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What would a 2-D Smash fighter look like?

Jam Stunna

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Link to original post: [drupal=3253]What would a 2-D Smash fighter look like?[/drupal]



Time for a thought experiment: what if Smash was a traditional, competitive 2-D fighter? Right off the bat, items and stages are gone, but that's obvious. What other things would have to be changed, and what would have to remain to distinguish Smash 2-D from BlazBlue, Street Fighter and the other 2-D series?

For me, the biggest thing that would have to change is the character balance, or lack thereof. As it stands, only about 1/3 of the cast in each Smash game is truly tournament viable (maybe even less for Smash 64). That's not a knock on the games themselves; they weren't designed to be tournament games, so the developers didn't worry about balance, especially with no items and on restricted stages.

However, a 2-D Smash game would be competitive in design, and character balance would be a major part of that. Balancing 37 characters would be difficult (in my mind, 2-D Smash would have the Brawl roster), but not impossible, and could open up some really interesting possibilities for the cast. Perhaps give Bowser the same kind of attributes that Juggernaut has in MvC2, or just on certain moves like Potemkin in Guilty Gear? Alot of neat stuff could be done.

And this leads to the other vital question: what would the game engine look like? Obviously it would be 2-D (or 2.5-D like SF 4), but beyond that? Do we institute command inputs for specials? I don't think so. One of the best things about Smash is its control scheme. It's deceptively easy to understand, and yields some great results for advanced stuff. Adopting that control scheme to a 2-D fighter could be really cool.

As I see it, the two biggest issues with the game engine would be winning and DI. Smash 2-D would almost certainly have to be a life bar fighter, like every other 2-D fighter. That decision alone radically alters the game. Once again, there are obvious implications to that, and I'll leave those to you to imagne. But suddenly, Fox and Falco have to be changed, because laser camping goes from merely annoying to game-breaking. There are thousands of things that would have to be adjusted to the new system. However, although the primary method of victory would be to reduce your opponent's life to zero, the idea of kill zones doesn't have to be completely eliminated. Many 3-D fighters, and some of the KoF series, used a "ring out" system where being knocked out of the ring meant losing the round. Smash 2-D could incorporate such a system, where the lower a character's health, the further a move will knock them back, or some such compromise.

That leads to the DI question. I have mixed feelings about DI. One one hand, it's one of the things that makes Smash so unique. On the other, it's hard to see how it would work in a 2-D fighter. Crouch canceling would definitely have to go. Knockdown attacks have to knock down, no matter what.

These are just a few thoughts about a 2-D Smash game, I'll add more as I think about it in greater detail. But what do you think? What would you like to see in 2-D Smash?
 

INSANE CARZY GUY

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what else would you have to change? think about WDing, DDing, and air dodgeing what techs would/wouldn't be keepable.

Plus more or less stun time I don't even know what to think without knowing what would be in/out
 

Jam Stunna

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Well, I'm asking you: what do YOU think would have to change?

I could see air dodges (Melee-style), dash dancing and wavedashing remaining, as well as spot-dodging, teching and rolling, although their effectiveness might change in a strictly 2-D system.
 

finalark

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I'd assume that Ness would be radically different from the one in the real games. In a traditional fighter, PK Thunde, Pulse and Magnet just wouldn't be particularly good moves (well, if characters sill have ranged attacked then Magnet would be useful). Then again, if you were to stun your opponent Pulse could be a game breaker....
 

Jam Stunna

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A stun move could work the same way as focus attacks in SF 4. Being stunned or being crumpled are pretty much the same thing in practice.
 

Purple

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Character balances doesn't have to exist. Look at MvC2. Character Balances help the competitive audience enjoy the game more, however, it's not neccessary. Posting more later.

Falco and Fox would be ryu and ken like. Ryu has fast recovery on hadouken, like fox has fast lasers. Ken has slow recovery, falco woul have slow lasers.

Fox
lp - one laser, light lag on startup/ cool down
mp - two lasers , relative lag on startup/cool down
fp - three lasers, more lag on startup/cool down

Falco would be the same, except more lag, an potentially more damage.

Bowser would have highest hp and probably juggernaut esque. Jigglypuff would be a grappler with high risk high reward 360 spd's (up throw rest will be one move in itself)

It would probably have a TvC / Blazblue movement system, with air dashing, super jumping, etc. This allows jigglypuff to super jump, spam mp or something to build meter, air dash away (possibly have multiple jumps) then come in for 360 setups.

