User:ThunderBrine/Opinions
My Opinions on current Smash Bros. characters (and how I want them to change in the next Smash entry)[edit]
I will be providing insight on each character through their concepts, persona, and movesets, if they have any to begin with. Then I will talk about their Smash Bros implementation. If I feel an animation or move is inadequate, I will give a suggestion for a replacement.
- Disclaimer: I may have some controversial opinions about certain fundamental aspects of the Smash Bros series. If I feel that a character is too shallow, I may suggest some odd ideas.
I would like it if the next game implements more basic button combinations or basic attacks. I would like to see more concepts such as shield Specials, like Inkling’s Ink Recharge, or Steve’s Crafting Table. I would like to see a small expansion on grounded moves, such as smash throws, more floor getup moves like Shield, Jump, or Grab, and more edge getup moves like Shield and Grab. More aerial moves like shields, grabs, throws, smash attacks, etc.
- Disclaimer: I am generally of the opinion that games, and characters by extension, are only limited by how many buttons/button combinations are on a controller. More buttons, more ways to express mechanics. I don’t think this will come up too much, but it’s just a fair warning when talking about controls specifically. When discussing changes, they will have to be within the possibility of current controller conventions.
We must keep in mind that Smash Bros’ combat was built upon the simple system introduced in the Kirby series, specifically the system introduced in Kirby Super Star that was later expanded on in later games. If it’s good and simple enough for Kirby, especially in those later entries, it’s most likely good enough for Smash Bros.
First-Party Characters[edit]
Franchise #1. Mii[edit]
Character #1. Mii Fighter[edit]
- Concept, Creation, and Development
The Miis first debuted and were first playable on 2006-November 19th with the release of the Wii.
The Miis are characters that act as avatars, and thus are easily very appealing in the way that the player finds themselves appealing. Avatar characters are self-indulgent by nature of existence, and thus introducing them to a series is how newcomers who haven’t heard of many characters have a way of defaulting to something they know: themselves.
The Mii Fighters act as a basic introduction to fighting game fundamentals, and are quite possibly the easiest characters to play as to introduce the player, aside from Mario and Kirby.
As of Super Smash Brothers Ultimate, Miis are the only characters with custom moves, meaning that a newcomer could quite simply change the moveset if they find the current one unappealing, leading to an even easier introduction.
Mii Fighters generally have moves that are similar to other fighters, in order to create somewhat basic, adaptable movesets.
- Defining Characteristics and Persona
Miis have no individual personalities themselves. They exist as conduits to interact with the world around them.
- Abilities
Because Miis act as avatars, aka interchangeable placeholders for any and all characters to exist, they are usually placed in any environment and perform any and all actions the medium requires.
They can be pro athletes in one setting, regular citizens in another, and RPG characters in others. They have no single defining moveset or ability list.
- Moveset (Brawler)
Mii Brawler has had 16 distinct Specials across the entirety of his career, which hilariously only spans two games.
Mii Brawler represents melee combat, which is described as having your hitboxes overlap with your hurtboxes, as you are generally attacking with your physical body. Because of this, most brawler characters have terrible range and are compensated with multiple forms of general physical enhancement, such as fast ground speed, fast air speed, and higher jump height, for example, in order to close gaps.
As a stereotypical brawler, Mii Brawler fulfills the niche quite well. They serve as a good basis for learning what other brawler characters expand on, like Captain Falcon, Donkey Kong, Little Mac, etc; they even mix in a projectile to touch on characters like Fox, Sheik, or Bayonetta.
| Neutral Special Move | Shot Put | Exploding Side Kick | Flashing Mach Punch | |
|---|---|---|---|---|
| Sideward Special Move | Onslaught | Burning Dropkick | Headache Maker | |
| Upward Special Move | Soaring Axe Kick | Helicopter Kick | Piston Punch | Thrust Uppercut |
| Downward Special Move | Head-On Assault | Foot Flurry | Feint Jump | |
| Shield Special Move | Ultimate Uppercut | Suplex | Counter Throw | |
| Final Smash | Omega Blitz | |||
| Discarded/Redesignated Moves | N/A |
- Moveset (Gunner)
Mii Gunner only has 13 distinct moves across the two games.
Mii Gunner is the complete opposite of Mii Brawler. They represent long-ranged combat, which is described as having your hitboxes not overlap with your hurtboxes and being incredibly disjointed from each other. When a projectile is fired from its source, it is then considered a disconnected/disjointed object, and usually the gap between the source and the object increases as time goes on. This creates a playstyle called the “zoner”, which generally revolves around overwhelming the target with multiple disconnected hitboxes while leaving your hurtbox completely safe at a distance.
As a stereotypical zoner, Mii Gunner fulfills the niche quite well. They serve as a good basis for learning what other zoner characters expand on, like Samus, Mega Man, Link, etc.
| Neutral Special Move | Charge Blast | Laser Blaze | Grenade Launch | |
|---|---|---|---|---|
| Sideward Special Move | Gunner Missile | Stealth Burst | ||
| Upward Special Move | Arm Rocket | Lunar Launch | Cannon Uppercut | Cannon Jump Kick |
| Downward Special Move | Bomb Drop | Flame Pillar | ||
| Shield Special Move | Absorbing Vortex | Echo Reflector | ||
| Final Smash | Full Blast | |||
| Discarded/Redesignated Moves | N/A |
- Moveset (Swordfighter)
Mii Swordfighter has 13 distinct moves across the two games.
Mii Swordfighter represents weapon-based melee combat, which is described as having your hitboxes not overlap with your hurtboxes, but still awfully close to them; because of the hitboxes and hurtboxes' disjointed nature, the attacks that come from this type of character usually revolve around making sure that you attack successfully without putting your body at risk, AKA it teaches the fundamentals of spacing. In fighting game spaces, all fighters that use melee weapons are called “sword fighters”, generally alluding to the disjointed nature between the hurtbox of the character's body and the hitbox of the weapon. With this definition, anything can be a sword: a parasol, a spear, a staff, a hammer, etc. Many swordfighters tend to fight mid-range, weaving in and out of close quarters trying to make the most of what they have.
As a stereotypical swordfighter, Mii Swordfighter fulfills the niche, but not quite to the standard of Brawler and Gunner. They make heavy use of multiple projectiles and burst options, and don’t really lean into the fundamentals of swordfighting in a fighting game. We could reorganize the specials as I did here, but reorganizing them doesn’t really change Swordfighter’s issues. The transition from playing him to playing Marth (and co.), Ike, Link, Pit, Meta Knight, Cloud, Sephiroth, etc. is a bigger jump than the other two Miis.
If I have any desires for Mii Swordfighter specifically, I would say to get a wall jump, and perhaps focus on spacing like Marth and Sephiroth do.
| Neutral Special Move | Gale Strike | Shuriken of Light | Chakram | |
|---|---|---|---|---|
| Sideward Special Move | Airborne Assault | Slash Launcher | Gale Stab | Power Thrust |
| Upward Special Move | Stone Scabbard | Skyward Slash Dash | Hero's Spin | |
| Downward Special Move | Blurring Blade | |||
| Shield Special Move | Blade Counter | Reversal Slash | ||
| Final Smash | Final Edge | |||
| Discarded/Redesignated Moves | N/A |
- Aesthetics
Due to their status as customizable avatars, they are capable of being given any concept that exist, and making it work. They are plain, and thus, that makes them versatile.
Franchise #2. Super Mario[edit]
When it comes to my knowledge of the Mario franchise, I won’t say I’m proficient, and I may be lacking in certain contextual instances, so I apologize if any information is incorrect.
Character #1. Mario[edit]
- Concept, Creation, and Development
Mario "Jumpman" Mario first debuted and was first playable on 1981-July 9 with the release of “Donkey Kong” for the Arcade.
Mario’s creator, Shigeru Miyamoto, conceived the concept of a love triangle and decided to make a game based on Popeye. This was abandoned due to technical reasons, so he decided to come up with a new idea using his own characters.
The characters of Popeye, Olive Oyl, and Bluto became the foundation of Mario, Pauline, and Donkey Kong the First (AKA Cranky Kong).
While Mario was initially described as a carpenter, Mario Bros. subsequently changed his occupation to a plumber because "the scenario dictates his role." Miyamoto stated that he wanted to create a hero resembling an "ordinary odd-job man"; he did not like the idea of a perfect hero, preferring the idea of "ordinary citizens doing something really good for society," and would be "embarrassed" for making a perfect hero. While Mario is often described as gifted or superhuman in his later appearances, he often carries a sense of humility akin to an ordinary man.
Miyamoto stated, "I like the idea of a middle-aged ordinary man doing something nice for other people". The detail about him being middle-aged would eventually be edited so that Mario would be a young adult instead.
Mario perfectly encapsulates the popular figure of speech "Jack of all trades, master of none, but oftentimes better than a master of one”.
- Defining Characteristics and Persona
In lore, Mario is considered a Star Child, one of seven children who carry an extraordinary amount of power and potential. He shares this title with Luigi, Donkey Kong, Peach, Wario, Bowser, and Yoshi.
When in a good mood (like when he encounters a friend), Mario is known for being kind, cheerful, playful, encouraging, courageous, headstrong, eager, and even cocky.
When in a bad mood (like when he encounters Donkey Kong, Bowser, or another threat), he can come off as recklessly assertive, bold, sassy, brutish/combative, dismissive, and scornfully contemptuous.
In competitive scenes, Mario generally shows good sportsmanship, even complimenting his opponents; However, he still occasionally gets visibly frustrated, such as when he sheds a tear, stomps his foot, or throws a small fit.
- Abilities
Because Mario is a character that has existed for 30+ years, his repertoire has expanded to the point where including a reference to everything would be an impossibility, but I’ll try to include as much as possible.
When he was a child riding on Yoshi, he granted Yoshi super speed and revealed hidden blocks. He’s usually the fastest of all the babies in spin-off games as well, but sometimes he ties with his brother for that title.
In his adulthood, he’s usually portrayed as a stocky man with strong legs, giving him strong punches and kicks, and a powerful jump. Usually, he can jump to a height six times higher than him, but sometimes it's higher.
