Honestly I don’t think it’s too hard to solve the Jungle Hijinx problem. Literally just turn Hazards Off for Jungle Hijinx by default when Stage Morph is on.
I'd like this solution for stage-morph enabled default selection.
Expanding upon that solution I'd also like for them to allow for the split between the two stages in the toggle between FD and BF stages as something Jungle Hijinx 1 & 2 or something. This would allow the background stage to act a traditional stage for the first time!
No, I was thinking they'd just be on a separate button. There's two jump buttons, so you could switch it for one of those.
(Oh, maybe it wasn't clear - this is the new version of Final Smashes, they wouldn't coexist.)
Although I was also thinking about turning ZL (currently a duplicate shield button) into a modifier trigger. By default, ZL+attack could do a smash attack, ZL+special could do the new super mechanic, and ZL+jump could do a short hop. Those are all things people have wanted separate buttons for.
Other changes I was thinking of making.
- L is now the "Rush" button. In the air, it's the airdodge replacement, being more of an airdash instead. It's a lot quicker and less committal, but isn't invincible. I was thinking on the ground it could be some kinda diet wavedash, but I'm not entirely sure on that.
- Aerial smash attacks.
- Shielding can be done in the air now. (Also, shield health is now unrelated to shield size, and is shown by cracks traveling through the shield instead.)
- Grabs and throws can be done in the air as well. Kind of necessary to add counterplay to air shielding.
- Sweetspots are much less of a thing. Almost every attack will have consistent damage across all of its hitboxes. The exceptions are on characters and moves where that's kind of the whole point (like Marth, Roy, or Ridley's Skewer).
- Between down air throws and consistent hitboxes on spikes, this game's gonna have too many ways to murder people at low percents. So, I'm bringing back meteor canceling, but only if you're below 100% when you get hit by the spike.
- Backwards ledge attacks. They can be done by hitting B while on the ledge. Your character will attack behind them and be unable to get trumped off the ledge while doing so.
- All walkoff blast lines now have KOF Stadium barriers on them.
I like your ZL modifier idea. It's really extensive and has multiple applications. I think of it as like a "focus" input or something to that effect. I'd like to ponder the potential usage of it some more too.
I'd have to think some more as to whether I'd like grabs and shields to be done in the air because it'd be a massive reshift to the game's meta. I think airdodges mostly suffice don't they? I fear this would only lead to people having more options to camp. A part of the reason I want to give everyone a counter is too mildly nerf rushdown play some so that those types of characters aren't as overwhelming to other fighter archetypes and to punish careless play by rushdown players more. I also think losing shield-poking would be a blow to the game.
I think sweetspots and different types of damage/effect boxes add depth to the game so I'd be sad to see them go. I main Cloud and I love the feeling of sweetspotting my DAIR and FAIR for the spike. I understand the frustration with Smash team's history and continued practice of putting in moves that fundamentally aren't working like they should
(Falco's Up-Smash is a notorious one) but I think getting rid of these hitboxes that make attacks fundamentally different would just make the game plainer.
Metorcancelling should definitely come back to offset the power of spikes. I absolutely agree with that.
I'd love to ability to toggle KOF stadium-style blast walls onto any stage not just walk-off ones. Imagine getting smacked off-stage only to have your bad DI saved by a blast wall! Obviously not very competitively minded but it'd be lots of fun for casual play.
In regards to your ledge-special idea I don't know what much I would say other than it'd make edgeguarding a bit easier. Rivals of Aether 2 are doing something with their game that I'm still waiting until beta to see how it plays out. Basically they're adding Pummel-Specials, Get-Up-Attack-Specials and Ledge-Specials. The Pummel-Special is to basically drop mashing out of grab in favor of a "rock-paper-scissors" like guessing game where if both the grabber and grabbed input the same button
(A or B or more specifically Pummel or Pummel-Special) then the grab is broken. The grabber can choose to not participate in this guessing game by simply opting to not input either in favor of just throwing. I legitimately wonder how it'd work because my thought is if the player grabbing is fast enough to input any button before the grabbed player does that count as a win for the grabber? My guess is that there'll be a short window of opportunity afforded to the grabbed players to input something before it counts as a loss. These Pummel-Special will also apply debuffs I think like poison or burn.
Get-Up-Attack-Specials are basically just going to be a character-specific mix-up option and something I'd love for Smash to implement to this game. In the video I'll link below
(that I timestamped for Ledge-Specials) you'll see Ranno's
(the frog) normal Get-Up-Attack at 0:22 and then his Get-Up-Attack-Special at 0:26. Interesting stuff!
Ledge-Specials are similarly mix-ups for getting back onto stage from the ledge. You can still jump, roll, climb up from the ledge or Ledge-Attack but now with this new Ledge-Special you're offered
(from my understanding at least) a two-in-one option of either of the aforementioned option. In the trailer below
(I'll timestap it for ya) You see Wrastor
(the bird) do his Ledge-Special that acts as a sort of Hero's Zoom with a hitbox. I'm sure other characters will have their own unique approach to this feature. Very interesting stuff and I'd love to see Smash implement this in the future.
Get-Up-Attack-Special and Ledge-Special would add more depth to the game and wouldn't get in the way of anything. Pummel-Special as well if it didn't come with the "rock, paper, scissors" style approach and simply worked as a powerful, albeit slower, pummel option.