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Well, Ultimate is made specially for one particular piece of hardware, one that will be eventually replaced by another superior console that the company will want to put all their biggest IPs on. As a premier Nintendo series, it matters to the company and also to the vast majority of the fans to have a relatively up-to-date version of Smash at any given time. So at a certain point, simply updating/maintaining Ultimate won't be a viable commercial option anymore, once the engine/models are dated enough.Is it impossible to turn Ultimate into live service?
Or is it that fighting game in general cannot be supported for long time?
Is it because fighting game involves more than simple skin?
Sakurai said DLC took as much development time and budget(?) as base game or something along that line iirc.
After setting third party renegotiation contract for good, they should be good, right?
You know what, this could be fun. Just as an FYI, I may be upgrading some Assist Trophies who just need some Additional Moves to be completed, so I’m going down to 8 just to fit these two in:Clone or not in a literal sense, she's in the Power Suit of Samus, and there was no actual big chance of her ever getting into Smash, if not for being an Echo. That was basically my argument, but yeah, glad to have it confirmed anyway.
There are lots of options for similar sort of Echoes or alts amongst the roster. With a Ultimate Deluxe, these could be explored more. I'd imagine that a port, if it happens on a next console and not on Switch this year as a certain rumor suggests, could focus mostly on adding new Echo Fighters, and adds more unique newcomers with DLC. I also imagine it would probably mark the return of Smash 4 new elements as Custom Moves, and hopefully Smash Run.
I think that could be a realistic scenario. If we'd roll with it for now and make a roster like ; add 10 Echo Fighter newcomers with the liberties taken as much as Ken or the Melee clones () , and up to 5 newcomers who are unique with DLC. How'd your roster look like ?
Echo Fighters :
- Dixie Kong (unique looking Smash attacks involving her hair for F Smash and D Smash, new dash attack, Up B loosely based on DK's, a unique grab and different throws, little lighter, little slower on the ground, and a little floatier than Diddy).
- Impa (The U Smash, F Air and dash attack are the same animation but use the kodachi to attack, these attacks are stronger overall, new animations for F Smash and D Smash, overall Impa is stronger but slower than Sheik, same potential for combos but Impa can't follow up as much as Sheik, but Impa finishes off faster. Think Mythra as Sheik, Impa as a faster but weaker Pyra with combos).
- Tom Nook (not sure what they could do to make him different from both Villager and Isabelle)
- Octolings (never played Splatoon but it's big enough to warrant them being in)
- Alph (the dude is in! Could use Rock Pikmin, that's a popular suggestion I know of, wouldn't know what difference it made)
- Slippy Toad (Falco Echo, smaller, lighter, maybe slower as he has potential to be a joke character Has the Blaster Fox has, uses the Reflector like Fox too).
- Shadow (Sonic Echo, has a teleport Up B used by other characters, pick one you'd like most). Or another one I'd like, Knuckles. Slower, stronger Sonic Echo, with a glide Up B, and DK's Giant Punch but weaker and faster. Everything else is from Sonic.
- Black Knight (Ike Echo with a warp Up B that's slower but predictable using the entry animations of the Fire Emblem cast that hurts himself for 5% damage, Side B that's Luna, a singular powerful strike, has super armor on many attacks, slower walking and running than Ike, lower jumps, the Tough Guy ability of Bowser, fastest faller on the roster, Eruption is a sort of earth shaking effect and has no fire, the third heaviest character after K.Rool).
- Funky Kong (DK Echo with a Spinning Kong with a surfboard and water effects like Squirtle's Waterfall, has a slight Water Gun / F.L.U.D.D. sort of pushback too, could whack with his surfboard for tilts, DK with a safer recovery but no carry mechanic, unique animations, and a little less raw power to trade off for his longer survivability).
