Kink-Link5
Smash Hero
DrinkingAnalog
DrinkingGimmick
Drinking2frames
Drinking14%
DrinkingGimmick
Drinking2frames
Drinking14%
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This guy knows what's up.Leafbarrett's avatar reminds me Gardevoir MUST be in.
I need to learn to not drink things when reading Kink's posts. XDAlso, for a balancing team, we'll hire theory crafters that back up their credentials because they played against JCaesar that one time in a tournament.
I'm about to pack my bagsThis is off-topic, but according to the data I've collected, there were three Project M tournaments in the Midwest this past weekend, with a grand total of 54 entrants. Get on our level .
SSBRLObviously, Isai has to be a playable character.
Add in the multi-character fun of the Marvel vs Capcom seriesI've always wanted to see a fighting game with merged mechanics from melee and TFGs
But like, I can't think of a suitable combination, maybe I'm biased but melee mechaniics seem superior in every way unless you want to go full-on TFG.
Analog inputs>digital inputs for maximum character control
Analog shielding with essentially analog mix-ups>high/mid/low blocking with high/low mix-ups
High degree of analog freedom>digital movement with only one dash speed/one walk speed
Analog aerial movement>left/right/up aerial movement
Freedom to face away from opponent>forced to face opponent
Analog DI> combo breakers
Like the only things I would change, MAYBE is throw a maximum percent in there where the character is knocked out instead of ringed-out smash style. Like, scaled everyone's damage output down some, make 100% the max damage, but with the same knockback growth scale, so comboing people to death becomes more dynamic, with the option of chasing them around the stage for a knock-out or putting them in a position for a ring-out. Of course, some serious balancing would need to be done so the system doesn't favor one or the other too strongly. I also wouldn't mind seeing light touching up on the combo mechanics, perhaps something similar to lucario, and more movesset variety for each character. Something along the lines of: Every character gets a punch input, a kick input, a smash input, and a special input. Using any one alone with a directional or smash input produces a neutral, a la current smash, but with neutral kicks/punches/specials instead of only attack/special. Same with the directional input giving kicks/punches/specials in the given direction. Adding the smash input gives new attacks or powered up attacks/specials. Of course there would be some simple OHC mechanics similar to Lucario but more dynamic. Blocklag wouldn't prevent shield angling so the On-block comboing system could work properly. I also envision a two stick control system where neither stick actually attacks, but rather, one controls movement, and the other controls attack direction, requiring you to press a button to initiate an attack in that direction rather than forcing a certain kind of attack (as smash forces you to choose specials/tilts/smashes currently in brawl/project:M). Of course, since one cannot both use face buttons and two sticks with maximum efficiency, all button inputs would be either shoulder/bumpers or stick-clicks.
I wouldn't mind leaving specials in, although I'd want to take away focus from them by making them something you can't achieve in one round/stock
Speaking of rounds/stocks that's also something I don't know how to handle. Personally I would prefer stocks as it makes a players efforts the the opponent during the last round go to waste. But where exactly and in what manner you respawn a knocked out character seems like an awkward thing to handle. Could probably be done and the players would just become use to it though.
Yeah I have ****tons of ideas for such a game. Obviously it wouldn't work on a pad lol
U completely missed the point of my post, which was that TL and YL are different chars and u can't assume that TL is supposed to be remade to mimic YL. Otherwise one could expect that Ike should be remade to be like Roy. TL is a new char; he isn't YL.I don't see how the Ike to Roy comparison makes any sense whatsoever, as an analogy to comparing Toon Link and Young Link.
Young Link is in essence a more agile, weaker Link with multihit bombs to secure followups
Toon Link is in essence a more agile, weaker Link with multihit bombs to secure followups
Roy is in essence, a faster falling, weaker Marth with a huge difference in his sword sweetspot system
Ike is in essence, a character with completely different animations than Marth, no similarities in physics, and only vague similarities in having a long sword. It's like comparing Marth to Link.
Yes Toon Link has some differences from Young Link; however, Ike is nothing like Roy aside from now sharing a marginally similar sweetspot system.
Hey man- not fair. The BC venue has been completely booked in JanuaryThis is off-topic, but according to the data I've collected, there were three Project M tournaments in the Midwest this past weekend, with a grand total of 54 entrants. Get on our level .
I always thought of the idea of simply giving you air shields, they wouldn't effect your momentum and you wouldn't be able to double jump or up special out of them, so you'd be forced to land or eat the shield drop time. If you input a direction while shielding, you would air dodge.Idk i'm not picky, maybe hybridize brawl's airdodge for neutral airdodges like they've tried to do already in various mods of brawl.
Of course, it wouldn't be landing lag free like in brawl, and might need additional endlag to compensate for being able to control your momentum during it.
Or maybe additional start-up to make it more of a prediction thing like side-steps are for grabs.
I'm sure it is probably possible to implement that in P:M once the source code is released, but it was used in the Smash Bros. clone, Battle Stadium DON; however, your shield was linked to your super meter which powered everything (from special moves to final smashes)Pausing the edit of my last post to respond to that lol
yeah slashy that was actually idea-for-idea something I was thinking off, treating air blocking like ground blocking, except that instead of getting ground dodges+jump, you jut get directional airdodges OoS.
Idk maybe I could get behind something like that. It's an awful amount of theory craft to rule it out as a possibility when this game doesn't even exist lol.
[collapse=360 degree air dash] I've pondered this idea as an alternative for airdodges a few times, and had quite a lot of thoughts on it, including the prospect of it being multi-directional, taking a jump, and so forth, pretty much everything in the OP. Some more food for thought though:Out of curiosity could anyone come up with a better air dodge than Melee's? I think the directional air dodges are fine, but I think neutral air dodges are useless
How about you DrinkingFood?
Also peeps, please post in this thread so the PMBR adds this to their low priority features list
http://www.smashboards.com/showthread.php?t=333235