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Super Smash Bros 4 (Wii U/3DS) Topic

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SmashChu

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@ SmashChu
The reason for 4 is plain and simple: The beloved NES icon Mega Man, and arguably the most recognizable gaming character ever, Pac-Man (along with Snake and Sonic, who are both major icons of gaming). Plus Smash Bros. needs some more flavors, and the 3rd party ones are the ones that stick out the most. Most of us will stop caring about the roster when it's just another filler Mario character (Toad, Bowser Jr, Waluigi), another dumb space animal, or a gagillionth Pokémon.
Truth is, you can do that for every character. Doesn't mean they will/should be in.

The bar is high for third party characters, and no one compares to Sonic pre-Brawl. People tend to forget that.
 

Johnknight1

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Truth is, you can do that for every character. Doesn't mean they will/should be in.
I guess that's a fair point. Of course, that doesn't mean it only applies to 3rd party characters, as we (sadly) found out with some 1st/2nd party characters in Brawl.
The bar is high for third party characters, and no one compares to Sonic pre-Brawl. People tend to forget that.
I don't think anyone who was around that time forgets that (although I would argue Mewtwo for Smash 4 rivals that). Still, Pac-Man is much more well-known than Sonic, and his impact and popularity goes much further outside of gaming than Sonic's popularity goes. Pac-Man's popularity also spans much more generations. Heck, Pac-Man is going to be well-known by kids now, with an upcoming Disney show! Pretty much Pac-Man is a cultural icon. (Still, the Pac-Man for Smash WiiU/3DS movement is smaller than the Sonic for Brawl movement)
I suppose as well. The ones I had mentioned were referring to their Melee designs. Again, I'm absolutely amazed at how Peach turned out. Most people would've been surprised to see her in a fighting game, yet she's in with arguably one of the best movesets.
Take away that down smash's ridiculous range and power, and I agree with you. Actually, this reminds me of a funny story. At the last Melee tournament I went to, all the Fox players tried to beat Alan's Peach in "Giant Melee" on Brinstar. Freaking hilarious stuff. Peach's down smash did over 100% (and had way more range), and whenever Fox got hit by the lava, it was too heavy to go above it, went under the lava, and constantly got hit and brought down to its' death while Fox screamed the night away (Peach was too light to die like that; she would get hit up like lava like in regular matches). It was hilarious, especially watching Fox get tortured while he dies! :rotfl:
The way I see it with Meta Knight, he was good in the sense that he showed some of the biggest flaws in Smash's design such as an overwhelming bias for aerials, the lack of preemptive balancing measurements (planking), and arguably the flaws of DI not being fully thought out for every move. Speaking of which, I think DI needs to be changed to where that if the opponent DI's out of an attack, the attacker must be able to counter it if he reads right. In other words, it's like rock, paper, scissors without dynamite/atomic bomb/whatever you used.
Well Meta Knight was just strong, and he could "lead" a lot of combos into the air. That and most characters had an "awkward" aerial game or one that was really weak. Look at Pit. He's got wings and he's suppose to be "all aerial," but his air game sucks.

As for DI, I think the left and right DI in Smash WiiU/3DS should be more like Smash 64, whereas the up/down DI in Brawl was fine. Of course, that is assuming you can't spam air dodge a lot. I think there should be a one second helpless state after an air dodge, minus landing on the ground. I think that could restore the "rock/paper/scissors" balance.
Which reminds me. I'm still enamored with Project M's Zelda and her Din's Fire. That made me realize that the aspect of mining/trapping in this game - as not a lot 2D fighters do this - is an area that has a lot of potential. This goes back to one of my main beefs with Brawl. I've said for as long as I can remember that Smash's platformer design allows for so much potential in how characters play that it's so frustrating to see even some fan made movesets not try to push the envelope outside of the "typical" Smash moveset.
I think this is especially fun on large stages. Sadly, most of the large stages in Brawl weren't that good (aside from Hyrule Temple and Norfair, really). As for this aspect, I think it was used (to an extent) by Diddy Kong and Snake (although it was boring to play/watch). If it was made into a more useful and tech chase kind of way (like Ganondorf and Captain Falcon play in Melee), I think it would be a lot more fun, engaging, and deep.
 

