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That actually sounds nice! I could probably program that, but not in Sm4sh (due to unsophisticated moveset editors and no animation editors), so I'd have to do it in Brawl, however, as a concept, that's amazing. I could imagine Falco flapping his wings for his jumping animations. In regards to the Landmaster, I think the reason he says that is because he didn't have a choice; he had to use the Landmaster. At best, he was able to optimize it for aerial combat, but he couldn't swap out his designated vehicle.Okay, so we're talking major alterations. I would totally revamp Falco. He would personally prefer the air and would have Jigglypuff's airspeed and jumps, but would fall slightly faster. His ground moves would be greatly nerfed, taking away many kill options while grounded and instead repurposing his ground game into pop-ups that start aerial combos. His aerials would be buffed for insane walls-of-pain style combos. His Side-B would change animation from dashing forward to actual flight, and make a better recovery move than whatever his Up+B would be. His blaster would be mostly unchanged on the ground, but in the air could fire bursts as fast as Fox's. This would be overpowered with his current blaster hit stun, so maybe nerf the hit stun and/or damage to compensate as needed, and definitely make the landing lag punishable if you actually land while in the firing animation to punish unskilled, cheesy spammers.
Optionally, instead of having Fox's firing speed in the air, you could have a special animation where he pulls out two blasters and fires two shots each time with his normal firing speed that only works in the air.
In this current build, his meteors would have to be nerfed as well. You can imagine how broken it would be if Jigglypuff could spike like Falco in the middle of a wall of pain, yes? His Side-B and D-air could send them downward but not as strong as he can currently smash them. Also flying/gliding was a fun mechanic in Brawl. Falco is a bird.
His D-air would have that insane lasting hitbox in Melee, but not hit nearly as hard and with less hit stun and less landing lag. This would mean you could pillar combo on-stage with it to rack up damage, but not spike for a kill off-stage until they are at much higher percents, because having Jigglypuff's aerial mobility takes virtually all the risk out of going for a spike that Falco usually has.
This Falco prefers the air and is like the opposite of Little Mac. No kill power on the ground, but very strong combo and kill game when he pops them in the air. N-air and F-air and potentially D-air if you are falling fast would string together for combos, and his kill moves would be B-air, U-air to kill off the top, and Up-B and Side-B.
Lastly, screw the Landmaster and give him a clone of Zero Suit Samus's Final Smash, but firing an Arwing's Hyper Lasers. You could have an Arwing Final Smash similar to say Yoshi or Charizard, but for coding purposes, ZSS's would be easier to just clone and I'd be happy. As long as he isn't proclaiming his preference for air combat while getting in a ground vehicle. I hated that.
This sounds good. It's rather conservative, however I think that it would help balance out some of Pac-Man's weaker traits (such as fair and dair). I'm rather surprised you didn't suggest any trajectory changes, however.Make viable.
Buff the fundamental area of his moveset (normals and grab).
I would reduce the end lag on Neutral B by 1-2 frames.
I would reduce the ending lag on Bair, Dsmash, Usmash, and Dair by 5-6 frames
I would increase the hitbox sizes of Utilt, Fair, Dtilt, and Dair significantly.
I would increase the knock back on Fair, Bair, Dair, and Ftilt moderately,
I would make the active frames on Grab start earlier and last throughout the move til the tractor beam starts to recede.
Then make most of his normals deal 2-3% more damage.
I think that having a Sword-Attack would make for a better Down-B than Phantom; I could imagine it having more offensive uses while still being powerful. As for Shulk, he's an interesting case, as he has both a great strength and major flaw in his range and speed respectively. I think an optimal Shulk should only have slight reductions in endlag; just enough to comfortably allow for more combos, but not enough to make him Corrin or Long-Ranged Sheik.I always thought Zelda would be cool if she had her sword.
Also I'd buff the hell out of Shulk with his frame data issues.
I still have an interest in Project M. If you make an Air Falco, could you link me in a private message?That actually sounds nice! I could probably program that, but not in Sm4sh (due to unsophisticated moveset editors and no animation editors), so I'd have to do it in Brawl, however, as a concept, that's amazing. I could imagine Falco flapping his wings for his jumping animations. In regards to the Landmaster, I think the reason he says that is because he didn't have a choice; he had to use the Landmaster. At best, he was able to optimize it for aerial combat, but he couldn't swap out his designated vehicle.
Making one for PM might take awhile, but I should be able to pull it off with enough time.I still have an interest in Project M. If you make an Air Falco, could you link me in a private message?
"Oh hell yeah, I'm Giga Bowser, time to fu- what do you mean I'm out of time?!"Increasing the duration of certain Final Smashes would be pretty handy. Some Final Smashes just don't last long enough for you to take advantage of them.
I think Luigi is fine how he is now. Sure, he isn't Top 5 anymore but he's still great. He still has a potent and strong combo game and gets kills relatively easily. Have you seen Elegant's Luigi? Crazy good.- Undo every nerf except for the Cyclone nerf. Luigi was never good enough to warrant a nerf, and he's incredibly mediocre now.
