VA
Smash Hero
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 Hope this post wasn't too boring or lacking in anything worth reading.
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 Hope this post wasn't too boring or lacking in anything worth reading.