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Official Next Smash - Speculation & Discussion Thread

Shinuto

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I think a simple way to do them would be for them to take the same resource as a double jump. So you could either double jump or air dash but never both.

In the case of multi-jumpers, they could probably only air dash once before touching the ground, and it would still take away one of their jumps.

Probably not the most balanced solution but like... it's a good starting point.
Do what fighting game do with characters with multiple jumps air dashes are the same as a jump, 4 jumps total equals 1 jump and 3 air dashes or 2 and 2 or 3 and 1
 

The Stoopid Unikorn

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Do what fighting game do with characters with multiple jumps air dashes are the same as a jump, 4 jumps total equals 1 jump and 3 air dashes or 2 and 2 or 3 and 1
I thought of that too but the idea of having multiple air dashes would feel too strong of an advantage in a platform fighter imo

Do you guys think wavedashing could be made easier to perform in the next game?
If they do that, they'll also likely add some risk to it so it's not objectively better than just moving normally.

Granted, it already kinda sucks in Ultimate so maybe the extra risk is not needed but I don't see Melee wavedashes ever coming back.
 
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Guynamednelson

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Do you guys think wavedashing could be made easier to perform in the next game?
What NASB did was add a wavedashing macro so all you need to do is press Jump+Shield simultaneously.

Unfortunately I don't see Smash doing that when SSBU's directional airdodges are tweaked to make wavedashing less likely.
 

The Stoopid Unikorn

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What NASB did was add a wavedashing macro so all you need to do is press Jump+Shield simultaneously.

Unfortunately I don't see Smash doing that when SSBU's directional airdodges are tweaked to make wavedashing less likely.
It's actually the changes in jumping that make wavedashing less likely, particularly the velocity and universal jumpsquat (minus Kazuya) making the timing incredibly tight if even possible.

The changes in directional air dodges are instead there to ensure that even if you manage to pull off a wavedash, it'll ****ing suck and also have most of the applications it had in Melee be completely absent.

So basically, they couldn't fully take away wavedashes in a system with directional air dodges so instead, they worked on making them dog**** so it would be just the same as if they weren't there.
 
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SMAASH! Puppy

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Do what fighting game do with characters with multiple jumps air dashes are the same as a jump, 4 jumps total equals 1 jump and 3 air dashes or 2 and 2 or 3 and 1
Kirby and Jiggs be zoomin'. lol

I think unless they gave us (or multi-jump characters specifically) Guilty Gear -Strive-'s sluggish airdashes I think this would make multi-jumpers way to strong in neutral and already make their better recoveries absolute god tier unless you catch them after having their jumps burned.
 

dezeray112

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Hey let's think up new Assist Trophy ideas!
  • Geese Howard (Fatal Fury) - Could see him do a couple of light attacks and then concludes it with "Raging Storm."
  • Ryo Sakazaki (Art of Fighting) - Like Geese Howard, Ryo could do a couple of attacks before launching a super attack to conclude.
  • Strider Hiryu - Dashes and jumps around the stage before grabbing an opponent to launch a Ragnarok special.
 

The Stoopid Unikorn

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My suggestion is to change the Dash input so that:
LB = Dash left
RB = Dash right

Rogue Legacy and Castlevania HoD do this, and it feels really good.
I don't expect them to split it by direction when there could instead be a dedicated "dash" button and you just use the control stick to choose the direction. Maybe holding "dash" makes you strafe too so you don't turn around...?

