trev94 said:
the onlyy mario charter thats should be in the next game is paper mario or bower jr. one of the would replace dr mario. they should wiauigi in wario ware game's. then he could be in ssb4
I totally forgot about Paper Mario. So yeah, him first, then Waluigi if another one is wanted/needed. I don't think he'll be showing up in any Warioware games, though. 9-Volt should get that spot, anyways.
tirkaro said:
WROOOOOOOOOOONG!
Vectorman was released on the virtual console in Europe and Japan.(Believe it or not, us Americans aren't the only people left on earth.) And even then, Vectorman appeared in Sonic Gems for the Gamecube.
The sad thing is, I actually own Sonic Gems. I stand corrected.
KUROK said:
Ohhhh, I really like the sound of Beat being a playable character, I loved Jet Set Radio. Some other people I'd like to see are probably:
- Neku Sakuraba from The World Ends With You. (I think they could come up with an interesting moveset for him)
- Ray from Custom Robo.
- Rick Astley.
He would be rockin', right? He'd have really long, but short jumps, he'd be sort of slippery on the ground, and his moves would revolve around kicks and spray-painting.
I don't really like Neku as a character, but TWEWY is an awesome game, and he's fun to play as. That's actually almost the same way I feel about Sora from Kingdom Hearts--stupid character, but would be really fun to play as.
Ray MkII for the win.
Sai Zatoichi said:
All I want from SSB4 is Travis Touchdown, Saki Amamiya, and another fast, badass character from FE as playable characters.
Unless there's another S&P, I think Saki should stay as an AT. Travis wouldn't be Travis without the constant F*bombs, so I doubt it (though it would be awesome), and Sothe could fill that badass FE character slot, assuming Intelligent Systems doesn't make another Fire Emblem after the upcoming DS remake.
globiumz said:
To justify the next Smash, and keep people interested, we will prbably need some new and big changes/additions to the physics engine. Do you guys have any suggestions?
Personally, I would like the a Smash meter, filling up based on points. You know, points like surviving til 200%. However, this would require careful balancing and no arbitrary stuff like "hang on the ledge for 1 minute".
Also, I hope they add the ability for handstanding for some characters. I'm thinking Sheik, Diddy and Lucario. While handstanding, you would get new attacks but move at a slower speed. Others I would consider to give the handstand ability is DK and Zamus. Zamus is athletic and agile but I dunno if she is good enough to pull it off so I put her in the "maybe" category. The other is DK. I mean, can gorillas actually handstand? Another maybe here. And, of course, new characters who are very agile should be able to do it.
It would also be cool if you could make people trip by puting your leg infront of theirs while they're running. When would you be able to do this? While spot dodging. This would require you to press R at a pretty exact moment. To compensate for yet another defensive option, shield would be power down in terms of regen speed, and activation speed.
To "justify" a new Smash Bros. (as if another reason besides "it prints money" is actually needed), they'd have to do something else. Not many people outside of these forums will be excited by the tagline: "Super Smash Bros. 4, now with NEW physics!". Online co-op SSE with voice chat, 50 characters (it's a big, important number), downloadable content...stuff like that is what'll get people's attention.
Anyway, I still say no to a meter. I've said alot about this previously, but to sum it up: it's just not Smash's style.
Handstanding...where did that come from? So you're suggesting we slow down certain characters, while giving them new movesets...basically a stance/style change, like you'd find on certain Virtua Fighter (Vanessa) or Soul Calibur (Nightmare) characters? Again, I think this is just complicating Smash to a degree where it's no longer as unique as it should be. Plus, it gives X character a bigger moveset, which is more than a little unfair.
I like the tripping idea, though I don't think it'd be used very often. But put it in anyways--tripping someone out of a Fox Illusion/Falco Phantasm would be absolutely priceless.
globiumz said:
An entirely new gameplay element in other words. Kinda how Smash 64 added edges, differntiating it self from SF, MK, DoA, etc.
I think you're confused. You're comparing Smash to fighting games. I consider Smash to be an action game, as the only thing it shares with fighting games is the 2D perspective (which is shared by platformers, sidescrollers, and all other kinds of games) and the act of hitting enemies to deal damage to them, and eventually win by doing so repeatedly.
There are no character-specific inputs, no health meters, no ring outs, no reversals, no automatic combos or anything of the sort.
...anyway, disregard all that--it's just a personal preference.
What I think you're asking for isn't going to happen again, without actually changing how the game is played. The first Smash game had that sort of innovation, but only because it was the first game. By definition, all forthcoming sequels will just upgrade and refine the base system. So we can get changes like air grabs,
no tripping dodge tripping, smash specials, and so on...but if you're looking for huge, game-altering modifications, the only real idea I have is to make the game 3D, which nobody wants anyways.
Uh...what about "homing combos"? Press the guard button right after (or as you) you land an aerial on someone in the air, and your character will follow them as they fly away, letting you potentially deal another attack in midair. Anyone? They could implement this on the ground as well. If you land a fully-charged Smash Attack, and you press guard just as you land the attack, your character will jump off after you launched opponent. It would be very difficult to time, but an expert player could do some amazing things with it.
Of course, the enemy could dodge your next attack by simply air-dodging, or with proper DI, so it wouldn't be an automatic stringof hits until you get pushed off-stage.