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Official Smash for Switch 2 - Speculation & Discussion Thread

Thegameandwatch

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There's a difference between having a videogame character use a design from a non-videogame (in this case Advent Children Cloud but Ash-Greninja is another good example) and a character who originates from a non-gaming adaptation of a gaming IP.

If we were to really blur the line like that, Pokemon Trainer would've been Ash Ketchum because he's arguably way more iconic than Red and Leaf.
Also the examples of Pokemon in Smash that appear in Pokemon anime first were generally just introduced there as promotional for the next generation Pokemon games such as Lucario.

The one that hasn’t happened is the opposite where a video game character added is from a non-video game series. I think most licensed games just being normal adaptations with a few exceptions like KOTOR means that it’s very unlikely.
 
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Noipoi

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Apropos of nothing, but I'd love for Yoshi (or I guess a fighter that would fit the gimmick) to get the Amiibo skin concept in Smash. One of the really fun things in Wooly World was unlocking the various themed patterns for Yoshi, including from scanned Amiibo and having that concept for one or many skins of them in SSB would be a nice touch.
That’d be incredible. It’d be kinda like all of Kirby’s hats, but without the extra moves.
 

Kirbeh

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Do we like the concept of unlockable alts? Like if you log x amount of hours in the game, you unlock a new set of alts for every character?
My gacha rotted brain read that as "log in x amount of days" at first, but yes, I'd love for there to be unlockable costumes (and more unlockable content in general.) Preferably there'd be multiple costumes each with different unlock criteria. That way you could tie some to event matches, classic mode, etc.
 

Thegameandwatch

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Do we like the concept of unlockable alts? Like if you log x amount of hours in the game, you unlock a new set of alts for every character?
I would imagine that they would also be unlocked by game modes such as classic mode or by in-game achievements for doing specific stuff

At least there is a small chance of exact shiny alts finally being added but I am not counting on it.
 

~ Valkyrie ~

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Something I've kept coming back on but keep wondering if it'd end making Smash have it's accessibility grow in a level Sakurai would be not comfortable with...

I've long been imagining a new gameplay mechanic across all characters being introduction of "Light" and Heavy" versions of (some) standard attacks through the system we already saw on Ryu and Ken in Smash and Fighter Kirby's own emulation of SF2's light/heavy attack system since Super Star. (Tap button for light, hold button for heavy)

I mainly explored this as a way to allow characters gain more options on their movesets, some even being ones discarded from past titles (mainly looking at some standard attacks changed betweeen Brawl to SSB4 here).

I.E: Kirby's Dash Attack can now access Break Spin via Light Tap and Burning Attack via Heavy Tap. Kirby's "Heavy" Down Tilt meanwhile gets access to his slide kick from his series (about time, to some. Including me.)

Mr Game Watch's Spitball Sparky can now alternative having a projectile like in Ultimate with Light Tap, and access to wind hitbox with Heavy Tap to keep players still in the air.

Now, I guess this would make some characters become less unique, like the aforementioned Shotos and Bayonetta, but not only I think plenty characters could use a much-needed rework or increase in options for them in their moveset kits now that we've had DLC-characters pretty much outpace them by lightyears sometimes in that department... I wanna see this series continue building gradually on it's gameplay and mechanics further over spending time on aspects of the games that probably took lot of development resources but ended very underutilized in long run by players. Looking at you, customization... :ohwell:
The options it could give to various characters would let them become versatile between matchups and allow more expression for the players too.

But... would this be too complicated to a game as easy to pick up to play like Smash VS Trad Fighting Games, or could players, including casuals, get used to it in the long run if introduced?
 
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TheFirstPoppyBro

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Something I've kept coming back on but keep wondering if it'd end making Smash have it's accessibility grow in a level Sakurai would be not comfortable with...

