Um, yeah, the super meter is the problem. That's a huge change that just makes it like your typical traditional fighter. And no, it worked fine for Brawl. Brawl is its own game. Is it not Melee or SSB64. And it should be treated differently. Wavedashing wasn't actually needed as is. If we're going by AT's, Brawl returned all the useful ones that aren't beyond ridiculous, except possibly L-Cancel.
Oh. So like, items, being able to turn around, hover in the air, only die by getting blasted off the side of the stage, and having no health meter wouldn't be diffrent enough from other fighting games? K.
its a diffrent game, but taking examples from better games helps. Brawl is a step down from melee when it comes to how fun and fast paced it was. It has better graphics and more characters. All it needs is better mechanics. See were i'm getting at? combine all the good aspects ditch all the ****ty ones.
Who cares what everyone else think? I didn't say it wasn't unbalanced. But it's not as ridiculous as you make it. Honestly, Marvel VS Capcom 2 was much worse.
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I care. Because those people could be playing the game instead of hating on it. Also I didn't mention MVC2. Which btw, is a horrible game thanks to its imbalance and lack of (USABLE) character diversity. The main gist of everything I say is "ADD MORE DIVERSITY.[/QUOTE]
Nope, because it doesn't work like any other fighting game. You don't get knockbacked because you have more damage in the games, you just die faster. HP and Percent are extremely different from eachother. You're oversimplifying it here.
And I think your overcomplicating it here. Make it do above average damage, or making a good kill move, or some kinda powerup boost to your character. Hell, or even keep them the same with just a damage or knockback nerf so there not too devestating. Peachs is actually a good example. It can net her a kill which she desperately needs. But instead of making it unavoidable give it a large but avoidable hitbox.
Just an example.
Super Meter doesn't make it amazing, though. And I highly doubt we would've had the option to turn it off. Could we turn off Tripping? Nope. Also, let's take a game that uses a Super Meter like the one you're suggesting, but plays like Smash Bros. It's called Sonic Battle. The difference here is that it doesn't give you a special move, but it turns your special attacks into a OHK. That's what would essentially happen due to most of the Final Smashes being based upon being able to OHK. Even if you could turn it off, why do you need to make it similar to those Traditional Fighters? Isn't Items, Unique Characters, Non-Static Stages, what makes this game different from those kind of Fighters? I'd like to keep its uniqueness as much as possible.
I'm saying if we can turn it off. Did I say " I want tripping?" You know damn well what my opinion on tripping is.
Also please stop ignoring half of what I say. Thats a nice comparison but I exhausted the hell outta of saying "BUT NERF THEM BUT NERF THEM BUT NERF THEM' <<<<< <<<<<<<<<
Read that. nerf them. Nerfnerfnerf. Its not that hard. Also diversity > uniqueness. Because it can have that cool unique smash factor that NO OTHER GAME HAS, or you can use this sweet mechanic that works well in alot of fighting games. Give the player the choice of what they want.
Also, multiquote next time please. I can't quote you because your replies are part of the quote itself.(when we quote on here, we only quote stuff outside of the quote box)
Sorry about that. I got lazy. .w.
ANYWHO
Would adding the option really hurt the game? Would it? Do you think people would be complain about this thing that they have the option to turn on or off?
Competetive smashers don't complain about items or smashballs because they don't have to use em. Just think about it man.