pooch182
Smash Journeyman
The biggest thing that sets Smash apart from other fighters is the amount of constant interactivity had with the opponent, whether it be in neutral, while comboing, while being comboed, while recovering, etc. One thing that has always struck me as odd is how shielding is so lenient and easy to use for people of any skill level in any scenario. Shield an attack, punish the end lag. Factor in something like shield DI and shield pokes, and you start to see a somewhat more complex defensive system implemented in the game.
As it stands right now, that system is too lenient for the defender. In my opinion, shields should be smaller on most characters, leaving them with a constantly exposed hurtbox that is susceptible to poking, even while full shielding. To circumvent very easy pokes, shield angling is improved universally across the cast (think DeDeDe amounts of angling). This encourages more active defensive play in shield, and also affects interactions in both the neutral and tech chasing (especially on platforms).
Hypothetical scenario: Samus forward smashes a Marth at early percents on Battlefield, who then techs on the right platform. Samus gets underneath Marth, who is now sitting in shield on the platform. With his new shield, his legs are exposed slightly below the knees all the way down to his feet. Samus can choose whether or not to go for a poke on the legs, or try and trick Marth into blocking low and then double jumping and trying to poke Marth’s head.
Basically, the change would make shielding more similar to how blocking in Street Fighter functions. Block low can cover low and standing attacks, but is beat by overhead. Standing block covers overhead and standing attacks, but loses to low attacks.
As it stands, it is my opinion that larger characters (bowser, dk, etc) would have large shields, and are able to tank and weather pressure better than other characters. This allows biggies to have a stronger defensive game than their opponents, which fits the idea of a heavy character in the first place. Humanoid characters would have smaller shields that cover about 3/4ths of their body, leaving usually the legs exposed, but being able to angle hard enough to cover their feet completely, thus exposing their shoulders and heads. Tiny characters like Olimar and Kirby would have the same shields that they currently have, with less ability to angle than humanoids or heavies. They are covered by full shield, with little area to poke, but also have a negative aspect of not being able to angle around themselves in pressure situations.
Some outstanding negative aspects that come to mind when suggesting this change: pressure-heavy characters could become too strong, projectiles become too strong, shield DI is forced because of more specific angling.
Potential solutions to this would be adjusting shield damage for a lot of moves on characters like Falco and Lucas, so that they can pressure shields just as they do now, without breaking shields way earlier than we are currently used to. Adjusting shield decay when not being hit also comes to mind, as shields would be smaller as it is. As far as shield DI from angling goes, I actually don’t see that as much of a problem. I feel like it can be a useful mechanic for both the attacker and defender, improving on the tools given to both players a more complex interaction in defending situations.
Overall, I feel like this would improve offensive play without really shutting out defensive play, and would encourage more thoughtful decision making when forced in a position to shield. There are possible draw backs, but I really think that altering shields for most characters could really change the way players interact both in shields and against a shielding opponent, without necessarily harming the current direction that the meta game is moving in.
Please critique these ideas and criticize me to the fullest extent. I really wanted to create some food for thought, and I'm definitely sure that these ideas can be further hashed out and discussed.
As it stands right now, that system is too lenient for the defender. In my opinion, shields should be smaller on most characters, leaving them with a constantly exposed hurtbox that is susceptible to poking, even while full shielding. To circumvent very easy pokes, shield angling is improved universally across the cast (think DeDeDe amounts of angling). This encourages more active defensive play in shield, and also affects interactions in both the neutral and tech chasing (especially on platforms).
Hypothetical scenario: Samus forward smashes a Marth at early percents on Battlefield, who then techs on the right platform. Samus gets underneath Marth, who is now sitting in shield on the platform. With his new shield, his legs are exposed slightly below the knees all the way down to his feet. Samus can choose whether or not to go for a poke on the legs, or try and trick Marth into blocking low and then double jumping and trying to poke Marth’s head.
Basically, the change would make shielding more similar to how blocking in Street Fighter functions. Block low can cover low and standing attacks, but is beat by overhead. Standing block covers overhead and standing attacks, but loses to low attacks.
As it stands, it is my opinion that larger characters (bowser, dk, etc) would have large shields, and are able to tank and weather pressure better than other characters. This allows biggies to have a stronger defensive game than their opponents, which fits the idea of a heavy character in the first place. Humanoid characters would have smaller shields that cover about 3/4ths of their body, leaving usually the legs exposed, but being able to angle hard enough to cover their feet completely, thus exposing their shoulders and heads. Tiny characters like Olimar and Kirby would have the same shields that they currently have, with less ability to angle than humanoids or heavies. They are covered by full shield, with little area to poke, but also have a negative aspect of not being able to angle around themselves in pressure situations.
Some outstanding negative aspects that come to mind when suggesting this change: pressure-heavy characters could become too strong, projectiles become too strong, shield DI is forced because of more specific angling.
Potential solutions to this would be adjusting shield damage for a lot of moves on characters like Falco and Lucas, so that they can pressure shields just as they do now, without breaking shields way earlier than we are currently used to. Adjusting shield decay when not being hit also comes to mind, as shields would be smaller as it is. As far as shield DI from angling goes, I actually don’t see that as much of a problem. I feel like it can be a useful mechanic for both the attacker and defender, improving on the tools given to both players a more complex interaction in defending situations.
Overall, I feel like this would improve offensive play without really shutting out defensive play, and would encourage more thoughtful decision making when forced in a position to shield. There are possible draw backs, but I really think that altering shields for most characters could really change the way players interact both in shields and against a shielding opponent, without necessarily harming the current direction that the meta game is moving in.
Please critique these ideas and criticize me to the fullest extent. I really wanted to create some food for thought, and I'm definitely sure that these ideas can be further hashed out and discussed.