How Incineroar in Smash Bros. Embodies Japanese Pro Wrestling

Incineroar is one of my favorite characters to play in Super Smash Bros. Ultimate. He’s the first truly traditional grappler character in the franchise, and his entire moveset directly reflects the Pokémon’s pro wrestling background. However, what I think is really fascinating about Incineroar’s implementation in Smash is that the character draws most directly from an old-school Japanese professional wrestling aesthetic and history.

To start off, a major part of Incineroar’s Japan-inspired wrestling design is a part of its identity as a Pokémon. It clearly takes a lot of influence from the beloved fictional wrestling character turned actual flesh-and-blood wrestler Tiger Mask—both are cat-themed athletes who are ostensibly heels but have a soft spot for children. But if you take a look at the relative strength of Incineroar’s attacks, you’ll find that it’s based on Japan’s cultural understanding of pro wrestling.

Incineroar’s forward smash is an Enzuigiri, and it has immense damage and KO potential. To a viewer mainly familiar with American promotions, the Enzuigiri is mostly used as a transitional move to something stronger or a counter to an opponent’s offense. However, the technique has a greater legacy in Japan, where it is the finisher of Antonio Inoki, one of the three most famous Japanese wrestlers of all time. Inoki is a legend as both a champion and the founder of New Japan Pro-Wrestling, and was even used as the model for the character Fighter Hayabusa in the NES game Pro Wrestling, where the Enzuigiri is known as the “Back Brain Kick.”

If you look at what Incineroar can do off a grab, you’ll find a similar phenomenon. Of the character’s four basic throws, the deadliest one is the German Suplex. Again, you have a move that, outside of Japan, is seen as kind of generic; maybe at most, people might associate it with Kurt Angle or Brock Lesnar. But the German Suplex is also the defining hold of Karl Gotch, the man known as the “god of wrestling” in Japan. Gotch had an enormous influence on the Japanese pro wrestling style, and even today whenever a wrestler pulls off a German Suplex in Japan, it’s seen as a big deal that can potentially end a match right then and there.

Another powerful throw Incineroar uses is the Argentine Backbreaker. While this move is seen in the US as more impactful than the Enzuigiri or German Suplex thanks to wrestlers like Lex Luger and the man who originally popularized it, Antonino Rocca, its footprint is even more prevalent in Japan. Not only did Rocca wrestle in Japan later in his career and is possibly the namesake of Antonio Inoki, but the Argentine Backbreaker also gained notoriety in the pages of the manga Kinnikuman. There, the character Robin Mask (a wrestler dressed like an English knight) uses it as a finishing move, calling it the Tower Bridge. Moreover, it’s clear that at least Sakurai Masahiro (the director of the Smash Bros. franchise) knows Kinnikuman: he posted to Twitter an image of Smash characters mimicking the Muscle Docking technique from the series:

Moving on, Incineroar’s best attack is arguably its side special, the Alolan Whip. While the name itself is a parody of the Irish Whip, the more important part is the follow-up: a vicious Lariat. 

One of the most famous American wrestlers to ever entertain fans in Japan is Stan Hansen, whose Western Lariat became downright iconic everywhere he fought. On the Japanese Wikipedia page for “Lariat,” the history section literally begins with a mention of Hansen, and in current times, the Japanese wrestler Okada Kazuchika is famed for his “Rainmaker” Lariat. Incidentally, Incineroar also has another related move taken from the Pokémon games—Darkest Lariat—but that’s closer to Zangief from Street Fighter II’s Double Lariat.

Generally speaking, I find that pro wrestling has a lot more of a longstanding influence on Japanese pop culture than it does American pop culture, despite the fact that pro wrestling as we know it has its origins in the United States. Even today, manga and anime wholly unrelated to wrestling or hand-to-hand combat (like Laid-Back Camp) will throw in a few references, as if to assume a common understanding among readers. So while having a wrestling cat for a Pokémon is not altogether that unusual regardless of culture, I find the execution of such a concept in Smash Bros. Ultimate to be very reflective of that enduring legacy. The fact that Incineroar so embodies the values of Japanese pro wrestling makes it all the more fun to play, win or lose.

Aesthetic and Gameplay Thoughts on Pyra and Mythra in Smash Ultimate

The newest DLC characters for Super Smash Bros. Ultimate are Pyra and Mythra (also known as Homura and Hikari in Japanese) from Xenoblade Chronicles 2. I’ve never played any Xenoblade games (or, for that matter, any games beginning with the prefix “Xeno”), so my impressions of these two characters are purely from an aesthetic and Smash gameplay standpoint.

