Johnknight1
Upward and Forward, Positive and Persistent
- Joined
- Feb 25, 2007
- Messages
- 18,979
- NNID
- Johnknight1
- 3DS FC
- 3540-0575-1486
I dunno, I kinda like the way the Smash grab system works (minus long as heck chain grabs [like in Brawl], broke re-grabbing after grab releasing, and Whobbling).Chances? Just implement a grab break mechanic. You know? Like every other fighting game, even TMNT Smash Up, has.
The only use for a grab break mechanic IMO would be at low damage to prevent characters from getting damage real fast to keep the beginning of the matches more interesting.
I explained my made up word earlier as what happens after a grab. Like after you grab someone, can you chain grab them, land an attack your opponent can't dodge, go into a tech chase, etc. Basically, it is what follows a grab throw/grab release. If something is unavoidable (minus something that can do barely any damage), it should be changed IMHO.And please explain this "post grab game".
Well again, 8 directions of aerials and tilts would inevitably mean less characters in Smash Wii U and 3DS. That is why I think adding only say 1-3 attacks per character per smash game would be a simpler way to slowly make every character have more attacks and options, if indeed that is the path Sakurai and co. want to go down.It may be simpler, but I doubt it's the best solution. Not to say my proposal's any better of course.