I've long been imagining a new gameplay mechanic across all characters being introduction of "Light" and Heavy" versions of (some) standard attacks through the system we already saw on Ryu and Ken in Smash and Fighter Kirby's own emulation of SF2's light/heavy attack system since Super Star. (Tap button for light, hold button for heavy)

I mainly explored this as a way to allow characters gain more options on their movesets, some even being ones discarded from past titles (mainly looking at some standard attacks changed betweeen Brawl to SSB4 here).

I.E: Kirby's Dash Attack can now access Break Spin via Light Tap and Burning Attack via Heavy Tap. Kirby's "Heavy" Down Tilt meanwhile gets access to his slide kick from his series (about time, to some. Including me.)

Mr Game Watch's Spitball Sparky can now alternative having a projectile like in Ultimate with Light Tap, and access to wind hitbox with Heavy Tap to keep players still in the air.

Now, I guess this would make some characters become less unique, like the aforementioned Shotos and Bayonetta, but not only I think plenty characters could use a much-needed rework or increase in options for them in their moveset kits now that we've had DLC-characters pretty much outpace them by lightyears sometimes in that department... I wanna see this series continue building gradually on it's gameplay and mechanics further over spending time on aspects of the games that probably took lot of development resources but ended very underutilized in long run by players. Looking at you, customization... :ohwell:
The options it could give to various characters would let them become versatile between matchups and allow more expression for the players too.

But... would this be too complicated to a game as easy to pick up to play like Smash VS Trad Fighting Games, or could players, including casuals, get used to it in the long run if introduced?
Considering this would triple the workload for every character if you put it on every move (which I dunno if you are, but you mentioned a dash attack, a down tilt, and an up aerial) and Sakurai doesn't like alienating players, I really don't think something like this would be feasible.


Speaking generally on next Smash, I really don't think it has to do a lot (for me anyway), it just has to feel different in some way. Same normal gameplay that feels different than 4/Ultimate did with a decently sized group of newcomers, a majority of the stages being new stages (preferably a large majority), things like the announcer changing, victory themes being all redone in one style again instead of reusing Brawl's for the fourth time, stuff like better online obviously...

Maybe I'm being a bit conservative in regards to what I want a new Smash to do, but like I really don't think they'd reinvent the wheel here, nor do I think they really need to.
 

Ivander

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Do we like the concept of unlockable alts? Like if you log x amount of hours in the game, you unlock a new set of alts for every character?
I like the idea, but I think part of my issue is that if you're not a fan of the costume, you're kinda just stuck with it. It's why I really wish they'd put in a color editor(especially if they bring back the Character Select 3D models like Smash 64), even if it's for most characters(since you have characters who have creators finicky with their alts like Pokemon, Sonic and Pac-Man). A color editor might not be as fancy as a brand new outfit, but you still get a lot of replay value for it as you try out different colors for different reasons, between doing your favorite color combinations or basing the colors around different characters or going even going for a theme.
And you get even more value if they make different costumes compatible with the color editor, like Mario's Wedding and Builder outfits or Bowser Jr. and the Koopalings.

Edit: And this is not an issue with unlockable costumes in general. I'd love unlockable costumes. But there is that nitpick of the possibility of one of those unlockable costumes being something you're not a fan of.
 
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SharkLord

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If we want to rework gameplay, I still stand by making a universal meter for Supers (Like Mario and Link's in-gameplay Final Smashes), Ultimates (Flashy cutscene Final Smashes), and whatever gimmicks a fighter might have (Because c'mon, count how many gimmicks involve resource management and comeback mechanics). Plus, we can bring back transformations; Sakurai axed them for breaking up the flow of the fight, but most people just run away when someone has the Smash Ball anyways. If you can just pop an install at the right time and tank the Mario Finale, you won't need to keep running away.
 

Idon

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Something I've kept coming back on but keep wondering if it'd end making Smash have it's accessibility grow in a level Sakurai would be not comfortable with...

