Redesigning Mario in Smash Ultimate | REDESIGNING EVERYONE
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- Опубликовано: 15 сен 2024
- The time has come. The first video is up and I feel good about how it turned out. Let me know what changes you're looking forward to seeing in Donkey Kong's video.
Heres mine. Neutral special, fireball, side b, the dive from odyssey, down b, tanooki tail. His ariels would be Up air, keep the same, down air, ground pound, foward air, keep the same, netrual air, spin with the cape.
I forgot to mention the up special, but I already liked what you had so.
Turning Mario into movement tech: the character is a pretty cold take. Honestly I think the main reason why he isn't already is case Sakurai feels like having a reflector on his kit helps with what I assume to be a design goal of Mario being the tutorial character. I am very happy to see Fludd stay in, I think Mario gets a lot out of it and I am bias towards Sunshine. Though what surprised me is that the Galaxy spin can't be used in the air. I know his new Nair serves a similar air stall function, but that just feels weird to me. Also cool to see Fire Mario turned into a more traditional Dragon Install, but with how easy it is to lose by accident I want to imagine he'd have a really fast smash charge speed.
Actually pretty happy to have people meet me on Mario being more movement based. I didn't make the spin an air stall which is understandably jarring to plenty of folks but I have since then added some really neat functionality to nair to help it fit the role that the air kick does in 64 so that sorta patches that hole. Also thank you Fire Flower install is dope. I think it would definitely be strong enough to warrant it being easy to lose with how powerful he gets and how good the charge fireballs would be at keeping people away. A faster charge rate isn't out of the question but I'm a believer that people would make it good proportional to how good they are as a player.
You have some rly good video ideas.
Subbed! Also I'm going to steal them😉
Thank you. Are you making a video or are you a smash modder?
@@sleepyswampert I'm gonna steal you videos and then make millions of dollars out of it
I haven't made a cent off these things, I'd suggest you steal something more valuable
Technically you can still have the fireball even if you want to make a no power ups moveset. Mario has been shown to be able to throw fireballs even without the fire flower such as Super Mario RPG and the Mario and Luigi games
It's most commonly associated with the powerup though. Even in the Mario & Luigi series every game after the original requires Mario to use a Fire Flower.
Mario's Final Smash sounds more like a "Comeback Mechanic" that some of the Ultimate DLC characters like Joker/Sephiroth get.
I love it tho, have his hit trails be fire when he transforms.
I like the footstool idea
I just think it shouldn.t kill and should do less percent like links sword beam when he's at 0 percent
@@Bonniferrous
It doesn't do any knockback, it still just footstools them.
@@sleepyswampert oh ok great vid
@@sleepyswampert I wish stuff like this would make their way into smash cause is super cool
@@Bonniferrous
Sometimes it does. I appreciate the details like Inkling and Charizard taking damage in water.
So Mario's new side smash is his original side smash from SSB64
Yup!
Nice! I like Smash 64.
Mario is still supposed to be a beginner-friendly character just like Kirby, right? You seemed to have that in mind when designing Neutral-B F.L.U.D.D.... Don't you think your D-Air is a little too complicated and advanced for a character like this? I can see players having trouble properly hitting the sweetspot on the attack, unless it always takes priority over the sour spot or something??
Amazing Final Smash by the way; it's pretty much exactly what I'd do if I were making my own fangame.
I was worried the issue was specials lol. Dair is actually probably pretty easy to get the hang of once you understand sweet and sourspots. The feet hitbox would have priority but are still relatively small as far as spikes go. What makes it so forgiving is the active frames and the bounce. You pretty much just land on them like Kirby and it'll probably work. The endlag is what would make it rough for beginners but Mario needs endlag somewhere and spikes are *typically* risky options anyway.
Man I liked how you added more references and still keeping him as a great well rounded character.I do personally want the final smash to be the huge dinosaur cinematic final smash but other wise no complaints.
fun fact: the wind up punch Fsmash WAS originally in smash 64
Yep! I guess I could have used that as an example
I think Side-B would be better if it was just a stun, so when you get captured, you get stunned. I also think ground pound should just be down air. Maybe a better Down B would be Mario getting a star with a hit box that sends the opponent in one of 5 directions depending on the point they’re hit (or just the one that’s closest to the center of their hurt box), and if it kills off the upwards hit box, it would have a 100% chance for it to be a star KO. (Ha. Get it.) It would also have the chance of doing the 3 hand poses from Mario Odyssey. Besides that, I think this is pretty nice!
I think making Mario as simple as possible is a good idea but having Cappy without the ability to capture stuff would feel like such a missed opportunity. And by get a star do you mean the powerup or the Mario 64 power stars?
I think his side special should be 3 things. The first will be a cappy throw, if it hits an opponent it will switch their direction like the Cape. If pressed while cappy is out he will dive, but he has to hold cappy, if he doesn't hit cappy, he dives until he hits the stage or until he hits the ledge. After he bounces of cappy he can dive again or up special.
