ducky285 said:
I had a strange idea along the lines of Street Fighter 3 and Guilty Gear...an all-purpose meter for doing certain special techniques.
Turn the L button (or Y button) into a Tech button. This button will allow you to do some very useful techniques at the cost of the aforementioned special meter, which refills only as you deal damage, thus encouraging aggressive play. My ideas...
- Tech Dash - tap forward or backward while holding L. Moves exactly like a wavedash but the meter prevent spamming. You can do any tilt or smash out of a Tech Dash and it allows you to quickly slide of platforms and edges. Good for approaching, quick movement or edgehogging.
Ease of use makes it iffy since it'll take somewhat less skill to use it. My suggestion is to disallow shielding, dodging, jumping and grabbing during a Tech Dash to increase the risk of using it and to encourage smart usage of the move. There will be no invincibility frames during a Tech Dash, either.
- Tech Shield - Press L while shielding or dodging to perform a parry-type move. If it misses, you're left open briefly. If you land the parry correctly, your opponent will experience heavy lag (a la SF3 parry) long enough for a hard punishment.
- Tech Cancel - Press L with the right timing during a move to cancel the ending lag of any move. The amount of meter used depends on the move. Similar to GGXX's Roman Cancel. Meant to help with long combos.
- Aerial Cancel - Hit L as you land during an aerial to cancel the landing lag. Takes less meter than a Tech Cancel. Similar as L-canceling in Melee.
- Final Smash - When the meter is 50% (or more, still deciding this) full, press L and B to perform the character's specialized Final Smash move. It's primary purpose is dealing large amounts of damage, though most FS's will KO at about 80-90% pre-attack (character dependent). The drawback is that they are no longer invincible nor unblockable (except for some possible grab-type FS's). However, there are ways to combo into these moves.
Of course, these are just ideas, wishful thinking and the like from someone who knows next to nothing about game design or crafting a fighting game engine. The idea of making ATs easy to perform might not sit well with some since it does little to differentiate skilled players from lesser ones. However, it's all in the intelligent use of such techniques rather than the physical execution that I propose makes this system somewhat viable. Any ideas? Comments? Criticisms?
First let me say that I'm not too kosher with the idea of a measurable bar for using these things. I think that'd just complicate things, especially in a full 4-player match, when everyone's already so involved with keeping track of what the opponents are doing--can't you see yourself trying to tech dash, then being confused when you don't do anything, because you didn't realize you were lacking in your special meter? That second of confusion could cost you a stock.
I like the Tech Dash idea, but I think the same thing could be accomplished by adding a standard "dash" mechanic, executable by everyone by double-tapping a direction with the control stick. It wouldn't make you invincible, but you could dash through enemies quickly, or just get places faster.
I am fully in support of a SF3 parry system, however. That would be amazing. So either turn Powershielding into the parry maneuver, or turn Ground Dodging into the parry maneuver...I think I prefer Powershielding, because it's harder to use, and therefore a bit less spammable.
The FS system should not be changed though. It's great as it is, though I would like to see some of the characters' specials nerfed (Fox/Falco/Wolf, Sonic).
And also, I use the L button for shielding and rolling, and I keep tap jump off, so I use the Y button to go airborne. I'm sure others do this as well, and speaking personally, I already have my hands full in a heated match without having to worry about adding
another button press into my actions to pull off techs.
That said, there's no reason you can't work (almost) all of those ideas into the game without the use of a meter or a button.
M4jora's M4sk said:
I just want simon Belmont and Chaos 0 in. Simon's final smash would be the stopwatch, and Chaos 0 could have a Down Special that gives him 1 Chaos emerald at a time. After 7, he gets a free final smash.
I won't comment on the Chaos idea, but Simon's FS would definitely NOT be a stopwatch (time manipulation is Joe's area). But don't fret, as I already have the idea fully covered!
Melee
A - The standard whip attack. Hold the A button down to make the whip go limp, and control it by moving the control stick.
Side+A - Simon chops across his chest with his sword.
Down+A - Simon steps back a step and lashes the ground ahead of himself with his whip.
Up+A - Simon pokes his sword quickly above him.
Side Smash+A - Simon brandishes both of his weapons, bringing them down diagonally across himself. The sword has higher damage but the whip reaches farther.
Up Smash+A - Simon swirls his whip above his head, like a lasso.
Down Smash+A - Simon pirouettes, swiping his sword and whip around at his waistline.
Nair - A quick and simple karate-kick ahead of him.
Fair - Simon's whip flies straight out at a diagonally-downwards direction.
Bair - A vertical sword swipe preceded by Simon's turning around to look behind him.