Could also double as an air dash input :4pacman:
 
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Perkilator

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Hey let's think up new Assist Trophy ideas!
Spoiler tagged because length
  • King Bob-omb: Throws Bob-ombs that explode upon contact with the ground. He can also grab and throw opponents who get close to him.
  • Cranky Kong: Hops around on his cane like a pogo stick, burying / spiking any opponents he hops onto.
  • Guardian: Locks onto opponents with a powerful laser
  • E.M.M.I.: Hunts down opponents, impaling anyone it grabs. Any opponents above 100% are instantly K.O.’d.
  • Kamek: Shoots three magical shapes with different effects
    • Circle lowers your defense
    • Triangle lowers your attack
    • Square lowers your movement speed
  • Adeleine: Summons one character at a time by painting it
  • Polar Bear: Shakes the stage with his jumps, launching opponents upwards
  • Eggplant Wizard: Throws eggplants that turn opponents into eggplants with legs. Opponents can’t attack in this state.
  • Bald Bull: Hits opponents with his Bull Rush technique, shrugging off weak attacks and quickly recovering from strong ones
  • Ethel: Uses the Arts from her Flash Fencer class
  • M. Bison: Based on his SSF2 Turbo incarnation
  • Cactuar: Uses its signature 1,000 Needles attack
  • Sypha: Use fire, ice and lightning magic
  • Futaba Sakura: Buffs the summoner’s stats
  • Mumbo Jumbo: Inflicts a random transformation on all fighters, summoner and opponent alike
  • Nakoruru: Based on her Samurai Shodown II incarnation
  • Creeper: Follows opponents close to it, exploding after 1.5 seconds
  • Opa Opa: Flies around the stage shooting at opponents
  • Red Arremer: Breathes fireballs and dives bombs while flying out of opponents’ reach
 

Dukefire

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Spoiler tagged because length
  • King Bob-omb: Throws Bob-ombs that explode upon contact with the ground. He can also grab and throw opponents who get close to him.
  • Cranky Kong: Hops around on his cane like a pogo stick, burying / spiking any opponents he hops onto.
  • Guardian: Locks onto opponents with a powerful laser
  • E.M.M.I.: Hunts down opponents, impaling anyone it grabs. Any opponents above 100% are instantly K.O.’d.
  • Kamek: Shoots three magical shapes with different effects
    • Circle lowers your defense
    • Triangle lowers your attack
    • Square lowers your movement speed
  • Adeleine: Summons one character at a time by painting it
  • Polar Bear: Shakes the stage with his jumps, launching opponents upwards
  • Eggplant Wizard: Throws eggplants that turn opponents into eggplants with legs. Opponents can’t attack in this state.
  • Bald Bull: Hits opponents with his Bull Rush technique, shrugging off weak attacks and quickly recovering from strong ones
  • Ethel: Uses the Arts from her Flash Fencer class
  • M. Bison: Based on his SSF2 Turbo incarnation
  • Cactuar: Uses its signature 1,000 Needles attack
  • Sypha: Use fire, ice and lightning magic
  • Futaba Sakura: Buffs the summoner’s stats
  • Mumbo Jumbo: Inflicts a random transformation on all fighters, summoner and opponent alike
  • Nakoruru: Based on her Samurai Shodown II incarnation
  • Creeper: Follows opponents close to it, exploding after 1.5 seconds
  • Opa Opa: Flies around the stage shooting at opponents
  • Red Arremer: Breathes fireballs and dives bombs while flying out of opponents’ reach
You could add that striking a creeper with electric attacks makes it stronger, larger explosion radius and possibly a shorter fuse. Though, I could change that creepers are a wild card since it can hurt both friend and foe if caught in the blast radius.
 

The Stoopid Unikorn

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Hey let's think up new Assist Trophy ideas!
Here's a new take on an old one.

If you end a match early and then start another one with Assist Trophies on, an Assist Trophy is guaranteed to be the first item that spawns and it'll act on its own to summon Resetti, who will chew on you HARD for resettin' the last fight
 

ninjahmos

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Here's a new take on an old one.

If you end a match early and then start another one with Assist Trophies on, an Assist Trophy is guaranteed to be the first item that spawns and it'll act on its own to summon Resetti, who will chew on you HARD for resettin' the last fight
"Hey, you. Yeah, you. Did you just reset that last fight? Who am I, you ask? You don't remember me, do you? I'm Mr. Resetti. You know, that one guy from the Animal Crossing series? Every time someone resets the console that's currently playing Animal Crossing, I appear to berate them. Anyway, one thing you should know about me is…

I HATE IT WHEN PEOPLE RESET!!!"
 