Yes, because if there's one thing that people love it's random needless complexity jammed into every available orifice of the game that they are playing. That's just inspired game design, that is.The ability to L-cancel aerial attacks for each character. Characters like or even can benefit from that. Now, I know Smash 4's competitive scene is going strong thus far, but it is no wonder that L-cancelling is in a very long list of reasons why Melee smokes the other Smash installments. Not that there's anything with N64, Brawl, and 4, mind you.
It's even more insulting when you realize that Giga Bowser's power is inferior to that of a giant-sized Bowser. Giant Bowser's f-smash can potentially make 1-hit KOs on even the heaviest fighters when fully charged. Giga Bowser's f-smash doesn't even come close to 1-hit KOing the lightest fighters, even when fully charged."Oh hell yeah, I'm Giga Bowser, time to fu- what do you mean I'm out of time?!"
Most people who advocate for those mechanics would rather break their hands than having things made simplier, under the belief that it makes the game deeper.Why do people think L-cancelling is a good mechanic? Or wave-dashing? They are not good mechanics. What is good is having less landing lag. You shouldn't need to press a button to ukemi like this is Tekken. It's Smash, fun and favorite for casuals and competitives alike. Just give the characters less landing lag. Jumping up and throwing your body against the ground awkwardly after your jump squat so you slide in a way that looks like you're zipping across the ground on your knees in order to keep your attack options open is also a dumb mechanic. Just make it so your character has better attack options out of their mobility.
I'm so stealing this. The Hoo-Ha and the Hee-Hee, that's perfect.the hee-hee,
Don't start. This is designed to be a fun discussion. Take any Melee hate to the Sm4sh Social Thread.Yes, because if there's one thing that people love it's random needless complexity jammed into every available orifice of the game that they are playing. That's just inspired game design, that is.
I think that the main problem with Giga Bowser is that they made him into a "character" rather than a Final Smash. Giga Bowser was never meant to be balanced--In fact, the very nature of him was that he was unbalanced. I also find it both creative and lazy that they kept all of his Brawl animations, almost as though his very existence was but an afterthought.It's even more insulting when you realize that Giga Bowser's power is inferior to that of a giant-sized Bowser. Giant Bowser's f-smash can potentially make 1-hit KOs on even the heaviest fighters when fully charged. Giga Bowser's f-smash doesn't even come close to 1-hit KOing the lightest fighters, even when fully charged.
I actually spent some time fixing up Giga Bowser so that he's back to being the actual beast that we all loathed in Melee. One example is buffing up the f-smash so that a fully charged hit with the head can KO even the heaviest fighters at 0% damage. Even the Flying Slam and Bowser Bomb have been strengthened as well. However, some moves and events did have to have their knockback values nerfed.
And to add to the buffs, the Final Smash duration gets increased to 1200 frames. Stronger and longer lasting, you definitely don't want any opposing Bowser players to snatch any Smash Balls, or else you could be in for a good thrashing if there are no Super Stars around to make you invincible.
I don't have any hate for Melee. It is what it is. Trying to take the properties of Melee and shove them into other games as though they were good design principles irks me, though.Don't start. This is designed to be a fun discussion. Take any Melee hate to the Sm4sh Social Thread.
"as though they were good design"I don't have any hate for Melee. It is what it is. Trying to take the properties of Melee and shove them into other games as though they were good design principles irks me, though.
What's more ironic is when you start comparing giant Little Mac to Giga Mac. Even when giant-sized, Little Mac still deals less damage overall than Giga Mac; giant Little Mac's full power Straight Lunge only deals around 39% damage, while Giga Mac's full power Straight Lunge deals up to 50% damage.I think that the main problem with Giga Bowser is that they made him into a "character" rather than a Final Smash. Giga Bowser was never meant to be balanced--In fact, the very nature of him was that he was unbalanced. I also find it both creative and lazy that they kept all of his Brawl animations, almost as though his very existence was but an afterthought.
skaurai please nerf. The competitive scene is really triggered by this... JKWhat's more ironic is when you start comparing giant Little Mac to Giga Mac. Even when giant-sized, Little Mac still deals less damage overall than Giga Mac; giant Little Mac's full power Straight Lunge only deals around 39% damage, while Giga Mac's full power Straight Lunge deals up to 50% damage.
One way to do that is make Wild Gunman not be so pitiful with its power.Give duck hunt kill moves without asterisks
Wha- Did they change mega gunmen's damage? It NEVER killed at 35% or ever below 100%Robin could afford to have some adjustments done to the durability and recharge times for his tomes and Levin Sword.
https://smashboards.com/threads/426052/page-72#post-21609306
One way to do that is make Wild Gunman not be so pitiful with its power.
https://smashboards.com/threads/426052/page-70#post-21567153
No, it's a hack that I did up. When left unhacked, Wild Gunman is quite pitiful as a KO maker, since it isn't able to KO even the lighter fighters until their current damage goes over 200%, and some of them can't KO until the opponent goes over sudden death damage levels.Wha- Did they change mega gunmen's damage? It NEVER killed at 35% or ever below 100%