Back when Mario was a carpenter working with Foreman Spike and stopping DK, he started gaining a strong association with hammers.
His most iconic power-ups are also the only power-ups that existed when he debuted in a platformer: the Super Mushroom (doubles his height and power), the Fire Flower (shoots fireballs), and the Super Star (invincibility). Despite the normalization/trivialization/ubiquitination of these power-ups over the years, Mario has always had a special connection to the element of fire.
Mario has a lot of power-ups associated with flight. His most famous being the Super Feather and the Super Leaf.
- Moveset
Mario’s moveset has been overall very simple. His moveset has basically just been the stuff that is commonly seen in the Mario platformers. Things like jumping, fireballs, maybe some spinning, etc. Interestingly, his old special, Mario Tornado, was relocated to his Downward Aerial.
Concerning old and already established content…
I think Mario’s moveset does necessitate small changes, but I wouldn’t know where to start. Let me start with his downward aerial, Mario Tornado; we could probably make it so it gives upward momentum—thus granting him lift—as a reference to the Star Spin Jump from Mario Galaxy. This has precedent in the fact that Corrin’s Backward Aerial provides forward momentum. We could probably give it a reflector hitbox as another reference to Super Mario Galaxy, but it also serves as a reference to the reflective properties of the spin when wielding the Cape in Super Mario World. However, that may be too many effects, and it could probably be made into a Special Move again.
Speaking of Cape, I would probably make it a Shield Special, given its defensive nature. But I do wonder if Cape is even an iconic Mario move anymore outside of Smash Bros. Raccoon/Tanooki Mario also has the same reflective properties in many games, and the Super Leaf has made more appearances than the Super Feather. Mario wacking a projectile with his tail would fulfill the same role, while feeling more… enduring to Mario’s legacy, as opposed to outdated. I have wondered about the Cape being turned into an Upward Special, simply for the fact that Cape Mario flies, but then I often wonder if I want to keep the Super Jump Punch as another move. Perhaps as an Upward Aerial Smash Attack.
The elephant in the room is FLUDD. FLUDD is an invention from Professor Elvin Gadd that debuted in Super Mario Sunshine, and hasn’t made many appearances since. There have been certain hazards in the series that may serve as references to FLUDD, like the Fire Shooters and Zap Nozzles from Super Mario Galaxy 2, if that’s worth anything. If FLUDD is staying, I would like FLUDD to have some off-stage benefit; when onstage, FLUDD would use the Squirt Nozzle like normal, but if Mario was in the air, he would use the Rocket Nozzle, to act as a recovery option. However, if this recovery sends Mario into a helpless state, then it would be pointless, as you wouldn’t be able to utilize the Rocket Nozzle and the Upward Special together.
Otherwise, FLUDD is just another single-use gameplay mechanic that doesn’t amount to much in the series, like Cappy from Super Mario Odyssey, and that’s not really reflective of the man who’s gone on so many adventures, yet has to represent the powers that don’t just embody himself, but also the entire franchise. However, this is not a hard rule; it’s just a preference. I would probably like to see FLUDD again if Elvin Gadd became a fighter.
When looking through Mario’s custom moves from Smash 4, I did not find anything interesting to act as a replacement for anything in Mario’s current moveset.
Concerning new content…
I feel that Mario should have a hammer attack introduced into his moveset. Perhaps they could be his Aerial Smash Attacks, or perhaps even his Grounded Smash Attacks.
It also feels weird how the Ground Pound (also known as the Butt Stomp) is not a standard move across the whole Mario cast. I can see it being a Downward Aerial Smash Attack.
In Super Mario Bros. Wonder, Mario officially got access to wall jumps that ascend vertically, as opposed to just rebounding off the wall. I think it would be cool if Mario got both types of Wall Jumps in Smash Bros. If he wanted to ascend, he would tilt the joystick up after getting close to a wall, and if he wanted to rebound, he would tilt the joystick away from the wall after getting close to a wall.
| Neutral Special Move | Fireball / Megavitamins | |||
|---|---|---|---|---|
| Sideward Special Move | Mario Tornado / Dr. Tornado | |||
| Upward Special Move | Super Jump Punch | |||
| Downward Special Move | F.L.U.D.D. | |||
| Shield Special Move | Cape / Super Sheet | |||
| Final Smash | Mario Finale / Doctor Finale | |||
| Discarded/Redesignated Moves | N/A |
- Aesthetics
In my opinion, I think when it comes to colors, a number between 8-12 is perfectly serviceable. Anything more feels like excess. We have the six primary colors (Yellow, Cyan, Magenta, Red, Green, Blue) and the 6 secondary colors when you mix any of the primaries together.
Over the years, Mario has acquired a fairly decent collection of alternate colors and some decent animations.
Now, the elephant in the room is the fact that yellow and white both have multiple costumes, and this produced a small debate. The debate concerned the fact that having a new model as a costume is better as opposed to just another texture recolor. However, the palettes in question were costumes that were regarded highly for many years. Personally, I am of the opinion that Builder Mario (and by extension the Mario Maker series) has done more for the Mario series, and that it’s ok to replace the Wario costume with it, even if Wario is a highly regarded character; I am also of the opinion that Super Mario Odyssey, while great, didn’t really contribute enough to the Mario series, especially 3D platformers specifically, to warrant the replacement of the Fire Mario costume with the Wedding Suit Costume. Again, personally, I’m ok with 12 skins, but other characters may experience some culling.
If I were to add costumes to Mario, the other outfits in Super Mario Odyssey or perhaps the outfits in Mario Kart Tour could also be appropriate.
Onto animations, the animations are fine. Concerning the idle animations, the most amount of idle animations a character has had before is four, thanks to Princess Peach. If they wanted to add another, I would be fine with Mario’s animation from the Mario and Luigi RPG series, where he rolls his shoulder and swings his arm when he's in combat. Concerning the taunt animations, given there are four taunt buttons, I would like for them to add the Super Mushroom animation back if we did not have to use multiple buttons to perform the same taunt; Otherwise, I think I would replace the hat swing.
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it was based on his appearance in Super Mario 64. In Super Smash Brothers Melee, it was based on his appearance in Super Mario 64, but he has a tanner skin complexion, darker overalls, and darker shoes. In Super Smash Brothers Brawl, it was based on his current appearance in Luigi's Mansion onwards, but with a more realistic design. In Super Smash Brothers 4, it was based on his appearance in Super Mario 3D Land. In Super Smash Brothers Ultimate , it was based on his appearance in Super Mario Odyssey. |
|---|---|
| Yellow | Introduced in Super Smash Brothers. In Super Smash Brothers, it was based on the classic outfit of Wario, Mario's "self-proclaimed rival",[1] although the "M" on his cap and the buttons are yellow instead of blue and white, respectively. In Super Smash Brothers Melee and Super Smash Brothers Brawl , it was based on Wario's classic outfit, but with proper coloration. In Super Smash Brothers 4, it was based on Wario's classic outfit, although the "M" on his cap is green instead of blue. |
| Brown | Introduced in Super Smash Brothers. In Super Smash Brothers, it was based on Foreman Spike from Wrecking Crew.[1] |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it was based on his appearance in promotional artwork for Mario Bros.,[1] with the colors of the overalls and shirt swapped. The blue shirt and red overalls also resemble Mario's sprite in Super Mario All-Stars. |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers. to Super Smash Brothers Brawl, it resembles his appearance on the Japanese boxart for Wrecking Crew. In Super Smash Brothers 4, it resembles Luigi's appearance from promotional artwork for the arcade version of Mario Bros., with the colors of the overalls and shirt swapped. It also resembles Jinbe from Mole Mania, another game developed by Shigeru Miyamoto. |
| Black | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it was based on Foreman Spike from Wrecking Crew.[1] Unlike his Brown coloration, his hat and overalls are a much darker brown and are more desaturated, and the shirt is white instead of tan, making it resemble the Hammer Suit’s sprite in Super Mario Bros. 3. In Super Smash Brothers Brawl onwards, the palette has become more monochromatic since its debut in the original Super Smash Brothers |
| White | Introduced in Super Smash Brothers Brawl. In Super Smash Brothers Brawl onwards, it was based on Fire Mario.[2] |
| Cyan | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it was based on his appearance on the Japanese (resale version) and European covers of the NES version of Mario Bros. |
| Striped | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4 onwards, it was based on his appearances from Family Computer Golf: U.S. Course and NES Open Tournament Golf.[3] |
| Purple | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it resembles Waluigi. It also resembles Mario's appearance with the L and W Emblems equipped in Paper Mario: The Thousand-Year Door. In Super Smash Brothers Ultimate, it resembles Mario's "Waluigi" outfit in Super Mario Odyssey. |
| Builder: Yellow | Introduced in Super Smash Brothers Ultimate. In Super Smash Brothers Ultimate, it was based on Builder Mario from Super Mario Maker.[4] Replaces his Yellow costume from the previous games, which was based on Wario. |
| Wedding: White | Introduced in Super Smash Brothers Ultimate. In Super Smash Brothers Ultimate, it was based on Wedding Mario from Super Mario Odyssey.[5] Replaces his White costume from the previous games, which was based on Fire Mario. |
- Dr. Mario
I generally do not hold any respect for Doctor Mario as a character in Smash Bros, and he is usually the first on my chopping block. Even if he was one of my main characters in Smash 4.
Firstly, he’s a glorified costume and not his own individual. Unless Nintendo comes out with new lore saying how there's a new Mario brother or cousin who has the last name of Mario and became a doctor, he will always be derivative of Mario Mario and even Luigi Mario to some extent. As a derivative, he is in a much more egregious position than other clone characters that are in, including Peach and Daisy, simply because his characterization is non-existent and should not exist.
Hypothetically, if Melee was released, and decided to clone Peach to make Daisy instead of making Doctor Mario, and Daisy was the one to not be in Brawl, and then came back with Peach’s Melee moveset, that would be infinitely more tolerable than the reality we currently live in. And because Daisy would have been made in Melee and not Ultimate, we probably would have had another Echo character in the roster created during Ultimate’s development. Whichever potential Echo you could think of would probably have more worth than Doctor Mario. There’s probably one forming in your mind right now.