Aurane

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Hello. I just got a flawless Keldeo. That is all.

Tyrogue of Hyrule said:
@asage94:You can't catch a starter in the wild!You used cheat codes!
Plot twist: You cheated it into my game, then brainwashed yourself into thinking I cheated it into my game.

Silly little Tyrouge.

(Okay, back on topic~)

I want Mega-Man to come only because Samus is already playable. Samus VS Mega Man is a fight I wanna see~
 

Big-Cat

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As for DI, I think the left and right DI in Smash WiiU/3DS should be more like Smash 64, whereas the up/down DI in Brawl was fine. Of course, that is assuming you can't spam air dodge a lot. I think there should be a one second helpless state after an air dodge, minus landing on the ground. I think that could restore the "rock/paper/scissors" balance.
Could you explain the differences between the DI systems? For air dodges, I think it the hitstun shouldn't be cancelable up until a certain point after being hit. At that point, the character might have something like an ! over their head indicating you can do an aerial ukemi out of the hitstun.

What I just want to see with the DI is that there shouldn't be a direction for any move that will let you get out of the attack, punish the opponent for successfully attacking, or anything that will let you escape without any possibility for you DI'ing in that direction and being punished as a result.
 

Johnknight1

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@ Kuma
Here are the differences...
-In Smash 64, you could "stay up" longer and move from side to side about 20% slower than Brawl. However, you couldn't fast fall that fast. Overall it was very hard to use DI to dodge attacks or land on the stage against good opponents. Unless you landed an attack back, at high levels of play you were usually dead once in the air.

-In Melee, you could DI side to side a bit less than Smash 64, but your dropped faster. You could also fast fall (even with slower characters) pretty fast. This encouraged more pressure and offense for all players involved.

-In Brawl, you could "stay up" for quite a while, and move from side to side faster than running in some instances. As for fast falling, it varied from character to character, but mostly the fast falling speed was somewhere in between Melee and Smash 64 (I think it was a bit more leaning towards more like Melee). With the DI, I thought the players could move farther from side to side way too fast, which made it hard to be on offense when below a foe, and harder to "finish off" enemies to get a kill, especially since foes could just move around and counter attack you. It essentially seemed like the whole game favored the higher up character as they could just stall and stall and stall.

What I am suggesting for Smash WiiU and/or Smash 3DS is you make it to where it is possible (but hard) to dodge incoming foes by DI'ing side to side (that is assuming they don't over commit to one side, or don't have an extra jump left). However, the up to down DI would be something like Brawl, but with more fast falling speed. Thus, the offensive pressure would force the below (offensive?) player to either try to time out attacks, or use weaker attacks to setup kills. I think this could add a lot of depth to the aerial game.

As for the air dodge, maybe if you get hit, you can air dodge again (or you could perhaps do a few recovery moves after air dodging). As long as the air dodging system doesn't induce stalling or constantly running away from the opponent, I'm okay with whatever. This is especially so if it leads to more offense, specifically one based around good spacing.
 

Opossum

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We have an Adventure Mode thread, you know.
 

Aurane

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Anyone else want the story of Brawl, make it 30-40 hours, and the fun of Melee's Adventure Mode?

fun
:phone:
Opinions are opinions. I will not criticize. But if they remodeled the Melee adventure mode a bit, like a better storyline and stuff, it'd be great.

Just not like Brawl's Adventure mode.
 

Pichu4SSB4

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I've always thought about something which could for work for Smash, and i'd love to see this concept being used in the next Smash.

http://www.mariowiki.com/Mario_Party_8#Team_Names

Tag Team names would be fun for Smash, don't ya think? Let me think of some Tag Team names myself...

