Here’s what we think Erdrick, Ryu Hayabusa, Steve and Doomguy could bring to the game.
Recently, certain rumors have suggested who the mystery DLC characters in Super Smash Bros. Ultimate might be. If these rumors are to be believed, we would be getting Erdrick from Dragon Quest, Ryu Hayabusa from Ninja Gaiden, Steve (the default character in Minecraft), and the Doom Marine from Doom.
Honestly, some of these sound pretty far-fetched, but I also didn’t believe we were getting a duck and a dog from a forgotten NES game, and that they’d just end up calling the fighter “Duck Hunt” – so what do I know? And hey – the inclusion of Joker and Persona 5 R also began as rumors – so there may be some truth to this prediction.
If that’s the case – how would these other newcomers even fight? I have a few ideas, and I decided to try and think outside the box with some of these move sets. Even if I’m not Sakurai, these potential fighters still deserve wacky moves that keep them true to their character. See if you agree.
Erdrick is the main protagonist of Dragon Quest 3 and has been referenced many times since then as a legendary hero – and so he could feasibly bring moves from anywhere in the series. As an RPG hero, Erdrick can utilize a mix of melee and magic, similar to Robin. It also makes sense that regular attacks and aerials would utilize his sword or similar weapons, while his special moves could focus on spells and other tools.
Neutral Special: Zap. Zap is a spell that’s often learned by the hero character in Dragon Quest, and sometimes looks like a thundercloud that shoots lightning down at foes. This sounds a little familiar to Pikachu’s Thunder,so let’s spice things up: how about if Zap created a thundercloud some distance from you, which you could then move around before releasing B to release the burst of lightning down on nearby opponents -– giving you a move to help space opponents and keep them where you want them?
Side Special: Boomerang. Dragon Quest heroes and boomerangs go together like Link… and his boomerang. However, it would be interesting to see a boomerang that behaved differently from the three iterations of Links, and instead, let Erdrick’s boomerang pass through multiple targets and obstacles before its return back – similar to Simon’s Cross, but with more of an arc that can be influenced, and dealing less damage as a tradeoff.
Down Special: Kaclang. Another spell that Dragon Quest protagonists can learn, Kaclang turns the user invulnerable but renders them unable to attack. This could be used in a manner similar to Kirby’s stone special, which can either be used to fast fall and crash into opponents or quickly become immune to an incoming attack.
Up Special: Zoom. Zoom has always been a spell associated with fast traveling, or used to warp to specific locations, but can also make for a handy recovery move. Zoom could be used to fly upwards to a great height – potentially damaging anyone along the way. Think of it as the first half of King Dedede’s recovery move, without the giant slam downwards.
Final Smash: Puff! Every final smash should be a bang, and Erdrick’s should be no different. Thankfully Dragon Quest has a spell that turns you into a dragon – so why not use it to have Erdrick transform and unleash a giant blazing fire across the stage and burn everything in front of him?
The key to incorporating Ryu Hayabusa in Smash Brothers would be to adapt his mobility, speed, and versatility, and ensure his most iconic moves make it in. He’s a ninja, with a ton of tools at his disposal, and he should be able to switch between them on the fly to best suit his needs, much like how he does in his own game. His playstyle might look like a cross between Sheik’s speed and Shulk’s adaptability to various scenarios.
Neutral Special: Ninja Tool. It would be great if there was a way for Ryu to choose between several options, much like how Shulk does with his Monado Arts. He could switch between shuriken, windmill shuriken, explosive kunai, and a bow, but some restriction would need to be in place to prevent him from switching between all of these abilities too quickly. He should only have access to one projectile at a time for an extended period of time.
Down Special: Ninpo. Ninpo could be used as a way to choose between several different options – Fire Wheels, Art of Inferno, and Art of the Wind Blades would be the top choices. These should be powerful moves, but some mechanic should be tied to their use to prevent them from being used all the time.
Forward Special: Flying Swallow. When used on the ground, Flying Swallow should act as a fast-moving slashing attack, much like Falco/Fox’s forward B, but it should cut upwards through the air, covering plenty of distance. When used in the air, it should angle at a slightly downward angle, allowing him to zip to the edge from off-stage.
Up Special: Izuna Drop. The Izuna Drop is a spinning piledriver from the air that acts as a devastating combo ender in Ninja Gaiden. In Smash Bros. it could be his Up + B, to complement his flying swallow and give him both a horizontal and vertical recovery move, or he could have a jab combo on one of his aerial attacks that end with the Izuna Drop. Personally, I’d like to see the latter, as it would be more true to the source, and also, too many characters already have an “uppercut upwards, slam downwards”-style move on their Up + B.
