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How the next Smash Brothers should be like

AKC12

Smash Journeyman
Joined
Oct 4, 2005
Messages
484
Location
Marlborough, MA
Link to original post: [drupal=2495]How the next Smash Brothers should be like[/drupal]



New features first

-Better online
:rankings
:matchmaker
:choose type of match
:1P mode co op
:friends with anyone you want

-Create a character
:Based off a points system
:Revised Miis

-Add in stadium modes
:Bring back board the platforms
:Race to the finish

-Better adventure and classic

OK now the good stuff

As you might of read before there should be a smash meter. Once it's full you can use final smash. It charges up by itself at a steady rate. It might be different for characters that rate. Now for moves that don't take up the whole meter I will talk later.

:Special Shield
For example Link's shield, indestructible from the front but exposed from the back and noticible lag. Or Bowser's shell, invincible but more lag and so on. It might be a counter at close range without the attack back function of Ike and Marth's counter.

:Changes in bubble shield mechanic
Once your shield is gone you shouldn't be stunned. Instead you'll have no bubble and still can block, but take a portion of damage and the guard could be broken by a stronger attack and get knocked back still, though it'll be weaker. Maybe in return shields should be weaker and with strong attacks like Bowser's Fsmash it should be broken instantly. There really needs to be more shield/guard breaks in this game, to prevent over shield use.

:Back to Melee recovery mechanics
Cause everyone loves to stomp recovering players to the KO zone, and more skill. Maybe specific UBs could cling but not too many.

:Way to break a grab quickly
Like in Soul Calibur, perhaps if you guess what direction they will throw or press A or B and you guess the same as what the code produces you can break it. Prevents chain throws (ya thats right ur chain combos are gone Icies! take that banana hammock!) It'll be skewed towards letting the throw happen though. You can get out the normal way of course. Prevents chain grabs, auto throw combos and so on.

:Keep tripping, but not for running

:Wall jump ONLY with control stick input
And make the physics good so you can jump from the same side consecutively.

:C stick down SHOULD NOT fast fall
SAKURAI!!!

:Return of the light shield

:NO air grabs but Bowser can have one

:Counters? SC style? Perhaps perfect shield is good enough.

:Crouch canceling only makes sense, put that back in.

:Cancel certain attacks and charging smashes. More mind gamez plz.

:Smash aerials attacks?

:Tether should auto hook to the edge, unless it will break the edge guarders hold, even during invincible frames. If it wont reach then let it hit the wall. There should be a way to decide from edge ledge to wall. Oh, and tether to ceilings would be cool.

:More aiming projectiles? May be the boost they need.

OK I think that's all I have for regular fight mechanics, here's the good stuff

I'm thinking there should be a lesser final smash which I like to call Super Smash. You are not invincible, it is not a auto hit usually, it is hard to hit and easily punishable. But it does wonders if it works. These attacks vary. It could be a very strong single attack, a set combo, a defensive move, a recovery maybe, whatever. Maybe there sholuld be 3 sections of a meter, or 4. The more it uses up the better it is. Again it recharges at a set rate no matter what you do. Each character should have 3-4 super smashes. It's not a auto game changer but if you land it it might be one.

For final smashes, IMO everyone should have at least 3. There are a few different types. One is projectile. Another is transformation. Lastly there is close range. Oh I just thought this up. Projectile>Close range>Transformation>Projectile. This allows players to counter final smashes with another one. If the same type of Final smash collide then there is a rock paper scissors game played using the buttons. Winner gets the full blast hitting his enemy. Tie knocks both back but with less damage. Final smashes should be no stronger then landing 50%, kill at the lowest percent of 30% or so, unless it's hard to hit. And very few shouldn't take damage.

Well this is what I am hoping. Usable Super and Final Smashes, a few new additions and changes to deepen the experience, and a whole new game with new awesome features. I don't see how one can disagree with an entire idea here but it's your opinion. Tell me what you think.
 

