muleet
Smash Apprentice
- Joined
- Mar 5, 2014
- Messages
- 76
Hi. We can agree that any SSB that contains final smashes also has game mechanics that makes it sufficient to itself, making the final smashes quite obsolete. However it is still possible to balance the final smashes, just so it wouldn't be a weird item. Whether the PMBR should do it or not does not seem important to me, i'm only posting this to think about it.
So I think all final smashes should answer to some limitations, characteristics, and axis :
- Opposing their easiness to their strength
- Opposing their duration to their fun (a lot of final smashes are boring, according to me at least). When a final smash is long, it should be at least close to what his character's gameplay is, don't you think? Yoshi's FS for example, is very different. If he has wings and can breath fireballs, why does its gameplay has to be different? He could be able to do small double jump infinitely, and breath fireballs by pressing B, (and being invincible, i guess, though I think it is too much) but still having globally the same gameplay. Same for Sonic, in Sonic 3 & Knuckles on Megadrive, Hyper Sonic's gameplay was very close to what Sonic's gameplay was in the game : he was just faster, and could make a second jump that killed instantly anything in the screen. It was not weirdly flying everywhere. Gigabowser is a good example of what I'm thinking of.
- Not being too random, like Ness or Donkey kong final smashes, and not making the player unable to do anything during the final smash. (Except for final smashes that requires to be close to the opponent when activated.)
- It should be possible to avoid from the opponent if he is good enough, and it should requires at least a bit of skill to use them nicely. (Not too hard of course, but not too casual and nobrain either, like Mewtwo's FS).
- If the final smash is long, it should stop once the opponent is ko'd.
- I think the Smash ball would be nicer if its movements were more predictable, doing for example simple geometric figures, like squares, triangles, circles, or even doing straight lines, diagonally, and making a right angle each time it goes on a wall/on the ground.
- Withdraw the intangibility after the activation of the FS. And the ending lag in some cases, why not, to balance the FS that are too weak. Being untouchable and unable to move makes no sense to me in terms of gameplay.
So, despite the fact that in any case final smashes are expendable, what do you think? If they were less varied and more coherent between them and their character, would they be better? (What prevents balance discussions about FS, is the fact that they are too different and unbalance, at first, I think, but that could change.)
Edit : I will try to make a comment for each FS, to consider what seems adequate and what seems not. What is bold is what seem to be an issue. Don't hesitate to comment what I put or don't put on that list.
Final Smashes that seem fine :
Fine.
Probably fine.
Probably fine. Something different for Dr Mario, ideally.
Probably fine.
Probably fine.
Probably fine.
Probably fine, but shouldn't change to ZSS.
![Sheik :sheik: :sheik:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Should be different between them ideally, but for Zelda I think it is fine.
Should not change to Samus.
Final Smashes that do not seem fine :
Should not be invincible.
Should not be invincible.
Should have a normal gameplay + ability to breathe fireballs + ability to jump infinitely. Not invincible anymore.
Boring, not very creative. Should have a normal gameplay + be faster + ability to damage other player around him just by making a double jump, and that jump should be very movable. (Just like Sonic 3 & Knuckles.
) By definition Super Sonic is invincible, but it would be funnier for the game if he was not.
Should stay as it is, except that... Dadidou should be controllable.
![Lucas :lucas: :lucas:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Too random, and uncontrollable by the player. Wavedashable by the opponent, and then too weak.
Repetitive, boring, not very creative.
Underpowered and not very original.
Boring. What if he got his grenade launcher and was still on the stage? Ideally, the Metal Gear Rex or Gray Fox could be controllable on the stage.
![Charizard :charizard: :charizard:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Ivysaur :ivysaur: :ivysaur:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
As far as I understand, the lack of FS of these pokemons is coming from the fact that they are still one unique character according to the game. I suppose the PMBR will find a solution, and if not, they can have the same FS, like the pokemon Trainer appearing and doing something.
![Lucario :lucario: :lucario:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Mewtwo's FS is too difficult to avoid.
Not very creative, while we have Ganon itself... This is certainly to much to ask, but i'd like to control it, just like Gigabowser.
No opinions so far
![RoyPM :roypm: :roypm:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![R.O.B. :rob: :rob:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Meta Knight :metaknight: :metaknight:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Mr. Game & Watch :gw: :gw:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Captain Falcon :falcon: :falcon:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Ice Climbers :popo: :popo:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Ike :ike: :ike:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Link :link2: :link2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Toon Link :toonlink: :toonlink:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Luigi :luigi2: :luigi2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Wolf :wolf: :wolf:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Falco :falco: :falco:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Fox :fox: :fox:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Donkey Kong :dk2: :dk2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
![Olimar :olimar: :olimar:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
So I think all final smashes should answer to some limitations, characteristics, and axis :
- Opposing their easiness to their strength
- Opposing their duration to their fun (a lot of final smashes are boring, according to me at least). When a final smash is long, it should be at least close to what his character's gameplay is, don't you think? Yoshi's FS for example, is very different. If he has wings and can breath fireballs, why does its gameplay has to be different? He could be able to do small double jump infinitely, and breath fireballs by pressing B, (and being invincible, i guess, though I think it is too much) but still having globally the same gameplay. Same for Sonic, in Sonic 3 & Knuckles on Megadrive, Hyper Sonic's gameplay was very close to what Sonic's gameplay was in the game : he was just faster, and could make a second jump that killed instantly anything in the screen. It was not weirdly flying everywhere. Gigabowser is a good example of what I'm thinking of.
- Not being too random, like Ness or Donkey kong final smashes, and not making the player unable to do anything during the final smash. (Except for final smashes that requires to be close to the opponent when activated.)
- It should be possible to avoid from the opponent if he is good enough, and it should requires at least a bit of skill to use them nicely. (Not too hard of course, but not too casual and nobrain either, like Mewtwo's FS).
- If the final smash is long, it should stop once the opponent is ko'd.
- I think the Smash ball would be nicer if its movements were more predictable, doing for example simple geometric figures, like squares, triangles, circles, or even doing straight lines, diagonally, and making a right angle each time it goes on a wall/on the ground.
- Withdraw the intangibility after the activation of the FS. And the ending lag in some cases, why not, to balance the FS that are too weak. Being untouchable and unable to move makes no sense to me in terms of gameplay.
So, despite the fact that in any case final smashes are expendable, what do you think? If they were less varied and more coherent between them and their character, would they be better? (What prevents balance discussions about FS, is the fact that they are too different and unbalance, at first, I think, but that could change.)
Edit : I will try to make a comment for each FS, to consider what seems adequate and what seems not. What is bold is what seem to be an issue. Don't hesitate to comment what I put or don't put on that list.
Final Smashes that seem fine :
Final Smashes that do not seem fine :
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
![Dedede :dedede: :dedede:](/styles/default/xenforo/smilies/dedede.png)
No opinions so far
Last edited: