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What mechanics changes would you like to see?

BioZelink

Smash Apprentice
Joined
Mar 7, 2014
Messages
186
NNID
Biozelink
3DS FC
4811-7130-3977
What mechanics changes would you like to see to make the game more competitive? Also keep in mind that Smash i being made for casual and non tournament players also.
I think that just removing momentum canceling and lowering landing air attack lag is enough to satisfy both types of players. If hit stun is not cancel-able, well have combos back, without over complicating things.
 

D-idara

Banned via Administration
Joined
Jul 8, 2012
Messages
3,240
Location
Venezuela
NNID
D-idara
3DS FC
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Sidestepping would be an amazing addition, would kill the need for Wavedash with all the movement options.
 
D

Deleted member 245254

Guest
It's been proven that some of my viewpoints are not popular but at least, if you can, try to bear with my reasoning...also I'm going to assume readers come from a variety of backgrounds in Smash, Brawl/Melee or Project M. The first two are things I do not want to see in Smash 4, first and foremost.

  • Wave Dashing
Though it was and still is a fun tech to take advantage of, I think its removal in Brawl is generally a good sign that it won't, yet again, be returning to Smash 4. I am actually okay with this, as I have personal annoyances with it as a form of superior mobility to the default character run animations from a completely aesthetic point of view. To me there are just other ways to create opportunities for players to take advantage of advanced techniques that don't require making the characters look as though they are spazzing all over the stage. I will not go in to another deep discussion about the implication of advanced techniques, but this is how I feel about wave dashing in particular, as superficial as it is.

  • L-Cancel
Needless. Buh-bye.

What I would like to see in Smash 4

  • Majority of the advanced play equated to proper use of shield rolling, side & air dodging, spacing, and adaptation (mind games). Brawl's version of air dodging is more in-depth than Brawl itself is given credit for. You aren't helpless after you do it, and you are still open for recovery. I think it adds its own strategic element. If shield rolling is as fast as we're seeing in these videos, it ultimately could be the spiritual return of wave dashing in the form of an easily utilized mechanic. Now it's about learning how to utilize that movement instead of having to learn how to actually execute it and I think that just makes more sense for Smash. Simplicity with depth. Wave dashing was an incredibly in-depth AT, and it's fair that the components that made it in-depth could return, without the need for the inputs.
  • I'm okay with crouch cancelling making a return, and DI as well.
 
Last edited by a moderator:

BioZelink

Smash Apprentice
Joined
Mar 7, 2014
Messages
186
NNID
Biozelink
3DS FC
4811-7130-3977
It's been proven that some of my viewpoints are not popular but at least, if you can, try to bear with my reasoning...also I'm going to assume readers come from a variety of backgrounds in Smash, Brawl/Melee or Project M. The first two are things I do not want to see in Smash 4, first and foremost.

  • Wave Dashing
Though it was and still is a fun tech to take advantage of, I think its removal in Brawl is generally a good sign that it won't, yet again, be returning to Smash 4. I am actually okay with this, as I have personal annoyances with it as a form of superior mobility to the default character run animations from a completely aesthetic point of view. To me there are just other ways to create opportunities for players to take advantage of advanced techniques that don't require making the characters look as though they are spazzing all over the stage. I will not go in to another deep discussion about the implication of advanced techniques, but this is how I feel about wave dashing in particular, as superficial as it is.

  • L-Cancel
Needless. Buh-bye.

What I would like to see in Smash 4

  • Majority of the advanced play equated to proper use of shield rolling, side & air dodging, spacing, and adaptation (mind games). Brawl's version of air dodging is more in-depth than Brawl itself is given credit for. You aren't helpless after you do it, and you are still open for recovery. I think it adds its own strategic element. If shield rolling is as fast as we're seeing in these videos, it ultimately could be the spiritual return of wave dashing in the form of an easily utilized mechanic. Now it's about learning how to utilize that movement instead of having to learn how to actually execute it and I think that just makes more sense for Smash. Simplicity with depth. Wave dashing was an incredibly in-depth AT, and it's fair that the components that made it in-depth could return, without the need for the inputs.
  • I'm okay with crouch cancelling making a return, and DI as well.
I completely agree. Why i do understand how wavedashing and l-canceling are good techniques for advanced play, i just thing the way that they work is counter intuitive and way too hard to get used to. Also their effects aren't tied up to the input that is needed, it just doesn't feel intuitive. I agree about Brawl's air dodge being better, i really didn't like that u were helpless after dodging in the air. So i completely agree, wavedashing and L-canceling are better gone, for the game as a whole.
I like the changes they're making, like no infinite neutral combos, the fast side dodges and the changes to ledge grabbing are all great( i don't like gimping, i prefer battles to be won by skill, not by cheap tricks. just go out and kick em out :D)
 
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Lugubrious

Smash Journeyman
Joined
Feb 11, 2013
Messages
236
NNID
Lugubrious
If you could, for me, what is grab armour or a "non-command grab"?
Allow me! Grab armor (or armor in general) keeps you from being interrupted while performing a move. Remember Ike's Aether? It's got full armor during most of the animation, so no matter what you do, Ike's getting that move done. Grab armro specifically is being able to pummel and throw without being hit out of it. Command grabs are grab moves outside/in addition to the usual button that everyone has. For instance, in MvC3, all characters can use forward+heavy to grab, but Ghost Rider has a special input that allows him to do a totally different one. In-universe examples are Bowser's Melee Koopa Claw, Ganondorf's Flame Choke, ect. Any non-command-grab grabs are the ones that everyone can perform with the same button.

Yeah, I'm done being a fighting game dork. For now.
 
D

Deleted member 245254

Guest
Allow me! Grab armor (or armor in general) keeps you from being interrupted while performing a move. Remember Ike's Aether? It's got full armor during most of the animation, so no matter what you do, Ike's getting that move done. Grab armro specifically is being able to pummel and throw without being hit out of it. Command grabs are grab moves outside/in addition to the usual button that everyone has. For instance, in MvC3, all characters can use forward+heavy to grab, but Ghost Rider has a special input that allows him to do a totally different one. In-universe examples are Bowser's Melee Koopa Claw, Ganondorf's Flame Choke, ect. Any non-command-grab grabs are the ones that everyone can perform with the same button.

Yeah, I'm done being a fighting game dork. For now.
I thought we referred to the former as "super armor"?
 

sunshinesan

Smash Journeyman
Joined
Apr 13, 2014
Messages
210
NNID
sunshinesan
3DS FC
2836-1118-8472
Dash dancing and DI (without DI, it just won't be the same. Smash is about playing the game even if you are getting combo'd)
 

allison

She who makes bad posts
Joined
Jan 25, 2014
Messages
5,138
Location
Maple Valley, WA
NNID
crazyal02
3DS FC
0216-1055-4584
It'd be neat if you could charge smashes by holding C-stick in a direction (rather than being limited to uncharged when using C).
 

RascalTheCharizard

Smash Ace
Joined
Apr 10, 2012
Messages
987
I thought we referred to the former as "super armor"?
It is indeed Super Armour. However, I used the term "Grab Armour" (which I did NOT make up myself btw) because I only want the armour mechanics to be changed as they pertain to grabbing. All standard grabs except Olimar's in Brawl have Super Armour. It is worth noting however, that not all armoured moves have Super Armour. Super Armour means that you cannot take any knockback whatsoever, however there are some moves such as Snake's Cypher that when struck with a strong enough move, will still have the user take knockback. This is sometimes referred to as "Heavy Armour".
 

Empyrean

Smash Champion
Joined
Dec 4, 2013
Messages
2,604
Location
Hive Temple
NNID
Arnprior
Returning mechanics I would like to see. Some of them are highly likely already.
-DI
-SDI
-Aerial momentum conservation
-Reverse aerial rush
-Some way of reducing landing lag, whether manually or automatically.
-Taunt cancelling
-Crouch cancelling

New mechanics I'd like to see:
-Roll cancelling
-Some character-specific mechanics and techs
-Some sort of aerial grab. This would most probably work as a character-specific thing. (I'm not talking about command grabs)
-Jump cancelling being an option on more moves.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Not necessarily a new mechanic, but how footstools function needs to be cleaned up. The application of footstools seem like a nice feature, but they really need to be fixed so it doesn't feel weird and clunky to do, or have them removed entirely.
 

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
The removal of port priority, and being able to map commands to buttons. Like mapping neutral B or A to ZL so you won't miss a beat on that forward-moving, aerial, neutral A/B and to keep myself from using other moves when trying to control my arrows.
 

Hong

The Strongest
Joined
Jul 6, 2004
Messages
23,550
I think landing lag on light, low, damage aerial attacks should be greatly reduced across the board. Some aerial attacks should EXIST for landing into.

Of course, we can't have 0 frame landing lag like 64, especially if shield collision doesn't slow the attack. Some attacks should rightfully have landing lag, since it actually creates a faucet for balancing otherwise powerful attacks. That said, landing with an attack to start your combo is behaviour that should be encouraged. I know Smash Bros is not a full on traditional fighter and, unlike other fighters, we have full control over aerial momentum so it has less risk involved. That said, one of the things that defines Smash Bros as a fighter is creativity. Give us more options to mix and match to build up a KO.

Melee and 64 had this with the ability to reduce and cancel lag respectively. I can understand why they wouldn't want to bring bag manual lag cancelling with timed button presses, but at least give us more moves that simulate the function.
 

mimgrim

Smash Hero
Joined
Jun 20, 2013
Messages
9,233
Location
Somewhere magical
Returning mechanics I want (Ignoring the obvious stuff like DI, SDI, Teching, and the like);

Melee Dash Dancing
Dash Cancel
RAR
Brawl Pivots
B-Reversals
Perfect Shielding, as opposed to Power Shielding
Glide Tossing
Jab Cancel
Chain Grab, but no infinite CG (come at me bro)
Jump Cancels, would be nice to see it be on more then just grabs and Usmash
Double Jump Cancels

Returning mechanics I want to see reworked a bit;

Footstools, I have no idea how though
Platform Cancel, I want it to work on all platforms rather then just moving ones.
DACUS, I would like to see more characters have it and would to see it be used for all Smash attacks then just Usmash
Boost Grab, would like it to have more use and be on more characters
More OoS attacks, like being able to use more then just Usmash and Uspecial OoS
I would like to see more characters have a Gatling Combo like Falco does in Brawl

New mechanics I would like to see;

Roll Canceling, would increase the use of rolls by a lot and make them more reliable

Mechanics I don't want to see returning;

Hitstun Cancel

Something that should be obvious from the get go, and while still technically in Brawl, it was severely lacking;

Momentum


That's all I can think of for now.
 

LancerStaff

Smash Hero
Joined
Jan 28, 2014
Messages
8,118
Location
Buried under 990+ weapons
3DS FC
1504-5709-4054
Oh! And let us disable the camera movement. I've always thought it was silly how it wouldn't show the entire stage and it'd obscure off-screen items and such.
 
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