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Kirbeh

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I think air dashes would a good addition, but I actually wouldn't make them universal personally. Rather, Z-Airs would be universal, not in the sense that they'd all be tethers like the existing ones, but in that every character would actually have a Z-Air.

A majority of these would probably be air dashes but you'd still get a few different functions for some characters (like tethers).

I haven't thought of something for every character but here's a few.

Forward/Backward Air Dash - A standard forward or backward air dash.

:ultfox::ultfalco: -Project their Reflectors in midair and use them as platforms to kick off from.
:ultbylethf::ulthero3::ultike::ultrobinf::ultroy::ultchrom::ultmarth::ultlucina::ultsimon::ultrichter: - Magical glyph thing. Your standard anime fighter air dash.
:ultfalcon: - He's just built different. Probably some sort of fiery falcon motif as you'd expect.
:ultsora: - Sora gets an air dash in some KH games (Air Slide), so just use that here.

8-Way Air Dash - :ultcorrinf::ultdiddy::ultmetaknight::ultmewtwo::ultpalutena::ultpit::ultdarkpit::ultcharizard::ultridley::ultrob: - Characters with wings, or some other means of levitation or propulsion would get an 8-way air dash, allowing them to advance or retreat in any direction, or even serve as a short pseudo jump.

To try and make this a bit more balanced, upwards directions travel a shorter distance than going downward or to the sides. Characters who already have multiple jumps, consume 1 jump for air dashing, but get slightly more distance to compensate (except for upward dashes. If you want the height, it's still better to just jump again.)

:ultwario: - Wario is surprisingly one of these characters. He achieves this using his jetpack from Get It Together! When using his Classic costume though, this is changed to Jet Wario from the original Wario Land.


Tether - :ultsamus::ultdarksamus::ultyounglink::ulttoonlink::ultivysaur::ultlucas: - Most tethers throw out said tether to try and grab the stage ledge, though this is also where we also start to see a little more variance.

:ultluigi:- Luigi's plunger will actually stick to walls, allowing him to briefly wall cling.
:ultdaisy: - Ditches Peach's float for the Grappling Vine from Super Mario Bros. Wonder.
:ultsheik: - The return of Chain. Just as a tether though.
:ultolimar: - The return of Pikmin Chain (with hopefully an increased number of Pikmin allowed on screen.) The length and, by extension, effectiveness of this tether will be dependent and the amount of Pikmin in your current party.

A bit unrelated, but I'd personally also remove the whole weight mechanic to Up Special or simply add additional Winged Pikmin that carry the other Pikmin and trail behind Olimar. Olimar would then have the ability to still grab one to swing at opponents, to try and protect his Pikmin on their way back to stage. Never liked how Olimar is incentivized to just off his current party in order to recover.

Float

:ultpeach: - Peach's float gets move to holding Z-Air instead of being activated by holding jump.
:ultganondorf::ultbowserjr:- Ganondorf and Jr.'s Clown Cart can also float, even moving up or down, but they're both a bit slower than Peach making their floats rather sluggish in exchange for the higher freedom of movement.

Other

:ultmario: - Gets his dive from the 3D Mario games, allowing to descend quickly while covering decent distances on or off stage.
:ultbowser: - The return of Koopa Klaw. It's an air grab exclusively now. It lacks the power and cheese potential of Flying Slam, but the claw swipe gives it greater range and makes it safer even if you whiff the grab.
:ultmegaman: - Summons a platform beneath him from, I actually forget which classic Mega Man exactly, but it's there. Outright serves as a temporary platform wherever it's placed, meaning it can also be used by opponents.
:ultsquirtle: - Blows a big bubble that he then lays on top of, riding it as it drifts. Can be steered left or right but will pop when attacked.
 