Now that that tangent is over, in any case, the only unique moves Doctor Mario has to his name, currently, are his Downward Aerial and his Backward Throw. I can easily see those moves being put on Mario’s moveset. Doc’s Downward Aerial could be Mario’s Downward Aerial Smash Attack, and his Backward Throw could be his Backward Aerial Strong Attack.
This is a perfect opportunity to talk about my control differences. You know how tilting the joystick and then pressing the attack button results in a Strong Attack, while doing those motions simultaneously results in a Smash Attack? I would like to see Tilts and Smashes applied to Grabs and Aerials. I think having those distinctions will help in giving more character throws and attacks explicitly for combos, as well as throws and attacks explicitly for knockouts.
| White | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it was based on his original design in prior to Dr. Mario 64, except he wears black jeans instead of his normal white pants, and the headband is brown instead of white or black. In Super Smash Brothers Ultimate, it was based on his appearance in Dr. Mario 64, but with navy jeans instead of white trousers. |
|---|---|
| Red | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it resembles the color scheme of Fever, the red virus from the Dr. Mario series. Due to its light coloration, it resembles the color of the scrubs worn by Nurse Toadstool. In Super Smash Brothers 4, this costume takes on a more neutral coloration, resulting in a more overt red. |
| Blue | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it resembles the color scheme of Chill, the blue virus from the Dr. Mario series. |
| Green | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it resembles his appearance in Dr. Mario for the original Game Boy. It also resembles the Green Virus from Dr. Mario Game. |
| Black | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it is referred to as the "Unlicensed Doctor" on the Melee website.[6] Also invokes the coats worn by earlier doctors before the shift to white coats. |
| Yellow | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it resembles the color scheme of Weird, the yellow virus from the Dr. Mario series. |
| Purple | Introduced in Super Smash Brothers 4. |
| Pink | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it resembles the color of the scrubs worn by Nurse Toadstool. |
Character #2. Luigi[edit]
- Concept, Creation, and Development
Luigi Mario first debuted and was first playable on 1983-March 14 with the release of “Mario Bros.” for the Game & Watch.
Luigi was conceived when the concept of multiplayer play became a topic of importance. Because of limited technology, multiplayer could only be expressed as multiple identical player characters, as opposed to distinct characters. Nintendo leaned into this, stating that the duplicate Mario character that appeared when playing Mario Bros was a character named Luigi and he was Mario’s twin brother. This has some amusing implications for other characters, but this is not about them, this is Luigi.
In many ways, Luigi encapsulates all of the greatness of Mario, but is regarded as less spectacular.
- Defining Characteristics and Persona
In lore, Luigi is another star child, destined for great things. However, while he matches many aspects of his older twin brother, he’s usually always the understudy.
Luigi is portrayed as a cautious, clumsy, self-conscious, and timid person who is especially afraid of ghosts, but like his brother Mario, he is kind-hearted and heroic. He becomes easily startled and hates dangerous situations, but overcomes his fears and acts like a hero when necessary. Luigi is sensitive and can be emotional, as he cries easily when he is particularly upset or scared. In most moments, Luigi is portrayed as a silly buffoon who comes up with wacky ideas to solve problems.
He is often portrayed as Mario’s weaker link, in some ways. He is sometimes captured by Bowser or other threats, and when both brothers are captured, it is usually Luigi who is imprisoned under less security compared to his brother. If his brother is captured solely, Luigi meekly and cowardly tries to save him, instead of assertively rushing to his aid. He is often shown to have an inferiority complex compared to his brother. He is constantly overlooked by members of the Mushroom Kingdom, is not often remembered by the Koopa Kingdom, and pretty much doesn’t exist in other kingdoms like the Beanbean Kingdom, while Mario seems to have an established fanbase everywhere. When he goes on his own adventures, he performs rather pathetically, and his stories are heavily embellished by him using flowery exaggerations, with people who were there alongside Luigi quickly correcting his lies.
- Abilities
Ever since his debut, Luigi has pretty much always been a carbon copy of his brother. Luigi has consistently shared occupations with Mario, which include working with Foreman Spike as a wrecking crewman with a hammer, being a plumber, and defending Princess Peach from Bowser. Any tool or skill in Mario’s toolkit and moveset can and has been given to Luigi as well. Over the years, there have been some attempts to separate the two, but mileage tends to vary.
As a child, he usually tends to have the same characteristics as his brother: he’s very speedy, and sometimes he’s even faster because he’s naturally skittish and prone to flee; When running, he boasts a higher top speed, but poorer acceleration than his brother. Throughout his childhood and adulthood, because he’s very wary, he’s usually very defensive in combat, as opposed to Mario’s aggressive nature. Luigi usually has a better jump than Mario, able to jump nine times his height instead of six, and his Scuttle slows his descent.
Whereas Mario has always had a connection to the element of fire, Luigi has been quite wishy-washy over the years. In the beginning, he used fire like his brother (with it sometimes being green-colored). A lot of times, Luigi is associated with electricity; In the Mario and Luigi RPG series, he has the Thunderhand, and in the Paper Mario series, he once had the nickname “The Green Thunder”; In the sports games, he uses lightning and plasma to empower his strikes. He’s also been associated with air and wind; other sports titles usually see him using whirlwinds to empower his athleticism. More recently, Luigi has been portrayed as being the opposite of Mario more and more, meaning he now uses the element of ice and cold. In some installments, some of Mario’s powers are given to Luigi to use. In Super Mario 64 DS, Luigi is described as wispy, and the Power Flower manifests his wispy personality into a power called Vanish Luigi.
- Moveset
Luigi’s moveset suffers from the same problems as Mario. Luigi has been around so long, relying on the same simple tools that Mario uses, that he doesn’t really have a niche to fill.
The only focus Luigi has had in his series was in:
- a singular title that was a variation of another entry in his home platformer series.
- a singular title in a series he shares with his brother that places emphasis on their combined strength as opposed to their individual merits
- a series that places emphasis on a singular disposable gadget instead of introducing more power-ups or abilities unique to Luigi.
Concerning old and already established content…
Just like with Mario, his existing move Super Jump Punch could be made into an Upward Aerial Smash Attack. But again, that brings into question what could replace the moveslot. I humorously think that Luigi’s Green Missile could be repurposed as an Upward Special, simply because the animation would be Luigi squatting down and launching upward almost like a Crouching High Jump from “Yume Kōjō: Doki Doki Panic: Super Mario Bros. Edition”, or the Super Jump from Super Paper Mario. Otherwise, I would be fine with any number of flying power-ups. I’m partial to the Super Acorn personally, simply because it was the main flying power-up in New Super Luigi U.
When looking through Luigi’s custom moves from Smash 4, the only one I found appealing enough to replace his base moveset was the Iceball.
Concerning new content…
Again, it feels weird how the Ground Pound is not a standard move across the whole Mario cast as a Downward Aerial Smash Attack.
Personally, I feel conflicted about adding the Poltergust as a Special into his moveset, because it would just be parroting Mario by introducing another invention created by Professor Elvin. But if we don’t add it, it would be like eliminating an entire series worth of material, but that series itself doesn’t really add that much individual material as is, just the vacuum. It feels like we have been trying to get Luigi de-cloned since Melee, and introducing these aspects would be an act of regression in a certain way.
If we were to bring the Poltergust into the moveset, it could function like King K. Rool’s Blunderbuss or Kirby’s and Dedede’s Inhale, where it could reflect projectiles, but I get the feeling that people would be upset at seeing a move being cloned and repeated across the roster. We have precedent for this, but I’ll get to the precedent much later on a different character. Luigi’s Poltergust could also blow air out and also blow elements as well, so we could potentially have a move that shoots out wind like Gust Bellows, fire like Bowser/Charizard, water like Squirtle/Mario, and ice like Ice Climbers. That sounds like a lot…
I don’t have many ideas that would make a good Shield Special that would play off of Luigi’s defensive play, counteroffensive play, or supportive play. I could see Luigi Logic becoming a good idea; Luigi Logic was a mechanic in "Mario and Luigi: Brothership" which made Luigi use the environment to his advantage in battles. Super Smash Brothers doesn’t have any environmental play at the moment where a move’s effect will change if they are on a different stage, unless you’re counting Steve, whose moves are usually normalized when playing a competitively viable stage or if you’re playing with no hazards anyway. The closest thing I can think of is Luigi digging up a random item from the ground like Peach’s Vegetable depending on the stage, which could be good, depending on what we do with Peach. After all, Luigi was also playable in “Yume Kōjō: Doki Doki Panic: Super Mario Bros. Edition”.
I think I would also like to see Polterpup. Polterpup is Luigi’s only confirmed pet, and in the Luigi’s Mansion series, he functions as a revive; when Luigi falls, Polterpup will heal all of his health if certain parameters are met, which was usually Luigi being in possession of a specific item; the item in question was a powerful item, gameplay-wise. One could interpret this in Smash Bros as Luigi sacrificing his item to heal a certain amount of health. A move of such passive nature would be fitting, as in the Mario and Luigi games, Luigi is characterized by his tank-like stat spread. However, this is a dangerous move, as it could be used in the future to justify a character having a 1-UP or an S-Flag or the equivalent of such items in their movesets. However, if Polterpup is not given a self-supportive role, he could be an offensively supportive role, using his mischievous nature to either damage the foe or inflict them with effects like curse or stun.
I would like to use his electricity abilities, but they haven’t been used in a long while, and since then electricity has been more synonymous with another character: Wario.
