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What would brawl be like with air blocking?

Tristan_win

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I would only like this if blocking only took away the damage but not the knock back of the attack. That way it wouldn't be a combo breaker.
edit: also you would only be able to block once you become air born
 

Pikaville

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May be if you couldn't DI while airblocking and you were stunned for a certain amount of frames after coming out of it,that might make it more balanced.It could be possible that the move affected you in the airblock like a light shield affects you on the ground(just not as severe).This would also make it riskier to do when recovering as you run the risk of being hit out quite far.That would open up a balance,also if you airblocked near an edge and were hit off the edge you would be slightly stunned coming out of it thus making it easier to set up an edgeguard on you.There is a whole bunch of stuff you could do with it.

Work like fox's reflector?Hmm I don't think that would work.Maybe if you fell at 3/4 of your normal falling speed.I really didn't think of that.

I didn't really think people would be this interested in my idea.
 

pirkid

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Sounds to me like a crouch cancel similarity.
Which is cool in all aspects.


Imagine Melee didn't have air-dodging. Would anyone in their right mind suggest it for Brawl, and bring in wavedashing and all of our beloved advanced techs?
 

SirKibbleX

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Why not institute airblocking? If they made it give good air-pushback on the user, then it woudl still give the attackers a pressure advantage. I think it would make a great mechanic to add more options. A bit of balancing will, of course, be necessary, but if you had the airdodge for moving forward or staying static, and the airshield for small retreats I think it would add diversity to the game.

There are buttons/combos that are still not highly used, as well as a lot of redundancy (two jump buttons, 2 ways to airdash, shield, 2 ways to grab) but if they just added a controls setting/editing system, it might make things a lot easier. Air dodge could be R and L and air shield could be both together, or Z+R, Z+L, etc. Hell, you could even add an air-throw to counter that if you wanted (they have them in Capcom fighters!)

If its not completely necessary, then it won't be a hassle for new players. If its necessary for high-level play, then suddenly everyone adopts it and adapts. Would you have thought you'd have the dexterity to SHFFL, Wavedash, Dash-dance, etc. when you first played? Maybe not, but look wher eyou are now.
 

Johnknight1

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C'mon how annoying is it getting hit after using your third (and or final) jump and your defenseless, and can't attack? They should at least consider it. Saying it has no chance of being in SSBB is just completely stupid. If you haven't relized it yet, Sakurai has stated on several occasions that fighting spped will be more controlled, and air fighting will become more a part of the game, and will go at possibly faster passes than in the two previous SSB games.

If it works well, balances in perfectly, and doesn't ruin the whole new air combat system, why not? Why not have it? Sure, if you use it the whole time down that would be annoying, but there needs to be a way to protect yourself where air dodging can't. It's just as simple as that. I am 100% positive that someone, if not all the people working on the SSBB project have thought of this as a possiblity. It could help revolutionize the air combat system, that was previously lacking.

I'm not saying make air combat superior to land combat, I'm saying SSBB needs the balance that it didn't have in the past, with land combat being way superior. For the most part, land combat needs to be superior, but not completely. It just simply needs to be controlled and not over/under powered (mainly over powered) if it is to make it in my mind. Otherwise dump it, though I have believe if Sakurai puts it in, he'll make it fit in perfectly, without over or under powering it. There just needs to be that balance.
 

LeonVII

Smash Apprentice
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May 14, 2006
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95
But to do that, we would have to free up a button, and I wouldn't like the prospect of that.

I would prefer that they kept airdodging, but removed the ending "paralysis", to actually make it at least slightly useful. Of course, one per jump. Just my suggestion though.
All you would have to do is push either L or R for the block and the other for the dodge.
 

Jihnsius

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Airblocking would turn it into a spam war, waiting for an opening. Projectiles would also become key, in order to cover more of the stage while waiting for the enemy to expose himself.
 

