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NEWSLETTER

Not just game news... News for gamers.
The first arcade game to use video disc technology was Dragon's Lair.

Headlines

Saturday, February 23, 2008

:: Articles :: Entertainment :: Games :: Wii ::
Brawl is coming closer, along with seven more character descriptions

Rick summarizes seven more characters for our weekly Brawl Countdown.

Day 15: Falco

Series: Star Fox Series
First Apperance: Star Fox [SNES, 1993]
Last Main Apperance: Star Fox Command [DS, 2006]
Smash Experience: Veteran
Intro: Falco Lombardi is one of Fox's wingmen in multiple Star Fox games. Despite this fact, Falco is often a loner; not wanting help from others when taking down foes and such. In Melee, Falco was a slower, slightly stronger version of Fox without the odd super speed fall and a blaster that could flinch. Also, points to Falco for having just a slightly more original name than "Peppy Hare" and "Slippy Toad".
Standard B: Blaster. Like Fox's, except not quite as fast and it flinches opponents.
Side B: That flash thing of his when he does his Side B looks unchanged from Melee. I don't know how much different it is from Fox's right now.
Up B: His Fire Falcon or whatever its called doesn't look too much different either.
Down B: His Reflector, however, is different. As Falco is the apparent jerk of the Star Fox universe, I guess he has to reflect that attitude in at least one of his abilities. ...no pun intended. His Down B has him taking his taking his reflector and kicking it forward, then it somehow slings back like a yo-yo. So, as you'd expect, it probably deals a decent amount of damage but Falco can't deflect anything behind him.
Final Smash: While the Star Fox universe having three reps may make some people wonder, others are simply perplexed that all three of those reps have the same final smash. Landmaster, a craft I assume was introduced in Star Fox 64, comes from the sky and deals massive damage through spinning, turning, or firing its cannon. Those foolhardy enough to stand on the Landmaster could be sent flying, as the Landmaster can go sky high. When it comes to that last part, apparently Falco's last the longest.
Other Notes: "Mind your own business, Fox!" ...that's all I got here. You can tell my Star Fox knowledge is quite limited.
My Expectations: Falco wasn't as great as Fox was in Melee, and unless Fox got nerfed some it doesn't seem like it'll be much different in Brawl. However, Falco himself is still quite formidable.

Day 16: Lucario

Series: Pokemon Series
First Apperance: Pokemon Diamond/Pearl [DS, 2007]
Last Main Apperance: Diamond/Pearl has been Lucario's only main appearance.
Smash Experience: Newcomer
Intro: While Lucario was a pokemon many wanted in Brawl, the way in which it happened stirred controversy. Mewtwo, who was in Melee and was the strongest of the original 151 Pokemon that many are aware of got replaced by Lucario, a pokemon not nearly as many are familiar with and apparantly gained most of its fame from some Pokemon movie. What's more, Lucario plays similarly to Mewtwo, but with traction and some other differences for the better. Its like they made Mewtwo better... but its Lucario. From that one movie. ...yeah.
Standard B: Lucario's Aura Sphere works like Mewtwo's Shadow Ball. Pretty much the same, actually.
Side B: Force Palm, I think, forces the opponent sideways with Lucario's palms. I think. Also, it can grab. With its palms. I think.
Up B: His Up B is Extremespeed, which, like Pikachu, can send Lucario in whichever direction you so choose (though not twice like Pikachu). I think this move also allows Lucario to cling to walls and such, but I'm not sure if that's something it can do freely rather than only do it after this move.
Down B: Reversal. Similar to the Fire Emblem guys' Down B, anyone that dares attack Lucario during its down B will be swept off their feet instead. Doesn't seem to have the same impact as Marth's or Ike's Down B, though.
Final Smash: Not sure what its officially called. Some say Flash Cannon. Others, Hyper Beam. While it is unwise to use either in a Pokemon game, its fine to use Lucario's FS here. He jumps up to the center of the field and fires a Shinkuu Hadouken-like beam. It doesn't deal too much damage, especially if Lucario doesn't hit you right away, but it has some nice knockback.
Other Notes: Despite being a Fighting/Steel type in the games, Lucario's attacks have the same 'dark' effect to them like some of Mewtwo's attacks. I would draw a comparison to the movie if I had actually seen it. I still don't get how a pretty good but not godlike pokemon like Lucario could get this popular just from one movie. In other news, its been pretty much confirmed that Lucario's attacks will do slightly more damage the more its hurt, dealing 1.5x normal damage once its at 200%. That's pretty neat.
My Expectations: Lucario seems like a nice addition to the series, and this fact would probably be more agreed upon if that addition wasn't by subtraction as well.