I think one change I would like to see is Luigi getting a wall jump. The wall jump debuted in Super Mario 64 and was given to Mario to navigate three-dimensional spaces in a more unique and potentially easier way. Yet when the game got a remake on the DS and introduced Luigi, Wario, and Yoshi to the game, they all couldn’t wall jump, and only Mario was given the ability. The decision to not give those characters access to the wall jump was foolish at the time, and personally I’m happy that it didn’t become a defining character trait of Luigi or any of the other characters.
| Neutral Special Move | Fireball | |||
|---|---|---|---|---|
| Sideward Special Move | Luigi Cyclone | |||
| Upward Special Move | Super Jump Punch | Green Missile | ||
| Downward Special Move | ??? | |||
| Shield Special Move | ??? | |||
| Final Smash | Poltergust G-00 | |||
| Discarded/Redesignated Moves | N/A |
- Aesthetics
Luigi has acquired a fairly decent collection of alternate colors. Luigi is actually one character that hasn’t removed or changed any alternate costumes at all. He has kept the same costumes and has steadily gained more over the years.
Luigi also has a lot of color diversity, so his costumes aren’t exactly begging to be removed. I think that the only skin that I would like to see Luigi try out would be a Mr. L skin from Super Paper Mario to represent the color Black, and perhaps Luigi’s Golf outfit to mirror Mario. Also, the outfits in Mario Kart Tour could also be appropriate.
Now the animations… I think they're fine. Luigi’s character revolves around being a quirky, unorthodox, awkward, pathetic, crybaby loser who’s always down on his luck in comparison to Mario. I think the animations that he already has do well to encompass those weird quirks.
| Classic: Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on his appearance in Super Mario World. In Super Smash Brothers Melee, it is based on his appearance in Mario Kart 64. In Super Smash Brothers Brawl, it is based on his current appearance in Luigi's Mansion onwards, but with a more realistic appearance. In Super Smash Brothers Ultimate, it is based on his appearance in Super Mario Odyssey without a bowtie. |
|---|---|
| Classic: White | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on his in-game sprite from the original Super Mario Bros.[1] In Super Smash Brothers Brawl onward, it resembles Fire Luigi. |
| Classic: Pink | Introduced in Super Smash Brothers. In Super Smash Brothers, the original Super Smash Brothers. website referred to this costume as "Strawberry Luigi".[1] It resembles his appearance in Wrecking Crew. |
| Classic: Cyan | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles Mario's appearance on the American boxart for Mario Bros. |
| Classic: Orange | Introduced in Super Smash Brothers Brawl. In Super Smash Brothers Brawl, it resembles Mario's appearance on the boxart for Pinball, although Luigi's cap is orange instead of blue. |
| Classic: Purple | Introduced in Super Smash Brothers Brawl. In Super Smash Brothers Brawl, it resembles Luigi's self-proclaimed rival Waluigi. In Super Smash Brothers 4, the "L" on his cap is purple instead of yellow. |
| Classic: Blue | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it resembles Mario's appearance on the Game & Watch boxart for Donkey Kong Jr. |
| Classic: Yellow | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it resembles the appearance of a boy on the boxart for the New Wide Screen rerelease of the Game & Watch game Manhole, but with grayish brown shoes instead of red ones. Also resembles his appearance in the Atari XE port of Mario Bros., although Luigi's cap is yellow rather than green. However, the artwork for this alternate costume shows the "L" on his cap as yellow instead of its actual light blue color in-game. |
Character #3. Peach[edit]
- Concept, Creation, and Development
Princess Peach Toadstool first debuted on 1985-September 13 with the release of “Super Mario Bros.” for the Nintendo Family Computer/Nintendo Entertainment System, but was first playable on 1988-October 9 with the release of “Yume Kōjō: Doki Doki Panic: Super Mario Bros. Edition” for the same system.
Peach was conceived as one of the very first female characters in gaming, as well as one of the very first damsels-in-distress. Peach was a creation based around the ever-popular concept of saving a princess from a monster; Sleeping Beauty, Rapunzel, Andromeda, Kushinada-hime - we’ve heard them all. She was initially designed to be cute (with even her facial features being cat-like), yet exhibiting a stubborn persona.
Peach was designed to rule a land called the Mushroom Kingdom. Her original name, Peach, came from the fact that Miyamoto came up with it by associating princesses with girls, girls with the color pink, and pink with peaches. She was called Princess Toadstool by Western translators and audiences at times to cement her connections with mushrooms, but the “Toadstool” name had fallen out of favor over time.
- Defining Characteristics and Persona
Peach’s character is the embodiment of classical archetypical femininity.
When in a good mood, she comes off as reserved, elegant, demure, sociable, sassy, assertive, adventurous, and kind.
When in a bad mood, she comes off as stubborn, diva-like, arrogant, or even petulant. Peach occasionally seems naïve, but she is generally level-headed, knows when to take charge, and shows more common sense and observance than those around her.
- Abilities
Concerning Peach’s movement capabilities, usually she’s slower than Mario or Luigi. In the platformers, when she first appeared as a playable character in “Yume Kōjō: Doki Doki Panic: Super Mario Bros. Edition”, she inherited Lina’s mid-air float ability.
Peach’s physical capabilities usually revolve around her slapping her enemies as opposed to punching them like the Mario brothers, although she does know martial arts like boxing, karate, and kung fu. Besides the normal power-ups, she sometimes fights with weapons as well; she has used a war fan and a frying pan in combat once, but she mostly relies on her parasol, which she has used multiple times, and she has relied on it since she was a child. She also apparently likes using explosions to attack.
Peach is more so seen to be magically inclined, especially defensive and supportive-based magic. She usually uses healing and sleep-based techniques. She also possesses psionic abilities, like when she telepathically calls out to Mario as a hologram in "Super Mario Advance 4", or when she (alongside Starlow) drains Bowser of his power, and then telekinetically throws him flying out of her castle.
Peach’s magic revolves around hearts and love, because such concepts are typical of femininity. In Mario Kart, she uses hearts to defend herself and steal items. In sports games, her special attacks can infatuate and daze male characters.
Finally, in her two dedicated adventures, “Super Princess Peach” and “Princess Peach: Showtime!”, she can use magically-enhanced emotions and magical outfits to fight off waves of enemies.
- Moveset
Peach’s moveset suffers from not having been shown off a lot due to not being playable in many action-focused games, like platformers or RPGs. She’s usually just been relegated to the spin-off games. Thankfully, that has changed in recent years.
Concerning old and already established content…
Many of Peach’s moves are quite appropriate. Peach Blossom represents Peach’s supportive magical nature perfectly, Toad is an excellent move to display Peach’s role as a monarch commanding her servants, Parasol has been a defining aspect of her character for incredibly long, and Vegetable is a move that is derived from her first-ever playable appearance. Both Toad and Vegetable are good contenders as Shield Specials.
Peach Bomber is the oddball; it has no basis in the Super Mario series aside from Peach’s odd affinity for explosions. Allegedly, it was created to make use of Peach’s hurtbox proportions, which lowered the workload because the devs were strapped for time when creating the game she debuted in. Also, the move itself is a hip check, which may reference the fact that peaches as a fruit bear a resemblance to a human’s glutes, and are generally a symbol of birth, long life, and fertility in some Asian cultures, which also happens to line up with historical associations with femininity. Altogether, it just culminates into a move that embodies the generic female aspects of Peach’s persona.
When looking through Peach’s custom moves from Smash 4, Sleepy Toad is a good move, as it draws from both Peach’s supportive and matriarchal roles. Otherwise, I feel like Peach’s custom moves could apply better to another character we’ll get to later.
Concerning new content…
Let’s get the standard Mario abilities out of the way: Wall Jump, Ground Pound, and Power-ups are all on the table.
Let’s start with the woolly mammoth in the ballroom: the inclusion of abilities from “Super Princess Peach” and “Princess Peach: Showtime!”. These two games play around with Peach’s inherent femininity in a stereotypical manner, with her being overly emotional and partaking in feminine activities like playing dress-up and engaging in fashion. Aside from that, these games are great and offer lots of potential.
“Super Princess Peach” offers a few parasol moves, mostly through the use of a companion named Perry. Peach has access to the following moves that should serve nicely: Chargebrella, which is a chargeable projectile, Poundbrella, which is an enhanced Ground Pound, and Dashbrella, which is a spammable attack that can be done while Peach is running. Dashbrella could serve as her new Dash Attack, Chargebrella could serve as a Neutral Special, and Poundbrella could serve as an Aerial Downward Smash Attack. If Chargebrella is not a Neutral Special, it could probably be a chargeable neutral attack; in order to do a chargeable neutral attack, a character would just have to hold their jab button and release; precedent exist for this type of move interaction through the holding of buttons, as it functions kind of like Bayonetta’s guns, but I feel we could explore that concept better with another character. Peach wielding a parasol also turns her from a brawler to a brawler/swordfighter mix.
“Princess Peach: Showtime!” also offers a few moves. In that game, Peach has a companion named Stella, which gives her some whip-like ribbon moves. Peach is able to attack around herself, above her, and to her side. I think the attack where the ribbon revolves around her could be aesthetically added to Peach’s Aerial Neutral Attack, her Grounded Downward Smash Attack, and her Grounded Upward Smash Attack, as those are all moves that surround her. I think the upward variant could physically bolster the power and/or range of Peach’s Grounded Upward Strong Attack and Smash Attack; however, the move’s animation in the game reminds me of Zero Suit Samus’ Upward Special from Brawl. Instead of dragging Peach’s opponent up and down, and think I would rather the attack drag her foes upward and then send them away. The sideways variant could be added as Backward or Forward Aerial Smash Attacks. However, while I'm fine with the Backward variant, I’m more so of the opinion that Peach’s current Aerial Forward Attack, the Crown Knuckle, would make a better Aerial Forward Smash Attack, but I also hate inconsistency, and it would be weird for one of the ribbon moves to be a Strong Attack and one to be a Smash Attack. Although they could very likely lower Crown Knuckle’s power as well to keep it in line with Strong Attacks.
It’s easier to envision the normal moves being put on Peach’s moveset, but Peach’s Vibes and Showtime costumes are harder to implement, simply because both are individual systems that could be special moves. The abilities granted by Peach’s costumes could even be normal attacks that take away from Peach’s core feminine personality that are expressed through her normal moves.