I've long been imagining a new gameplay mechanic across all characters being introduction of "Light" and Heavy" versions of (some) standard attacks through the system we already saw on Ryu and Ken in Smash and Fighter Kirby's own emulation of SF2's light/heavy attack system since Super Star. (Tap button for light, hold button for heavy)

I mainly explored this as a way to allow characters gain more options on their movesets, some even being ones discarded from past titles (mainly looking at some standard attacks changed betweeen Brawl to SSB4 here).

I.E: Kirby's Dash Attack can now access Break Spin via Light Tap and Burning Attack via Heavy Tap. Kirby's "Heavy" Down Tilt meanwhile gets access to his slide kick from his series (about time, to some. Including me.)

Mr Game Watch's Spitball Sparky can now alternative having a projectile like in Ultimate with Light Tap, and access to wind hitbox with Heavy Tap to keep players still in the air.

Now, I guess this would make some characters become less unique, like the aforementioned Shotos and Bayonetta, but not only I think plenty characters could use a much-needed rework or increase in options for them in their moveset kits now that we've had DLC-characters pretty much outpace them by lightyears sometimes in that department... I wanna see this series continue building gradually on it's gameplay and mechanics further over spending time on aspects of the games that probably took lot of development resources but ended very underutilized in long run by players. Looking at you, customization... :ohwell:
The options it could give to various characters would let them become versatile between matchups and allow more expression for the players too.

But... would this be too complicated to a game as easy to pick up to play like Smash VS Trad Fighting Games, or could players, including casuals, get used to it in the long run if introduced?
I think it'd be pretty alright to implement if it's just on a few moves and not just doubling characters entire movesets.

Smash by design gives everyone the same 25 or so-ish moves (unless you come from an actual fighting game), so a way they like to vary moves is by giving specials variations depending on charge or direction or timing. Applying the same functionality to more normal attacks could be a neat idea. After all, we already have some normal variation otherwise like with tilt-able attack.

I think another option beyond adding more functionality to a single button press like Ryu is by simply adding more directional inputs. Kazuya style except we don't turn every notch into its own button. Say Kirby currently has a quick little kick for his down tilt, but if he tilted diagonally forwards he'll do a baseball slide and hit people hanging off the ledge.
 
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SMAASH! Puppy

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Something I've kept coming back on but keep wondering if it'd end making Smash have it's accessibility grow in a level Sakurai would be not comfortable with...

I've long been imagining a new gameplay mechanic across all characters being introduction of "Light" and Heavy" versions of (some) standard attacks through the system we already saw on Ryu and Ken in Smash and Fighter Kirby's own emulation of SF2's light/heavy attack system since Super Star. (Tap button for light, hold button for heavy)

I mainly explored this as a way to allow characters gain more options on their movesets, some even being ones discarded from past titles (mainly looking at some standard attacks changed betweeen Brawl to SSB4 here).

I.E: Kirby's Dash Attack can now access Break Spin via Light Tap and Burning Attack via Heavy Tap. Kirby's "Heavy" Down Tilt meanwhile gets access to his slide kick from his series (about time, to some. Including me.)

Mr Game Watch's Spitball Sparky can now alternative having a projectile like in Ultimate with Light Tap, and access to wind hitbox with Heavy Tap to keep players still in the air.

Now, I guess this would make some characters become less unique, like the aforementioned Shotos and Bayonetta, but not only I think plenty characters could use a much-needed rework or increase in options for them in their moveset kits now that we've had DLC-characters pretty much outpace them by lightyears sometimes in that department... I wanna see this series continue building gradually on it's gameplay and mechanics further over spending time on aspects of the games that probably took lot of development resources but ended very underutilized in long run by players. Looking at you, customization... :ohwell:
The options it could give to various characters would let them become versatile between matchups and allow more expression for the players too.

