Editing User:FirstaLasto/SSB4 Change Wishlist
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*Reduce the cooldown of all infinite jabs so they aren't so easily punished. ''(What Sakurai ended up doing with the consecutive jabs is actually even better than this)'' | *Reduce the cooldown of all infinite jabs so they aren't so easily punished. ''(What Sakurai ended up doing with the consecutive jabs is actually even better than this)'' | ||
*Change the way Footstool Jumping affects the opponent to make it less annoying and more universally useful. ''(Alternatively remove it entirely, but it has already been confirmed to be returning, so...)'' | *Change the way Footstool Jumping affects the opponent to make it less annoying and more universally useful. ''(Alternatively remove it entirely, but it has already been confirmed to be returning, so...)'' | ||
*Remove random tripping! ''( | *Remove random tripping! ''(Pretty sure Sakurai confirmed this already, but still putting it here)'' | ||
*Load the models of transforming characters (Zelda/Sheik, Little Mac/Giga Mac, ect) into memory prior to a match so that they can load instantly. (Hopefully the 3DS has enough memory for this) ''(Seems non-FS transformations have been removed entirely. Can't say I'm happy about it, but I guess it gets around this issue)'' | *Load the models of transforming characters (Zelda/Sheik, Little Mac/Giga Mac, ect) into memory prior to a match so that they can load instantly. (Hopefully the 3DS has enough memory for this) ''(Seems non-FS transformations have been removed entirely. Can't say I'm happy about it, but I guess it gets around this issue)'' | ||
*Add a penalty for air dodging other than the helpnessness from melee so that offstage interception is not futile, but onstage air defense is still effective. Each air dodge using up an aerial jump (or all of them) would be a good idea | *Add a penalty for air dodging other than the helpnessness from melee so that offstage interception is not futile, but onstage air defense is still effective. Each air dodge using up an aerial jump (or all of them) would be a good idea. | ||
*Allow Kirby and Dedede to retain inhaled items ala ssbm adventure mode enemies, so they can be spit out and destroy themselves with the star. In addition Dedede's stars could deal extra damage to character victims if they crash into terrain, as in the Kirby games, to further differentiate it from Kirby's. | |||
*Allow Kirby and Dedede to retain inhaled items ala ssbm adventure mode enemies, so they can be spit out and destroy themselves with the star. In addition Dedede's stars could deal extra damage to character victims if they crash into terrain, as in the Kirby games, to further differentiate it from Kirby's | |||
*Make Jet Hammer propel Dedede upward or forward when used fully charged, to give it some utility. | *Make Jet Hammer propel Dedede upward or forward when used fully charged, to give it some utility. | ||
*If Jigglypuff returns, have Sing always keep foes asleep for the duration of the song, and start their wake-up timer when no longer within its range, so that it doesn't require weird timing to use effectively (also this just makes more sense). | |||
*If Jigglypuff returns, have Sing | |||
*Change more of Toon Link's moveset to make him less cloney (or just remove him, but too late for that). For example: | *Change more of Toon Link's moveset to make him less cloney (or just remove him, but too late for that). For example: | ||
**The low spin attack from Wind Waker could be his down smash. | **The low spin attack from Wind Waker could be his down smash. | ||
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**Link's infinite jab from the first two Smash games could be his new neutral attack. | **Link's infinite jab from the first two Smash games could be his new neutral attack. | ||
**Bomb-Chu's from Phantom Hourglass could be his new down special, moving along surfaces like Thunder Jolt and exploding on contact and when they expire. ''(Confirmed as normal item. I mad.)'' | **Bomb-Chu's from Phantom Hourglass could be his new down special, moving along surfaces like Thunder Jolt and exploding on contact and when they expire. ''(Confirmed as normal item. I mad.)'' | ||
**Deku Leaf could be his | **Deku Leaf could be his side special, firing a pushing projectile on the ground and allowing gliding in the air. | ||
**Fully charged spin attack on the ground could become a Hurricane Spin, allowing horizontal movement but having greater cooldown. | **Fully charged spin attack on the ground could become a Hurricane Spin, allowing horizontal movement but having greater cooldown. | ||
**His forward smash needs to be different, although I'm not sure what it should be. A Jump Attack could work, but it's an iconic enough attack that it would be weird for him to have it without Link having it. ''(Normal Link seems to have this as his new dash attack, which is good too.)'' | **His forward smash needs to be different, although I'm not sure what it should be. A Jump Attack could work, but it's an iconic enough attack that it would be weird for him to have it without Link having it. ''(Normal Link seems to have this as his new dash attack, which is good too.)'' | ||
* | *Gannondorf, if he returns, needs major changes to his moveset. I'd like to see a Trident moveset, but it seems unlikely. So... | ||
**A combination sword/fist moveset could work, with his more iconic previous moves (down aerial, for example) being retained, and the others being changed to sword attacks. | **A combination sword/fist moveset could work, with his more iconic previous moves (down aerial, for example) being retained, and the others being changed to sword attacks. | ||
**A moveset with more magic involved would be more unique, such as changing his neutral special to the tennis orb attack from a variety of games, with just as long a startup as Warlock Punch (and maybe slight control over trajectory before firing). It could be reflected by being attacked, with a speed increase each time. | **A moveset with more magic involved would be more unique, such as changing his neutral special to the tennis orb attack from a variety of games, with just as long a startup as Warlock Punch (and maybe slight control over trajectory before firing). It could be reflected by being attacked, with a speed increase each time. | ||
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