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New Move Sets? Captain Falcon

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
So here’s what I see happening….. The DOJO updates with a character every now and then. And this update comes complete with pictures. With or without an additional update concerning each characters Special (B) moves, some of us are convinced that some of the Brawl characters will play largely the same as they do in Melee. Let me be the first to say NAY. Even if the characters and their moves look the same, it’s all about the little touches and tweaks that go a long way in determining how a character feels.

But lets not be too hasty. It’s still all about balance and design. The reason Fox and Marth are such perfect characters is someone (I’m not going to say who) decided to craft each one of their moves to make a character than has excellent options in most situations. After the moves were envisioned, this same nameless person looked at each B move and gave them additional options and tweaks. This guy decided that Fox should be able to shorten his illusion, cancel his shine/reflector and blaster, and be able to aim his fox fire in 16 directions. Marth got interchangeable dancing blade combinations that he can delay and stop at each step. His sword cannot be clinked or stopped by another attack either. Marth also got a counter move that counters every kind of hit or projectile. And if that wasn’t cool enough, Marth is invincible for a short period of time while countering. What wonderful characters! Someone really cared about them. How can Brawl make some of the other cares as “cared for?”<!--more-->

In fact, I’m quite convinced that because of the limited time for Melee’s development, Sakarai and team only had time to care for the “cool” characters. Honestly, I’ve met a lot off smash “goofballs” who love a given character more than they should. (I’m one of them) Is it surprising that I’ve never met a Game&amp;Watch fan? Is he just too much of a “uncool” character? Sakurai and team must have thought so. G&amp;W is perhaps one of the most uncreative bland characters in the game. The majority of his attacks are general hits with high priority. What’s worse is his B moves didn’t receive any consideration for balance, function, or coolness. For example, his bucket attack absorbs only some projectiles. Not only does this fact limit the use of this attack, but the enemy practically has to cooperate with you in order to fill your bucket. And if you’re not playing an enemy which such attacks, then you have a completely wasted move. Unlike Marth, who’s counter depends on other people attacking him, the bucket doesn’t do harm to the enemy or give G&amp;W invincibly when filling up. What a waste! His sausage attack isn’t much better. Like Mario’s fireballs, these small slow moving projectiles give the enemy very little stun. Mario can at least jump and shoot at the same time. This is not to mention that the fireballs bounce off of the ground and walls. When throwing sausages, G&amp;W plummets out of the sky. This sudden lack of movement is limiting. Though the pan does give enemies a nasty burn if they get too close, this random and unpredictable move is difficult to follow up.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/250px-captain_falcon.jpg" title="250px-captain_falcon.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/250px-captain_falcon.jpg" alt="250px-captain_falcon.jpg" /></a></p>
So as part of this noble effort, I would like to discuss Special move adjustments that could make all the difference in the world to a character. You can think of this as fixing Melee, or hopeful wishes for Brawl. First up…. our good friend Captain Falcon.