But... would this be too complicated to a game as easy to pick up to play like Smash VS Trad Fighting Games, or could players, including casuals, get used to it in the long run if introduced?
I can get behind each character having a set of heavy attacks like in Nickelodeon All Star Brawl, but it needs to be it's own button. Tap vs. hold inputs really only work on chargeable attacks and tapping gets super awkward when the input window is only 2-3 frames.
 

Nabbitfan730

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You can't reasonably say that Melee, a fast-paced high-octane game with loads of crazy technical combos, plays the same as Brawl, a slow methodical game where combos don't exist because of a universal combo breaker that's way too easy to abuse. They have the same goal but the means to achiev e said goal is fundamentally different between the two of them.
I never said they were the same but that fact applies to every game in the series. Each game is different from one another which why people pretences.

If you know this then why call Ultimate just another variation of Brawl, if you are willing to acknowledge that isn't the case for Melee to Brawl when it isn't the same.


Yeah but there's also been a lot of good shakeups in history. Mario 64, Metroid Prime and Ocarina of Time were legendary shake-ups whose effects are still felt today. And even for something less drastic,
That was when gaming was relatively in it heyday which new emerging technologies like the invention of 3D where shake-ups were almost a necessity. We don't live in those times.

In fact with the wake-up we got from the Switch 2 prices with the result of recession, tariffs and falling economic times, we live in the exact opposite. Getting risky is really playing fire especially with series like Smash's track record.
 

DarthEnderX

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I can get behind each character having a set of heavy attacks like in Nickelodeon All Star Brawl, but it needs to be it's own button.
Smash attacks ARE their Heavy attacks.

That said, I would like it if Smash attacks got their own button instead of being on the R-stick. Which would mean giving everyone a new Neutral Smash attack.

We don't need two jump buttons.
 

SMAASH! Puppy

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Smash attacks ARE their Heavy attacks.

That said, I would like it if Smash attacks got their own button instead of being on the R-stick. Which would mean giving everyone a new Neutral Smash attack.

We don't need two jump buttons.
I suppose so, they're just not a traditional heavy attack set. I also find the second jump button quite handy for shorthop projectile attacks and such, but it's definitely not required and the option to change it (or any button) to smash attack would not go amiss.

EDIT: Especially since you generally want tilt attacks on the right stick anyway because it's easier to do dash tilt attacks that way.

EDIT EDIT: Also can we get actual dedicated buttons for grab and the like instead of just macros? It doesn't affect me, but it's the principle; it just feels like such a hacky way of doing it.
 
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DarthEnderX

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EDIT EDIT: Also can we get actual dedicated buttons for grab and the like instead of just macros? It doesn't affect me, but it's the principle; it just feels like such a hacky way of doing it.
I feel like the only reason we don't already have that is because Sakurai still wants the new games to be playable with a Gamecube controller.

Which is really just silly at this point.
 

SMAASH! Puppy

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I feel like the only reason we don't already have that is because Sakurai still wants the new games to be playable with a Gamecube controller.

Which is really just silly at this point.
The Gamecube controller has a grab macro though (:GCZ:). There's literally no reason why it needs to be coded in as :GCLT:+:GCA:. Even if the controller didn't have room for a dedicated button, the multi-button input would still be there, so changing how the grab button is coded wouldn't change how the Gamecube controller works.

It's the same for the C-Stick/right stick inputs. IIRC they're coded in as the required direction + A for both tilts/aerials and smash attacks. I think in this case it does make it easier to code since you have to check for less redundant inputs, but there are still better ways of doing that. In fact, I think the industry standard way of doing that is something like "Jmpbttn = :GCX:or :GCY:" and then checking for Jmpbttn instead of the inputs themselves when running jump code because it makes it easier so if they aren't doing that already then...why? It's such a weird thing to see from a dev team as competent as this.
 

Will

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I feel like the only reason we don't already have that is because Sakurai still wants the new games to be playable with a Gamecube controller.

