Editing User:Toomai/SSB4 tweaks
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Just various (non-bugfix) tweaks I think should be in the fourth SSB game | Just various (non-bugfix) tweaks I think should be in the fourth SSB game. | ||
__NOTOC__ | __NOTOC__ | ||
==Main ideas== | ==Main ideas== | ||
===General=== | ===General=== | ||
*Don't allow the game to be played with only a Wiimote, and fix all the mechanics that were broken because of it. | *Don't allow the game to be played with only a Wiimote, and fix all the mechanics that were broken because of it. | ||
* | *Remove Brawl's ability to act during hitstun. | ||
*In the same way that invincible/intangible characters flash white, have characters with knockback resistance flash some colour. | *In the same way that invincible/intangible characters flash white, have characters with knockback resistance flash some colour. | ||
* | *Add a sound effect that plays when you get meteor smashed, timed so that it runs for the length of the meteor cancel delay (i.e. once it stops you can cancel). | ||
*Allow trips to be teched | *Allow trips to be teched. | ||
*Don't treat trip getups differently than floor ones; there is no reason for them to have weaker damage and minimal intangibility. | *Don't treat trip getups differently than floor ones; there is no reason for them to have weaker damage and minimal intangibility. | ||
*Allow characters to jump while lying down, maybe with slightly reduced height. | *Allow characters to jump while lying down, maybe with slightly reduced height. | ||
* | *If Brawl's reverse edge grabbing remains, add "grab the edge from behind" animations. | ||
*Reimplement the "ow!" vocals on taking a big hit. | |||
* | |||
*Bring back L-cancelling, but with a difference: each character has a unique reduction factor instead of a universal 0.5x. So maybe Mario has a 0.5x, but Pikachu has a 0.4x and Ganondorf has a 0.7x. (Maybe each attack can have its own L-cancel factor, but that seems like overkill.) The idea is to try and re-proportionalize how much each character gets out of the technique. | *Bring back L-cancelling, but with a difference: each character has a unique reduction factor instead of a universal 0.5x. So maybe Mario has a 0.5x, but Pikachu has a 0.4x and Ganondorf has a 0.7x. (Maybe each attack can have its own L-cancel factor, but that seems like overkill.) The idea is to try and re-proportionalize how much each character gets out of the technique. | ||
*Make all grab-based sacrificial KOs favour the user. | *Make all grab-based sacrificial KOs favour the user. | ||
*Give all characters that can eat items a hitbox upon eating an explosive, not just Wario. | *Give all characters that can eat items a hitbox upon eating an explosive, not just Wario. | ||
*Make it so that once player A throws player B, A cannot regrab B for 10-20 frames (not sure what the best value is). | *Make it so that once player A throws player B, A cannot regrab B for 10-20 frames (not sure what the best value is). | ||
*Either | *Either remove the PT-exclusive Flame-Grass-Water triangle or apply all other Pokémon type interactions to all characters. (Arm/Leg would be Fighting, Body/Spin would be Normal, Kirby's Stone would be Rock, DK's Hand Slap would be Ground, etc.) | ||
**If type effectiveness remains, Flower attacks should act as grass for its purposes. | **If type effectiveness remains, Flower attacks should act as grass for its purposes. | ||
*Have freeze frames be based on the attacker's timeframe, not the local timeframe of the object on either side. (e.g. kneeing/zapkicking/thunderstomping someone under the Timer will have both characters resume animation at the same time) | *Have freeze frames be based on the attacker's timeframe, not the local timeframe of the object on either side. (e.g. kneeing/zapkicking/thunderstomping someone under the Timer will have both characters resume animation at the same time) | ||
*Hitboxes produced by something attached to a character (Pikmin, Gooey Bombs, etc) should be able to damage the hurtbox they're on even if it's intangible (but not invincible or shield-covered). | *Hitboxes produced by something attached to a character (Pikmin, Gooey Bombs, etc) should be able to damage the hurtbox they're on even if it's intangible (but not invincible or shield-covered). | ||
