L.U.D.D. It just looks so fun to use.
#1236
Posted 08 September 2007 - 10:46 PM
As for the moveset, the FS's are underpowered. I'd say 20%-25% at least for every hit with the huge sword thingy. Also, I wouldn't use retreat for the ^B move. Other than that, it looks pretty solid.
#1237
Posted 08 September 2007 - 10:48 PM
The poll still thinks i already voted btw
#1238
Posted 08 September 2007 - 11:20 PM
Simon Belmont? Castlevania? The main hero?
Man, you guys all suck for not knowing who Simon Belmont is.
#1239
Posted 08 September 2007 - 11:22 PM
And the poll says that I've already voted as well.
#1241
Posted 08 September 2007 - 11:24 PM
#1242
Posted 08 September 2007 - 11:24 PM
* glares at the rest*
http://i16.photobucket.com/albums/b24/RamenJunkie/SimonBelmont.gif
That is Simon Belmont. If you dont remember him, he will hunt you down and kill you.
#1243
Posted 08 September 2007 - 11:44 PM
#1244
Posted 08 September 2007 - 11:48 PM
#1245
Posted 09 September 2007 - 12:38 AM
It's probably the whip.
#1246
Posted 09 September 2007 - 12:57 AM
Toasty: *Screams*
Simon:
Toasty: *Still screaming*
#1247
Posted 09 September 2007 - 01:13 AM
....
That's so disturbing that it actually feels like I've been anally raped. And it doesn't feel good.
SO ANYWAY. I'm a little dissapointed with the pokemon stadium music. I'd much rather have the battle themes, as they're MUCH more fitting. After all, it is a fighting game.
#1248
Posted 09 September 2007 - 01:15 AM
#1250
Posted 09 September 2007 - 07:38 AM
#1252
Posted 09 September 2007 - 09:16 AM
Mr.T, on Sep 9 2007, 12:13 AM, said:
....
That's so disturbing that it actually feels like I've been anally raped. And it doesn't feel good.
SO ANYWAY. I'm a little dissapointed with the pokemon stadium music. I'd much rather have the battle themes, as they're MUCH more fitting. After all, it is a fighting game.
Like this?
http://files.filefront.com/pokemanwav/;851...;/fileinfo.html
#1253
Posted 09 September 2007 - 08:31 PM
B: Ragnarok
Isaac holds up his sword, then creates a sword made of Psynergy above him. Isaac then swings his sword forward, making Ragnarok come crashing down. Isaac can charge this move. The damage and size of Ragnarok depend on how long Isaac charges for. Damage ranges from 8-21%.
Left/Right + B: Flint
Isaac jumps forward, then swings his sword at the enemy, emitting a yellow light for a brief second as he makes contact. Damage ranges from 13-16%.
Up + B: Teleport
Isaac raises his right hand and, in a split second, teleports in the direction you wish. If an enemy is in Isaac's way while he teleports, Isaac will unleash a blinding slash at the enemy mid-flight for about 5-6% damage.
Down + B: Quake Sphere
Isaac thrusts his sword into the ground, making the area around him shake and making small rocks fly upward as Quake Sphere takes effect. Keep holding the B button to have Isaac continue the attack. Quake Sphere has a slightly larger area of effect as Venusaur's Earthquake from SSBM, but damage is slightly lower.
FINAL SMASH: Judgment
Isaay points his sword, which starts glowing with a golden color, up in the air. He releases four golden orbs of light upwards, representing the four Djinn needed to summon Judgment. the orbs come high in the sky to form Judgment. Like the GS games, Judgment will point his lion hand down, form that familiar blue sphere of energy, and fire it right down at the stage. The sphere will go through all platforms that are passable, then create a massive explosion that covers pretty much the whole stage. Anyone hit by the sphere before it explodes takes 5% damage. The explosion causes 40-45% damage with medium-large knockback.
I never really knew who Simon Belmont was. I've heard his name before, but his name was all I knew of him.
