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SSB4 Final Smash IDEA just for fun


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#61 Auzzie Wingman

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Posted 27 October 2011 - 08:54 PM

I don't know.
On one hand, it seems like a helluva lot of trouble to add in, amongst all the other goodies we all want chucked in (With all the ideas I want in, I really don't think 25GB is enough ^-^ ).

On the other, it could be the testament to the Wii U's capabilities. I just don't expect custom movesets to happen in game, nor do I expect character select time to be enough for it either. It would have to be done before, and to constantly switch when at a party.... no, just no.

I understand what you mean by profiles though.

Trophy Cards are classy too! LOLZIGZAGOON

 

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#62 Garolymar

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Posted 27 October 2011 - 09:09 PM

Well, I'm kinda a tourneynewb when it comes to the rules of smash but I'll take a shot.

I remember speculating back when Brawl was near release what Olimar's smash would be and for the longest time I thought they were going to use the Cherry Roulette from Pikmin 2. If you don't know what that is I'll explain.

In Pikmin 2's competitive battle mode, if you collect a cherry you spin a roulette and depending on what it lands on an assortment of things may happen. Like rocks falling from the sky, a bulborb, fiery blow hog, or a willowing blow hog, maybe summoned.
Or sometimes it will make all your Pikmin flower pikmin or give you an extra spray. Just replace the buffs that pikmin two gives you with the super mushroom or something and you have a pretty neat final smash.
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#63 DANT3

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Posted 28 October 2011 - 02:44 AM

I think the idea of three different Final Smashes would be interesting, depending on how it was done. Honestly, if you look at a move like Lucario's 'Aura Storm', that should be - and somewhat is - a weaker Final Smash. I mean, compare that to 'Light Arrow'... Light Arrow is very annoying to hit with, but it almost ensures a KO. What I'm saying is, the characters should get three sort of... Levels of Final Smash-ity. For example, let's make some custom finishers for Sir Awesome himself, Roy.

Final Smash 1, Delta Flare Blade: Roy holds his sword above his head, a pillar of fire erupting up into the air. He swings down, the fire following, dealing multiple hits and drawing enemies to the sweetspot for more damage.

Final Smash 2, Fire Storm: Roy swings his sword up into the air, knocking foes up to the ceiling. He then jumps up to them, slashing multiple times and then slamming forward, dealing lots of knockback. Very strong KO potential when they've got higher damage... Similar to Great Aether, I suppose.

Final Smash 3, Burst Counter: This Final Smash functions differently to the others, but it will almost always ensure a KO when succesful. The move is basically a 'super counter', only activating if Roy is hit when he activates it. He slashes forwards, an explosion of fire dealing lots of damage and sending enemies flying away at high speed.

It's a cool concept, and if they handled it in a similar fashion to this - level 1 will almost always hit, but rarely KO, level 3 will rarely hit, almost always KO, level 2 a nice balance - I'd be entirely for it. This would kinda balance things out in a few ways, meaning confident players can choose the more effective but harder to use Smashes, while casual players and newcomers can use very flashy, almost-always-hitting moves.

Edited by PWN3, 28 October 2011 - 05:00 PM.





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