This guest Dream Smasher was created by @Firemahj on Twitter.
Over the years, Microsoft has been strengthening its relationship with Nintendo exponentially. From massive titles like Minecraft utilizing crossplay with the Xbox One and Nintendo Switch, to other gestures like the porting of Cuphead and the Ori duology to the hybrid system, the cooperation seen between these two former rivals is a sight to behold. This growing coalition hit its first peak at E3 2019, where the beloved duo Banjo & Kazooie were announced as DLC for Super Smash Bros. Ultimate, marking the first time Microsoft had taken part in the celebrated crossover. A year later, the relationship hit a second peak on October 1st, 2020, when Minecraft Steve was announced for Ultimate’s second wave of DLC, crashing Twitter with his reveal. This brings us to another iconic mascot from Microsoft’s lineup: Halo’s Master Chief. This beloved marine has been requested for a long time now, as far back as the Brawl days, and with characters like Cloud, Banjo, and Steve now on the crossover’s roster, the idea of him joining seems less and less like an impossibility. We have even seen the official Halo Twitter account open to the idea of a crossover between Halo and Smash the same way Phil Spencer was about Banjo. What better way to promote Master Chief’s upcoming adventure in Halo: Infinite than to solidify the relationship Microsoft and Nintendo have built by bringing him the Chief to Smash? After all, a collaboration of that magnitude would shake the gaming industry in a way that hasn’t been felt since Sonic joined Brawl.
Who is Master Chief?
Petty Officer John 117 of the UNSC, also known as the Master Chief, is the main protagonist of the Halo series. Abducted at the age of six from the Office of Naval Intelligence (ONI), John participated in the Spartan II program, where he was subjected to harsh physical augmentation and combat training. After completing the program, he was equipped with the Mjolnir Powered Assault Armor and was given an advanced AI companion named Cortana. Master Chief has saved the universe numerous times during his battles against enemies such as the Covenant, the Flood, and the ancient Forerunners. Fans love the Master Chief’s silent nature, as it gives them a means of projecting themselves onto the character, like with Samus and Link. He doesn’t talk all that much, but it doesn’t stop him from saying some of the coolest and most iconic lines in all of gaming with the help of Steve Downess as Chief’s voice actor.
Importance to Nintendo/Series
Halo’s first installment, Halo: Combat Evolved, released as a launch title for the 1st gen Xbox on November 15, 2001, and was received with immense critical and commercial success. Subsequent series, spin-offs, shows, and more emerged after Halo: CE’s acclaim, giving the Xbox and, by extension, Microsoft, the edge needed to enter the gaming market amongst gaming giants like Sony and Nintendo. The series set a gold standard for first-person shooters and continues to be one of the premier FPS franchises. Halo is known for having introduced a variety of innovations to the gaming world, the significance of which are still felt to this day. For one, Halo established the eventual control conventions for the first-person shooter genre that are still in use even today. Conveniences such as using the left stick for moving, the right stick for adjusting your viewpoint, and the right trigger to fire your weapon, became the new standard thanks to Halo’s contributions. Halo’s focus on multiplayer also gave birth to the local system link, allowing matches to feature up to 4 players on a single device. Other notable contributions to the genre courtesy of Halo include rechargeable shields, the ability to use grenades on the fly, and a two-gun inventory system (consisting of a primary weapon and secondary weapon. Halo is also credited with pioneering functional online matchmaking and AI programming that was ahead of its time with the matching of NPC behaviors with their environments. All of this and more resulted in a game with gorgeous design, a rich story, and plenty of worldbuilding. Microsoft and Nintendo have since worked together on numerous occasions, including a Halo pack in the Switch-exclusive version of Minecraft. Fortnite on the Switch also introduced Master Chief as a playable character with a UNSC Pelican glider, a Gravity Hammer pickaxe, a mini Warthog, and the Halo map Blood Gulch for Chapter 2 of Season 5. Master Chief’s lack of a presence on the Switch is a notable roadblock for him, but this hasn’t stopped characters like Cloud and Joker from joining the roster despite their main games not initially being present on Nintendo consoles. If you want to learn more about Master Chief and the case for his inclusion in Smash, check out Spazzy’s article on the topic:
https://sourcegaming.info/2015/11/25/masterchief/
Colors & Design
Naturally, Master Chief would take on his appearance from Halo: Infinite, which is a return to the classic Halo look, when coming to Smash. Newcomers typically sport their most recent designs when joining the crossover (with some Rare exceptions every now and then), so Master Chief would be no different. As for his palette swaps, they would be red, yellow, blue, purple, white, a color scheme based on Spartan Locke, and a color scheme based on Noble Six.
