DekuBoy
Smash Lord
I think he should get an electric ball from SuperStar Saga as his neutral B.
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OMFG NO. hes no clone. they're moves prior to the mario bros thats why they both use them, just like FE down b. -_- luigi is good the way he isLooks like I missed a lot...
Oh well, I'll just bring up something I've been thinking about for a while. Luigi's moveset.
While Luigi's moveset has become a lot more diverse from Mario's with Brawl, I still feel it an be much more unique and Luigi can be completely de-cloned. I know, I know, Sakurai needs to focus on de-cloning other characters like Lucas, Falco, Ganondorf, Toon Link (especially), etc., but I'm only saying if he ever got around to it, this is what I think Luigi's completely de-cloned moveset should appear like.
STANDARD B: ~ Luigi Cyclone
This move used to be Luigi's Down Special, but now pressing B will unleash the Luigi Cyclone. Pressing B repeatedly will allow Luigi to rise as he is rotating, knocking away opponents.
SIDE B: ~ Green Missile
Luigi ducks down and charges up power, and as you release the B button, Luigi will release his energy and fly with tremendous force, headfirst, in the desired direction. The more this move is charged, the farther Luigi will fly and the more damage he will do.
UP B: ~ Super Spin Jump
This is the first replaced move. Instead of the Super Jump Punch, similar to Mario's, Luigi gets a new move. This move is seen in Super Mario World. Anyway, Luigi will jump spinning rapidly, scoring consecutive hits as he connects with opponents. The coin animation also appears. As Luigi reaches the Climax of his jump, he begins to come down hard. Any opponent under him will be smashed into the ground if he connects at the end of the move. This move is a lot faster than his previous Up B move.
DOWN B: ~ Poltergust 4000
I can't remember if it was 3000 or 4000, so don't flame for this. But anyway, this is Luigi's second and most unique replaced move. Luigi pulls out the famous vacuum and begins vacuming. The vacuum will suck up proectiles fired at Luigi and store them. Up to five projectiles can be stored. When five projectiles are stored, you can blow out a single ball of energy gathered from all the projectiles. The damage done from the ball will be the average damage that would have been done by all five projectiles.
That's what I came up with. Don't give me anything like "Toon Link deserves a de-cloned moveset before Luigi", because I know that. I'm just saying, if it ever happened, this is what I would want it to look like. So what do you think?
Back before Brawl came out, I made up a Toon Link moveset that basically used the wind waker to set the wind either left or right until it was changed again. The only real thing I used this for though was his Up B which was the Deku Leaf, as well as possbily being a way to screw up other people's recovery. If it were to work like how Rachel's win mechanic in BlazBlue does, I'd think it'd be a down B move where you pull the thing out, and then change the direction from there until you cancel out of it. Of course this doesn't work as well as Rachel's since it'd require the down B to be used first and then the exit, which may take up too much time.
Okay, I guess I would have to agree with that. But if there happens to be a new generation of Fire Emblem appearing sometime soon (or sometime around the development of SSB4), then we can probably expect a main character from that game. I wish that were the case, it'd be neat to get a brand new Fire Emblem rep.Also for FE, I think Micaiah is the best choice if there is no new FE game, due to the whole magic user's being underused in comparison to sword users. (Plus she technically had a larger role in her game than Lyn did)
No. It needs to be different. What other fighting games emphasizes where elements that made them less accessible and less interesting to most people. Street Fighter killed the 2d fighting games by being harder and harder for the top tier users. Turbo and Tournament addition would separate the lower tier users and the higher tier ones. Eventually, most would leave. Street Fighter 2 was a must have game on the NES. Street Fighter 4 is defiantly not a must have game.I did not bother reading the vast majority of Kencan's post, but I must say that I would not mind that Smash takes a couple of pages from traditional fighters. While Smash is not like other fighting games, I don't think it needs to be completely different from other fighters from the sake of it.
I understand that it needs to be different, but it doesn't need to be radically different from other fighters. It's already different because of the damage system, the knockout method, and a large emphasis on aerial gameplay. What else are you proposing to make it completely different?No. It needs to be different.