2-D smash would more than likely be a MvC esque game, which would mean team/ crossover series.

I main Snake/Jiggs.

There can be pushblocking, which is a form of reactive 'DI'

so if jiggs Does a lp> 360 rest setup, you can push block a series of 4 ways (up, down, left, right)
 

Jam Stunna

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^That's true, I would just like it if there was character balance. It's one of the reasons I never got into MvC2.
 

Tommy_G

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Just FYI.....

Every character is viable in Smash 64. Isai wins with Link and Samus. Superboomfan(arguably number 2) exclusively uses C. Falcon(4th best, 1/3rd mark of characters)

I'm not completely sure how a 2-D Smash game would work out. A lot of people who like Smash like it because it's different from the normal 2-D fighters.
 

RyuReiatsu

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Just FYI.....

Every character is viable in Smash 64. Isai wins with Link and Samus. Superboomfan(arguably number 2) exclusively uses C. Falcon(4th best, 1/3rd mark of characters)

I'm not completely sure how a 2-D Smash game would work out. A lot of people who like Smash like it because it's different from the normal 2-D fighters.
Would Isai's link win against Superboomfan's C.Falcon though?
If he did, then it's pretty cool. But hey, I wouldn't know, I ain't following the smash scene anymore.
 

cutter

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^That's true, I would just like it if there was character balance. It's one of the reasons I never got into MvC2.
Same thing here. When the metagame is basically Storm/Cable/Sentinel/Magneto + fringe characters and the rest of the cast of an absolutely monstrous roster is unviable, that is a really big turn off for me.
 

Lythium

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I really enjoyed reading this, Jam. It's a very interesting concept.

And I agree that the most difficult thing to implement would be balance, though I feel like it would be easier in a 2D setting, but it would also depend on the developer. Capcom fighters generally have really imbalanced rosters as well. Just look at Third Strike or MvC.

I think what I'm trying to get it is you need two things to balance a competitive multiplayer game. You need a) lots of meaningful choices presented to the player (such as strategy), and b) players of equal skill have an equal chance at winning even though they might start the game with different sets of options/moves/characters/resources/etc.

/ramble
 

Jam Stunna

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I agree with you Lythium. I don't think it's a coincidence that we both like Guilty Gear, which manages to have a pretty big and diverse cast and still be relatively balanced, except for Eddie lol.

I want to add more to this thread, but all the crashing is preventing me from posting most of the time.
 

finalark

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What I'd really wonder is if the stages would still be interactive somehow. Or would they just be pretty backdrops while you fight in most traditional fighters?

If anyone here is familiar with MUGEN they should give a shot at this....
 

CRASHiC

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I should make a more throghou post as well, but again, crashing is keeping me from doing so, but I will say, wavedashing would be excelent in this game, if you give charecters air grabs, and only if. Without, grapplers will have to hard a time. Most grapplers have a great anti-air that will allow them to predict and punish those who exepct a grab, or jump to early out of fear. The wavedash would allow you to go into jump frames then avoid the anti-air while moving backwards, leaving the opponent in recovery frames while you punish.

So, if we want to keep Ganon's and Falcon's command grab and wavedashing (for example) then we will have to allow it to grab aerial opponents as well as standing.

Now, other than that, we are going to have to offer some possible negatives to a mistimed wavedash, or maybe we won't. Perhaps just some recovery frames AND the fact that it can't be used in the corner to escape pressure is enough to balance it out. Or we could also increase the jump start up frames for charecters. That would be another route to balancing the wavedash feature. I don't want a SF Perry for the wavedash, I want a Guilty Gear block (yellow or green) where it comes at a cost to use.

Now, wouldn't want an air dodge of course, instead, I'd want to replace it with a new version of an air dash, one with less range, but more mobility, because you can perform it in any of the directions. This would allow us to have the wavedash, while not being forced to use a system unfit for traditional 2D fighters. The benefits to this type of air dashing would come, firstly, to increased combo potential. Now as your opponent goes a little too far to the right and upward, you follow them in that direction and continue the combo. It also equally helps offense and defense. The dash will make crossing up far easier and more complicated for the person being corssed up, while the ability to dodge attacks by moving in any desired direction would be gratefully helpful. I already mentioned how its helpful to cross ups, so that's one sign on how it helps on wakeup games, but let's say you are in the air, jugling your opponent, and your combo ends with an attack that knocks down upon landing, techable or not. From there, you can air dash straight down to give you a better frame advantage on the knockdown. These are just a few options, along with allowing the wavedash to exist, that the air dodge would provide.