How Would He Play?
Now, let’s have a look at some stats:
- Can they crawl? No
- Can they wall jump? No
- How many jumps do they have? 2
- Are there any exclusive abilities they have*: Yes
- Weight Class: B+
- Height Class: B+
- Speed Class: C
- Are they mirrored when they face left: No
*Like Peach’s float
Halo’s gameplay in its multiplayer mode focuses on controlling weapons and gaining stage control to defeat the opposing players. I wanted to transfer that gameplay into Master Chief’s moveset and playstyle. Master Chief’s moveset would resemble fellow super soldier Solid Snake in that he would use a large array of different weapons and prioritize positioning. He would lack combos overall, but make up for this drawback with powerful moves and explosive kill potential. Master Chief would be a super heavyweight thanks to his armor, with similar floatiness to Samus. Referencing Halo’s use of loadouts with a primary and secondary weapon, Master Chief’s offensive specials would each have a secondary weapon variant he could switch between mid-battle, allowing him to change up his playstyle based on which loadout would best fit the situation. Master Chief would mostly be a grounded-based character, with most of his aerials making it hard to trade blows in the air with their high start up. As a result, the aerials would be better suited when at a distance where Chief can take full advantage of the opponent’s disadvantage state.
(A partially depleted energy shield)
On Master Chief’s HUD, a gauge would be seen depicting a new and unique gimmick of his: the energy shield. Upon filling the gauge, Master Chief would activate a passive energy aura that would engulf his body and weaken his enemies’ attacks through a 0.8x knockback reduction and complete immunity to taking damage. This powerful tool could only take up to 30% of damage before deactivating, but would passively recharge over a long period of time. Upon the shield running low, it would flash red and make beeping sounds before deactivation. Following the shield’s deactivation, Chief would be more susceptible to being KO’d due to his temporary 1.1x knockback increase before the shields stabilized.The energy shield bar displaying how much power the energy shield has could also be charged manually by attacking foes with melee attacks (his tilt attacks in this case), just like how Hero gains additional MP. With this ability, Master Chief players would be rewarded for engaging with the opponent instead of disengaging and waiting for the shield to fill up over time, discouraging campy tactics.
