[Corn]
Smash Ace
Honestly I would like a way to activate the Crowd Cheering in play for fun. Only could be used once or twice per match though.
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That'd be pretty sweet.Honestly I would like a way to activate the Crowd Cheering in play for fun. Only could be used once or twice per match though.
That'd be pretty sweet.
You could use it if you pull of a sick combo, or to make fun of yourself if you totally mess up and SD.
Being able to inflict any status at random is really not as great as knowing exactly what you will get and using that properly.
+ air bubbles and apnea meter."Better" Water Physics.
When landing in the water everything should work the same way as if there was no water, only slower, and with a splash(es), of course.
You mean like the Bursts in Blazblue and Guilty Gear?A tactical move for each character that can only be used once per match. (or maybe once per stock)
Nope. That's not what I meant.You mean like the Bursts in Blazblue and Guilty Gear?
Hardly useful in Smash where combos are rather short.
Then what did you mean exactly?Nope. That's not what I meant.
Against a decent opponent, you're not going to be having enough time to yourself reordering Pikmin, you will be busy defending yourself against your enemy. For all practical purposes, in mid-combat where you actually inflict the status, I consider Pikmin pulls to be closer to random than to controlled.Random? you mean like how you can clearly see what pikmin is going to be used next for olimars attack? and the fact that you can put them in order with his Down special?
sure you cant choose what pikmin he'll dig out from the ground, but in terms of USING the pikmin and knowing the order that they'll be used in, I wouldn't call that random.
id like to see team throws, so I can toss my team mate like a falcon to go in for the kill!![]()
Against a decent opponent, you're not going to be having enough time to yourself reordering Pikmin, you will be busy defending yourself against your enemy. For all practical purposes, in mid-combat where you actually inflict the status, I consider Pikmin pulls to be closer to random than to controlled.
Then high-level Olimar players deserve some sort of reward for their ability to order on the fly while not losing tempo during the match. Doing the additional micro needed to control Olimar's elements should let the player reap the reward. No real problem with Olimar being able to access most of the elemental effects I created.High-level Olimar players order their Pikmin all the time. I've definitely seen Dabuz and Denti do it.
How about a back special? A move you can use for defensive terms that can allow you to combo in front of you and then attack from behind without turning your back to the other opponent. I could see maybe a standard too, that way you can strategically throw mines and items at opponents behind you. For instance:
Mario could pluck a POW Block from the ground and throw it behind him.
Luigi could use his Poltergust's Strobulb.
Olimar could rearrange his Pikmin (the more he presses, the more spots the Pikmin move back).
Link could pull out a slingshot and launch some Deku Nuts behind him.
Samus could spin and send out an Ice Beam.
Mega Man could use the Rolling Cutter.
And it continues.
what is this, playstation all stars?Power meter. Hitting opponents/Defending against attacks and even a slight bit from being hit increases it. Once it's full, you can perhaps include on additional input on things like Smashes to make them even stronger, or add special effects to them, or even change the smash completely. (Forward+A+B?) I dunno, just an idea.
As an Olimar main myself it seems to me you have little idea over how much control you can(and must) have over your Pikmin in a match, both in terms of order and type. Brawl is already a fairly defensive/punish game which hews greatly to his playstyle. You will be killing hundreds of the little fellas through-out a match, farming them down, and setting up the right Pikmin for the right move is what their play-style is all about. YES, it matters, whether or not you use your up+air with a yellow or a blue; yes it matters whether or not you stick your opponent with a white Pikmin over a red, and it definitely matters whether or not you grab your opponent with a sneaky purple pikmin for a good throw finish. If your Olimar is about anything OTHER than keeping tabs on your Pikmin, and ordering them in-between pivot grabs, spaced f-airs, etc., you are going to be a fairly unsuccessful Olimar player. Every Pikmin has its own advantages with different moves, whether it be angles, health, or range(watch out for my blue grab!) What's great about his options isn't that they're exactly random, it's that you're population control, and that what move you're about to do with what Pikmin is something you should've already been thinking of six pikmin before that. When you're edge-guarding with Olimar, you're not just edgeguarding, you're choosing who and what to edge-guard with(great time to throw some at your enemy you don't want!) So it'd be really appreciated if you didn't start throwing out presumptions on what a player is worried about and what his character is capable of in a match, otherwise you look kinda like a jackass.^Following up with an edgeguard to make sure your opponent dies is usually probably going to be more important to the Olimar player than seeing what the following element is going to be. Hit them off the edge at enough % and it doesn't really matter what element you hit them with.
