shanus
Smash Hero
- Joined
- Nov 17, 2005
- Messages
- 6,055
THIS IS STUFF BUM SENT ME, SOME OF IT IS LOLOUTDATED (i.e. ice toe). Interesting read though, post your thoughts.
Port town Aero dive - the cars should do less damage and aloooooot less knock back. when you reach a destination...it should take a little longer before the platform reappears.
flat zone 2 - The burning building part.... I would want the trampoline just to be a moving platform with no bouncing effect to it. The jungle part, I would want that the chairmen have no damage input or knock back on contact aka they are just background eye candy. The gas station part, I would want it that the two people at the gas station is also there for show... aka they do no damage or knock back. The kitchen part should have the chef either for show or when he throws his food.... it does 2-4 damage instead of 8 damage and very little knock back. Also if you kill the chef, the stage doesn't change automatically.... but the usually time that it should regardless if the chef is there or not. Whenever the stage changes from burning building to whatever other part.... make it that it changes into any part of the stage randomly.... so example... burning building to kitchen to jungle instead of burning building to kitchen back to burning building.
Summit - The stage is slippery, so make it that the whole stage is non slippery. When the stage starts sliding down the ice mountain, the gravity should be normal instead of being floaty. The clouds that are on the top and bottom of the stage should move slower. When the snow bear makes the stage go into the water, make it that it never goes in to deep, forcing the character to swim. The ice block in the middle of the stage should be trim down to the bottom floaty platforms or have the ice block not there to prevent camping. When the stage is sliding down the ice mountain, make it that the ice in the back doesn't drag the opponent fast to prevent quick cheap deaths. The big fish should either not exist or do knock back/damage. Take out that he kills you with one gulp.
Wario - The one min and 30 second fart should not have great knock back. the knock back should be greatly reduce. The knock back of the 2 min fart should have a little more knock back. should the grab release be taken out on Wario?
Olimar - His tether throw should be slow down since it is a tether throw just like Lucas and Link. I also feel like he has a lot of killing moves in his move set that is hardly punishable. The red pikmin up smash should be tone down as in knock back. The purple pikmin since it's heavy should have bad afterlag whether it hits the opponent, been blocked or dodged. This also applies for the forward smash with the purple pikmin. Throwing the purple pikmin should have knock back and a bit more damage.... but have after lag to it when thrown. Picking up the purple pikmin with neutral b should have more start up lag to it. His up b should have a bit more knock back than regular brawl and his up b with or without the pikmin should make him go higher.
Luigi - He has a lot of killing moves that kill extremely fast. His forward smash should be toned down. since this is meant to be competitive... I'm trying to take out the luck factor in this game so with his forward b, take out the misfire completely. The forward b should also have shield and dodge cancel properties unless after a certain amount of time or it's fully charge. The first jab of the a button should make the person slide slightly away from Luigi instead of popping the opponent up.
Bowser - He should be a powerhouse that can kill fast and doesn't have much combos from what I seen and know. His down b should do 26 damage instead of 24 if it catches the opponent. Forward smash should probably have super armor properties. Up b should have more knock back.
Ganondorf - reverse neutral b should come out as fast as neutral b which is the warlock punch. reverse b and neutral b should have super armor. A couple of people ask that they would like it if ganon gets a jump back after doing down b in the air.... like in melee. In the air or floor.... should ganon forward b go faster and further?? If forward b catches you in the air and when he spikes you to the ground.... should it put you in the ground like when donkey kong does forward b to his opponent?
Samus - Samus power missile should come out instantly, like when it's done next to the floor like her homing missile tether attack should probably come out faster or end faster in the air. should down b explode on impact or blow up faster?
Metaknight - Even though this character has gotten toned down. He is still too good cause of stun being put in. If he does the long tornado instead of the short... he should have more after lag to it so it can be punishable. The up b knockback should be toned down a bit more.... cause it still kills real fast. Down aerial should pop the opponent up in the air instead of sliding them downward. Down b should go a bit further and when it hits... should have a bit more knock back.
Game and Watch - Reduce the knock back of forward smash just a bit. The brawl plus lag on down smash is just to slow... speed up the after lag to make it punishable... not painful. Take out the air effect of up air. Like I mentioned earlier about the whole luck factor..... The 9 hammer should be taken out along with the 1 hammer. The only numbers that should be there is the 6/fire that does 12 damage, 8/ice that does 8 damage and 5/electricly that does 6 damage. I'm also thinking of adding the dark element to one of the numbers like 4.
Squirtle by himself [non tired version] - since damage in the game doesn't wither and stun is longer than usual, Squirtle can easily rack up 50 damage on any character and he also has a good amount of killing moves and the fact he doesn't get tired.... makes him a monster. Squirtle up tilt should do one or two less damage and easier to d.i which I guess put them in the tumble state. Forward air should do 8 damage instead of 10. Back air should do 9 damage instead of 10. down air should do 13 damage instead of 10 if every hit of down air connects. Down smash should do 12 damage instead of 11. The knock back of down throw should be reduce.