Aesthetics

In terms of visual designs, Pyra and Mythra are probably the most “anime” of all characters thus far in the Smash Bros. franchise. Now, I fully understand that anime as a style is extremely diverse and that saying something is “anime” doesn’t reveal much on its own. Here, however, what I specifically mean is that their aesthetic is the kind that appeals to otaku primarily in the same vein that something like BlazBlue does—and at the possible expense of appealing to a wider and unfamiliar audience. 

Speaking personally as someone who devotes numerous hours per week to anime and manga, I don’t mind their look, but I fully understand why others would turn their noses at these two. There’s no mystery that these designs are pretty thirsty, and that they traffic heavily in anime tropes. If you listen to the Japanese in the video “Mr. Sakurai Presents Pyra/Mythra,” the Smash Bros. series director summarizes their respective demeanors as dere and tsun—what the official subtitles translate as “sweet” and “headstrong.” 

Ultimate also gives the ability to listen to the characters’ voices in Japanese and English, and the differences in performance have convinced me that there’s an aspect of many Japanese characters that gets lost between characters. Namely, when performing special attacks, I think the differences in Pyra’s and Mythra’s personalities aren’t as prominent in English as they are in Japanese. There’s a certain lack of aggressiveness I sense in Pyra even in her more passionate lines in Japanese that isn’t quite there in English.

Gameplay

Much like Zelda and Sheik prior to Super Smash Bros. for 3DS & Wii, Pyra and Mythra are two characters in one, with players being able to swap between the two of them as a special move. The basic breakdown (as explained by series director Sakurai) is that Pyra has power and Mythra has speed, but I wasn’t quite prepared for how fast Mythra is. 

Just moving around with Mythra reminds me of my earliest days playing Super Smash Bros. Melee and trying out Fox McCloud. Throughout the Smash Bros. franchise, Fox is known for being extremely nimble on the ground, and also dropping like a rock when falling. It’s not uncommon for new players unfamiliar with Fox to just fall off accidentally and die. Mythra sports a similar combination along with a somewhat limited ability to get back to the stage that makes self-destructs likely, and in a game like Ultimate where recoveries are generally strong, it’s quite a glaring weakness. 

That being said, Mythra by herself easily feels like one of the best characters in the game because that level of agility never goes out of style in Smash. She’s fast on the ground, fast in the air, and she has attacks that either start up quickly or cover a lot of space instantly. Her side special, Photon Edge, reminds me a bit of Sonic’s game plan in general. If you’re caught slacking from even half a stage away, Mythra can punish even an empty hop—the drawback being that some of her more damaging attacks like Photon Edge are easy to punish themselves.

In contrast, Pyra is markedly slower in every way and her recovery is even worse, but her reach and kill power easily outdo Mythra’s. Traditionally, Smash has favored speed over strength, and that’s still likely the case here, but Pyra’s ability to net KOs is actually kind of frightening. Many of her attacks are actually relatively fast for how early they can take stocks, and her superior reach compared to Mythra means that you can mess up an opponent’s spacing and neutral by switching between the two characters. Playing against Pyra, there were many occasions where I assumed I was at a safe distance, only to get forward smashed and lose the game. So while Pyra is likely the weaker of the two, her upsides complement Mythra quite well and actually appear to shore up each others’ flaws, unlike how Sheik is far and away a better character in Melee and Brawl to the point that Zelda only ever comes out in extremely niche situations.

Given the inherently advantageous properties of Mythra combined with having Pyra as a wild card, I feel like the chances of this character being top tier are very high. There’s just so much they have that classically works well in Smash that it’s hard to imagine them having any weaknesses that could truly limit them.

Overall

I don’t know Pyra and Mythra, but I think they’re welcome additions to Smash Bros. Their characters don’t bring any wild or unorthodox new mechanics to the table, but they ooze personality in everything they do. While I’m expecting the two of them to be very popular competitively, and I suspect that there might be a backlash against them coming,I think it’s a good idea to enjoy the ride for now, whether you’re a fan of them already or you’re just discovering them for the first time.

Sun Guts: Ogiue Maniax Status Update for March 2021

Here we are: roughly a year since coronavirus basically forced the world to change course. I seriously could not have imagined all that has happened since, and it feels like ten years have passed in the span of one. I’m losing my grip on time a bit, but this makes me wonder if doing these monthly blog updates actually helps in some way. I can see the days and weeks go by.

