Editing User:Toomai/SSB4 tweaks
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 8: | Line 8: | ||
===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). | *''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, and doing so puts you right into a run | *Allow trips to be teched, and doing so puts you right into a run. | ||
*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. | ||
Line 23: | Line 23: | ||
*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) | ||
Line 33: | Line 33: | ||
*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. | ||
Line 76: | Line 76: | ||
*''Attacks to Bowser's shell clang as if outprioritized (unless they cannot clang), followed by Bowser chuckling during the freeze frames.'' | *''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 suddenly drop in from above. | ||
===Yoshi=== | ===Yoshi=== | ||
Line 85: | Line 85: | ||
*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 and R.O.B.'s gyros, 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=== | ||
Line 115: | Line 115: | ||
*<s>Reinstate vertical-spinning midair Hammer, but with less ending lag so Kirby can follow it up.</s> | *<s>Reinstate vertical-spinning midair Hammer, but with less ending lag so Kirby can follow it up.</s> | ||
*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=== | ||
Line 138: | Line 138: | ||
===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=== | ||
Line 154: | Line 154: | ||
*''Neutral attack needs to be the three-punch combo from Pikmin 2, not some random headbutt.'' | *''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). | ||
Line 176: | Line 174: | ||
*<s>Either revert the Ray Gun to its triangular-shaped form or turn it into the Zapper.</s> | *<s>Either revert the Ray Gun to its triangular-shaped form or turn it into the Zapper.</s> | ||
*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. | ||
Line 197: | Line 195: | ||
*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. |