Drunken_Dragon
Smash Journeyman
obviously, nothing will be certian untill the game is out and played for a while. but what are you assuming the possiblities are?
esentially, the concept has been around for a long time. Final smashes are super moves. dispite everything shown, most of it has been done before. some of them are bit more standard. (marios shinku hadoken, links auto combo etc.) some of them not so standard ( giga koopa, yoshi's dragon super.) the thing is, sakurai has to know competative play dosent use items.
items are the fun/wacky off shoot way to play casually. they are random, and thusly unfair. smash already has a fair bit of randomness built in. (misfires etc.) but thats also acceptable in competative play. (ie: zappa and faust in GG)
IF the ONLY way to do a super is by getting a smash ball, and only then with items on. yes, it will be most likely impossible for them to be used in competative play. however, if there are other options, then they most likely can be incorperated.
ie: there could be a set "stock" of final smashes. you could start off with 1 or 2. smash has life stock. so no matter how BROKEN something is, if you could only do it once per match, theres no reason why it should be banned. say links is an instant kill (which i doubt it will be) if he can only do it once a match, he has one chance to do it, and thats it. maybe he takes the safe route, combos into it, uses it to punish a blatant disadvantage etc. but if he misuses it, its gone. you have instant kills in GG, use them and miss your meter is gone, you could possibly still win, but your at a horrible disadvantage.
not only that, but that would add a great deal more strategy
thats my theory, youll be able to set the amount of final smashes you start with. im thinking 1 or 2 at most. (half or a quarter of stocks). this has been done before also, pretty well too. (alpha 3, a game where you could lose 80% to one vism meter)
the thing is about their balance, and other issues. is they even resemble standard super move fare. marios super fireball will probly have bad recovery, have invincibility on start up, and be blockable. links auto combo will probly have a blockable dash at the begining, do nothing on block/whiff, and have horrible recovery. yoshi and koopas supers will most likely not last a very long time. (probly 15-30 seconds, and thats pushing it) and they most likely wont be invicible or anything, just have way better priority and damage.
imo, its just too early to "count out" supers.. i mean, smash isent pulling from some void of new crazy broken things. pretty much every thing (save for pits super) has been done before. i dont think they will be broken or abuseable, they will change the game however, which would be refreshing and fun.
your thoughts?
esentially, the concept has been around for a long time. Final smashes are super moves. dispite everything shown, most of it has been done before. some of them are bit more standard. (marios shinku hadoken, links auto combo etc.) some of them not so standard ( giga koopa, yoshi's dragon super.) the thing is, sakurai has to know competative play dosent use items.
items are the fun/wacky off shoot way to play casually. they are random, and thusly unfair. smash already has a fair bit of randomness built in. (misfires etc.) but thats also acceptable in competative play. (ie: zappa and faust in GG)
IF the ONLY way to do a super is by getting a smash ball, and only then with items on. yes, it will be most likely impossible for them to be used in competative play. however, if there are other options, then they most likely can be incorperated.
ie: there could be a set "stock" of final smashes. you could start off with 1 or 2. smash has life stock. so no matter how BROKEN something is, if you could only do it once per match, theres no reason why it should be banned. say links is an instant kill (which i doubt it will be) if he can only do it once a match, he has one chance to do it, and thats it. maybe he takes the safe route, combos into it, uses it to punish a blatant disadvantage etc. but if he misuses it, its gone. you have instant kills in GG, use them and miss your meter is gone, you could possibly still win, but your at a horrible disadvantage.
not only that, but that would add a great deal more strategy
thats my theory, youll be able to set the amount of final smashes you start with. im thinking 1 or 2 at most. (half or a quarter of stocks). this has been done before also, pretty well too. (alpha 3, a game where you could lose 80% to one vism meter)
the thing is about their balance, and other issues. is they even resemble standard super move fare. marios super fireball will probly have bad recovery, have invincibility on start up, and be blockable. links auto combo will probly have a blockable dash at the begining, do nothing on block/whiff, and have horrible recovery. yoshi and koopas supers will most likely not last a very long time. (probly 15-30 seconds, and thats pushing it) and they most likely wont be invicible or anything, just have way better priority and damage.
imo, its just too early to "count out" supers.. i mean, smash isent pulling from some void of new crazy broken things. pretty much every thing (save for pits super) has been done before. i dont think they will be broken or abuseable, they will change the game however, which would be refreshing and fun.
your thoughts?