I'm sorry, but what are you saying here?What other fighting games emphasizes where elements that made them less accessible and less interesting to most people.
First off, Street Fighter II was released on the SNES, Genesis, and Arcade, not the NES. What started the decline in fighting games was the saturation of them along with some games being overly complex. There was also the whole button smashing thing and that a number of games involved memorizing specific button sequences that were long. You could not win unless you had precise timing and exploited any techs in the game. Therefore, it shuts out the casual people.Street Fighter killed the 2d fighting games by being harder and harder for the top tier users. Turbo and Tournament addition would separate the lower tier users and the higher tier ones. Eventually, most would leave. Street Fighter 2 was a must have game on the NES. Street Fighter 4 is defiantly not a must have game.
The pages that Smash should consider taking should also include what went wrong to start the decline. By learning from the mistakes of others, they have the potential to fix it in the future.Smash Brothers was successful by eliminating and shrinking certain aspects and raising and creating new ones. It allowed for four player and became more accessible. Smash is successful because it differentiated itself from other fighting games of the time. If it is to take pages from other games, it will simply fall into that same trap. It's good that the fans and game creates ignore tournament Smash. Were it ever a focus, the franchise will decline.
Eh, L-Canceling should suffice.1. Lag reducing techniques.
Obviously, this would be like L-Canceling. Instead of the shield button, the canceling is initiated by pressing down on the controller as you land from either an attack, jump, or being attacked. However, this will not apply to throws.
For those who look at this idea conservatively, let me just state again that the "Super Meter" doesn't necessarily have to be a bar which fills up with energy during the course of a match. Look at the health meter in Smash Bros. à la percentage. It's unorthodox and deviates from convention. The meter can take a similar route. Being "unorthodox" is what makes Smash Bros... Smash Bros.2. Super meter.
I noticed that there is some objection on this, partly because it distracts the player, but I find this a faulty argument. It's not like you have to gaze at it. Anyway, using a quarter of the meter allows you to perform a super version of any of the special moves by holding the A and B buttons and putting the control stick in the proper direction. A full meter will allow the player to use a much more balanced final smash by holding the B button.
Agreeing with this. Dashing out of a smash attack followed up by whatever would be so, so good. It could be a great spacing tool and the mindgame potential is just . Love the idea.3. Canceling
Aside from adding in more hitstun into the game, canceling normal attacks into specials could help add in more combos.
Easy to pick up and play, yet has enough depth to keep the competitive interested. Both camps are happy. Totally agreed.I'd also to like to add this, Smash needs to be easy to learn, hard to master, and the time you put into mastering it pays off in the competitive scene.
Ebay.Also, where can I geta Wii USB Gecko? I want to try Brawl+.
I'm not sure. I think doing on the control stick may be better. With L-Canceling, you may have a bunch of people accidentally air dodging.Eh, L-Canceling should suffice.
This is probably the best example of how Smash can be different without being radically so.For those who look at this idea conservatively, let me just state again that the "Super Meter" doesn't necessarily have to be a bar which fills up with energy during the course of a match. Look at the health meter in Smash Bros. à la percentage. It's unorthodox and deviates from convention. The meter can take a similar route. Being "unorthodox" is what makes Smash Bros... Smash Bros.
I don't think every character needs some exclusive meter. The Pokemon stamina thing didn't work really well so I think exclusive meters should have some benefit to the character, not a detractor.Also, do you think there should be character specific meters? The idea is kinda in Smash already (PKMN invisible stamina meter, R.O.B robo beam to a degree, Peach's float to a degree, etc). I say this because I think it could potentially add to making characters more unique. Lil Mac can have a fatigue meter, Toon Link a wind meter, Geno a star meter (calm down, haters), etc.
It's not necessarily more different. It's keeping it from "taking a page" from other fighting games which is what you've suggested. I'm proposing keping it different from those games.I understand that it needs to be different, but it doesn't need to be radically different from other fighters. It's already different because of the damage system, the knockout method, and a large emphasis on aerial gameplay. What else are you proposing to make it completely different?