Boxing Ring Title: “The Reclaimer”
Series Icon |
Stock Icon (Courtesy of Voyager) |
Kirby Hat
(Courtesy of Arbok-x) |
Move Type | Description | ||
On-Screen Appearance: |
A UNSC drop pod would crash onto the stage. Master Chief would then kick the door wide open and prepare for battle as the drop pod disappeared. |
||
Weapon Change: |
Master Chief would have the special ability to switch between two variants of his special moves by inputting the up taunt. You can tell which set of specials he has based on his active weapon in hand; either the assault rifle or the magnum. The Assault Rifle (Specials 1) moveset would encourage close quarters interactions and to pressure the opponent to approach you, whereas the Magnum moveset (Specials 2) is more about zoning and ledge trapping to keep characters out. True mastery of this character would be to be able to master both special variations of the character and changing accordingly to suit the scenario. The weapon swap would be a frame one swap. |
||
Idle Animation #1: | Chief would simply examine the weapon currently in his hands. | ||
Idle Animation #2: |
Chief would reload the weapon currently in his hands. |
||
Walk: |
Master Chief would lower his current weapon and cautiously walk forward. |
||
Dash: |
Master Chief would charge forward head first with his weapon in hand, referencing how he runs in Halo: Reach. He would use both hands to carry the assault rifle, but only one for the magnum. |
||
Jump: |
Master Chief would perform a knee tuck jump for both his regular and double jumps. |
||
Damage Animation: | Chief’s body would slightly jolt and shutter. When his energy shields are activated, an electrical particle effect would appear. | ||
Crouch: | Master Chief would simply kneel with his weapon pointing forward, referencing how he crouches in the Halo series. | ||
Shield: Bubble Shield |
Master Chief would use the bubble shield to block attacks, striking a pose that would reference the Armor Lock ability while inside the shield. Like Yoshi’s egg shield, the bubble shield would darken to indicate its weakening and prevent shield poking. |
||
Neutral Attack: |
Master Chief would swing the handle of his current weapon in front of himself. |
||
Forward Tilt: Melee |
Master Chief would swing a fast sucker punch. This move is seen in the Halo games when a player has a free hand and inputs a Melee attack. |
||
Up Tilt: Energy Sword |
The Energy sword would be used for a quick and powerful slash overhead that would cover low profiling characters and knock nearby airborne opponents away. The move would have electric properties and make Master Chief slightly lunge forward upon using it. |
||
Down Tilt: Combat Knife |
Master Chief would stab forward with a close quarters blade. This blade would be very short and thus lack range, but come out very fast. The move couldn’t kill, but when successfully landed, the opponent would fall to the ground like with Ridley’s Skewer. This attack would allow Master Chief to move after the opponent gets up again, making followup attacks possible by reading the opponent’s get up option. At higher percentages, it would allow for a guaranteed followup attack. Overall, this move takes inspiration from Halo assassinations. |
||
Dash Attack: Spartan Charge |
Master Chief would do a shoulder tackle propelled by the rockets behind him. It would serve as a great burst option. The dash attack would have a clean hit and a late hit. |
||
Forward Smash: Spartan Laser |
Master Chief would pull out the Spartan Laser and shoot a powerful laser beam forward. While it would take a while to come out, the laser would travel a great distance, have a useful fire effect, and leave a weak lingering hit box in its wake. |
||
Up Smash: Dual Wielding Plasma Rifle |
Master Chief’s fastest smash attacks, a volley of energy shots would be unleashed from Master Chief’s plasma rifles at an upward angle in quick succession. The attack would be best at covering aerial approaches and to hit airborne opponents with its long reach. Whiffing the move however will leave you vulnerable for an extended time. |
||
Down Smash: Gravity Hammer |
Master Chief would swing the gravity hammer in the direction he is facing with a motion similar to Byleth’s down special. The down smash would have a strong meteor effect when released, and would also have a splash effect when contact is made with the ground, covering the backside of Chief. |
||
Neutral Aerial: The Lift Off |
Inspired by the Halo 5 finisher for the Liftoff assassination, Master Chief would simply extend his knee, functioning just like Mario or Link’s neutral aerials. |
||
Forward Aerial: The Needler |
