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By George, I think he's done it.We have Dash Attacks.
So why not Dash B?
This /really/ makes competitive brawl sound so much more boring than I remember.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 *******.
This, and I'd like to see more out of tether and maybe footstooling for a start.Swimming (underwater) is the only thing missing for me.
Id love for Shield + Direction to be a mix between the current roll and the Wavedash, or basically MvC dash, so you can back away whuile still facing the opponent. If that was the case Id guess the roll COULD be kept but in Barrell Roll-style (L or R twice quickly)Sorry if this has been said already:
Air Dashes
Rolls getting replaced with back dash
Aerial Smashes
Swimming underwater, maybe?
Attacks with hit boxes far in the z axis that can hit people out of dodges/techs in exchange for really low priority
Shield can be easily aimed via c-stick
Universal wall jump
Final Smashes made more like traditional supers
I approve this!Grabbing opponents in the air and swiming underwater mechanics would be nice
Final Smashes are fun, therefore competitive players will never want Final Smashes in their tourneys, they hate supermoves, they hate stage hazards, they hate flashy things, in short, they hate everything that makes the game enjoyable and love everything that makes the game annoying.I guess I should be less specific. I'd like Final Smashes to more difficult to perform, and better balanced, in order to make them tournement viable.
For instance:
If each was just a single move like Mario or Samus.
If they turned up on a condition, like all players are on 150%+
If they required time to activate, so players needed to choose their moment carefully
Thoughts?
As cool as it seems, it would interfere with the games mechanics since there are already side inputs it would just default into the dash B, and using Side be would be impossible without walking. You would still be able to link aerials into side specials sure and I honestly wouldn't a dash B, but people who went into smash not being able to do tilts might, and that would cause an accessibility issue.We have Dash Attacks.
So why not Dash B?
You. I'm annoyed by you.Final Smashes are fun, therefore competitive players will never want Final Smashes in their tourneys, they hate supermoves, they hate stage hazards, they hate flashy things, in short, they hate everything that makes the game enjoyable and love everything that makes the game annoying.
So by your definition, people playing the game they want to play means it's boring? You really need to stop speaking for people and find your own definition of fun.Final Smashes are fun, therefore competitive players will never want Final Smashes in their tourneys, they hate supermoves, they hate stage hazards, they hate flashy things, in short, they hate everything that makes the game enjoyable and love everything that makes the game annoying.
These seem interesting...Every smash game adds some new mechanics to the already solid formula of gameplay, the question is what would you like to see become a possible mechanic in Smash 4?
I myself have a small wishlist, which only grew upon playing PSA and seeing some interesting things going on there that would have worked better in a smash game, they are as follows.
1) Being able to drop through platforms while performing air moves - This really grew on me while playing PSA and made me realise just how much I wish I could do it in brawl. In fact, I even thought it was possible when I played brawl again shortly after.
2) Platform dropping while laying down - Once again this was a mechanic in PSA that stayed glued to my mind while playing brawl again afterwards.
3) Three attack buttons - I would love to see a fresh class of moves present in a smash game, as much as I love smashes, tilts and specials, with a 3rd attack button you could open up a whole new bunch of options. Perhaps remove the delay needed to perform a tilt by assigning smash attacks to the 3rd button, and tilting on the 3rd button would allow for even heavier hitting tilt moves that only just fall short of being as powerful as uncharged smash moves.
Any other fresh ideas?
I agree with the "air-turn mechanic", and I'd like to see how subdued integration of Final Smashes in actual movesets would work out...Very very minor thing, but I would like to see an air turn mechanic. As in, being able to turn around while mobile in the air (yes I know B-reversal exists).
I would also like to see Final Smashes be implemented into character movesets but as in a lesser form.
This.While charging a Smash attack, you can do a full turn (like Falcon Punch in Brawl) and use the fully charged Smash in the complete opposite direction.
This.Momentum: Gives stun armor to heavy weights if they are running full speed
Example: Would allow Bowser to run through a few weak projectiles
This.Air grabs just popped into my head, I'd love to see a universal one that could perhaps allow for the 4 way throws mid-air.
This.I would like to see a versus option where you can choose multiple characters as opposed to one. For example, if you are playing a 3 stock match you could choose to lead with Pikachu while having Fox and Samus on reserve. The only way to switch between characters is to get KO-d, so if Pikachu is knocked out then the player would spawn as the next character in their lineup, in this case it would be Fox.
Utilizing this would allow for a stronger focus on counter-play in the competitive scene while allowing casual players to mess around more often.
Chargeable aerials could be interesting, and Power Suit Samus definitely needs air-charging. I don't mind having to switch Zelda/Sheik and Pokemon Trainer's Pokemon with Down Special, although I wish Samus had a different/easier way to switch between Power Suit and Zero Suit forms... I've been able to manage with the Star Fox Taunts and the Metal Gear codecs, but I've never been able to switch Samus's form while taunting..Let's see, I had a few of my own:
GENERAL:
-Chargeable aerials
-Two types of Airdodges, mapped to different shoulder buttons.