In happier news, the Blocker Corps IV Machine Blaster crowdfund to digitally archive the series was successful! I talked about it in a post to drum up support, and it actually didn’t make it until literally the 11th hour by crossing the finish line with only 11 minutes left in the all-or-nothing campaign. It’s not going to be on anyone’s list of best anime ever, but knowing I helped to keep an anime alive makes me feel good.

After all, I know what it’s like to have the support of others. Thank you to March’s Patreon sponsors:

General:

Ko Ransom

Diogo Prado

Alex

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from February:

God Mars and the Legacy of BL Fan Shipping

A look at the giant robot anime that is foundational to the fujoshi fandom in Japan. Gundam Wing before Gundam Wing, you might say.

That’s Ruff, Buddy—Nichijou: My Ordinary Life

My long overdue review of one of the funniest manga ever.

Otakon Needs Our Help

My favorite anime convention might not survive another year due to the Coronavirus. Consider supporting them!

Hashikko Ensemble

Chapter 37 has the most intense musical performance yet.

Closing

The 2021 New York International Children’s Film Festival starts this Friday! Unlike previous years, it’s a virtual festival this time around, and the $40 two-week all-acesss pass is an incredibly good deal. If you live in the US, it might be worth checking out.

Also, how about that Pyra and Mythra in Smash Bros. Ultimate, huh? I’m thinking about writing something in regards to fanservice in character designs, hopefully providing a nuanced perspective.

Stay safe, get vaccinated. I wish you good health.

Epsilon-Eagle (Alien Soldier) for Super Smash Bros.

Today’s a Nintendo Direct, so why not get excited with some Smash Bros. Ultimate character speculation?!

Treasure is a great video company that has a reputation for making games that cater to a more hardcore audience looking for difficult yet rewarding gameplay. As fond as I am of Treasure, however, I only recently got to learn about what is arguably their most difficult title ever: Alien Soldier. A largely one-man labor of love, it’s basically a gigantic boss rush, and as someone who adores boss fights, it’s in many ways the perfect game for me. It’s also mindbendingly unforgiving on a level that is all but unmatched—a combination of difficult controls and giant enemies designed to exploit the awkwardness that results from cumbersome movement. It’s fun, but cruel.

The peculiar nature of Alien Soldier’s gameplay kind of reminds me of the precision required to play Smash Bros. Melee at a high level. That thought then led to the obvious one: what if Epsilon-Eagle, the protagonist of Alien Soldier, was in a Smash Bros. game? Granted, there’s nothing that would automatically make him more deserving than even other Treasure heroes like Red and Blue from Gunstar Heroes, Marina Liteyears in Mischief Makers, or Serena in Guardian Heroes—except maybe that hardcore legend status. Still, I want to entertain the notion.

The key thing about translating Epison-Eagle to Smash Bros. is that the character’s game philosophy stands in philosophical opposition to the Kirby franchise. Where Kirby is all about gentle, beginner-friendly learning curves, Alien Soldier is punishing to the unfamiliar. Everything about controlling Epsilon-Eagle is supposed to feel like a chore at first. He should have awkward acceleration while running, jumps that are kind of a pain in the ass for the user, and weapons that both have limited ammo and get worse the more you use them. He should also be feared at low percents thanks to the ridiculous might of Phoenix Force.

In Alien Soldier, Phoenix Force is an extremely powerful dashing attack that does a ton of damage, is invincible, and hurts the user. In Smash, it would be like a combination of Charizard’s Flare Blitz and Banjo-Kazooie’s Wonderwing on steroids, albeit with an even more serious downside than Wonderwing’s limited ammo. Much like Link’s sword projectile, Phoenix Force would only be available when Epsilon-Eagle is under a certain amount of damage (let’s say 0-25%). The recoil from Phoenix Force would itself inflict 26% damage on the user (while dealing 50% to the opponent), meaning that unless you heal, there’s no way to use it again.

The catch here is that Epsilon-Eagle would be the only character in Smash who can heal by parrying attacks, somewhat akin to a “Just Defend” from Garou: Mark of the Wolves. In Alien Soldier, there is a move called “Counter-Force” that effectively acts as a parry, but which also creates health drops to collect. In Smash, having parry bring down the damage percentage would be a rough replication of that. It also makes the character good at dealing with projectiles (aside from Epsilon-Eagle also being a ranged character) and overly safe and predictable gameplay, as you wouldn’t want to accidentally give him back enough health to gain access to Phoenix Force.

