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Long gone are the days when Digimon tried to compete with Pokemon. Regardless of who won that war, fond memories exist for both. When a new Digimon anime that would feature the original cast but older was announced, I think it’s safe to say that many fans rejoiced at being able to see their favorite characters again. Anyone who’s seen the previews for Digimon Adventure tri., however, will notice that, even if the characters themselves are recognizable, their designs are significantly different compared to the original anime in a way that can’t just be explained by them being in high school.
Digimon had a typical yet still distinct enough style where characters had big heads, big eyes, and big hands that it carried through multiple series. In many ways it was unmistakably the way a kids’ anime was expected to look. Digimon Adventure Tri, in contrast, not only has characters with more realistic human proportions but also has a kind of looseness to the art that to an extent resembles Hosoda Mamoru’s famous Digimon films such as Our War Game. They could have easily mimicked the original style or even refined it to look more mature, so obviously this change is deliberate, but I think this change is particularly fueled by the fact that Digimon Adventure tri. is targeting the audience that watched the original Digimon Adventure all those years ago.
Essentially, I believe that the new character designs and general appearance of Digimon Adventure tri. are a way to show how the series itself has grown up just like the people who first watched Digimon Adventure. The audience has changed, the world has changed, and so too has Digimon evolved into something else. If anything, it’s grown up just a bit more slowly, as the kids who watched it then are probably in their 20s at this point, and they’re going to see Taichi, Yamato, and the rest stepping forward into adulthood.
Geno is quite a popular choice when it comes to character requests for the Super Smash Bros. series, and so there is plenty of fanart out there in support of his inclusion. While this makes my drawing a bit redundant (and the special moves are all pretty much what everyone else has for Geno’s attacks), I felt that the concept of Geno as a playable character could be taken an extra step beyond simply having his moves map 1:1 with his Super Mario RPG techniques.
In particular, I had this idea that Geno could utilize the “timing” system from Super Mario RPG where pressing or releasing a button at the right time makes the characters’ attacks stronger in some way. This is demonstrated not only in the depiction of Geno Beam and Geno Blast, but also in Geno’s smash attacks. As shown with Geno’s up-smash, the idea is that Geno’s smash attacks have an additional secondary component that Geno can chain into, similar to Kyo Kusanagi in the King of Fighters series or Fei Long in the Street Fighter series. Because it wouldn’t be terribly strategic to have the follow-up be automatically better every single time, the secondary part of every Smash Attack would have its own strengths and weaknesses (like leaving Geno vulnerable if the first part doesn’t connect properly, or not hitting at the desired angle at high percentages), so it would be an active choice at all times whether or not to use the timed attack system.
Other than that, Geno would have two other main features. The first would be his space control due to the fact that many of his attacks are ranged and come in at odd angles instead of straight-on (Geno Beam shoots diagonally upwards on the ground but diagonally downwards in the air, for example). The second would be that Geno’s normal moves emphasize the fact that his body is that of a doll, so it is extremely flexible, as demonstrated in that up-smash. This would give Geno a lot of unusual hitboxes on his attacks or allow him to slip past attacks by suddenly collapsing low to the ground, for example.
Unlike the previous characters I drew movesets for (King K. Rool, Princess Daisy), Great Puma is much more obscure. He’s the final boss from Pro Wrestling for the NES, and notoriously difficult, if only because all the button mashing you had to do to defeat him would hurt your thumbs (unless you used a turbo controller).
The reason I decided to draw Great Puma over the other wrestlers is because he 1) is a villain/antagonist 2) represents a popular retro series 3) has that final boss characteristic of knowing all of other wrestlers’ moves, which allows him to represent the full repertoire of Pro Wrestling. Kirby is depicted as the victim because I wanted to get across how the moves would look on someone distinctly non-humanoid.
As a Smash character, Great Puma specializes in holds and throws. He not only has more throws than any other character in the game, but he has two special moves that also facilitate grabbing the opponent. His Rope Bounce is sort of like a pseudo-wavedash in that it allows him to quickly retreat and then spring forward into a grab animation. His Reversal works like Marth’s Counter but it activates only when the opponent tries to grab him, which causes Great Puma to grab the opponent instead. Even his Running Neckbreaker is considered a throw, which overall makes him a difficult opponent to shield against. His Flying Cross Chop is surprisingly powerful but is only mediocre in terms of stage recovery.
His Final Smash, Wild Roar, allows Great Puma to link up to three throws together. This isn’t quite the same thing as a chain grab, as that involves grabbing the opponent immediately after a throw and then repeating. Rather, this allows him to do things like Grab -> Pummel -> Backbreaker -> Piranha Bite -> Piledriver before the opponent goes flying. Also not pictured are most of his moves, such as his back-air being Fighter Hayabusa’s Back Brain Kick (Enzui Giri) and his forward smash being Giant Panther’s Iron Claw.
