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 reset the sleep duration every frame it hits so that it doesn't require you to hit late in the song to use it effectively (also this just makes more sense). | *If Jigglypuff returns, have Sing reset the sleep duration every frame it hits so that it doesn't require you to hit late in the song to use it effectively (also this just makes more sense). | ||
*Make Diddy Kong's (and normal item, I guess) Banana Peels only cause tripping when moved over, instead of also causing it when thrown. | *Make Diddy Kong's (and normal item, I guess) Banana Peels only cause tripping when moved over, instead of also causing it when thrown. | ||
*Combine Sonic's Spin Dash and Spin Charge into one move that functions as the Spin Charge normally, but as the Spin Dash if jump is pressed while charging, to make room for a new side special. | *Combine Sonic's Spin Dash and Spin Charge into one move that functions as the Spin Charge normally, but as the Spin Dash if jump is pressed while charging, to make room for a new side special. | ||
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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.)'' | ||
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