#1255
Posted 09 September 2007 - 09:45 PM
#1256
Posted 10 September 2007 - 03:02 PM
#1257
Posted 10 September 2007 - 04:42 PM
#1259
Posted 11 September 2007 - 09:45 AM
#1260
Posted 11 September 2007 - 11:06 AM
#1261
Posted 11 September 2007 - 11:09 AM
#1262
Posted 11 September 2007 - 11:13 AM
#1263
Posted 11 September 2007 - 11:50 AM
#1265
Posted 11 September 2007 - 04:49 PM
Me111, on Sep 11 2007, 08:45 AM, said:
I didn't really see it coming either. Having FE stuff is good, but having Golden Sun representation is 100 times better. =D Lyn looks fun as an Assist Trophy, at least.
#1266
Posted 11 September 2007 - 06:16 PM
I was a little surprised. I had pretty much forgotten about the discussion of which FE characters would be in brawl, so it wasn't like I was even thinking about it.
#1268
Posted 11 September 2007 - 06:21 PM
#1269
Posted 11 September 2007 - 06:36 PM
i think the pokemon stadium is the best arena in the game, besides that besieged castle
#1270
Posted 11 September 2007 - 07:15 PM
#1271
Posted 11 September 2007 - 07:39 PM
escout, on Sep 11 2007, 06:15 PM, said:
Wrong.
I can't say I expected Lyn to make the cut. The moment I saw "Lyn" and "assist trophy" on the same page, I just said "Oooo. That's gonna hurt."
#1272
Posted 11 September 2007 - 08:08 PM
I'd much rather Sothe was in the game, as a dual-bladed character has the potential for a much more unique feel, as well as again exposing Radiant Dawn.
#1273
Posted 11 September 2007 - 08:20 PM
#1275
Posted 12 September 2007 - 02:30 PM
Golden Legacy, on Sep 11 2007, 07:08 PM, said:
Sothe could be a unique character in the game. However, I don't think he's too popular yet, since he was so useless in Path of Radiance. That's just pure conjecture, though.
#1276
Posted 12 September 2007 - 02:41 PM
#1277
Posted 12 September 2007 - 04:44 PM
#1278
Posted 12 September 2007 - 09:52 PM
Golden Legacy, on Sep 12 2007, 03:44 PM, said:
Mm, that's true. At least Sothe is known to the non-Japanese market. Plus, he might gain some more fame just for the fact that he actually has at least a little bit of use now in Radiant Dawn.
#1279
Posted 12 September 2007 - 10:57 PM
I think I'm going to laugh manaicly now.
#1281
Posted 12 September 2007 - 11:34 PM
#1283
Posted 12 September 2007 - 11:42 PM
I'm pretty happy with this update. The stage's layout isn't exactly origional, but at least it's got a few other things going for it.
#1285
Posted 12 September 2007 - 11:44 PM
#1286
Posted 13 September 2007 - 03:24 AM
Golden Legacy, on Sep 12 2007, 03:44 PM, said:
Roy wasn't a stranger to north america..
#1287
Posted 13 September 2007 - 08:57 AM
Now THIS newest update is definitely going to put a twist to the game. It's going to be so fun customizing characters for battles. XD
#1289
Posted 13 September 2007 - 05:41 PM
I like the new options though. Full Metal Mario!
#1290
Posted 13 September 2007 - 06:42 PM
I'd probably prefer lightning-heavy mode. Stamina's fun too. =P
#1291
Posted 13 September 2007 - 07:09 PM
#1292
Posted 13 September 2007 - 07:17 PM
#1293
Posted 14 September 2007 - 12:38 AM
Nosferatu, on Sep 14 2007, 12:41 AM, said:
I like the new options though. Full Metal Mario!
Assist trophy. I'll write some descriptions for Elite Beat Agents, Derk Stiles and Phoenix Wright as ATs.
EBA: They will appear, and the character closest will start waving their arms in the air in time to the song. They cant move or defend themselves like this. Lasts 20 seconds
Derek: Healing touch. He draws a star on the screen, and everybody but the summoner is slowed down drastically. It will gradually return to normal
Phoenix: He will shout ' HOLD IT!!' and time will freeze, for everybody but the summoner. Lasts 10 seconds.