In terms of special moves, Phoenix Force would be the side-special. While it’s executed as “down + jump” in Alien Eagle, I think it would be okay to at least give players the luxury of more intuitive directional controls. When Phoenix Force isn’t usable, the attack would simply be Zero Teleport, a horizontally traveling no-damage invincible dash reminiscent of Fox Illusion mixed with a bit of Pichu’s Agility. While it would indeed be impossible to hit, it would also travel the exact same distance and direction every time, limiting how much it can be abused. 

Neutral special would be Shot, i.e. firing your currently selected projectile weapon (Buster Force, Flame Force, Lancer Force, etc). Up-special would be Hover, which like in Alien Soldier, freezes you in place in the air. In Smash, it would be more for temporary midair stalling to mess with the opponent’s timing, but this would also mean Epsilon-Eagle’s recovery is highly reliant on Zero Teleport. Down-special would be Weapon Select, and much like Min Min’s Arms Change would cycle through different projectiles to use for the neutral special. Special + Shield would switch him between stationary shooting and running-and-gunning modes, giving him the ability to do both a moving shot a la Mega Man/Min Min or the ability to change direction of fire while standing still, but not both at the same time. It’s another intentional execution barrier in Alien Solder, and it would be here as well.

As for normal attacks and throws, they would have to be mostly made up from whole cloth, with a few perhaps utilizing ammo, akin to how Robin’s can deplete his Wind or Fire tomes depending on what version of jab he throws out. Something cool and spacey would be nice, but the important thing would be to not have him utterly hosed by reflectors. 

A character like Epsilon-Eagle should probably be high-tier or top-tier to justify his absurdity, but having someone so finicky could likely land him in mid-tier or worse. Moreover, the sheer strength of Phoenix Force would be tricky to balance, as even the slightest tweaks to it could result in a busted and aggravating character to use or fight against (or both at the same time!). Even so, wouldn’t it be amazing to see Epsilon-Eagle be up two stocks through clever gameplay, and then devastate the opponent’s last stock with a well-timed Phoenix Force? 

Minecraft Steve Is the PC Gaming Mascot of Smash

Throughout the years on this blog, I’ve speculated who would be a proper mascot for Western PC gaming in Smash Bros. As that series has transitioned from being “Nintendo All Stars” to “Video Game All Stars,” I’ve thought about the kinds of characters who could do a field as wide as “gaming on computers” justice. Maybe it could be the Warcraft orc Thrall, who features prominently in the real-time strategy, MMORPG genres, and MOBA genres. Maybe it could be Turrican, who comes from the Commodore 64 and Amiga era. But what I failed to realize—even after I did an analysis!—is that Steve from Minecraft is that Western PC representative. 

Minecraft is currently owned by Microsoft and on nearly every platform available, but as one of only two characters to get his start on computers (the other being Solid Snake and his original MSX debut), Steve 100% counts as a PC gaming mascot. I think the reason it didn’t even occur to me until recently is the sheer degree of Minecraft’s success. It is literally the best selling video game ever, and its presence transcends gaming. Yet, it still has fairly humble origins as a side project for a programmer working at a browser-based game company, to the extent that you might even count Steve as also the first indie gaming rep in Smash Bros. even if it is technically no longer an indie game.

As with every out-of-left-field fighter added to Smash, Steve opens up a world of possibilities in my mind. I want more than ever to just every aspect of video games from its earliest days somehow included. What about edutainment? Ryu, Ken, and Terry cover 2D fighting games, but 3D fighting games are substantially different. Reimu from Touhou could cover doujin games as well as shmups. Mobile and gacha games are such a huge part of the industry now—why not Angry Birds, or Dragalia Lost if they want to keep it in the Nintendo family? Imagine if Great Giana Sisters (which began as a Mario rip-off) made it in. Hell, why not bring in Computer Tennis

I’m aware that there are only three DLC slots left in Super Smash Bros. Ultimate, and that I’m wishing for the moon. Even so, it feels like we keep getting one ladder rung closer to that impossible dream, and it becomes ever so tempting to keep imagining. I realistically won’t be disappointed to see something less, and I respect all that the developers have accomplished, but nothing will stop me from looking toward the next sequel.

Sephiroth in Smash Is Uncharted Competitive Territory

Sephiroth has officially been released for Super Smash Bros. Ultimate, though many people had already gotten their hands on him thanks to the Sephiroth Challenge: a special boss fight with the new DLC character where the reward was early access. Having tried out the One-Winged Angel for a few days myself, I’d like to give my initial impressions of the character, and how I think he’ll pan out in more competitive play.

