Cool Daddy Booty Funk
Smash Cadet
- Joined
- Jan 13, 2013
- Messages
- 42
Just wondering the overall opinions on final smashes from this forum.
Should a final smash be only an item, or would it beneficial if final smash was a combo meter that would fill up as a character deals damage. Lots of games have this implemented and personally I find it a lot more enjoyable than trying to trace down a floating orb, especially as a character like DK.
This doesn't mean that a smash ball itself should be removed, it can automatically fill a portion of a characters combo meter. Whether it is only some of a meter or the whole thing, it is not a big deal.
Also, with a meter design, this could allow characters to have multiple final smash attacks. For example, at 50% full, a final smash is an area of effect based attack that isn't necessarily an instant kill, but does widespread damage. Think DK, or Mario's current final smash. Then at 100%, this is basically the I-Win button. If you get hit, you are knocked off the stage. This can also be dramatic animations, such as Link's or Captain Falcon's smash.
Additional, the initiation of a final smash feels sloppy in general. Pressing B limits your moveset after grabbing a smash ball, and clearly would never work with my suggested meter suggestions. Pressing A+B at the same time or another button combination would solve that issue.
Maybe this has been suggested before and I overlooked the initial thread, but I hope I get some good feedback from you guys. Maybe you like the current system, but after playing other games I personally find combo meters far superior.
Should a final smash be only an item, or would it beneficial if final smash was a combo meter that would fill up as a character deals damage. Lots of games have this implemented and personally I find it a lot more enjoyable than trying to trace down a floating orb, especially as a character like DK.
This doesn't mean that a smash ball itself should be removed, it can automatically fill a portion of a characters combo meter. Whether it is only some of a meter or the whole thing, it is not a big deal.
Also, with a meter design, this could allow characters to have multiple final smash attacks. For example, at 50% full, a final smash is an area of effect based attack that isn't necessarily an instant kill, but does widespread damage. Think DK, or Mario's current final smash. Then at 100%, this is basically the I-Win button. If you get hit, you are knocked off the stage. This can also be dramatic animations, such as Link's or Captain Falcon's smash.
Additional, the initiation of a final smash feels sloppy in general. Pressing B limits your moveset after grabbing a smash ball, and clearly would never work with my suggested meter suggestions. Pressing A+B at the same time or another button combination would solve that issue.
Maybe this has been suggested before and I overlooked the initial thread, but I hope I get some good feedback from you guys. Maybe you like the current system, but after playing other games I personally find combo meters far superior.