- Calm is a healing move that could be a Shield Special; Rage could be a Downward Special that envelops Peach’s body in fire; Joy could be an Upward Special that rises her up like Pit’s Wings of Icarus and blows her opponents away from her; Gloom could be a Side Special where she runs at high speed and damages her opponents upon impact.
- Cowboy Peach’s lasso could be a tether grab; Dashing Thief Peach’s hang glider is just another gliding tool when Peach already has two, although I suppose it could work like other gliding characters (Charizard, Pit, Meta Knight, Steve); Mighty Peach could offer a Smash Throw.
Finally, we could talk about Peach’s magic. Peach’s hearts could orbit her like Mega Man’s Leaf Shield, and if they are hit, then Peach pockets the last projectile that hit her hearts. She could use her psionics to throw her opponents; I envision these throws to be Smash Throws.
I think I finally want to start talking about Final Smashes. All characters before I felt had pretty appropriate Final Smashes. Do not misinterpret my words, Peach’s current Final Smash is also appropriate, but I feel I could make an additional suggestion. I think Radiant Peach from “Princess Peach: Showtime!” could serve as an appropriate substitute.
| Neutral Special Move | ??? | |||
|---|---|---|---|---|
| Sideward Special Move | Peach Bomber | |||
| Upward Special Move | Peach Parasol | |||
| Downward Special Move | Vegetable | |||
| Shield Special Move | Toad | |||
| Final Smash | Peach Blossom | |||
| Discarded/Redesignated Moves | N/A |
- Aesthetics
Concerning color palettes and costumes… Peach has always had good recolors and has continuously added more. The only one replaced was the one that represented Daisy, which was probably done because Daisy became a fighter recently.
As far as color palettes that I would want in the game, I think I would like a Shadow Queen alternate costume, although I would get rid of that large collar which makes her hurtbox look huge. Another costume I would like to see would be the outfit described only in text in “Mario & Luigi: Paper Jam”, where Peach wants to cut her hair short, dye it purple, and wear a maroon dress. And of course the sports outfits would be nice; my favorite sports outfit for Peach is the outfit she has in the Winter Olympics. Also, the outfits in Mario Kart Tour could also be appropriate.
Onto animations, the animations do well. Concerning her idle animations, Peach puts effort into making sure everything about her is prim and proper and dainty, with nothing out of place. Peak vintage femininity. Concerning her taunt animations, Peach is a cutesy, feminine, and sassy individual who plays cheeky with her opponents. They’re perfect, honestly.
| Pink | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it is based on |
|---|---|
| Yellow | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it is based on |
| White | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it is based on |
| Blue | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it is based on |
| Green | Introduced in Super Smash Brothers Melee. In Super Smash Brothers Melee, it is based on |
| Red | Introduced in Super Smash Brothers Brawl. In Super Smash Brothers Brawl, it is based on |
| Fire | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it is based on |
| Black | Introduced in Super Smash Brothers 4. In Super Smash Brothers 4, it is based on |
Character #4. Daisy[edit]
- Concept, Creation, and Development
Princess Daisy first debuted on 1989-April 21 with the release of “Super Mario Land” for the Nintendo Game Boy, but was first playable on 2000-July 21 with the release of “Mario Tennis” for the Nintendo 64.
Daisy was born when the developers of Super Mario Land wanted Mario to explore different lands besides the Mushroom Kingdom, so Daisy was created to be a new woman to act as a damsel-in-distress in place of Peach.
Daisy’s homeland, Sarasaland, was named after a type of floral design, and Daisy was created with a matching flower motif.
- Defining Characteristics and Persona
Daisy has always been categorized as a tomboyish and energetic woman with an extroverted persona and a tough demeanor. She can be described as spunky, energetic, loud, impulsive, cheerful, and confident. She’s also a bit clumsy and absent-minded. Daisy is shown to be domineering and direct to others, such as teasing and bossing Luigi around when his shops are not large enough in the game “Fortune Street” and she also talks down to enemies like Wario, Waluigi, and Bowser, refusing to congratulate their success.
Daisy is usually portrayed as a competitive champion; She has beaten Lakitu’s Winter Olympic missions when no one else could, she has maintained sports records for up to five years, and in party games, she claims to have never lost to her father.
Daisy will use her charms and tough temper to get what she wants. In Mario Party 3, it is hinted in her bio as well as her comments to Birdo that she is a bit vain regarding her appearance. She also flirts with the Millennium Star to get the Beauty Stamp, and she swats Bowser into the sky when he gets in her way. She also implies that she has a bit of a ruthless side, as she makes clear that she's willing to "fight dirty" despite her status as a princess when warning others not to underestimate her.
Daisy is more down-to-earth compared to Peach. She has a love for flowers and prefers to tend to her flower gardens herself instead of having a servant tend to them.
Daisy is the imperial princess of Sarasaland, a land comprised of four distinct kingdoms.
- Abilities
Concerning Daisy’s movement capabilities, Daisy is quite inconsistent. Sometimes she’s a slower character like Peach, and thus she’s slower than Mario or Luigi; in other instances, she’s athletically fast, and exceeds the brothers in speed. In the platformers, when she first appeared playable in Super Mario Run, he had an additional midair jump.
Daisy’s physical capabilities usually revolve around her slapping her enemies as opposed to punching them like the Mario brothers, just like Peach. In fact, Daisy is normally portrayed as quite physically strong.
Besides the normal power-ups, Most of Daisy's abilities and powers use some sort of flower-related effect, either as a visual side-effect or an active part of the technique. These often take the form of making petals appear to obscure the opponents' view, or bolstering her abilities by using color-coded petals; In other games, she can summon entire flowers from the ground, such as a garden fence and a patch of daisies, to block other characters from entering areas. Also, in Mario Strikers, she is uniquely associated with crystal summoning abilities, having them erupt from the playing field and encasing her fist in them to punch the ball towards the goal.
- Moveset
Peach’s moveset, and by extension Daisy’s moveset, suffers from not having shown off a lot due to not being playable in many action-focused games, like platformers or RPGs. She’s usually just been relegated to the spin-off games. Unlike Peach, Daisy is generally represented worse.
Concerning old and already established content…
Daisy has a virtually identical moveset to Peach. As such, many of her moves reek of Peach’s overt femininity and not so much Daisy’s tomboyish nature. Peach’s throws are playful and flirty, while Daisy is domineering and tough. Granted, if Peach were to lean on her more magical nature as opposed to keeping her current moveset, Daisy’s current throws would appear more brutish in nature by default.
Daisy doesn’t have any custom moves of her own, as she was introduced in a game which didn’t feature them. However, her core moveset is built off of a character who did have custom moves, which was Peach. Daisy was the character I was alluding to when talking about Peach’s moves.
When looking through Peach’s custom moves from Smash 4, Flower Bomber is a fairly obvious choice, but because Daisy is quite fierce, I would like her to have the increased power of Flying Peach Bomber. Concerning the move’s animation, I would say that because she’s not attached to a symbol of fertility like Peach is, I would like her animation to be changed from a hip check to a head-on dash. In “Mario & Sonic at the Olympic Games”, when playing a racing-centered sport, her special move “Flower Dash” showcased her thrusting herself forward chest-first, sort of like a typical superhero flight pose, which perfectly fits her brash, headstrong, and confident persona.
Daisy has been seen with a parasol before, but I wouldn’t exactly say that she is quite attached to her parasol as Peach is to hers; out of their old custom moves, Parasol High Jump is appropriate, simply because that particular move is a jumping move and not a floating move. The idea of a princess using her subjects to protect herself is appropriate, but unless Toad is an immigrant and is currently residing in Sarasaland, Daisy having a Toad in her moveset is inappropriate and doesn’t represent her roots at all. Toad could be replaced with a Gao, Yurarin, Tokotoko, Pionpi, Pompon Flower, or a Goombo.
Quite frankly, I do not know what to do about Vegetable; Daisy was never playable in any version of “Yume Kōjō: Doki Doki Panic”, and she would be sharing this move with characters like Luigi and Peach, but she’s also a gardener and deals with plant life personally, so her involvement with the concept of plucking a plant from the ground could go either way. Maybe she could pluck a Fire Flower or Boomerang or Lip’s Stick or an Association football or a Baseball or Home-Run Bat, I don’t know…
Concerning her Final Smash… It’s fine, I suppose… Honestly, it’s hard to give a character a big, bombastic move when they aren’t known for much. Perhaps Daisy could use a Wonder Flower, or simply trap her targets in a gated garden as she does in some of the sports games, but her Final Smash is a mystery to me…
Concerning new content…
Let’s get the standard Mario abilities out of the way: Wall Jump, Ground Pound, and Power-ups are all on the table.
One obvious change to Daisy’s moveset would be to change it to Peach’s moveset from Melee, where Peach was depicted in a more handsy, brutish, and aggressive manner compared to today. Her Grounded Upward Strong Attack was a headbutt; her Aerial Upward Strong Attack was a high kick. To be quite frank, all of Peach’s moves were quite handsy, and they still have a bit of hansiness today, and I’m surprised that they have stuck around for so long. Peach’s moveset may need to be replaced more than I initially thought, because aside from the changes made in Smash Bros 4, the rest of her normal moves are perfect for Daisy.
I think if we are keeping the same Grounded Forward Smash Attack, instead of a frying pan, she should have a gardening pitchfork or a Baseball bat. I'm suggesting a gardening pitchfork because her hobby is gardening, in the same way that Peach uses a frying pan to engage in her hobby of cooking.
I think I would like to replace the float that Daisy currently has, and replace it with an additional midair jump, which is an ability she got from her first mainline platformer game, “Super Mario Run”.
| Neutral Special Move | ??? | |||
|---|---|---|---|---|
| Sideward Special Move | Daisy Bomber | |||
| Upward Special Move | Daisy Parasol | |||
| Downward Special Move | Vegetable | |||
| Shield Special Move | Toad | |||
| Final Smash | Daisy Blossom | |||
| Discarded/Redesignated Moves | N/A |
- Aesthetics
Concerning color palettes and costumes… Daisy has a great collection of alts that tend to make use of multiple color families. However, I think she has too many warm-colored palettes. In particular, that rose-colored palette is not quite remarkable, despite being a serviceable color on its own.
