Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 5,630
Let's face it: for anyone who has a modicum of skill beyond "only at social events" casual play, heavy characters just can't match up to the speedsters in Smash. It has been this way every since Smash 64, and while they've been taking baby steps to correct this every iteration, they never fix the problem. Not even Project M or any other Brawl mod could completely work past the limitations of the Brawl engine keeping heavy characters from stacking up.
I personally have two separate ideas on how they could fix this, though both have their issues:
I personally have two separate ideas on how they could fix this, though both have their issues:
- I posted this on the Ganondorf Ultimate thread about a week ago, but I thought about giving each move different hitstun so that heavier hits are easier to combo into regardless of knockback. Currently, hitstun is almost completely dependent on knockback as far back as Smash 64; I feel one way to fix heavies is to give them high-hitstun, low-knockback moves so that they could easily link to each other. The problem with this is that heavy characters might not feel like heavy characters anymore since their combo ability would match the speedsters, homogenizing the game.
- My other idea is to make it so that each successive move in a combo increases the base knockback (BKB) but decreases knockback growth (KBG). This way, each move in a combo makes it harder to continue as each move knocks the opponent further and further away, but it also makes it less rewarding to combo into a finisher since the knockback growth of the finisher is reduced. The problem with this is that it gimps the combo ability that makes the speedsters so enjoyable. And after Brawl, I don't think a lot of fans want gimped combo potential ever again.