This is how I feel about adding the wavedash in the game. More thoughts about the entire system later.
 

TL?

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Smash is already 2d. Sure the graphics are 3d but the gameplay is 2d. Anyways, to answer your question, if smash was a traditional 2d competitive fighter then it wouldn't be smash. The core ideas behind smash are to not be like the rest and to innovate on newer technologies and ideas. Smash is best played with a console controller(not an arcade stick) and makes use of analog sticks(no double tap to run nonsense). I suppose this question is entirely pointless though since you're asking what something hypothetical looks like. Theres a million ways one could make a "traditional 2d" smash game and the only thing that would be true across the board is that it wouldn't really be a smash bros game at all.
 

~automatic

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Wavedash could be like rolling in KoF but with more offensive options (such as a grounded crossup) instead of a simple roll to punish a laggy attack.

Hmm balance in my eyes can be just as hard to strike with a smash type of game as with a traditional 2D fighter.
 

Jam Stunna

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@ TL?- Well, what exactly is it that makes a Smash game? Is it the combos? The stages? The off-stage game? What makes Smash so different, and what would be lost in the 2-D conversion? What might we be able to do to mitigate that?

I was thinking about the "ring out" idea, and honestly, I think ring outs are stupid in 2-D and 3-D fighters, but it's a critical component of Smash. So I had an idea: maybe Smash 2-D could have a two-tiered super move system. Instead of using an item, you'd have a meter for Final Smashes. 50% meter would give you a Final Smash like the ones you see in Brawl (although we'd definitely have to change the stupid ones, like DK).

100% meter would give you a "Launcher." which is basically a fancier Final Smash that knocks the opponent out of the ring. In a 2-D fighter, that would basically be a OHKO. I'm also considering making the Launcher more like the OHKOs in Guilty Gear, where instead of needing 100% gauge, you go into a special mode that allows you to use a Launcher, but drains your gauge, and if you miss with the Launcher you lose your gauge completely for the rest of the round. That way you can combo into the Launcher earlier in the match, although it might suck to get OHKO'd 15 seconds into the match. Either way, it wouldn't come close to regular Smash, but I think it's a compromise.

Another thing I was thinking about is stocks. I think stock play is one of the best aspects of Smash, but that won't work in a 2-D fighter. Instead, what if 2-D Smash was a tag-team fighter? You'd have a team of 2, 3 or possibly even 4 characters, and each character would essentially function as a stock.
 

Lythium

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For some odd reason, I can't quote posts, but in response to Jam's earlier post:

Guilty Gear is so balanced because of game mechanics itself. By having universal defense systems in place (faultless, FRCs, etc), they can do crazy stuff with the offense game of the cast without it being unbalanced. That's why Baiken is allowed to have tensionless guard cancels, and why Slayer has such high damage, and why Venom has unlimited variation in setups, and so on.

The fact that every character has the same defensive options means that no one can really get a leg up on anyone else. Except Eddie. :mad:
 

Mic_128

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Hey Jam, have you seen Jump Super/Ultimate Allstars? It's pretty much a 2-D graphic Smash fighter that has pretty much everything smash does, but based around Shoen Jump manga characters instead of Nintendo characters.

http://www.youtube.com/watch?v=gAUENjyZGcM

B = Weak Attack
Y = Strong Attack
X = Special Attack A
up + X = Special Attack B
A = Jump
down = Guard
A A = Double Jump
down + A = Get off Platform
down down = Drop faster while falling
<- <- or -> -> = Dash (Works in air)
<- + B/Y or -> + B/Y = Side Attack
down + B = Forced Change (Forces your opponent to change characters)
down + Y = Guard Break (Breaks the opponents guard)
down + X = Push Attack (A counter attack that pushes the opponent back)
up + B/Y = Down Attack
Select = Ultimate Action

Characters do have health, though all stages have off-stage areas like smash, and ringouts can be a main gameplay mode, with the option to disable healthbars. There's a special meter, a tag team system, assists, items, everything. The only thing that isn't in is air-dodging. It's a brilliant game. Should check it out. :)
 
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