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Collecting ideas: New techniques

Chesstiger2612

Smash Lord
Joined
Jun 1, 2013
Messages
1,753
Location
Bonn, Germany
We all love wavedashing, the DACUS etc... Most added advanced techniques increase game depth and skill ceiling, the most basic but nonetheless most important being L-cancelling and wavedashing. Maybe there are more ATs that would be amazing if they were implemented that we just don't know about right because they aren't implemented in any Smash game.
I am convinced there is still room for ATs with a rather specific application which wouldn't change the game too much to improve the gaming experience, as well as adding depth in the game.
Now your creativity is needed to suggest something that would fit in Smash. This thread is for collecting ideas for such, because there might be a really convincing suggestion (although I am not really sure ^^). Please keep in mind to not suggest anything that would change the game too much.
 

Y-L

Smash Champion
Joined
Jan 16, 2014
Messages
2,436
Location
Ventura, CA
Well "advanced techs" are for the most part unintentional. It's just us players abusing the way the game works to our advantage. That's why only some characters have a DACUS. So I don't think they can or should just be added.
 

ECHOnce

Smash Lord
Joined
Feb 22, 2014
Messages
1,191
Location
Bellevue, WA
Introducing an entirely new game mechanic would come under a lot of controversy, since it'd likely affect what is (at least currently) a fairly balanced metagame - if new tech is influenced by each character's fall speeds, weights, move startup/endlag speeds, etc. like many are, some would probably benefit more than others. Those who main characters on the short end of the stick would be likely to feel left out and complain.

To avoid this, I feel that the PMBR should continue to only add new character-specific tech. You know, all the PM jank like Zelda's Teledashing (wavelanding out of Up-B), Ike's JC Withdraws, Bowser's JC...Down-Bs (whatever it's called lol), etc. They may just be extensions/variations of already existing tech, but so far they've still added more depth to the game without arousing much controversy, since they were controlled and added specifically to those who were widely considered in need of buffs. It's a big part of the reason why many lower tiers can handle themselves better - in Melee/Brawl, many fell due to a lack of options to deal with the higher tiers' big guns. With that said, if a new tech was to be applied universally to the cast, PMBR wouldn't be able to monitor how individual characters could potentially exploit it as easily, and the meta would turn into one funky hell of a mess aha.
 

cmvnb3

Smash Apprentice
Joined
Feb 9, 2014
Messages
103
I feel that a new technique that would help slower characters like Bowser fend off faster ones could be very useful. A "Shove" technique could accomplish this. How it works is when you do the shove, it allows you to push the opponent away if they're close enough to you, giving you some breathing room. It is very defensive and safer than other options because it works on smashes and aerials that aren't behind or directly above you and grabs will be cancelled as well by it. The shove must be timed or it can be punished but the lag is small. Shoves would be stronger from slower/larger characters and less useful for faster/lighter ones. You could perform a shove by pressing grab+smash tilt forward(like a "smash" grab) and it should seamlessly blend in with other inputs.
The shove is countered by timing a grab to connect right after the arms have fully extended and it will still block other attacks while the limbs are extended. Shoving only cancels grabs when the grab connects during the shove's forward arm movement.
When a shove connects, it deals minor damage and always pushes the opponent backward a modest amount, just enough to keep them from running you down before you can move again.
You can also do shoving matches where you both try to shove and timing of the shoves will affect which shove is stronger and a shove could cause the opponent to fall down backwards, maybe a 30% chance.

I also had an idea for comboing by having DI influence by tilting while an attack of yours hits, sort of like putting some "english" on a tennis ball. This DI influence is in direct contrast to the target's DI influence so it's best to try to guess what they will tilt to and maybe if they tilt up, you should tilt sideways because the defender's DI should take priority.
 
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cmvnb3

Smash Apprentice
Joined
Feb 9, 2014
Messages
103
How exactly is this pointless? You just come in here, make a statement without explaining why you believe it and then expect anyone to take you seriously?
I can think of plenty of reasons there's more than a little point to it. Maybe what we really need is a technique that raises that skill ceiling. How about a new game mechanic where you can attack more rapidly or even more powerfully by using certain moves in order? It's like Lucario's magic moves in PM. You could also have a new mechanic designed for comboing where performing hits with a certain move enables a special version of another move that might move the attacker towards the opponent, allowing for more combo options. And then with this new combo system you should add a difficult combo-breaker technique that works similar to knockdown attacks but in the air, proving an armored attack that can break a combo but it requires precise timing and can only be done during certain frames of an attack.
 

Y-L

Smash Champion
Joined
Jan 16, 2014
Messages
2,436
Location
Ventura, CA
I think new tech would harm the developing meta. There's still so much unexplored as is.
 

QuickRat

Smash Journeyman
Joined
Apr 11, 2014
Messages
447
Location
Madrid, Spain
I think new tech would harm the developing meta. There's still so much unexplored as is.
Yes, I agree. In fact, there are going to be new characters and this Pikachu beating Fox at EVO is kind of changing many people minds in this game's roster. I think new advanced techniques would break the game so it would need another year of gaming and tournaments to balance it... and that's something I don't like much. I preffer to see Project M as it is with some balance improvements and those 5 new characters they promised. That is, for me, the way PM should follow. But PMBR could have another opinion, of course.
 
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