@@mechamananimates5601
That sounds sick
This moveset is great, and represents Mario beautifully. One change I would make, personally, is removing the spiny up smash. I would include that as a power-up, which goes against the theming. I believe Mario's up smash should reference the super jump from Super Mario Bros. 2 (Doki Doki Panic.) This game isn't referenced otherwise in the moveset if I am remembering correctly and the move can replace the Super Jump Punch in its role as a powerful coin spawning punch upwards. This allows for a more interesting up special.
I actually agree about the helmet being a powerup. At the time I didn't see it that way but now I would remove it. Although I don't remember being able to punch in Mario USA
Sorry for not explaining properly, but I was referring to the crouch charged power jump from Mario Bros 2. It's not exactly a punch, but I'm combining it with the up special punch.
@@janetjohnson52
Interesting but don't you think it would be too similar looking to his up tilt?
That is a valid point. Maybe Mario could stay on the ground during up tilt, and jump high during up smash.
@@janetjohnson52
Well that just moves the problem somewhere else doesn't it? If up B and up smash are both jump punch he has 2 excellent out of shield options that look similar but have different power
Why no power-ups? I made my own moveset.
Jab: Punch, Punch, Kick
Dash Attack: Slide Kick
Side Tilt: Cape Twirl
Up Tilt: Uppercut
Down Tilt: Boomerang Toss
Side Smash: Hammer Whack
Up Smash: Super Jump Punch
Down Smash: Tanooki Tail Swipe
Neutral Air: Rock Roll
Forward Air: Cat Scratch
Back Air: Bee Stinger
Up Air: Galaxy Spin
Down Air: Ground Pound
Forward/Back Throw: Airplane Swing
Up Throw: Hammer Batter
Down Throw: Stomp
Neutral Special: Fireball
Side Special: Cappy Throw
Up Special: Wing Cap
Down Special: F.L.U.D.D
Final Smash: T-Rex
2 jumps
Can wall jump and crawl.
I would change Cappy to an idea somebody else had.
What if Mario throw Cappy at an super missile and Mario can control it like how he can control a bullet Bill.
bit strange but sounds creative
@@sleepyswampert Yeah, but to be honest. Cappy is already weird.
I know that you wanted to make a moveset without power-ups so as to keep things more simple considering the vast array of power-ups available
But out of all the power up I do think that fireball should stay as his neutral special
My reasoning behind that is that (for the most part) neutral specials serve as a defining characteristic for the character both in and out of smash. Peach has a Toad protecting her, referencing the fact that she is the ruler of an entire kingdom of subjects but also referencing her typical role as a damsel in distress. Kirby has his inhale, many of the pokemon have their signature moves such as Incineroar's Darkest Lariet or Greninja's water shuriken, Inking has the splattershot, Villager has pocket and so on. Flood does not feel like an ability that screams "That's Mario!" since it has only appeared as a gimmick in a singular game and so it doesn't quite fit as his neutral special I my opinion.
But if we look at Mario's most iconic abilities (aside from jumping since that's the main thing he's known for) are being able to grow in size and shooting fireballs, the latter of which despite being an ability that practically every playable character in his mainline series is able to do is heavily associated with him and is very conducive to the fighting game environment in comparison to the super mushroom. His ability to shoot fireballs is so heavily associated with him that removing them from his core moveset feels like a major design flaw considering that Smash is made up almost entirely of guest fighters who are supposed to represent their canon and iconic abilities.
So while I understand the reasoning behind your decision to remove them from his core moveset I feel like its a flaw in the design of your rework of the character
Fireball is fitting because he's in the context of a fighting game. Mario is malleable and basically changes to fit whatever game he's in so it works. But I'd argue that thematically fireballs are no more prevalent than any of the other SMB items so I don't see the need to give it special treatment. In basically every game that the fire flower is in it's alongside the star, shells, mushroom, and well I guess the 1up has been excluded as of late. But anyway it's not part of his basic skill set, it's never been something he can just *do* he needs an item or something else. Fludd was already there and it's the focus of a major game. I'm not opposed to a more "basic" neutral B, but I chose FLUDD because it was convenient. It's chargeable, it aides his new emphasis on movement and recovery, and it's a perfect parallel to the vacuum I wanted to give Luigi.
my god
im imagining
his final smash is so so op
but there is also the (high) chance of losing it early and being so frustrated
i really liked the moveset
i just disagree with reverting the taunts back and with some changes when he gets his final smash that don't make sense and personally think are weird
idk, like the flaming ring and the groundpound
his movement tho
wow
that's pretty busted
soo many options, jumps and movements
Yeah the final Smash is cool because it's easy to understand and use but rewards the good players heavily just like almost all of Mario's games.