#1294
Posted 14 September 2007 - 09:59 AM
#1295
Posted 14 September 2007 - 12:16 PM
#1297
Posted 14 September 2007 - 05:48 PM
Caael, on Sep 14 2007, 04:38 PM, said:
EBA: They will appear, and the character closest will start waving their arms in the air in time to the song. They cant move or defend themselves like this. Lasts 20 seconds
Derek: Healing touch. He draws a star on the screen, and everybody but the summoner is slowed down drastically. It will gradually return to normal
Phoenix: He will shout ' HOLD IT!!' and time will freeze, for everybody but the summoner. Lasts 10 seconds.
Wouldn't most of those games, EBA mostly, be too recent? I mean most characters in SSBM were taken from N64 games. Young Link, Shiek. It seems SSB is always one generaion behind.
Ice Climbers, gay.
#1298
Posted 14 September 2007 - 08:05 PM
#1299
Posted 14 September 2007 - 08:10 PM
#1300
Posted 14 September 2007 - 08:39 PM
#1301
Posted 15 September 2007 - 03:53 PM
I never really used the Ice Climbers. I'm glad to see them back nonetheless, though. The details on their suits and hammers are splendid.
#1302
Posted 15 September 2007 - 04:23 PM
Nickelback, on Sep 15 2007, 12:48 AM, said:
Ice Climbers, gay.
That's because there was no zelda game inbetween Melee and OoT, so they had no other renders to use.
#1304
Posted 15 September 2007 - 11:06 PM
Annoying little sh***s
#1307
Posted 16 September 2007 - 01:09 AM
Caael, on Sep 13 2007, 11:38 PM, said:
Nah, he'd yell "OBJECTION!" and then everyone but the summoner would get knocked back from the shockwave of the yell. =P
Anyway, this update surprised me a bit. Wasn;t quite expecting the Ice Climbers to return. However, like GL said, they WERE origional, and more origional characters means happier customers. Clones = worst choice ever.
#1309
Posted 17 September 2007 - 12:45 PM
And I still don't want Sheik in Brawl. Give me Sigurd!
#1311
Posted 17 September 2007 - 07:04 PM
#1313
Posted 17 September 2007 - 10:40 PM
#1314
Posted 17 September 2007 - 10:43 PM
#1317
Posted 18 September 2007 - 01:03 AM
Edit: I love you Sakurai. You though of bloody everything. Sakurai has leveled up! New rank: God.
#1318
Posted 18 September 2007 - 01:14 AM
#1319
Posted 18 September 2007 - 05:23 AM
Friend mode looks so much better then random mode though, I'll really have to raid these and other random forums for FC.
GSS Brawl Championships anyone?
#1321
Posted 18 September 2007 - 03:38 PM
Anyways, I expected Brawl to be online, but this update was still great because it confirms 100% that Brawl is going to be online. And no, I'm probably not going to take part in a GSS Brawl Championship if it happens. =|
#1325
Posted 18 September 2007 - 11:00 PM
Nosferatu, on Sep 18 2007, 06:48 PM, said:
Now the biggest question. How's he going to follow up on that update?
Sonic in Brawl would do it, I think.
DarkSword, on Sep 19 2007, 12:05 AM, said:
^ ROFL. I can so imagine what you would put for your taunt:
Taunt Right: "Tonight, we dine in hell!"
Taunt Up: "If there arrows darken the sky, we will fight in the shade!"
Taunt Left: "FOR SPARTA!!!"
Taunt Dow: "AAAAARGH!!"
:)
#1327
Posted 18 September 2007 - 11:05 PM
#1329
Posted 19 September 2007 - 12:54 AM
gsninja, on Sep 18 2007, 10:38 PM, said:
Anyways, I expected Brawl to be online, but this update was still great because it confirms 100% that Brawl is going to be online. And no, I'm probably not going to take part in a GSS Brawl Championship if it happens. =|
http://ssbm.detstar.com/screengallery/samus_ridley.jpg
HEEZ HUGE OMG
#1330
Posted 19 September 2007 - 01:06 AM
#1332
Posted 19 September 2007 - 11:55 AM
#1333
Posted 19 September 2007 - 12:07 PM
#1334
Posted 19 September 2007 - 04:45 PM
http://www.goldensun-syndicate.net/forum/public/style_images/gssv3/snapback.png' alt='View Post' />Caael, on Sep 18 2007, 11:54 PM, said:
You do know I was joking, right? XD
I agree with GL, single player mode has me really excited too.
