12-08-2010, 09:39 AM
@negative-zero- first of all, the using a smash ball or combo thing is easily fixed using the gauge idea i mentioned. if the gauge isn't full, you do a hyper combo which lasts as long as the gauge is full. if its completely full, you do a more powerful final smash. smash balls would just add a big boost to the gauge instead of instantly giving you a fs. second, if you think that combo-heavy traditional fighters are about memorizing button combinations, you clearly haven't played any all that extensively. TvC for example has a very simple system: you have 3 main attacks, light, medium, and heavy, as well as partners and special moves. you can chain a move into any move which is stronger but you can never move back. This leaves you with a simple system which is easy to use for beginners and can easily be used by newbies once they get a feel for things, but still has a lot of depth and can be mastered with a lot of practice. when you are only dealing with 2 buttons and a lot of directions, it will feel seriously awkward to combo around and near impossible to pull off a specific combo.
anyway, i agree with koopaul. just adding a fun little mode would be a lot more fun to play with and wouldn't require so much balancing and tweaking just to make it plausible.
anyway, i agree with koopaul. just adding a fun little mode would be a lot more fun to play with and wouldn't require so much balancing and tweaking just to make it plausible.