- First things first, I’m going to be altering gameplay a little. The Final Smash meter is now a permanent feature in gameplay, and is now much more similar to a Super Meter from other fighting games. The Meter raises over time, and every character has three possible Final Smashes depending on how long you let it charge for. The first is basically just a super special move (Mac’s KO Punch will be moved here, for example). The second is more akin to current Final Smashes, with moves on the level of Mario Finale, Ancient Bow and Arrow, or Ultimate’s Super Sonic. Finally, the third Final Smash, which is very difficult to reach, is always guaranteed to be a cutscene Final Smash that can only affect one opponent and is a guaranteed one hit KO if it lands. This will 99% of the time be some kind of major direct reference to the fighter’s source material, with some recycled Final Smashes like Dedede Rush or House of Boom
Sounds kinda like PlayStation All-Stars's super system without the whole "supers only kill and only supers kill" thing.
How would it be activated though? If it replaces Neutral-B, that would impede the gameplay a lot. If it gets its own dedicated button, I'd rather just go with my "super special" system where it's mostly "powered up" versions of existing specials.
- The other major gameplay feature is a casual and competitive variant for every single stage in the game, referred to as the “For Fun” and “For Glory” variants respectively. The For Glory variants will often share layouts, but every single For Fun stage will be completely unique. The stage selection itself will also notably be mostly made up of completely brand new stages and every playable character will have a unique dedicated home stage.
I think Battlefield and Omega modes, plus Small BF and Smashville modes would be good enough IMO. A lot of variety in just four layouts.
Anyway, I'll post my short ideas on how to do Adventure. In short, I would like to have several "mini Adventures", like Mario Adventure, Zelda Adventure, Metroid Adventure, Pokémon Adventure, Fire Emblem Adventure, Xenoblade Adventure, etc.
Each Adventure would only be three stages plus a boss, with each being a "summary" of the series as a whole. For example, Mario Adventure would involve running in a grassland, then an underground level, then finally Bowser's Castle, and then you fight Giga Bowser at the end. The other Adventures would be like that in different franchises. Of course, the staple enemies and visuals from each franchise would be represented.
Honestly I think the only way you can make the Final Smashes a permanent mechanic with the meter would be if al the Final Smashes are cutscenes with noticeable long startups, since there is a reason why the proper FS meter is banned of the competitive (even if I personally always turns on the FS, I love the mechanic but I know that if we want to make it part of the core gameplay it should be heavely reestructured not only the meter but the Final Smashes has a mechanic).
I've thought of giving FS's very long endlag. About the same length of time it takes for a fighter to respawn and get back in the fight. This way there's an element of risk to using one. If you don't get a K.O., say hello to a fully charged smash attack towards your face.
IDK, I think making FS competitively viable is a lost cause considering how wild and varied they are. Some are screen-clearing nukes while others are focused OHKOs. This is partly why I want my "super meter" mechanic so that we have something similar, but focused and smaller-scale to fit into existing competitive play.