I’m not so sure how complication could be added. Stuff like QCFs, HCFs, etc., are really not that hard. At most, you have some getting used to. I went through the same thing. It’s just because it’s the only genre that really calls for such inputs; I’m not sure if SSB is the proper place for them though.
But anyway, this would add quite a bit of strategy and might give the game a stronger footsies presence. Think about it, imagine baiting Meta Knight into doing his Final Smash; he whiffs, and then he’s wide open for punishment. Then there’s the ways of setting up into your Final Smash which can make for epic finishers.
But yes, I think giving you an option to turn it on and off, like tripping should have been along with random outcome moves, is probably the best way to go. You keep both the competitive and casual players happy.
Changing the settings to anything can change the way you play. It’s good or bad depending on if you like it or not.
I’d like to see a sequel that’s something along the lines of Nintendo vs. Capcom. Would settle the whole debate between the rabid sf and smash players. You could pick a capcom groove, which would have a super meter six buttons etc, or smash groove. Each one would be sort of like a “ruleset” for all the characters to go by, since I really don’t know how the two styles would mesh otherwise-cc’s combo ability would kind of dominate. Of course there could be a “both” groove where you could mix some elements.
If stamina mode is anything close enough to what you’re asking for that could work, almost, right? But I really doubt a game at all like that would ever happen. Smash Brothers is that unique fighter, and if Nintendo gives that up at all, they’ll loose their flood of casual gamers that fill their banks for the Smash franchise.
I feel that if you included a super meter, it wouldn’t really be a smash game anymore. The final smash was sort of like an instant super meter and no one really uses it for obvious reasons.
I think if they could accurately balance it with the next game’s mechanics, it could potentially be a good idea. But personally, I’d probably dislike having the use of a super meter in a smash game.
Let me ask you this: What defines the Super Smash Bros. series? People have said that X mechanics is not Smash, but not many people seem to say what Smash is.
At least you can say that the most unique aspects of the game are the K.O. method, DI, and the priority system.
At least you can say that the most unique aspects of the game are the K.O. method, DI, and the priority system.
I agree with that. But Smash was also made with the intention of not being a serious competitive game (a “party game”). Having a super meter, in my eyes, would just be out of place because I honestly see no point in implementing that sort of mechanic in a game that already has a “super” but isn’t in any sort of competitive play.
If Nintendo found a way to not screw over the game by having no competitive ideals for it, I admit it’d be interesting to try out. I wouldn’t be opposed to it, but I would certainly be skeptical. I also wouldn’t be opposed to seeing that in a game with similar mechanics to Melee.
Anything is better than the smash ball. A Super Gauge is an interesting idea, granted that they don’t fuck it up with insta-kills (they will). Instead of Final Smashes, they’d have legit super moves, that deal hefty damage, but don’t kill you, unless you were going to anyway; none of this ridiculous knockback bullshit. It’s satisfying to earn a kill, as opposed to having it drop in your lap.
Basically, a game that removes everything that Brawl added would be a welcome sequel. And maybe balance, as opposed to deliberate tiers based on character popularity. That’s not good game design.
Also, I’m hearing alot of SF bashing. Why would you join a fighting game forum if you don’t like fighting games? You guys really have to accept that Brawl really kind of isn’t a fighting game. It doesn’t employ the same types of strategy. Fighting games are about reading your opponents, mindgames, and timing. Smash is all about zoning and reflexes. Its more of a platformer.
BTW FTG inputs are superior, because they allow you to use the attack you want, unlike Smash, where your attacks are all mapped to the same two buttons. There’s alot of command overlap, and it gets sloppy. You kids who complain about ‘archaic controls’ have clearly never played a fighting game, or played one once, and immediately decided, ‘too hard, gay!’ like juveniles, and chose to live in a world of delusion. None of the motions are hard, if you’d try it for more than three minutes. But why should you try to do something thats hard? Efforts for suckers!
Also worth repeating, This is a fighting game forum. It’s my understanding that this sub-forum has been closed due to stupid behavior, and flamewars. Seems like they were in the right.