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a way to make smash even more competetive without overwhelming casual smashers

red stone

Smash Ace
Joined
Apr 21, 2006
Messages
889
Location
Nashville, Tennessee
two words----IASA frames

for those of you not in the know, IASA frames are the frames between the start of an attack and the ending animation of an attack in which you can perform another attack before the previous move had completely ended.

in essence, you can perform attacks in a more rapid succession

in melee, marth's d-tilt has exceptional IASA frames. if you have ever seen it, as soon as you do the tilt, you can do another move really fast. it's as if the d-tilt had no lag at all.

what i'm suggesting is that all ground moves have good IASA frames. that way you can cancel out a missed smash with a jab or something. a whole new world of combos could be possible. overall the game would be much faster

also, this does not affect casual smasers at all. you could ask them what IASA frames are and they would respond "whosawhatsit?" so everybody happy


also a thing, i've been pondering on is whether you should be able to jump during the IASA frames. i would say no, but that's just me
 

Andromeda

Smash Lord
Joined
Jan 12, 2007
Messages
1,052
Location
A lonely place
It could be good in training mode but I doubt it. You know, there lies strategy in every move in smash. Without lag in the moves, the strategy disappears as you can use whichever attack you want and almost get the very same function. Without strategy, I think that smash would be a very repetive game.
 

Razgriz

Smash Journeyman
Joined
Aug 6, 2006
Messages
223
Location
Charlottesville, Virginia
I don't think this would work. I think that you should be punished for missing with a slow move. This technique would make it so people could spam smash attacks with no consequence. If you want to make the game faster, take a look at *my idea*.
 

dizzy

Smash Journeyman
Joined
Jun 25, 2005
Messages
219
A lot of fighting games have what's called a gatling system, where moves have good IASA frames only on impact. So you can only chain two moves together if the first hit connects or gets blocked. Basically, it still punishes players that miss attacks, but it allows players who hit their targets to maintain pressure.
 

Seison

Smash Journeyman
Joined
Mar 19, 2007
Messages
220
Hmm, I don't think that'd be a good idea.

Instead of a match being more or less like player 1 gets a nice combo on player 2, p2 resonds with quite a lengthy combo; oh! p1 escapes and punishes p2 for his laggy missed smash

it would be more like, p1 with a f-smash, he misses, and as punishment, p2 laglessly combos p1 to his death!!!

in case those scenarios made no sense (lol), what I mean is that once a player starts a combo, if there is very little lag, a very technically skilled player will be able to continuously punish the combo-ee.
 

red stone

Smash Ace
Joined
Apr 21, 2006
Messages
889
Location
Nashville, Tennessee
Hmm, I don't think that'd be a good idea.

Instead of a match being more or less like player 1 gets a nice combo on player 2, p2 resonds with quite a lengthy combo; oh! p1 escapes and punishes p2 for his laggy missed smash

it would be more like, p1 with a f-smash, he misses, and as punishment, p2 laglessly combos p1 to his death!!!

in case those scenarios made no sense (lol), what I mean is that once a player starts a combo, if there is very little lag, a very technically skilled player will be able to continuously punish the combo-ee.

the effect goes both ways
 
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