DDD - THE LUCK FACTOR SHOULD BE ALMOST NON EXISTANT so i want to make the gordo from forward b either taken out or knock back greatly reduce. Down b should have shield cancel properties until a certain time.. then you can't shield cancel it. up throw knock back should be reduce just a little bit.
Peach - stitchface and bom-omb should be taken out completely to avoid luck wins. her forward throw should have more knockback.
Zelda - her down air in brawl plus, if caught at certain frame freezes you and knocks to the side diagionally down extremely fast. it should go back to being the way it was in regular brawl or make it the opponent freezes and pops up in the air at a set knockback to go into a up air which is fire. her down tilt is really fast with stun/trip properties... that move should be slow down a bit. the up tilt knock back should be tone down a bit or just tone down.
Ness - Make it that ness down b can be shield cancel or air dodge cancel. his neutral b should either be faster and last longer..... but the knock back is toned down or you have full control of it till it finishes. his down tilt shouldn't trip at all and pushes the opponent away from ness a bit further to avoid infinites in the corner.
Yoshi - make the down smash hit the opponent diagionally downward like in melee. maybe he should get out his down throw faster to have a combo starter.
Snake - the knock back of up tilt should be tone down a bit more. make his forward air come out a bit faster and tone down the knock back just a little bit.
Zero suit samus - zss has speed and power with the ability to stun her opponents making her too good. she should have speed and the ability to stun.... but not so much power. her back air should have less knock back. the forward air should have a bit less knock back. her forward smash should either have a bit more knock back or more knock back. her fully charge shot should go further and be a bit slower.
Donkey kong - dk up air kills extremely fast even to heavy opponents and the knock back needs to be tone down. also down smash should make the opponent fly more to the side beside dk if dk did the down smash while looking at the opponent instead of upward.
FOOTSTOOL CANCEL - When you footstool someone on the floor, you should be able to cancel the hop off the opponent by pressing down which makes you fast fall or cancel the jump animation. The footstool should also cause a bit more lag to the opponent to allow more combos since it's barely done and would encourage players to try to put it to used.
Grab escape - SMASH always been heavily about grabbing your opponent, throwing them and following up with combos.... but how come no defensive way of getting out of a throw besides..... not getting grab? EVERY FIGHTING GAME has throw escape except this game. When your opponent grabs you and you press the grab button at the same time or just right after, The person that got grab should be able to break out of the throw instantly and both players space away from each other.
Power shield reflect - This tech used to be in melee. When a projectile such as Falco and Samus charge shot got powershield, The projectile would go back the direction it came from.... this also made players think twice about spamming projectiles all the time. Now that powershielding is harder to do.... this should be put in and reward players for being accurate with the powershielding.
MORE TECHS AND CHARACTER UPDATES COMING SOON
Port town Aero dive - the cars should do less damage and aloooooot less knock back. when you reach a destination...it should take a little longer before the platform reappears.
flat zone 2 - The burning building part.... I would want the trampoline just to be a moving platform with no bouncing effect to it. The jungle part, I would want that the chairmen have no damage input or knock back on contact aka they are just background eye candy. The gas station part, I would want it that the two people at the gas station is also there for show... aka they do no damage or knock back. The kitchen part should have the chef either for show or when he throws his food.... it does 2-4 damage instead of 8 damage and very little knock back. Also if you kill the chef, the stage doesn't change automatically.... but the usually time that it should regardless if the chef is there or not. Whenever the stage changes from burning building to whatever other part.... make it that it changes into any part of the stage randomly.... so example... burning building to kitchen to jungle instead of burning building to kitchen back to burning building.
Summit - The stage is slippery, so make it that the whole stage is non slippery. When the stage starts sliding down the ice mountain, the gravity should be normal instead of being floaty. The clouds that are on the top and bottom of the stage should move slower. When the snow bear makes the stage go into the water, make it that it never goes in to deep, forcing the character to swim. The ice block in the middle of the stage should be trim down to the bottom floaty platforms or have the ice block not there to prevent camping. When the stage is sliding down the ice mountain, make it that the ice in the back doesn't drag the opponent fast to prevent quick cheap deaths. The big fish should either not exist or do knock back/damage. Take out that he kills you with one gulp.
Wario - The one min and 30 second fart should not have great knock back. the knock back should be greatly reduce. The knock back of the 2 min fart should have a little more knock back. should the grab release be taken out on Wario?
Olimar - His tether throw should be slow down since it is a tether throw just like Lucas and Link. I also feel like he has a lot of killing moves in his move set that is hardly punishable. The red pikmin up smash should be tone down as in knock back. The purple pikmin since it's heavy should have bad afterlag whether it hits the opponent, been blocked or dodged. This also applies for the forward smash with the purple pikmin. Throwing the purple pikmin should have knock back and a bit more damage.... but have after lag to it when thrown. Picking up the purple pikmin with neutral b should have more start up lag to it. His up b should have a bit more knock back than regular brawl and his up b with or without the pikmin should make him go higher.
Luigi - He has a lot of killing moves that kill extremely fast. His forward smash should be toned down. since this is meant to be competitive... I'm trying to take out the luck factor in this game so with his forward b, take out the misfire completely. The forward b should also have shield and dodge cancel properties unless after a certain amount of time or it's fully charge. The first jab of the a button should make the person slide slightly away from Luigi instead of popping the opponent up.
