asia_catdog_blue
Smash Ace
- Joined
- Dec 31, 2010
- Messages
- 994
I wonder, would it be wrong to ask if the game could be upgrade a bit? Add a bit more to it?
If the next Super Smash Bros. Title were to be possible, I want to see it follow more of the modern controller(along with an updated GameCube Controller).
B: Jump
Y: Basic Attack
X: Special Move
A: Grapple
L/R: Super Smash
ZL/ZR: Shield
D-Pad: Taunt
LS: Move
RS: Strong/Smash/Special Attack
Select: Choose Super
Start: Pause/Menu
Of course, all of those can be customized to one's choice.
But, may what I really want are a little more "options" in the "actions"
Weak Attacks: They can still range from a 1 to a 1-2-3. I would have it be a 1-2, 1-2-3, or 1-2-SPAM. This time, I want the third hit to be something different, depending on where you tilt the stick. If you tilt up, you do a high attack. If you tilt down, you do a low attack. If you tilt back, you do... eh, I don't know. Not everyone requires this.
Strong Attacks: They... can, more or less, remain the same. Though, I could see the F-Tilt Attack having a second or third attack follow up like Meta Knight, Snake, & The Hero.
Smash Attacks: They're fine, as of this moment. What can you change about them? Hmmm... maybe when fully charged, the Smash Attack looks somewhat different?
Dash Attacks: Yes, plural. after running, you do the standard Dash Attack. But, if you crouch after running, you'll skid for a bit, like Luigi. While skidding, you can do a different Dash Attack that hits low, while the standard one hits high.
Aerial Attacks: They can remain the same.
Special Attacks: Well, they're, more or less, the same. Standard Special is usually a projectile of sorts. If it's not, then it's, often, a close range assault. Forward Special is either a projectile, an assault move, or a reversal attack. Upward Special, IMO, should be a propelling move or ability that get you back to the stage in some way. No tethers! Same that for grapples. Downward Special can be... well, anything. And "Shield" Special can be use for management, status buff, or switching out. Five(or 4 1/2) Special Moves.
Grapples & Throws: Can grab from close-range or long-range via tether. pummels could emphasize power over speed. Some characters can grab in the air, but they will always drop down with the opponent. A risky maneuver.
Super Smashes: I don't like the "Final Smash." It has little strategy and is just a cutscene now for many. I think three "Super Smashes" could work a little better. They have less range and they end shortly, but they can be used to follow up is they don't completely KO the opponent. Each fighter will get two "Level-1" Supers and one "Level-3" Super. You can select either.
I would like all of this, plus, the speed and tight gameplay of Project+.
If the next Super Smash Bros. Title were to be possible, I want to see it follow more of the modern controller(along with an updated GameCube Controller).
B: Jump
Y: Basic Attack
X: Special Move
A: Grapple
L/R: Super Smash
ZL/ZR: Shield
D-Pad: Taunt
LS: Move
RS: Strong/Smash/Special Attack
Select: Choose Super
Start: Pause/Menu
Of course, all of those can be customized to one's choice.
But, may what I really want are a little more "options" in the "actions"
Weak Attacks: They can still range from a 1 to a 1-2-3. I would have it be a 1-2, 1-2-3, or 1-2-SPAM. This time, I want the third hit to be something different, depending on where you tilt the stick. If you tilt up, you do a high attack. If you tilt down, you do a low attack. If you tilt back, you do... eh, I don't know. Not everyone requires this.
Strong Attacks: They... can, more or less, remain the same. Though, I could see the F-Tilt Attack having a second or third attack follow up like Meta Knight, Snake, & The Hero.
Smash Attacks: They're fine, as of this moment. What can you change about them? Hmmm... maybe when fully charged, the Smash Attack looks somewhat different?
Dash Attacks: Yes, plural. after running, you do the standard Dash Attack. But, if you crouch after running, you'll skid for a bit, like Luigi. While skidding, you can do a different Dash Attack that hits low, while the standard one hits high.
Aerial Attacks: They can remain the same.
Special Attacks: Well, they're, more or less, the same. Standard Special is usually a projectile of sorts. If it's not, then it's, often, a close range assault. Forward Special is either a projectile, an assault move, or a reversal attack. Upward Special, IMO, should be a propelling move or ability that get you back to the stage in some way. No tethers! Same that for grapples. Downward Special can be... well, anything. And "Shield" Special can be use for management, status buff, or switching out. Five(or 4 1/2) Special Moves.
Grapples & Throws: Can grab from close-range or long-range via tether. pummels could emphasize power over speed. Some characters can grab in the air, but they will always drop down with the opponent. A risky maneuver.
Super Smashes: I don't like the "Final Smash." It has little strategy and is just a cutscene now for many. I think three "Super Smashes" could work a little better. They have less range and they end shortly, but they can be used to follow up is they don't completely KO the opponent. Each fighter will get two "Level-1" Supers and one "Level-3" Super. You can select either.
I would like all of this, plus, the speed and tight gameplay of Project+.