As far as color palettes that I would want in the game, the sports outfits would be nice; again, my favorite sports outfit for Daisy is the outfit she has in the Winter Olympics. Also, the outfits in Mario Kart Tour could also be appropriate.
Onto animations… Daisy’s animations were generally done well. Concerning her idle animations, Daisy is bouncy, energetic, flirty, charming, and raring to go. Concerning her taunt animations, Daisy is pompous, bombastic, cheerful, and loves to showboat.
Character #5. Yoshi[edit]
- Concept, Creation, and Development
T. Yoshisaur Munchakoopas, also known as Yoshi, first debuted and was first playable on 1990-November 21 with the release of “Super Mario World” for the Super Nintendo Family Computer/Super Nintendo Entertainment System.
Shigeru Miyamoto has stated in interviews that he wanted Mario to ride a horse after the completion of “Super Mario Bros.” or some form of animal companion. initially designed a reptile similar to a large lizard. During some of his redesigns, they tried making Yoshi related to the Koopa Troopa family, with the saddle actually being his shell. They had previously sketched a chameleon that would eat by sticking out its tongue, and suggest that the drawing may have helped inspire the concept of Yoshi.
- Defining Characteristics and Persona
Yoshi doesn’t have much of a personality to speak of. He’s not really given the chance to be an individual character, instead being a stand-in for the entirety of his race most of the time. Generally, Yoshi is described as friendly, courageous, and humble. Like Mario, Yoshi is generally depicted as having a large appetite, to the point of outright gluttony.
In the original Japanese manual of “Super Mario World”, Yoshi was introduced as a dragon rather than a dinosaur, likely due to dinosaurs being known in Japan as scary dragons. Yoshi himself states that he is a space dragon. It was confirmed in a 2017 interview and reconfirmed in a 2019 interview that Yoshi’s species is still related to turtles like the Koopa Troop, if not turtles themselves with odd body proportions.
- Abilities
Yoshi has a long tongue that he uses to eat almost anything, even things much larger than himself. Most of the time, Yoshi’s enemies are swallowed and turned into nothing but dust and gas. Other times, Yoshi can transform any enemies and objects he eats into eggs, which he can then use as projectile weapons. Yoshi can also transform things that he eats into other objects; Yoshi can also transform berries into prize eggs, which break apart and reveal items, including Super Mushrooms, Yoshi Clouds, Coins, Star Bits, and other rare items. If Yoshi eats a large enemy, he can create and launch Giant Eggs, and if they are even larger, he can create Mega Eggs, which bulldoze through everything.
Yoshi has a hard time swallowing Koopa Shells, but when a Koopa Shell is in his mouth, he tends to gain abilities. Ordinary Green Shells don’t grant him anything, but Red Shells grant him fire breath, Yellow Shells allow Yoshi to create destructive dust clouds whenever he jumps and hits the ground, and Blue Shells provide one of the two ways to turn Yoshi into his Winged Yoshi form. Eating a Rainbow Shell grants every ability stated previously.
Yoshi can also use watermelons to grant him projectiles. When normal watermelons are eaten, Yoshi can fire a volley of seeds; when red watermelons are eaten, Yoshi can breathe fire; when blue watermelons are eaten, Yoshi can breathe frost.
Using Morph Bubbles, Transformation Doors, and Whirly Gates, Yoshi can transform his body into a variety of forms, which include a Helicopter, Mole Tank, Submarine, Train, Car, Bobsled, Mine-Cart, Hot-Air Balloon, Jackhammer, Umbrella, Motorcycle, Mermaid, and a Plane. The list is lengthy, and these transformations make up a large aspect of Yoshi's character.
In “Super Mario Odyssey”, Yoshi can use his tongue to grab walls from afar and cling to them without sliding down.
When Yoshi and his species are children, they have been shown to perform special abilities. Blue Yoshi can blow bubbles like a Bubble Flower, Magenta Yoshi can inflate themselves like a balloon to ascend, and Yellow Yoshi can glow to illuminate dark areas and stun enemies.
Yoshi and his species are also known to have helpers in the form of the Poochy, Storks, Kangaroos, and Huffin Puffins.
Yoshi and his species also use a fair amount of items, which include Stilts, Skis, Bumper 'Chutes, Tulips; the list goes on.
In “Super Mario Galaxy 2”, Yoshi can use three power-up fruits, with those being Dash Peppers, Blimp Fruits, and Bulb Berries.
- Moveset
Yoshi’s moveset was crafted from the bare essentials of Yoshi’s character when there wasn’t much material to use. Luckily, Yoshi is a popular character and has garnered much attention in the form of his series having more and more games.
Concerning old and already established content…
I think Yoshi is a simple character that doesn’t need a lot, but his moveset does necessitate a bit of restructuring. After realizing how easily a Ground Pound move can be given to a majority of the cast in the form of a stall-and-fall move or meteor smash, having a Ground Pound as a special move is kind of a waste.
Let’s talk about Egg Lay. If it were to be a Shield Special, Yoshi could just immediately swallow the enemy after getting a successful shield, same as any other typical grab. If I were to update it, I would say that if Yoshi were to eat an item, then Yoshi should be able to pop out a healing item or food item as he does in his home games. However, if Egg Lay was moved to his Shield Special, his neutral special would be vacant.
Let’s talk about Egg Throw. I would like for Yoshi to be able to hold an egg in his hand and be able to shoot it in any direction that he pleases. Also, I would like for Yoshi’s Egg to increase in size while he’s holding an egg in his hand (kind of like Samus’ and Mega Man’s Charge Shot, or Greninja’s Water Shuriken), in order to reference the Giant Eggs and Mega Eggdozers. If they don’t want to mess with the egg’s size, they could implement Huffin Puffins to give Yoshi the ability to create freeform platforms, but Steve is kind of souring that concept at the moment.
Let’s talk about Egg Roll. Egg Roll originated from the Turbo Tulips in “Yoshi’s Story”, but Egg Roll seems to focus more on the rolling part of the move as opposed to the air movement gained through the move. Yoshi launches himself from inside the egg and then lets gravity take control, but in-game, Yoshi just falls like a stone. I would be ok with Egg Roll’s existence if they gave it a single use of unpredictable movement by aiming the control stick and jumping while in Egg form; ideally, Yoshi wouldn’t be confined to jumping while on the ground, and could do it midair as well. Also, I feel that Yoshi’s Egg Roll should be a multi-hitting move like Sonic’s Spin Charge or Dillon’s Rolling Attack.
When talking about Yoshi’s Final Smash, I’m ok with the Yoshi Stampede, but Yoshi’s Super Dragon from prior games was a much more direct homage to Yoshi’s roots. I don’t want to replace either of them, so why not combine them? We could have an animation of an army of Yoshis all turning into Super Dragon and spitting any number of projectiles at the target. They could all divebomb the target so you have that same imagery of being assaulted by multiple suspects akin to stampeding them, they could breathe fire and frost and watermelon seeds and bubbles and whatever else.
When looking through Yoshi’s custom moves from Smash 4, I think Egg Launch is a good move if you want Yoshi to be more projectile-heavy and you need a way to get an opponent off and away from you very quickly. Light Egg Roll is pretty much just being combined with the standard Egg Roll as an extra mobility option. Concerning Timed Egg Throw, Yoshi’s has had explosive eggs before thanks to Baby Donkey Kong, and it works well on normal-sized eggs, but honestly I’m a little afraid of a Giant Egg or a Mega Egg exploding with a huge hitbox. I refuse to bring up Yoshi Bomb other than it could easily be another Aerial Downward Smash Attack.
Concerning new content…
Let’s get the standard Mario abilities out of the way: Wall Jump could be given to Yoshi just the same, but we could also give Yoshi Wall Cling, as he’s able to in “Super Mario Odyssey”. Funnily enough, Yoshi’s tongue in that game functions like the Grappling Vine badge in “Super Mario Bros. Wonder”. I think it would also be cool if Yoshi used his tongue to tether onto the stage and stick to it, kind of like Byleth’s Upward Special, or Sephiroth’s Forward Aerial Strong Attack.
I can easily envision Egg Roll being replaced with Moto Yoshi, Car Yoshi, Train Yoshi, and Dash Pepper, Skis, etc. Yoshi has simply had a lot of movement options over the years. Personally, if Egg Roll were to not be fixed, I think I would prefer Dash Pepper.
Yoshi’s Upward Special could be any move regarding flight: He could get help from a Stork who can carry him, he could transform into a Helicopter, he could inflate himself like a balloon or blimp, he could sprout wings and fly towards the stage like Pit’s Wings of Icarus or Power of Flight, he can use Kangaroo, he can turn into a Sky Pop, he could use the Bumber 'Chutes, the sky’s the limit.
Yoshi’s Downward Special could be any number of things. He could use watermelons to launch seeds, fire, and/or frost from his mouth; He could launch bubbles; he could launch his gastric acid like in “Super Mario Sunshine”; He could glow and stun targets around him like Mewtwo’s Disable; He could transform into Jackhammer Yoshi to damage and ground enemies near him… Honestly, Yoshi is a very versatile character.
| Neutral Special Move | Egg Throw | |||
|---|---|---|---|---|
| Sideward Special Move | Egg Roll | |||
| Upward Special Move | ??? | |||
| Downward Special Move | ??? | |||
| Shield Special Move | Egg Lay | |||
| Final Smash | Stampede! | Super Dragon | ||
| Discarded/Redesignated Moves | Yoshi Bomb |
- Aesthetics
Concerning color palettes and costumes… Yoshi is pretty much designed in a way to have the best color palettes in the game, simply for the fact that the vast majority of Yoshi’s body can be interchangeably swapped with any color of the wheel. After all, it’s baked into his origins and his species. Personally, I’m perfectly fine with having just colors, but if I were to think of new costumes, the very obvious ones are Boshi and Croco from “Super Mario RPG”, and Yoob from “Mario & Luigi: Partners in Time”. It is very likely that there are more ideas that can exist.
