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What if Smash Switch is the official Project M of Smash 4? Hehehe.Honestly, I'd be fine with just Smash 4's mechanics, if they adjusted only a few things - 1: turn off the Brawl-esque moon gravity, and 2: remove the ability to airdodge more than once.
Um... Yeah ..She's part of a group of beings called Blades. Blades are born from Cores that can be summoned by Drivers, and each Blade packs extraordinary powers such as the abilities to control fire, water, electricity, and wind. However they still act like normal people, with their own personalities and basic needs like sleeping and eating, to the point there are stories of Blades and Drivers actually getting married. Not everyone can be a Driver though, only a select few can summon them, but any living thing can potentially become a Driver. Those that cannot summon a Blade will suffer a very nasty near death experience. The relationship between a Driver and Blade is important, as they need to work together in order to summon the full power of the Blade.
Blades are immortal, but with several catches. If their Driver ever dies, the Blade will revert back to being a Core and can be summoned again by a new Driver, but with recollections completely wiped the next time they're summoned. They however can die if the core on their chest is destroyed. Blades are also able to regenerate their bodies, but they will be unable to do so if their life force is shared with a non-Blade, such as what happened with Pyra and Rex.
Pyra and Mythra specifically are particularly special as they are the Aegis, a legendary Blade that ended a cataclysmic war in the past.
Hopefully this clears things up.
A bit of the first paragraph, and yeah the second part.spoilers dude!
Decreasing the air dodge's intangible duration is another option to consider, since I would not like the idea of air dodging leaving fighters helpless afterwards.2: remove the ability to airdodge more than once.
I'd be fine with that, too. Enough time to avoid a single aerial attack against you, but not a second jab or something.Decreasing the air dodge's intangible duration is another option to consider, since I would not like the idea of air dodging leaving fighters helpless afterwards.
I like this idea, personally. I think airdodges should be more meaningful rather than being able to be intangible more often than not with no repercussion. They should definitely hack off some i-frames on each end of the dodge. Perhaps to compensate, they could reduce the duration of attacks that have multiple hits and last a long time, for example Sheiks up air and Fox's forward air. Right now they happen for roughly amount of time, effectively cancelling each other out. They could just make the attacks/dodges more meaningful by giving them less active hitboxes.Decreasing the air dodge's intangible duration is another option to consider, since I would not like the idea of air dodging leaving fighters helpless afterwards.
There's also the FAF period to keep in mind as well. Some fighters may be able to perform actions a few frames after the intangible period is over, enabling them to do another air dodge at will.I like this idea, personally. I think airdodges should be more meaningful rather than being able to be intangible more often than not with no repercussion. They should definitely hack off some i-frames on each end of the dodge. Perhaps to compensate, they could reduce the duration of attacks that have multiple hits and last a long time, for example Sheiks up air and Fox's forward air. Right now they happen for roughly amount of time, effectively cancelling each other out. They could just make the attacks/dodges more meaningful by giving them less active hitboxes.
I mean you could just take a hit off the move. Fox can just let out one less kick or something, and the same for all moves that operate similary. Give it less active frames so you have to time it better. It's really just a balance suggestion so airdodges don't become overly punishable and there is still not move that guarantees a punish on an airdodge.There's also the FAF period to keep in mind as well. Some fighters may be able to perform actions a few frames after the intangible period is over, enabling them to do another air dodge at will.
In regards to aerial attacks and their looping hits, however, I'm not too sure that it'll ever be possible to decrease their rehit rate upon performing a single air dodge.
While that would make stocks end quicker, I don't think it's the best decision. If they made that change, airdodges would almost never be worth it. The ensuing punish is massive if you bait an airdodge. I would really like if they just gave airdodges the Grab treatment and put a 30-60 frame window where you couldn't use it again.Maybe you could only get one airdodge, but it refreshes when you get hit. Also, it shouldn't put you into special fall either, so jumping or attacking is still an option. I still like the idea of bringing back the directional airdodge for the next smash.
what I described is kinda like the Rivals of Aether airdodge now that I think about it.
This would def be a good thing to do. I noticed in Smash 4 they slowed down a lot of moves like Sheik's f-air, increasing their attack length. If this went back to how it was in Melee, that'd be great too.Perhaps to compensate, they could reduce the duration of attacks that have multiple hits and last a long time, for example Sheiks up air and Fox's forward air. Right now they happen for roughly amount of time, effectively cancelling each other out. They could just make the attacks/dodges more meaningful by giving them less active hitboxes.
Ehh, I doubt wavedashing will return, but Smash 64 physics with Sm4sh mechanics does sound really great.In a perfect world, all characters would be generally faster, have a ton more hitstun on the moves (Thus easier combos), and have wavedashing. So basically, Smash 64 physics with Smash 4's mechanics + wavedashing.
