I'm aware of Zelda's placing in both games lol. It only goes to show Zelda has a HORRIBLE design. If she still had the ability to Lcancel her air moves.. it wouldn't change the fact she has little - no combos with her current brawl build.. not to mention other characters + revamped vets became better than her overall. (not to mention the melee characters below her outright SUCK.)
This begs the question as to why she has a horrible design.
Impa was more or less blessed by the Goddess Hylia. Not the fact she can literally live for thousands of years. She was sent into the future by Hylia, then when Zelda is Sealed she is made a Guardian.. more or less she was more than likely blessed by Zelda/Hylia. Since Zelda even admits to speaking to Hylia to learn who she is. I doubt the Goddess would leave Zelda unprotected.
Even when she dies, she dissapears into a magic like dust.
Sheikah are implied to have longer lifespan than normal Hylians so it's not so much Impa being blessed by Hylia, but something distinct to her race.
I wonder what Kuma would say if Zelda was better than Sheik by competitive standards?
Or if Zelda continues to suck despite being separated.
1. I'd still say separate them.
2. Then that means that Zelda needs a revamp.
Not sure, but probably concept arts for characters/modes/stages they wanted to see, before coding started.I'd love to see that. Lucas I can easily see, but I feel as they're done moving around Ness's move set until we see a revamp of Smash (which could be this game for all we know).
You don't necessarily need coding for an outside studio to have material to work with. That's why I think, despite of a lack of in game coding, that a CG trailer could be done.
Lucas and Ness aren't too difficult to change.
[COLLAPSE="Ness and Lucas"]Ness
B:
PK Flash - Functions more like a classical projectile motion physics problem and less like Ness being constipated.
Side B:
PK Rockin' - Functions the same as PK Fire. Differences are only aesthetic.
Up B:
PK Teleport - Functions kind of like Pikachu's Quick Attack. Ness disappears for a moment and then a quick stream of sparks goes in one direction (basically Pikachu's QA minus Pikachu) and then you determine the direction to go in from there and you reappear in an animation like PK Thunder 2.
Down B:
PSI Paralysis - A command grab. Ness grabs the opponent and puts them into a levitated, stunned state (think Zamus' DSmash).
Lucas
B:
Offense Up - Having up five of these per stock, Lucas can multiply the strength of his Smash attacks by anywhere from 1.1 to 1.5 depending on the number of stocks available. Every Smash attack consumes one stock. So, if you have five stocks and do an attack, that attack's strength is multiplied by 1.5. The next attack's strength will be by 1.4. Whiffing moves also takes away stocks.
Side B:
PK Love Alpha- See Ness
Up B:
PK Love Beta - Lucas does a downward PK Love with the force of the attack pushing him back in the air. This can be done in the ub, u, and uf directions.
Down B:
Shield - This move acts like a brace of Lucas. Upon using this, Lucas gains one hit of super armor and the health lost can be regenerated over time so long as he's not hit in the mean time. You can cancel out of the animation immediately into any action of your choice except for Shield. [/COLLAPSE]
Honestly, the only things I want in Smash 4 is actual hitstun, no random tripping and to have a mechanic where you have no invincibility when constantly planking.
Combo chains, various cancelings, and no tripping for me. The planking issue can easily be resolved where the game has a built-in limit like the tether grabs have now. How this one went past the developers is beyond me.
And the flashkick idea for Falco actually came from Starfox in the form of the somersaults. And the flash kick would be two legged, unlike Guile's one-legged flash kick.
@Metal
Happy to see you reposted my moveset.