Onto animations… Yoshi’s taunts are quite well characterized. Concerning his idle animations, Yoshi is characterized as a friendly, gleeful wild animal, kind of like a quokka. Yoshi both goes through life cheerfully and is aware of any evil dangers around him. Concerning his taunt animations, because of Yoshi’s joyous nature, his taunts usually come off as backhanded. Yoshi may dance, jump for joy, wave, and play with his tail like a simple wild creature, whose innocent actions are second nature, but like any animal, Yoshi does these things because he’s not registering his opponent as a threat, even though he is in combat, which is somewhat disrespectful.
All of Yoshi's costumes appear as different variations of the Yoshi species in Yoshi's Story.[1]. The only way a human player can control a Blue Yoshi or Pink Yoshi is by hacking.
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on a Green Yoshi and his appearance in Super Mario 64. |
|---|---|
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on a Red Yoshi. |
| Cyan | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on a Light Blue Yoshi. |
| Yellow | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on a Yellow Yoshi. |
| Pink | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on a Pink Yoshi. It only appears as part of the Yoshi Team. |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on a Blue Yoshi. It only appears as part of the Yoshi Team. |
Character #6. Wario[edit]
- Concept, Creation, and Development
Wario first debuted on 1992-October 21 with the release of “Super Mario Land 2: Six Golden Coins” for the Nintendo Game Boy, but was first playable on 1994-January 21 with the release of “Super Mario Land 3: Wario Land” for the same console.
The idea to introduce Wario as a new character originated during the development of “Super Mario Land 2: 6 Golden Coins”. The staff team aimed for a "change of pace", and not to be bound by the ideas which were continuously used in Super Mario games leading up to that time; they desired to provide Mario with a new objective. Rather than having Mario fight for the benefit of someone else, the staff wanted Mario to fight to win back something of his own. In other words, a selfish endeavor.
Wario's physical design and personality were based on the idea that a protagonist should have an arch-rival and nemesis. Kiyotake stated that the relationship between Mario and Wario was inspired by the American comic book characters Popeye and Bluto; Bluto is physically well-built, motivated by self-interest, and is more cunning than his counterpart, Popeye; Wario is the second Super Mario character to be inspired by Bluto, with Donkey Kong being the first. Yoichi Kotabe also helped and partially based Wario on Stromboli, the evil circus owner in Disney's Pinocchio, to highlight his evil nature.
- Defining Characteristics and Persona
Wario is portrayed as a German-Italian and speaks in a highly arrogant and self-confident manner. He is characterized as being an exaggeration of Mario’s attributes, but mostly his negative ones.
Mario likes to eat and is overweight, but in a more plump and charming manner; Wario is gluttonous and is incredibly fat. Apparently, Wario weighs 308 pounds (140 kilograms), although Wario claims that this is just because of his clothes. I don’t believe that for a second.
Mario is assertive, aggressive, and confident; Wario is downright forceful, violent, and narcissistic. He considers himself to be very good-looking, despite most others describing his face as ugly or downright frightening; Wario is considered scary to most of the Toads and even King Boo. His palace in “Wario World” was filled with golden statues of himself. In “Mario Strikers Charged”, he frequently makes a slicing motion with his hand under his neck, a classic sign signifying death by assault for his sports opponent.
Mario likes coins, but Wario greedily adores them. Wario's acts of heroism are usually driven by greed, such as defeating enemies to recover his own valuables and obtain a new one, respectively, and rescuing Spritelings so they can rebuild his castle or get treasure for him. In “Wario Land: Shake It!”, he outright ignores Queen Merelda's gratefulness for rescuing her, tossing her away in favor of immediately going after the nearby treasure.
Wario is known for his disgustingness. He is known for his lack of personal hygiene; he often picks his nose and forgets to clean his teeth, Wario has also been shown, mainly in Japanese media, to enjoy crude jokes of a nasty and bizarre nature. For example, he likes to discuss the color and size of his own feces on the Japanese website for “Wario Land 4”. He is known for his extreme flatulence, and in the opening of the game “Wario: Master of Disguise”, he’s implied to defecate while doing so.
Wario has frequently been used as a lighthearted comic relief character. This is evident in a handful of Super Mario and Wario games, where he humorously emotes, goes into long rants, or childishly rages in sports and kart races. Wario is often depicted as an adventurer and thief, and there have been many hints toward his other jobs and hobbies. Nowadays, Wario is no longer a treasure hunter and is now a simple capitalistic chief executive officer of a game company; in fact, it’s one of Wario's most consistent occupations in the WarioWare games. He is also often characterized as a reckless driver who has had his license revoked multiple times.
- Abilities
Despite his fatness, Wario is quite athletic and wields superhuman strength that both exceeds that of Mario's and almost rivals that of Bowser and Donkey Kong. Wario can use his strength to attack his enemies in a variety of ways, and is shown to have a wide variety of moves, such as his iconic Dash Attack, the Corkscrew Conk, Piledriver, and Wild Swing-Ding.
Wario consistently has the ability to use his body weight to his advantage. Wario has shown the ability to Ground Pound, causing small earthquakes to stun his foes. In “Wario Land: Shake It!”, Wario is able to cause tremors by using the Earthshake Punch.
Wario's fatness is attributed to his unique eating abilities and superhuman gluttony. Wario can eat inanimate objects, and has used his oversized bites to injure foes. Some of his transformations are related to him eating something; when Wario eats things such as cakes, doughnuts, and apples, he turns into Fat Wario, and when he eats nasty stale garlic, he transforms into Wario-Man. Wario also has the power of flatulence to stun or injure his opponents, as shown in “Mario Strikers Charged” and the “Mario & Sonic” series.
Wario has demonstrated strength with the use of items. When Wario relies on items or other forms of non-physical abilities, he is commonly associated with explosives, including Bob-ombs, as well as ways of stealing coins, such as a magnet or even a large vacuum; he is also able to fly via jetpack in “Mario Golf: Super Rush” and “WarioWare: Get It Together!”.
Wario has also demonstrated proficiency with power-ups. In his first appearance, he showed proficiency in normal power-ups like the Fire Flower to become Fire Wario, and has become Metal Wario as well in later appearances. Wario also has his own power-ups unique to his series. There are three Power Up Pots, and they usually affect his hat: Bull Wario allows him to break blocks easily with an enhanced Dash Attack and stick to ceilings with his horns; Jet Wario allows him to temporarily fly horizontally and walk faster; Dragon Wario allows him to shoot fire out of his hat for a few seconds.
Also, for some odd reason, Wario is capable of being powered-up when he gets damaged. The list includes Ball o' String Wario, Bat Wario, Bouncy Wario, Bubble Wario, Crazy Wario, Electric Wario, and so on… It’s a lot.
Also, Wario has a bunch of disguises that also add power-ups. These include Arty Wario, Captain Wario, Cosmic Wario, Dragon Wario, Genius Wario, Sparky Wario, Thief Wario, and Wicked Wario.
Curiously, in the sports games, Wario is often associated with the element of thunder, specifically “Mario Strikers” and “Mario Golf”. This association with such a large, booming sound and vibrational phenomena is likely why Wario is associated with lightning and earthquakes.
One last thing, Wario was once depicted as a hypnotist, and that’s how he was able to take over the residents of Mario Land, including Mario’s castle. Quite odd, this one…
- Moveset
Wario’s character is defined by his gluttonous, self-absorbed, disgusting persona. Wario’s moveset was created during a time when his characterization was barely cemented.
Concerning old and already established content…
I think Chomp works as a counteroffensive play better than a standard move that can be used in any context. In fact, I think it has only ever been used usefully in reactionary contexts, such as eating projectiles. Its range is pitiful, so it’s essentially better off as an out-of-shield option or an anti-projectile move.
Wario Bike is an interesting option. It wouldn’t be my first idea for a side special, but it fits. It’s a burst option that grants forward momentum and can be used in horizontal recovery. It’s also one of the only moves in the games that has a character ride an item or entity, which potentially introduces the idea of a character horse-riding into battle, but that’s another topic.
I want to talk about Wario Waft. Wario Waft is the embodiment of Wario’s nastiness, and is thus core to his character, especially given his eating habits. Given that Wario Waft sends Wario blasting off like a rocket, I don’t quite like how Wario Waft sends Wario in one direction. I would prefer that Wario Waft be directional and be able to send Wario in any direction he desires, kind of like Greninja’s Hydro Pump or Diddy Kong’s Rocket Barrel.
When looking through Wario’s custom moves from Smash 4, I think Inhaling Chomp would be appropriate to implement. It’s a move based on Hyper Suction from “Wario World”, and would give the move more utility than just being a weak command grab and decent projectile nullifier. Speeding Bike is a move that perfectly encapsulates Wario’s reckless nature. While I like Rose-Scented Waft and Quick Waft conceptually, I don’t think they merit much mention; the only thing I would like to incorporate is a quicker recharge time. Currently, Wario Waft takes 120 seconds to charge, and I think I would prefer that time be reduced to 90 or 60, as it almost never sees consistent use anyway. If they have to lower the damage, I’m fine with that. Numbers are the most flexible aspect of attacks.
Concerning new content…
Do we feel comfortable implementing Wario’s hypnotism? It’s not really a core part of his character anymore, but does it merit attention associated with nostalgia? I only bring it up because it’s pretty much the oldest ability Wario has ever had. Even if it was implemented, what would it do? Daze the opponent? Put them to sleep? Induce a unique effect? And what kind of move would it be? Neutral Special? Downward Special? It’s worth thinking about, but we’re just gonna move on from this.
In “Wario Land: Shake It!”, Wario was shown to shake money bags and enemies quite aggressively. Wario can shake them as little or as frequently as he desires. I’m thinking that the animation used could be a new pummel animation. Wario is then given the ability to toss the enemy that he has shaken, and given how quickly Wario tosses them, I feel that it could be a good Grounded Forward Smash Throw.