Then high-level Olimar players deserve some sort of reward for their ability to order on the fly while not losing tempo during the match. Doing the additional micro needed to control Olimar's elements should let the player reap the reward. No real problem with Olimar being able to access most of the elemental effects I created.
Still too good? Then just reduce the power of the moves or something. I don't think the elemental circle is inherently broken just because one character has a particular affinity for it.
As an Olimar main myself it seems to me you have little idea over how much control you can(and must) have over your Pikmin in a match, both in terms of order and type. Brawl is already a fairly defensive/punish game which hews greatly to his playstyle. You will be killing hundreds of the little fellas through-out a match, farming them down, and setting up the right Pikmin for the right move is what their play-style is all about. YES, it matters, whether or not you use your up+air with a yellow or a blue; yes it matters whether or not you stick your opponent with a white Pikmin over a red, and it definitely matters whether or not you grab your opponent with a sneaky purple pikmin for a good throw finish. If your Olimar is about anything OTHER than keeping tabs on your Pikmin, and ordering them in-between pivot grabs, spaced f-airs, etc., you are going to be a fairly unsuccessful Olimar player. Every Pikmin has its own advantages with different moves, whether it be angles, health, or range(watch out for my blue grab!) What's great about his options isn't that they're exactly random, it's that you're population control, and that what move you're about to do with what Pikmin is something you should've already been thinking of six pikmin before that. When you're edge-guarding with Olimar, you're not just edgeguarding, you're choosing who and what to edge-guard with(great time to throw some at your enemy you don't want!) So it'd be really appreciated if you didn't start throwing out presumptions on what a player is worried about and what his character is capable of in a match, otherwise you look kinda like a *******.
Google alpha counters in fighting games. It's a similar idea to what you're talking about. It's a technique where you perform a certain move as you're blocking with the cost of meter to kill pressure.How about a back special? A move you can use for defensive terms that can allow you to combo in front of you and then attack from behind without turning your back to the other opponent. I could see maybe a standard too, that way you can strategically throw mines and items at opponents behind you. For instance:
Mario could pluck a POW Block from the ground and throw it behind him.
Luigi could use his Poltergust's Strobulb.
Olimar could rearrange his Pikmin (the more he presses, the more spots the Pikmin move back).
Link could pull out a slingshot and launch some Deku Nuts behind him.
Samus could spin and send out an Ice Beam.
Mega Man could use the Rolling Cutter.
And it continues.
How would another attack button make things complicated?I think that would be very interesting. I don't want another full attack button as that could make things too complicated for a "Smash" title; a back special would add some more strategy and reinvigorate every veteran by bestowing a new move upon them.
Giving each character a complete extra set of new moves would create a lot more options. Controlling my main is almost instinctive and I know what move works in what situation. Add in an extra set of moves (at least four or five of them) and things become less simplistic. Smash, unlike most fighting games, is a fairly simplistic affair and that's exactly the way I like it.How would another attack button make things complicated?
Giving each character a complete extra set of new moves would create a lot more options. Controlling my main is almost instinctive and I know what move works in what situation. Add in an extra set of moves (at least four or five of them) and things become less simplistic. Smash, unlike most fighting games, is a fairly simplistic affair and that's exactly the way I like it.
Not to mention that adding an extra attack button would mean a ton of work to be done on already existing characters. They'd all play much differently than before. Plus, it would leave less time to work on new characters, probably resulting in a smaller roster.
Why not go even further beyond, 8 specials for each characterdown+forward B
Google alpha counters in fighting games. It's a similar idea to what you're talking about. It's a technique where you perform a certain move as you're blocking with the cost of meter to kill pressure.
How would another attack button make things complicated?
Ye right. :troII:Why not go even further beyond, 8 specials for each character![]()
Just put on Classic Wario level 9 CPU and disable all items.Different A.I. for each color of each character.
Samples: Peach in white dress is very defensive while Peach in red dress is very agressive. Classic Wario is an items hog while Biker Wario aims just to the opponents.
Learn to execute.Ye right. :troII:
Srsly, though. downforward+b sounds legit, but upforward+b would probably mess up yr recovery.
Brawl air dodge where you can only use it once? I'd be fine with that.An Air Dodge between Melee and Brawl.
No Free Fall like in Melee, and no spamming like in Brawl.