SPEN18

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This came up before, but, by the nature of a platform fighter you're perhaps inevitably going to be spending a lot of time in the air. Still, I would be interested in considering what could be done for grounded options. Or simply more character movesets which meaningfully interact with the platforms themselves (but don't take it to the Little Mac extreme where they're useless in the air lol). (An obvious candidate would be Isaac.)
 

The Stoopid Unikorn

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"Hey, you. Yeah, you. Did you just reset that last fight? Who am I, you ask? You don't remember me, do you? I'm Mr. Resetti. You know, that one guy from the Animal Crossing series? Every time someone resets the console that's currently playing Animal Crossing, I appear to berate them. Anyway, one thing you should know about me is…

I HATE IT WHEN PEOPLE RESET!!!"
YEAH, YOU UNDERSTAND THE VISION :laugh:
 

SMAASH! Puppy

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:ultwario: - Wario is surprisingly one of these characters. He achieves this using his jetpack from Get It Together! When using his Classic costume though, this is changed to Jet Wario from the original Wario Land.
I thought you were going to suggest that his 8-way air dash is a fart for some reason. lol

:ultmegaman: - Summons a platform beneath him from, I actually forget which classic Mega Man exactly, but it's there. Outright serves as a temporary platform wherever it's placed, meaning it can also be used by opponents.
Are you referring to Item 1 from Mega Man 2?
 

SMAASH! Puppy

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Imagine a fart 8-way-dash but it consumes a little bit of the waft he's built up every time he uses it.
As stupid as the idea of Wario dashing all over the place by cutting the cheese is, it might actually be a more healthy design choice for the character since now he has to choose between using his powerful movement options and the dummy strong K.O. option.
 

Kirbeh

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Imagine a fart 8-way-dash but it consumes a little bit of the waft he's built up every time he uses it.
As stupid as the idea of Wario dashing all over the place by cutting the cheese is, it might actually be a more healthy design choice for the character since now he has to choose between using his powerful movement options and the dummy strong K.O. option.
Colonel Campbell DID say Wario can fart to fly around....
I hate this. But it works so well. But I hate it. But the design is sound. But I hate this...
 

TheFirstPoppyBro

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Finally started playing Banjo Tooie on NSO since I beat the first game recently.

The first Jiggywiggy Challenge to unlock Mayahem Temple genuinely jarred the heck out of me because I'm not used to Tooie running at such a smooth frame rate. Like I'm so used to the N64 hardware's lag that seeing the puzzle pieces fly out of the picture so fast actually kinda jumpscared me a little like "WHOA WHAT THE" lmao
 

Gorgonzales

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It's actually the changes in jumping that make wavedashing less likely, particularly the velocity and universal jumpsquat (minus Kazuya) making the timing incredibly tight if even possible.

The changes in directional air dodges are instead there to ensure that even if you manage to pull off a wavedash, it'll ****ing suck and also have most of the applications it had in Melee be completely absent.

So basically, they couldn't fully take away wavedashes in a system with directional air dodges so instead, they worked on making them dog**** so it would be just the same as if they weren't there.
They also made everyone's traction high as heck in Ultimate. I never liked this, it took away Luigi's signature slipperiness, but they'll do anything to stifle any competitive edge the game could've had I guess.
 

Kirbeh

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They also made everyone's traction high as heck in Ultimate. I never liked this, it took away Luigi's signature slipperiness, but they'll do anything to stifle any competitive edge the game could've had I guess.
Ultimate honestly just feels so weird to me, not even just the general game feel but for a lot of other choices as well. It's very clear they tried to throw a bone toward the more competitive players, but they only did so in roundabout ways that don't actually appeal to said players.
 