#1335
Posted 19 September 2007 - 06:23 PM
#1336
Posted 21 September 2007 - 01:29 AM
#1337
Posted 21 September 2007 - 01:59 AM
#1338
Posted 21 September 2007 - 08:55 AM
#1339
Posted 21 September 2007 - 11:11 AM
#1340
Posted 21 September 2007 - 12:01 PM
#1342
Posted 21 September 2007 - 12:27 PM
#1343
Posted 21 September 2007 - 01:22 PM
Move sets are the same, but Ryu is a little stronger, while Ken is a little faster.
a- punch
left/right a- heavy punch
up a- upper cut
down a- low kick
Smash left/right- roundhouse kick
Smash up- that mid air spin kick whose name I can't remember
Smash down- I don't got one
B speacel move:
Standard B- Hadoken fireball - chargeable
left/right B- Longer range, but lower attack Hadoken fireball
up B- Sharyoken(sp?) - that high powered upper cut
down B- a counter guard, kinda like what Roy and Marth have, when hit durring move, counters with Hadoken.
What do you think?
#1344
Posted 21 September 2007 - 01:44 PM
Standard B - Shinkuu Hadouken - Giant beam of energy
left/right B - Multiple Hadouken - Fires tons of Hadoukens
Up B - Shin Shoryuken - (must be up close for full effect) Punches person once with left hand, then punches them with right, then jumps up and Shoryuken with massive damage
Down B - Raging Demon - If person hits Ryu, he grabs them and the imediate area goes dark and he wails on them.
#1345
Posted 21 September 2007 - 02:58 PM
Normal
A- Whips forwards
AAA- Whips forwards and spins the whip arounds 3 times
^A- Overhead kick
vA- Spins the whip around his body
Smash A: Whips forwards with great power, leaving a trail of fire. If you hold down A, you can spin the whip like Sheik ( that's where they got her move from)
Smash up A: Spins the whip overhead leaving a trail of fire
Down smash: Slam kick that smacks the ground down
Aerial
All his aerials just whip in the direction you pressed
Special
B: Knife. Throws 2 knives straight forwards. Low damage, but fast and accurate. Basically fox laserx2
B^: Griffon Wing. Does a massive uppercut leaving flames behind him.
B>: Holy Water. Throws a pot in the ground and blue flames travel along the ground slowly forwards.
Bv: Bible. Simon throws a bible which circles the place he threw it at, expanding the radius.
Final Smash: Grand Cross. A golden cross stands behind him, and smaller golden crosses circle him in white light, which engulfs the screen, sending crosses everywhere.
I win at internetz
#1346
Posted 21 September 2007 - 03:20 PM
escout, on Sep 21 2007, 12:22 PM, said:
Move sets are the same, but Ryu is a little stronger, while Ken is a little faster.
a- punch
left/right a- heavy punch
up a- upper cut
down a- low kick
Smash left/right- roundhouse kick
Smash up- that mid air spin kick whose name I can't remember
Smash down- I don't got one
B speacel move:
Standard B- Hadoken fireball - chargeable
left/right B- Longer range, but lower attack Hadoken fireball
up B- Sharyoken(sp?) - that high powered upper cut
down B- a counter guard, kinda like what Roy and Marth have, when hit durring move, counters with Hadoken.
What do you think?
nope. © chuck norris
#1347
Posted 21 September 2007 - 03:27 PM
#1348
Posted 21 September 2007 - 03:41 PM
#1349
Posted 21 September 2007 - 03:43 PM
#1350
Posted 21 September 2007 - 03:52 PM
Ridley
Simon
Isaac
Olimar
An FE girl
#1353
Posted 23 September 2007 - 03:35 AM
#1354
Posted 23 September 2007 - 12:20 PM
#1355
Posted 23 September 2007 - 12:58 PM
(Oh, and the music in this game is phenomenal - that MGS orchestrated theme has to be one of the best music compositions I've ever heard)
#1356
Posted 23 September 2007 - 02:52 PM
#1357
Posted 23 September 2007 - 03:22 PM
#1358
Posted 23 September 2007 - 05:41 PM
But even though there'll be people who I won't play as, there's bound to be a big handful of them that I will play as. I mean, there's going to be nearly twice as many characters in brawl as there were in melee, so there's bound to be a few that I'll want to play as.
