Board Thread:King for A(nother) Day Discussion/@comment-33237367-20191002235350/@comment-71.161.203.37-20200115000806

MissingNo.'s Final Smash would most definitely be Super Glitch. While MissingNo. itself doesn't have this move, it's basically a disambiguation name for a whole lot of glitched up Pokémon moves that usually are extremely volitale and end up destroyign and corrupting games beyond repair.

Considering how many there are, and of course, being glitches, their myriad of diverse effects it's gonna be hard to single them down, but I'm scanning it and I feel like the "most famous scenario" the "'TMTRAINER' effect" is a good starting point.

MissingNo. activates the move as a Final Smash, before the game "freezes" and the music fades out. MissingNo. is locked in place and cannot move the entire Final Smash, but a Gen I dialogue box appears at the bottom of the screen akin to Triple Finish in the real Smash Bros, but instead it fills up with garbage glitched text as MissingNo. is healed back to 0%. The opponent is poisoned, frozen and burned all at once, rather obviously causing a ridicious and deadly amount of damage, the frozen effect also probably causing the opponent to fall offstage, if not, when they unfreeze at the same time MissingNo. reaches 0% all accumlated damage and knockback given from the poison, fire and any other attacks given to them by either MissingNo. or another third player before the Final Smash was activated is given at once, pretty much instantly KOing them. MissingNo.'s attacks will also be slightly stronger after using the Final Smash to simulate the glitched level increase in the original source material, but only by about 1-2% for balancing, although it's knockback is noticably increased.

Also new stage idea, and a buff to one of my older ones, the Performance Stage.

Perfomance Stage now no longer changes for specific characters or has different effects or layouts, it's now kind of generic based vaguely on Rock Band with pyrotechnics for KOs, the original stage hazard of the audience themself is still present and is the main hazard of the stage and functions the same, however they've recieved an aesthetic upgrade and how take the appearance of various characters cameoing related to the fighters' source material, characters based on the sources of characters in the match will appear but also ones not related, as in they just came to watch. (i.e. a match between Johnny Bravo and King Dedede could have Finn the Human, Tiff,, Remilia Scarlet, K.O., Chef Kawasaki, Samurai Jack, Drake, Waddle Dees, Ronald McDonald, Shaggy Rogers, Escargoon, Numbah One, Grim, Maya Fey and Daroach in the audience, among others), They'd all have a basic animation probably one for standing, one for the character they're cheering for winning, one for them loosing/getting KOed, and a 'fighting' one for throwing an opponent that fell into them back onstage.

Also speaking of Geno, I have come up with a new stage idea: the Mountain of the Demon King.

I can't say much about it because it's kinda spoilerific, but it's the lair of Odio, the final boss of Live A Live, specifically this room, which has statues of every other major boss in the game.

Live A Live is an EXTREMELY spoiler-dense game in the final portions so I can't say much about it, but the room is fine minus context, and obviously none of the characters shown would be there. It would obviously be a bit larger and more spacious for fighters to fight in. The statues would offer a lot of cover, but beware, because the statues can take damage. If a statue takes too much damage it will break and a white flash will obscure the players vision. Depending on the statue broken, the characters will be dropped in specific moments in time, where after a time (around 1 1/2-2 minutes more than likely) they will go back, with that statue smashed. (They don't smash in the actual game, but it's a modification of how that section works, sending the main characters, who come from different moments in history back to their own times to fight a respective boss)

Depending on which statue is smashed (textless versions of the pre-boss fight cutscenes are shown to show each area), the player will be teleported to different areas, the order is from top to down ignoring the one in the middle, then moving to the other column after the first 3 locations, and the center one being the last.

Breaking the one looking like a skull will send the players to the inside of a space station from the Sci-Fi Chapter. It's a decently open area, save for a table fighters can fight on. In an alcove off of the room there is a computer console, fighters can attack it, but it takes a lot to break it, however once it does, it will explode and the lights will go off in the station. Either after the lights go off or after 2 minutes, the stage will change back to the statue room.

Breaking the next one down will send you to the Kung-Fu Chapter, to a room set in Ancient China. There are multiple props about which players can knock around and to each other, including candlesticks that can be used as fire damage weapons until they break after a short amount of uses, stools that can be picked up and thrown at opponents to interrupt combos, at the cost of the player's speed and jump being reduced when holding one and not being able to attack, and gongs that if attacked will swing forwards and backwards causing damage to anyone standing in front of or behind them. After 2 minutes the stage will change back to the statue room with the statue destroyed.

