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! (Although tap-based random tripping is confirmed not to be returning, other forms of random tripping such as moves with <100% trip rates are not yet confirmed removed.)
- Give all special moves that cant be used in the air some aerial version, even if just an indication that the move was used and failed. (DKs Hand Slap seems to have recieved this treatment, so this one is looking up.)
- 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. (Apparently, air dodges have very long landing lag now. That makes them less safe when transitioning between air and ground, but not any harder to use repeatedly in the air.)
- Change (or add to) the death cries in Stamina Mode to the death music (or a shortened game over music if the game has no death music) from the series that the character originates in.
- Keep model shields (Links, for example) stationary during idle poses.
- Remove all forms of Port Priority. Things like overlapping grabs or item pick-ups can both fail, while things like knockback and pushing can be split between both. Double KO's can just always go into Sudden Death, even during Sudden Death. Faux Super Armor is nonesense and should be removed entirely.
- 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. (Kirby can at least inhale Smash Run enemies in this fashion, so its a start.)
- Make it so that Kirby's abilities aren't lost at random, but instead either after a certain amount of damage is taken, a certain knockback velocity is reached, or never from being hit.
- Make Jet Hammer propel Dedede upward or forward when used fully charged, to give it some utility.
- Give Pikachu's Skull Bash knockback resistance while charging as a parallel to the defense boost in the source games, so that the move isn't completely outclassed by Pikachus other attacks.
- If Jigglypuff returns, have Sing reset the sleep duration every frame it hits so that it doesn't require you to hit late in the song to use it effectively (also this just makes more sense).
- If Mewtwo returns, let the user toss players and projectiles either forward or upward depending on whether the move is smashed or tilted (also make it change projectile owners properly).
- If Meta Knight returns, reduce the KO power of his faster finishers and remove their semi-spike angles, forcing him to rely on slower finishers for lower percetage KOs. (Paired with the removal of gliding and the buffs other characters are getting, this might be enough of a nerf to at least his normal moves. Maybe also weaker non-sword attacks, such as his dash attack?)
- Make Diddy Kong's (and normal item, I guess) Banana Peels only cause tripping when moved over, instead of also causing it when thrown.
- 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 neutral 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 changesEdit
- 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 SectionEdit
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.
About the transformations, yeah, 3DS has far less memory, however, it also has far faster access times than the Wii U optical drive or even a USB port (if you're loading from an external HDD.) Optical drives are notoriously slow, while this game isn't necessarily likely to be dual-layer (if that's even possible on Wii U,) loading between Zelda and Sheik's HD models would have given the drive a work out if Brawl was any indication. Even Melee, with its tiny mini-DVD style disc, wasn't instantaneous. Smart move imo, I'm all for no transformations, just a waste of a down special for many users anyway who want one or the other character. --ZestyLemon (talk) 00:38, 12 May 2014 (EDT)
- Actually, Melee keeps both Zelda and Sheik loaded at all times in two completely separate character slots. It just puts one to sleep and redirects damage and controls whenever a switch is made; no loading is ever done mid-match outside specific event matches. Brawl could have done the same thing if they wanted. Toomai Glittershine The Zesty 00:44, 12 May 2014 (EDT)
^[Citation needed] Unlikely, even for Melee. I think it has to do with the tiny disc size, less data, and single layer, I'd have to go back and check if I can hear loading. Brawl was essentially a dual-layer DVD and with at least 5 times as much content stored. If the Wii could handle having the other character (be it Zelda, Sheik, or Pokemon), it would have. Don't forget the geometry, polygon counts, and textures improved, even if they're blander than Melee. Pretty sure they would have loaded both in and not had what could be a 3-4 second delay if they had the memory for it. No way it was a design decision. --ZestyLemon (talk) 01:09, 12 May 2014 (EDT)
I can confirm that Melee doesn't load, like the wiki says, but no way Brawl's transform and pokemon change was just a design decision. --ZestyLemon (talk) 01:14, 12 May 2014 (EDT)
- It might have been an issue caused by the dual layer. I don't know much about that sort of thing, but maybe it prevented storing certain things in ram at certain places, or forced them to store so many other things in ram that it was out of space? Or maybe it was even just an accident, and they didnt notice due to testing the game using something other than the finalized discs? ♡FirstaLasto♥ 02:37, 12 May 2014 (EDT)
- What probably actually happened is that they looked at the worst-case scenario (six Pokémon Trainers, meaning 18 slots) and decided something there wasn't feasible. Toomai Glittershine The Indescribable 10:32, 12 May 2014 (EDT)
- The least they could have done is have the next PKMN in the cycle loaded. It wouldn't work for double switches, but at least the single ones... Also, there will never be 6 of the same character at once; the most of any character at once is 5, and thats only for the alloys. Keeping 4 extra characters loaded doesn't sound infeasible (is that a word?), so there must be some other reason... right? ♡FirstaLasto♥ 11:57, 12 May 2014 (EDT)
- What probably actually happened is that they looked at the worst-case scenario (six Pokémon Trainers, meaning 18 slots) and decided something there wasn't feasible. Toomai Glittershine The Indescribable 10:32, 12 May 2014 (EDT)