I wouldn't be surprised if Sakuri or his team had been peeking at the ballots some, but don't forget there was that 500 character comment box for explaining why the voter wanted that character. There's a bit more than just numbers going into the DLC choice (At least I hope).
Still, I hope we don't have to wait too long before we hear anything
Wait, it has? Wow
edited 3rd Oct '15 10:20:44 AM by BlitzTrain
Suggested buffs for lower ranked characters, and tweaks for semi-clones. For all but Palutena, add each of the following changes one at a time until they seem viable (or "balanced") and truer to their source material.
Mewtwo: Highlight its telekinetic nature and Pokemon ability in a more beneficial way.
- Add "Pressure" mechanic, doubling the Stale Moves penalty on all other fighters while he's out. This makes it slightly harder to rack up damage on him with repetitive combos.
- Add a wall cling.
- Add a sour spot hitbox to Mewtwo's body or tail in disjointed hitbox attacks.
- Add an invisible tether recovery Zair. Grounded grab would remain the same speed, but with a larger reach.
- Increased knockback on back throw, F+Tilt and F+Smash.
- Increased dash speed.
- Add horizontal hover after double jump, similar to Peach.
Zelda: more powerful defensively and with keep away.
- Phantom Slash can't be broken or reflected, and always lasts for the full duration. It can be used in midair and falls with her, serving as a frontal shield in midair, then slashing once it hits the ground. However, Zelda can't use another action while it's out, and if used in midair, puts her in the helpless state.
- Return Din's Fire to its Brawl incarnation, and it no longer makes her helpless.
- Each step of the Dair functions as an effective spike.
- Increased knockback on smash attacks and throws.
Ganondorf: completing Divergent Character Evolution implementing magic and swordsmanship.
- Change his Up+B into a rising charge and vacuum effect, then burst of dark energy resembling Mewtwo's Nair.
- Change his Neutral+B to "Dead Man's Volley": keeping his arm straight out, he charges a magical explosion. When initiated, there is a pop of dark energy, which functions as a reflector and pushes away opponents. Shortly after that, there is a shot of dark energy, resembling a charged Aura Sphere. Thus, if the reflector actually reflects, he returns the initial attack, following it with a projectile of his own. The shot part of the attack can still be reversed like the Falcon Punch, and both projectiles can be reflected, absorbed, etc.
- Add his Hyrule Warriors sword(s) to his standard model, keeping most of his A moves the same, except with an extended hitbox on what were formerly punches.
- Add a vacuum property to Wizard's Foot, dragging people into the sweetspot at the foot.
Palutena: turning her variability into a feature of her gameplay instead of working against her.
- Any two of her customizeable moves for a position can be used within a battle. The Primary and Secondary can be shared by one of the following:
- The secondary regenerates once used, similar to Robin's Levin Sword breaking and giving way to the Bronze Sword. I'm strongly leaning towards this way.
- The secondary can be triggered by holding B.
- The secondary move can be triggered by pressing B + Shield.
- Primaries & Secondaries would be ordered and split as follows:
- Neutral B: default Autoreticle & Explosive Flame, custom 1 Autoreticle & Heavenly Light, custom 2 Explosive Flame & Heavenly Light.
- Side B: default Reflect Barrier & Superspeed, custom 1 Reflect Barrier & Angelic Missle, custom 2 Angelic Missile & Superspeed .
- Up B: default Warp & Rocket Jump, custom 1 Warp & Jump Glide, custom 2 Jump Glide & Rocket Jump.
- Down B: default Counter & Lightweight, custom 1 Counter & Celestial Firework, custom 2 Celestial Firework & Lightweight.
Samus: still considering options for her keep-away game.
- Down+B Bombs: Ugh... where do I begin with you?
- Greatly increase damage and knockback, becoming a kill option.
- When used in air, automatically time and position to allow for a bomb jump that doesn't damage her, but grants horizontal recovery options.
- Up to three bombs can be used before landing on the ground.
- Increase all missile speed.
- Increase all missile power.
- Increase falling speed unless bomb jumping.
Luigi: retain Mario series differences from Mario and Luigis Mansion abilities.
- Change Dair and Down+B. Luigi's tornado jump should be a Dair similar to Mario's, and his Poltergust should be his Down+B, functioning like Rosalina's Gravitational Pull, while being kind of an equal and opposite to Mario's Fludd.
- Increase jump height if it isn't already higher than Mario's.
- Decrease ground traction if it isn't already lower than Mario's.
Doctor Mario:
- Change Side+B, where he gives out a virus that poisons over time.
- Change Up+B to a downwards pill shot, similar to Robin's Elwind.
edited 5th Oct '15 12:14:52 AM by wanderlustwarrior
What music do you wish was in SSB? My personal pick would be something from Tropical Freeze, because that game's soundtrack is amazing and all it got was Mangrove Cove (not in my top 5 from TF) and yet another remix of DK Island Swing.
"I have not failed. I've just found 10,000 ways that won't work." -Thomas EdisonYeah, DK's sorely lacking in music variety. A mix of Snakey Chantey
from DKC 2 would've been wonderful, for instance. In fact, I'd take pretty much anything at all from DKC 2. Dave Wise is a musical genius.note
edited 3rd Oct '15 5:57:42 PM by TheHeroHartmut
Switch FC code: SW-4420-1809-1805Among many, many others...
F-Zero GX: Theme of Captain Falcon
Super Metroid: Lower Norfair
(Version in video is Prime's Magmoor Caverns track, but w/e)
Hyrule Warriors: Silent Guardians
Gyromite: Game A
(Despite the name, the Gyromite track in Smash is actually derived from Stack-Up)
Pokemon Omega Ruby/Aplha Sapphire: Battle! Archie/Maxie
Fire Emblem Awakening: Mastermind
Kirby 64 The Crystal Shards: Miracle Matter
edited 3rd Oct '15 6:07:30 PM by Pulse
I sure said that!anything from Megaman post-90s
"Tell them to shut up and have some faith in me." - dead flashback guyZinnia's battle theme
from Pokemon Omega Ruby/Alpha Sapphire would be nice (As would a Sky Pillar stage and Sceptile as a playable fighter, but that's hardly relevant).
Some more MOTHER series fight music wouldn't go astray, either. Some of Earth Bound's fight music is kind of weird and psychedelic (such as Kraken of the Sea
or Sanctuary Guardian
) so even though I love it, it might be kind of out of place in Smash. The Final Boss music
(Kind-of spoiler warning, just in case) would be right at home, though, as would Rock and Roll
or Natural Killer Cyborg
from MOTHER 3.
Does Luigi actually jump higher and have less traction than Mario in Smash?
I feel like Luigi's tornado jump should be a Dair similar to Mario's, and his Poltergust should be his Down+B, functioning like Rosalina's Gravitational Pull, while being kind of an equal and opposite to Mario's Fludd.
Doctor Mario should have a different Side+B, where he gives out a virus that poisons over time.

That's a trickier question; it seems that Veterans tend not to take as long, with Brawl vets in particular seeming to have the capacity to be imported into Smash 4 with a graphics overhaul and moveset tweaking required.
Then it seems that characters like Roy, who already have a basis in the game, are easier to develop, being adjustments of existing skeletons and hitboxes. And then you have things like Mewtwo, where it's remaking a moveset instead of importing.
And then we have the Ryus, who have to basically be made from the ground-up, more-or-less. Though since basically everyone knew what Ryu's moveset was going to be, at the very least that wasn't part of his development.