During this preview period, I’ve seen assessments of Sephiroth go anywhere from disappointingly mediocre to potential top tier. Based on personal experience, I can see why. Sephiroth seems to have qualities that are often death sentences for viability (large body easily prone to getting hit, slow and laggy attacks) but also ones that make for powerful characters (extremely large sword, high mobility, versatility, a built-in comeback factor). In other words, while Sephiroth is nowhere near as unorthodox as Steve from Minecraft, he still possesses a combination of qualities that have never really existed in Smash Bros. before. As #1 player in the world MKLeo puts it, he’s like Byleth (a similarly range-focused character), except Sephiroth trades attack speed for better movement. And in Smash, movement is generally king. 

The sheer size of Sephiroth’s Masamune changes everything. It goes without saying, but the sword is loooong. Cases where an opponent would otherwise be safe rolling away can still get them caught by the end of a sword swipe, and not even because of a particularly impressive read. Spacing both as and against Sephiroth is just different, especially if you factor in his other special moves, which are designed to scare opponents into making bad decisions. The ability to fake out with a Flare charge cancel, to get people to panic with Shadow Flare, or even catch someone slipping with a deadly Octoslash means that it’s easy for Sephiroth to fight on his terms.

That’s not to say Sephiroth’s aforementioned weaknesses are trivial. Like Mewtwo, he’s both tall and light, meaning it’s easy for him to take damage and die early. Sephiroth has issues with being smothered by quick and agile characters who can bait out his attacks and punish their endlag. His frame data is objectively lackluster, and his closest reliable option out of shield is a dismal neutral air with a frame-9 startup (though its utility on offense is much greater). His faster attacks also require a lot more precision, as they tend to be long but thin stabbing motions that don’t cover much space to the sides of the sword. However, Sephiroth in neutral generally looks to have an answer for everything, and it’s a matter of finding what works. I was playing online and losing games to a Fox—exactly the kind of character who can get in your face and stay there—but I managed to eventually win just by using my attacks differently. Down smash’s heavy shield damage can make defensive play unreliable, Scintilla’s ability to push back aggression, and up tilt’s generous scooping hitbox made charging in less free once I realized what to do.

On top of all this is Sephiroth’s One-Winged mode, which improves his stats across the board, as well as giving him super armor on smash attacks and a third jump. Activated when Sephiroth takes a certain amount of damage, it makes him scary in a manner akin to Limit Cloud, because the enhanced mobility makes possible things that would have been out of the question otherwise. Luckily for anyone facing him, he’s still light to the point that it won’t take much to KO him and remove his enhancements temporarily, but it can be like fighting (and using) a different character.

Speaking of Cloud, in comparison to his fated rival, Sephiroth is definitely not meant to be a beginner’s character. Whereas Cloud has extremely good mobility and hitboxes that are both safe and generous, Sephiroth can’t just throw things out willy nilly and hope for the best. Cloud can be played intelligently, but Sephiroth needs brains to function well if your opponent knows what to expect. He just has so many attacks with so many particular uses, it’s going to take a long while before even the best players know how to fully utilize everything he can do.

As for where I think Sephiroth will end up in terms of viability, I’m bullish on his future performance, and can see him at least in high tier. Slow attack speed is never a good thing, but imagine if you took Ganondorf and just gave him a sword as big as Sephiroth’s. It wouldn’t necessarily make Ganondorf a top tier, but it would open up possibilities on offense and defense in a big way. Thus, while Sephiroth has his fair share of pronounced flaws, he also possesses a unique combination of laggy yet powerful ranged attacks along with tricky movement and specials such that the drawbacks of the former can be mitigated by the latter with smart spacing. The very fact that MKLeo is interested in using Sephiroth might also very well give him a huge boost in visibility early on. 

Sephiroth and Villainous Presence in Smash Bros.

Sephiroth has been announced as the latest DLC guest character in Super Smash Bros. Ultimate to great fanfare. I certainly didn’t expect him because I figured they would want to spread their 3rd party characters among as many companies and franchises as possible for the widest marketing reach—let alone having a second Final Fantasy VII character, even if there is a big remake currently.  Why Sephiroth?