Day 17: Samus/Zero Suit Samus

Series: Metroid Series
First Apperance: Metroid [NES, 1987]
Last Main Apperance: Metroid Prime 3: Corruption [Wii, 2007]
Smash Experience: One of the Originals
Intro: When Melee came out, Samus' appearances was still at three (Metroid, Metroid 2, Super Metroid). Since then, Samus has appeared in seven games. Seven! In more than one of those, Samus appears at times without armor, in a suit referred to as her Zero Suit. Her weapons are limited to a paralyzing whip gun of sorts, and loses a lot of power as a whole, though she is faster without the armor. This new dynamic is interesting for Samus, but there's been talk that Samus herself has been nerfed a bit...
Samus Standard B: Her Charge Shot does the same thing as always, though now it makes a sound similar to Sonic's spin attacks. I dunno why.
Samus Side B: His missiles look kinda like Super Missiles now, but it doesn't seem like they hurt like Super Missiles. I'm guessing they're homing missiles like before unless you smash B forward where they instead just go on a straight line.
Samus Up B: Her Screw Attack never really does that much damage, her Screw Attack item does slightly less. But, it makes for some nice recovery.
Samus Down B: Her bombs are difficult to put to real use. They don't do a lot of damage, and while they give Samus an air boost its not easy to put that to application in a game like Smash Bros.
Samus Final Smash: Her Final Smash, the Zero Laser, fires exactly that in one direction. Anybody caught in its decent range has a good chance of going down as it has very nice knockback. Upon using this FS, however, Samus loses her armor and becomes Zero Suit Samus.
ZSS Standard B: Paralyzer. In Metroid Zero Mission, Zero Suit Samus couldn't kill anything. Her only weapon was this Paralyzer and as the name indicates it could only paralyze. Same theory applies here. It doesn't have much range, but of course whomever it hits will be stunned for a short time. It can also be charged and be sent in some other direction.
ZSS Side B: Plasma Whip just whips opponents. Whips 'em good. ... ... ...especially at the tip.
ZSS Up B: Plasma 'wire' works like Plasma whip, except from above instead of straight ahead. It can also apparently draw people toward Samus.
ZSS Down B: Her Down B simply flip jumps from one spot to another, usually up and over an opponent. I suppose, after doing this, Samus can quickly hit the opponent in the back.
ZSS Final Smash: Officially named "Power Suit Samus", Samus goes into a position not unlike the "Crystal Flash" one in games past. This doesn't do a whole lot of damage, which is ZSS's schtick as we all know, nor does it have a lot of knockback. However, upon completion of this Final Smash Samus will have regained her power suit and start dealing decent damage again.
Other Notes: Zero Laser is only one way of getting Power Suit Samus. Holding down the Shield button after selecting Samus on the character/stage select is another way. Quickly pressing the up/down/up taunts is the third way. However, there apparently isn't another way to turn Zero Suit Samus into Power Suit Samus aside from her Final Smash. How odd.
My Expectations: Is it just me, or does it seem like Samus seem completely lacking in any real power moves? I'm not even talking about Zero Suit Samus this time. Samus is always fun to play as, but it must not be easy koing opponents at low levels with her aside from a well timed charged shot.