I wrote this when it was late. Not everything will be written correctly.I'm sorry, but what are you saying here?
During Mario Madness, there were plenty of clones, and Mario did fine. Halo was never hurt despite all the Halo clones. The same is true of GTA. Over saturation probably isn't it.First off, Street Fighter II was released on the SNES, Genesis, and Arcade, not the NES. What started the decline in fighting games was the saturation of them along with some games being overly complex. There was also the whole button smashing thing and that a number of games involved memorizing specific button sequences that were long. You could not win unless you had precise timing and exploited any techs in the game. Therefore, it shuts out the casual people.
It wasn't. Street Fighter 4 still holds a lot of the illnesses that made the franchise declined. Look at the sales. It sold less then 2 million between two consoles. It is still hurting. The problem has not been solved. It sold because it was like Street Fighter 2, but it didn't take off because it only Street Fighter 2-esqu. The developers still look to the competitive community for development.Street Fighter IV, I believe, was partially made in mind of this. From what I've heard, there is less technical stuff in the game, but it's still competitive and there's definitely a casual crowd. Anyway, there is nothing wrong with a competitive gap. Like anything in life, if you want to be the best in something, you have to work at it, but the distance between the top and the bottom does not need to be so large.
But your suggestion wasn't that. It was to just copy those games, not try to identify the problem. Sakurai should not care. He left the Red Ocean by making Smash very different. He continues to do that with Brawl.The pages that Smash should consider taking should also include what went wrong to start the decline. By learning from the mistakes of others, they have the potential to fix it in the future.
Were Sakurai to ever listen to the wants of competitive Smash, the franchise will decline. Smash has a tournament mode for tournaments, but it never focuses on the competitive community. Notice how Smash Boards was angry at Brawl. That is good. It means that it is not focusing on the top tier users and focusing to getting more bottom tier or non-users. This is how franchises stay healthy.I find it strange that the game designers would ignore tournament Smash considering that there has been a Tournament mode in Smash for the two past games.
After some thought, I still think that Smash should consider using ideas in other fighting games, but in it's own fashion.It's not necessarily more different. It's keeping it from "taking a page" from other fighting games which is what you've suggested. I'm proposing keping it different from those games.
Street Fighter IV, like Street Fighter II, doesn't have that many unique attacks and specials for each character (save for Akuma, Gouken, and Gen), and the use and execution for most attacks are very easy to learn. The only really hard thing is stringing combos. I think the thing that had hurt the franchise was going too far into the competitive side of the spectrum. In other words, the gap between the newbies and the masters was just too wide for any newbie to challenge.I wrote this when it was late. Not everything will be written correctly.
What other fighting games emphasizes were elements that made them less accessible and less interesting to most people.
Basically, Street Fighter has, for a long time, emphasized the competitive qualities of the franchise, ignoring what made it popular. Street Fighter 2 wasn't hard to learn and had very few techniques. As the franchise has gone on and on, they have added more and more techniques and have made the game harder to play. I think taking away some of the simple nature has hurt the franchise.
I also mentioned the overly technical emphasis on gameplay which I think did more damage.During Mario Madness, there were plenty of clones, and Mario did fine. Halo was never hurt despite all the Halo clones. The same is true of GTA. Over saturation probably isn't it.
Sales don't mean anything, even for who gets in Smash which I have noticed that you mention a lot when discussing characters. Also, it's more than likely that the game has sold more than two and a half million copies. I just looked up the sales data, and the information you're mentioning is from the end of March, a month and a half after the game was released. Who knows how much it has sold since then.It wasn't. Street Fighter 4 still holds a lot of the illnesses that made the franchise declined. Look at the sales. It sold less then 2 million between two consoles. It is still hurting. The problem has not been solved. It sold because it was like Street Fighter 2, but it didn't take off because it only Street Fighter 2-esqu. The developers still look to the competitive community for development.
