Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
thats a real shame, as i feel that it would really add to the game and make it unique compared to melee. Wish i knew how to code this all, as unless someone is dedicated to adding this, it will probably never^I think shanus said it would way too many broken combos the way moves are now. Too many things would have to be reworked.
I had once thought of something similar to this in that a character can slide should they fastfall out of a jump (without using an aerial) while holding a downward diagonal direction on the joystick. I'd love to have Wavelanding back, but one shouldnt be able to stick to platforms if its used. =/Sliding:
If the Character still got movement form the jump dash and touch the ground, he slids it along. While he slides he can use ground attacks and use the shild. But he loses the ability to jump again and sidestep, as long as he slides.
u r so sillyI like to slide around.
hypeM
if youre gonna go with that make it the throws weak and a missed grab would have lagI was thinking more along the lines of being instantly thrown after getting grabbed. Like Dedede could have his uthrow as his aerial throw. Ness could have his fthrow as his aerial throw, etc.
As far as grab animations in the air would look, I'm not concerned for anyone aside from Falcon and Gordonblaerf. They'd need to have their aerial grab animations tweaked.
Edit: Magus cancel may not be a bad thing to implement if it cuts your shield down by 75% after using it. Would allow for that extra hit without being broken at all. 50% is too low as the shield regens fairly quickly.
or you could just make shields regenerate slower overall and still keep it at 75% loss. Powershielding is so much easier in brawl that the shields could cope with recovering slower.Edit: Magus cancel may not be a bad thing to implement if it cuts your shield down by 75% after using it. Would allow for that extra hit without being broken at all. 50% is too low as the shield regens fairly quickly.
That idea is really nice. I also liked smash canceling and another idea everyone seems to have failed to notice: "dash dancing increases running speed a little".
Random fun code idea:
Final Smash earning:
You have a meter which fills directly proportional to the damage that you deal (not including projectiles).
The meter drains at a rate of say, 2%/second to discourage camping.
After you hit a cap of around 80-90 on the meter, you earn a final smash.
The new final smash would have the following properties:
It is initiated at any time through a button press of A+B.
It cancels all lag of the move currently used.
Your next offensive collision deals 1.5x knockback.
This final smash can be smacked out of you just like they are now.
I think it'd be pretty epic, just tossing out this idea for fun
still seems like a defensive focused AT... isnt attack more fun than defense? Just think a new AT should be aggressive basedThat idea is really nice. I also liked smash canceling and another idea everyone seems to have failed to notice: "dash dancing increases running speed a little".
Making shields regenerate slower is a direct nerf to defensive characters.or you could just make shields regenerate slower overall and still keep it at 75% loss. Powershielding is so much easier in brawl that the shields could cope with recovering slower.
Could someone just make a code for this once and see how it is received by the community? As long as it wouldnt take months to code ofc, i understand that there are better things to focus on rather than a mechanic that while potentially making the game unique also unbalances the cast rediculously. Would just love to try it out and give opinions
couldnt you make the parry only work when you perfect shield?Making shields regenerate slower is a direct nerf to defensive characters.
But seeing shield countering on this page, that could definitely work. Just make the window for failure reasonable so that its not a consistent option(Unlike the parry system in Third Strike...)
Actually, if shield countering cut down on the shield as well once it actually suceeded, I'd like to see both that and Magus cancelling thrown in. Universal reduction to shield regen can be also be tried if the two techs wind up overcentralizing.
This post says it all.i'm all for new mechanics in b+, but Only if they preserve the way smash is. you know, that free form feeling.
Smash isn't meant to be complicated visually at all. sure, you've got an interesting and deep combo game in melee and 64, but everything relevant to the match is in your percent, your stage, and the characters (and the items, if you've got em on). the only exception is FSes, and they're blatantly obvious. a giant, glowing orb is floating around. you hit it. it shatters on you. you glow now. Special Transformation Sequence.
smash doesn't have special bars. smash shouldn't have 'special circumstance transformation' techniques.
smash should always be subtle in the gameplay and obvious on the screen.
Edit: on another note, we really ought to be refining techniques the game shipped with too. Like foot-stools. And, yeah, i've approached this subject before (the Official B+ sticky), but, frankly, my ideas blow (except for widening the range of footstools on grounded opponents...c'mon, shouldn't that be mandatory?). it's a technique staring everyone in the face, but no one seems to be working towards making it more viable!
why not, guys?
Most other competitive games out there let you grab break.That seems totally unnecessary. I think it would punish tech-chase mindgames and allow for free attacks in the middle of a combo--why? Why should you be rewarded for getting grabbed? DON'T GET GRABBED.
I mentioned earlier a mechanism for bursting that would also eliminate chaingrabs - any 4 attacks in a row allow you to burst. 3 grab chaingrabs would be fine, but that's as long as they could be.
It preserves crucial combos like triple knee (well, assuming other physics changes haven't eliminated it), but tiltlocks, jablocks, repetitive uair juggles, and chaingrabs would be cut off abruptly.
This code already exists. It is in my agenda thread which was conveniently unstickied to cause you guys more of a hassle with your own B+ experience.or you could just make shields regenerate slower overall and still keep it at 75% loss. Powershielding is so much easier in brawl that the shields could cope with recovering slower.
Could someone just make a code for this once and see how it is received by the community? As long as it wouldnt take months to code ofc, i understand that there are better things to focus on rather than a mechanic that while potentially making the game unique also unbalances the cast rediculously. Would just love to try it out and give opinions
Wait, magus cancel already exists!This code already exists. It is in my agenda thread which was conveniently unstickied to cause you guys more of a hassle with your own B+ experience.
what? can we try it out??This code already exists. It is in my agenda thread which was conveniently unstickied to cause you guys more of a hassle with your own B+ experience.
*has to steady heart rate*no, i was referring to the shield codes you were talking about such as low regeneration time and weaker shields. If you were referring to M canceling as you were talking about slow regen and 75% loss then sorry for missing that
as in how does lower regeneration contribute to the game of brawl+? what are other peoples opinions of it?What do you mean how are they?
Shield Max [spunit262]
04B88440 42480000
Default Float 50
Shield Gain [spunit262]
04B88454 3D8F5C29
Default Float 0.07
If anything, I'd say just leave Smash alone and let it stay as is, while refining the techniques it already has.*PLUR*, read my post like 3 above yours, lol