Which is really just silly at this point.
Or, perhaps, if you look at it from the perspective of a connoisseur such as myself, an apt decision as it is the best controller Nintendo has ever put out in the last 25 years.

For me, it’s the octagonal gates. Perfect for angled tilts in Smash. :sakuraipower:
 
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ninjahmos

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I think a meter system in Smash like in traditional fighting games would be awesome, and Supers (in-gameplay Final Smashes) and Ultimates (cinematic Final Smashes) for each character would work pretty well. I also still think certain characters should get their own special meters that represent their powers…like in traditional fighting games.
 
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Kirbeh

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Something I've kept coming back on but keep wondering if it'd end making Smash have it's accessibility grow in a level Sakurai would be not comfortable with...

I've long been imagining a new gameplay mechanic across all characters being introduction of "Light" and Heavy" versions of (some) standard attacks through the system we already saw on Ryu and Ken in Smash and Fighter Kirby's own emulation of SF2's light/heavy attack system since Super Star. (Tap button for light, hold button for heavy)

I mainly explored this as a way to allow characters gain more options on their movesets, some even being ones discarded from past titles (mainly looking at some standard attacks changed betweeen Brawl to SSB4 here).

I.E: Kirby's Dash Attack can now access Break Spin via Light Tap and Burning Attack via Heavy Tap. Kirby's "Heavy" Down Tilt meanwhile gets access to his slide kick from his series (about time, to some. Including me.)

Mr Game Watch's Spitball Sparky can now alternative having a projectile like in Ultimate with Light Tap, and access to wind hitbox with Heavy Tap to keep players still in the air.

Now, I guess this would make some characters become less unique, like the aforementioned Shotos and Bayonetta, but not only I think plenty characters could use a much-needed rework or increase in options for them in their moveset kits now that we've had DLC-characters pretty much outpace them by lightyears sometimes in that department... I wanna see this series continue building gradually on it's gameplay and mechanics further over spending time on aspects of the games that probably took lot of development resources but ended very underutilized in long run by players. Looking at you, customization... :ohwell:
The options it could give to various characters would let them become versatile between matchups and allow more expression for the players too.

But... would this be too complicated to a game as easy to pick up to play like Smash VS Trad Fighting Games, or could players, including casuals, get used to it in the long run if introduced?
While I personally enjoy playing Ryu and Ken, it can't be denied that their control scheme doesn't gel with most players, even those coming from a more traditional fighting game background (Max Dood for exmaple.)

Ryu, Ken, Terry, Kazuya, etc. are purposely designed to be more technical characters. Sure, they've been "simplified" for Smash, but they're not really the same kind of pick and play that a majority of the cast can be considered to be.

There's definitely a place for this style of character (4 and Ultimate are largely responsible for really upping the number of these types of characters after all) but making these mechanics cast wide doesn't sound very appealing tbh. Especially so when taking the average player into consideration.

I am in favor of some gameplay changes and additions, but I'd personally look toward other means of implementation.

Personally, I'm in favor of adding more "diagonal attacks." Kind of like how Mac technically has 3 different Forward Smashes. We'd just apply this to other characters and expand it to F-Tilt and Aerials. I'm not saying we need to add a new attack for every diagonal input, but we could sprinkle a few of extra attacks on each character without needing to take any away. (*With the potential exception of replacing some F-Tilt and F-Smash angles with new attacks.)

Smash attacks getting their own button, I don't think is absolutely necessary, but I certainly wouldn't complain. Maybe add a Neutral Smash that functions sort of like Dust in Guilty Gear?

The other thing that I would like to be applied cast wide are Z Aerials.

You already have characters with tethers like the Links and Samus, but I think it'd be cool if every character had some kind of extra air option be it an attack or utility move. Some could get more tethers, some could get an air dash, air throw, etc.

I've mentioned it before, but this is personally one of my most wanted additions. It opens up the possibility of giving every character some kind of new move without taking anything away and without adding any new inputs. It's something familiar but given function across the cast.

