Super Smash Bros.: The one with Ridley in it
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scebboaliwiw
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Re: Super Smash Bros
I can't remember, can you be grabbed during a dodge?
And I guess aerial throws could just do more damage/be better for repositioning in exchange for small range?
And I guess aerial throws could just do more damage/be better for repositioning in exchange for small range?
Re: Super Smash Bros
You can be grabbed at the end of it, since there's a small period of recovery at the end.scebboaliwiw wrote:I can't remember, can you be grabbed during a dodge?

Re: Super Smash Bros
You can also be hit during that time right? The idea behind throwing is that it's more risky (slower, shorter range) than an attack, but also defeats blocking. That way no one can block indefinitely(bar the shield life) and you get sort of a rock-paper-scissor situation. In the air you can't block, so throwing is useless since attacking is always better. It could still be a fun mechanic though, maybe if they balance it out with high damage or something, but that might make aerial combat too much of a luck thing.
- Omnithea
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Re: Super Smash Bros
I definitely don't see it as as just the same throws in the air. I was thinking of it as a new dimension to the fighting. The advantage of an aerial throw as I see it, would be allowing you to both damage/launch your enemy and reposition yourself. I wouldn't just have the throw be the same as on the ground. Have it where grabbing in the air allows you to do multiple things from that position. The two characters get locked together and struggle. You can hold onto your enemy, driving them towards the ground to set up another attack. Or you can throw them in various directions. Compared to a ground throw, the aerial throw wouldn't toss the enemy as far, but imagine being able to intercept an enemy as they recover and toss them back towards a ring out. Different characters would also be better than others at aerial grappling. I'm imagining Bowser as being good at it as he would be hard to manipulate after getting airborne. It would function in some ways as a more complicated version of a Toadstool Stomp. Each of your enemies is potentially dangerous to you in the air, but if you're quick enough, they become platforms to use. Add in tumbling for when two enemies grab at the same time. The result is two characters momentum getting combined. You could also Judo someone's incoming attack. They come at you with a downward kick, you toss them down for extra damage. They launch at you with Skull Bash, you dodge and increase their momentum at the same time. You could also guarantee control of a grapple if you managed to grab your opponent from behind.
Character is what you are in the dark.
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scebboaliwiw
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Re: Super Smash Bros
Not so sure about "Judo"ing an enemy's attack. Isn't the point of grabs that they have less range than attacks?
- Omnithea
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Re: Super Smash Bros
Yes. Judoing in this case would involve grabbing at the instant an enemy attacks you. I'm imagining it being hard to pull off to better balance it. Certain attacks would be untouchable by Judo just like some attacks can't be reflected.
I'm probably going to have to draw pictures.
I'm probably going to have to draw pictures.
Character is what you are in the dark.
1461-6648-8346
1461-6648-8346
Re: Super Smash Bros
But Omni, you're the Comic Suggestion God. Why draw when Katie can?
Actually, I've never seen your drawings. Please continue.
Actually, I've never seen your drawings. Please continue.
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scebboaliwiw
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Re: Super Smash Bros
Apparently Omnithea is just the god of suggestions in general.
Re: Super Smash Bros
Hrm, so Judo'ing would kind of work as a counter in the air? Wouldn't that make dodging obsolete, or attacks that can't be judo'ed OP?
- Omnithea
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Re: Super Smash Bros
Dodging would still be useful. Certain attacks couldn't be judoed, especially projectiles made of energy. We can't all be Po. Plus, I'm imagining Judo being really hard to pull off compared to dodging. And don't look forward to any of my drawings. I tried drawing a bear for my mom a couple of weeks ago. I went for realistic, it turned into PedoBear. I swear to god that wasn't intentional.
Character is what you are in the dark.
1461-6648-8346
1461-6648-8346
Re: Super Smash Bros
Forgot to mention: Customized attacks based on Streetpass Plaza data- two. One for your current hat and another based on the puzzle panel of choice.Lord Retardus wrote:I would've thought a Mii would use their own history ie wii sports (meh), wii sports resort (better), Mario Kart (yess) and Streetpass Plaza.
SIDE SPECIAL: THROW PUZZLE PIECE. LOSE TWO PLAY COINS EVERY USE.
- Omnithea
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Re: Super Smash Bros
Samus's Missile changes behavior depending on whether it's fired using over and special or over and special at the same time. Every special attack could be given different behaviors/executions based on whether the buttons are pressed simultaneously. Aerial specials could be whole new moves like physical attacks are in the air. You can grab somebody and physically attack them. Perhaps grab them and specially attack them. I'd also like to see variations in how each character grabs. It's a little silly for Pikachu to grab Bowser by the neck. It makes more sense for different sizes to create different situations, like small riding the large or the large being able to carry the small like DK does.
Neku Sakuraba:
Up Special: Ice Pillar Uppercut, short range, high knockback, decent damage, on ground ice spike forms to increase power
Special: Massive Attack, chargeable energy blade attack, high knockback, massive damage, strike hits behind, above and in front of Neku, long setup
Down Special: Apport, boulders fall from above in front of Neku, low damage and knockback, but good at interrupting enemies, sometimes larger random object will fall
Side Special: Scatter Round, chargeable energy blast which explodes and scatters on impact, good damage, low knockback, excellent range
Final Smash: Partner Apport, Neku's partners pass him the light puck and objects of various size and appearance rain from the sky
I'm imagining Neku being quick on his feet, but with little traction and relatively lightweight. Slow in the air, but with a decent jump. Even his normal attacks are Psychs, making them difficult to set up but powerful.
Neku Sakuraba:
Up Special: Ice Pillar Uppercut, short range, high knockback, decent damage, on ground ice spike forms to increase power
Special: Massive Attack, chargeable energy blade attack, high knockback, massive damage, strike hits behind, above and in front of Neku, long setup
Down Special: Apport, boulders fall from above in front of Neku, low damage and knockback, but good at interrupting enemies, sometimes larger random object will fall
Side Special: Scatter Round, chargeable energy blast which explodes and scatters on impact, good damage, low knockback, excellent range
Final Smash: Partner Apport, Neku's partners pass him the light puck and objects of various size and appearance rain from the sky
I'm imagining Neku being quick on his feet, but with little traction and relatively lightweight. Slow in the air, but with a decent jump. Even his normal attacks are Psychs, making them difficult to set up but powerful.
Character is what you are in the dark.
1461-6648-8346
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- Gryewolf
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Re: Super Smash Bros
WHY DOES NOBODY PLAY BRAWL ANYMORE
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Winchester
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Re: Super Smash Bros
Because its online is terrible, I'd assume. Isn't Melee considered better, too? 
- Cottarsby
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Re: Super Smash Bros
Melee is horrible. I don't find it fun.
I will destroy ALL at the original though.
I will destroy ALL at the original though.



