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==Main ideas== | ==Main ideas== | ||
===General=== | ===General=== | ||
*Remove Brawl's ability to act | *Remove Brawl's ability to act during hitstun. | ||
*Allow trips to be teched. | *Allow trips to be teched. | ||
*If Brawl's reverse edge grabbing remains, add "grab the edge from behind" animations. | *If Brawl's reverse edge grabbing remains, add "grab the edge from behind" animations. | ||
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*Either remove Flame-Grass-Water triangle or apply all other Pokémon type interactions. (Arm/Leg would be Fighting, Body/Spin would be Normal, Kirby's Stone would be Rock, DK's Hand Slap would be Ground, etc.) | *Either remove Flame-Grass-Water triangle or apply all other Pokémon type interactions. (Arm/Leg would be Fighting, Body/Spin would be Normal, Kirby's Stone would be Rock, DK's Hand Slap would be Ground, etc.) | ||
*Have a way to visually approximate how much health an item has (splintered Crates, leaking Smash Balls, etc). | *Have a way to visually approximate how much health an item has (splintered Crates, leaking Smash Balls, etc). | ||
*Have freeze frames be based on the attacker's timeframe, not the | *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 should be undodgeable (but still blockable) for that character. (Pikmin, Gooey Bombs, etc). | *Hitboxes produced by something attached to a character should be undodgeable (but still blockable) for that character. (Pikmin, Gooey Bombs, etc). | ||
*Return crouch cancelling to its knockback-reducing form, but don't reduce damage and disable downwards trajectory DI until the stick | *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. | ||
*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. | |||
===Single-player=== | ===Single-player=== | ||
*In adventure mode, have underwater segments. While underwater, everything animates at 0.7x speed, Smashers have infinite first jumps, and flame hitboxes either turn into normal hitboxes (if direct) or don't exist (if indirect). | *In adventure mode, have underwater segments. While underwater, everything animates at 0.7x speed, Smashers have infinite first jumps, and flame hitboxes either turn into normal hitboxes (if direct) or don't exist (if indirect). Only Blue Pikmin can be plucked from underwater floors. Depending on design, certain characters can stay underwater for longer before requiring air and taking constant damage. | ||
*Have a menu where you can investigate captured enemy trophies to learn their resistances and weaknesses, and maybe some of their attacks. | |||
*Don't split the storyline of any singleplayer modes. | *Don't split the storyline of any singleplayer modes. | ||
*Have Giga Bowser return as a boss somewhere. | *Have Giga Bowser return as a boss somewhere. | ||
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===Yoshi=== | ===Yoshi=== | ||
*Give Yoshi a voice clip 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. | ||
*Let Yoshi eat items. | *Let Yoshi eat items. | ||
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===Dedede=== | ===Dedede=== | ||
*Cause down throw to always knock the opponent down. Alternatively, give it an angle in the 70 range or non-fixed knockback. | *Cause down throw to always knock the opponent down. Alternatively, give it an angle in the 70 range or non-fixed knockback. | ||
*Increase the distance opponents are spit; do something to differentiate the move from Kirby's. | |||
===Wolf=== | ===Wolf=== | ||
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===Ike=== | ===Ike=== | ||
*Don't have Quick Draw cause helplessness. (Alternatively, have it cause | *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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*Don't make Red Pikmin drown faster than the others. | *Don't make Red Pikmin drown faster than the others. | ||
*Gives 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. | *Gives 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. | *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. | *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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*Don't have Bob-ombs blow up while held. | *Don't have Bob-ombs 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?) | ||
*Don't remove | *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. | ||
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==Unusual/implausible ideas== | ==Unusual/implausible ideas== | ||
*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). | ||
*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). | *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). |