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Favorite thing about how Platform Fighters control?

GothicSlenderman

Smash Journeyman
Joined
Dec 31, 2012
Messages
291
I've been seeing a lot of discussion on sites like Twitter and on here about the platform fighting genre. Especially Nickelodeon All-Star Brawl and the leaked Warner Bros. game. Many were bringing up the idea that if these games want to succeed that they'll need to try something different with the gameplay to stand on their own. And while I love Smash's gameplay I kind of agree (in some cases anyway)

Some other Platform Fighters add their own mechanics to change things up like NASB's strafing and air grabbing, Rivals of Aethers' parry mechanic, Playstation All-Stars' super meter, ect.

That brings up the question. If the platform fighter is going to grow the way I'm thinking it will and more games outside of Smash are made. What mechanics, controls, abilities, moveset layouts would you want these games to focus on? The movement, how to beat your opponent, attack options, speed, defensive options, ect.

And to add more what's your favorite mechanics from some platform fighters that you really love and want to see more of? Or ones you hate and either don't want to see come back or could at least be improved. You can include stuff from any game including the Smash series. But I am mainly trying to focus on how the characters control or are designed.
 

Wario Wario Wario

Smash Legend
Joined
Sep 3, 2017
Messages
11,612
Location
Ed Bighead for NASB 2
Personally, I'd love to see a platform fighter take light and strong attacks further by adding light and strong specials.

Diagonal airs are also something I find interesting - perhaps if there's a light/strong system it's 9-way lights and 5/3-way strongs?
 

GothicSlenderman

Smash Journeyman
Joined
Dec 31, 2012
Messages
291
Personally, I'd love to see a platform fighter take light and strong attacks further by adding light and strong specials.

Diagonal airs are also something I find interesting - perhaps if there's a light/strong system it's 9-way lights and 5/3-way strongs?
I think light and strong specials could really work. Most traditional fighting games use at least 6 buttons for attacks but having Light standard, Strong standard, Light special and Heavy special could change things up depending on how they're designed. Good one!
 
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