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Aerial play

SmashYou6666

Banned via Administration
Joined
Apr 7, 2007
Messages
47
Well it seems that they will focus more on the aerial battle system for the upcoming game, but what do YOU think they mean by that?

I've came up with this hypothese that it might be slightly similar to the marvel versus game, the way that a character could combo in the air. We all know that we can combo by pressing simultanously A in Melee and 64, but what if they input the small combo system in the aerial zone.

Example: Mario A aerial (which is a kick) may be replaced by his triple A chain combo. Mario could chain combo in the air and finish the combo with either one of his forward, down or up aerial A attacks (his back attack wouldn't really work well with him, maybe with some other character) or, finishes with one of his B moves.

Each times a character would chain combo in the air, there would be a pause time between each hit, similar to the marvel versus. So with Kirby his A aerial could become a 5 hit attack instead of the rapid punches, and he could finsh comboing it with his up B move.

Each character might have his unique/made up air combo. So the flying character (Kirby, Jigglypuff, Pit, Metaknight) would have an advatage in the air if not too broken. (I am not a Kirby nor a Jigglypuff player, if there's something that would be "ubber ownage" following my logic, please correct)

The only prolem I see is with the characters who have an awesome spike. If Falco for example, isn't tweak he would be possible top tier: Falco shines, jumps and combo, finishes with spike, fast falling on character, repeat.

This is only an hypothese that I came up with, it might sucks but this what I have in picture with the aerial game play.

Discuss.
 

Keige

Smash Journeyman
Joined
Sep 25, 2006
Messages
462
Location
Texas
Pit and Metaknight already have muti hitting air attacks, so some of the newer characters will have it at least and it doesn't look to broken so far. It seems a good idea.
 

Micahc

Smash Ace
Joined
Jan 18, 2007
Messages
727
Location
January
Meh, it just doesn't Smash Brothersy. I don't know how else to explain it.
 

9Kplus1

Smash Master
Joined
Jul 4, 2006
Messages
3,518
Location
Smogon (PM FC: 4256-7740-0627)
I think it's great, because, what if you end up fighting your opponent with this combo.

Mario uses B + Up
Link goes up
Mario uses 5 -Chain Aerial Combo and falls to the ground
Link flies to the left
Mario speeds behind link
B+up again
Upwards 7 hit combo
Fire Ball to the Ground finish

HAHA That was fun!
 

Keige

Smash Journeyman
Joined
Sep 25, 2006
Messages
462
Location
Texas
I think it's great, because, what if you end up fighting your opponent with this combo.

Mario uses B + Up
Link goes up
Mario uses 5 -Chain Aerial Combo and falls to the ground
Link flies to the left
Mario speeds behind link
B+up again
Upwards 7 hit combo
Fire Ball to the Ground finish

HAHA That was fun!
Nevermind. I don't like it anymore. It sounds like you're completely helpless once the first hit contacts you. Most combos you can DI out of or dodge if you're good enough.
 

SmashYou6666

Banned via Administration
Joined
Apr 7, 2007
Messages
47
I think it's great, because, what if you end up fighting your opponent with this combo.

Mario uses B + Up
Link goes up
Mario uses 5 -Chain Aerial Combo and falls to the ground
Link flies to the left
Mario speeds behind link
B+up again
Upwards 7 hit combo
Fire Ball to the Ground finish

HAHA That was fun!
Well that would be broken.

I thought that the B moves and the aerial A moves (except for normal A) would be combo finishers (non chain-able) ONLY, so that you cannot juggle your opponent to death that way.

If we take Mario again, let's say he would do his triple A chain combo in the air and finishes his combo with up B. The up B move would retain his normal hit juggling physics so the opponent would still have his recovery time.

There would be 2 types of combo finisherst: one just for additional damge and the other for knocking back the opponent. But knocking the character away would be the real deal.

The combo finishers for Mario, for instance, for extra damage would be his B, up B and down B. And for knocking the opponent away, it would be his forward A, down A, up A and forward B. For the up A move, they would add an small knocking physics (IIRC, it doesn't knock back) and for the forward B move, instead of just switching the character's side, it add a small knockback physic (I am not a Mario player, I dunno if my idea on mario's cape would nerf him in any way).

Just to get a clearer view on my idea, this what I would have in thought of Samus.

LEGEND:
ED = extra damage
KB = knocking back

Samus combo aerial launcher: forward A
(I thought that her flame thrower move would be a great combo launcher, it could have been her ground 2 hit chain combo)

Combo finishers:
Up A - KB
A - KB
Down A - KB
Back A - *useless*
Up B - ED
B - ED (KB if fully charged)
Forward B - ED if homing missile and KB if super missile
Down B - ED

Hope I was clear.
 

Micahc

Smash Ace
Joined
Jan 18, 2007
Messages
727
Location
January
Now that I read it, no. If you change a move to make it a 'Combo finisher,' it breaks the SSBM formula of not... having classic fighting game combo's . I don't want it to be a button masher.
 
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