The changes Fire Mario gives do sometimes come out of left field. I made up some extra enhancements to make sure that his final Smash would be as flashy as all the others. It looked a bit anti climactic in my head to get a cool new power up but you're mostly still just jumping and diving around like normal.
And yeah, I thought it would be fitting for the world's most prolific platformer to have some of the games most complex movement. Movement has always been what Mario's about but he's a little too basic in Smash.
Also, this is the first time I've seen anyone prefer the new one over the old up taunt lol. I think it's a lot cooler personally. But thanks a lot for watching.
@@sleepyswampert Yeah, I can understand that it felt anti climatic
I just found some of the changes weird, but they are cool, nonetheless
I am really liking your movesets
Thx a lot for hearting for my comment
It's the first time i get a heart XD
merry christmas
@@sleepyswampert hey
i returned to this video
and seeing my comment, i realized that at the time i was confused and thouht the new up taunt was the cappy one
What do you think? Yahoo if good oof if bad.
*intense blj yaahoos*
*Y A H O O O !*
Yahoof
yahoof
Yahoof
Pretty sure Sakurai explicitly stated that the reason cappy was not included in the moveset is because unlike almost any other move it would actually remove the opponent's ability to play the game, because smash is a party game, your concept of cappy is the very definition of toxicity and anti fun
I have never heard that quote do you mind showing me? There's tons of trapping moves, moves that paralyze, put you to sleep, and guaranteed combos that remove control from the player. I wouldn't exactly call mashing control either, it's just a way to get control back faster. Sakurai has never had a problem with moves like that. If he did they wouldn't have let Luigi keep his 0 to death. As long as the reward isn't too high a move like that isn't any more toxic than Kirby's inhale.
My guy Sakurai designed the last dlc characters.
Grabs, Minecart, command grabs, grounding moves, witch time, Clock item, Shadow, Rambling Mushroom, being in combos, getting eaten by Kirby and DeDeDe, Hit Stun. Theres a lot where you cant move/ limits movement during.
I would choose his down b to be the same except if he is in the air, if in air he would use the tornado which u can use for recovery if mashed, but it would be mario spinning and using flood so it could be using to prevent opponents recovering.
I think neutral b an item block this would give an options menu having 5 -15 options including things like fireball a recovery option possibly fludd and things like that
I think that when Mario is hit by a fire attack, the Mario sunshine “MMMAAAAMMAA” should play
Pretty funny didn't think of that
@@sleepyswampert also, what if fair had the Mario power tennis “YYEAAH”
@@Harrymation-productions Also a good idea
Personally, the only things I would change is
1. Fsmash to hammer from the mario and Luigi series. The hammer is stronger than his old fsmash but much slower
2. Neutral air to the spin from mario galaxy.
3.side b works exactly like mario odyssey except when you capture someone it turns them away like the Cape.
4. all the throws use flud now except the damage and knockback direction is the same.
Down smash is the same except tanooki suit.
Down b, well idk
The hammer almost made it as F smash but I went with speed over power. Spin would be perfectly fine as a neutral B and it's great that it can be used mid air. I like FLUDD more but either one is a good idea. I don't know how all the throws are the same if they use FLUDD, bit strange specially since FLUDD is a long distance weapon so it's not really used in close quarters grappling. Tanooki Mario is neat but why have him show up just to breakdance lol.
@@sleepyswampert oh wait I made a mistake, the neutral b is still fire ball. I meant neutral air is spin from mario galaxy, my bad
take flud and throw it in the trash hated what they did to him in brawl, then again i feel like Mario's biggest strength in the first 2 games was it felt like his start ups were really fast.
I think Mario's final smash should have him throw Cappy at the T-Rex in super Mario Odyssey and then Mario becomes the T-Rex and destroys all opponents with it
That would look cool
What about grabing the flag pole instead?
@@hombreglobo2344 what would that do? And also I'm starting to change my mind what if Mario final smash had him ride on the Odyssey and ram everyone with it.
I made an animation on my channel on how that would work
@@hombreglobo2344 I think something like the Odyssey or a T-Rex capture would make much more sense
How does the air stall work with stick jump
Almost the same as it does for Peach, although I'm thinking that it shouldn't get buffered out of a full hop, you should have to press jump again. Stick jump limits your options and it would basically only be possible after a double jump. However holding down and using a dedicated jump button could let you stall on your first jump or even while rising.
So long gay bowser
yahoo
No
No what?
Sleepy Swampert if it isn’t broken don’t fix it. Mario is pretty much perfect the way he is
Perfect how he is now? He doesn’t even act like the real Mario in Ultimate.
Taktaagic how doesn’t he act like the real Mario? Anyway there is zero point in changing Mario. He is the gateway character like how ryu is to sf
Eem 2wavy actually,there is. We need Mario revamped as well.