AKC12
Smash Journeyman
Link to original post: [drupal=2495]How the next Smash Brothers should be like[/drupal]
New features first
-Better online
:rankings
:matchmaker
hoose 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.
New features first
-Better online
:rankings
:matchmaker
: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.