<strong>Falcon PUNCH</strong>. The more I think about it, the more I support this move for being the signature move of Smash. It’s a move of legend, or it’s supposed to be. Why on earth would Sakurai and team give Falcon a Knee (forward air) that’s more versatile and powerful than the Falcon punch. This isn’t right. In order to return this move to glory, any or all of these ideas would do the trick….
<ol>
<li>Make Captain Falcon unflinching during the time between when he starts the attack and right when the punch is released. This will allow Falcon to fly into danger, take a few hits, and put the pressure on the enemy. You could even edge guard with this move.</li>
<li>Allow Falcon to wall kick after he’s started the Falcon Punch (if in the air) so he can reverse direction. After all, aren’t his legs free while preparing the punch anyway? And if you time the wall kick too late, Falcon will punch against the wall to propel himself into a super jump in the opposite direction.</li>
<li>The Punch can strip all the jumps away from the opponent upon contact. This means that if he happens to punch a Kirby off the stage (even at low damage), the only thing Kirby can do to save himself is Up+B. That ought to get you to fear the greatest punch known to man.</li>
</ol>
<strong>Falcon Kick</strong>. This move looks like a kick, but it doesn’t act like one. Lets fix that…
<ol>
<li> The kick should drag enemies along for the length of the kick and fling them off right at the end. This would allow Falcon to drag a player from one side of the stage out and off the other side. If he hits you in the air, he’ll drag your back to the ground or even off the side of the stage to both of your dooms. Because of this new property, the strength of the attack can remain low, or even be lowered. Now, this move isn’t about killing, it’s about pushing the enemy around.</li>
<li>Because I don’t recommend adding strength to Falcon’s B moves, I would like to make them more versatile. Perhaps, Falcon should be able to shorten the kick. Many times, even when successfully hitting the enemy, they have a chance to recover and even attack Falcon because his kick runs too long and has too much lag at the end. I don’t recommend taking the lag out, but allowing Falcon the ability to cut off some of the distance would really help him. And if Falcon still gets a free jump after kicking in the air, then perhaps he should only be able to shorting the kick after making contact with an enemy. Now the move is dynamic.</li>
<li>Add some priority. Like Fox’s up+B the Falcon kick is a pointed attack engulfed in flames. Fox has a unique amount of priority with his up+B. Though it doesn’t have a lot of range, it’s speed somehow allows Fox to out prioritize what appear to be even the cleanest of hits. Somehow Fox makes it out of impossible situations. Why not the Falcon Kick too?</li>
<li>Allow the kick to be canceled into a ledge grab. Fox can do it with the illusion and his up+B. It’s only fair right?</li>
<li>The Falcon Kick is fast, but it’s not that fast especially compared to Fox’s illusion. What if Falcon could add speed to the kick by getting a running start first? Sounds cool to me.</li>
</ol>
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/falconw300h217.jpg" title="falconw300h217.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/falconw300h217.jpg" alt="falconw300h217.jpg" /></a></p>
<strong>Raptor Boost</strong>. (Forward B) This move is pretty well made. By using it, Falcon rears back to potentially avoid oncoming attacks. This creates a natural dodge. When dashing forward, Captain Falcon dodges projectiles. This is a subtle touch that has a wonderful execution. Because Falcon doesn’t have any projectiles, he’s more vulnerable to them. By being able to dodge projectiles Falcon can dash head long into a dangerous situation and come out unharmed and swinging hard. On the ground this punch send enemies upwards in flames for a nice set up for his air attacks. But in the air, this attack becomes a joke. Instead of sending enemies up, if Falcon is air born, the punch is directed down. After punching the enemy, Falcon falls out of the air helpless. If he’s off the stage, doom is certain. So what does Falcon gain for doing such a risky maneuver? The enemy is spiked downward right? Not quite. The enemy is sent down in a meteor spiral which means he can break it with a jump or a well timed up+B. Basically, with great risk and careful aim, you don’t get anything good. Lets fix it.
<ol>
<li>Make the move Spike. If Falcon is going to practically kill himself to pull this move off, then don’t give the enemy such an easy way to return to the stage.</li>
<li>Make the move grab on to edge. If Falcon has the coordination to dash through the air and punch someone, then surely he can grab on to a ledge. This would also make a cool way for him to get rid of enemies foolishly hanging on to the ledge for too long.</li>
<li>I don’t like the idea of Falcon being a helpless sitting duck when he manages to make contact with this move. If his misses that’s another issue. If you miss on the ground you deserve to flop on your stomach. If you miss in the air, you deserve to deserve to fall. But if you make contact in the air, Falcon should flip over and rebound in a short of jumping animation. This would allow Falcon to pursue opponents off the sages, send them down and out of the way while giving Falcon a chance to rebound towards the stage. I can imagine Falcon taking out 3 players off the stage with this move alone in a feat of the most graceful acrobatics.</li>
</ol>
<strong>Falcon Dive</strong>. (up B) This move is slow, it isn’t very strong, has a considerable amount of lag, and it has a fatal flaw built into it. If Falcon uses this move to return to the stage, a player can simply jump into harms ways, take the hit, fly back and tech on the side of the stage. When this happens, Falcon can’t do another up+B for another few seconds leaving him wide open for a fatal blow. If this wasn’t bad enough, because Falcon flips around before grabbing the edge, he can’t grab the edge quickly making him a a big and easy target to hit. As long as this move remains Falcon’s primary method of returning to the stage, he’s as good as dead. You know the drill…
<ol>
<li> When Falcon manages to grab an opponent, he should be able to Dive again much sooner. He doesn’t need to show off his manliness as much as he does.</li>
<li>Instead of launching enemies in the same direction he’s facing, Falcon should be able to point the enemy where he wants to shoot them off (either left or right). What sense does it make to send the opponents back towards the stage?e This will allow Falcon to easily turn the tables to those who foolishly miss their edge guards.</li>
<li>Falcon should be able to grab anything and shoot it back. This would in effect act as a primitive reflector. He would be able to grab anything physical. Even barrels and crates! If you try chucking one of those off the edge at Falcon, you might be seeing it again… real soon.</li>
</ol>
These suggested adjustments hardly add obvious power to Captain Falcon. They merely give him the ability to play in an all new way. The way his moves are in Melee, there is little incentive to use many of his B moves except when recovering (of course). If you don’t believe me <a href="http://www.youtube.com/watch?v=0eoSCiXFAPA" target="_blank">check out his video </a>and count all the times he uses B moves on the stage. The answer is 1. In many ways Falcon was balanced by his lack of options when recovering. His A air moves are perhaps over powered. All of his air attacks can combo into his knee which is stronger than the Falcon Punch. This is too much power for someone who is so fast and nimble in the air. It’s all about balance. Falcon’s A air moves need to be toned down and balanced like his ground A moves. Air moves are, after all, the most versatile moves in Melee because they can be Land Edge canceled. If they take out L canceling, then Falcon’s air moves don’t need to change as much.
<p align="center"><a href="http://smashboards.com/blog/wp-content/uploads/2007/08/ssbm-nd-falcon4.jpg" title="ssbm-nd-falcon4.jpg"><img src="http://smashboards.com/blog/wp-content/uploads/2007/08/ssbm-nd-falcon4.jpg" alt="ssbm-nd-falcon4.jpg" /></a></p>
This is a lot of <a href="http://www.youtube.com/watch?v=aeHhrsrn6Q8&amp;mode=related&amp;search=" target="_blank">chew on</a>, so chew away on these last two <a href="http://www.youtube.com/watch?v=VsAiBgIaBxw&amp;mode=related&amp;search=" target="_blank">bites of awesome</a> until I do the next character tomorrow.
 
