NisforSmash
Smash Journeyman
- Joined
- May 28, 2013
- Messages
- 433
This is just a list of ideas I had come up with which could be beneficial to smash bros’ game play.
I feel as though I’m gearing these ideas more towards smash 4 but they could be applied to project m as well. I wanted a seasoned community’s opinion on how these would play out. Please keep an open mind. This being my first post I guess I should start off by saying I’ve played smash since the 64 version but I’ve been getting more into the meta game (1 year). My MC is a secret.
So I came to the realization the other day that the majority of melee and project m’s game play is based around aerials. From Movement (wave dashing) to combat (shffling) it seems that if you were to remove jumping from a single round of project m, it would play out very …blandly.
In order to balance this flaw I’ve come up with two ideas
1. Remove Wave dashing (change the mid air dodge)
Before you get up in arms, hear me out. Wave dashing was just a glitch and while it added depth to the game, I feel it took away from rolling and straight up dashing.
The solution I’ve come up with: Smash attack charging should be cancel-able with a dash (not a walk or a run but a dash). Basically when a character is charging their smash attack, allow them to smash the control stick forward or backward which would cancel the charge and initiate a quick dash. The idea was to give the characters the same momentum and gliding ability of a wave dash but w/ maybe ¾ the distance and half the dash animation being played. After canceling if the player holds the direction, they’ll keep running or if they let go they’ll stand still but glide across the stage wave dash style. A temporary name I came up with is SADDLING: Smash Attack Dash Dance canceLING or Smash stepping. idk. The name doesn’t matter.
2. Give Every character a magic series
I know what you’re thinking and yes it will be in turbo mode. But my idea was to add a simple magic series which puts more emphasis on the ground game. Basically the series would be as follows: Jab>Tilt>Smash>dash (smash-step or SADDLING)>special. Everything would work the same as it did for lucario and for the future turbo mode but there’s a catch to this. In order to go from one attack to an attack two steps ahead of the one you’re performing, you must L cancel that attack to get to the next attack. Example. If I wanted to go from jab to smash directly I must input Jab>L on hit>smash. This would make it so you either must pursue the entire magic series combo to get a more robust combo(more damage) or you must L cancel as a filler for the move you’re skipping (quicker safer combo). Hitting L after an attack mid combo allows you to basically stop the combo early and perform something else or just drop it entirely.
As far as aerials go, characters could magic series any two aerial attacks on hit without L canceling but on the second hit, if you decide to L cancel your character can do a third attack, being the special move. Example Nair>Fair>L >sideB
The last offensive idea I have is for characters to be able to midair grab. Of course not all characters can but some should be able to. Also in place of tethering, players who accurately shoot out a tether midair and hit another player will do what I call pulling. The character will pull the other character about halfway between them and they will pull themselves about halfway between them. This latching on to other players will do a little damage but ultimately it sets up more for aerials, shuffling or footstools.
I see this game favoring a strong offense as opposed to favoring strong defense but I may be wrong. These were some ideas which I thought could add some depth to defensive game play.
1. Allow tech attacking
During performing a successful tech a player should be allowed to hit the jab button which would initiate a quick combo stopping attack. Unlike a getup attack, this attack would have less knockback, a smaller hitbox and be quicker.
2. Tech rolling options
Two simple ideas. If you tech roll forward, you can perform a short hop or full hop at the end of the roll by hitting the jump button. If you roll backwards and input the shield command, your character will light shield immediately after standing up. Momentum will be preserved during both of these. These shouldn’t be able to be executed after a player initiates a roll out of shield although rolling out of shield in general should be sped up slightly to increase its potency.
(This next section is seriously weighted towards smash 4 but it’s still worth posting) Next up is the smash ball. I love the idea but the execution could use some work. Here are some ideas to make the smash ball more interesting. I will refer to the smash ball as the smash ability from now on.
1. No more smash ball. Each player should have to charge up their “Smash ability” by performing combos and KO’ing. After meeting the designated smash abilities requirements, player should be able to activate their ability or it will activate on its own. All players should be able to use their smash ability on screen at the same time if they choose. To show a player’s smash ability is ready or active, a smash ball should be placed next to a character’s name and stocks on the in game HUD.
