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Full Version: TSR's Super Smash Bros Thread|SWITCH HYPE TRAIN NOW BOARDING
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[Image: shantae_shakes_things_up__by_hextupleyoodot-d8xfbz9.png]
Still don't agree with anything you've got up your sleeve, Koopaul, but this part I really feel the need to respond to:

(06-23-2015, 03:02 PM)Koopaul Wrote: [ -> ]
Quote:-The Power Meter exists as a homage to the actual Punch Out power meter, and either removing it or giving it to other players makes it feel less of an homage and makes Little Mac seem less original.
Oh please. Look at characters like Captain Falcon who have such a basic moveset. Why does every new character need a unique gimmick? Especially Little Mac. He's already unique enough in that he's terrible in the air and a monster on the ground.

The Power Meter and KO Punch are part of the reason that he is a monster on the ground. They aren't unavoidable though, and are actually really easy to stop, I don't see why you see them as such a problem. What I really want to know is what any of that has to do with Captain Falcon? :/

And I don't know why all the new characters for this iteration needed new, awesome gimmicks to make them stand out from the rest of the cast. Maybe send Sakurai a fan letter and ask him why he bothers making games anymore.
Don't do dis Senjen.

Don't gut me.
don't worry i want her in smash just as much as anybody.
Final smashes in competitive play would be awful. High level play would essentially safe combos and then final smash because they're strong as shit. Smash 4 and any future Smash game is going to have a rough future competitively because of the direction Sakurai wants to keep Smash in, don't try to ruin it even more.

Im sorry to be blunt Koopaul, but I'm pretty sure you don't know jackshit about competive play. One of my biggest peeves is when someone tries to have an opinion on something they really don't anything about.
>chip percentage
>flee
>chip percentage
>flee
>chip percentage
>flee

80% move, 99999 K/B, god-tier knockback growth



....


No offense Koopaul, it just doesn't sound like a good idea. Post 64/Melee/PM is already campy and defensive as is, this is... this is like saying you're allowed to 1HKO someone for doing so past like 50%
Speaking of PM, Project M 3.6 Beta has been released. They're saying that they'll release a "fuller" PM 3.6 later on.

I'm downloading it right now. Super excited.
Well would weakening the Final Smashes help? What if the rate in which getting Final Smashes was very slow? Obviously there would be tons of tweaking to make sure everything work fairly.

Any other suggestions? If you were proposed to impliment super moves in Smash in a way that wasnt an item, what would you do?

Let me guess... you wouldn't?

Look, so many fighting games impliment super moves or ultras or whatever. And it's done differently in each game because... well every game is different at its core, so I'd like to know how it could be done in this game. How could Final Smashes be done differently?
The issue is that final smashes change the tide of the battle too quick and are difficult or impossible to balance in a game as varied in movement/options without restrictions as Smash. The lack of combos post-Melee already promote defensive, campy, and punish-based gameplay, now there'd be even more reward for just straight up chip-damage rather than going at it to build up meter.
they sort of had the idea of building up to a Final Smash with Playstation All Stars. Every time you hit someone, you'd gain an orb that increased a meter or something.

You then had three different levels of attacks that were the only way of scoring points for your opponent.

PS All Stars was sort of a huge mess though. I'd rather not have Smash Bros. follow in the footsteps of fuckin' PS All Stars.
Final Smashes aren't and shouldn't be designed for competitive play. I don't want them in Classic Mode either, but that's me. I do want to screw my friends over with them.
(06-24-2015, 03:51 AM)Iceman404 Wrote: [ -> ]The issue is that final smashes change the tide of the battle too quick and are difficult or impossible to balance in a game as varied in movement/options without restrictions as Smash. The lack of combos post-Melee already promote defensive, campy, and punish-based gameplay, now there'd be even more reward for just straight up chip-damage rather than going at it to build up meter.
But what if the meter decreases with time? And the only way to get it up to max was to constantantly go at it?

And I didn't say it had to be a meter. I was just brainstorming a way to impliment super moves. It could be any number of ways.

Anyway, with all you've said, how does a character like Little Mac can pull something similar like this off with his KO Punch? Doesn't that "change the tide of battle too quick"? Seems to work okay for him.

Perhaps if we made all Final Smashes as easy to dodge or stop as Mac's KO Punch it wouldn't be a problem?
Little Mac's KO Punch is difficult to land, requires a full meter, easy to dodge and the meter completely empties after he gets hit.
That is how it is balanced.
Okay then. Do that. Make it so that you lose a Final Smash if you get hit. Make it so that Final Smashes are difficult to land... Some of them already are.
Quote:Anyway, with all you've said, how does a character like Little Mac can pull something similar like this off with his KO Punch? Doesn't that "change the tide of battle too quick"? Seems to work okay for him.
His issues are so terrible he actually needs the KO punch badly.