- Raichu (Pikachu based on how he played in N64. Has a sex kick N Air, throws are from N64, Thunder has super amor, Quick Attack has 3 jumps. Thunder Jolt can be charged. More power, less speed, moves have more knockback to prevent combos but have more KO power)
- Waluigi ! (Echoes Luigi in the strangest way, very floaty like Luigi, but has Wario's air speed making him a sort of lanky Jigglypuff. F Smash is taken from Peach. Up B is more similar to what Wario does. Fire Ball is replaced with a tennis ball projectile that sort of act like Dr.Mario's pills, but travel farther and deal less damage. He would have a model that's taller than Luigi, but also lighter).
Unique DLC characters:
1. Monster Hunter
2. Isaac (Golden Sun)
3. Officer Howard (Astral Chain) - has the female protagonist and male protagonist options
4. Bandana Dee
5. Lara Croft
Would be the path of least resistance I guess as far as implementation is concerned. I personally would just prefer Counter being a dedicated option in and of itself in order to just get it out of the way from future design.My idea for a new mechanic is give everyone a Counter yes indeed. That could essentially be the "Shield Special". Think of a parry, but done whilst also pressing B.
I see this more as a case-by-case optional design. Min-Min for example managed to utilize this quite well. For characters that can make it work absolutely go for it the more the merrier but I too have a hard seeing how to implement this for everyone. Maybe you have some ideas? I thought Fox could potentially have a more powerful variant of his Side-Special if inputted like a Smash-Special i.e. Samus' missiles. Sometimes I could even imagine a Rhythm-Mechanic working even better like hitting a button at just the correct time or a sequence of inputs in a correct tempo. Just some of my thoughts. I would love to hear some ideas for specific characters because it might get my speculation brain going to hear some cool ones!What about Smash Specials ? Those would work well too. In a sense, they already exist since Melee with Samus's Missiles , but imagine it done for everyone.
I really like this Link idea! A defensive utility option! A more complicated one I've imagined before for him would be a weapon menu (polearm, sword +shield and two-handed hammer) that essentially gives Link a Pokemon Trainer tier amount of different movesets. Everything from throws, pummels, tilts, aerials, smashes but the specials stay the same throughout each weapon.One thing that could be implemented for shield specials is a dedicated defensive maneuver for characters who have fancier blocking capabilities in their original games. Link's could be that he pulls up his shield and then is able to strafe with it while moving along the ground. It would give him a more consistent use of his passive ability to block projectiles and is thematic with the shield input.
Oh very much agreed! I have a comprehensive (at least I feel like) plan to address this Final Smash rework. I've link to the post where I lay out some of my ideas but I'll just include the Final Smash rework portion in here. I'll also be including my concept for "Super Smash Attacks" (command input attacks like Terry's) so that the last portion of my Final Smash rework idea has the proper context.My vote for the trigger is to make it a dedicated final smash button so it doesn't eat the neutral special, and then balance final smashes properly so they actually feel like a strategic addition to the gameplay.
This is basically also my take but I'd like to hear ideas of what these Smash-Specials could potentially be for specific characters.I'm having a hard time seeing it implemented across the board. There are characters like Ike, whose specials are already chargeable, and it would be bad to require more precise inputs to get the recovery move you want while in a moment of high stress. I wouldn't mind it being more common where it would work, though.
Personally I think the philosophy would remain intact so long as the characters are overwhelmingly universal in their inputs. Hypothetically someone could have made the same argument for when Sakurai added everything he did to Melee. A more comprehensive training mode coupled with an equally comprehensive tutorial mode would address these concerns I feel like and allow for the game to expand. I don't really see how casuals (I'm also a casual in a sense) would even care about playing a character well enough to "know" the specific triggers and gimmicks of their character either. They just button mash with items on and call it a day. I don't see how more attacks would potentially hinder their enjoyment in any way and in fact I think would expand upon it because they'd have even more to play with.Honestly I thinbk Smash shouldn't change too much. The philosophy of the game was always "easy to pick up for everyone to play". Imo Steve was already pushing a bit what can be done with his 3 neutral B moves (mine the ground, craft on the table, puts block in the air) + the B+shield which can move the table. Playing Smash with a casual who don't follow Nintendo direct and having to explain Steve is actually hard (there's also weapon durability and other stuff). I really don't see every character having a shield special or back special with auto-lock.