Master Chief would pull out two Needlers, then fire a multitude of needle shots that stun opponents. The needles would also explode if they don’t make contact with anything after being shot. The needles would be able to be lodged onto the stage. The more needles inserted into an opponent, the stronger the explosion and knockback. |
||
Back Aerial: Brute Shot |
Master Chief would pull out the Brute Shot and fire a powerful projectile behind himself that’d travel slightly less than half the length of Final Destination. The brute shot would serve as an effective recovery tool like R.O.B.’s back aerial. |
||
Up Aerial: |
Master Chief would perform a bicycle flip kick like the one seen in the Halo 4 prologue trailer. |
||
Down Aerial: Ground Pound |
Master Chief would launch downward with his thruster pack and strike the ground. Like other stall-and-falls, this move would be extremely risky offstage, leading to a self-destruct in most cases. However, this move would have a meteor effect throughout its duration like Zero Suit Samus, thus sometimes making it worth the risk of using it offstage. |
||
Grab: | Master Chief would simply reach forward with his free hand in an attempt to grab nearby opponents. | ||
Pummel: Knee Dful Thing | Master Chief would put the grabbed opponent in a chokehold and use his knee to pummel them, referencing Halo 5’s Legendary Assassination Knee Dful thing. | ||
Forward Throw: Crossfire Grab |
Master Chief would pull the opponent closer and put them in a tight chokehold like Snake’s grab, then spartan kick them forward, inspired by Nicole 458’s similar attack in Dead or Alive 4. |
||
Back Throw: Supernova |
Master Chief would strike the opponent, making them collapse. The Chief would then stick a plasma grenade on the opponent’s back and fling them forward like Incineroar’s forward throw. While the throw would be capable of killing on its own, the detonation from the grenade would launch the opponent even farther if they are unable to air dodge in time, making this one of the most destructive back throws in the game. |
||
Up Throw: Lawn Dart |
Master Chief would suplex his opponent, slamming them into the ground backfirst like Snake’s up throw. |
||
Down Throw: And Stay Down |
Master Chief would throw the opponent into the ground then land a heavy punch on their head, like Ryu’s down throw. |
||
Neutral Special 1: Assault Rifle
Neutral Special 2: Magnum |
Master Chief’s assault rifle would fire a rapid fire disjoint that’d cause flinching in close proximity, like Joker’s Gun Special when Arsene is active. During this attack, the Chief could jump, crouch, and move left or right, like with Banjo & Kazooie’s Breegull Blaster. The Chief would simply fire a fast and powerful bullet from his magnum. The bullet would be most effective up close, but lack range and lose power the farther it travels. It serves as a great “get off me” tool. |
||
Side Special 1: Sniper Rifle
Side Special 2: Rocket Launcher |
Master Chief would take aim before firing a bullet from his sniper rifle that would have mediocre damage, but tremendous knockback and extraordinary range. This move could be angled and has enough knockback to KO opponents at early percentages, especially upon sniping opponents near the blast zone. Additional damage and knockback would be dealt if the bullet hit the opponent’s head (or between the eyes in cases like Kirby and Jigglypuff). A special zoom effect would appear with every “headshot,” like with other powerful specials. The Chief would be able to shoot up to four rounds while on his knees by pressing the special button before having to stand back up. While taking aim, Master Chief would be left vulnerable against nearby foes, like with Snake when he uses his Remote Missile. Master Chief would pull out the rocket launcher and fire a highly-explosive charge missile. The missile would travel slowly, but trigger a large explosion upon impact. You can walk back and forth, and slightly adjust the angle of the Rocket launcher by moving the control stick up and down. The missile will drag down the further it travels overtime. Only one explosive can be out at a time. |
||
Up Special Aerial: Jetpack |
For Master Chief’s up special, it would not change based on the moveset currently in use, as it would be consistent across both variations. The jetpack would function similarly to R.O.B.’s Robo Burner when Master Chief uses his up special in the air. Aerial attacks and special moves could be performed while on the jetpack as well. The flames exhausted in flight would have a small hitbox and the fuel would be restored passively while on the ground. |
||
Down Special 1: Plasma Grenade