I changed his tights because I think they just look better this way.
Following up the concept drawing I made for King K. Rool in Smash Bros., here’s Princess Daisy from the Mario series.
While Daisy’s most prominent appearance over the years has been in the multiplayer games, for the most part I thought it’d be cooler if her attacks referenced her debut game, Super Mario Land. Each special attack is based on one of the four worlds from Super Mario Land. One notable thing is that most of her attacks have a small added effect that gives them different properties if they hit close or mid-range. Birabuto Sand does solid damage if the actual kick connects, whereas the sand portion stuns the opponent. Muda Torrent works similarly, where the uppercut hits hard but the water has something of a FLUDD effect. Easton Ganchan can transition from recovery move to bouncing projectile. Her Chai Hop, based on the Pionpi enemies from World 4, is a fairly basic move but varies her recovery options alongside her Side-B.
Ideally, this means using her would involve deciding whether or not in any given situation to fight up close or at a slight distance, and what is the best way to transition back and forth between the two ranges.
Daisy’s Final Smash comes from the Super Mario Strikers series and grants her boosts to speed and offensive power. Additionally, many of her attacks will launch flurries of mechanized soccer balls.
While “clone” characters tend to look different but share similar moves with their base counterparts, Daisy is sort of the opposite, bearing obvious resemblance to Princess Peach but having significantly different attacks from top to bottom. Daisy is often described as being more of a tomboy than Peach, and so I thought it would be cool to have this come out in her attacks. Hence, she does things like throw hooks for Forward Smashes and kicks sand in opponents’ faces. Though not pictured, I see her small animations and jumps being more athletic as well. Of course, her taunt would be “Hi I’m Daisy!”
This is how I imagine King K. Rool (from the Donkey Kong Country series) would be if he were in Super Smash Bros. I’ve got at least a couple more of these on the way, so if readers are interested then they’ll have more to look forward to.
For King K. Rool, I made it so that each of his special moves references a different game in the Donkey Kong games produced by Rare, so Krown Toss = DKC, Blunderbuss = DKC2, Helicopter Pack = DKC3, and Punch Flurry = DK64. I’ve seen lots of other people come up with similar ideas, but what can I say? It makes complete sense.
While King K. Rool is much larger than Donkey Kong in a lot of the games, I wanted to make them roughly equal in size so that it comes across as more of a rivalry between two powerhouses, as opposed to the David vs. Goliath feeling of Mario vs. DK or Mario vs. Bowser. K. Rool is not quite as strong or as quick as DK, and his movements are a bit awkward, but makes up for it with some nice ranged attacks.
Krown Toss is for space control and bits of damage, while the Blunderbuss is for KO power. The longer you charge the Blunderbuss, the more (randomized) projectiles it shoots out. Helicopter Pack is highly controllable but very slow and thus an easy target for edgeguarding, while Punch Flurry is good for clearing crowds but exhausts K. Rool afterwards. He doesn’t actually punch all that much in DK64 but I figured having yet another ground pound character would be overdoing it.
His Final Smash is based on the giant leaps he takes in DKC; I imagine it being fairly similar to PK Starstorm only that K. Rool himself is also a “projectile” in this case. Of course, he would have his running attack from the first DKC.
In the world of Pokemon, Diantha (Carnet in Japanese) is not only the Pokemon Champion of the Kalos region and the final boss of Pokemon XY but also a movie star with renowned beauty. It shows in her character design, but there’s something I find interesting about Diantha’s attractiveness. As far as I can tell, rather than being the perfect woman for guys, Diantha appears to be closer to women’s general perception of the ideal feminine beauty.
I’m not especially well-read on the differences between how men and women view beauty except to know that there is at least some appreciable difference between the sexes. From my own experience talking to others about this, if you were to look at the female chefs on the Food Network and ask who is the most attractive, men often prefer Giada De Laurentiis while Claire Robinson appeals more to women. A lot of it seems to do with the men and women focusing on different features, though I can’t say for certain which is which. When I look at Diantha’s design she leans closer to Claire than she does Giada in terms of facial structure, and her pose and overall stature exude less of an alluring, sensual quality, and more a powerful, statuesque grace. It also might be the eyebrows.
Of course, tastes between individuals can vary even within the same gender, and there are also cultural differences to account for. In this sense I’d say that Diantha is more of a European ideal than an Asian one, but as with all of this it’s more my own impression than anything else. Obviously I can’t speak about how women perceive beauty firsthand, and if there’s something you think I’m overlooking or just plain wrong about, don’t hesitate to leave a comment.