The answer, I surmise, is that he fulfills an ongoing theme of having villains to contrast some of the biggest heroes in Ultimate. This is the game that added Ridley and King K. Rool to the roster, and K. Rool’s trailer even emphasizes the different rival pairings that exist in Smash. There’s a special place for the One-Winged Angel in the pantheon of video game villains, and he more than deserves a place among the other all-stars in Smash. Sephiroth is the first third-party villain in the game, and the first villain DLC.

But Sephiroth’s appearance makes me realize something: much to my chagrin, it’s highly unlikely that any antagonist or boss can get into Smash as a playable character without there first being a protagonist to contrast them. I would wager that, in another universe where Cloud had not managed to debut in Super Smash Bros. for 3DS & Wii U, he would have been the one to appear now instead of Sephiroth. It’s understandable why they would go for heroes before villains, given that the bad guys are usually not the most prominent mascots of their video games, and the good guys are usually the player characters. Even a generic hero like, well, Hero, takes precedence over Zoma or Dragonlord from the Dragon Quest series. 

There is a game that has leaned more toward villainy when it comes to its guest characters, though. Tekken 7 has Geese Howard but not Terry Bogard, Akuma but not Ryu, and Neegan but not whoever the protagonist of The Walking Dead is. That’s a very different sort of environment, of course, given that Tekken is a standalone world and not inherently a crossover like Smash is. Again, I see why Smash would not want standalone bosses to take up too much of the roster, but I’ve just always thought it would be a nice way to add some diversity without taking up two slots instead of one.

Of course, nothing is ever set in stone with Smash in terms of how or why new characters are chosen, but I think “villains second” just makes sense, even if I wish it didn’t. The only possible exception I could see is if said antagonist all but defines a certain video game’s identity. Which is to say, maybe Carmen Sandiego still has a shot…?

In any case, I’m looking forward to the Sephiroth gameplay reveal.

Mind Craft: Steve in Smash Bros. Ultimate Impressions

The impossible has happened once again as Steve (and Alex) from Minecraft joins an increasingly unthinkable roster in Super Smash Bros. Ultimate. While I’ve never touched Minecraft, I appreciate its creativity and the joy it has provided so many people young, old, and virtual. Having now played (and played against) him for the past few days, I would say that in both visual style and gameplay, Steve from Minecraft is likely the most bizarre character in franchise history. 

Where most characters end up having their appearances updated or at least rendered in finer detail, Steve joins Mr. Game & Watch in having a look deliberately hyper-faithful to his source material to the point of incongruity with the rest of Smash. In terms of his skill set, Steve moves differently, attacks differently, and his block-formation + resource-mining mechanics only have the loosest similarities to other fighters. He’s a little bit Olimar (gathering resources), a little bit Robin (resource management), and some degree of Mega Man (movement while attacking), but also far beyond being a simple chimera of those three. His blocks also kind of resemble what Kragg in Rivals of Aether and Olaf Tyson in Brawlout are capable of, but Steve’s version exists as more than just an unusual recovery move. 

I have quickly come to the conclusion that I’m not a good Steve player (and likely never will be), so I can’t offer any tips or hints as to how to best play the character. I can, however, talk about how it feels to struggle with and against Steve.

With Steve, moving around feels counterintuitive to what I’m accustomed to in Smash. For example, in Ultimate, one common way to avoid attacks is to jump. Unlike in previous games, all characters take the same amount of time to leap, so you can go above a lot of things, especially grabs. Steve, however, has one of the worst first jumps in the roster, and so he can actually get grabbed in situations where others wouldn’t. Steve needs to burn his second jump instead, which would be a bad idea for most other characters—except unlike everyone else, he can create a block underneath and restore his jumps instantly. You have to literally approach concepts like being grounded and being airborne in a new way compared to everyone else, and for me, it is taking a lot of time to get used to. 

In addition to not having any ups, Steve has some of the worst mobility stats in the game—roughly bottom 10 in nearly everything. He feels sluggish when I’m in control of him, but when I play against him, he somehow feels incredibly squirrely. I believe this is because of a combination of qualities Steve possesses. 

First, he can attack while walking in a fashion akin to Mega Man and Min Min, so he can retreat and advance with ease, even if he’s slow.

Second, he has a deceptively thin hurtbox that makes spacing moves against him difficult. “Hitting” his arms doesn’t do any damage, and often attacks that seem like they hit will whiff easily when combined with his ability to move back and forth easily.

Third, it’s very hard to tell what he’s doing based on his animations because so many of them overlap or look extremely similar. His walk, dash, run, roll, jump, and even his getting-hit animations all have the same ramrod-straight stance with arms and legs flailing, and his other actions aren’t far off. The fact that he remains “standing” while getting hit in the air also means he sometimes lands on platforms where others wouldn’t.