Some examples.

Tethers - :ultyounglink::ulttoonlink::ultzss::ultsamus::ultdarksamus::ultivysaur::ultlucas:

:ultdaisy: - Grappling Vine - From Super Mario Bros. Wonder.
:ultsheik: - Chain - Her old Side Special returns as a tether.
:ultness: - Yo-yo - Ness will throw out his yo-yo. Useful as a quick, ranged attack, as well as being able to tether by using his PSI abilities.
:ulticeclimbers: - Belay - A forward version of Belay.
:ultolimar: - Pikmin Chain - His Brawl Up Special returns as a tether.

Float

:ultpeach: - Float - Peach's float gets moved to holding Z-Air instead of being activated by holding jump.
:ultganondorf: - Levitate - Ganondorf gains a slow floating ability for a short duration. Based on Ocarina of Time.

Forward/Backward Air Dash - A standard forward or backward air dash.

:ultfox::ultfalco: -Project their Reflectors in midair and use them as platforms to kick off from.
:ultbylethf::ulthero3::ultike::ultrobinf::ultroy::ultchrom::ultmarth::ultlucina::ultsimon::ultrichter: - Magical glyph thing. Your standard anime fighter air dash.
:ultfalcon: - He's just built different. Probably some sort of fiery falcon motif as you'd expect.
:ultsora: - Sora gets an air dash in some KH games (Air Slide), so just use that here.

8-Way Air Dash - :ultcorrinf::ultdiddy::ultmetaknight::ultmewtwo::ultpalutena::ultpit::ultdarkpit::ultcharizard::ultridley::ultrob: - Characters with wings, or some other means of levitation or propulsion would get an 8-way air dash, allowing them to advance or retreat in any direction, or even serve as a short pseudo jump.

To try and make this a bit more balanced, upwards directions travel a shorter distance than going downward or to the sides. Characters who already have multiple jumps, consume 1 jump for air dashing, but get slightly more distance to compensate (except for upward dashes. If you want the height, it's still better to just jump again.)

:ultwario: - Wario is surprisingly one of these characters. He achieves this using his jetpack from Get It Together! When using his Classic costume though, this is changed to Jet Wario from the original Wario Land.

Air Throw

:ultincineroar: - Burning Backbreaker - A backbreaker like his Up Throw but performed in midair. Incineroar will quickly drop a set distance when performing this move (leaving a trail of fire for visual flair), making it useful on stage for getting back to the ground and dragging the opponent with you. Inspired by Hugo's Shootdown Backbreaker.
:ultpit::ultdarkpit: - Raptor Claw/Cancer Claw - If the Pits don't get an Air Dash, an alternative could be an Air Throw utilizing another Uprising weapon type, the Claws. They would snatch an opponent out of the air and spin around before tossing them away.

Other

:ultmario: - Dive - Gets his dive from the 3D Mario games, allowing him to descend quickly while covering decent distances on or off stage.
:ultluigi: - Parachute Cap - From Super Mario Bros. Wonder. Yes, I know he already has the plunger, but it doesn't actually function like a tether, and personally, I just don't like it. :drshrug:
:ultbowser: - Koopa Klaw - The return of Koopa Klaw. It's an air grab exclusively now. It lacks the power and cheese potential of Flying Slam, but it retains its properties of being able to serve as slightly ranged attack if the claw slash connects or a grab up close. Bowser can choose to throw opponents forward or backward.
:ultdk: - Kong Karry - DK will grab opponents out of the air, immediately transitioning to Kong Karry.
:ultmegaman: - Item-1 - Summons a floating platform beneath him (from Mega Man 2.) Outright serves as a temporary platform wherever it's placed, meaning it can also be used by opponents. Mega Man cannot summon another until it disappears.
:ultsquirtle: - Bubble - Blows a big bubble that he then lays on top of, riding it as it drifts. Can be steered left or right but will pop when attacked.
:ultlittlemac:Air Clinch – Mac will hold onto an opponent, allowing himself to be dragged around as they move. The grabbed opponent can move and attack, and even use their recovery, but will carry Mac with them. Mac will take damage but will have armor, requiring multiple hits (or a particularly strong one) to be thrown off.