I am not sure the quota of air dodges before freefall state would be entirely necessary. I mean, giving each character 3 birddogs with a gap between them similar to grabs would require a heck of a lot of time in the air to go over that 3 dodges threshold. The only characters that it would really be an issue for would be Kirby, Jigglypuff and like Dedede?Maybe they could just combine all the effects - you can airdodge as much as you want, but there's a 30-60 frame gap between airdodges, and if you airdodge more than I'd say.. 3 times, you get put into a freefall state.
When you're playing against somebody with high damage, that's usually when the airdodge spam occurs.Honestly though, you really do not see people spamming air dodges that much to the point that are a huge problem with the balance of the game in Sm4sh.
It's not really that it's an issue, it has more to do with the fact that airdodges don't have a ton of counterplay other than a read. I think airdodges should have some kind of repercussion attached other than someone might read it.Honestly though, you really do not see people spamming air dodges that much to the point that are a huge problem with the balance of the game in Sm4sh.
They do add considerable amounts of landing lag, creating a punish opportunity.It's not really that it's an issue, it has more to do with the fact that airdodges don't have a ton of counterplay other than a read. I think airdodges should have some kind of repercussion attached other than someone might read it.
I actually do think that Ridley's best shot has yet to happen. Only thing is that it would be under a different director with a fresh perspective on the game.It's obviously a sign that Ridley is still a relevant subject amongst the Smash fanbase, but I really don't think Nintendo need anymore pointers on Ridley's popularity, they know all about it. Sakurai obviously acknowledged it, but Nintendo were also memeing pretty hard about Ridley post-Smash 4 release, they mentioned his size issue on the launch live stream, as well as recognizing his Smash popularity in that Badge Arcade thing on the 3DS in a very straight forward way. Ridley has actually received a lot of attention from Nintendo post-Smash 4, even while Metroid was still inactive, @Zem-raj made a fantastic post about it in the Ridley thread.
All the craziness that happened on here 4-5 years ago certainly didn't go unnoticed, and I'd have been surprised if it did with the old thread reaching 78k replies and 3 million views, it was one of the most popular Nintendo-related discussions on the internet for a little over a year (it peaked between the Pyrosphere reveal and the final leak). His popularity in the Smash fanbase is unmatched in terms of consistency, so many fanbases have come and gone in the time Ridley has been considered one of the main candidates (spanning ~12 years), so that's never been the problem. I'm sure Sakurai will have revisited him once again, but that's probably as much impact his popularity can possibly have, chances are that Sakurai binned the idea within 5 minutes as he still doesn't think it possible, but we can only hope that this time he's finally pulled it off.
It sounds like the Groove system from CvS2 a little bit. For example, certain grooves let you block in the air, while others can give any character the power to charge their meter. So instead of some weird "toggle" something like a "Groove ability would be great, since it'd be at the CSS and each player could choose what they wanted.That's an absurd amount of work for a very specific niche.
I wouldn't take a sample size of less then 100 characters as an indication that characters like Ridley and K. Rool were popular suggestions. Granted, Ridley likely did well in the Japanese pre-Brawl poll but I doubt K. Rool did. His fan base didn't start to take off until Diddy Kong's confirmation.Was browsing through the K. Rool thread and found this treasure trove from the past:
https://smashboards.com/threads/characters-on-sakurais-poll.71872/
Seems like people were already talking about K. Rool, Ridley, and Geno being playable even before we first saw gameplay footage of Brawl.
Only if you airdodge into the stage, though. I'm talking about exclusively the in-air interactions.They do add considerable amounts of landing lag, creating a punish opportunity.
Was browsing through the K. Rool thread and found this treasure trove from the past:
https://smashboards.com/threads/characters-on-sakurais-poll.71872/
Seems like people were already talking about K. Rool, Ridley, and Geno being playable even right after seeing the first gameplay footage of Brawl.
EDIT: A correction
I'd also keep in mind those results are only a tiny, curated sample of the total number of submissions, they're only the ones that became featured. Therefore they're not reliably indicative of much.I wouldn't take a sample size of less then 100 characters as an indication that characters like Ridley and K. Rool were popular suggestions. Granted, Ridley likely did well in the Japanese pre-Brawl poll but I doubt K. Rool did. His fan base didn't start to take off until Diddy Kong's confirmation.
Exactly. I only said what I did because Sakurai has spoken twice about Ridley, the latter of which mentioning his fan demand. I don't think he would have gotten a mention had he not done well enough to get his attention.I'd also keep in mind those results are only a tiny, curated sample of the total number of submissions, they're only the ones that became featured. Therefore they're not reliably indicative of much.
You definitely got baited, mate.I'm guessing this is probably just a rumor or April fools prank, but someone told me there was going to be new smash information revealed tomorrow but I haven't found any sources online even mentioning this. Has anyone heard anything?
Denial of what exactly? Denial of him being important? Or denial of him being in the game?Sylux denial
No.Only if you airdodge into the stage, though. I'm talking about exclusively the in-air interactions.