Uair - Simon whips straight upwards.
Dair - Simon rockets downwards, one foot ahead. This move always sends him into a fastfall. This happens in the games when you try and slide in midair.
Grab - Simon tosses his sword to his whip hand, holding them both in one while he reaches out ahead of him. Laggy, but large range.
Grab Hit - Simon smacks his enemy in the face with the bottoms of both his weapons.
Fthrow - Tossing his enemy in front of him, Simon follows up by whipping the prone, airborne adversary three times, the third one sending them flying.
Uthrow - Simon tosses his enemy above him, then chucks an axe straight up at them. THe axe acts like Mewtwo's energy balls from his Fthrow, going through the enemy, but unlike Mewtwo, the axe will succumb to gravity, and return to earth dealing light damage to all in it's path, then clinking off the ground and disappearing.
Dthrow - The enemyis dropped to the floor, then takes a strong overhead whip to the back, sending them ricocheting upwards.
Bthrow - Simon stands the enemy behind him, then whips both arms back. His whip arm elbows the enemy, dealing damage, then his sword chops across, knocking the foe away.
Rising Attack - Rising to one knee, Simon circles his whip once around him.
Ledge Attack - After getting one foot on the ground, he swipes his sword along the ground, then whips upwards, sending those tripped up by the sword into the air even farther.
Special
B: Knife - Simon flicks a knife forwards. Hold down the button to throw three knives in sequence. The knives can't be held like Sheiks, and will fire as soon as they're fully charged or you let go of the button. Note that Simon has three separate motions, one for each knife.
Side+B: Cross - A cross that flies ahead like a boomerang, then returns to it's sender. Unlike Link's boomerang, the Cross is not stopped by hitting things, and will go a predetermined distance (no Smashing to extend the length, either) before turning around. Simon will not catch it though, and it can hit enemies behind him as well before flying offscreen. It's return trip is faster, as well.
Up+B: Griffon Wing - Also called the "Super Jump". In the games, it's used to spam certain bosses and reach new, higher-up areas. Essentially a massive, fiery uppercut, with range comparable to Samus' Spin Attack. To make it different from Falcon's Raptor Boost, though, the particle effects resemble flaming feathers.
Down+B: Holy Water - Simon tosses a glass bottle of purified water on teh ground ahead of him. Upon contact, the bottle breaks, and blue flames streak across the floor for a few feet. Even in the air, the bottle still flies at the same trajectory.
Final Smash: Grand Cross - Holy power courses through Simon's being, and is unleashed in the form of a large, fiery crucifix. The cross slowly expands, releasing shards of it's power all around it. The shards do negligible damage, but being caught in the cricifix itself deals devastating damage.
Other Elements
Taunt - Simon tosses his weapons spinning in the air above him, tosses back his hair with a "Hmph", then catches the falling objects.
Kirby Hat - Kirby dons Simon's elegant red locks, as well as his neat feathered chestplate.
Stage: Dracula's Castle - A moonlit stage atop Dracula's famed castle. There is the main platform on top os the tower, followed by two smaller ones on either side (think Pokemon Stadium). There are another two above those, and a final platform in the middle of the stage, above all the others. Skyward KOs are difficult to accomplish on this stage. There are also two platforms that just out on either side of the tower, and whenever cloud's cover the moon, the stage darkens and torches set all around the stage light themselves. Hazards could include the ever-present Medusa Heads, simple Bats, or bone-tossing skeletons.
***
Alright, so the final thing I have to cover here is defending my positions on K. Rool and MegaMan. K. Rool gets first dibs:
First, let me say that I have played some DKC games--the first and second ones, to be precise. I played most of DK64, as well. I thought DKC was a fun game--not great, but okay for the time. However, I was never able to understand what Rare fans find so enjoyable about collecting eleventy-billion golden-monkey-shiny-banana-token-coin things in every goshdarn level of the later games (especially the mess that is DK64). So yeah, I'm a bit stilted, I suppose.
Anyways, I don't support King K. Rool. If for no other reason than
his name is a pun. And not even a good one.
But really, don't take me seriously on this--I was fully against Diddy Kong being in Brawl, and we all know how that turned out.
Now then, MegaMan:
Simply put, his games aren't very good. MegaMan 2, the Zero games (which...he's not even really in), and perhaps the recent ZX series on DS (again, those he doesn't really feature in), are the only worthwhile titles with his name on them. Sure, he's Capcom's mascot, but he's been thoroughly beaten into the ground by the company. I'm not saying it'd be impossible, or even unlikely...but I'd simply rather play as a Capcom character who doesn't have a track record made primarily of bad collection RPGs. Like Viewtiful Joe.