Those two. Man, my memory isn't that great. A few more than I remembered, heh~Perfect Dark and GoldenEye are two big ones. I think I’ve played them all except Jet Force Gemini.
Octolings are pretty much as guaranteed as it gets. I feel Dixie is another likely possibility if they don't go semiclone. I don't think they're going to go far with them, I feel the label was only made to take the heat off of Lucina and Dark Pit since we got none in the 3 years of DLC.Who do you guys see as the most likely echo fighters for the next game?
Akuma I mean he is put in more crossovers and I personally would prefer him over BisonIf the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?
Juri, judging by how much Street Fighter developers love her.If the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?
The main problem I can think of with the Universal Counter is that a lot of people rely heavily on counters - to the point it's a crutch (Spectate mode is a good place to find these). So making it universal without additional finetuning would result in a lot more panic countering and what not. I'm personally a bit more favorable to parries reflecting projectiles (a la Melee) especially since most projectiles in Smash are rather... standard (creating potentially repetitive situations currently), and it's something both casual, intermediate and competitive players could benefit from.My idea for a new mechanic is give everyone a Counter yes indeed. That could essentially be the "Shield Special". Think of a parry, but done whilst also pressing B.
What about Smash Specials ? Those would work well too. In a sense, they already exist since Melee with Samus's Missiles , but imagine it done for everyone.
Kinda, the smash input causes Byleth to lunge further alongside the swing and improves its range. The difference is noticeable, but IIRC it doesn't change the special in any other ways. Unlike Samus', whom shoots an entirely different missile to indicate the differences.Smash specials are cool and I wouldn’t mind seeing more of them. Doesn’t Byleth basically have a smash special for their side special as well?
Think Bison. Akuma is possible I suppose (and the others too) but between the SF villains Bison is the most consistent, has a very distinctive fighting style and is one of the more recognizable villains out there.If the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?
I would HOPE for Bison. Getting another Ryu clone would be massively disappointing.If the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?
Honestly, I think that's why they'd go for Bison instead. Not only is he the MAIN villain of Street Fighter, but he'd also have a unique moveset to contrast Ryu and Ken. Then again, the roster is infamously stuffed with swordfighters, so what do I know?I would HOPE for Bison. Getting another Ryu clone would be massively disappointing.
I like this unique approach. I mostly base my ideas of additional options off of things Sakurai and team have implemented into an existing character being universally allocated across the cast or reworking a pre-existing mechanic but this is a fairly new take on Smash's design. Battling for an empowered state of being for your character. It's gotten me thinking of the possibilities. All the examples were interesting and I understand a lot better how Smash-Specials could theoretically work. Would fit well with Smash's trademark brand of chaos.Smash Specials... Well it got me thinking. This is a overal broad reply to Chuderz , what I was thinking is going for a more traditional fighter mechanic with this. Smash Specials, and a certain "Super Smash Meter" that builds up by withholding Specials, or landing combos or KOs. This would make Specials more of a deciding factor in matches, and highly favors strategic play and know when to go for the offense or defense.
Would this work will all Specials we have right now? I'm not too sure. But there's a lot to be realized regardless, and maybe not all Specials need to be Super Smash charged, maybe some characters only have certain Specials that will make this work, others have it for their Smash attacks ? Or a mix of both.
So I already sort of stated, this Super Smash mechanic would build up with landing blows, and landing KOs, and would reset when you're KO'd yourself. Think of it as a traditional MP system, like Hero has with his spells, but you need to be on the offensive to actually build this up. Now this needs balance sure, as Fox will generally land way more blows than Bowser, so each individual attack will have to build up the meter with an individual value. A Blaster shot of Fox doesn't build up the meter like a fully charged Shadow Ball or Charge Shot, a Ganon F Air, a Ike F Smash hard read, it also should favor the character that's on the losing side, or a stock behind or so.