Fourth, his actual attacks are surprisingly fast, and the ability to rapidly throw out simple moves means it’s hard to tell when he’s vulnerable and when he isn’t.

When Steve is at full strength—plenty of resources to burn and diamond tools for early kills—he seems very strong. He lets a player be as creative as they want, and already, people are discovering unique combos, techniques, and glitches (that will likely get patched out). What he lacks in movement, he makes up for in fast, strong, and useful attacks, somewhat like Luigi. The Minecart looks like one of the best moves in the game at the moment, as it protects Steve from attacks, and the ability to stay in the cart (for an attack) or jump out (turning the cart into a grab) is a scary mixup. It’s basically Diddy Kong’s Monkey Flip on steroids, and I’m unsure of whether it’s the online setting that makes the move frustratingly difficult to react to, or if it’ll be just as potent online. I do feel that the character benefits a lot from lag, but it’s very possible that his quicker properties would be of greater benefit offline.

I’ve still yet to fully decide which characters I think do especially bad against Steve, but Little Mac’s reliance on ground movement means that blocks mess him up pretty easily, and his recovery is rife for exploitation by Steve’s crafting blocks and down-tilt (a descending fire attack). Big-body characters get comboed to hell and back by him, but I can see certain ones doing better or worse. I can’t quite figure out if Mewtwo does well against Steve or not, but I think the online environment plus the strength of Minecart is skewing my perceptions. 

As for which characters seem to demolish Steve, it’s likely characters who can either outcamp him, or who can quickly get close and overcome his attacks with better range. Zelda’s Din’s Fire can be a pain for Steve because its properties let it circumvent block placement. Marth and Lucina have the speed, strength, and long pointy swords to make life difficult. Shulk’s Monados may be hard to contend with as well. Also, the rigid hurtbox of Steve comes with a potential drawback: it looks strangely easy to hit him with sweetspot attacks, like Zelda’s lightning kicks and Marth’s tipper sword attacks. 

Of course, that’s all speculation on my part. Steve is such a decidedly non-cookie-cutter character that it’s going to be months or even years before he’s even halfway understood. If Smash Bros. is about bringing together all these different video game legends and showing off their unique qualities, then Steve feels like they imported an entirely new game engine into that universe. He’s both fun and annoying at the same time, and I suspect we’re going to be seeing a whole lot of him for a long while.

Refreshing Noodles: Min Min in Smash Bros. Ultimate

A lot has happened in the Smash Bros. community over the past two weeks, with multiple instances of sexual abuse and assault among its competitive scene coming to light. This is a serious problem, and its exposure is ultimately for the better, especially for the victims and those who would have been potential victims.

This has also overshadowed some of the happier Smash news—namely the reveal of Min Min as the new DLC character—so I want to focus on that. Hopefully, we can embrace the good without looking away in willful ignorance as to what needs to change.

Min Min

When an ARMS character was announced as DLC for Super Smash Bros. Ultimate two months ago, the online reaction felt less than enthusiastic. Although ARMS is a fairly successful Switch game, the previous DLC pack had hardcore fans craving for more outlandish choices in the vein of Hero and Banjo-Kazooie. Amazingly, I think the developers and Nintendo have managed to turn opinion around with their reveal of Min Min as the winner, and it’s thanks to a combination of factors. 

First, ARMS just has fantastic character designs that ooze personality, and Min Min is one of its best. Second, she brings a unique fighting style that gives players something new and different to try out. Third, she happens to be associated with the Etika, the gaming Youtuber who tragically died by suicide almost one year ago. All three worked together to make a perfect storm.

Character Design

Min Min looks cool when she probably should look ridiculous. She is a ramen shop owner with noodles for hair, a ramen bowl hat, a dragon for an arm, a somewhat stereotypical Chinese outfit, and she does kung fu. Yet, somehow, it all works together. She comes across as fun and lighthearted, yet serious and strong. Her martial arts animations are impressive, and they lend her a lot of flavor.

The trailer itself also did a great job of conveying her personality. As the other ARMS fighters battle to obtain a coveted Smash Bros. invitational letter, Min Min is at her shop watching Captain Falcon and Kirby eat ramen. It’s only after Captain Falcon has completely finished his bowl with utter satisfaction that Min Min leaves to fight for the Smash spot. This shows how important her restaurant and customers are to her, that she would on some level prioritize them over what is arguably the ultimate prize. Min Min just comes across as charming and powerful in the best ways, even to those who have zero familiarity with ARMS.