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Animal 214

Guest
so with his falcon kick in alot of ways it seems u wana make it alot like ganondorfs nd aslo with the raptor boost u can grab the edge with it but u have 2 jump pretty high 2 do so but otherwise agree with everything nd ur whole general idea but as every1 knows fox is a great chrachter no doubt if given 2 the right person but hes not an easy charachter to use good it takes alot of controll to be a good fox player nd his speed can make it hard 2 control but ya if u look at donkey kong from smash 64 nd melee (1st example came 2 mind) there fairs r the same move but in 64 its all one motyion nd spikes making it a very useful move but in melee just by tweaking it a lil bit nd adding a lil lag to the ove nd almost changed the entire move nice post well done
 

Yomon

Smash Apprentice
Joined
May 20, 2006
Messages
134
Location
Grass Valley, California
I totally agree with those changes you made to make Cpt. Falcon better. I find it really annoying that there is such a huge difference in strategic options between each character. It’s really sad to see your favorite character have a limited ammount of options against stronger characters like Fox and Marth.
 

Thores

Smash Rookie
Joined
Jun 5, 2007
Messages
10
By the way, the timing you had on this post was amazing.

You made this entry exactly two hours before the Dojo updated with Link’s modified moveset! You should have seen the smile I just cracked.
 
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homelessvagrant

Guest
hmm nice article kirbykid, can’t wait to see how the captain handles

(I mean this in the most heterosexual way possible)
 
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UndrDog

Guest
Maybe a bit off-topic, but what the heck.

Rather then the move shooting the person away, I think it’d nice to simply allow Captain Falcon’s fall to slow down and give him a set amount of time to check a direction. The direction chosen would then set in motion the corresponding aerial attack. Down would meteor. Back would backhand the opponent. Up would either do the one he uses now or the windmill kick. And of course Foward would be the knee of death.

Just a random thought.
 
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homelessvagrant

Guest
No underdog Captain Falcons game is to uneven. I don’t want to have to shffl just to be able to survive with falcon, his ground attacks and B need to sap some energy from his arial. His knee attack like Kirbykid said shouldn’t be more powerful than the falcon punch. (it’s a freakin knee).

I can see tommorrows update being kirby. actually I hope it is (or pikachu).
 
