Editing User:Toomai/SSB4 tweaks
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This may or may not be in addition to [[User:Toomai/How to fix the clones|this]]. | This may or may not be in addition to [[User:Toomai/How to fix the clones|this]]. | ||
'''Bolded''' entries are confirmed to have made it in | '''Bolded''' entries are confirmed to have made it in. <s>Crossed-out</s> ones are confirmed to be not in. | ||
__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. | ||
*Fix how attacks can never not rebound in Brawl. | *Fix how attacks can never not rebound in Brawl. | ||
* | *If Brawl's reverse edge grabbing remains, add "grab the edge from behind" animations. | ||
* | *Reimplement the "ow!" vocals on taking a big hit, and maybe have some different ones for things like flame or electric attacks. | ||
*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. | ||
*Weight-based throws should stop being weight-based once the opponent is released. | *Weight-based throws should stop being weight-based once the opponent is released. | ||
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*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) | ||
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*Reflectors should extend a projectile's lifetime, say by cutting the "how long have you existed" timer in half. Makes reflections at longer range more viable. Only applies to projectiles that simply die after time's up, as opposed to those that change state or explode on a timer. | *Reflectors should extend a projectile's lifetime, say by cutting the "how long have you existed" timer in half. Makes reflections at longer range more viable. Only applies to projectiles that simply die after time's up, as opposed to those that change state or explode on a timer. | ||
*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. | ||
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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. Luigi can then say "I'm-a" during the hit and "Luigi!" while everything flies upwards. | ||
*Down taunt impact should have a totally unique sound effect as opposed to a weak impact or a ping. | *Down taunt impact should have a totally unique sound effect as opposed to a weak impact or a ping. | ||
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===Bowser=== | ===Bowser=== | ||
* | *Attacks to Bowser's shell clang as if outprioritized (unless they cannot clang), followed by Bowser chuckling during the freeze frames. | ||
*<s>Reinstate the Koopa Klaw, but use the Flying Slam if a jump is input during the grab.</s> | *<s>Reinstate the Koopa Klaw, but use the Flying Slam if a jump is input during the grab.</s> | ||
* | *The OUT OF THE FLAMES entrance is cool and all, but it'd be more in-character to show up in the Klown Kar, or even just drop in from above. | ||
===Yoshi=== | ===Yoshi=== | ||
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*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. | ||
* | *Have eggs match Yoshi's colour. They matched Peach's parasol, they have no excuse. | ||
===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. | ||
*Holding up or down while firing a Charge Shot shoots diagonally (45 degrees) and alters knockback angle correspondingly (angled up is vertical knockback, angled down is semi-spike). | *Holding up or down while firing a Charge Shot shoots diagonally (45 degrees) and alters knockback angle correspondingly (angled up is vertical knockback, angled down is semi-spike). | ||
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===ZSS=== | ===ZSS=== | ||
* | *If ZSS starts a match, don't produce Power Suit Pieces. Entrance should be something like using whip to lower self from ship. | ||
*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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===Jigglypuff=== | ===Jigglypuff=== | ||
*Fix Rest; give it the power it had before and retain the vertical angle. The Flower is pointless | *Fix Rest; give it the power it had before and retain the vertical angle. The Flower is pointless. | ||
===Pokémon Trainer=== | ===Pokémon Trainer=== | ||
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===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. | ||
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===Olimar=== | ===Olimar=== | ||
* | *Neutral attack needs to be the three-punch combo from Pikmin 2, not some random headbutt. | ||
*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.) | ||
*Slightly weaken Blue Pikmin attacks. | *Slightly weaken Blue Pikmin attacks. | ||
*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). | ||
* | *If Rock Pikmin are in, and they cause direct damage when thrown, then have Purples latch onto enemies. | ||
* | *Increase the line size to 7 or 8 to accomodate new Pikmin types. | ||
* | *If terrain-based pluck speed is kept, make it more noticable. | ||
*Make all Pikmin immune to Flower attacks (not Grass ones). | *Make all Pikmin immune to Flower attacks (not Grass ones). | ||
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*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). | ||
*Party Balls should roll like Barrels if they appear on a slope (not when thrown, they activate then). | *Party Balls should roll like Barrels if they appear on a slope (not when thrown, they activate then). | ||
* | *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). | ||
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*Let Samus hold down the special button during Bomb so she can roll around the stage in Morph Ball form. Pressing the attack button while rolling continues to drop bombs using the same general rules as the Metroid series (max 3 at once with slight delay before replenish). | *Let Samus hold down the special button during Bomb so she can roll around the stage in Morph Ball form. Pressing the attack button while rolling continues to drop bombs using the same general rules as the Metroid series (max 3 at once with slight delay before replenish). | ||
*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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*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. | ||
*Have staleness apply per individual target, so your up smash might be stale against player 2 but fresh against player 3. And then you can stale it against P3, which won't refresh it against P2. | *Have staleness apply per individual target, so your up smash might be stale against player 2 but fresh against player 3. And then you can stale it against P3, which won't refresh it against P2. | ||
==Wishful thinking== | ==Wishful thinking== | ||
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*Never patch the game. | *Never patch the game. | ||
**If the game ever is patched, ensure that detailed, technical, and complete patch notes are released to the public. | **If the game ever is patched, ensure that detailed, technical, and complete patch notes are released to the public. | ||
* | *Do not allow character customization of any sort (this includes the existence of Miis as anything but an avatar). | ||
*<s>Do not | *<s>Do not have a version on a handheld.</s> | ||
*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 and most/all formulas publicly available either online or in-game. | **Alternatively, make such data and most/all formulas 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. |