#1359
Posted 23 September 2007 - 06:14 PM
Bye.
#1360
Posted 23 September 2007 - 06:22 PM
#1361
Posted 23 September 2007 - 06:23 PM
#1362
Posted 23 September 2007 - 09:56 PM
Golden Legacy, on Sep 23 2007, 11:58 AM, said:
(Oh, and the music in this game is phenomenal - that MGS orchestrated theme has to be one of the best music compositions I've ever heard)
I think the smallest amount of characters in Brawl will be around 37, most likely higher. Brawl is certainly going to lay out quite the selection of characters. Also, I agree that the MGS4 orchestrated theme is excellent.
I'm hoping that, because it's my birthday tomorrow, a Golden Sun related update will be in order tomorrow. =D
#1364
Posted 24 September 2007 - 02:02 AM
@Nos:I played the n64 version first and REALLY liked it, but I only played it a few times because I never actually owned it. Which sucked. But then I got a gamcube and melee, which didn't suck.
#1365
Posted 24 September 2007 - 09:34 AM
I haven't played it in over a year, so the controls just vanished from my head. Dont plan to start playing again, as i'm waiting for Brawl.
#1366
Posted 24 September 2007 - 05:19 PM
#1367
Posted 25 September 2007 - 08:54 AM
#1368
Posted 25 September 2007 - 04:43 PM
#1369
Posted 25 September 2007 - 05:50 PM
#1370
Posted 25 September 2007 - 06:53 PM
#1371
Posted 25 September 2007 - 08:30 PM
#1372
Posted 25 September 2007 - 09:24 PM
#1373
Posted 25 September 2007 - 09:35 PM
Golden Legacy, on Sep 25 2007, 08:24 PM, said:
>.>;;
It's not like I'm not grateful for the fact that we're even getting updates in the first place. I really appreciate that fact. However, I just don't like Diddy's Final Smash.
#1374
Posted 26 September 2007 - 11:41 AM
Also, did you guys heard about this interview with the creator of Animal Crossing?? From what it looks like, it seems that we have the generic AC human character playable in Brawl using stuff from AC like the fishing rod and axe. Here is the interview:
"Katsuya Eguchi, director of the Animal Crossing games, has been interviewed in the latest issue of Famitsu. In it he discusses the upcoming Animal Crossing game on the Wii, although one of the questions ties into Super Smash Bros. Brawl.
FAMITSU: Have you been approached to contribute Animal Forest elements for the new Smash Bros. game?
KATSUYA EGUCHI: Yes, and there is quite a funny story to it. A few months after E3 2006, (Masahiro Sakurai) contacted me and asked if I'd like to develop possible Animal Forest ideas for Smash Bros. Originally, we settled on just a quick, simple Animal Forest item, but with the success of Wild World and the Animal Forest film, he asked if I'd be up for designing additional elements. [Laughs] Fast forward a few months and I had stage and character concepts created. Sakurai chose his favorite of the stage concepts, slightly tweaked it to his liking, and we together decided on the final Animal Forest character, which is a very fun character to play. With both the stage and character I utilized ideas from the games. For example, if you play the stage at night, the sky will be dark. If you play in the winter, expect to see snow, and leaves in the autumn time. And yes, trees will be decorated on Christmas! It's really something else. I worked very hard on this one little stage! [Laughs] The Animal Crossing character is very much like the one in the games. You know, he will use his axe, fishing rod, bug catching net, and everything else from the games."
Opinions?