-Air grabs (that work on air dodges, to put an end to its scum )
-Platform dropping a'la PSASBR sounds good, but just that.
-Taunt switching (instead of Down+B for switcheable characters)
-Air switching (for all switcheable characters, including Samus and Pokemon Trainer)
-Instead of a horrible swimming mechanic for water, I prefer an infinite double-jump mechanic in low-gravity.
-Melee Tethering, executed as easily as in brawl (no dodge+Z, why not just plain Z?)
-A party system, like in SSE. You select up to 3 characters, and they'll switch out everytime you're KOd.
CHARACTER SPECIFIC:
-Samus: Needs air-charging.
This.8 way item toss.
More debilitating statuses could be interesting...Elemental effects:
-Burning/flame effect causes you to take 1% damage every half second or so
From things like: PK Fire, bomb detonations, Falcon Punch, Din's Fire, Flare Blade
-Freezing/cold effect slows down your movement speeds and increases attack lag
From things like: FLUDD, Surf, Blizzard, Ice Climber ice pieces
-Dark/poison/curse causes you to take more damage from incoming attacks
From things like: Wizard Kick, Wario fart, Luigi final smash, Mewtwo's glowing attacks
-Lightning/shock effects that have a lot of hitstun
From things like: PK Thunder, Lightning Jolt, Screw Attack
-Wind effect that increases character floatiness and makes jumps higher
From things like: Gale boomerang, Phantasm, Reflect
-Earth/heavy effect that deals lots of shield damage and shield stun, and increases dizzy time of the enemy if used to break a shield
From things like: DK Headbutt, Rock Smash, Pound, Ike forward smash
This! (Along with Link being able to fire a Sword Beam whenever he's at 0% damage (usually at the start of the match or whenever he's respawning. If he has taken damage during a stock but subsequently heals to 0% damage, the effect returns as long as he's at 0% damage).I'd also enjoy it if Mario and/or Luigi's footstool jumps did damage in homage to their roots
XDto prevent players from grabbing the ledge simply because the opponenet grabbed it themselves for an un-honorable kill, make it so we can grab the legs of those who are grabbing the ledge!
I like these, but I'd switch the effects of flames and the effects of poison. Poison, after all, is the essence of something dealing DOT, while burns make the flesh very tender and vulnerable. And personally, I would get rid of the wind status effect,since it doesn't really make much sense, and moves with wind are already pretty unique.
Maybe the burn effect could be steady/constant (say, 4% every 2 seconds) while the poison effect amplifies (every 2 seconds) for its duration (starts out at 1% every 2 seconds, then 3%, 5%, 7% until the status wears off, which I imagine would be less than 15-30 seconds)...I beg to differ, as I see fire/burning as the quintessential DOT effect. Igniting an enemy with a flame move and a bomb explosion seems like the best concept for dealing DOT, to me. Poison/curse/dark for amplifying damage makes sense, since the primary user of that effect will be Ganon (purple aura attacks) and Mewtwo (purple aura attacks). Lucario might have a weaker version of this effect or a unique aura effect due to the nature of his moves. Maybe even a weakened version of the burning effect.
This could be interesting (and a nice way to get revenge on edge-hoggers ).what has really annoyed me in past games is when people grab the edge so you cant.
i would like to see a mechanic that would allow you to grab the person who is grabbing the ledge.
in teams, this could extend the ledge to help save a falling teammate,
1v1: the recovering person has a change to pull the person off the ledge, while at the same time the edgegaurder has a change to shake the recoverer off the ledge. damage would indicate which event happens e.i if recoverer has more damage, less change of pulling edgeguarder off ledge.
weight would also be involved. like dk hanging off of of olimar would most likely pull olimar off the ledge. where as lighter characters can climb up faster. same weight, could go either way.
This; I love the concept in theory, although I'm somewhat hesitant in theory. Someone said that there was a Metroid boss battle that was similar to this idea, being just one long fall..Blocking and grabbing in the air would make aerials battles more intense. I used to dream about a stage which would be an eternal fall without platforms, so you can only hit with specials and aerials.
XD
This could be nice (for some reason, the Brawl crowd seems to cheer for people way less than the SSB64 or Melee crowds, IMO).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.
LOL; this would be hilarious to watch unfold. XD I think I'd prefer 'person who button-mashes faster'...Item stealing: grab an opponent to attempt to wrestle the item away from your opponent. Priority goes to heavier character (or it could be whoever button mashes faster XD)
So you mean the "Low, Medium, High" rarity setting in general, as well as with specific items? That would be interesting... (I would love to see that menu screen, though XD)Not really a mechanic, but I't be great if you could set the appear-chance of a specific item, the same way you can with the music in Brawl:
might as well do the same for attacks. a back tilt, a back smash.splitting side specials into froward and backward specials
Except that it would still be different than other fighting games.might as well do the same for attacks. a back tilt, a back smash.
if this keeps up, there would be no reason to turn around and this game would be no different than any other fighting game.