Smash4 introduced some cool techs, like Ledge Trumping and the ability to bounce opponents off of the stage with Meteor Smash attacks. Smash4 retained some Brawl mechanics like the ability to air dodge out of the launch animation, but I think what really sets Smash4 apart is what it removed. Random Tripping while walking, Chain grabs, and ledge attacks being slower at high-percents were all removed in Smash4, mostly with positive response. However, I still have a few grievances with the game that I hope are addressed in Sma5h.
So, Let's
REMOVE a couple nuisances present in Sm4sh like "
Random Tripping caused by Tilts". This was surprisingly still widespread across the movesets of character's in Sm4sh. Many character's down-tilts have a random chance of tripping their opponents. I don't mind the tripping caused by Diddy's Bananas, and wouldn't mind if character's had dash attacks that induced tripping 100% of the time. Just so long as the move is clearly telegraphed, and not a 2 frame tilt that can be spammed safely.
Also, when a character is launched, they should ALWAYS be able to tech on the ground
https://youtu.be/4i6-mldGJog?t=12
Basically, in Smash4, you can randomly get an
"Untechable Spin Animation", which prevents you from teching on the ground, as the name would imply. I don't know why the devs decided to add this to Smash4. On the bright side, it only happens once you're over 100%.
Most people don't even notice this, but there's a chance that you experienced it if you missed a seemingly easy ground tech.
Even worse, because it's impossible to tech, it leaves you open to follow up attacks from your opponent.
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Okay, now that those two big flaws have been rectified, let's implement
NEW mechanics.
Landing Dodges: Basically, I think it would be cool if players could tech on the ground, even if they haven't been launched and sent tumbling towards the stage.
So, if a player jumps, they can land on the stage into a forward-roll, a back-roll, or a spot-dodge. The player cannot do this if they land while performing an attack.
To perform a Landing Dodge, just air dodge while falling into the ground and press the direction you want to tech in. These landing dodges will last longer and leave the player vulnerable longer after completion.
C-Stick Shield Angling and New Shield Mechanics: One of the more unique aspects of the smash series is how shields shrink as they are hit. In Melee, shields were nearly unbreakable, but regrew slowly leaving player's hurtboxes exposed if hit too much. So, player's had to manually move their shields with the stick to cover their weak points. However, this was very finnicky to control, as tilting the stick too fast would cause the player to initiate a roll.
This finnicky control scheme is probably why shield poking is nearly non-existant in Smash4, for some reason in Smash4, smaller shields can still defend a largely exposed player. This might be because shields actually defend a bigger area than they visually appear to defend.
Well I think it would be cool if, in Sma5h, shields only covered the front and center of player's bodies by default, (leaving their back, top and bottom exposed,) and players had to use the second stick to move the shield around their character's body.
If an opponents hitbox makes contact with the shield, the shield will shrink at a rate somewhere between Smash4 and Melee, and the player's will slide away from eachother, but the attack won't be able to poke the player's hurtbox. To poke the player's hurtbox, the attack must NOT make contact with the shield before making contact with the player's hurtbox. Once shields are smaller than a certain percentage of their full size, they stop defending. Shield Breaking Dizziness is removed, players will just get hit when they are out of shield.
A smaller, easier to move, shield would give Sma5h high/low mixups like in other fighting games.
Hopefully all character's will get diagonal tilts adjusted so that high-diagonal-side-tilts can be reacted to easier.