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Nintendoninja said:

Alex Kidd

B-up: Peticopter: a recovery move much like Solid Snake’s cypher

B-down: Cameo Return: Alex swings his racquet from Sega Superstars Tennis to reflect projectiles.

B-forward: Cameo Cycle: Alex rides his motorcycle from Sega All-Stars Racing like Wario on his bike.

B: Shellcore Punch: Alex punches with an oversized fist.

Final Smash: Mascot Envy: His rage over Sonic replacing him turns him into a powered-up version of himself, like the Wario Man final smash.

The others can go away, but Alex Kidd needs to get his own game on the Wii U, and then be added to Smash Bros Wii U. Not a huge fan of the moveset you've come up with, though. I'd rather see his moveset play off the whole scissors, paper, rock angle (note that I'd like to see a new Alex Kidd platformer with a similar set of attack movements present to some degree). Think of it this way:

B: Rock Punch - Alex punches, producing a large fist with rock-like weight to it. Knocks foes forwards, away from Alex.

B-up: Paper Aeroplane - Alex flies through the air at an angle, kind of like the classic superman pose, but with a large "paper" hand position rather than a fist. If hit, foes fly up at same angle.

B-forward: Scissor Run - Alex dashes forwards with his huge hand in scissor position, slicing through multiple foes in front of him. No knockback.

B-down: Stone Form - Alex basically does what Kirby does, turning into a statue and dropping hard onto any foe beneath him. Based on what happens to Alex if he loses a match in Miracle Land.

Final Smash: Motorbike Rush - Basically the same as Captain Falcon's Final Smash, Alex gets on his motorbike and powers through the stage in a straight line, hitting anyone along that path.

As for a has-been that I could see added to a Smash Bros clone, how about Lemmings?

Lemmings

Plays somewhat like a blend between Ice Climbers and Pikmin, in that you have multiple "characters" on stage at the same time. Based on the moveset of Lemmings from the first game. Number of lemmings at a time is limited to say, 4, which means that, if all four are currently occupied with actions, you can't do anything more until one of them finishes (in which case, whichever lemming finishes first becomes the controlled one - if the last movement was B-up, player can continue to control the lemming while floating).

B: Bomber - The current lemming starts counting down in place, and you take control of the next lemming. The exploding lemming explodes, you take a bit of damage but more damage is done to any other character in the vicinity (including your own lemmings - get them out of the way). Once the lemming explodes, another lemming joins your lineup.

B-forward: Basher - The current lemming performs the bashing motion. If it makes contact with a foe, it continues the bashing motion, as per Lemmings, until it no longer hits a foe. You take control of the next lemming.

B-up: Floater - much like Peach's B-up, the lead lemming flies into the air using an umbrella. Other lemmings latch on for a moment, but are flung further upwards. Lead lemming (the one with the umbrella) will try to make it to safe ground from there, but you take control of the next lemming.

B-down: Miner/Digger - depends on whether used in air or on ground. In air, lead lemming attacks downwards in the Digger type movement, knocking foe downwards. Will hit continue to attack downwards in Digger movement until hitting solid ground (will Dig through any surface you can drop through). On ground, lead lemming attacks in the Miner type movement, knocking foe down and forwards. Will continue hitting while foes are still within range, will also mine through non-solid ground. Can be used against foe hanging from a ledge. In either case, lead lemming gets occupied with movement, player control switches to next lemming.

Final Smash: 99 and Nuke - A lemming entry point is summoned above the current lemming, and 99 lemmings pour out rapidly at maximum speed (speed 99 in original game). Once the last lemming has come out (walking in direction dictated by direction current lemming was facing), they all start counting down. <KABOOM>. Your four lemmings do not count down with the 99, but may be harmed if in vicinity of the 99 when they blow up.