So let's take Mario as an example. With a Super Smash meter build up, holding his Neutral B makes him literally spam Fire Balls, each doing more damage than a regular Fire Ball would. This could also give his F Smash a stronger effect , and a bigger hitbox when he chooses to use a bit of his Super Smash meter on that attack. A meter could build up so you can charge more of your attacks during the fight. Maybe allow for up to 3 Super Smash attacks, and if you exceed that, you can get a free Final Smash? Of course , for the competitive players these are settings you can adjust for yourself.
Now take Samus, with a Super Smash attack charged up, you can shoot a whole bunch of Missiles like the Metroid Dread Missile Storm for Side B. Or Screw Attack, working like in the actual Metroid games , allowing for up to say, 3 or 4 repetitive hits with the final one being a KO blow? Down B with Super Smash? Of course that's gonna be a Power Bomb.
Mewtwo, side B regularly is Confusion, but could become Psychic or Psystrike even with a charged Super Smash meter giving it a ranged command grab with KO properties. Super Smash charged Smash attacks could give it huge ranged hitboxes that are stronger and way harder to avoid. A Super Smash charged Teleport would allow it to attack straight afterwards.
Fox could use his Super Smash meter to really make his Side B a combo starter, when you'd land the blow, you could follow up the move with the control stick, allowing up to 5 hits. **** it let's go wild, Up B Super Smash charged gives you control of the Arwing for a little while even (which can still be attacked and damaged).
It's just a start, but this is kind of what I think would be a very interesting take on the future of Smash.
Probably BisonIf the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?
Personally, I'd suggest M. Bison would be most reasonable, simply for the sake of having a unique moveset. As much as I'd love to see, for instance, Gill, Vega or Urien (as well as many others!), Bison is one of the more recognisable villains overall even if he's not specifically a rival to Ryu or Ken specifically.If the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?
Nice pick, man.Personally, I'd suggest M. Bison would be most reasonable, simply for the sake of having a unique moveset. As much as I'd love to see, for instance, Gill, Vega or Urien (as well as many others!), Bison is one of the more recognisable villains overall even if he's not specifically a rival to Ryu or Ken specifically.
Thing is, if we were to see a new Street Fighter character join the mix, it'd likely be Chun-Li given her notable status as one of the bigger female characters (in terms of popularity and overall importance) in gaming as a whole. I feel it's unlikely we'd see a non-SFII character given the music selection as a very small microcosm of what Smash seems to be representing there.
Even so? I think SF has a lot of potential for reps. One character that could in theory work is Sagat given his more personal connection as a villain to Ryu, but then he's been on his redemption arc pretty much ever since SFII...
My own favourite pick would never make it in, being Twelve from SFIII, but I think his unique animations and moveset - being able to freely morph his body as needed, and even replicate opponents Ditto style - would really make him unique to the rest of the cast, despite being intended to "copy" others. I wouldn't die on the hill of him getting in, as I recognise SF alone has a lot more interesting picks, he just seems like a fun idea to me.
I think if we were to get more sf reps i think a sf villain is pretty high priorityPersonally, I'd suggest M. Bison would be most reasonable, simply for the sake of having a unique moveset. As much as I'd love to see, for instance, Gill, Vega or Urien (as well as many others!), Bison is one of the more recognisable villains overall even if he's not specifically a rival to Ryu or Ken specifically.
Thing is, if we were to see a new Street Fighter character join the mix, it'd likely be Chun-Li given her notable status as one of the bigger female characters (in terms of popularity and overall importance) in gaming as a whole. I feel it's unlikely we'd see a non-SFII character given the music selection as a very small microcosm of what Smash seems to be representing there.
