Jack Kieser
Smash Champion
We all know that Final Smashes needs some work, PAC-wise, but the way we acquire them seems to kill that notion before it's even considered. However, it's pretty well regarded that the "Ultra Combo" system from SF4/SSF4 works pretty well and is relatively fair.
I would like to request that someone with PSA knowledge (I have none) test out this proof of concept for a "Ultra Meter", of sorts, in Brawl... using the Wario Waft as a base.
TEST 1: Turn the "Atomic Waft" into "Warioman"
This test will allow us to figure out if it's even possible to award a Final Smash to someone within the parameters of a move. Right now, the Wario Waft has varying degrees of charge, ending with the huge "Atomic Waft". This, I assume, is based off of a variable that controls charge amount over time, and when the charge amount hits a certain point, pressing Down-B activates the large waft, instead of the small one; this variable also controls when Wario starts to flash brown.
Simply, try to change the move so that when the charge variable hits the point when the "Atomic Waft" would usually be available, a Final Smash is awarded. Activation via B would be optimal, but activation via Down-B is fine as well.
TEST 2: Change the new "Ultra Meter" activation requirement to a variable based on damage taken.
This test will allow us to figure out whether we can voluntarily award a Final Smash to a player based on taking a preset amount of damage, much how SF4 awards an Ultra Combo to a highly damaged player. For test purposes, attempt to award a Final Smash to a player that has accumulated 150% damage during a match. Also, attempt to award a Final Smash to a player that has lost 2 stock during a match; optimally, these two activation parameters will not stack, but do what must be done.
TEST 3: Port Wario's new "Ultra Meter" to Mario
This test will allow us to figure out if we can give a Wario-based Ultra Meter to any character, which is the main goal here. Make it so that Mario will be awarded a Final Smash in 150% damage increments (or 2 stocks lost), activated by pressing B, as would a normal Final Smash.
Bonus points for if you can add a incremental flashing effect, like the Waft, so that players can gauge charge amount visually.
Post here if you have any questions, comments, or test info. Thanks to all those who know PSA / coding.
I would like to request that someone with PSA knowledge (I have none) test out this proof of concept for a "Ultra Meter", of sorts, in Brawl... using the Wario Waft as a base.
TEST 1: Turn the "Atomic Waft" into "Warioman"
This test will allow us to figure out if it's even possible to award a Final Smash to someone within the parameters of a move. Right now, the Wario Waft has varying degrees of charge, ending with the huge "Atomic Waft". This, I assume, is based off of a variable that controls charge amount over time, and when the charge amount hits a certain point, pressing Down-B activates the large waft, instead of the small one; this variable also controls when Wario starts to flash brown.
Simply, try to change the move so that when the charge variable hits the point when the "Atomic Waft" would usually be available, a Final Smash is awarded. Activation via B would be optimal, but activation via Down-B is fine as well.
TEST 2: Change the new "Ultra Meter" activation requirement to a variable based on damage taken.
This test will allow us to figure out whether we can voluntarily award a Final Smash to a player based on taking a preset amount of damage, much how SF4 awards an Ultra Combo to a highly damaged player. For test purposes, attempt to award a Final Smash to a player that has accumulated 150% damage during a match. Also, attempt to award a Final Smash to a player that has lost 2 stock during a match; optimally, these two activation parameters will not stack, but do what must be done.
TEST 3: Port Wario's new "Ultra Meter" to Mario
This test will allow us to figure out if we can give a Wario-based Ultra Meter to any character, which is the main goal here. Make it so that Mario will be awarded a Final Smash in 150% damage increments (or 2 stocks lost), activated by pressing B, as would a normal Final Smash.
Bonus points for if you can add a incremental flashing effect, like the Waft, so that players can gauge charge amount visually.
Post here if you have any questions, comments, or test info. Thanks to all those who know PSA / coding.