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Official Aerial Combat (support) Thread

Jaseman

Smash Rookie
Joined
Apr 2, 2007
Messages
17
There has been heaps of talk about different aerial techniques that could be implemented into Brawl, and i think that a thread should be made to store all of these wonderful ideas.

Add comments for any ideas you think are appropriate, i will try to add them in as you see fit. Is there any chance of this thread being stickied?

Lets get to it:

Air-Dodging (already in Melee)

to airdodge, press R or L and a direction in the air.

Air Shielding:

To airshield, simply press R or L in the air. The shields will act exactly the same way as ground shields. Characters in airshields tend to slide in the air when they get hit by attacks, and fall at a slower pace than usual. If a shield breaks in the air...well...there isnt really anything you can do. There isn't much to say about this, except for the fact that it could be quite useful, as the only way to stop being attacked in the air (in Melee) is to counter-attack or to air-dodge, and fall to your doom.

Air Grabbing (throwing)

To airgrab, you must press Z+A in midair. It has to be timed like grabbing items in midair. An important note is that airgrabs are much more restricted than normal grabs, as follows:
1. If a target misses an airgrab (ie. didnt grab a target) then he or she will act as if they have just airdodged (i dont know the word for not being able to move in the air). This will stop airgrab spamming.
2. Damage and knockback will be decreased, because of the possibilities of extremely cheap kills (example: knock your opponent off the edge , grab them, throw them down to their death).
3. The thrower will be forced slightly in the opposite direction of the direction they have just thrown their opponent. They may use any jumps they have left after throwing them (or grab again).
4. Players may hit the person they have grabbed in the same way they can on the ground, but air-grabs are much easier to get out of (even at high percentages), due to obvious kamikaze threats.
5. When the thrower grabs the...throwee....they both travel in the direction of the thrower. (ie. if the throwee is returning to the stage and the thrower is jumping out to grab them, once the grab has taken place they will slowly drift in the direction the thrower was going, at about the pace of fox in a shine.
6. If a player successfully dodges an airgrab (using an airdodge) then that player can still move as if they had never dodged.

Air Smashing

To airsmash, simply smash the control stick while pressing A, or use the C stick. Works just like smashing on the ground. Can be charged. Of course, there would need to be air tilts and air smashes. The dilemma of not being able to do certain manouvers if this was in place (eg. down tilt without fastfalling) has come up. I think that a good solution would be that for tilts, you tilt the c stick, but for smashes you REALLY smash the C stick.


Air Dashing

More info needed, fill me in!

This is all i have so far, any suggestions would be greatly appreciated.
 

Jaseman

Smash Rookie
Joined
Apr 2, 2007
Messages
17
How can you air shield when R/L in air is mapped to Air dodge?
There would no longer be a still airdodge. I don't think its a big loss, you might as well dodge up if you really wanted to.
 

Jaseman

Smash Rookie
Joined
Apr 2, 2007
Messages
17
Air grabs and air dashes would make great exclusive moves for certain characters.
They (nearly) already are. Bowser side B (airgrab), C falcon/Ganon up B (airgrab),
umm...airdashes.....ok well there are air grabs.
 

_Phloat_

Smash Champion
Joined
Dec 1, 2006
Messages
2,953
Location
Tennessee V_V
To comment on the air shield Idea.

That would be awesome, a great move that could be useful for the characters that want to be on the ground fast, Ice climbers anyone, and are in the air. Like, take a spike to the shield, you will still go down, just no stun and damage, so it would help them. But this would destroy my tactic! When I am under attack, I shield at the edge of a platform, when I am attacked I slide off and can ariel immidiatly.

Oh well, good idea though
 

RAQU

Smash Apprentice
Joined
Dec 2, 2006
Messages
158
Location
San Pedro CA
I think that a good solution would be that for tilts, you tilt the c stick, but for smashes you REALLY smash the C stick.
i think the whole reason for the using of the c stick is to prevent any accidental movements from happening while maintaining the highest speed possible.

personally thats y i use the c stick. if i needed to slow down pushing the c stick so i could do and "arial tilt" that would make the c stick useless for "arial tilting" imo. u might as well be using the analog stick only because u can accomplish the same things if u have to slow down for tilts.

i say the analog stick should be for tilts and/or only the smashes while the C stick is is only for "arial tilts"

although i see that my argument for why i think the c stick should be for the tilts only can be completely reversed for the smashes i think the chance of accidentally fast falling or using the double jump shoud be a drawback to using an air smash where as it would safer using the less powerful tilts.

as for new arial techniques:

Arial Power Shield

i think an arial power shield should cause the opponent to enter "tumble mode" while giving you no shield lag for countering capabilities. however the opponent should enter a very short dizzy/stun state if u power shield mid air while they do a ground attack such as a ground tilt or smash.

as for power shielding projectiles it will work exactly the same as before

Air Dashing

i think airdashing should be done through double tapping left or right.down is kinda pointless, we have fast falling and up is pretty useless too because we have a magical invention called jumping =P. Dash distances would be character specific (not according to speed Fast chars such as fox already have enough of a leg up on the competition)

also air dashing should prevent the using of your up b. there by preventing any rediculous recovering. air shielding and dodging would still be applicable for approach variations as well as attacks(obviously).

Shield Burst

this can be done by simultaniously pressing L and R. i intend for it to be an air shield counter. what it does is shatter the opponents shield and cause them to become Dizzy(shorter than a normal shield break, much shorter) however it will be a high risk move, because missing will in turn break your own shield causing you to enter the Dizzy state. i thought of this because i think the air dash--->air shield approach may be a tad overpowered for some characters such as those with fast grabs .
 
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