Snakeyes
Smash Journeyman
- Joined
- Jan 30, 2008
- Messages
- 398
Gameplay:
1. L-Canceling as we knew it back in the 64/Melee days should stay out as it is just an extra button press and unnecessary skill barrier for everyone. However, there are two ways to bring the same effect back:
- The easy method is to drastically reduce lag on ALL aerials. Also known as "auto L-canceling".
- A harder approach would be to balance every aerial in the game one-by-one so only specific moves are meant to be used in combos.
2. Escape/Burst/C-C-C-COMBO BREAKER! :
I believe this could help newbies and casuals a bit while adding a new type of mindgame into the mix. While in hit-stun, a player can input a command that puts their character into a state similar to Marth's counter for a certain number of frames. If any attack other than a projectile connects during that time, the stunned character recovers, bounces off the attacker (the effect on the latter is like getting hit by an extremely weak attack with minimal knockback) and lands at a safe distance. This is limited to one use per stock and gives you some sort of penalty for that stock (taking 2x damage and/or knockback, reduced damage output ???). The move has some recovery frames so an attacker can anticipate it and punish accordingly.
3. Airdodging should either be:
- Limited to one use before you grab the ledge/land/get hit OR
- One use per jump. In this case, characters with more jumps would have a shorter AD with a few vulnerable recovery frames to even it out.
In both cases, an AD does not put you in a free-fall state and its trajectory is based on your momentum (this is to keep wavedashing out, but wavelanding in).
4. Make the whole cast have more of a "weight" to them (physics that resemble Melee's a bit). A less homogenized falling speed for everyone would be nice too.
5. Increase hit-stun.
6. Bring back run-jump momentum gains.
7. Reduced edge-grab range
8. Bring back dash-dancing
9. Knockback deterioration on attacks out, damage deterioration stays in.
10. I haven't played a Smash game for more than a year now, so I forgot if this feature was already in Brawl and/or the past installments. Basically, I'd like to have a bit more control over falling speeds. This would also allow a player to control the direction of an airdodge.
-Hold the stick in a neutral/left/right position: regular falling speed, neutral/left/right angled AD
- Smash the stick down/down-left/down-right: fastest falling speed (fast-fall), downward/down-left/down-right angled AD (distance seems longer because of a higher momentum).
- Smash the stick up/up-left/up-right after having used all of your jumps: slower falling speed, upward/up-left/up-right angled AD
You're able to switch between all of those at any time, but the only way to regain control of your falling speed after a fast-fall is to enter the slower speed state. This is done so the commands do not overlap with the fast-falling of aerials and specials, which remains in the game.
Options/Online:
1. Input buffering can be tweaked by the player to better suit his needs, skill or play style.
2. Casual/Pro filter during online play. Wanna play for "fun"? Log on as "casual" and those mean tourney players won't bother you. This could even disable a few advanced play mechanics.
3. Lobby system. An open game's rule set can be seen by other players before they decide to join.
4. Some kind of rep system that helps identify hackers, ragequitters and trolls.
5. It would be nice to have a fully customizable color palette for each character.
Roster additions
Here's my wish list in no particular order. Some are probable, others are very unlikely:
Andy or Sami (Advance Wars)
Isaac or another main Golden Sun character
Bowser Jr./Shadow Mario
Ridley (Metroid)
Jeff (Earthbound)
Ray-01 (Custom Robo)
Knuckles (Sonic the Hedgehog)
Saki Amamiya (Sin & Punishment)
Simon Belmont (Castlevania)
Bill Rizer (Contra guy)
Shantae
Megaman (Classic)
Viewtiful Joe
Travis Touchdown (No More Heroes)
Geno (Super Mario RPG)
Crono or Magus (Chrono Trigger)
Neku Sakuraba (The World Ends With You) or Sora (Kingdom Hearts)
An old-school FF character like Cecil, Terra or the Black Mage
It took me about half an hour to type this so please comment
1. L-Canceling as we knew it back in the 64/Melee days should stay out as it is just an extra button press and unnecessary skill barrier for everyone. However, there are two ways to bring the same effect back:
- The easy method is to drastically reduce lag on ALL aerials. Also known as "auto L-canceling".
- A harder approach would be to balance every aerial in the game one-by-one so only specific moves are meant to be used in combos.
2. Escape/Burst/C-C-C-COMBO BREAKER! :
I believe this could help newbies and casuals a bit while adding a new type of mindgame into the mix. While in hit-stun, a player can input a command that puts their character into a state similar to Marth's counter for a certain number of frames. If any attack other than a projectile connects during that time, the stunned character recovers, bounces off the attacker (the effect on the latter is like getting hit by an extremely weak attack with minimal knockback) and lands at a safe distance. This is limited to one use per stock and gives you some sort of penalty for that stock (taking 2x damage and/or knockback, reduced damage output ???). The move has some recovery frames so an attacker can anticipate it and punish accordingly.
3. Airdodging should either be:
- Limited to one use before you grab the ledge/land/get hit OR
- One use per jump. In this case, characters with more jumps would have a shorter AD with a few vulnerable recovery frames to even it out.
In both cases, an AD does not put you in a free-fall state and its trajectory is based on your momentum (this is to keep wavedashing out, but wavelanding in).
4. Make the whole cast have more of a "weight" to them (physics that resemble Melee's a bit). A less homogenized falling speed for everyone would be nice too.
5. Increase hit-stun.
6. Bring back run-jump momentum gains.
7. Reduced edge-grab range
8. Bring back dash-dancing
9. Knockback deterioration on attacks out, damage deterioration stays in.
10. I haven't played a Smash game for more than a year now, so I forgot if this feature was already in Brawl and/or the past installments. Basically, I'd like to have a bit more control over falling speeds. This would also allow a player to control the direction of an airdodge.
-Hold the stick in a neutral/left/right position: regular falling speed, neutral/left/right angled AD
- Smash the stick down/down-left/down-right: fastest falling speed (fast-fall), downward/down-left/down-right angled AD (distance seems longer because of a higher momentum).
- Smash the stick up/up-left/up-right after having used all of your jumps: slower falling speed, upward/up-left/up-right angled AD
You're able to switch between all of those at any time, but the only way to regain control of your falling speed after a fast-fall is to enter the slower speed state. This is done so the commands do not overlap with the fast-falling of aerials and specials, which remains in the game.
Options/Online:
1. Input buffering can be tweaked by the player to better suit his needs, skill or play style.
2. Casual/Pro filter during online play. Wanna play for "fun"? Log on as "casual" and those mean tourney players won't bother you. This could even disable a few advanced play mechanics.
3. Lobby system. An open game's rule set can be seen by other players before they decide to join.
4. Some kind of rep system that helps identify hackers, ragequitters and trolls.
5. It would be nice to have a fully customizable color palette for each character.
Roster additions
Here's my wish list in no particular order. Some are probable, others are very unlikely:
Andy or Sami (Advance Wars)
Isaac or another main Golden Sun character
Bowser Jr./Shadow Mario
Ridley (Metroid)
Jeff (Earthbound)
Ray-01 (Custom Robo)
Knuckles (Sonic the Hedgehog)
Saki Amamiya (Sin & Punishment)
Simon Belmont (Castlevania)
Bill Rizer (Contra guy)
Shantae
Megaman (Classic)
Viewtiful Joe
Travis Touchdown (No More Heroes)
Geno (Super Mario RPG)
Crono or Magus (Chrono Trigger)
Neku Sakuraba (The World Ends With You) or Sora (Kingdom Hearts)
An old-school FF character like Cecil, Terra or the Black Mage
It took me about half an hour to type this so please comment