Min Min is also the first playable Chinese character in Smash Bros. history, giving her a unique factor. Because she speaks Mandarin Chinese in the trailer, I was curious as to who her actor is. It turns out the voice behind Min Min is Takutsu Haruna, a Japanese performer who studies Chinese as a hobby. I appreciate the fact that they chose someone who has put in that much effort, even if all she’s saying is, “I love ramen!”

Fighting Style

Min Min might very well become the bane of online play with her long reach and dual-arm game mechanic. Zoners and projectile specialists are the bane of many Smash players, and it seems like Min Min is only adding fuel to the fire. But Sakurai’s video demonstration makes her look more exciting than one might have expected, notably because she controls differently from pretty much every Smash character before her. Whereas most characters have a clear delineation between their normal “A-button” moves and their special “B-button moves,” for Min Min, they control her left and right ARMS respectively. Moreover, she can move while her attacks are coming out. Thus, she’s able to deliver long-range one-two combinations at a player’s chosen timing or send them in different directions to cover a wider area. 

The closest comparable character is Mega Man, who’s able to move and attack in a similar way thanks to his pellets, but even that doesn’t fully prepare players for the Min Min experience. Just from using her for a few days, it feels like you’re playing a completely different game—my fingers stop knowing what to do with other characters when I try to switch back. She’s someone who will take time and dedication to use at even a functional level, which also means she’s offering something you won’t find in other characters. It’s unclear as to how strong she actually is, but it will take time to figure out regardless.

As an aside, while not related to ARMS, this left-right setup could also be the perfect way to add a Tekken character to the roster. Heihachi is probably out given the Mii costume they just announced, but who knows? Maybe we’ll get Kazuya MIshima or Jin Kazama instead.

Etika’s Legacy

The late Etika was one of the most visible figures in online Smash fandom, and was probably the very face of “Smash reaction videos” thanks to his genuine passion towards character reveals. While he would invite controversy constantly, it became sadly clear in the end that he suffered from mental illness, and every one of his fans wishes that things turned out differently.

Etika also happened to be a big fan of Min Min, though not always for the purest of reasons, as his LEGS t-shirt above makes clear. Regardless, when Min Min was first shown in that trailer, those who followed and knew Etika probably all had the same thought: the man would have loved this. It’s even possible to imagine how he would have reacted—with an expressiveness few can ever match.

In the End, Nothing’s Wrong with First-Party Characters

Min Min’s announcement had it all: a strong character aesthetic that can make new fans instantly, a showcase of interesting gameplay brought by her, and an online presence that goes beyond the familiar borders of Nintendo in the form of Etika. What’s just as important is that it showed how you don’t need an off-the-wall unpredictable pick to create excitement and hype. “An ARMS character” is something probably anyone could have predicted, but what they perhaps couldn’t account for is having the whole package executed so well. My hope, however futile it might be, is that fans can appreciate the characters that are coming, even if it’s not necessarily the ones they want. They might be able to win us over, just like Min Min.

The Charisma of Terry Bogard in Smash Bros.

Terry Bogard has arrived in Super Smash Bros. Ultimate on the heels of a 45-minute love letter from Masahiro Sakurai to SNK. I feel that it gave Terry the appropriate level of hype, but it’s his charismatic presence, both in personality and playstyle, that can turn even the sourest doubters into fans.

Without even getting into little story details, Terry’s general presentation just screams “cool guy with a fun attitude who knows how to get serious.” His look might be straight from the 1990s, but he somehow doesn’t feel dated. All of his little Engrishy quips, his cool-looking moves, and even his general standing pose all work together to make him the center of attention. As expected of an SNK character—even after the Neo Geo started being inferior hardware, the developers of The King of Fighters would put in some of their best sprite animation work. Ultimate captures that sentiment.

As for gameplay, Terry feels more fitting for Smash than Ryu and Ken. His burst-mobility specials all work in a platform fighter format, and you can practically picture Terry coolly accepting that he’s in this crazy crossover situation. In a way, he feels like a mix between Ryu and Captain Falcon: a traditional fighter who can suddenly close large distances and make opponents regret frivolous decisions, but who’s balanced out by a less than stellar air game. His ability to access Power Geyser and Buster Wolf after 100% is sure to be controversial, but Terry overall doesn’t feel overpowered.

Welcome to Smash, Terry Bogard. I hope to see you make one hell of a splash.