Day 18: Yoshi

Series: Mario Series, later Yoshi's Island Series
First Apperance: Super Mario World [SNES, 1991]
Last Main Apperance: Yoshi's Island DS [DS, 2006]
Smash Experience: One of the Originals
Intro: Yoshi has had quite the adventure over the years in terms of its games. First appearing in the wonderful Super Mario World, Yoshi shined with its ability to eat things and use powers from certain Koopa shells, as well as being a noble 'double jump' sacrifice at times. Yoshi's Island, the things's first main game, was also excellent. However, since then its been a bit of a slipperly slope. Yoshi's Story was not well received even though many who've played it say otherwise, and the only time you saw Yoshi on the Gamecube was either in Melee or a similar party/sports game, or once again appearing as Mario's occasional sacrifice/'steed' in Sunshine. Yoshi's tried to make a comeback on the DS with moderate success. So... long story short, Yoshi is back in Brawl, probably ready for some vengence.
Standard B: Yoshi swallows foes, and they turn into eggs for a short time. While in the egg, Yoshi can pile on the damage, but its usually easy to break out, and you can still move in midair to foil Yoshi's attempts to eat then egg you over a pit.
Side B: Yoshi's rollout doesn't seem any different than in Melee.
Up B: You know, I never really figured out how to completely use Yoshi's egg toss until a Dojo update a few days ago. It seems so simple, yet I never got it down. Then again, I don't use Yoshi all that much.
Down B: Yoshi's Ground pound. Has pretty nice knockback.
Final Smash: Called "Super Dragon", Yoshi harnesses the powers of its original appearance, gaining wings and the ability to spew fire. There's two types of fire; a flamethrower type and a fireball type you can use with 'a button' the update says. If used well, Yoshi can be quite the danger while under its FS.
Other Notes: Yoshi is, I think, the only character that does not have a midair jump. That's because its initial jump is massive, better than some characters' double jump. Heck, I don't think Yoshi gets that much air in most of its games.
My Expectations: Yoshi is a pretty unique characters, all in all. Doesn't seem much different in Brawl than it did in Melee, so that'll please some Yoshi users.

Almost forgot today's character.

Day 19: Diddy Kong

Series: Donkey Kong Series
First Apperance: Donkey Kong Country [SNES, 1994]
Last Main Apperance: Donkey Kong: Jungle Climber [DS, 2007]
Smash Experience: Newcomer
Intro: Diddy Kong is the Luigi of the Donkey Kong series. Except Diddy Kong has had a bit better treatment, being the star of Donkey Kong Country 2 and the N64 Diddy Kong Racing, and his personality hasn't been shot all to hell. He's far more 'wild' than Donkey Kong, though, and thankfully to some doesn't play like the latter at all.
Standard B: Peanut Popgun is a weird gun. It can charge up. Charging it up too much will make it blow up in Diddy's face. When it fires, it looks like it stings like hell, yet it doesn't seem to make the opponent flinch. As it is shooting peanuts, after all. Peanuts that do not hit the target will break open and become edible for some healing.
Side B: With this move, he tries to land on the opponent and, if successful, will flip off the target's head straight up. It could make for some nice recovery if Diddy and an opponent are trying to recover at the same time. In fact, then it would be very useful.
Up B: Diddy's actual recovery move is pretty standard. He pulls out barrel rockets, and blasts off for some nice vertical recovery, though he's helpless until he lands.
Down B: Diddy's down B has him taking out a banana peel and throwing it onto the ground, perhaps to try to get the opponent to slip and trip on it. How annoying.
Final Smash: Diddy's Final Smash combines those barrel rockets with two peanut guns. He flies around, firing his peanut guns straight below him, and it actually hurts this time. Seems hard as hell to control, though. Plus, there's a good chance Diddy won't hit his targets plenty of times, leaving lots of peanuts for them to recover on.
Other Notes: One of his alternate colors makes him look disturbingly like Dixie Kong with obvious differences. That's all I got.
My Expectations: Diddy Kong is definately different than most characters in Smash, and it may take some quite a while to really master his moves and abilities. Diddy has some potential, it just looks like it'll take some work to unlock it all.