#1375
Posted 26 September 2007 - 01:15 PM
#1376
Posted 26 September 2007 - 01:29 PM
#1377
Posted 26 September 2007 - 02:42 PM
#1380
Posted 27 September 2007 - 12:56 AM
Quote
KATSUYA EGUCHI: Yes, and there is quite a funny story to it. A few months after E3 2006, (Masahiro Sakurai) contacted me and asked if I'd like to develop possible Animal Forest ideas for Smash Bros. Originally, we settled on just a quick, simple Animal Forest item, but with the success of Wild World and the Animal Forest film, he asked if I'd be up for designing additional elements. [Laughs] Fast forward a few months and I had stage and character concepts created. Sakurai chose his favorite of the stage concepts, slightly tweaked it to his liking, and we together decided on the final Animal Forest character, which is a very fun character to play. With both the stage and character I utilized ideas from the games. For example, if you play the stage at night, the sky will be dark. If you play in the winter, expect to see snow, and leaves in the autumn time. And yes, trees will be decorated on Christmas! It's really something else. I worked very hard on this one little stage! [Laughs] The Animal Crossing character is very much like the one in the games. You know, he will use his axe, fishing rod, bug catching net, and everything else from the games.
Well ain't that an interesting little tidbit.
#1381
Posted 28 September 2007 - 12:35 AM
#1382
Posted 28 September 2007 - 12:53 AM
#1383
Posted 28 September 2007 - 10:14 AM
Vali from Smashboards said:
Finally, onto Olimar's actual moves. That's a lot of information to get down before you can even get onto this stuff, if Sakurai ever finds this moveset and thinks "Wow, that's such an excellent idea!" he'll put it in manual. I hope.
A moves
A - Right fisted punch - 2%, loooooooow knockback
AA - Left fisted punch - 2% loooooooooow knockback
AAA - Olimar's special Rocket Punch®...maybe not...Olimar sticks out both his fists in a double fisted punch of glory - 4% med-low knockback
Dash A - Rush Boots, you slide at 1.5 times your running speed for a short distance, semi-bad wind-down lag though - 8% medium knockback
A -> tilt - Headbutt - 10%, medium knockback
A^ tilt - Rising headbutt - 9% medium knockback
Av - Pik-a-grab, grabs a Pikmin and sweeps out the opponents feet. Knockback, speed and damage vary on the Pikmin sweeping with, ranging from 6%->10%, low -> med-high knockback.
A -> Smash - Swing-a-pik, for every 3 pikmin, Olimar grabs a random pikmin by the flower (so cruel) and swings them forward. Damage is 10% + the damage of each pikmin, knockback and speed again depends on the type of Pikmin and the number. If no pikmin are near, Olimar hits for 10%.
A^ Smash - Soar-a-pik, for every 5 pikmin, Olimar grabs a random pikmin by the flower and swings them in an arc upwards. 10% + pikmin damage, speed and knockback variable. If no pikmin are near, Olimar hits for 10%.
Av Smash - Kik-a-pik, All the pikmin around him kick (both sides, so it wouldn't be 15 pikmin on 1 side kicking) for their base damage with good knockback, if no pikmin are currently following Olimar, he does a 360 floor sweep for 8% with low-med knockback.
Nair - Spins around - 2% each hit with low knockback, last one has medium knockback
Bair - Donkey kick - 5% good knockback
Uair - Somersault kick (he's had zero g training after all) - 6% medium knockback
Dair - Mid-air headbutt (kinda like a reverse of his Uair and instead of kicking them, thwacks them with his helmet) - 5%, meteor
Fair - Your standard kick - 5% medium knockback
B moves
These are probably going to be a bit more indepth.
B - Ye olde "Whistle" - Olimar uses this to command his little buddies. Tapping B will make a short shrill whistle noise which is the go ahead for the pikmin to change the order in which they are standing, meaning you can select which pikmin are closest to you at any given time by taps of B. The default formation is Purple -> White -> Red -> Blue -> Yellow and will change as such so the front goes to the back (ie. W->R->B->Y->P is the next formation). Formations are there to give you greater control over which Pikmin you are throwing and with practice will become second nature, even in the heat of a battle, and like everything would just take practice getting used to managing them.
Holding down B will make all pikmin in 4 body-lengths of Olimar will attempt to make their way back to his side. While holding down B (so after 1/2 -> 3/4 of a second), Olimar is forced to continue to whistle for the remainder of 2 seconds and is unable to move or attack during this time.