As I have said before, I want Smash to do its take on established conventions, not be a direct expy of other games. If I wanted to play Smash like Street Fighter, I'd play Mugen.But your suggestion wasn't that. It was to just copy those games, not try to identify the problem. Sakurai should not care. He left the Red Ocean by making Smash very different. He continues to do that with Brawl.
I think I understand what you're saying. You want the fanbase to be large and healthy. However, by keeping it completely casual, you're basically giving the finger to the people who want to play competitively. Also, the size would only be for a little while. This is something I have feared for the Wii. While it's casual friendly, the casual crowd will more than likely move on to non-gaming things because they don't feel challenged. Therefore, Nintendo lacks that supportive base for the next console and future games.Were Sakurai to ever listen to the wants of competitive Smash, the franchise will decline. Smash has a tournament mode for tournaments, but it never focuses on the competitive community. Notice how Smash Boards was angry at Brawl. That is good. It means that it is not focusing on the top tier users and focusing to getting more bottom tier or non-users. This is how franchises stay healthy.
That kinda adds to the appeal of L-Canceling.I'm not sure. I think doing on the control stick may be better. With L-Canceling, you may have a bunch of people accidentally air dodging.
Not everyone, just a few. Mario wouldn't need something like this.I don't think every character needs some exclusive meter. The Pokemon stamina thing didn't work really well so I think exclusive meters should have some benefit to the character, not a detractor.
Blazblue isn't the first game where I've seen something like using the wind or whatever in a fighting game (First saw it in Touhou: Scarlet Weather Rhapsody). That said, it wouldn't hurt if Smash put it's own spin on this mechanic. It really opens up a lot of options. ^_^The idea that everyone gets a specific meter seems a good deal like Blazblue and its drive system no? While I'd have no problem if Smash attempted to use a system sort of like that (a third type of attack?) it would seem like stealing to a degree, plus I think there are a bit too many characters at this time for it to work. Then again, I could be misinterpreting.
No. The franchise would definitely not decline. It would evolve and prosper. If Sakurai was a good developer, he would listen to the ones buying his product. Listen to what their dislikes and likes are about the game and how the Smash franchise can become better. Being broad-minded helps the franchise. Confining the mind to the things you want to hear will be your downfall.Were Sakurai to ever listen to the wants of competitive Smash, the franchise will decline. Smash has a tournament mode for tournaments, but it never focuses on the competitive community. Notice how Smash Boards was angry at Brawl. That is good. It means that it is not focusing on the top tier users and focusing to getting more bottom tier or non-users. This is how franchises stay healthy.
I can see this being applied to using attacks, but not for being attacked.That kinda adds to the appeal of L-Canceling.
If you mess up, you get punished for it. You don't want to make something like reducing lag on moves a easy tech or a tech without risk.
I think something like you said for Toon Link is fine. I'm not okay with Lil Mac's meter though. It doesn't seem balanced enough since you take away the vital recovery. I think a better idea would be that the specials have a faster stale rate than other characters.Not everyone, just a few. Mario wouldn't need something like this.
And the chara-specific meter should have it's advantages and disadvantages. For example: Toon Link is only able to control the wind with some meter. He's able to glide via wind as a recovery tactic (advantageous). He's unable to recover as far without the wind (disadvantageous).
A better example: Lil Mac uses a fatigue meter. Most of Lil Mac's specials are knockback resistant. As long as the meter isn't full, most of Mac's specials are super armor viable (advantageous). The more you use it, the quicker the meter fills, thus no super armor. If full, Mac will be fatigued and won't be able to use specials for a few seconds (disadvantageous).
Well it wasn't the wind mechanic I was commenting on, but rather the idea that everyone has their own unique ability set apart form them, such as the wind, or stamina. Of course that could have been done first in some game too, I suppose.Blazblue isn't the first game where I've seen something like using the wind or whatever in a fighting game (First saw it in Touhou: Scarlet Weather Rhapsody). That said, it wouldn't hurt if Smash put it's own spin on this mechanic. It really opens up a lot of options. ^_^
This is okay with you? What if the shoe was on the other foot? How would the casuals react if he listened to competitive players and not them? Would it still be okay?Sakurai does listen to the poeple who buy his product, which would be casual, not competitive players.