2. 4 types of smash abilities. The abilities will either be actively executed or passive. They will either be active/passive for the rest of the stock you’re on, or active/passive for the rest of the game. Rest of the game smash abilities should be less intense but give you an edge. Rest of the stock abilities should be more intense and give you an advantage. Each character will have different unlockable smash abilities based on their abilities in their own respective series’. Generic abilities should be a nono.
3. A project M esque smash ball could work the same way the brawl one does except upon hitting it and activating it the player gets 2 minutes of OHC for every attack. As a reward for players who play well against the character with OHC, maybe the OHC ability passes off to the player who combos the player with OHC.
Characters
I AM NOT POSTING MY CHARACTER SPECULATIONS. That being said, here’s a general idea that is again weighted more towards smash 4. Characters should be able to unlock various character specific outfits, items, and accessories which can be applied to change the way a character plays. Example: Mario in a tanooki outfit is faster and jumps higher than default mario while fire Mario does fire damage with any attack that does over 10% damage. Maybe Kirby with his fighter headband on gives him a different dash attack or samus can choose which canon type to use in game. These things will change a characters aerial and normal attack but they will open up the possibility for different special attacks. Example Mario with a hammer has completely different unchangeable jab combo, tilts and smash attacks but his side b can be changed to a hammer toss or something if the player prefers it over the normal side b. of course these things would have to be set pregame.
Other small changes
Better story mode with more series references and stages. Maybe something where Mario ends up in hyrule and samus in dreamland? …on second thought I’d rather not see solid snake in the johto region…this’ll need some thought.
Combine break the targets, board the platforms and race to the finish in one character specific training event. This should not be easy and test a player’s ability effectively. Not sure how this would be pulled off though.
Keep all star.
Add an endless survival mode of sorts. as the players progress through the characters they defeat, maybe buffs and debuffs should be applied to change the difficulty slightly. Make it co-op
That’s all I can think of right now.
TL:DR – leave this thread because you have nothing to contribute
If you did read this, I appreciate it and would greatly appreciate the feedback. Thanks.
I feel as though I’m gearing these ideas more towards smash 4 but they could be applied to project m as well. I wanted a seasoned community’s opinion on how these would play out. Please keep an open mind. This being my first post I guess I should start off by saying I’ve played smash since the 64 version but I’ve been getting more into the meta game (1 year). My MC is a secret.
So I came to the realization the other day that the majority of melee and project m’s game play is based around aerials. From Movement (wave dashing) to combat (shffling) it seems that if you were to remove jumping from a single round of project m, it would play out very …blandly.
In order to balance this flaw I’ve come up with two ideas
1. Remove Wave dashing (change the mid air dodge)
Before you get up in arms, hear me out. Wave dashing was just a glitch and while it added depth to the game, I feel it took away from rolling and straight up dashing.
The solution I’ve come up with: Smash attack charging should be cancel-able with a dash (not a walk or a run but a dash). Basically when a character is charging their smash attack, allow them to smash the control stick forward or backward which would cancel the charge and initiate a quick dash. The idea was to give the characters the same momentum and gliding ability of a wave dash but w/ maybe ¾ the distance and half the dash animation being played. After canceling if the player holds the direction, they’ll keep running or if they let go they’ll stand still but glide across the stage wave dash style. A temporary name I came up with is SADDLING: Smash Attack Dash Dance canceLING or Smash stepping. idk. The name doesn’t matter.
2. Give Every character a magic series
I know what you’re thinking and yes it will be in turbo mode. But my idea was to add a simple magic series which puts more emphasis on the ground game. Basically the series would be as follows: Jab>Tilt>Smash>dash (smash-step or SADDLING)>special. Everything would work the same as it did for lucario and for the future turbo mode but there’s a catch to this. In order to go from one attack to an attack two steps ahead of the one you’re performing, you must L cancel that attack to get to the next attack. Example. If I wanted to go from jab to smash directly I must input Jab>L on hit>smash. This would make it so you either must pursue the entire magic series combo to get a more robust combo(more damage) or you must L cancel as a filler for the move you’re skipping (quicker safer combo). Hitting L after an attack mid combo allows you to basically stop the combo early and perform something else or just drop it entirely.