*Return crouch cancelling to its knockback-reducing form, but don't reduce damage and disable downwards trajectory DI until the stick's position no longer has a downwards component. Also give it some sort of sound or flash so you can tell when it happens. | *Return crouch cancelling to its knockback-reducing form, but don't reduce damage and disable downwards trajectory DI until the stick's position no longer has a downwards component. Also give it some sort of sound or flash so you can tell when it happens. | ||
*Return reflector breaks to causing shield stun. | *Return reflector breaks to causing shield stun. | ||
*In general, timing-based reflectors should have a slightly higher break capacity than hold-in-place reflectors. In a reflection volley, reward the player who must time multiple reflects instead of just holding the button down. | *In general, timing-based reflectors should have a slightly higher break capacity than hold-in-place reflectors. In a reflection volley, reward the player who must time multiple reflects instead of just holding the button down. | ||
*Have no cloned Final Smashes, even in name. | *Have no cloned Final Smashes, even in name. | ||
* | *Allow tethers to grab occupied edges, but retracting them simply relocates the user to the edge, sends them tumbling, and counts as an edge grab for their grabs-before-landing limit. Would not apply to Belay as it needs a character to grab the edge correctly for tether usage. | ||
*Instead of disabling tethers from attaching if used more than 3 times without landing, force the character to immediately retract and use their edge roll. | *Instead of disabling tethers from attaching if used more than 3 times without landing, force the character to immediately retract and use their edge roll. | ||
*Don't arbitrarily exclude specific characters from having edge attacks that don't do +1 shield damage. If you're going to have a pattern then at least make it sensible to break it. | *Don't arbitrarily exclude specific characters from having edge attacks that don't do +1 shield damage. If you're going to have a pattern then at least make it sensible to break it. | ||
*It's usually okay for characters' alternate colours to be subtle or minor, but not when in team battles. Make sure that characters' non-default red, blue, and green colours are obvious and distinctive. | *It's usually okay for characters' alternate colours to be subtle or minor, but not when in team battles. Make sure that characters' non-default red, blue, and green colours are obvious and distinctive. | ||
===Single-player=== | ===Single-player=== | ||
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===Luigi=== | ===Luigi=== | ||
*Apply "green flame" effect to Fireball (definitely), Green Missile (probably), and Fire Jump Punch (possibly). Identical to flame effect, just green. | *Apply "green flame" effect to Fireball (definitely), Green Missile (probably), and Fire Jump Punch (possibly). Identical to flame effect, just green. | ||
*Give lots of freeze frames (and no SDI) to the Fire Jump Punch, like the Knee | *Give lots of freeze frames (and no SDI) to the Fire Jump Punch, like the Knee. | ||
===Peach=== | ===Peach=== | ||
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*Allow Peach Bomber to activate on shields. The hitbox has high shield damage for a reason. | *Allow Peach Bomber to activate on shields. The hitbox has high shield damage for a reason. | ||
*Give a "whoops" animation for when Peach tries to pull a Vegetable in the air (like when Olimar tries to pluck from the air). | *Give a "whoops" animation for when Peach tries to pull a Vegetable in the air (like when Olimar tries to pluck from the air). | ||
===Bowser=== | ===Bowser=== | ||
* | *Attacks to Bowser's shell clang as if outprioritized (unless they cannot clang), followed by Bowser chuckling during the freeze frames. | ||
* | *Reinstate the Koopa Klaw, but use the Flying Slam if a jump is input during the grab. | ||
===Yoshi=== | ===Yoshi=== | ||
*Give Yoshi a voice clip or unique hit sound for when he flutters through an attack. | *Give Yoshi a voice clip or unique hit sound for when he flutters through an attack. | ||
*Fix Egg Roll. Give it reasonable hitboxes; give Yoshi some sort of protection while rolling. | *Fix Egg Roll. Give it reasonable hitboxes; give Yoshi some sort of protection while rolling. | ||
*Unbreak Egg Throw; re-allow a continuous spectrum of control as opposed to a limited set of options. | *Unbreak Egg Throw; re-allow a continuous spectrum of control as opposed to a limited set of options. | ||
