Editing User:Ac2k/Changes for SSB4
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*Being launched into a wall at less than 2500 mph should end all knockback and allow the player to input any action (removes wall infinites). | *Being launched into a wall at less than 2500 mph should end all knockback and allow the player to input any action (removes wall infinites). | ||
*Characters should crawl faster and be able to do a turn around dtilt. | *Characters should crawl faster and be able to do a turn around dtilt. | ||
==Single player mode== | ==Single player mode== | ||
*All characters should have unique target smash levels with no items. | *All characters should have unique target smash levels with no items. | ||
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*Allow custom music. | *Allow custom music. | ||
*In Coin Battle, characters should never step over Coins and not collect them. | *In Coin Battle, characters should never step over Coins and not collect them. | ||
==Characters== | ==Characters== | ||
===Bowser=== | ===Bowser=== | ||
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*Fair should have less ending lag and more knockback on the last hit. | *Fair should have less ending lag and more knockback on the last hit. | ||
*Remove sourspots of uair and fsmash or make them stronger. | *Remove sourspots of uair and fsmash or make them stronger. | ||
*Remove the laser lock. | *Remove the laser lock. | ||
*Reflector should have slightly higher base knockback. | *Reflector should have slightly higher base knockback. | ||
===Fox=== | ===Fox=== | ||
*First four hits of fair should have set knockback and better lead into the last hit. | *First four hits of fair should have set knockback and better lead into the last hit. | ||
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*Rest should give slight horizontal knockback, but so that it still Star KOs when used on the center of stages, and heal 10% if used to completion. | *Rest should give slight horizontal knockback, but so that it still Star KOs when used on the center of stages, and heal 10% if used to completion. | ||
===King Dedede=== | ===King Dedede=== | ||
* | *Down throw should no longer have set knockback, but be a chain throw at low percents. It should chain grab Jigglypuff until around 30%. | ||
*Give him an explosive hitbox when eating explosive items. | *Give him an explosive hitbox when eating explosive items. | ||
*Dedede should always win when using Dededecide. | *Dedede should always win when using Dededecide. | ||
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*Waddle Dees should be unable to be eaten and do the jumping attack more. | *Waddle Dees should be unable to be eaten and do the jumping attack more. | ||
*Capsule should not be pulled by Waddle Dee Throw if items are off. | *Capsule should not be pulled by Waddle Dee Throw if items are off. | ||
*The last hit of dair should be a meteor smash. | |||
*Jet Hammer should have a longer lasting hitbox, less startup lag when uncharged, and give a horizontal boost when used in midair. | *Jet Hammer should have a longer lasting hitbox, less startup lag when uncharged, and give a horizontal boost when used in midair. | ||
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*Mario Finale should be harder to escape from at the sides. | *Mario Finale should be harder to escape from at the sides. | ||
===Marth=== | ===Marth=== | ||
*Give a visual effect to show the charge level of Shield Breaker. | *Give a visual effect to show the charge level of Shield Breaker. | ||
*Downwards hit of Dancing Blade should always meteor smash, even when tipped. | *Downwards hit of Dancing Blade should always meteor smash, even when tipped. | ||
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*Uair should have more ending lag. | *Uair should have more ending lag. | ||
*Dair should have more diagonal knockback. | *Dair should have more diagonal knockback. | ||
*Dair should have more startup lag. | |||
*Decrease knockback scaling of all his aerials, glide attack, and dsmash. | *Decrease knockback scaling of all his aerials, glide attack, and dsmash. | ||
*Mach Tornado should have hitlag. | *Mach Tornado should have hitlag. | ||
*Remove the Drill Rush slow motion glitch. | *Remove the Drill Rush-slow motion glitch. | ||
*Shuttle Loop should go more vertical distance but not end in a glide. | *Shuttle Loop should go more vertical distance but not end in a glide. | ||
*Remove the Infinite Dimensional Cape. | *Remove the Infinite Dimensional Cape. | ||
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*Vertical boost from dair should come after the hitbox. | *Vertical boost from dair should come after the hitbox. | ||
*Super Robo Beam should travel at the same speed as a normal Robo Beam. | *Super Robo Beam should travel at the same speed as a normal Robo Beam. | ||
*Arm Rotor should have less startup and ending lag, and only the last hit should have knockback | *Arm Rotor should have less startup and ending lag, and only the last hit should have knockback. | ||
*Robo Burner should always provide a small vertical boost when uncharged once R.O.B. is hit out of an attack, about equal to a Super Jump Punch. | *Robo Burner should always provide a small vertical boost when uncharged once R.O.B. is hit out of an attack, about equal to a Super Jump Punch. | ||
*Gyro should last longer. | *Gyro should last longer. |