That game also introduced the Earthshake Punch, a very strong screen-wide disorientating attack, where Wario punches the ground and vibrates the world around him accompanied by a big flash of light. In “Wario Land: Shake It”, the move sends grounded enemies flying upward, which then dazes them when they hit the ground. This sequence of events is similar to what happens when a character’s shield breaks, but it can be argued how this move would relate to shields. It could ignore shields and inflict a daze effect; it could do increased shield damage; it could simply induce a shield break; whatever is needed to reflect the source material. It could be a Grounded Downward Smash Attack, or it could be a Downward Special.
Wario also has a history with explosives. For some odd reason, Wario was selected to be a character to collaborate in a game with Bomberman. Wario owned a bomb shop in a spin-off comic; bombs are his most commonly used signature item in the Mario Kart series, and he uses them in the Mario Sports titles. Giving this man a bomb is completely appropriate.
Of course, let’s get the standard Mario abilities out of the way: Wario is characterized by a really strong Ground Pound. It's a really good choice for a standard Aerial Downward Smash Attack.
Let’s start with power-ups, specifically the power-ups unique to Wario. Wario has many choices for an Upward Special to act as a recovery move. Bat Wario and Wicked Wario grant him wings to fly awkwardly and freely. Eagle Wario and Jet Wario allow him to fly in a quick burst. Puffy Wario inflates him and allows Wario to fly like a balloon. Bouncy Wario turns Wario into a spring, which extends his body and heightens his jumping power, although this move could very likely be a new Smash Attack, whether grounded or aerial. Wario has always relied heavily on Toon Force, making use of squash and stretch for the sake of durability, not to mention silliness.
If we’re using traditional Super Mario power-ups, I want to talk about the Fire Flower, or rather the Gold Flower. I don’t want to put much stock in the Gold Flower, so I’ll keep it brief. Wario has never been seen with the Gold Flower specifically. Still, he has turned metallic before, turned gold before, and has canonically shot fireballs before. The Gold Flower is essentially a recolored Fire Flower that shoots golden fireballs that explode like bombs, and Wario likes coins, which is the Gold Flower’s main appeal. It’s essentially a power-up tailor-made for Wario.
| Neutral Special Move | Wario Waft | |||
|---|---|---|---|---|
| Sideward Special Move | Wario Bike | |||
| Upward Special Move | ??? | |||
| Downward Special Move | ??? | |||
| Shield Special Move | Chomp | |||
| Final Smash | Wario-Man | |||
| Discarded/Redesignated Moves | Corkscrew |
- Aesthetics
Concerning color palettes and costumes… Wario has accrued a large amount of skins, simply for the fact that he has 2 primary outfits, and both of them have received many recolors. Realistically, Wario likely doesn't have to add more costumes. But it should go without saying that new content is always appreciated, and thus perhaps Wario should get new skins based on his explorer's outfit, or perhaps the list of outfits that were in "Wario: Master of Disguise".
Onto animations… Wario is one of the few characters who has been characterized perfectly. He's brutish, full of himself, comical, and disgusting.
Character #7. Rosalina & Luma[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #8. Donkey Kong[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Brown | Introduced in Super Smash Brothers. |
|---|---|
| Black | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles a real-life gorilla. |
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles the original D.K. from Donkey Kong. |
| Blue | Introduced in Super Smash Brothers. |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles his in-game sprite from Donkey Kong Land. |
Character #9. Diddy Kong[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #10. Bowser[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #11. Bowser Junior[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #12. Piranha Plant[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #13. King K. Rool[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #3. The Legend of Zelda[edit]
Character #1. Link[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on Adult Link from The Legend of Zelda: Ocarina of Time. |
|---|---|
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on the Goron Tunic from The Legend of Zelda: Ocarina of Time.[1] |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on the Zora Tunic from The Legend of Zelda: Ocarina of Time.[1] |
| Lavender | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on his tunic with the Blue Ring equipped in The Legend of Zelda.[1] |
Character #2. Young Link[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Toon Link[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #4. Zelda[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #5. Sheik[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #6. Ganondorf[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #4. Metroid[edit]
Character #1. Samus[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Orange | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on the Varia Suit as it appears in Super Metroid.[7] |
|---|---|
| Pink | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on the Gravity Suit's in-game sprite from Super Metroid,[1] but more closely resembles the color scheme of the Varia Suit of the original Metroid when missiles are selected. |
| Black | Introduced in Super Smash Brothers. |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, the original Super Smash Bros. website referred to this alternate costume as "mass-produced Samus",[1] a reference to the MS-06 Zaku II from the Gundam franchise. |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles artwork of the Gravity Suit from Super Metroid. |
Character #2. Zero Suit Samus[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Dark Samus[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #4. Ridley[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #5. Star Fox[edit]
Character #1. Fox[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Grey | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on his appearance in Star Fox 64. |
|---|---|
| Red | Introduced in Super Smash Brothers. |
| Blue | Introduced in Super Smash Brothers. |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles concept art of him for the original Star Fox. |
Character #2. Falco[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Wolf[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #6. Kid Icarus[edit]
Character #1. Pit[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Dark Pit[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Palutena[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #7. Animal Crossing[edit]
Character #1. Villager[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Isabelle[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #8. Xenoblade[edit]
Character #1. Shulk[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Pyra/Mythra[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #9. Miscellaneous[edit]
This section is for franchises with only one representative.
Character #1. Captain Falcon[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Purple | Introduced in Super Smash Brothers. |
|---|---|
| Black | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on his appearance in the Japanese commercial for F-Zero X.[1] |
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on Blood Falcon, Captain Falcon's clone and rival.[1] |
| White | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles Jody Summer. |
| Green | Introduced in Super Smash Brothers. |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles his appearance in F-Zero X. |
Character #2. Ice Climbers[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Game & Watch[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #4. Olimar[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #5. R.O.B.[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #6. Wii Fit Trainer[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #7. Little Mac[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #8. Duck Hunt[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #9. Inkling[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #10. Min Min[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Second-Party Characters[edit]
Franchise #1. Kirby[edit]
Character #1. Kirby[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Pink | Introduced in Super Smash Brothers. |
|---|---|
| Yellow | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on and directly referred to as "Keeby" from Kirby's Dream Course.[1] |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on Ice Kirby in Kirby Super Star.[1] |
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on Fire Kirby in Kirby Super Star.[1] |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, the original Super Smash Bros. website referred to this costume as "Kusa-mochi Kirby".[1] |
Character #2. King Dedede[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Meta Knight[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #2. Mother/Earthbound[edit]
Character #1. Ness[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Red | Introduced in Super Smash Brothers. |
|---|---|
| Yellow | Introduced in Super Smash Brothers. In Super Smash Brothers, it is based on the uniforms of the Hanshin Tigers, a Japanese baseball team.[1] The shirt's pattern is reminiscent of the Gigantic Ant enemy from EarthBound. |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles his younger self that he encounters in Magicant. |
| Green | Introduced in Super Smash Brothers. |
Character #2. Lucas[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #3. Pokémon[edit]
Character #1. Ivysaur[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Charizard[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Squirtle[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #4. Pikachu[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Yellow | Introduced in Super Smash Brothers. |
|---|---|
| Red | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles one of the possible colors for a nicknamed Pikachu in Pokémon Stadium. |
| Blue | Introduced in Super Smash Brothers. |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it is resembles one of the possible colors for a nicknamed Pikachu in Pokémon Stadium. |
Character #5. Pichu[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #6. Jigglypuff[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
| Pink | Introduced in Super Smash Brothers. |
|---|---|
| Red | Introduced in Super Smash Brothers. |
| Blue | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles one of the possible colors for a nicknamed Jigglypuff in Pokémon Stadium. |
| Green | Introduced in Super Smash Brothers. In Super Smash Brothers, it resembles one of the possible colors for a nicknamed Jigglypuff in Pokémon Stadium. |
Character #7. Mewtwo[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #8. Lucario[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #9. Greninja[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #10. Incineroar[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #4. Fire Emblem[edit]
Character #1. Marth[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Lucina[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Roy[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #4. Chrom[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #5. Ike[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #6. Robin[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #7. Corrin[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #8. Byleth[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Third-Party Characters[edit]
Franchise #1. Street Fighter[edit]
Character #1. Ryu[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Ken[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #2. Final Fantasy[edit]
Character #1. Cloud[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Sephiroth[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #3. Castlevania[edit]
Character #1. Simon[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Richter[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Franchise #4. Micellaneous[edit]
Character #1. Sonic[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #2. Snake[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #3. Mega Man[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #4. Pac-Man[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #5. Bayonetta[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #6. Joker[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #7. Hero[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #8. Banjo & Kazooie[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #9. Terry[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #10. Steve[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #11. Kazuya[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
Character #12. Sora[edit]
- Concept, Creation, and Development
- Defining Characteristics and Persona
- Abilities
- Moveset
- Aesthetics
- ^ a b c d e f g h i j k l m n o p q r s 色ちがいのひみつ
- ^ Cite error: Invalid
<ref>tag; no text was provided for refs namedBrawl DOJO - ^ Masahiro Sakurai (2014-07-10). Director's Room. Miiverse. Retrieved on 2016-02-05. “Pic of the day. The character farther in the back isn't from the Imperial forces, and the character in the front is not the infamous drum-playing puppet in Osaka. No, Mario is actually wearing an outfit from Family Computer Golf: U.S. Course! NES Open Tournament Golf might be a more familiar title.”
- ^ Super Smash Brothers Ultimate - Tip: "Builder Mario – Select the seventh color variation to play as Builder Mario from Super Mario Maker."
- ^ Super Smash Brothers Ultimate - Tip: "Wedding – Select the eighth color variation to play as Wedding Mario from Super Mario Odyssey."
- ^ 速報スマブラ拳!! :ドクターマリオ (Japanese)
- ^ Wii U & Nintendo 3DS Developer Direct. Official Nintendo YouTube channel (2014-07-11). Retrieved on 2016-02-06. “Until now Samus was based off the design from Super Metroid, but she's been given a major makeover. Her design is now closer to that of Metroid: Other M.”