Day 20: Ike

Series: Fire Emblem Series
First Apperance: Fire Emblem: Path of Radiance [GCN, 2005]
Last Main Apperance: Fire Emblem: Radiant Dawn [Wii, 2007]
Smash Experience: Newcomer
Intro: Ike is the main character in the last two Fire Emblems, Path of Radiance and Radiant Dawn. The Ike in Brawl is that of his PoR model, as his RD model is much more buff. Ironically, only the RD version of Ike suffers from a lack of speed while PoR Ike is just fine in terms of speed, and Brawl's Ike is also pretty slow. Don't expect Ike to be just the new Roy, though, Ike has some key differences.
Standard B: His eruption attack is pretty close range, and is chargable. Obviously, its not a good idea to either let Ike charge up or to be in the attacks range if he is charging up.
Side B: His side B is called Quick Draw, which again is pretty weird considering its slow ol' Ike. It works similarly to Fox/Falco's Side B, except this one can be charged. It sends Ike quite the horizontal distance, and makes for an unexpectedly nice recovery.
Up B: Aether, in comparison, may not seem like such a recovery. It looks like Ike's Aether in PoR, except its really different. No second hit, no Sol or Luna effects, etc. In Brawl, Ike can't be flinched after he tosses his sword up (probably because he doesn't have very many frames without his sword), which brings up a bunch of different strategies regarding this move. There's a video of Ike surviving 12 straight Falcon Punches by using this move over and over again.
Down B: The only real 'clone' move of Ike's is his Counter, which works at a slower pace than Marth's but counterattacks for slightly more damage.
Final Smash: His Great Aether is also not a real Aether. Unlike Aether, which deals just two strikes, Great Aether deals 15 strikes, the first being the 'if I hit you you're screwed' hit and the last one having great knockback.
Other Notes: This isn't really about Ike, but I wish the Fire Emblem stage wasn't so generic. Random castle, random interior with weird statues, random fire pit, repeat. To make up for this, the included Fire Emblem stage music is generally really, really awesome.
My Expectations: Ike is not the new Roy, despite being the slower, stronger FE counterpart to Marth. Ike's almost completely different B moveset is a testament to this, and it seems like he's set up to be a more defensive character which is odd to say given that it is Smash Bros we're talking about. I look forward to using him.

Day 21: Robotic Operating Buddy (R.O.B.)

Series: NES Robot Series
First Apperance: Gyromite [NES, 1985]
Last Main Apperance: Stack Up [NES, 1985]
Smash Experience: Newcomer
Intro: The story goes, it was through the Robotic Operating Buddy accessory that Nintendo was able to sell the Nintendo Entertainment System as a "toy". This move supposedly increased sales and brought video gaming back out of that ditch it fell into during 1983. Despite the fact it was rather useless in the two 'meh' games it could be used in, R.O.B. is held in high regard for the aforementioned reason. Its made spot appearances here and there since, but none as big as this. Many disapprove of ROB's apperance as it got in over whatever character they wanted in, but I personally don't care.
Standard B: It fires a laser from its eyes. The end.
Side B: Its side B makes it spins its arms around and around at a rapid pace. It makes ROB rise off the ground a little, just a little.
Up B: I think its Up B gives it a jet boost, making it similar to an extra jump. I think. There's only been a couple of videos showing this things moves.
Down B: It apparently charges up... a Gyro I'm guessing? Hard to tell. Anyway, it charges up similar to DK's Punch and such. Upon releasing the thing, it'll be flung forward for decent damage. The item itself will remain for anybody to pick up and throw.
Final Smash: I don't know what this thing is called. Upon activating its Final Smash, a red field continously emits from its eyes with the attack button, dealing minor damage and little knockback, though enemies can be trapped in this field. I think it can also shoot out stronger lasers, but I'm not sure.
Other Notes: Its default color is that of the Famicom, the Japanese NES. Famicoms and Super Famicoms were quite colorful, yet the North American NES and SNES were drab and gray, with some purple on the SNES. As such, American ROBs were also gray. I wouldn't doubt some of the reason for the delay is to... SSE spoiler: fix its colors in the Subspace Emissary mode, in the movies and such. Also, I'm not sure, but I don't think ROB has a double jump.
My Expectations: Even though I personally don't mind ROB being in Brawl, it doesn't seem like ROB will be that great. It doesn't seem to have a lot of power moves despite looking like a heavy type character.

Written by Rick52 [GameWinners Moderator]

Posted by on 02/23 at 03:52 PM [6 Comments] [0 Trackbacks]
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