Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 5,512
I personally think stale moves is a good idea, but it has been done in a less-than-ideal way over the course of several Smash games. I mostly take issue with how it has favored "spam combos" (moves that combo into itself) too much, as a lot of the time, the purely decreased knockback tends to help this kind of playstyle, more than offsetting the reduced damage from staling. I have (EDIT) four separate ideas on how they can improve staling:
- My first idea for improving staling is this: as a move stales, base knockback increases, but knockback growth decreases. This way, opponents are hit farther and farther back regardless of percent, but the effect percent has on the move will decrease. While someone has said that adding BKB would turn combo moves into kill moves, I also have the idea of adding a "BKB cap" unique to each character so that if a move stales to have too much BKB, it is capped at a certain number while knockback growth continues to decrease. The main drawback of this approach is that it would be very complicated to program and balance properly, so it may be rather impractical to implement.
- I (partly) took this idea from Necro'lic , but he had the idea of making it so that instead of the game decreasing knockback for you, the DI deviation increases so that the player decides where to go. As for my own addendum, I also have the idea of making it so that "real vectoring" (not Smash 4's purely vertical Launch Speed Influence) is a mechanic. By holding the control stick parallel or opposite to the launch angle, knockback received increases or decreases. By holding the control stick perpendicular to the launch angle, the launch angle gets altered without launch speed being affected. This makes it so that the responsibility of escaping spam combos is put in the hands of the victim instead of the game. However, the problem with this is that it would favor characters with more diverse combo options, which would pose a problem with trying to balance heavy characters.
- My third idea is just bringing stale moves back to Melee standards: where staling doesn't affect knockback at all. My problem with this is that it rewards spamming one good finisher, discouraging diverse use of finishes. It also does nothing to prevent spam combos other than SDI and DI, both of which I want to see heavily reworked.
- (EDIT) My fourth idea is to classify each attack into being either a combo move or a KO move. As combo moves stale, they gain BKB, meaning that the attacker has a harder time chasing down the victim and following up. As KO moves stale, they lose KBG, meaning that the attacker can knock away the victim but can't kill them effectively, and the attacker can't just turn a KO move into a combo move. Combo moves would keep their KBG and KO moves their BKB with no change as they stale. This is similar to my first idea, but it would be much easier to implement without having to balance around BKB increasing and KBG decreasing.
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