User:FirstaLasto/SSB4 Change Wishlist: Difference between revisions

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*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.
*If Jigglypuff returns, have Sing always keep foes asleep for the duration of the song, and start their wake-up timer when no longer within its range, so that it doesn't require weird timing to use effectively (also this just makes more sense).
*If Jigglypuff returns, have Sing always keep foes asleep for the duration of the song, and start their wake-up timer when no longer within its range, so that it doesn't require weird timing to use effectively (also this just makes more sense).
*Combine Sonic's Spin Dash and Spin Charge into one move that functions as the Spin Charge normally, but as the Spin Dash if jump is pressed while charging, to make room for a new side special.
*Change more of Toon Link's moveset to make him less cloney (or just remove him, but too late for that). For example:
*Change more of Toon Link's moveset to make him less cloney (or just remove him, but too late for that). For example:
**The low spin attack from Wind Waker could be his down smash.
**The low spin attack from Wind Waker could be his down smash.

Revision as of 01:48, April 23, 2014

I'm gonna use this page to list some changes I'd like to see in SSB4 (other than characters I want to see in it). K thanks.

  • The removal of certain random attack properties to allow strategies to be built around them. For example:
    • Have Peach's side smash alternate in a 1,2,3,1 pattern so that it can be wiffed to ready a specific weapon.
    • Have Vegetables pulled by Peach based on a mechanic similar to Stale Move Negotiation, where pulling them out repeatedly gives you weaker ones, but hitting with other attacks in between pulls gives you stronger ones based on the number of attacks. Other items are never pulled unless they are turned on, in which case they can be random, I suppose.
    • Instead of by terrain, give each stage a specific pattern (maybe around 10) in which Pikmin are plucked by Olimar, so that players who know the stages can utilize it to get the Pikmin they want. (Same pattern on every stage, as has been done, works just as well)
    • Have the Luigi Missile misfire at specific damage percentages (maybe each multiple of 8?) and cause 1 point of damage to Luigi if it does.
    • Have King Dedede's Waddle Dee Toss toss a Waddle Doo every 5 throws and a Gordo every 12 throws. Overlaps (throw 60, 120, ect) give Gordos priority. Other items would function as states under Peach's Vegetable. (All Gordos, as was done, is alright too)
    • If Mr. Game and Watch returns, have his Judgement special use a number based on the time that has passed since the move's last use (maybe increasing by 1 digit every 5 seconds and looping back to 1) so that a player who is paying attention can bring out a 9 whenever possible. At the same time, an opponent who is paying attention can defend at the right times, knowing when a 9 is available.
    • Give Mr. Game and Watch's Chef projectiles a set pattern to their trajectories so that the move can actually be aimed when the need arises.
    • Remove the random trip chance of moves with less than a 100% chance, or increase their trip chance to 100%.
  • Reduce the SDI multiplier of all multi-hit aerials so that they can link together better.
  • 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...)
  • Remove random tripping! (Pretty sure Sakurai confirmed this already, but still putting it here)
  • 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.
  • 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.
  • Make Jet Hammer propel Dedede upward or forward when used fully charged, to give it some utility.
  • If Jigglypuff returns, have Sing always keep foes asleep for the duration of the song, and start their wake-up timer when no longer within its range, so that it doesn't require weird timing to use effectively (also this just makes more sense).
  • Combine Sonic's Spin Dash and Spin Charge into one move that functions as the Spin Charge normally, but as the Spin Dash if jump is pressed while charging, to make room for a new side special.
  • Change more of Toon Link's moveset to make him less cloney (or just remove him, but too late for that). For example:
    • The low spin attack from Wind Waker could be his down smash.
    • The leaping upward slash from WW could be his up tilt or dash 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.)
    • 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.
    • 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.)
  • Ganondorf, if he returns, needs major changes to his moveset. I'd like to see a Trident moveset, but it seems unlikely. So...
    • A combination sword/fist moveset could work, with his more iconic previous moves (down aerial, for example) being retained, and the others being changed to sword attacks.
    • A moveset with more magic involved would be more unique, such as changing his neutral special to the tennis orb attack from a variety of games, with just as long a startup as Warlock Punch (and maybe slight control over trajectory before firing). It could be reflected by being attacked, with a speed increase each time.

Mechanic Wishlist based on known changes

  • Link together characters that are the same person in some way other than mid-match transformations (for example, taking up the same slot on the character select screen, or being able to switch between the characters between matches forced to one selection, such as Classic Mode or Smash Run).


Comment Section

For the few people who accidentally stumble across this page, feel free to comment on the above. Sign your posts as if this was a talk page, and feel free to maliciously critisize my ideas.