Jim Morrison

Smash Authority
Joined
Aug 28, 2008
Messages
15,287
Location
The Netherlands
Good ideas, but this will obviously have no chance of being read by anyone that matters to developing the game. However you could give some of this to the Brawl+ people maybe.
Some of it is already implemented.
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
Create-a-character =/= Smash. It's supposed to be a game where Nintendo (and some guest) characters duke it out. Besides, it seems like a waste of development time to implement, since it could take a while to do that sort of thing.
 

AKC12

Smash Journeyman
Joined
Oct 4, 2005
Messages
484
Location
Marlborough, MA
i suppose about the create a character. i wouldn't bother if it isnt gonna be deep. and yes i did post this before that the thread. no one cared, just talking crap about characters...
 

Romulox2010

Smash Rookie
Joined
May 13, 2009
Messages
20
Location
north carolina
Solid's the man.
Besides, some of your ideas are seriously ridiculous.
Seriously ridiculous: no doubt
Seriously awesome: almost as awesome as captain falcon!!!

I really liked the part about the final smash counters too bad sakurai and the developers would never do such things.
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
LMAO:laugh:
epicfail
10fails
No, it's not, really. I think I see what he was trying to say; he wants tripping to stay in, but only by means of moves that the OPPONENT performs on the player that have a tripping effect, and items like banana peels causing you to trip.

Stuff like that is completely explainable; he only wants the random end of tripping to be cut.
 

LoganW

Smash Journeyman
Joined
Jul 23, 2009
Messages
439
Location
=_=
no, tripping and brawl in general is gay. The next smash needs speed and hitstun and needs to go back to what melee and 64 were
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
no, tripping and brawl in general is gay.
I respectfully disagree. Outside of random tripping, I see nothing bad with it.

Besides, if random tripping is cut, then competitive players who disliked Brawl have nothing to be upset about, since the only tripping they have to worry about is their opponent causing them to trip, which gives way to new gameplay additions and strategies.
 

Scott!

Smash Lord
Joined
Apr 25, 2008
Messages
1,575
Location
The Forest Temple
Having moves that cause tripping makes sense. Bananas should trip, cause that's what they do. Some regular moves should as well. Zelda's dtilt kicks her opponent's feet out from under them, and should have a chance of causing tripping. Same with a lot of similar dtilts and such. Running on ice should also carry the potential for random tripping, because it's ice, and the stage'll end up banned/cp anyway.
 

AKC12

Smash Journeyman
Joined
Oct 4, 2005
Messages
484
Location
Marlborough, MA
yeah i know my ideas are far fetched, especially about the meter and stuff. Too bad, it would be better IMO.
 

finalark

SNORLAX
Joined
Nov 23, 2007
Messages
7,829
Location
Tucson, Arizona
yeah i know my ideas are far fetched, especially about the meter and stuff. Too bad, it would be better IMO.
I like Soul Calibur and all, but it really sounds like you're trying to dump to many elements from SC into SSB.

And just throwing this out there, they should put in more modes rather than Stock, Time, Coin. Actually, they should axe coin mode (serious, who plays this?) and put in King of the Hill or Juggernaut or something.
 

AKC12

Smash Journeyman
Joined
Oct 4, 2005
Messages
484
Location
Marlborough, MA
just a way to stop the combos, avoiding another marth and such. the throw thing i mentioned would have saved fox vs. marth.

SC elements
grab escapes
guard breaks/shield

thats it i think. i think its ok.

oh yeah, i like your idea, also do capture the flag and race hehe.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
just a way to stop the combos, avoiding another marth and such. the throw thing i mentioned would have saved fox vs. marth.

SC elements
grab escapes
guard breaks/shield

thats it i think. i think its ok.

oh yeah, i like your idea, also do capture the flag and race hehe.
You tried Brawl+ or BBrawl? It's just all due to their bad job.
 
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