Guynamednelson

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Ultimate honestly just feels so weird to me, not even just the general game feel but for a lot of other choices as well. It's very clear they tried to throw a bone toward the more competitive players, but they only did so in roundabout ways that don't actually appeal to said players.
They're worried about the game being inaccessible to casuals while simultaneously making most DLC fighters more complex than base game ones. How is Kazuya having Tekken wavedashing built in better than wavedashing being a universal mechanic exactly?
 

The Stoopid Unikorn

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Ultimate honestly just feels so weird to me, not even just the general game feel but for a lot of other choices as well. It's very clear they tried to throw a bone toward the more competitive players, but they only did so in roundabout ways that don't actually appeal to said players.
I'll never forget how dumbly implemented the stage hazard toggle is.

So many things that are hazards aren't turned off and many things that give stages some identity and also shouldn't be "hazardous" are shut down.

Like seriously, did we need to lose Smashville's moving platform or Hollow Bastion's Dive to the Heart?
 

Gorgonzales

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I think air dashes would a good addition, but I actually wouldn't make them universal personally. Rather, Z-Airs would be universal, not in the sense that they'd all be tethers like the existing ones, but in that every character would actually have a Z-Air.

A majority of these would probably be air dashes but you'd still get a few different functions for some characters (like tethers).

I haven't thought of something for every character but here's a few.

Forward/Backward Air Dash - A standard forward or backward air dash.

:ultfox::ultfalco: -Project their Reflectors in midair and use them as platforms to kick off from.
:ultbylethf::ulthero3::ultike::ultrobinf::ultroy::ultchrom::ultmarth::ultlucina::ultsimon::ultrichter: - Magical glyph thing. Your standard anime fighter air dash.
:ultfalcon: - He's just built different. Probably some sort of fiery falcon motif as you'd expect.
:ultsora: - Sora gets an air dash in some KH games (Air Slide), so just use that here.

8-Way Air Dash - :ultcorrinf::ultdiddy::ultmetaknight::ultmewtwo::ultpalutena::ultpit::ultdarkpit::ultcharizard::ultridley::ultrob: - Characters with wings, or some other means of levitation or propulsion would get an 8-way air dash, allowing them to advance or retreat in any direction, or even serve as a short pseudo jump.

To try and make this a bit more balanced, upwards directions travel a shorter distance than going downward or to the sides. Characters who already have multiple jumps, consume 1 jump for air dashing, but get slightly more distance to compensate (except for upward dashes. If you want the height, it's still better to just jump again.)

:ultwario: - Wario is surprisingly one of these characters. He achieves this using his jetpack from Get It Together! When using his Classic costume though, this is changed to Jet Wario from the original Wario Land.


Tether - :ultsamus::ultdarksamus::ultyounglink::ulttoonlink::ultivysaur::ultlucas: - Most tethers throw out said tether to try and grab the stage ledge, though this is also where we also start to see a little more variance.

:ultluigi:- Luigi's plunger will actually stick to walls, allowing him to briefly wall cling.
:ultdaisy: - Ditches Peach's float for the Grappling Vine from Super Mario Bros. Wonder.
:ultsheik: - The return of Chain. Just as a tether though.
:ultolimar: - The return of Pikmin Chain (with hopefully an increased number of Pikmin allowed on screen.) The length and, by extension, effectiveness of this tether will be dependent and the amount of Pikmin in your current party.

A bit unrelated, but I'd personally also remove the whole weight mechanic to Up Special or simply add additional Winged Pikmin that carry the other Pikmin and trail behind Olimar. Olimar would then have the ability to still grab one to swing at opponents, to try and protect his Pikmin on their way back to stage. Never liked how Olimar is incentivized to just off his current party in order to recover.

Float

:ultpeach: - Peach's float gets move to holding Z-Air instead of being activated by holding jump.
:ultganondorf::ultbowserjr:- Ganondorf and Jr.'s Clown Cart can also float, even moving up or down, but they're both a bit slower than Peach making their floats rather sluggish in exchange for the higher freedom of movement.

