Besides Pit's arrows not causing early (possibly pre-100% flinching), I'd like to see two things:
1) Priority Decay
- Each attack would increase a value we shall call "Priority Decay" by 2 to 6 depending on the attack. This is regardless of whether or not the attack hits anything.
- Priority Decay value would cap at 100.
- Each character would have a Priority Decay limit. (Meta Knight's would be very low.) Each point pass that would decrease Priority by 0.5%.
- Every 1.5 seconds, the PD value would go down by 1 point. (This means Meta Knight would still be able to work with dealing 150% ridiculously fast, but given his destroyed priority, he'll be very open for harassment without attacks with which to defend himself, and his low weight AND high fall speed will see to it that he'll have to earn wins now.)
- Also, for each time an attack that is used is in the attack queue, the PD would be increased by 50%. (Say if the Forward Smash is in the queue 6 times, PD will be quadrupled. Or 4 times and it's tripled.)
Well, ideally, we want to minimize the influence of this concept because it can get pretty complicated. Mostly, if need be, we would want to tone down characters who rely on priority to be overpowered.
How does range of 15 to 85 for PD limits sound? Obviously, with Mario smack dab at 50. He gets there with 25 attacks that have a PD rate of 2. But after 30 seconds, the PD would have gone down by 20 points. That recovery rule is to make sure Meta Knight is not turned into a character that can be destroyed by harassment. And I used a percentage for decline rate so that characters with low priority to begin with won't be affected as much if they do start suffering PD.
But these stats may need to be modified.
Next up:
2) Character Mode
- Rule # 1: 2-6 characters per player
- Rule # 2: 1 stock per character
- Rule # 3: No doubles
- Rule # 4: When starting, characters can be assigned to directions on the D Pad, as well as the A and B buttons
- Rule # 5: Default starter is random.
- Rule # 6: Starter may be changed manually by holding the respective direction/button assigned to the character
- Rule # 7: While on safe ground, players may swap characters using a button assigned with a command called Swap.
- Rule # 8: Start, if Pause is disabled, defaults to Swap.
- Rule # 9: The new character won't be damaged, but the old character will retain all damage he/she took.
So you know SSE's idea of having the player have extra characters to work with on stages, right? What if that was a VS mode? We could set up our own teams of characters to battle each other with. Heck, we could even devise strategies with them. I certainly have my general strategy for my character set down.
Let's see what you people have to say about this.