Adam Levine
[color=#ffffff][font="Century Gothic"]I have tried
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- Seen Aug 28, 2024
Picture this: Masahiro Sakurai barges into your home without warning, and asks for your opinion on who the next fighter(s) for Super Smash Bros. should be (as DLC for Ultimate or the next hypothetical installment, it doesn't really matter). Who's your pick? Why are they your pick? What would they bring to the table? Do you have any moveset ideas?
My first pick would be Tinkaton. Considering that Tinkaton is the most popular Generation IX Pokémon, it seems like a no-brainer for it to join the roster if Smash 6 ever comes into fruition. Plus, hammers are just fun weapons, you know?
My second would be Ichiban Kasuga from Yakuza: Like a Dragon. I know I've mentioned Yakuza a lot in this forum, but I just wanted to get this out there. We know that Kiryu can't join because that would entail him beating up women, and while Ichiban has never actually fought a woman (at least one who's human), he'd seem more likely to do so if the situation called for it.
My first pick would be Tinkaton. Considering that Tinkaton is the most popular Generation IX Pokémon, it seems like a no-brainer for it to join the roster if Smash 6 ever comes into fruition. Plus, hammers are just fun weapons, you know?
Spoiler:
Tinkaton is a lightweight fighter who has the power and range to compete with characters such as King Dedede and Ike, but is quite slow and cumbersome for its small frame.
Tinkaton's neutral special is its signature Gigaton Hammer, which not only covers a large area and can KO at ridiculously low percents, but also sends Tinkaton flying into the air if it isn't already airborne, allowing it to perform an aerial attack or double jump afterwards. Think the Shockwave Hammer from Fortnite, if you're familiar with that. I believe that a character's neutral special should be the move that best exemplifies them and their gameplan, especially since this is the move Kirby will be copying when he inhales them, which is why I made this Tinkaton's neutral special.
Tinkaton's side special is Smack Down, a slow-to-start projectile that's unique in that it spikes the opponent when it hits them, sending them downward instead of away. Opponents will now understand how Corviknight feels.
Tinkaton's neutral special is its signature Gigaton Hammer, which not only covers a large area and can KO at ridiculously low percents, but also sends Tinkaton flying into the air if it isn't already airborne, allowing it to perform an aerial attack or double jump afterwards. Think the Shockwave Hammer from Fortnite, if you're familiar with that. I believe that a character's neutral special should be the move that best exemplifies them and their gameplan, especially since this is the move Kirby will be copying when he inhales them, which is why I made this Tinkaton's neutral special.
Tinkaton's side special is Smack Down, a slow-to-start projectile that's unique in that it spikes the opponent when it hits them, sending them downward instead of away. Opponents will now understand how Corviknight feels.
My second would be Ichiban Kasuga from Yakuza: Like a Dragon. I know I've mentioned Yakuza a lot in this forum, but I just wanted to get this out there. We know that Kiryu can't join because that would entail him beating up women, and while Ichiban has never actually fought a woman (at least one who's human), he'd seem more likely to do so if the situation called for it.
Spoiler:
I'd picture Ichiban's moveset consisting mainly of attacks he has in his Freelancer and Hero jobs, which make use of his fists and baseball bat. He also has a few random objects in his kit, mostly from other jobs he has access to, to highlight the more comedic aspects of his series. While he's strong and has a diverse kit, he suffers from middling mobility and below-average frame data.
Ichiban's jab is a three-hit combo based on his regular attack when in the Hero job: he swings his bat sideways, swings it back, then smashes it downwards. Like Peach's down tilt, the last hit spikes grounded opponents, as in Yakuza: Like a Dragon. Might be used to combo at low percents.
Ichiban's forward tilt is Stack Slap, an attack he has access to after making enough progress in the business management minigame: he brandishes a hand full of yen, smacking the opponent sideways and then again. Much like in the original game, Stack Slap makes use of timing in that pressing the attack button at just the right time after the first hit makes the second hit slightly stronger, while doing so too early or not at all makes it slightly weaker. Not only does this attack make sense in Smash, but it also highlights Yakuza's side content, which is a major part of its identity.
Ichiban's neutral special is Essence of Roadside Weapon. This is an attack Ichiban has access to after leveling up his Freelancer job enough.
-Normally, when using this move, Ichiban kicks forward, reflecting any projectiles sent his way or sending any nearby items flying.
-When he's holding an item, he smashes the opponent with it in the most comically brutal way possible; he can still perform this move while holding a heavy item like a crate or a bike, and if so the damage becomes even greater.
-If an opponent is nearby and he's not holding anything, he'll grab the opponent and smash their head against the floor, or a wall if there's one available.
Essence of Roadside Weapon makes Ichiban great in casual settings, since there are usually a lot of items to play around with, but it's also a good anti-zoning tool and command grab. Like with Kazuya's grabs, these item attacks and grabs are zoomed in on as well, so that you can truly bask in their glory. The concept of using nearby objects to one's advantage contributes to the (pardon the pun) essence of the Yakuza series, and while Like a Dragon's JRPG combat makes that aspect much harder to implement, a Yakuza rep wouldn't feel complete without an attack that truly feels "Yakuza."
Ichiban's Final Smash is Essence of Mayhem, your average cutscene Final Smash. Ichiban begins by cross-chopping one opponent, then letting his teammates do the rest; specifically, Nanba, Adachi, and Saeko (the first three allies seen in the video) each perform their respective attacks, then Ichiban finishes with a dropkick.
Ichiban's jab is a three-hit combo based on his regular attack when in the Hero job: he swings his bat sideways, swings it back, then smashes it downwards. Like Peach's down tilt, the last hit spikes grounded opponents, as in Yakuza: Like a Dragon. Might be used to combo at low percents.
Ichiban's forward tilt is Stack Slap, an attack he has access to after making enough progress in the business management minigame: he brandishes a hand full of yen, smacking the opponent sideways and then again. Much like in the original game, Stack Slap makes use of timing in that pressing the attack button at just the right time after the first hit makes the second hit slightly stronger, while doing so too early or not at all makes it slightly weaker. Not only does this attack make sense in Smash, but it also highlights Yakuza's side content, which is a major part of its identity.
Ichiban's neutral special is Essence of Roadside Weapon. This is an attack Ichiban has access to after leveling up his Freelancer job enough.
-Normally, when using this move, Ichiban kicks forward, reflecting any projectiles sent his way or sending any nearby items flying.
-When he's holding an item, he smashes the opponent with it in the most comically brutal way possible; he can still perform this move while holding a heavy item like a crate or a bike, and if so the damage becomes even greater.
-If an opponent is nearby and he's not holding anything, he'll grab the opponent and smash their head against the floor, or a wall if there's one available.
Essence of Roadside Weapon makes Ichiban great in casual settings, since there are usually a lot of items to play around with, but it's also a good anti-zoning tool and command grab. Like with Kazuya's grabs, these item attacks and grabs are zoomed in on as well, so that you can truly bask in their glory. The concept of using nearby objects to one's advantage contributes to the (pardon the pun) essence of the Yakuza series, and while Like a Dragon's JRPG combat makes that aspect much harder to implement, a Yakuza rep wouldn't feel complete without an attack that truly feels "Yakuza."
Ichiban's Final Smash is Essence of Mayhem, your average cutscene Final Smash. Ichiban begins by cross-chopping one opponent, then letting his teammates do the rest; specifically, Nanba, Adachi, and Saeko (the first three allies seen in the video) each perform their respective attacks, then Ichiban finishes with a dropkick.