B -> - Hurl-a-Pik - Throws a pikmin, how hard depends on how far you tilt the control stick. They follow a set trajectory of the classic arc, and will also go different distances depending on their weight. Holding the control stick full tilt and throwing a purple pikmin will yield roughly the same result as throwing a yellow pikmin at under half tilt.
B^ - Dolphin Rocket - Olimar's rocket is also his recovery move! Upon using this move Olimar is instant in his rocket which moves on a shaky trajectory diagonally upwards. You can also control this a little, such as veer it in a direction. Any surrounding pikmin which are falling relatively near to Olimar are taken up in the Onions around the S.S. Dolphin. Upon moving for 1.5 seconds or so, the dolphin explodes out of habit sending 3 randomly generated parts upwards, diagonally down to the right and diagonally down to the left. These parts are parts which you collect from Olimar's ship in Pikmin 1 and all do 5% damage except the secret safe which does 8% and the Massage Machine and the Space Float (with lower chances of appear) which do a healthy 10%.
Bv - Pick-a-Pik - Probably the most complicated one of all that will take some time to explain. Pick-a-Pik works as sectioned areas of each stage where each section has a 60% common chance and 40% uncommon chance of plucking 2 different kinds of Pikmin. Battlefield for example might be split into 5 different sections, the 3 different platforms and the main floor split in half. On these sections 2 types of Pikmin can be plucked (skilled Olimar's will know which Pikmin to get where on each stage) in those 2 percentages but the rarer Pikmin (white and purple) can only ever occur as 40% uncommon chances, so a purple/white or white/purple combination won't happen, but a red/blue could.
To actually pick the Pikmin, Olimar must hold down and press B at which point it will take 2 seconds to pick a Leaf Pikmin form that area. Subsequent presses of B (while still holding down) will yield Pikmin at 1 second delays. The first 2 Pikmin to be picked will be Leaf Pikmin, the next 3 will be Bud Pikmin and all subsequent Pikmin will be Flower Pikmin, up to the maximum of 15 Pikmin. If you start picking with 0 Pikmin, it's possible to pick up to 10 Flower Pikmin.
Grab moves
A (while holding) - Sly dig - 3%
Forward - Bum's rush, 1-3 Pikmin by Olimar grab the opponent and do the Bum's rush on him : (6-9% high knockback), no Pikmin and Olimar weakly attempts it himself resulting in 3% damage and low knockback
Back - Pik-a-Swing, 1-3 Pikmin grab the opponent's feet and swing him backwards for 5-8% damage and med-high knockback, if no Pikmin, Olimar attempts to do it by himself for 3% damage and low-med knockback.
Down - Pik-a-pounce, Olimar throws the opponent to the floor, 1-6 Pikmin + Olimar jump on one end of the floored opponent for half their totaled base damage + 3% and med-high knockback depending on Pikmin weights. If no Pikmin, Olimar once again foolishly attempts it by himself and doesn't get very far, 3% damage and very low knockback.
Up - Pik-a-Punch, Olimar releases the opponent and uppercuts them at the same time as 1-5 Pikmin. Damage and knockback depends on Pikmin's strength. If no Pikmin, Olimar does it by himself for 3% damage and low knockback.
Final Smash Move
Pikmin Bomb Squad!
The S.S. Dolphin flies in from the top left of the screen over the battlefield and exits again to the top right, pausing only to fire the Nova Blaster down on Olimer's position. Any enemies caught in the dazzling beam are stunned as if their shield was broken. Any yellow pikmin bathed in the light acquire bomb rocks with a minimum of 3. If 3 yellow pikmin aren't present, 3 random pikmin caught in the light will be transformed into yellow bomb pikmin and if 3 pikmin aren't present (if any), then any pikmin caught in the light will be transformed and up to 3 bomb pikmin appear to a maximum of 3 in total. However, if 15 pikmin of that Olimer are present on the battlefield but none caught in the beam, the bomb pikmin will not appear.
Yellow bomb pikmin are able to be thrown as far as regular yellow pikmin and if they land on an opponent after being thrown will automatically explode for 15% damage and high knockback and the pikmin will automatically be star-ko'd. A yellow bomb pikmin will give chase to any opponents they land near like regular pikmin, but instead will self-detonate (star-ko'ing itself) and do 10% damage and med-high knockback. If the opponent attempts to evade the pikmin and succeeds (so the pikmin cannot follow), he will attempt to throw the bomb rock at the opponent with a good degree of precision for 7% damage and med knockback but unfortunately not a star-ko .
