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More air combat = lag/vulnerability?

Pyroloserkid

Smash Master
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Hear me out.
Sakurai wants this game to have ALOT of air combat. As we've seen in videos, when Link, Pit, or Meta are slashing people in the air, they kinda freeze up so that the slashing can continue. The continued slashing may just be a combo, but what if it's not?
I mean, what if when someone is air combo-ing you, you freeze up for a bit so allow them to finish a combo? What if the fair nair bair dair moves don't send the person flying until the last one, as to let you build up damage in a combo? This way...on a player with a high percentage, you can do about 3 air attacks to build up damage and then the 3rd one would send them flying. I think this idea would be amazing for custom combo's, and would allow players to get original and creative when brawling.
Anyone have any thoughts?
Discuss.
 

WhiteZER0

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Remember, those videos were made a LONG time ago. Let me give you an example. In the old Twilight Princess trailers, every time Link would hit something, it would freeze for a second/split second. In the actual game, the lagging, if it was there, was not really noticed. Know what I mean? Things can change drastically in a game in a one year period/half a year's time O_O

That is of course Sakurai is making the game that way. After all, if I remember correctly, he did say he wanted to make Brawl "slower paced" than Melee.
 

Eaode

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how the hell would the game know which attack you do is the "last" one?

Overall, this idea is far-fetched, impractical, complicating, and pretty much just stupid.


I'm sure those crazy things Meta did were just one of his aerials that happens to be multi hitting.
 

Pyroloserkid

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how the hell would the game know which attack you do is the "last" one?

Overall, this idea is far-fetched, impractical, complicating, and pretty much just stupid.


I'm sure those crazy things Meta did were just one of his aerials that happens to be multi hitting.

The game wouldn't KNOW which one is your last...just some characters are faster than others and some fall faster...so there would be a time limit in which you could unleash as many attacks as your character could.
 

Pyroloserkid

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I mean, say if you're using Samus...she's not very fast, and you're air combo-ing Fox...who is not a very fast faller. You see fox in the air and jump to attack him. As soon as you hit him he freezes up for a splitsecond so you can combo. If you don't do any more attacks, fox will just fly to the side, up or down, depending on which air you used. But if you DO hit him once, and after he freezes you keep hitting him and manage to get a total of 4 hits in before he falls because samus isn't fast enough to combo any longer, he'll fly HARDER to in the direction that your final air was (fair bair nair uair dair). He'll fly HARDER because while combo-ing him, his percent increased (obviously).
 

Mr.GAW

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There's really no point at guessing about this stuff without seeing a finalized version.
 

Pyroloserkid

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There's really no point at guessing about this stuff without seeing a finalized version.
See, but that's like saying there's no point in participating in the "Official <character> Thread!" threads, or the stage or item suggestion threads.
Pretty much, you shouldn't even be on the boards if you don't have room for speculation, and I'm sure as hell that you've participated in some of the afore mentioned threads, as well as speculated.
 

Mr.GAW

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Well, for one thing, I don't participate in "Official <character> Thread" threads, and you can speculate about things that have a basis, but you don't even know how much more air combat there is going to be. I mean, this is just sort of like saying "Reduced Speed= Less fluent dash-dancing/wavedashing?"

I dunno really how else to put it. I guess we'll just quote Eaode to show my feelings on this topic:

Overall, this idea is far-fetched, impractical, complicating, and pretty much just stupid
I probably wouldn't have put it so harshly, but, yeah.
 

_Phloat_

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Dec 1, 2006
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Tennessee V_V
If a move could hold them there long enough to do another, the move could be repeated infinately for a instant death combo... Just thought I'd bring that up, although they could make the freezes get shorter and shorter between moves.. But I like the fact that because of DI combos need to be done on the fly, and ruining this would make me sad :(
 

WhiteZER0

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Yellowknife, soon to be Calgary =/
I mean, say if you're using Samus...she's not very fast, and you're air combo-ing Fox...who is not a very fast faller. You see fox in the air and jump to attack him. As soon as you hit him he freezes up for a splitsecond so you can combo. If you don't do any more attacks, fox will just fly to the side, up or down, depending on which air you used. But if you DO hit him once, and after he freezes you keep hitting him and manage to get a total of 4 hits in before he falls because samus isn't fast enough to combo any longer, he'll fly HARDER to in the direction that your final air was (fair bair nair uair dair). He'll fly HARDER because while combo-ing him, his percent increased (obviously).
Hmm... that is a pretty good idea. Though I'm a noob (since I haven't played Melee in a VERY long time =P, though I used to be not to bad at it (as in I could probably last a while with a pros, yet still get my *** kicked XD)), my opinion is that it might make Smash a bit to easy in some points, especially for Pros (I'm guessing that, anyways). Hopefully it stays somewhat like Melee, as in the speed of the Battle, but other than that, as long as they don't slow it down a whole lot, I'll be happy =D
 
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