Nasty_Nate
Smash Lord
- Joined
- Oct 22, 2006
- Messages
- 1,164
I didn't see any topics about this, but I have an input that I think will make for a very fun addition to the smash series
Background: I am a melee/64 lover and used to be a regular of the melee community for years. When brawl came out, I was competitive for a few months before I realized I hated the gameplay mechanics with a passion and quit. I completely lost interest in the smash series after that, since it was clear that Sakurai's intention was a noncompetitive game, where people can simply "have a hearty laugh" (his words not mine). This changed when I got the news of who was working on the project, namely people from Gundam Extreme Vs. If you havent played that game, its a competitive 2v2 game with controls very similar to smash. It was very well made, and I began to once again have hope for the series. But what mechanics could they add to improve the gameplay? Is there something that works in other fighting games that would transition well to the new smash? Then it occurred to me...
tl;dr
Proposed Gameplay Mechanic: Replace airdodge with the airdash One of the more noticable changes from melee to brawl was the fact that you couldnt adjust your aerial momentum with an airdodge. In melee this was used for wavedashing, recovery, triangle jumping, etc, where in brawl it simply gives some invulnerability frames. I did not like this transition at all, but I believe by replacing airdodging with airdashing, we will have a fresh new system that is both competitive and fun to play
Logistics:
-Can airdash 16 directions, such as dodging in melee
-Will use second jump
-Will not prevent you from taking another action, you can cancel with an aerial
Now I know the logistics are something to be argued when the game is under development. For example, what happens when a character lands, since they probably want to exclude wavedashing? Should air-dodging be excluded at all (for example, pressing both triggers to airdodge might be a suitable replacement)? If it is, what about spot dodging? What about ground dashing too?
Regardless, thinking of the airdashing mechanism alone seems pretty fun. Imagine a samus jumping toward you and doing a dashback missile, or a marth continuing an air combo that would be too far to reach without it. Falcon jumping and instantly changing momentum to stomp your head!!
It seems like an incredibly fun change for me. Let me know your input
Background: I am a melee/64 lover and used to be a regular of the melee community for years. When brawl came out, I was competitive for a few months before I realized I hated the gameplay mechanics with a passion and quit. I completely lost interest in the smash series after that, since it was clear that Sakurai's intention was a noncompetitive game, where people can simply "have a hearty laugh" (his words not mine). This changed when I got the news of who was working on the project, namely people from Gundam Extreme Vs. If you havent played that game, its a competitive 2v2 game with controls very similar to smash. It was very well made, and I began to once again have hope for the series. But what mechanics could they add to improve the gameplay? Is there something that works in other fighting games that would transition well to the new smash? Then it occurred to me...
tl;dr
Proposed Gameplay Mechanic: Replace airdodge with the airdash One of the more noticable changes from melee to brawl was the fact that you couldnt adjust your aerial momentum with an airdodge. In melee this was used for wavedashing, recovery, triangle jumping, etc, where in brawl it simply gives some invulnerability frames. I did not like this transition at all, but I believe by replacing airdodging with airdashing, we will have a fresh new system that is both competitive and fun to play
Logistics:
-Can airdash 16 directions, such as dodging in melee
-Will use second jump
-Will not prevent you from taking another action, you can cancel with an aerial
Now I know the logistics are something to be argued when the game is under development. For example, what happens when a character lands, since they probably want to exclude wavedashing? Should air-dodging be excluded at all (for example, pressing both triggers to airdodge might be a suitable replacement)? If it is, what about spot dodging? What about ground dashing too?
Regardless, thinking of the airdashing mechanism alone seems pretty fun. Imagine a samus jumping toward you and doing a dashback missile, or a marth continuing an air combo that would be too far to reach without it. Falcon jumping and instantly changing momentum to stomp your head!!
It seems like an incredibly fun change for me. Let me know your input