Other

:ultmario: - Gets his dive from the 3D Mario games, allowing to descend quickly while covering decent distances on or off stage.
:ultbowser: - The return of Koopa Klaw. It's an air grab exclusively now. It lacks the power and cheese potential of Flying Slam, but the claw swipe gives it greater range and makes it safer even if you whiff the grab.
:ultmegaman: - Summons a platform beneath him from, I actually forget which classic Mega Man exactly, but it's there. Outright serves as a temporary platform wherever it's placed, meaning it can also be used by opponents.
:ultsquirtle: - Blows a big bubble that he then lays on top of, riding it as it drifts. Can be steered left or right but will pop when attacked.
Every / most characters having unique Zairs is actually kind of insane, in a good way because it provides them with more mobility/attack options for a button that doesn't do much in the air. How has nobody brought up an idea like this before??

This is a really good idea and I would love an implementation like this, especially with stuff like the Mario dive, Daisy's grappling vine, and Pikmin Chain.

Mega Man and Squirtle's abilities appeal to my Rivals brain a lot, too.
 
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The Stoopid Unikorn

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They're worried about the game being inaccessible to casuals while simultaneously making most DLC fighters more complex than base game ones. How is Kazuya having Tekken wavedashing built in better than wavedashing being a universal mechanic exactly?
Because guest fighters have to feel "right" and making a Mishima Crouch Dash bad would be criminal with how important it is to their game plan.

Meanwhile, non-Tekken fighters don't usually have wavedashes in their games so it's totally fair game to give them an absolutely godawful one since it doesn't affect faithfulness.

Smash may be a crossover game but it's also a game of trying to make (most) characters feel like they came straight from their game.
 
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KingofPhantoms

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Hey let's think up new Assist Trophy ideas!
Going for some third party ideas for this one:

Hat Kid: Attacks fighters using her umbrella, occasionally firing a charged laser beam or throwing an explosive potion. The latter two attacks are much more powerful and can more easily hit multiple players at a time.

Ori and Sein: Attacks fighters with a combination of select abilities from both games. Any player within a short distance of Ori will also be damaged by Sein automatically, but not receive knock-back.

Dust, Fidget and Ahrah: Dust attacks fighters using Ahrah, chaining his attacks into combos that are difficult to escape. Just before despawning, Fidget launches a series of random dust projectiles before Dust uses Dust Storm to cover a nearby area of the stage with it, dealing devastating damage to anyone caught within the attack.

Peppino Spaghetti: Chases after fighters and tries to grab them. If he succeeds in catching a fighter, he'll use one of three different throws to heavily damage them, dealing strong knock-back. He'll also try to counter attacks with a Taunt and Parry when close to being K.O'd.

Vi, Kabbu and Leif: A triple tag team Assist Trophy that attacks fighters in turns. Vi tries to hit enemies from a distance using her Beemerang, Kabbu tries to hit them with melee attacks using his horn, while Leif tries to encase them in ice to make them easier targets for Vi and Kabbu. Leif's freezing effect lasts longer than most other sources of it, even at relatively low percentages, and only one of them can actively attack at a given time, automatically tagging out for the duration of when they're summoned. Defeating the active party member results in the other two despawning.
 

ScrubReborn

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When it comes to the Ultimate air dodge, what I dislike about the anti-wavedash changes isn't even so much that you can't wavedash, it's that what happens in place of it just makes the airdodges feel awkward.

Like, randomly jerking back before dodging feels anti-common sense both physics and movement wise, and when it comes to physics, I feel like breaking common sense is one of the worst sins you can do. If he really wanted to neuter wavedashing that bad (which I disagree with but that's another thing), the traction changes would have done it on their own.

I'm NGL this is some big brain thinking. I don't quite agree with every move choice you gave, but this would solve the problem of having to give universal animations to the entire cast. Only thing is, no tether for the Yoshi? He's built for it
 
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The Stoopid Unikorn

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When it comes to the Ultimate air dodge, what I dislike about the anti-wavedash changes isn't even so much that you can't wavedash, it's that what happens in place of it just makes the airdodges feel awkward.