Even so? I think SF has a lot of potential for reps. One character that could in theory work is Sagat given his more personal connection as a villain to Ryu, but then he's been on his redemption arc pretty much ever since SFII...
My own favourite pick would never make it in, being Twelve from SFIII, but I think his unique animations and moveset - being able to freely morph his body as needed, and even replicate opponents Ditto style - would really make him unique to the rest of the cast, despite being intended to "copy" others. I wouldn't die on the hill of him getting in, as I recognise SF alone has a lot more interesting picks, he just seems like a fun idea to me.
Y'know, if they went with a semi-clone, I feel like Juri Han might genuinely be on the table in that case. I'm not sure they'd be okay with 2 echos of Ryu (I know that the Shoto archetype being copied is a reference in itself, but still.) I know Juri might not be the most popular pick, but she'd work well as a clone of Chun-Li with some different moves and frame data, even if it's literally only minor similarities. I'm not sure on this point, but still.I think if we were to get more sf reps i think a sf villain is pretty high priority
So i think they might add chun li alongside a street fighter villain
The question is that if they are willing two unique characters from a third party franchise at the same time (chun li and m bison)or will they go with one unique fighter and a semi clone(chun li and akuma)
I think Shield-Special can be used for utility but its application is wider than that. Here's a link to my general design philosophy if you haven't already read it from the previous page: https://smashboards.com/threads/nex...scussion-thread.515747/page-136#post-24647491 . It's not entirely strict either because in that same post I game Cloud a weird one.People were talking about Shield Specials. While I think everyone should have one, they are very tricky to design. Since a lot of characters don’t really need one. I think I have a decent idea of how to implement them. If a character has a Utility, it should always be the Shield Special. For example, Limit is now a Shield Special, and so is Rebel’s Guard. I’d also imagine some characters could now get some dedicated Utility Moves, like Wario eating Garlic to charge Waft (and to bring back Wario-Man via RNG), or Hero having an MP Recharge similar to everyone in DBFZ. Sam applies to Pokemon Trainer and Aegis, with Zelda and Sheik being merged again on top of that.
Well I think it'd introduce a nice defensive gameplay loop between blocks (shields), dodges, parries, and well, counters. They'd be super punishable if spammed and would be a nice little surprise option to bait the carelessly overly-aggressive players with and I think that playstyle actual should be more punished than it currently is as biased as most players are in favor of it. I think a universal counter option akin to grab would encourage smarter play.There’s the idea of everyone with a Counter having their Counter put here. …..no? I don’t agree with this in the slightest. Some characters should have this, but others shouldn’t. Corrin is a character who should since it works much better on the ground. Have the Down Special bring in Azura (the actual well written character) to do something. Marth or Sephiroth should keep theirs on Down Special however since I feel they would benefit from it. Marth’s should get a buff. While Sephiroth’s will always activate. These are the Types of Counters that shouldn't be Sheild Specials.
In terms of mechanics, Ultimate actually favors the defender quite a bit already. You can cancel shield stun with a special or a jump, so anything that hits shield is effectively minus (meaning that the defender gets to act before the attacker). There are characters like Toon Link whose most reliable kill setup is to block an attack just to get a safe cancel into up-B. There's also a mechanic that allows you to roll while normally in shield stun if your shield gets hit too many times in a row, keeping multi-hits from being a menace, the ability to tech grabs, and the new perfect shield, which acts like a parry and allows the defender to get an even better punish. The biggest thing that benefits rushdown is how unreactable most attacks are, which is partly intentional design and partly due to hardware.Well I think it'd introduce a nice defensive gameplay loop between blocks (shields), dodges, parries, and well, counters. They'd be super punishable if spammed and would be a nice little surprise option to bait the carelessly overly-aggressive players with and I think that playstyle actual should be more punished than it currently is as biased as most players are in favor of it. I think a universal counter option akin to grab would encourage smarter play.