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Sneaky 2.0

Guest
If an opponent has high enough damage with a Falcon Dive, they’ll just be KO’d anyway.
 
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homelessvagrant

Guest
But if they don’t……….Falcon is screwed. Keep up sneaky.
 
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Sneaky 2.0

Guest
Cut that out, Homeless.

Not really screwed if you intentionally let yourself fall for a bit after grabbing the opponent and pushing off.
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
Sneaky 2.0
A good opponent can ALWAYS time the up+B so that they can tech the blast. After all, it’s the same timing EVERY TIME. This is not hard to get used to. Sorry man.

*cough* http://youtube.com/watch?v=qhWdJJx6wlc *cough*
 
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homelessvagrant

Guest
KrazyKirbykid is too good.

sorry Sneaky but sometimes….you know… it’s just too easy and it kinda,slips out.
 

CORRUPTiON

Smash Apprentice
Joined
Oct 25, 2006
Messages
159
Thing is, Brawl is said to have a new physics engine correct? Everything can change with that said. We don’t know if the lag for B moves could have dramatically decreased or what not. Don’t assume it’s going to be some kind of patch, or a SSBM version 2.0. New physics engine=new way to play.
 
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fox23234

Guest
yeah corruption but it will be easy to people who read the MANUAL.


(but i admit the lag will be different)
 

greenblob

Smash Lord
Joined
May 17, 2006
Messages
1,632
Location
SF Bay Area
They should make his Falcon Punch and Kick the way it was in the original.

The Punch was extremely situational, but it could be comboed into by a throw or dair (I think the latter still works if they don’t DI). I think that it reached a decent balance in Smash 64–you couldn’t do much with it, but it still worked once in a while, and the payoff was a KO.

The Kick sent the opponent forward, which was great for edgeguarding. Now if you use it to edgeguard, chances are your opponent will get back on the stage before you and then proceed to edgeguard you.

But I think the Falcon Dive should mostly stay the same. You need diversity and you can’t give every character amazing recoveries. Falcon, Doc, and Falco proved that great characters don’t need good recoveries. Maybe they could just add a bit more knockback to it.
 
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Lava

Guest
Ha, a few weeks ago or so I (as Falcon) did that thing in the video clip where Falcon has to repeatedly stomp Fox. It was pretty awesome/funny.

Anyway, I’m pretty much in agreement with most of these suggestions.

I really wish I knew more about the individuals who are working on Smash. Sakurai seems to focus more on the the heapload of extra features, and awesome adventure mode stuff, than on perfectly balancing the fighting/fighters. But with the additional dev time they’ve had, and the pressure to make a Wii killer app to end all all killer apps… as well as the number of supposedly enthusiastic fans on the team, I have great hopes. With all of the time it takes to the basic structure of the game, and all the graphical details, I’m thinking there still has to be a small sub-team balancing the fighting, and hopefully they are allowed to come up with, and implement some new radical ideas and twists for character abilities even this late in the dev cycle. (Not only for balance, but for extra coolness too.)

I’m still kind of hoping someone on the team is like: “Umm… Sakurai, I think it would be a good idea to speed up the game just a tad. We’ve only had it playable (with the entire roster) for a few months, and already we’re feeling a serious lack of the characters abilities to keep up with our brains.” (and we’re noobs!)

Yeah, I’m sure I’ll love this game even if it’s slow like 64, but I’d like a bit more with some of the speed of Melee. What would be cool is if they had a default speed that was slower, and an “expert” setting that bumped up the speed just a tiny bit. Not like lightning mode where the frame rate sucks, and is too fast anyway, but so that it’s designed to be played in “expert” mode, but can be played a little slower too. Eh…
 
M

METROID MAN

Guest
OMG KIRBY KID, I WATCHED THAT VIDEO AND….POOED myself … SHOW US MORE! A FULL MATCH!
 
S

Sneaky 2.0

Guest
How did Kirby survive when Falcon got KO’d inside his mouth?
 
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sweet zelda

Guest
did this old man hurt peach oh he will wish he didnot do it
 
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sweet zelda

Guest
the one who was plaing as peach and fox was not a pro
if i was plaing as peach i would of beaten falc what ever
hate saing his name
 
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solid_snack

Guest
Wow. I’m not even done reading yet, and I love it. KirbyKid, you could write for IGN. Or Nintendo Power. Or EGM. Or whoever.
 
