kupo15
Smash Hero
Yes you are correct. It basically is ALR masked behind IASA. The idea was to keep the ALR idea while trying to add a small twist to it so that some players react with eyes (missed IASA) some will struggle to be consist in getting a frame perfect IASA if they don't play as often ect....up to the regular players. Once again, buffer screws it up unless you make a code.I'm not really sure why people like the idea of the IASA on landing lag so much. It accomplishes exactly the same thing as the current ALR does, but certain animations probably won't look as smooth anymore, since instead of just speeding them up, you're outright interrupting them. Most moves actually have too little landing lag as it is for you to be able to react to the animation finishing before you input your next action. With ALR, you input your action when you know you can act. With IASA, you would input your action when you know you can act. It's the same thing. One just looks prettier.
As far as messy animations is concerned, I'm not so sure it would be that. In melee, (I don't know this for a fact) but it feels to me that there are IASA frames on the spot dodges. I remember doing some spot dodge tests to make them less stupid and I was like, "****, that looks really long! Melee's definitely doesn't look like that!!" But actually, it does if you go from spot dodge to spot dodge or spot dodge to standing ect. But when you are actually playing, you never really see the whole animation play out. I don't think the ALR animation would really be that much different. ^^^^I could be very wrong about this paragraph.
But the main reason I brought it up was to show my thought process on fixing this game.
And that reminds me. Side steps fixes!! We have the frame data that proves that side steps have been way buffed and are OP. The only thing stopping us from actually implementing it was the fact that IASA wasn't affected so it made no difference but not so anymore since PSA can fix this. So now there is no reason not to fix spot dodges. They should be fixed.
JC+ grabs. Another idea I have for this if you are concerned with it being the best over DC grabs are, JC grabs only work during the dash and DC grabs only work during the run. I know JC grabs have a long slide but I think camelot says that PSA can remove this.
And adding on to my air dodge idea. moon gravity air dodge if infinite can really help with recoveries in an unfair way. Imagine MK with 6 jumps and a moon grav air dodge inbetween. So you should also play around with having just 1 air dodge as well.
And to add to my CC idea, if you wanted to add a little bit of 64, CC reduces kb a little but gives you terrible DI unless you quickly adjust upwards during impact. So this could be a nifty, risky AT. Crouch to reduce kb from a move, the less downward DI will give you terrible DI unless you input correct DI, but the less strong kb from crouching could possibly put you in combo range. Just something to think about. Wow, that could be very interesting!
The addition of my air dodge fix and fixing the spot dodge would really help the game competitively but I hope you include more of the game mechanics I have presented so far.