The next statue will send players on top of a balcony located in the Bakumatsu Chapter where players fight on top of a Japanese castle. The fish ornaments can be knocked off by attacking or colliding with them but this is mostly decoration and has no combat purpose. The main obstacle here of course is the fact players are fighting on top of a roof, and can get thrown off for an instant easy KO however being a Japanese castle players can use their Up Bs to recover onto the various terraces, which they can use to get back up to the top of the roof. After 1 3/4 minutes the stage will give you a clue it's about to change by it suddenly becoming very dark, but it will also change back to the statue room automatically if both players die by falling off.

Smashing the second topmost statue will send players to the middle of a town in the Wild West Chapter. The town is mostly empty however with nobody outside and all the doors locked to prevent entry. Players can pick up the barrels sitting about and throw them at opponents acting as normal Barrels. Occasionally they will have food inside. Due to the fact it can't be locked, fighters can throw their opponents into the Crystal Bar, but they get thrown right back out again after taking damage, which can be useful for setting up combos. After 1 1/2 the stage will change back to the statue room with that statue destroyed.

Breaking the next statue will send you to an empty field at twilight from the Present Day Chapter, changing the gameplay style to that of Street Fighter or 2D Tekken due to the forced perspective change, with tthe characters instantly switching between facing one direction to the other (save for animations like dodges and air dodges which are the only times they'd face the screen aside from any move that puts them in a sideways pose for a couple of seconds) so that things like ranged attacks and Supers hit correctly. After 1 3/4 minutes the stage will change back to the usual 3D gameplay style upon returning to the statue room.

Breaking the dinosaur statue will bring you to a cave located in the Prehistoric chapter, with an entrance guarded by a large horned t-rex. Every area has walled borders save that one, but due to the t-rex, any characters thrown out the front of the cave will be eaten and instantly KOed by it, it will also enter the cave periodically and snap at players attempting to eat them after around a minute and a quarter fighting. Players will be sent back to the statue room either after every player has been eaten by the t-rex or after 2 minutes.

And finally breaking the center statue will send players tothe Near Future Chapter to a park with a large strange statue in the center and a large mecha standing nearby. The statue is surrounded by a pool, and if players stand in that pool they will be poisoned for as long as they're in it, players can also attack the statue. After a 1 minute and a half, the mecha will walk over, damaging players on contact and meteor smashing any player unfortanate to be standing near it's feet. It will begin kicking and punching the statue, meaning it will also hit players thrown in front of it (unintentionally) spiking them in random directions. After 1 and 45 seconds it will fire a laser into the statue heavily damaging it, as the sky grows dark but it's scripted not to be able to destroy it without the players help. The laser obviously causes massive damage, so try and throw your opponents into it. If the statue is successfully destroyed the sky will clear up, the sun will come out and it will crumble to pieces into the pool. If it is not, the stage will get even darker as the ground begins trembling heavily until the stage changes back to the statue room.

Different things will also happen when you are close to running out of time on this stage in a timed match, depending on if you have destroyed all the statues.

If you have, nothing will happen and the match will end as normal, if not, at around 1:30 seconds remaining, players will begin to hear rumbling getting louder in the background, when there is only one minute remaining the camera will begin to shake, at 30 seconds left, the camera will shake extremely violently and at 15 seconds remaining the stage and all players perspectives will be covered in white as they take damage akin to a smart bomb, any and all players will be KOed at 3 seconds remaining. (these reference the good and bad endings respectively, with the latter happening if you fail any of the final boss battles)

Live A Live is a super great game, with an excellent soundtrack, Megalomania  is actually what inspired Toby to create the now infamous Megalovania in the first place, (he wanted to just use it straight up in Halloween Hack, but I guess it didn't work with the soundfont or something, so he just made his own song based on it, and thank goodness for that considering Megalovania's original owner '>_>) and the game is backed to the brim with both spoilers and feels, it's an excellent 90s JRPG classic right up there with Chrono Trigger and considering Shimomura's excellent work on the game, it's the aboslute perfect rep for Geno's new source list.