Seikishidan Soru
Smash Journeyman
- Joined
- Oct 14, 2007
- Messages
- 260
I'm sure that counter hits would help a lot in teaching people to defend and attack at a proper time lol.
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Less landing lag? You are aware that many characters have 5 frames of landing lag on their aerials right now, right? Reducing landing lag any more wouldn't really do anything for the pace of the game. Reducing the time spent in the air would, though. Making it so characters rise faster would let them ff sooner, which is what would really increase the speed of the game.I agree on most points with the "enhancing mobility" points. I think a very effective, but simple way to speed up the game would be to reduce landing lag overall. Some moves would obviously still have a good amount of land lag, like for instance Luigi's Up B, but most others would not. This lessened lag could enable follow-ups from fast-falled aerials that weren't possible before, and it would make aerials a little safer to use near the ground. (This may overpower some characters, so aerial lag will have to be handled on an individual basis.)
Counter hits might be okay, as long as the effect of them isn't too noticeable. As said before, some characters could abuse this mechanism due to range. In the game I'm working on, Super Smash Bros Crusade, a counter hit simply induces extra hitlag and a slight screen flash to allow the attacker and the opponent time to react from the counter. Also, it looks cool.
Less landing lag? You are aware that many characters have 5 frames of landing lag on their aerials right now, right?
lol its Onimusha Blade Warriors XDI've actually never seen that game before. Is it actually a good fighting game?? The weapons looked ********, if it was to be taken seriously that garbage MUST be turned off.
This next tidbit is unrelated, but do the DBZ games such as tenkaichi (whichever version) have a competitive following? From the outside looking in I'd say the games are FAR FROM BALANCED. The games serve more as fan service than actual deep fighters. I ask this because some of my friends play religiously, though it's not like they are part of some online community, they just play it allll day and night... haha
Game and Watch. D:Charge up via taunting to get 105% fresh bonus on your next move.
Like tekken. hurr
Also, grabbing characters out of a tech roll. If you can manage to do it, you deserve it.
Well, it would prevent planking...How bout a new AT called "Rage Quit..."
It's pretty difficult to do, but if your losing badly it's a must. Hold down the A button for 10 seconds, and the enemy will fly off the stage being hit by an invisible hitbox that's larger than the stage and does 999% damage with a zillion KB.
Sounds broken but it's really not. I mean, when will you have 10 full seconds to hold down just A uninterrupted???? Good luck!
I'm Orca and I approve this message.
yes!I could program a quick counter, how about if you're shielding, and you press a right when an attack hits. If you're way off, the shield could break, I dunno lol
This as true.Well, it would prevent planking...
I could do that, just add a variable when you start the sheild.but i dont think you should be allowed to use it for each hit of a shield breaker combo - only 1 counter per single use of the shield. In other words if you fail to counter one hit you can't combo again until your shield has returned to full size
That's what i'm planning on doing as Olimar wouldn't work lolIt could just be individualized for certain characters.
Snake could get the second hit of Ftilt, Link could get Ftilt, MK would get last Ftilt hit(?), etc.
No. That would probably OP Shield Counter. Unless multihit glitches the counter, leave it as is. If it has a distinct weakness against multihit, leave it so, so that characters with multihit attacks dont have to worry (lol zelda) and it keeps people from being overly reliant.I'm thinking of having a small "slowdown" on all characters if you succesfully counter, to avoid multi hit screwing up.