Like, randomly jerking back before dodging feels anti-common sense both physics and movement wise, and when it comes to physics, I feel like breaking common sense is one of the worst sins you can do. If he really wanted to neuter wavedashing that bad (which I disagree with but that's another thing), the traction changes would have done it on their own.
The traction change, the landing lag and the penalty you get for using dodges too much were already enough to neuter wavedashes into near uselessness.

The random jerking back is just another cherry on top.
 
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ninjahmos

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"Hey, you. Yeah, you. Did you just reset that last fight? Who am I, you ask? You don't remember me, do you? I'm Mr. Resetti. You know, that one guy from the Animal Crossing series? Every time someone resets the console that's currently playing Animal Crossing, I appear to berate them. Anyway, one thing you should know about me is…

I HATE IT WHEN PEOPLE RESET!!!"
I forgot to add:

"So…no resettin'. OK?"
 
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NintenRob

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Spoiler tagged because length
  • King Bob-omb: Throws Bob-ombs that explode upon contact with the ground. He can also grab and throw opponents who get close to him.
  • Cranky Kong: Hops around on his cane like a pogo stick, burying / spiking any opponents he hops onto.
  • Guardian: Locks onto opponents with a powerful laser
  • E.M.M.I.: Hunts down opponents, impaling anyone it grabs. Any opponents above 100% are instantly K.O.’d.
  • Kamek: Shoots three magical shapes with different effects
    • Circle lowers your defense
    • Triangle lowers your attack
    • Square lowers your movement speed
  • Adeleine: Summons one character at a time by painting it
  • Polar Bear: Shakes the stage with his jumps, launching opponents upwards
  • Eggplant Wizard: Throws eggplants that turn opponents into eggplants with legs. Opponents can’t attack in this state.
  • Bald Bull: Hits opponents with his Bull Rush technique, shrugging off weak attacks and quickly recovering from strong ones
  • Ethel: Uses the Arts from her Flash Fencer class
  • M. Bison: Based on his SSF2 Turbo incarnation
  • Cactuar: Uses its signature 1,000 Needles attack
  • Sypha: Use fire, ice and lightning magic
  • Futaba Sakura: Buffs the summoner’s stats
  • Mumbo Jumbo: Inflicts a random transformation on all fighters, summoner and opponent alike
  • Nakoruru: Based on her Samurai Shodown II incarnation
  • Creeper: Follows opponents close to it, exploding after 1.5 seconds
  • Opa Opa: Flies around the stage shooting at opponents
  • Red Arremer: Breathes fireballs and dives bombs while flying out of opponents’ reach
King Bob-omb would be a fantastic assist trophy. I'd love to see him get something notable in Smash
 

The Stoopid Unikorn

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It's actually the changes in jumping that make wavedashing less likely, particularly the velocity and universal jumpsquat (minus Kazuya) making the timing incredibly tight if even possible.

The changes in directional air dodges are instead there to ensure that even if you manage to pull off a wavedash, it'll ****ing suck and also have most of the applications it had in Melee be completely absent.

So basically, they couldn't fully take away wavedashes in a system with directional air dodges so instead, they worked on making them dog**** so it would be just the same as if they weren't there.
Because this post is actually getting some likes, I wanna further add that I don't think this is a Nintendo decision, given that the Splatoon team have embraced sub strafing, an exploit which granted enhanced movement by holding your sub weapon button them immediately going back to swimming, to such a degree one of the Splatoon 2 patches made sure it was possible with any sub weapon that couldn't do it before and that change was never reverted; even Splatoon 3's new sub gets to have fun with it. And to further add to the irony, doing it in quick succession looks like a wavedash too

Turning wavedashes into something useless is definitely a Sakurai decision, which means any chances of them being good again will never happen for as long as the man breathes.
 
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