*Let Yoshi eat items. | *Let Yoshi eat items. | ||
*Let Yoshi grab the edge with his tongue. | *Let Yoshi grab the edge with his tongue. | ||
*Add purple, orange, white, black, brown | *Add purple, orange, white, black, and brown colours. | ||
===DK=== | ===DK=== | ||
*Get rid of the coverage hurtbox covering the blank space in front of DK's chest. | *Get rid of the coverage hurtbox covering the blank space in front of DK's chest. | ||
* | *Let DK use Hand Slap in the air. Hitbox would be small but damage would be about the same. | ||
===Diddy=== | ===Diddy=== | ||
*Deal minor self-damage (~3%) if Peanut Popgun overloads. | *Deal minor self-damage (~3%) if Peanut Popgun overloads. Maybe also have a weak hitbox. | ||
*Do one of the following: | *Do one of the following: | ||
**Let Diddy pull as many bananas as he wants, but only if he doesn't own any of the ones that currently exist. | **Let Diddy pull as many bananas as he wants, but only if he doesn't own any of the ones that currently exist. | ||
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===Links=== | ===Links=== | ||
* | *Give different special moves to whatever alternate Link forms there are. Grappling Hook, Deku Leaf, Gust Jar, Fire Rod, whatever. | ||
===Samus=== | ===Samus=== | ||
*Up smash and forward air need very low SDI multipliers, and maybe | *Up smash and forward air need very low SDI multipliers, and maybe some actual knockback on the last hit. | ||
*Charging a Charge Shot attracts items within a certain range based on their weight and friction. | *Charging a Charge Shot attracts items within a certain range based on their weight and friction. | ||
*Super Missile should be a KO move. | *Super Missile should be a KO move. | ||
===ZSS=== | ===ZSS=== | ||
* | *If ZSS starts a match, don't produce Power Suit Pieces. | ||
*Implement the cut mechanic of stealing held (non-heavy) items from opponents when the Plasma Whip sweetspot hits. | *Implement the cut mechanic of stealing held (non-heavy) items from opponents when the Plasma Whip sweetspot hits. | ||
===Kirby=== | ===Kirby=== | ||
*Pick a dash attack and stick with it. | *Pick a dash attack and stick with it. | ||
* | *Reinstate vertical-spinning midair Hammer, but with less ending lag so Kirby can follow it up. | ||
*Stone Kirby should be immune to wind and other non-flinch knockback. | *Stone Kirby should be immune to wind and other non-flinch knockback. | ||
* | *Give Samus Kirby the Arm Cannon when charging and firing. | ||
===MK=== | ===MK=== | ||
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===Wolf=== | ===Wolf=== | ||
*Wolf's 60-frame restriction on meteor cancelling is ludicrous and unjustified. Bring him in line with the average. | *Wolf's 60-frame restriction on meteor cancelling is ludicrous and unjustified. Bring him in line with the average. | ||
===Ice Climbers=== | ===Ice Climbers=== | ||
* | *Have some way of approximating how much damage the trailer has (e.g. exhausted standing animation once above 100%). | ||
===Marth=== | ===Marth=== | ||
* | *Make the Falchion's sword trail very bright at the tip. | ||
*Give an indication of the charge levels of Shield Breaker (like how Giant Punch and Eruption have whooshing noises). The animation looping alone is too minor to notice. | *Give an indication of the charge levels of Shield Breaker (like how Giant Punch and Eruption have whooshing noises). The animation looping alone is too minor to notice. | ||
===Ike=== | ===Ike=== | ||
*Don't have Quick Draw cause helplessness. Alternatively, have it cause helplessness if it misses and a meteor smash if it hits, like Raptor Boost. | *Don't have Quick Draw cause helplessness. (Alternatively, have it cause helplessness if it misses and a meteor smash if it hits, like Raptor Boost.) | ||
===G&W=== | ===G&W=== | ||
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===Olimar=== | ===Olimar=== | ||
*Bring clang behaviour of aerials in line with everyone else. (Might be a bug but listing it anyway.) | *Bring clang behaviour of aerials in line with everyone else. (Might be a bug but listing it anyway.) | ||
* | *Weaken Blue Pikmin attacks; they're really not that much weaker than Red ones. | ||
*Change Blue health from 14 to 12. | *Change Blue health from 14 to 12. | ||
*Don't make Red Pikmin drown faster than the others; there's no justification for it. | *Don't make Red Pikmin drown faster than the others; there's no justification for it. | ||