S

solid_snack

Guest
And I agree, Mario amd Luigi’s fireballs should travel MUCH faster.
 
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solid_snack

Guest
I just KNOW you’re going to do one for Kirby eventually. Right?
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
CORUPTION: You’re exactly right. New physics = new game (most likely).

greenblob: It doesn’t sound like you have a real reason for wanting the moves to be more like they were in Smash64 besides the combo thing. I think what you said about the falcon kick is interesting.

I don’t think smash should be about “combos” like it was in Smash 64.

Why can’t everyone have awesome recoveries? I know that gimping recoveries is about balance too, but in general, why can’t all the characters be awesome like Fox and Marth?


LAVA: There’s a 99% chance that Brawl will be the same speed as Melee. 2 reasons.

1) Melee was too fast. Characters like Fox with thier cancels and L canceling were too fast.

2) The slower the game, the smoother it will be for online play.

3) The speed of the game isn’t directly proportional to how fast you think the game is. It’s about about how involved the moves are and how much you have to think about.

Metroid man: I’ll get some links to more of my stuff laterz. Thanks.

Sneak 2.0: It’s a super advanced technique I mastered. To put it simply falcon’s feet are invisible and sticking out of kirby’s mouth. When the feet touched death, he died, and I could jump away.

sweet zelda: All the players in the videos I posted are PROs. Sorry.

Solid_Snack: Thanks for the complements. I’ll hopefully get to all the characters. (except may Fox and Marth)
 
C

ChozoChampion

Guest
hmmmm i like combos. power attacks just end the game to fast i like to kill my enemies slowly……..which is probably why i have lost a few fights……..a lot of fights
 
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solid_snack

Guest
I’ve noticed that no character can transfer the momentum they get from a running start into a jump as effectively as Falcon can. This needs to change.
 
S

Sneaky 2.0

Guest
If an admin reads this, could they please post? I have a query.
 
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sweet zelda

Guest
gooooooood i’m soooooooooo mad
hey kirby kid i can smash falcon so easily with peach
i mean the one how was plaing as peach and fox did not
do any thing but running thety did not ues peach and fox smash attacks
like toad will be a good for a conter attack and fox is so strong
i mean how was plaing two 5 years old oh please god
i hate to see a female charecter getting smasher in front of my eyes
from all the charecters peach thank god it wasn’t the pink peach
 
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sweet zelda

Guest
well when i see a female charecter get smashed
is the same when mom tells me you won’t go
to FENDI or LV or GUCCI or BURBEERY stores owwww scarey
 

greenblob

Smash Lord
Joined
May 17, 2006
Messages
1,632
Location
SF Bay Area
Combos should be a large part of the game. It’s much more fun to be trading combos than it is to be trading hits. Besides, Smash is a fighting game.
Combos also add diversity. Many characters can have very similar attacks, but the way they combo (or don’t combo) can mix things up a bit. But I agree that Smash 64 has too many zero-death combos.

I’m also in favor of having characters with crap recoveries because of diversity. If every character had great recoveries, awesome combo potential, huge range, and supersonic speed, it wouldn’t be as fun. There should be both slow and fast characters, and similarly there should be characters with very good recoveries and horrible ones.

I want Falcon Punch to be similar to the 64 version’s mainly because back then those attacks were actually useful. Being able to combo into the Punch balances it–the attack has a purpose, it’s very powerful, and it’s also very situational.
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
Solid_snack: Fox is the quickest and Falcon is the fastest. He deserves to be able to jump like he does.

Sneak 2.0: I’m an admin. what’s up?

Greenblob: You use the word “combo” in a few different ways, so I’ll say this. Trading combos is lame. MvC2 is a game with many zero to death combos. Because you can’t DI hits, and because the hits are simple, the game is undynamic. The reason why melee is far superior to smash is because with a little skill, you can throw off your trajectories and end “combos”.

Though the combo may be broken, being able to follow up and keep your opponents “off their toes” is what keeping momentum is all about. This is far better than combos. Combos kill diversity.

You also have a sort of flaw in your statement about poor recoveries. There should be fast and slow characters. This is true. But being slow isn’t necessarily a weakness. After all, generally the slower characters are stronger.

