Thatonehelper
Smash Cadet
Hey guys,
There are obviously many, many changes people would want in the game.
Of course, many changes would need to be play tested for your ideal game.
What would you like to add or take out of Ultimate? How about Smash in general?
Discuss!
There are obviously many, many changes people would want in the game.
Of course, many changes would need to be play tested for your ideal game.
What would you like to add or take out of Ultimate? How about Smash in general?
Discuss!
*Does not include character specific changes* I know we all have many of those
-Assuming the game plays at 60FPS-
IDEAL FOR SMASH ULTIMATE: A game that is fast paced and centered around high movement ability and heavy punishment; which is obtained through rewarding and balanced movement options and combo tools.
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CAST WIDE STANDARDIZATION OF THE CAST
-I do not want any character to feel especially slow compared to the average fighter in terms of mechanics-
LIMITATIONS ON MOVES
CHANGES TO EXISTING MECHANICS
NEW MECHANICS
-Assuming the game plays at 60FPS-
IDEAL FOR SMASH ULTIMATE: A game that is fast paced and centered around high movement ability and heavy punishment; which is obtained through rewarding and balanced movement options and combo tools.
==============================
CAST WIDE STANDARDIZATION OF THE CAST
-I do not want any character to feel especially slow compared to the average fighter in terms of mechanics-
- Standardize archetypes of standard moves and defensive options (not just jump squat frames and aerial landing lag)
- ***Attacks that use the B button (specials) are not standardized but have unique properties
- **Attacks that involve the A button and are very similar will be standardized
- Uniformity of initial dash animations, turn around/skid animations, and braking/stopping out of run
- Initial dash animations must be between 9-18 frames long for increased dash dance viability.
- Turn around animations must be exactly 17 frames (can act after 17 frames) so characters can act fairly quickly while still obtaining momentum while players have a generous window for using RAR. This will increase the viability of dashing away.
- Characters must be able to stop and act after 8-10 frames of the braking animation. This will make dash approaches a much stronger option.
- (Rolls, Spot dodges, and air dodges) Defensive options of the same type have the same frame data
- Includes ledge getup options
- Same intangibility, punish window, and speed
LIMITATIONS ON MOVES
- All A button attacks must be useful
- They all must meet at least 1 of these requirements:
- 1. Has combo ability (mostly aimed at up and down tilts)
- 2. reliably kills heavyweights over 150% from center stage (mostly aimed at smash attacks)
- 3. needs to have a hitbox at frame 6 or faster that is safe when spaced on shield (mostly aimed at Ftilts and jabs)
- They all must meet at least 1 of these requirements:
- Each character must have at least 1 kill throw or throw kill confirm
- Frame data limitations on certain move types
- Jabs must come out by frame 1-5. Maybe 6 at max.
- Aerial hitboxes must come out by frame 3-15. Maybe 17 at max.
- Tilts must come out by frame 3 to 11. Maybe 13 max.
- Smash attacks must have their hitbox out by frame 8 to 18. Maybe 20 max.
CHANGES TO EXISTING MECHANICS
- Character models pop out more
- It is hard to see your character in the demo. A change is needed to make it easier to find and recognize your character
- Toning down of smoke effects
- Smoke needs to be less obvious and distracting.
- The smoke accompanies almost every animation in the game. Very obvious on landing, tilts, smash attacks, dashing, shielding, and knockback.
- (test) Remove Balloon Knockback
- Replace for knockback of previous smash titles
- Change settings to High Gravity
- Comparable to that of Melee and 64
- Higher gravity than Smash 4
- Much higher than Brawl
- This change makes recovering back to the stage harder for most of the cast
- Makes getting back to the ground faster
- Speeds up the game by making it easier to KO opponents
- Change settings to High Hit stun
- Comparable to that of Melee
- Much higher than Brawl
- Much lower than 64
- Higher than Smash 4
- High hit stun will enable a good amount of combo strings and great prominence of the punish game
- Speeds up the game by making it easier to KO opponents
- Characters can run past each other
- Surprise option
- Makes pivot grab approaches more viable
- In a game where every character has decent ground speed, this is an important factor
- Shields no longer stop movement
- Characters can run through an opponent’s shield
- Easier to play around an opponent's shield. Can retake stage control if they are shielding.
- Makes pivot grab approaches more viable. Especially for faster characters.
- Characters can roll through an opponent's shield
- Can surprise opponents with roll
- Movement should be important for all smash fighters
- All specials that cause burst movement will be able to pass through shields
- Movement should be important for all Smash fighters
- Examples: Fox illusion, sonic spin dash
- Characters can run through an opponent’s shield
- Rapid jabs will have higher SDI multipliers
- Currently, rapid jabs easily trap their victims in shield
- Change so SDI multiplier is similar to Smash 4. However, characters should not be able to jump out of jabs.
- Wave dashing and wave landing implemented (directional air dodge into the ground at the correct time)
- Increase skill gap for hardcore players
- Increases movement options for every character
- Increases the speed of the game
- Air dodging into the ground has exactly 12 frames of lag on it unless it is a wave dash
- Air dodging poorly should be punishable
- Directional airdodging offstage will have less end lag. Instead of have over 60 frames of end lag, the end lag will be reduced to 30 frames
- Reduce self-destructs
- Almost all special moves do NOT put characters into freefall
- That’s right. This includes the vast majority up specials as well.
- To balance this, these specific special moves cannot be used again until the character grabs ledge or touches the ground. Also, most of them will have around 13? frames of ending lag before the user will be able to act. Will need testing.
- The first actionable frame cannot be more than 30 frames after the hitbox comes out.
- This change increases the amount of recovery options and chasing opportunities
NEW MECHANICS
- Add many special inputs on fighters
- For custom moves
- All fighters can dash cancel charge animations in the air (only in the air)
- Dash cancel just like Ryu
- Examples: Mario’s Fludd, Squirtle’s Water gun, Lucario’s aura sphere, Sheik’s needles, Luigi’s green missile, Wii fit’s deep breathing, sonic’s spincharge, homing attack, and spinshot
- (test) Have a miniscule window where ledge hogging is available
- There is a 2-3 frame window where another character cannot grab the ledge right after another character has grabbed the ledge
- Adds a level of technical depth and skill for hardcore players
- May be a bad idea, causing more problems than it solves. Worth testing.
- Players will probably call it janky, similar to footstools being unable to be teched in Smash 4
- (test) Introduce a hidden re-grab meter/gauge/bar for grab armor
- This mechanic would allow chain grabs up to a certain limit before being unable to regrab a character for a certain amount of time
- I would set the limit at 1 chain grab before receiving 60 frames of grab armor
- The meter counts down automatically after a grab and it increases each time the character is grabbed
- The next time they are grabbed within 2 seconds (countdown), the grab invulnerability window increases to 60 frames
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