*Give Whites an actual Poison effect instead of just using Darkness. They would of course be immune to hitboxes with the effect should anything else have it. | *Give Whites an actual Poison effect instead of just using Darkness. They would of course be immune to hitboxes with the effect should anything else have it. | ||
*Allow Pikmin to be eaten like items when not part of the line or attached to something. Whites would cause about 12% damage and should probably play a short animation (like the explosive one, but shorter and non-damaging to others). | *Allow Pikmin to be eaten like items when not part of the line or attached to something. Whites would cause about 12% damage and should probably play a short animation (like the explosive one, but shorter and non-damaging to others). | ||
* | *Increase the line size to 7 or 8 to accomodate new Pikmin types. | ||
*If terrain-based pluck speed is kept, make it more noticable. | |||
* | |||
===R.O.B.=== | ===R.O.B.=== | ||
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===Items=== | ===Items=== | ||
*Don't have | *Don't have Bob-ombs or Deku Nuts blow up while held. | ||
*Bring back the Cloaking Device, though possibly as something else. (Vanish Block? Repel Gel? White Crystal?) | *Bring back the Cloaking Device, though possibly as something else. (Vanish Block? Repel Gel? White Crystal?) | ||
*Bring back the Parasol. | *Bring back the Parasol. | ||
* | *Either revert the Ray Gun to its triangular-shaped form or turn it into the Zapper. | ||
*Don't remove placed Motion-Sensor Bombs or Pitfalls, or at least make them last much longer. | *Don't remove placed Motion-Sensor Bombs or Pitfalls, or at least make them last much longer. | ||
* | *Cause characters to keep on swinging the Hammer while they're being sent flying or tumbling. | ||
*Make it a bit more obvious exactly when the Golden Hammer is ready for pickup after its entrance. | *Make it a bit more obvious exactly when the Golden Hammer is ready for pickup after its entrance. | ||
*Cause Blast Boxes to instantly detonate if hit by either Flame attacks or Explosive attacks. | *Cause Blast Boxes to instantly detonate if hit by either Flame attacks or Explosive attacks. | ||
*Have a way to visually approximate how much health a durable item has (splintered Crates, leaking Smash Balls, etc). | *Have a way to visually approximate how much health a durable item has (splintered Crates, leaking Smash Balls, etc). | ||
* | *Make large items impassable (therefore stand-on-able), and have them disable edges they're sitting on. | ||
*Allow characters to set down large items by pressing shield (or maybe have that replace the neutral throw option). Would create interesting shenanigans when combined with the above edge disabling. | *Allow characters to set down large items by pressing shield (or maybe have that replace the neutral throw option). Would create interesting shenanigans when combined with the above edge disabling. | ||
*Allow Gooey Bombs on the stage to attach themselves to people should they pass by. | *Allow Gooey Bombs on the stage to attach themselves to people should they pass by. | ||
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==Unusual/implausible/impractical ideas== | ==Unusual/implausible/impractical ideas== | ||
*Apply the 1.2x smash charge interruption knockback bonus to other moves that can charge (Charge Shot, Giant Punch, etc). | *Apply the 1.2x smash charge interruption knockback bonus to other moves that can charge (Charge Shot, Giant Punch, etc). | ||
*Add enough animations so there are no situations where characters suddenly face the other way (e.g. f-smashing in the direction they're not facing). | *Add enough animations so there are no situations where characters suddenly face the other way (e.g. f-smashing in the direction they're not facing). | ||
*Make Yoshi's double jump resistance percentage-based instead of knockback-based so that, instead of taking no knockback until a certain power (and then taking all of it), he takes knockback as if his damage were 100 less than it is (i.e. will be completely immune to knockback at below 100%, take minimal knockback at 115%, not take strong knockback until the 180%s or so). | *Make Yoshi's double jump resistance percentage-based instead of knockback-based so that, instead of taking no knockback until a certain power (and then taking all of it), he takes knockback as if his damage were 100 less than it is (i.e. will be completely immune to knockback at below 100%, take minimal knockback at 115%, not take strong knockback until the 180%s or so). | ||