I like how this approach basically gives every character a comeback mechanic, because the Smash fanbase has grown to love those ever so much.Smash Specials... Well it got me thinking. This is a overal broad reply to Chuderz , what I was thinking is going for a more traditional fighter mechanic with this. Smash Specials, and a certain "Super Smash Meter" that builds up by withholding Specials, or landing combos or KOs. This would make Specials more of a deciding factor in matches, and highly favors strategic play and know when to go for the offense or defense.
Would this work will all Specials we have right now? I'm not too sure. But there's a lot to be realized regardless, and maybe not all Specials need to be Super Smash charged, maybe some characters only have certain Specials that will make this work, others have it for their Smash attacks ? Or a mix of both.
So I already sort of stated, this Super Smash mechanic would build up with landing blows, and landing KOs, and would reset when you're KO'd yourself. Think of it as a traditional MP system, like Hero has with his spells, but you need to be on the offensive to actually build this up. Now this needs balance sure, as Fox will generally land way more blows than Bowser, so each individual attack will have to build up the meter with an individual value. A Blaster shot of Fox doesn't build up the meter like a fully charged Shadow Ball or Charge Shot, a Ganon F Air, a Ike F Smash hard read, it also should favor the character that's on the losing side, or a stock behind or so.
So let's take Mario as an example. With a Super Smash meter build up, holding his Neutral B makes him literally spam Fire Balls, each doing more damage than a regular Fire Ball would. This could also give his F Smash a stronger effect , and a bigger hitbox when he chooses to use a bit of his Super Smash meter on that attack. A meter could build up so you can charge more of your attacks during the fight. Maybe allow for up to 3 Super Smash attacks, and if you exceed that, you can get a free Final Smash? Of course , for the competitive players these are settings you can adjust for yourself.
Now take Samus, with a Super Smash attack charged up, you can shoot a whole bunch of Missiles like the Metroid Dread Missile Storm for Side B. Or Screw Attack, working like in the actual Metroid games , allowing for up to say, 3 or 4 repetitive hits with the final one being a KO blow? Down B with Super Smash? Of course that's gonna be a Power Bomb.
Mewtwo, side B regularly is Confusion, but could become Psychic or Psystrike even with a charged Super Smash meter giving it a ranged command grab with KO properties. Super Smash charged Smash attacks could give it huge ranged hitboxes that are stronger and way harder to avoid. A Super Smash charged Teleport would allow it to attack straight afterwards.
Fox could use his Super Smash meter to really make his Side B a combo starter, when you'd land the blow, you could follow up the move with the control stick, allowing up to 5 hits. **** it let's go wild, Up B Super Smash charged gives you control of the Arwing for a little while even (which can still be attacked and damaged).
It's just a start, but this is kind of what I think would be a very interesting take on the future of Smash.
Why couldn't Hisuian Decidueye be Grass/Dark...Me every five seconds in Legends Arceus
That's why I made sure to make a mention of competitive rulesets in these matters. But honestly, I think it would promote more aggression in competitive play too, as combos are rewarded with these Super Smash attacks. With the sole exception of Melee and Ultimate not as much, each Smash game becomes more campy as time passes by. This mechanic also would give less experienced players a fighting chance. And of course, a little strategy as to when to use these moves, and making your opponent guess which move to expect.I like how this approach basically gives every character a comeback mechanic, because the Smash fanbase has grown to love those ever so much.
Not a dock at your ideas, I quite like them and could be fun if implemented well. Just an observation, ha
Finally, the Polish rep for Smash!Ladies and gentlemen, I would like to propose a new potential Smash character to discuss:
current little mac mains: new main who lil mac?Ladies and gentlemen, I would like to propose a new potential Smash character to discuss:
Gill honestly the most interesting one he is both fire and ice user and can ressurect himselfIf the street fighter series were to get a villain who do you think would it be?
Akuma or m bison?