Johnknight1

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Airblocking would turn it into a spam war, waiting for an opening. Projectiles would also become key, in order to cover more of the stage while waiting for the enemy to expose himself.
I have no idea how air blocking would work, but I wonder if projectiles could break it=? I really wonder if it is in the game or not, but the spam war is dead on. Good solid point, and this is another odd consequence of online play.

Then again, this could happen in so many diffrent areas and aspectso f the game, hacking air shielding would be easy to report, and quickly abolished by hackers most likely (if Nintendo has some reporting on misuse of game thing).

There are ton of online hackers, and we could face some (ex: people who have "fixed" Xbox's to make them get better stuff, new features, or more health in games like Halo 2). Despite this, all who do that to cheat online=lower than noobs, who can't fight a fair fight, or even win or lose a fair fight.

Also, patches could help prevent hackers, and multiple fields could be targeted for hacks. In that case, Nintendo might add auto update patches. I doubt Nintendo will use downloadable content, but if the hacking gets bad, well they'll have to use patches.

Projectiles as a weakness for air blocking, I like that. Another possible feature is you can only air block attacks from the front. Then again, air blocking lasting less than a second would work. It definitely could add some more tatics to the series, especially air combat.

Considering how I want better air combat, this would do nicely, but only if done correctly. Otherwise I say to heck with it, no exceptions, unless of course, it works or fits nicely. Overall, depends how it would work. I don't support it, but I don't say discard the idea. I want to see someone come up with a really good scheme for this, to make it work like a dream.

I got a good idea for it, or at least a example. Link uses his shield to block attacks, and it only works for a while, or MK uses his cape. Junk like that could make it work nicely. Of course as I have previously said, a certain balance is heavily needed, otherwise it will be a sheer utter failure. Plus if it would be in SSBB, it should be a option (much like items).:) :) :)
 

DarkFr0g

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Air blocking seems like a nice idea, but air dodging is better. Air dodging is punishable if not used right, and it could also save your life. I presume that air blocking would nullify the damage and make the players bounce off each other, which is pretty abusable and annoying.
 

JesterBox

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If we had air blocking and air grabbing...that eliminates a lot of reason for jumping it would be just like fighting on the ground just with less movement control, if someone tried to spike you or something you just simply block then shield grab in air then toss em down. It sounds to easy and like it would eliminate a lot of the strategy element. We'd probbaly have MUCH slower battles.

For me its a no go we have air dodging and while being in the air players need some limitation
 

Superstar

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Superstar said:
But to do that, we would have to free up a button, and I wouldn't like the prospect of that.

I would prefer that they kept airdodging, but removed the ending "paralysis", to actually make it at least slightly useful. Of course, one per jump. Just my suggestion though.
All you would have to do is push either L or R for the block and the other for the dodge.
But think about it does way, some people like to use L for airdodge, or R. Like some people prefer X for jumping, or Y. For example, Many people like Y for jumping, but I prefer X. I airdodge with R, I dunno who airdodges with L. I L-Cancel with L.

It could be customizable, but now remember, controllers cannot save information [cept maybe Wii-mote, but its used for Miis]. That means you'd have to reset it whenever new people come to play. Imagine the setup for tournaments, or when you have many friends over. One way to partially fix it is to have precreated setups, but its still a bit of a hassle.

About removing paralysis in airdodges, I already decided against it. Even though it would have many uses, it'd be basically an arial spotdodge with less opportunity for punishment. Juggling would be destroyed by removing the paralysis.
 

dizzy

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If we had air blocking and air grabbing...that eliminates a lot of reason for jumping it would be just like fighting on the ground just with less movement control, if someone tried to spike you or something you just simply block then shield grab in air then toss em down. It sounds to easy and like it would eliminate a lot of the strategy element. We'd probbaly have MUCH slower battles.

For me its a no go we have air dodging and while being in the air players need some limitation
Chances are if you air block a spike, your counterattacking options would be pretty limited...
 

