SAHunterMech
Smash Journeyman
- Joined
- Sep 29, 2013
- Messages
- 207
To start out, I don't think any game is perfect. Even Smash, one of my favorite series, has room for improvement. I bought Smash 4 on 3ds and Wii U, both day one, and I enjoyed it for about a month or two, but after that I started craving a faster pace and crazier combos, much like the smashes of old.
Don't get me wrong, I think Smash 4 brings some great new ideas to the table (like vectoring or the way tilts work), but I just wanted... more. So, I set out to make a set of standardized equipment that makes things a bit... faster. A bit more... traditional:
Smooth Lander Agility Badge (+37, -37)
Anti-Leap Agility Badge (+61, -17)
Anti-Glide Protection Badge (+61, -8)
-54Atk, +61Def, +90 Spd
By increasing Knockback to 1.2x, it results in a mode where offensive tactics have been more or less stepped up to the strong defensive tactics Smash 4 is known for, by way of effectively decreasing base knockback and landing lag for easier followups, and increasing Knockback growth to make closing out stocks a bit easier. It's a faster paced game with more potential for cool combos.
For those interested, I have my 3Ds save file with this equipment. All 3 pieces, although hacked, are deemed legal by the game and can transfer to the Wii U version. This equipment set is pre-assigned to all characters. In addition, all characters and custom special moves are unlocked.
On the flip side of this, I know that equipment, essentially, working within the game's defined boundaries can only go so far. From my experiences with default Smash 4 gameplay, as well as my custom version of it, I have some suggestions for potential mods down the line (I know that whether or not we can even hack Smash 4 to the same extent as brawl is still up in the air, so this is mostly for posterity at the moment).
1. Bring Back Vectoring, Balance it Out.
My thought here is, what if we added a little more depth to defensive play? If Vectoring came back in full force (really, it's just vertical vectoring that is gone, but still), perhaps a little stronger, and hitstun was increased marginally, attackers would have to predict which of the 8 directions the defender is going to DI, instead of just predicting if/when they are going to airdodge.
2. Decrease Base Knockback, Increase Growth.
I can do this with equipment, but there are tradeoffs, most notably attack damage being a little lower than it should be. If it could be done properly, on the many many moves in this game that have obscene base knockback to seemingly no end (I'm looking at you, Falcon's Up-Throw) gameplay could get back to a more familiar and comfortable setting where everyone can combo fairly easily at 0%, instead of a portion of the characters.
3. Balance Out Rolling and Dodging
Personally, I'm fine with Air-Dodges and Rolls being as good as they are, except for the fact that they are unchecked, and have infinite uses. What if both of them depleted Shields? Then there's an incentive not to spam. In addition, to counter the possibility of shield breaks being too common, what if the shield break state was different? What if instead of being helpless for 10 seconds, one was merely unable to use any defensive options for that time? Rolling, Air-Dodging, Shielding, Spot-Dodging, everything, gone, for 10 seconds. Then there would be a window of opportunity for awesome punish combos, instead of just charged smashes.
In closing, I'm mostly just looking for feedback, on both my equipment and my ideas, although right now the former holds more weight, methinks. Any comments are appreciated.
Don't get me wrong, I think Smash 4 brings some great new ideas to the table (like vectoring or the way tilts work), but I just wanted... more. So, I set out to make a set of standardized equipment that makes things a bit... faster. A bit more... traditional:
Smooth Lander Agility Badge (+37, -37)
Anti-Leap Agility Badge (+61, -17)
Anti-Glide Protection Badge (+61, -8)
-54Atk, +61Def, +90 Spd
By increasing Knockback to 1.2x, it results in a mode where offensive tactics have been more or less stepped up to the strong defensive tactics Smash 4 is known for, by way of effectively decreasing base knockback and landing lag for easier followups, and increasing Knockback growth to make closing out stocks a bit easier. It's a faster paced game with more potential for cool combos.
For those interested, I have my 3Ds save file with this equipment. All 3 pieces, although hacked, are deemed legal by the game and can transfer to the Wii U version. This equipment set is pre-assigned to all characters. In addition, all characters and custom special moves are unlocked.
On the flip side of this, I know that equipment, essentially, working within the game's defined boundaries can only go so far. From my experiences with default Smash 4 gameplay, as well as my custom version of it, I have some suggestions for potential mods down the line (I know that whether or not we can even hack Smash 4 to the same extent as brawl is still up in the air, so this is mostly for posterity at the moment).
1. Bring Back Vectoring, Balance it Out.
My thought here is, what if we added a little more depth to defensive play? If Vectoring came back in full force (really, it's just vertical vectoring that is gone, but still), perhaps a little stronger, and hitstun was increased marginally, attackers would have to predict which of the 8 directions the defender is going to DI, instead of just predicting if/when they are going to airdodge.
2. Decrease Base Knockback, Increase Growth.
I can do this with equipment, but there are tradeoffs, most notably attack damage being a little lower than it should be. If it could be done properly, on the many many moves in this game that have obscene base knockback to seemingly no end (I'm looking at you, Falcon's Up-Throw) gameplay could get back to a more familiar and comfortable setting where everyone can combo fairly easily at 0%, instead of a portion of the characters.
3. Balance Out Rolling and Dodging
Personally, I'm fine with Air-Dodges and Rolls being as good as they are, except for the fact that they are unchecked, and have infinite uses. What if both of them depleted Shields? Then there's an incentive not to spam. In addition, to counter the possibility of shield breaks being too common, what if the shield break state was different? What if instead of being helpless for 10 seconds, one was merely unable to use any defensive options for that time? Rolling, Air-Dodging, Shielding, Spot-Dodging, everything, gone, for 10 seconds. Then there would be a window of opportunity for awesome punish combos, instead of just charged smashes.
In closing, I'm mostly just looking for feedback, on both my equipment and my ideas, although right now the former holds more weight, methinks. Any comments are appreciated.
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