Bowser - He should be a powerhouse that can kill fast and doesn't have much combos from what I seen and know. His down b should do 26 damage instead of 24 if it catches the opponent. Forward smash should probably have super armor properties. Up b should have more knock back.
Ganondorf - reverse neutral b should come out as fast as neutral b which is the warlock punch. reverse b and neutral b should have super armor. A couple of people ask that they would like it if ganon gets a jump back after doing down b in the air.... like in melee. In the air or floor.... should ganon forward b go faster and further?? If forward b catches you in the air and when he spikes you to the ground.... should it put you in the ground like when donkey kong does forward b to his opponent?
Samus - Samus power missile should come out instantly, like when it's done next to the floor like her homing missile tether attack should probably come out faster or end faster in the air. should down b explode on impact or blow up faster?
Metaknight - Even though this character has gotten toned down. He is still too good cause of stun being put in. If he does the long tornado instead of the short... he should have more after lag to it so it can be punishable. The up b knockback should be toned down a bit more.... cause it still kills real fast. Down aerial should pop the opponent up in the air instead of sliding them downward. Down b should go a bit further and when it hits... should have a bit more knock back.
Game and Watch - Reduce the knock back of forward smash just a bit. The brawl plus lag on down smash is just to slow... speed up the after lag to make it punishable... not painful. Take out the air effect of up air. Like I mentioned earlier about the whole luck factor..... The 9 hammer should be taken out along with the 1 hammer. The only numbers that should be there is the 6/fire that does 12 damage, 8/ice that does 8 damage and 5/electricly that does 6 damage. I'm also thinking of adding the dark element to one of the numbers like 4.
Squirtle by himself [non tired version] - since damage in the game doesn't wither and stun is longer than usual, Squirtle can easily rack up 50 damage on any character and he also has a good amount of killing moves and the fact he doesn't get tired.... makes him a monster. Squirtle up tilt should do one or two less damage and easier to d.i which I guess put them in the tumble state. Forward air should do 8 damage instead of 10. Back air should do 9 damage instead of 10. down air should do 13 damage instead of 10 if every hit of down air connects. Down smash should do 12 damage instead of 11. The knock back of down throw should be reduce.
DDD - THE LUCK FACTOR SHOULD BE ALMOST NON EXISTANT so i want to make the gordo from forward b either taken out or knock back greatly reduce. Down b should have shield cancel properties until a certain time.. then you can't shield cancel it. up throw knock back should be reduce just a little bit.
Peach - stitchface and bom-omb should be taken out completely to avoid luck wins. her forward throw should have more knockback.
Zelda - her down air in brawl plus, if caught at certain frame freezes you and knocks to the side diagionally down extremely fast. it should go back to being the way it was in regular brawl or make it the opponent freezes and pops up in the air at a set knockback to go into a up air which is fire. her down tilt is really fast with stun/trip properties... that move should be slow down a bit. the up tilt knock back should be tone down a bit or just tone down.
Ness - Make it that ness down b can be shield cancel or air dodge cancel. his neutral b should either be faster and last longer..... but the knock back is toned down or you have full control of it till it finishes. his down tilt shouldn't trip at all and pushes the opponent away from ness a bit further to avoid infinites in the corner.
Yoshi - make the down smash hit the opponent diagionally downward like in melee. maybe he should get out his down throw faster to have a combo starter.
Snake - the knock back of up tilt should be tone down a bit more. make his forward air come out a bit faster and tone down the knock back just a little bit.
Zero suit samus - zss has speed and power with the ability to stun her opponents making her too good. she should have speed and the ability to stun.... but not so much power. her back air should have less knock back. the forward air should have a bit less knock back. her forward smash should either have a bit more knock back or more knock back. her fully charge shot should go further and be a bit slower.
Donkey kong - dk up air kills extremely fast even to heavy opponents and the knock back needs to be tone down. also down smash should make the opponent fly more to the side beside dk if dk did the down smash while looking at the opponent instead of upward.
FOOTSTOOL CANCEL - When you footstool someone on the floor, you should be able to cancel the hop off the opponent by pressing down which makes you fast fall or cancel the jump animation. The footstool should also cause a bit more lag to the opponent to allow more combos since it's barely done and would encourage players to try to put it to used.
Grab escape - SMASH always been heavily about grabbing your opponent, throwing them and following up with combos.... but how come no defensive way of getting out of a throw besides..... not getting grab? EVERY FIGHTING GAME has throw escape except this game. When your opponent grabs you and you press the grab button at the same time or just right after, The person that got grab should be able to break out of the throw instantly and both players space away from each other.
Power shield reflect - This tech used to be in melee. When a projectile such as Falco and Samus charge shot got powershield, The projectile would go back the direction it came from.... this also made players think twice about spamming projectiles all the time. Now that powershielding is harder to do.... this should be put in and reward players for being accurate with the powershielding.
MORE TECHS AND CHARACTER UPDATES COMING SOON