Luigifan18
Smash Master
- Joined
- Feb 19, 2015
- Messages
- 3,134
- Switch FC
- SW-5577-0969-0868
Note: This thread is not about what place the Final Smash meter as it is actually implemented in Ultimate may or may not have in competitive play. That is a completely different thread. This is about our opinions of the concept of the Final Smash meter in Super Smash Bros., how it compares to meter-fueled super moves in other fighting games (both traditional and Smash-like-platform-based), how super meters are implemented in fighting games beyond super moves, how well the Final Smash meter in Smash Ultimate is implemented for both casual and competitive purposes, and if (hypothetically speaking) it could possibly have been expanded on or otherwise improved.
I've supported the idea of a Final Smash meter that fills up as you fight, like in other fighting games, ever since the concept of Final Smashes was introduced in Brawl. In fact, during my initial Internet wanderings, when my most frequented site was GameFAQs, I came up with a detailed system for it, with 3 Final Smashes for every character, ranked in three tiers of power, and a detailed system for how it filled (including the detail that it could charge over time even when doing nothing, but at an agonizingly slow rate, and that it emptied completely upon being KO'd). I saved the posts from that thread, and you can see it on my Dropbox here. (And, yes, by some crazy coincidence, my three-tiered super-move system ended up becoming the entire basis of the gameplay of Playstation All-Stars Battle Royale. I swear to God, I came up with it first!!!) For SSB4, I refined the system further to include an option to use the Final Smash meter to fuel a temporary boost, which I called Supreme Mode, which would include a whole bunch of stat improvements and new abilities — including character-specific ones. That iteration of the thread is archived in my Dropbox here.
Personally, I'm quite happy to see a Final Smash meter implemented into Super Smash Bros. Ultimate — it's about time that Final Smashes became usable without needing to rely upon the RNG piñata known as the Smash Ball. Obviously, the system in Ultimate isn't as intricate as the one I came up with, but I'm not sure if it’d be possible for Sakurai to implement a system like the one I devised without getting sued by Sony.
My question is: are you happy with the Final Smash meter as it exists, or do you think it could have been improved upon with things like multiple Final Smashes, alternative ways to use the meter such as stat boosts, penalties for being KO'd, or other such things?
I've supported the idea of a Final Smash meter that fills up as you fight, like in other fighting games, ever since the concept of Final Smashes was introduced in Brawl. In fact, during my initial Internet wanderings, when my most frequented site was GameFAQs, I came up with a detailed system for it, with 3 Final Smashes for every character, ranked in three tiers of power, and a detailed system for how it filled (including the detail that it could charge over time even when doing nothing, but at an agonizingly slow rate, and that it emptied completely upon being KO'd). I saved the posts from that thread, and you can see it on my Dropbox here. (And, yes, by some crazy coincidence, my three-tiered super-move system ended up becoming the entire basis of the gameplay of Playstation All-Stars Battle Royale. I swear to God, I came up with it first!!!) For SSB4, I refined the system further to include an option to use the Final Smash meter to fuel a temporary boost, which I called Supreme Mode, which would include a whole bunch of stat improvements and new abilities — including character-specific ones. That iteration of the thread is archived in my Dropbox here.
Personally, I'm quite happy to see a Final Smash meter implemented into Super Smash Bros. Ultimate — it's about time that Final Smashes became usable without needing to rely upon the RNG piñata known as the Smash Ball. Obviously, the system in Ultimate isn't as intricate as the one I came up with, but I'm not sure if it’d be possible for Sakurai to implement a system like the one I devised without getting sued by Sony.
My question is: are you happy with the Final Smash meter as it exists, or do you think it could have been improved upon with things like multiple Final Smashes, alternative ways to use the meter such as stat boosts, penalties for being KO'd, or other such things?
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