&

Father & Son

&

Lean Mean Green Machines

&

Royal Dash

&

United Puffballs

&

Awkward Date

Man i'm so good at coming up with clever tag team names...
 

augustoflores

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No. I'd also prefer that you don't expand on this concept. thank you.
 

FlappyFalco

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I suddenly have a wish for Mewthree X to be in the game.



Only joking,lol.:grin:

:phone:
 

Jaedrik

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Team names in team battle like Mario Party?
:marth: x :zelda: Royal Romantics. (insert really weird forced smile here)
I'm sure there's a better name that can be had relating to some obscure portion of the lore from both their games. . . that rhymes. . . or is alliterative. . .
 

Johnknight1

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The best team name ever is the team name my brother and I use: "The F-Minus Team!"

Our motto: "Making everybody else look better since we came up with this name last minute 10 minutes ago."

Yes, our team is more official than any of those character teams, because we have OUR OWN (copyrighted?) MOTTO!!!

(my brother came up with the team name, I came up with the motto)
 

FlappyFalco

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I have an awesome idea for the final boss!:estatic:Ok,after you beat this Primid with control over Master Hand and Crazy Hand(who is an unlockable character)the battle begins!Master Hand and Crazy Hand lie down on Final Destination's floor as if bowing and this guy appears:



I'm just going to call him Master because Master Face sounds ridiculous.:rotfl:

You battle the two hands while Master is in the background shooting lasers.You can't attack him.After both hands are down,there's a cutscene where Crazy Hand starts to twitch and then punches Master and they both turn black.Master Hand goes inside the player.Crazy Hand goes into the background and begins to shake as if laughing while Master starts to ram into the player to attack because he is now under Crazy Hand's control.Then a final smash appears and you have to get it while avoiding Master.After you have it you have to use it on him.Then Crazy Hand looks dizzy in the background and Master Hand comes out of the player and the two hands arm wrestle.You shake the gamepad and Master Hand throws Crazy Hand on the floor where you give him a thrashing.Do this three times and the trio turn into trophies which you can only obtain by doing certain things in adventure mode.:grin:

:phone:
 

Pichu4SSB4

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I have an awesome idea for the final boss!:estatic:Ok,after you beat this Primid with control over Master Hand and Crazy Hand(who is an unlockable character)the battle begins!Master Hand and Crazy Hand lie down on Final Destination's floor as if bowing and this guy appears:



I'm just going to call him Master because Master Face sounds ridiculous.:rotfl:
:phone:
 
D

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Anyone else want the story of Brawl, make it 30-40 hours, and the fun of Melee's Adventure Mode?

:phone:
I'd be all for it. Hopefully, Sakurai will learn from his mistakes of SSE and make it much more Nintendo-orientated in more than just playable characters.
 

FlappyFalco

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Ryuta Kawashima:


Satoru Iwata:


chackmate.
Dr.Kawashima looks ten times younger in that photo,less polygonal if you know what I mean!Man,that game really showed off the DS's graphical capability.:rolleyes:*sarcasm*

@Tyrogue of Hyrule:Why am I talking to myself?Anyway,that's my idea of the final boss,but Nintendo will probably just take fans' wishes to make adventure mode a "Nintendo universe" too far and put Bowser on Final Destination and call it a day.:(

@Johnknight1:But they aren't the same person.:urg:
:phone:
 

PsychoIncarnate

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Wait, I always thought asians were just an army of clones...

Your telling me there are different people?
 

augustoflores

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so apparently, someone is spreading Skull Kid through twitter.
https://twitter.com/RogersBase/status/233336830953664513

if you care, you should retweet this specific post. just please use twitter with care, don't spam. i wouldn't recommend tweeting with other characters as many would jump on the chance for their own choices... (not that they aren't already doing that)
 
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