Wouldn't it be hard to control without a joystick?
Unless you give it some sort of auto-aim, as you said.
If you're going to do this, why use the Smash Ball? Create a new item instead that activates this effect, and people who doesn't like this can still use Smash Balls but turn this off.
Dils' right. It could work better as another type of starman item.
(12-05-2010, 08:25 AM)Kosheh Wrote: [ -> ]That's the most ridiculous thing I've ever heard. Half of you are talking like like you're going to be playing a Flash game seriously. >_>
I can't wait to see your CUSTOM STICKS you've built as you nervously anticipate the release of this game! Are you using Sanwa or Seimitsu buttons? It really matters, you know, Smash being a game of REFLEXES and TIMING.
(12-05-2010, 01:49 AM)[fish in space] Wrote: [ -> ]as fun and interesting as that might be, i have to agree with koopaul in that it would be against the spirit of the entire franchise. its always been about simplicity and accessibility
this this this this THIS
Smash Bros. is an entry-level fighting game experience. As much as you can say "Yeah, Smash is in its own genre, the brawler genre" it doesn't quite have the following of games like, say, Street Fighter. Like - I totally understand where most of you are coming from: "Hey let's put the V-ISM from SFA3 in Smash sounds dope dur hur" - but what you're really not thinking about is that Smash-Variables (?) being manually controlled defeats the purpose of the game. You're taking something that's "guaranteed kill against beginners, dodgable technique by advancced players" and making it into "technique that can only be used by god-tier players". Chances are none of you will even be able to pull those techniques off manually - and I'm not saying that because I suck at the game or anything
There's way too many variables with those combos to even make them work half the time - most of those attacks are chained together don't knock the player back until higher percentages and most of them require some sort of evasion technique to increase the typical movement speed of the character.
Also keep in mind, PROS, that another experienced player isn't going to simply stand there while you try to begin the perfect start to your "awesome combo" - that and most of those hack combos shown were mostly dependent on player-opponent placement on the map. Hell, I wouldn't be surprised if most of those combos were tool-assisted (input macros)
As cool as the idea is - no, don't do it. The only way I could see this working would letting the combos be automated every time with an alternate button press - as someone suggested, maybe A+B; the entire animation plays with showy-ass combo with a nice zoom-in finish and the "CHAAAANG~!" critical hit noise plays as the camera quickly zooms back out showing your obliterated opponent's unfortunate KO. There's still the argued "variation" - every character has two Final Smashes. One just looks cooler.
.1 When has anyone ever mentioned taking this game seriously. That is as ridicules as taking smash bros seriously (oops)
.2 Sticks and smash?
.3 We don't want those actual combos, but the concept of those kind custom combos is smash sounds FUN.
.4 The idea keeps the game fresh.
.5 The combos being automated means that they might as well not be there at all.
(12-05-2010, 01:53 PM)Dils Wrote: [ -> ]If you're going to do this, why use the Smash Ball? Create a new item instead that activates this effect, and people who doesn't like this can still use Smash Balls but turn this off.
This sounds much better. What item do we think this should be then? I remember that you could do something like this is Sonic the Fighters, although it wasn't an item as such, it used up one of your barriers.
Getting it through a smash ball sounds better and much more practical. We can at least have the option to turn it off in the options menu.
(12-04-2010, 10:26 PM)Negative-Zer0 Wrote: [ -> ]Infact, MvC2 has you thinking on your toes more so than any fighting game ever made with the notorious "one mistake can cost you an entire game"
See, one mistake implies that you HAVE to do something specific in order to win. From what I've experienced fighting games are direct head-to-head combat. Eventually you are going to learn what you need to do in order to win. You are going to know what to expect from each character and how to defeat them.
Smash Bros. frees things up. There's nothing you HAVE to do in order to win. You can try all sorts of thing that you couldn't in a traditional fighting game. You can have direct head-to-head combat, but you can also be sneaky. You can charge at full force, or you can have them chase you somewhere where they could die easier. There's all sorts of things you can experiment with.
Not to say there isn't all sorts of experimenting in other fighting games, but compared to Smash Bros. I think it's the best in that field.
(12-05-2010, 05:06 PM)Koopaul Wrote: [ -> ]See, one mistake implies that you HAVE to do something specific in order to win. From what I've experienced fighting games are direct head-to-head combat. Eventually you are going to learn what you need to do in order to win. You are going to know what to expect from each character and how to defeat them.
Maybe if the only thing you do is play CPU players :I
Honestly, i don't see how this idea breaks the game. It seriously can EASILY be implemented and not be broken. As long as it follows my rules from my other post.
Oh and koopaul, take a trip to a fighting game forum. They can tell you why what you are stating in your posts are false. I recommend SRK.
The idea of combos does sound fun, but I honestly wouldn't want it to be in. I prefer the simplicity of the Smash Bros games when comparing it to the likes of other mainstream fighters. I, however, do like the idea of it having it's own mode. Then people who don't like this combo idea can simply not play that mode while others can.
So yeah. Preferably, make it a mode, not an item.
Okay, you prefer the simplicity? Turn the item off.
Some people LIKE being able to have the ability to customize your own epic combos.
Anyways, I like the idea of it being a completely separate item from the final smash. Like.. a rainbow star or something. That way, you can turn it off in the items menu, and still have the final smash activated, if that's how you prefer to play. Or vice versa. Or just turn them both off, of course.
Making it a separate item destroys the whole choice thing. It shouldn't be on hack combo scale, but it should be a little something extra.
Just having normal attacks cancel faster and have the character jump SLIGHTLY faster and move SLIGHTLY faster for a big damage combo. With the low damage you will have to either go big or go home. THIS should be the goal. You have a shield button in case anyone forgot. Plus run away is easier in smash bros. Why with the complaining. It's not even complicated.
(12-05-2010, 06:53 PM)Negative-Zer0 Wrote: [ -> ]Oh and koopaul, take a trip to a fighting game forum. They can tell you why what you are stating in your posts are false. I recommend SRK.
Well answer me this, are combos a specific combination of moves that need to be performed in a certain order to continuously hit your opponent?
If that's the case I don't like it and I never will, the fact that you
have to do something so specific in order to achieve an advantage displeases me.
It becomes more like a math problem when you have to hit X+XD+O+Forward+Strong+Loopdeeloop+XXX+Tap = Advantage!
And why do you tell me to go to another forum when you can just tell me here? C'mon. Enlighten me.
As far as I know, isn't a combo defined simply as a chain of attacks strung together in such a way as to make it hard to break out of? In that case, there may not be any one specific "right" combo, allowing players to work out their own combos. Of course, some "recipes" would likely arise, but depending on how this is done, we could try to make sure that the number of different "formulas" is quite large.
Well see I don't like formulas. Smash Bros. to me isn't supposed to be so calculated as it is supposed to be unpredictable. That's what I meant by thinking on your toes, not so much thinking about what move to use, but "I better act fast! A giant wall of fire is coming this way!"
(12-06-2010, 02:38 AM)Koopaul Wrote: [ -> ]Well see I don't like formulas. Smash Bros. to me isn't supposed to be so calculated as it is supposed to be unpredictable. That's what I meant by thinking on your toes, not so much thinking about what move to use, but "I better act fast! A giant wall of fire is coming this way!"
I agree. I don't really want Mario to perform any Hadoukens, it just isn't Smash. Can't we have a poll about it?