Taunt
All the pikmin by Olimar's side line up facing the screen and do the leaf-mexican-wave from the good ending of Pikmin 1, speed varies on how many pikmin are in the line as to always be the same amount of time for the taunt. If no pikmin are by Olimar's side, he looks left, then right (as if looking for the pikmin) and then bows his head (in realisation that he's all alone *tear*).
Kirby Hat
Kirby dons the entire spacesuit with a small (non-spherical) helmet over the top third of his head. Kirby's B move now plucks and throws pikmin. Holding B will pluck the pikmin from the ground at the same rate as Olimar does but Kirby is not adept at throwing the pikmin. Upon tapping B Kirby throws the pikmin horizontally for less distance than Olimar as they spin through the air. Like Olimar's pikmin they well give chase and attack nearby opponents but due to their spinning in the air will bounce off of any enemies they are thrown at for their base damage rather than landing on them.
It's not exactly orthodox, but nothing about an Olimar moveset really could be and the way the controls are set up at the moment (B for whistle, side B to throw pikmin, down B to pluck) at least make sense and such things as the whistle will feel natural for Pikmin players. Thus making one which would also make sense for Kirby's B would be practically impossible.
I think that about wraps it up for the my Olimar moveset. Thanks for taking the time to read it.
http://www.youtube.c...h?v=b_slmbAtWe0
^ Awesome Pikmin advert, well worth checking out.
If anyone is unfamiliar with Pikmin and the gameplay behind it, check out this music video of Pikmin clips from Pikmin 2. While it's not exactly a tutorial video or anything you might be able to at least pick up some gameplay mechanics and how **** awesome Pikmin is.
http://www.youtube.c...h?v=DRmY9EYmj9U
#1384
Posted 30 September 2007 - 04:23 PM
I really hope Isaac is a playable character. I don't really care who else makes it in. No joke!
#1385
Posted 30 September 2007 - 04:42 PM
#1386
Posted 01 October 2007 - 01:24 AM
So tonight's update was crazy. Lucas is confirmed.
I really hope that doesn't mean that Ness was actually replaced.
#1387
Posted 01 October 2007 - 01:28 AM
#1390
Posted 01 October 2007 - 10:06 AM
Envy, on Oct 1 2007, 03:24 AM, said:
So tonight's update was crazy. Lucas is confirmed.
I really hope that doesn't mean that Ness was actually replaced.
It probably does though. Just Sakurai's comment ("Is it possible he can surpass even Ness?!") suggests that Lucas is stepping up in his place. Not to mention also that Earthbound isn't a big enough series to have two characters (and from the screenshots, it looks as though they'll play similarly enough).
Still, fantastic update, and what a way to start off the week (and last week's relatively lackluster updates).
#1391
Posted 01 October 2007 - 05:58 PM
Piers, on Oct 1 2007, 12:28 AM, said:
If you look through my posts in my profile, you'll find that the vast majority of my spammy posts are made in the common room. Very, very few of the posts that actually count are spam.
Anyway.....
I'd prefer to have Ness come back rather than have a new guy replace him, but I guess they felt it was time for a change. The new guy is from the newest Earthbound game though, so I guess it makes sense.
#1395
Posted 03 October 2007 - 07:59 PM
Piers, on Oct 1 2007, 11:55 PM, said:
I said "few," not "none." And don't be a hippocrit, that was spam too.
I hate Snake's voice. When it goes deep it's all crackley and stuff.
I'm curious to see if there'll be any other "hidden" parts to the MGS stage like there are in the FE stage.
#1396
Posted 03 October 2007 - 09:24 PM
Anyways, this update made me laugh. I think I'm going to have fun with this Assist Trophy when SSBB comes out.
#1397
Posted 04 October 2007 - 03:27 PM
#1398
Posted 04 October 2007 - 07:38 PM
#1399
Posted 04 October 2007 - 09:31 PM
#1400
Posted 05 October 2007 - 09:10 AM