*Let Yoshi use his double jump if he's hit out of it, decreasing in distance and resistance by half each time, instead of the Egg Throw boost. | *Let Yoshi use his double jump if he's hit out of it, decreasing in distance and resistance by half each time, instead of the Egg Throw boost. | ||
*Keep Meta Knight exactly the same, but make his f-smash slower and make it his only KO move below 200%. | *Keep Meta Knight exactly the same, but make his f-smash slower and make it his only KO move below 200%. | ||
*Instead of Nana acting on delayed controller input, have her act on whatever Popo's doing. This would remove the fun of independent action while shooting or Hammering but also remove the possibility of desynch | *Instead of Nana acting on delayed controller input, have her act on whatever Popo's doing. This would remove the fun of independent action while shooting or Hammering but also remove the possibility of desynch (more than a fair trade in my opinion). | ||
*Make the downslash of Aether unblockable (purely flavour-based change). | *Make the downslash of Aether unblockable (purely flavour-based change). | ||
*Have Pikmin do something other than becoming invisible while Olimar's on the edge or on a ladder. | *Have Pikmin do something other than becoming invisible while Olimar's on the edge or on a ladder. | ||
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==Revolutionary concepts== | ==Revolutionary concepts== | ||
* | *Back-smashes. Back-tilts would be hard to implement (you'd turn around too fast), but back-smashes would be used by smash-turning and attacking. Could simply be a slower and stronger f-smash, but being a different attack altogether would be more interesting. | ||
*Minor knockback bonus (~1.1x) for attacking from behind. Combined with back-smashes and Bowser's shell mechanics above, this would create interesting dynamics. | *Minor knockback bonus (~1.1x) for attacking from behind. Combined with back-smashes and Bowser's shell mechanics above, this would create interesting dynamics. | ||
*Allow characters to use their neutral special while on the edge. Examples: | *Allow characters to use their neutral special while on the edge. Examples: | ||
**Projectiles would be fired just above ground level onto the stage. (Fireball, Bow, PK Flash, Fire Breath) | **Projectiles would be fired just above ground level onto the stage. (Fireball, Bow, PK Flash, Fire Breath) | ||
**Windup-and-release or charge-and-release moves would be charged while hanging, while the release would propel the user onto the stage. (Giant Punch, Falcon Punch, Rollout, Shield Breaker) | **Windup-and-release or charge-and-release moves would be charged while hanging, while the release would propel the user onto the stage. (Giant Punch, Falcon Punch, Rollout, Shield Breaker) | ||
**Ungrounded, movement-based attacks would act as if they were used in the air. (Mach Tornado, Homing Attack | **Ungrounded, movement-based attacks would act as if they were used in the air. (Mach Tornado, Homing Attack..that's it isn't it?) | ||
*If two characters' grabs intersect, they both grab each other. Whoever presses an attack button or a towards direction first puts the other in a proper grab; whoever presses a shield button or an away direction first gets free and leaves the opponent to trip. If the characters tie or too much time passes they are both grab released. | *If two characters' grabs intersect, they both grab each other. Whoever presses an attack button or a towards direction first puts the other in a proper grab; whoever presses a shield button or an away direction first gets free and leaves the opponent to trip. If the characters tie or too much time passes they are both grab released. | ||
==Ideas that are interesting but I'm not sure if I actually want== | ==Ideas that are interesting but I'm not sure if I actually want== | ||
*Put a curve in the smash charge equation, so that going from half charge to full charge is more rewarding than going from no charge to half charge. One fully-charged smash would have more extra power than two half-charged smashes (the max would still be 1.4x, it'd just be that half would be less than 1.2x). | *Put a curve in the smash charge equation, so that going from half charge to full charge is more rewarding than going from no charge to half charge. One fully-charged smash would have more extra power than two half-charged smashes (the max would still be 1.4x, it'd just be that half would be less than 1.2x). | ||