Chromeless

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Chances are if you air block a spike, your counterattacking options would be pretty limited...
Exactly, air blocks should impose major disadvantages on the defender in order to compensate for their usefulness, giving them more lag then a regular block is one way to do this, as it lets the attacker set them up for a high preasure onslaught.

Even then the defender should still be encouraged to dodge and out prioritise the attack over blocking.
 

The_Smash_Champ

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Usually when you spike someone they are completely motionless, so even if they tried shielding in mid-air their characterwould not respond. It would be a nice idea, but remember if you are falling and someone tries attacking you while in the air of the edge, chances are your already almost at the botom of the screen and probably will die. Air blocking is a great idea, and is so is air grabbing. It doesnt have to be a strong throw, maybe just a weak one...
 

Pikaville

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May be if you could only use it to block a single attack in the air.(and still had the effects I listed on page 3)That way if you messed it up you could still be punished as usual and if you didn't then used it at the right time,it could save your life.
 

Caael

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Airblocking would make the game a lot easier to win, but also a lot harder for the experts to master. I dont really want an air blocking system, air counters will work for me, or even attack blocking ( Like when link and roy slash each other at the same time and their sword rebound)
 

Caael

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Airblocking would make the game a lot easier to win, but also a lot harder for the experts to master. I dont really want an air blocking system, air counters will work for me, or even attack blocking ( Like when link and roy slash each other at the same time and their sword rebound)
 

Mindphazzer

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Air blocking would remind me too much of something like Marvel vs Capcom 2. I think it would be awesome if it just stayed with its regular system. Now with the debut of "specials" I'm getting worried that it might have some other things from other fighting games. Countering when blocking would be cool IMO (I'll use Soul Calibur II as an example for it).
 

Creo

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It would make the game easy, but harder for advanced comp. It might be a good idea, but I think they just should leave air dodging.
 

Pikaville

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Ok Ive accumulated this stuff to put into air blocking

1)Decent knockback when hit inside it.(similar to when you light shield just not as severe)

2)May be gain a little % when in it(like when your off the screen)

3)Couple of frames stun after coming out of it(Like shield stun)

4)Can be broken easier than a normal shield(lets say twice as quick)

5)You fall at 1.5 times speed when in it,considering your not being hit,(this would make it risky to use when recovering as you could fall too far,too fast to recover)

6)You can jump straight out of it but not aerial straight out(as in when your doing it you can't just press A and do your n air,you'd need to jump first,similar to the reflector except you can't SH in the air so it would have to be a full jump)

Any more suggestions or stuff you think should go in or out of this idea?
 

ecstatic

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pikaville, think twice before thinking falling 1.5 times faster when air shielding is a handicap. Think Shffl's are godly? Think of a SHASAL! (short hopped air shielded aerial lcancel) You could be untouchable while (shortly) ascending, and then pull out the nair right before you touch the ground, and lcancel. Frickin A that'd be fast.
 

BrTarolg

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i think this issue was actually covered very heavily in smash 64...

and the answer was airdodging. even better they allowed you to airdodge in a direction.

alot of the suggestions here suggest a "stuntime" or "one per jump" and "not being able to do anything"

which is basically the same thing isnt it?
 

Johnknight1

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air blocking would make the game all the more complicated, which could be good or bad.
If it works, it works. If it doesn't work, it doesn't work. I have no idea how it would work, but I'd need a good example of how it would work to be for it. Either that or find some way to go around air paralysis=annoying. This could very well be a solution to air paralysis, but if you do it you should still get damaged a bit. I still don't have any clue how it would work good. :confused:
 

Fallen C

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I really don't see how that would give the game a plus. It would make edge guarding harder and no more insane and flashy combos.
 

Banks

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well i personally don't want it, i want as similar an experience fight-wise to melee so skill carries over. although it would be annoying to learn completely new mechanics i could appreciate it as a different game. i still want a modified melee tho
 
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