Down Special 2: Frag Grenade |
Master Chief would throw a powerful plasma grenade forward that would stick to opponents it lands on and explode a few seconds after being thrown. The grenades could be thrown at three angles (forward, upward, and at an arc) and up to three plasma grenades could be out at once. If a grenade is placed on an opponent, the grenade cannot be transferred. It is possible to stick multiple grenades at once to cause a chain reaction. This is especially useful during a shield break, because the plasma grenade does not make you flinch upon being stuck. Master Chief would throw a much simpler frag grenade forward that detonates after about 2 seconds. Chief has two throw angles similar to Inkling’s splat bomb but the grenades cannot be cooked. The grenades function similarly to Snake’s hand grenade and Duck Hunt’s can as a combo breaker. Only 2 grenades can be out at once. |
||
Final Smash: Warthog Run – One Final Effort |
Master Chief would either say “It’s time to finish this fight,” “Light it,”or “I thought I’d try shooting my way out” upon activation. When used, Master Chief would hop on a Warthog driven by the Arbiter and drive across the battlefield. Anyone hit by the Warthog would be flung into a cinematic where they would be attacked by a fleet of iconic Halo vehicles like the Mongoose and Prowler with a flurry of bullets rained upon them. As the Arbiter floors the Warthog, Master Chief would get on the turret and start shooting the opponents as well, launching players out of the cinematic. Overall, this attack is loosely inspired by Halo 3’s last mission and the Halo Reach MCC launch trailer. |
||
Up Taunt: Weapon Change |
Master Chief would utter his famous line “I need a weapon” and swap out his arsenal. |
||
Side Taunt: Cortana |
Master Chief would pull Cortana’s chip out from the back of his head and briefly project her. She would then say “You look nice” before returning to her chip. |
||
Down Taunt: |
Master Chief would put the assault rifle over his head and look up. This pose is based on Halo 3’s promotional render. |
||
Victory Animation #1: Capture the Flag |
Master Chief would valiantly hold the UNSC Flag before placing it down as it waved in the air. Master Chief would then say “This is Spartan 117,” “It’s finished,” or “Lucky me” upon placing the flag. This taunt would obviously reference the capture the flag game mode. |
||
Victory Animation #2: Halo 2 Box Cover |
Master Chief would ride atop a Warthog before making a quick stop and getting out. He would then roll forward and strike a similar pose to his Halo 2 cover art pose with two submachine guns in his hands. |
||
Victory Animation #3: Halo 4 Box Cover |
Master Chief would leap into the air and perform a ground pound before striking a similar pose to the one seen in Halo 4’s cover art. |
Victory Fanfare: The victory theme would be a remix of Halo 3 OST “Finish the Fight” , as its motif is one of the most recognized melodies associated with the series.
Outro
I hope you enjoyed my Master Chief moveset. I tried adding a little bit of the old and a little bit of the new to represent the Halo franchise as a whole. And thanks to Source Gaming and Hamada for giving me the opportunity to share my thoughts about how the Halo series could be represented in Smash. There is a lot of overlap between Halo and Smash with the amount of single player content packed into their games such as custom maps, collectable items, and customizability of game modes. With the growing relationship Nintendo and Microsoft have had over the years, I think it’s fair to speculate about one more Microsoft rep in Ultimate or a future Smash title. Master Chief’s absence is strange since his company is present in the roster, but he isn’t. Despite this absence, I honestly believe Master Chief has a chance in Smash. Ultimate is already a groundbreaking crossover with an unprecedented amount of playable characters, stages, Mii costumes, music and so much more already in its base roster and first Fighters Pass. But this game would live up to its Ultimate moniker even more if we finally saw Microsoft’s flagship character join the fray alongside other icons like Mario, Sonic, Pac-Man, Snake, Ryu, and Cloud.
- Dream Smasher: Epic Mickey (Guest Article) - November 27, 2024
- Echo Fighter Chamber: Metal, Dark, QTπ - November 11, 2024
- Dream Smasher: Cress Albane (Guest Article) - October 13, 2024
Cool moveset and well-written article.
If I should be honest however, far as “western shooter reps” in SB goes, I would honestly prefer DOOM Slayer (or Marine guy or whatever you are supposed to call him nowadays) then Master Chief. Still, respect.