*If a character takes 50 damage from one other player without being released from hitstun or being grabbed, they flash cyan and cannot be damaged or grabbed by that player until they are out of histun/have finished their grab release animation. Gives players a chance to get out of potentially infinite combos, but the attacker can still get more hits in if they are expecting it and time their attack better than what the target decides to do. Does nothing to team combos and would have no effect on combos that have even one frame of escape window. | *If a character takes 50 damage from one other player without being released from hitstun or being grabbed, they flash cyan and cannot be damaged or grabbed by that player until they are out of histun/have finished their grab release animation. Gives players a chance to get out of potentially infinite combos, but the attacker can still get more hits in if they are expecting it and time their attack better than what the target decides to do. Does nothing to team combos and would have no effect on combos that have even one frame of escape window. | ||
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*If multiple hitboxes from one attack hit at once, the resulting damage and knockback are an average between them. Would require a system for excluding certain hitboxes for cases like Lightning Kicks, if redesigning such moves was not an option. | *If multiple hitboxes from one attack hit at once, the resulting damage and knockback are an average between them. Would require a system for excluding certain hitboxes for cases like Lightning Kicks, if redesigning such moves was not an option. | ||
*Having the freshness bonus apply whenever a move is not stale seems redundant; you can get the same effect just by slightly strengthening the reductors. Maybe the freshness bonus should only apply the first time a move connects per stock. | *Having the freshness bonus apply whenever a move is not stale seems redundant; you can get the same effect just by slightly strengthening the reductors. Maybe the freshness bonus should only apply the first time a move connects per stock. | ||
==Wishful thinking== | ==Wishful thinking== | ||
*Don't remove non-third-party characters, and re-add those that were removed. | *Don't remove non-third-party characters, and re-add those that were removed. | ||
* | *Detect when a tournament match is being played and replace all characters with Sandbag. | ||
*Do not waste development time on graphics. | |||
*Never patch the game. | *Never patch the game. | ||
* | *Do not allow character customization of any sort (this includes the existence of Miis). | ||
*Do not have a version on a handheld. | |||
* | |||
*Make it reasonably easy to access things like models and moveset data, but extremely difficult to replace anything. | *Make it reasonably easy to access things like models and moveset data, but extremely difficult to replace anything. | ||
**Alternatively, make such data | **Alternatively, make such data publicly available either online or in-game. | ||
*Make online as laggy as necessary to avoid having to put in an artificial lag buffer. | *Make online as laggy as necessary to avoid having to put in an artificial lag buffer. | ||
* | *Do not have an online rankings system of any sort. | ||
*Don't let balance get in the way of characterization or fun. | *Don't let balance get in the way of characterization or fun. | ||
*Once the game is ready for release, delay it for a few months or a year solely to find and fix bugs and exploits. | *Once the game is ready for release, delay it for a few months or a year solely to find and fix bugs and exploits. | ||
*Come up with some sort of completely new, fascinating, out-of-nowhere, genius, non-disablable mechanic that all players agree is both absolutely necessary for the game to be playable yet renders serious, tournament-level competition completely impossible. | *Come up with some sort of completely new, fascinating, out-of-nowhere, genius, non-disablable mechanic that all players agree is both absolutely necessary for the game to be playable yet renders serious, tournament-level competition completely impossible. |