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! ''(Although tap-based random tripping is confirmed not to be returning, other forms of random tripping such as moves with <100% trip rates are not yet confirmed removed.)''
*Remove random tripping! ''(Pretty sure Sakurai confirmed this already, but still putting it here)''
*Give all special moves that cant be used in the air some aerial version, even if just an indication that the move was used and failed. ''(DKs Hand Slap seems to have recieved this treatment, so this one is looking up.)''
*Give all special moves that cant be used in the air some aerial version, even if just an indication that the move was used and failed.
*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. ''(Apparently, air dodges have very long landing lag now. That makes them less safe when transitioning between air and ground, but not any harder to use repeatedly in the air.)''
*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.
*Change (or add to) the death cries in Stamina Mode to the death music (or a shortened game over music if the game has no death music) from the series that the character originates in.
*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.
*Keep model shields (Links, for example) stationary during idle poses.
*Remove all forms of Port Priority. Things like overlapping grabs or item pick-ups can both fail, while things like knockback and pushing can be split between both. Double KO's can just always go into Sudden Death, even during Sudden Death. Faux Super Armor is nonesense and should be removed entirely.
*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. ''(Kirby can at least inhale Smash Run enemies in this fashion, so its a start.)''
*Make it so that Kirby's abilities aren't lost at random, but instead either after a certain amount of damage is taken, a certain knockback velocity is reached, or never from being hit.
*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.
*Give Pikachu's Skull Bash knockback resistance while charging as a parallel to the defense boost in the source games, so that the move isn't completely outclassed by Pikachus other attacks.
*Give Pikachu's Skull Bash knockback resistance while charging as a parallel to the defense boost in the source games, so that the move isn't completely outclassed by Pikachus other attacks.
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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 neutral special, firing a pushing projectile on the ground and allowing gliding in the air.
**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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<!----COMMENTS GO BELOW HERE---->
<!----COMMENTS GO BELOW HERE---->
About the transformations, yeah, 3DS has far less memory, however, it also has far faster access times than the Wii U optical drive or even a USB port (if you're loading from an external HDD.) Optical drives are notoriously slow, while this game isn't necessarily likely to be dual-layer (if that's even possible on Wii U,) loading between Zelda and Sheik's HD models would have given the drive a work out if Brawl was any indication. Even Melee, with its tiny mini-DVD style disc, wasn't instantaneous. Smart move imo, I'm all for no transformations, just a waste of a down special for many users anyway who want one or the other character. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 00:38, 12 May 2014 (EDT)
About the transformations, yeah, 3DS has far less memory, however, it also has far faster access times than the Wii U optical drive or even a USB port (if you're loading from an external HDD.) Optical drives are notoriously slow, while this game isn't necessarily likely to be dual-layer (if that's even possible on Wii U,) loading between Zelda and Sheik's HD models would have given the drive a work out if Brawl was any indication. Even Melee, with its tiny mini-DVD style disc, wasn't instantaneous. Smart move imo, I'm all for no transformations, just a waste of a down special for many users anyway who want one or the other character. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 00:38, 12 May 2014 (EDT)
:Actually, Melee keeps both Zelda and Sheik loaded at all times in two completely separate character slots. It just puts one to sleep and redirects damage and controls whenever a switch is made; no loading is ever done mid-match outside specific event matches. Brawl could have done the same thing if they wanted. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[File:Toomai.png|20px|link=User:Toomai/Bin|???]] The Zesty 00:44, 12 May 2014 (EDT)
:Actually, Melee keeps both Zelda and Sheik loaded at all times in two completely separate character slots. It just puts one to sleep and redirects damage and controls whenever a switch is made; no loading is ever done mid-match outside specific event matches. Brawl could have done the same thing if they wanted. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Zesty 00:44, 12 May 2014 (EDT)


^[Citation needed] Unlikely, even for Melee. I think it has to do with the tiny disc size, less data, and single layer, I'd have to go back and check if I can hear loading. Brawl was essentially a dual-layer DVD and with at least 5 times as much content stored. If the Wii could handle having the other character (be it Zelda, Sheik, or Pokemon), it would have. Don't forget the geometry, polygon counts, and textures improved, even if they're blander than Melee. Pretty sure they would have loaded both in and not had what could be a 3-4 second delay if they had the memory for it. '''No way it was a design decision.''' --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:09, 12 May 2014 (EDT)
^[Citation needed] Unlikely, even for Melee. I think it has to do with the tiny disc size, less data, and single layer, I'd have to go back and check if I can hear loading. Brawl was essentially a dual-layer DVD and with at least 5 times as much content stored. If the Wii could handle having the other character (be it Zelda, Sheik, or Pokemon), it would have. Don't forget the geometry, polygon counts, and textures improved, even if they're blander than Melee. Pretty sure they would have loaded both in and not had what could be a 3-4 second delay if they had the memory for it. '''No way it was a design decision.''' --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:09, 12 May 2014 (EDT)
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I can confirm that Melee doesn't load, like the wiki says, but no way Brawl's transform and pokemon change was just a design decision. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:14, 12 May 2014 (EDT)
I can confirm that Melee doesn't load, like the wiki says, but no way Brawl's transform and pokemon change was just a design decision. --[[User:ZestyLemon|ZestyLemon]] ([[User talk:ZestyLemon|talk]]) 01:14, 12 May 2014 (EDT)
:It might have been an issue caused by the dual layer. I don't know much about that sort of thing, but maybe it prevented storing certain things in ram at certain places, or forced them to store so many other things in ram that it was out of space? Or maybe it was even just an accident, and they didnt notice due to testing the game using something other than the finalized discs? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 02:37, 12 May 2014 (EDT)
:It might have been an issue caused by the dual layer. I don't know much about that sort of thing, but maybe it prevented storing certain things in ram at certain places, or forced them to store so many other things in ram that it was out of space? Or maybe it was even just an accident, and they didnt notice due to testing the game using something other than the finalized discs? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 02:37, 12 May 2014 (EDT)
::What probably actually happened is that they looked at the worst-case scenario (six Pokémon Trainers, meaning 18 slots) and decided something there wasn't feasible. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[File:Toomai.png|20px|link=User:Toomai/Bin|???]] The Indescribable 10:32, 12 May 2014 (EDT)
::What probably actually happened is that they looked at the worst-case scenario (six Pokémon Trainers, meaning 18 slots) and decided something there wasn't feasible. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Indescribable 10:32, 12 May 2014 (EDT)
:::The least they could have done is have the next PKMN in the cycle loaded. It wouldn't work for double switches, but at least the single ones... Also, there will never be 6 of the same character at once; the most of any character at once is 5, and thats only for the alloys. Keeping 4 extra characters loaded doesn't sound infeasible (is that a word?), so there must be some other reason... right? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 11:57, 12 May 2014 (EDT)

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