Funny how those same casuals are now saying the game is too slow.Brawl is a lot slower than Melee because a lot of casual players thought it was too fast. There are more casual players than competitive, therefore the game is targeted towards them.
I'm not getting into this. Whether it'd be "less popular" is a debate in it's own right.If the game became more competitive-focused, it would not be as popular.
Still, I think simply pushing down on the control stick is a bit too easy. If there's another way to do this, then I'm all for it.I can see this being applied to using attacks, but not for being attacked.
*Lil Mac win mechanics*
Okay, these two ideas does sound better than what I was going for. Another thing though, who would get these chara-specific meters? Toon Link and Lil Mac would be great, but who else could benefit from this? Ridley? King K. Rool?*Lil Mac win mechanics*
Let's take a look at a series that doesn't change the formula. Specifically, Legend of Zelda. I love Zelda games, but I know a lot of people will cry if there isn't something new to change up the next game. The Wolf Link mechanic was a step in the right direction, but the creators need to be fairly innovative when designing the next LoZ for Wii.Why change the formula?
I really don't think the basic gameplay needs any new mechanics like meters and stuff like that. It would be difficult to come up with a different meter for every character and thats just something else that would have to be balanced and stuff like that.Let's take a look at a series that doesn't change the formula. Specifically, Legend of Zelda. I love Zelda games, but I know a lot of people will cry if there isn't something new to change up the next game. The Wolf Link mechanic was a step in the right direction, but the creators need to be fairly innovative when designing the next LoZ for Wii.
I'll admit, Smash isn't at that point yet, but it'd be nice if it never was. A new game should introduce new mechanics while still feeling like a part of the series. Basically there should be something postive to differentiate it from its predecessor. I think Sakurai has done a good job with this so far, but a little bit more innovation would be nice.
Think of it as evolution. The series needs to evolve in order to survive. The series adapts by listening to thee consumers about what they like and don't like. If the series ignores the remarks, it'll die because it's not adjusting to the demands of the consumers.I think adding meters would detract from SSB if anything. Why change the formula?
there is gonna be one, what makes you think there isntMy hope is that SSB4 (if there is one) has a competitive edge.
I hope they don't take the game in a casual direction in terms of the characters. Seriously, if Toad, Daisy, ect., get in, I will cry.
Just kidding maybe.
I think adding meters would detract from SSB if anything. Why change the formula?
This is all fairly true. I'm watching a few vids of Ridley in Metroid, and it's pretty hard seeing him with a chara-specific meter. Maybe he's viable, but I'm not seeing it at the moment.I think for most non playable characters (such as Ridley, Ganondorf, and what not) it'd be hard to make anything based around a meter, due to the fact that it would pretty much have to be made up for them right there. Both pottential special mechanics for Toon Link and Little Mac are based around mechanics from their own games. Thus it'd be much more difficult for someone who was simply a boss, because they don't have this type of thing to work with.
In spite of this, and my general dislike of adding in meters, the best thing I can think of for Ridley is something to do with the use of Phazon, since he can be associated with that.
Not quite sure what you're trying to imply with the "bit by bit" part of your statement.smash can change bit by bit but only if it stays twords its roots
Okay. Let's stop the "changing gameplay" foolery. Of course the gameplay is going to change. Final Smashes changed the gameplay in Brawl, yet no one complained nearly as much about it as I'm seeing with the meter. It's all conservative nonsense. Think of the meter as a more development smash ball.Meters would completely change gameplay was my point. The changes from N64 to Melee or Melee to Brawl were improving what was already there. Not adding a gimmick... ala tripping or meters.
I mentioned way back that you'd be able to enable of disable the meter through the rules before a match starts.I think the reason that more people would be against meters as opposed to smash balls is that you can turn smash balls off, whereas meters would have to be an integral part of the game.
That's fine. You're entitled to your opinion so I won't go any further with this. =PBut honestly, I highly doubt meters are going in the next SSB if there is one.