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Vanitys Super Move Suggestions

VA

Smash Hero
Joined
May 18, 2006
Messages
5,003
Location
Brighton, UK
Ok well I am going to start by saying I have written this post twice before and ended up closing the tab once and my computer crashing halfway through the other time. Right now that is cleared up, I am going to attempt this one more time.

Recently there was a thread on the subject matter of proposed Super Moves started by shadenexus18. The resulting posts suggested moves that hit everyone on the screen for xxx% damage. The moves suggested did not consider any of the following thing's that I think have to be thought about when coming up with idea's for Super Moves.

Things to consider:

1. First and foremost only a few idea's on the previous page of suggestions included something mildly related to balance. In the E3 2006 footage Mario is shown projecting two large fireballs that circle around each other hitting Kirby and Link. They sweep across the stage and from what I can see in the video could quite easily be dodged or blocked i.e not imbalanced. Link and Kirby both have attacks that hit only one target where Mario's hits two (or more) opponents. This implies that the damage of Mario's attack will be less than the single target focused attacks of Kirby and Link.

It must be considered that Sakurai will not be making a game that is devoid of skill and these moves will not provide characters with a 1hit-KO attack.

2. The next thing that I think that should be considered is the activation of these Super Moves. Questions in my mind are: Are they instant to activate? Do you have a limited time before you must activate your Super Move? Do they give you some kind of bonus while you have the effect of the Smash Icon?
Something that is certain is that when the Smash Icon is grabbed in imbues the holder with a charge of some sort. In the E3 video Mario grabs the icon and his eyes glow and he gains the charge. He then has a small cut-scene before firing off his double fireball attack. This suggests that the Super Move can be held and then released whenever needed. I'm guessing this works differently for everyone, like Link rushing forwards, or a range of different things.

3. The effect of the Smash Icon as something that has an over time effect. On the official website (
http://www.smashbros.com/en/characters/chara4/index.html) it says that for Wario, "The more time passes, the more Wario's gas builds up...". Could this be and effect of the Smash Icon? Once grabbed Wario gains the charge which allows gas to build up over time towards an eventual release of a fart mushroom cloud a la E3 Video. This could be a versatile mechanic with the Smash Icon affecting characters in a range of different ways. For Ganon say the longer you hold the charge the bigger the energy ball is that he releases.

These are the things that I think that all of you should think about in suggesting idea's for Super Move Suggestions. I do have some idea's of my own but right now I'd love to hear some of yours.

Include small cutscene ideas, amount of damage (balanced) and a variety of ways for the super moves to work! Thanks :chuckle: Hope this post wasn't too boring or lacking in anything worth reading.
 

Wob-Wob

Smash Journeyman
Joined
Feb 5, 2006
Messages
478
Location
Netherlands - Zoetermeer
You've done 3 posts in 9 months.... :lick:

Well, uhm, this actually needs to be post on the Character Boards. Ooh Well.
Mewtwo: Phycic Pulse
Mewtwo creates a phycic pulse around, pushing everyone nearby. The futher your enemies are, the less they'll be pushed. Attack doesn't do much damage, as it only does 5% per 0.5 seconds pushed. In total this moved tekes around 2.5 seconds.
 

VA

Smash Hero
Joined
May 18, 2006
Messages
5,003
Location
Brighton, UK
You've done 3 posts in 9 months.... :lick:

Well, uhm, this actually needs to be post on the Character Boards. Ooh Well.
Is it a problem that I don't often post?

And I didn't think it was talking about character's I thought it was about the Brawl/Super Moves.
 

Wob-Wob

Smash Journeyman
Joined
Feb 5, 2006
Messages
478
Location
Netherlands - Zoetermeer
No, not a problem at all, i just thought it was funny :lick: .
Super Moves are part of a character right? Well, i don't mind, it's just that if this get's lock, you know why ;) . I wasn't trying to be offence in any way... <_<

Zelda - Din's Real Fire
Zelda unleahes a blast wave out of here soul, ranking up damage very quickly at the fire expands out to everyside. The maximum damage is 61%, but this hasn't got any knock-back

Jigglypuff - Center Stage
Jigglypuff takes his/her microphone, and sings, letting everone on the battlefield fall asleep.
 

VA

Smash Hero
Joined
May 18, 2006
Messages
5,003
Location
Brighton, UK
Meh it doesn't matter. Hope it doesn't get locked. Anyway, I was thinking along the lines of something defensive and different from Zelda.

Triforce Seal: Wisdom

Zelda encases herself in the triforce and transports herself to the furthest point away from all opponents and starts to heal herself slowly. The heal builds and the more time spent healing, the faster it begins to heal. She is also invulnerable for the first 5 seconds of the healing.

Or maybe it could be this

Triforce Seal: Wisdom

Zelda becomes charged with Arcane Energies. Releasing these energies causes a bolt of magic to be shot forwards, enemies that get hit take no knockback but are stunned for a few seconds. While stunned Zelda transforms herself into Sheik.
 

VA

Smash Hero
Joined
May 18, 2006
Messages
5,003
Location
Brighton, UK
Too true. I mean Samus is going to have it but I thought you at least get a free shot at whoever you hit with it. Rather than just using the transformation. But yeh I hope they either remove Sheik or make her less imbalanced. by putting her in a super move or something. She's so easy to play yet so deadly....doens't make sense :p
 

blazefox

Smash Journeyman
Joined
Feb 5, 2007
Messages
276
Location
Nanticoke PA. (East Coast USA)
3. The effect of the Smash Icon as something that has an over time effect. On the official website ( http://www.smashbros.com/en/characters/chara4/index.html) it says that for Wario, "The more time passes, the more Wario's gas builds up...". Could this be and effect of the Smash Icon? Once grabbed Wario gains the charge which allows gas to build up over time towards an eventual release of a fart mushroom cloud a la E3 Video. This could be a versatile mechanic with the Smash Icon affecting characters in a range of different ways. For Ganon say the longer you hold the charge the bigger the energy ball is that he releases.

About that, umm, was that specifically talking about Wario's super, or his attacks? Maybe some of his attacks include gas build up... Just a suggestion.
 

blazefox

Smash Journeyman
Joined
Feb 5, 2007
Messages
276
Location
Nanticoke PA. (East Coast USA)
Ohh, and about the idea that there's a chance for a super to miss, if Wario's super stays the same as it is in the e3 video, then it would hit everyone on the stage (obviously due to the fact that the camera zooms out from the stage about a mile...
 
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