Final Smash: Ninja Finisher. There’s really no shortage of excellent and stylish combo attacks to choose from in Ninja Gaiden’s history. Give Ryu an over-the-top combo attack culminating with a precise strike like Marth’s that sends his target flying, and make it look flashy as possible.
Let’s face it – a Minecraft character is going to be odd in Smash Bros. no matter how you slice it. So how do you introduce a blocky builder into a fighting game? In order to keep things true to his character, it would make sense to incorporate building elements along with the usual attacks – which leaves the possibility of an interesting moveset. It’s possible that Steve would be more of a ground-based fighter while lacking impressive aerial attacks, like a Little Mac with a little more tools to work with.
Neutral Special: Place Block. While this could also work as a Down + B, it would be wild if Steve could actually place blocks down on the ground – either in front of him or below him if in the air. He would need to have a limited amount he could place at a time – perhaps a maximum of 4 – and they would have to either be attached to an existing surface or drop downwards, perhaps dealing damage on the way. This could also allow you to create new platforms or walls to open up new possibilities and strategies like edge guarding, as other players would need to attack to destroy the blocks.
Side Special: Mine Cart. Similar to Villager’s Lloid special or Wario’s motorcycle, Steve could throw down a minecart to hop in and ram into other players, or jump out to send it hurtling into danger and keep enemies at bay. This could be further improved if the mine cart traveled faster or did more damage after moving across blocks. As an added bonus, there could be a random chance a saddled pig appears to charge across the stage instead!
Down Special: TNT Block. Similar to the block-placing special move, the down special could be used exclusively for placing explosives – larger than Snake’s, but possibly more deadly with a longer cooldown. Steve would have to have the means to detonate it of course, like ranged aerial attacks using a bow perhaps, and it would have to detonate on its own after a while. It could even be combined with the Mine Cart special move to combine into a deadly moving explosive.
Up Special: Elytra. Using a unique armor piece known as the Elytra, Steve would be able to soar upwards into the air and then glide downwards, possibly manipulated by player input. It could function similar to Meta Knight’s Shuttle Loop but perhaps a little less flashy, striving for a longer upward boost instead of the looping attack. The Elytra could also become damaged if attacked during the glide, stopping it short and forcing the player to land.
Final Smash: Portal to the Nether. Similar to Villager constructing a house to trap other fighters in, Steve could quickly construct a portal to the Nether which would suck in nearby fighters to their doom. It could even share the vortex nature of Zelda’s final smash and cause enemies to gravitate towards it unwillingly until the effect wears out.
A crazy addition if true, but just as crazy as some of the other proposed characters, the Doom Marine (or Doomguy) would probably have to tone down the violence in Smash – so no ripping and tearing would be allowed.
Still, if Snake can use some of his deadly weapons, maybe Doomguy can too. His chainsaw would make for good smash attacks while using his impressive arsenal of guns for any number of attacks that can either hit close-range or at a small distance. It would also be interesting to incorporate Doom’s armor mechanic. Successful attacks could let the Doom Marine gain small portions of armor which could then give limited damage reduction or super armor for incoming attacks, which could help translate his fast and furious playstyle that would reward aggressive and tactics and constant movement.
Neutral Special: Plasma Rifle. Using his Plasma Rifle, the Doomguy can unleash a torrent of energy not too different from the Super Scope, and utilize one of the weapon mods to initiate a Heat Blast around the player after letting go of B – the longer the rifle is used, the bigger the blast around Doomguy to ward of close-range threats.
Side Special: Explosive Round. Utilizing the Combat Shotgun’s Explosive Shot Mod, the Doom Marine could unleash a low flying projectile that explodes on impact or bounces once on the ground giving it banking opportunities and making it similar to the existing Mii Gunner’s grenade launch attack.
Down Special: Siphon Grenade. Adding to the Doom Marine’s aggressive playstyle could be the Siphon Grenades that when tossed, could deal life-stealing damage like Robin’s Nosferatu that would help him power through taking damage, especially when combined with an armor mechanic.
Up Special: Rocket Jump. Similar to Robin’s escaping recovery move by attacking below him, the Doom Marine could also use his signature rocket launcher to fire a missile (or several) below him to propel him upwards and over his enemies. Firing too close to the ground might hurt a bit!
Final Smash: BFG. Of course you have to have Doomguy’s favorite weapon as his ultimate attack – which could release a large slow moving energy blast across the stage that would damage anything close by, culminating in an explosion that would knockback all fighters in range. The closer the target to the blast, the more they’ll be damaged!
Brendan Graeber is a Guides Editor at IGN. Follow him on Twitter at @Ragga_Fragga.