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Your Ideal Smash Engine

QuickLava

Smash Journeyman
Joined
Nov 30, 2013
Messages
361
Location
Somewhere in the Aether....
Over the years we've seen 3 Smash games develop their own very unique and distinct competitive metagames and styles with 64's super long combo's, Melee's deep and intricate advanced technique pool, and Brawl's slower more calculated overall feel and tone. Looking back at those styles, it's hard not to imagine what the ideal smash engine would be like. It seems only logical that some combination of those aforementioned traits would yield the perfect game right? It was this line of thinking that got me wondering what would make the ideal game for my own tastes. Then that escalated into trying to make this into a full-blown social experiment, to see what other people would want out of their own "perfect" Smash Engine. And yes, I'm sure there are other threads like this already,, but a quick search didn't find them, so oh well.

- My Ideal Engine -

  • 0.8 x Melee Gravity

  • Same Fast Falling Speed as Melee

  • Brawl/Melee Air Dodge Hybrid (Melee Airdodge if you press hard, Brawl if you press lightly)

  • An additional movement option in the form of a 360° Air Dash. Could obviously only be performed in the air. Would be performed by pressing both triggers hard instead of one during an Air Dodge. Would act identically to a Melee Air Dodge, but would go about twice the distance with twice the speed at the expense of an Air Dodge's intangibility properties. Doing this into the ground would make you go further and faster than a regular wavedash, but you wouldn't be able to shield during the resulting slide at all. Any momentum from the slide would be carried into the air if you jumped. Air Dashing would also use your second jump if you're trying to recover with it, but it would not use your Up-B. The technique cannot be done after your second jump is used (except in the case of characters with the ability to DJC, in which case the technique can only be used during the frames before you start going upwards). Characters with multiple jumps can use this up until their final jump is used (ie. Kirby has 5 midair jumps, so he has to Air Dash by the Fourth) Can be attacked out of without stopping momentum, and does not put you into freefall, making it good for extending combos.

  • Smash 64 Style Z-Canceling (No Landing Lag At All)

  • Return of Taunt Cancelling

  • Return of Light Shielding

  • 0.8 x Melee Hitstun

  • Wall Jumping can only be done 3 times without jumping against another parallel wall or touching a floor.

  • Footstooling is back, but done in the same way as in Project M.

  • Turnaround B, B-Reverse, and Wavebounce all come back.

  • A new system to prevent infinites. Any string of moves that combo's into itself and cannot in any scenario be broken out of either by DI or other means will have the knockback of the move that is used to reset the combo altered to allow it to be broken out of. (ie. If a character could F-tilt -> Jab -> Up-tilt -> F-air -> then D-air to reset the combo, D-air will deal altered knockback to allow it to be escaped after two resets)

  • Chaingrabs are only possible 3 times in a row before they will whiff. (ie. If Marth can U-Throw chaingrab Fox, it will only work 3 times before the chaingrab is automatically dropped.)

  • Wobbling is no longer possible

  • Air Speed is universally 1.1 times faster

  • Return of Sm4sh's Pivoting Maneuvers

  • Elimination of “Rage Mode/Effect”

  • Reverse Aerial Rush Returns

  • Shields take damage 1.2 times faster

  • Moves will do progressively less if used repeatedly on shield a without variation. (ie. For the sake of explanation lets say a shield has 100 HP. If Yoshi repeatedly DJC N-airs your shield, it might do 10 HP and 0.25 seconds shield stun the first time, then 7 HP and 0.15 seconds shield stun the next, then 4 HP and 0.10 seconds the next etc.)
As you can see this engine is one that is optimized for an extremely fast paced, combo heavy, and offensively rewarding style of play, even more so than Melee. The rule set I would suggest for a game like this at a competitive level would be 3 of 5 sets, a 5 minute timer, and 3 or 4 stocks. No items. What would your ideal engine be?
 

Lord of Boxes

Smash Rookie
Joined
Oct 12, 2014
Messages
20
Location
STWANGUR DANGUR!
Source Engine.
Be prepared for ragdoll corpses leaping off the blast zone after dying.

But in all seruousness, I just want an engine that dosen't fall as fast melee. But i've never played melee, so I dunno.
Fast ground speed is great as well. which is why I love smash 4
 
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