As far as aerials go, characters could magic series any two aerial attacks on hit without L canceling but on the second hit, if you decide to L cancel your character can do a third attack, being the special move. Example Nair>Fair>L >sideB
The last offensive idea I have is for characters to be able to midair grab. Of course not all characters can but some should be able to. Also in place of tethering, players who accurately shoot out a tether midair and hit another player will do what I call pulling. The character will pull the other character about halfway between them and they will pull themselves about halfway between them. This latching on to other players will do a little damage but ultimately it sets up more for aerials, shuffling or footstools.
I see this game favoring a strong offense as opposed to favoring strong defense but I may be wrong. These were some ideas which I thought could add some depth to defensive game play.
1. Allow tech attacking
During performing a successful tech a player should be allowed to hit the jab button which would initiate a quick combo stopping attack. Unlike a getup attack, this attack would have less knockback, a smaller hitbox and be quicker.
2. Tech rolling options
Two simple ideas. If you tech roll forward, you can perform a short hop or full hop at the end of the roll by hitting the jump button. If you roll backwards and input the shield command, your character will light shield immediately after standing up. Momentum will be preserved during both of these. These shouldn’t be able to be executed after a player initiates a roll out of shield although rolling out of shield in general should be sped up slightly to increase its potency.
(This next section is seriously weighted towards smash 4 but it’s still worth posting) Next up is the smash ball. I love the idea but the execution could use some work. Here are some ideas to make the smash ball more interesting. I will refer to the smash ball as the smash ability from now on.
1. No more smash ball. Each player should have to charge up their “Smash ability” by performing combos and KO’ing. After meeting the designated smash abilities requirements, player should be able to activate their ability or it will activate on its own. All players should be able to use their smash ability on screen at the same time if they choose. To show a player’s smash ability is ready or active, a smash ball should be placed next to a character’s name and stocks on the in game HUD.
2. 4 types of smash abilities. The abilities will either be actively executed or passive. They will either be active/passive for the rest of the stock you’re on, or active/passive for the rest of the game. Rest of the game smash abilities should be less intense but give you an edge. Rest of the stock abilities should be more intense and give you an advantage. Each character will have different unlockable smash abilities based on their abilities in their own respective series’. Generic abilities should be a nono.
3. A project M esque smash ball could work the same way the brawl one does except upon hitting it and activating it the player gets 2 minutes of OHC for every attack. As a reward for players who play well against the character with OHC, maybe the OHC ability passes off to the player who combos the player with OHC.
Characters
I AM NOT POSTING MY CHARACTER SPECULATIONS. That being said, here’s a general idea that is again weighted more towards smash 4. Characters should be able to unlock various character specific outfits, items, and accessories which can be applied to change the way a character plays. Example: Mario in a tanooki outfit is faster and jumps higher than default mario while fire Mario does fire damage with any attack that does over 10% damage. Maybe Kirby with his fighter headband on gives him a different dash attack or samus can choose which canon type to use in game. These things will change a characters aerial and normal attack but they will open up the possibility for different special attacks. Example Mario with a hammer has completely different unchangeable jab combo, tilts and smash attacks but his side b can be changed to a hammer toss or something if the player prefers it over the normal side b. of course these things would have to be set pregame.
Other small changes
Better story mode with more series references and stages. Maybe something where Mario ends up in hyrule and samus in dreamland? …on second thought I’d rather not see solid snake in the johto region…this’ll need some thought.
Combine break the targets, board the platforms and race to the finish in one character specific training event. This should not be easy and test a player’s ability effectively. Not sure how this would be pulled off though.
Keep all star.
Add an endless survival mode of sorts. as the players progress through the characters they defeat, maybe buffs and debuffs should be applied to change the difficulty slightly. Make it co-op
That’s all I can think of right now.
TL:DR – leave this thread because you have nothing to contribute
If you did read this, I appreciate it and would greatly appreciate the feedback. Thanks.