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Super Smash Bros: Trophy Fighter Physiology

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StarShooter80

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Basically the title name, I made a physiology page for the Trophy Fighters of the Super Smash Bros. series (ignore the minor spelling error in the sandbox) I've even included the skill tree as well:
It was checked out by other members on the verse discussion thread taking in their input too.

For other minor changes:
  • The tabbers for the other items and such in the profiles (apart from base) should be copy pasted from Sonic onto the other pages, since he has it better formatted than the rest which is a bit jarring. The skill tree tabber should obviously also be removed.
  • The "SSB4" tabber should be changed to Wii U/3DS to make it stand out more.
  • The other images in the profiles like the trophies, stickers and spirits clutter the page unnecessarily, they should be moved down to the gallery section.
Agree: AyOgUyS, TyranoDoom30, The_Axiom_of_Virgo, IDK3465, Psychomaster35, Kellex, TheHedgememe, TWILIGHT-OP, Celestial_Pegasus

Disagree:

Neutral:
 
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I believe invulnerability is wrong for at least air dodges. Besides air dodging not being the only universal way to achieve such a state rolls, spot dodges, and more exist, it is generally referred to and treated as intangibility evidenced by the fact an attack that would otherwise hit the character not causing the attacker to experience hit lag like when they would if they hit.

I would also suggest adding footstooling, and fall break to acrobatics justification as using double jump doesn't work great for characters who inflate themselves or use wings.

I am pretty sure critical hit should be damage boost, same shield damage up which isn't on the page.


Unflinching Charged Smashes, Sprinting Endurance, and Airborne Endurance should provide damage reduction.

Transformation Duration up, and Shooting Items up should probably provide limited power modification for increasing the length of temporary transformations/certain equipment and increasing ammunition counts.

Improved Escape supposedly makes recovering from paralysis, freeze, and sleep easier so those could be resistances likely.
 
I believe invulnerability is wrong for at least air dodges. Besides air dodging not being the only universal way to achieve such a state rolls, spot dodges, and more exist, it is generally referred to and treated as intangibility evidenced by the fact an attack that would otherwise hit the character not causing the attacker to experience hit lag like when they would if they hit.
I'll remove it sure. I don't by intangibility it looks more like a game mechanic than a real in-universe thing, that term has never been properly associated with dodges
I would also suggest adding footstooling, and fall break to acrobatics justification as using double jump doesn't work great for characters who inflate themselves or use wings.

I am pretty sure critical hit should be damage boost, same shield damage up which isn't on the page.

Unflinching Charged Smashes, Sprinting Endurance, and Airborne Endurance should provide damage reduction.
Added
Improved Escape supposedly makes recovering from paralysis, freeze, and sleep easier so those could be resistances likely.
Checking the support skill and it also mentions a status effect with crumbling so I'll add that too
Transformation Duration up, and Shooting Items up should probably provide limited power modification for increasing the length of temporary transformations/certain equipment and increasing ammunition counts.
I didn't even know we had that power on the wiki lmao Added
 
I'll remove it sure. I don't by intangibility it looks more like a game mechanic than a real in-universe thing, that term has never been properly associated with dodges
The term invincible or its variants are used which mean impossible to destroy if something was unable to be harmed because nothing can touch it is a valid reason for it to be invincible.
 
The term invincible or its variants are used which mean impossible to destroy if something was unable to be harmed because nothing can touch it is a valid reason for it to be invincible.
invincible is just invulnerability huh?
 
invincible is just invulnerability huh?
Okay, so invulnerability just means impossible to harm or damage. Intangible means can not be touched. You can't harm something you can't touch this is supported by gameplay.
 
Okay, so invulnerability just means impossible to harm or damage. Intangible means can not be touched. You can't harm something you can't touch this is supported by gameplay.
They don't get harmed by the attack because they dodge it it's the very name and description of the move they perform, the only reason why the attacks seem to bypass them as if they were intangible is because of the limitations the game has due to being in a 2D format
 
Though the spot dodge animation shows the character leaning into the back or foreground, the intangible state gained allows the character to dodge all attacks, including those that come from the foreground or background, such as the lava wave in Norfair. The character's leaning position after the intangibility ends can also result in evading attacks due to the three-dimensional nature of hitboxes, most notably King Dedede in Brawl being significantly outside the playing plane for most of his spot dodge's ending lag.
 
This description is only something provided by the fan website explaining the game mechanic themselves, not any real official source
 
Okay what about this
Shield Breaks at the End of a Battle – When your shield is broken and you're launched, you normally get a short period of invincibility. However, you won't get this invincibility during the final countdown of a battle.

You can probably contextually guess what this means but this is internally considered intangibility and functions identically.
This description is only something provided by the fan website explaining the game mechanic themselves, not any real official source
I feel like Dedede and passing though lava/magma that's in the background and foreground disprove the 2D limitation thing regardless
 
Okay what about this
Shield Breaks at the End of a Battle – When your shield is broken and you're launched, you normally get a short period of invincibility. However, you won't get this invincibility during the final countdown of a battle.

You can probably contextually guess what this means but this is internally considered intangibility and functions identically.
This works but I this implies it more directly
(★☆☆) Continuous Dodging Penalty – If you dodge too often, you'll move slower and be invincible for less time. Dodging away from an opponent has even a bigger penalty.
Anyways added
 
Great minds think alike

I have a sandbox for this too

Could Attack Reflection via Power Shielding from Melee possibly be added?

Go to Melee section here

Also maybe
  • Self-Status Inducement (Dizziness; Once a fighter keeps their Shield up for too long it will break and put them in the Dizziness status effect)
Limited Resistance to Darkness, Electricity & Poison just from regular gameplay
 
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Great minds think alike

I have a sandbox for this too
Could you send a link for it to my message wall I'd be interested in looking at it
Could Attack Reflection via Power Shielding from Melee possibly be added?

Go to Melee section here
Yeah looks fine to add, I'll also find a instance of it in gameplay too
Also maybe
  • Self-Status Inducement (Dizziness; Once a fighter keeps their Shield up for too long it will break and put them in the Dizziness status effect)
You could also maybe add Rage?

https://www.ssbwiki.com/Rage
These seem fine, though rage actually being rage power is flimsy since that's just the community name for the mechanic, it's just getting stronger by gaining a higher percentage (i.e taking more damage) which seems like Accelerated Development
Limited Resistance to Darkness, Electricity & Poison just from regular gameplay
I'm unsure on darkness, characters are just able to endure darkness based attacks from Ganon but not necessarily resist it to a degree.
 
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