But blatantly giving characters poor recoveries isn’t the same. That’s almost like saying, some character should have no jumps or up+B’s just because someone has to suck for diversities sake.

It may ultimately be a balancing decision, but I want all the characters in Brawl to be top tier. This is more complicated than giving each character “great recoveries, awesome combo potential, huge range, and supersonic speed” because these attributes have trade offs.
 
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homelessvagrant

Guest
yes, that is extremely true kirbykid and I believe that’s ultimately why Sakurai gave Yoshi a Up B jump and Link a Chargable up B. Link has a decent jump but the lag of all his moves made him easy prey for speed demon fox. Lets hope a bit of that lag goes away too.
 
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Sneaky 2.0

Guest
Kirbykid:
I was hoping you would know about icing accounts? I tried to sign up with the name Sneaky on an AOL account but never got my confirmation. I want that account deleted.

Plus, I was talking about the background of one of the pictures in the Link to the Present article. Could you read through what I wrote? If anyone has time, an article on the importance of stage backgrounds would be great. But if it seems too boring to write about, that’s fine enough. :)
 
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Sneaky 2.0

Guest
Not that my thesis is important enough to put in the article. It’s just that now I suddenly want to see an article on backgrounds and their details, if only to know that i’m not the only one that cares. O_o
 

greenblob

Smash Lord
Joined
May 17, 2006
Messages
1,632
Location
SF Bay Area
Sluggishness is a weakness–why not have great power and great speed? GENERALLY slower characters are stronger, but that’s not necessarily true. Slowness is an attribute, just like the distance of recovery, power of attacks, etc. You could balance a weak recovery with some other aspect and still have a great character. Falco is a great example of this. Of course, you can’t overdo it, but still, isn’t Falco ranked as having the third worst recovery in the game? And he’s still top tier, second only to Fox.

And I really like Melee’s combo system–many combos need to be DI chased and you have to make on-the-fly decisions based on your opponent’s DI choices. I’d like to see more of this (as in more combos and more options for both players). I also think that a combo-less match is very slow and tedious. There’s nothing like the rush you feel while you repeatedly chase the opponent, comboing him across the stage.
And to tie it in with Falcon Punch, it could go something like this: Falcon D-throws. If the opponent DIs a certain way, you can Falcon Punch. If the opponent DIs another way, you could follow with an aerial chain, depending again on the DI. And if the opponent DIs yet another way, he successfully escapes.
Anyway, in a nutshell, I think the Falcon Punch should be like Jigglypuff’s Rest–powerful but situational but at the same time still useful. And since you can’t exactly mindgame into a Falcon Punch, the only option seems to be using it as a combo finisher.
 
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Lava

Guest
Kirbykid:

While I see your points on no. 1, 2, and 3, I’m not sure they back up the statement: “There’s a 99% chance that Brawl will be the same speed as Melee.”

Though perhaps you’d agree with some of this…

Smash as we see it in the pro scene seems faster than it is, because the fastest characters are the ones in regular use, and because of the perfect wavedashing and technical skill, whereas a lot of the other characters are relatively slow. Characters like Melee Link seem to be in line with Brawl’s speed. Perhaps the faster Brawl characters will move at about the same speed as the mid-speed Melee characters. Perhaps there won’t be as big of a speed difference across the board than we’ve been used to.

By the way, I could have been more specific. When I was talking about speed I was mainly concerned with movement (walking/running) and air travel speed. Actual hitting speed seems basically unaltered, as well as some extra fast looking “rolls.” As far as recovery, as has been said, we really don’t know exactly.

This is one thing I’ve been thinking about, and it seems your point no. 3 may also be alluding to something along the lines of…

Even if the characters aren’t running as fast, there may be faster attacks, and more strategies (crawling/footstool for 2) to think about. If this is indeed how it turns out to be, I would be much more forgiving for the drop in speed. (Exchanging play options for mastery over hard to control “speed characters.”) Both things could be seen as equally deep, and fertile ground for new fighting strategies. An equal exchange for the chance at something new.

And yes, I understand the online issue… although that’s a sad excuse to change the gameplay. I’d rather have an awesome offline game than a boring online game. (No, I don’t think they’ll take it to the extreme, but it’s the principle of the matter. I don’t want ANY sacrifices to be made for online. Just my personal wishes.)
 
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