EDIT: And regular supers would be nice too. I always say it, but go back to whacky unbalanced Final Smashes tied to the Smash Ball and add "standard" FG supers that can stay tied to the meter.
 
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Þe 1 → Way

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I've long been imagining a new gameplay mechanic across all characters being introduction of "Light" and Heavy" versions of (some) standard attacks through the system we already saw on Ryu and Ken in Smash and Fighter Kirby's own emulation of SF2's light/heavy attack system since Super Star. (Tap button for light, hold button for heavy)
While I do like the idea of giving character's more normals to make combat more in depth, I think it might end up being a bit excessive to make a heavy version for every A input (excluding smash attacks obviously). There's already a fair amount of normals that kinda feel useless/samey on some characters, and the simplicity of Smashes design kinda has a wrench thrown into it when everyone is at base getting 3 moves tied to one directional input. On a personal level though, I struggle a lot with executing the light and heavy moves on Ryu and Ken consistently, so I would honestly hate for every character to suddenly play like some of the only ones I wouldn't ever touch in a tournament setting.

That said, your concepts of having both Kirby Dashss and varying damage and wind G&W up airs are really cool, and I totally wouldn't mind to see them included. If the amount of light/heavy moves were kept low, to like maybe 1-3 per character excluding special circumstances, I think they could be incorporated into a casual environment pretty easily. I wouldn't really see them as much different than some characters having a 1 hit jab and others a 3 hit + gentleman they can cancel into in that case.

I remember hearing Sakurai mention a design idea originally for Ultimate was Aerial Smashes, which isn't the same idea but somewhat gets the sentiment of light and heavy move variants across. My biggest question in this hypothetical would probably be does your momentum stop midair if you start charging an aerial smash? Or can you even charge them at all in the air? Regardless, there's a lot of FGC mechanics Smash should incorporate in some fashion, I would like it if Air Dashes or Air grabs were included on some characters.
 

The Stoopid Unikorn

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I never said they were the same but that fact applies to every game in the series. Each game is different from one another which why people pretences.

If you know this then why call Ultimate just another variation of Brawl, if you are willing to acknowledge that isn't the case for Melee to Brawl when it isn't the same.
I will admit there was a shift between Brawl and Smash 4. But that's mainly because the devs realized random tripping sucks, that the game is a lot less fun when combos straight up don't exist and that after three games of it, edgehogging is indeed atrocious. Outside of those changes, Smash 4 is literally just a faster Brawl (and also somehow less technical due to the removal of stuff like DACUS).

I have more trouble saying the same for Smash 4 and Ultimate. Stuff like universal jumpsquats (unless your name is Kazuya), toning down rage and punishing dodge spamming are very appreciated but in this day and age, these could be a patch, not a whole new game. And that relative lack of massive change could likely be due to how much the focus on "EVERYONE IS HERE!" ate away at literally every other aspect of the game.

That was when gaming was relatively in it heyday which new emerging technologies like the invention of 3D where shake-ups were almost a necessity. We don't live in those times.

In fact with the wake-up we got from the Switch 2 prices with the result of recession, tariffs and falling economic times, we live in the exact opposite. Getting risky is really playing fire especially with series like Smash's track record.
So because we're no longer in a time where devs have to invent **** due to a lack of precedence, there's no reason to change? I bet you must have been really fun to talk with back when BotW was shown but not released.

As for the second point, I'm sorry but I have to disagree. People would have had trouble being down with Mario Kart World if it was just a typical Mario Kart. The shift to having an interconnected world, all the costumes and all the rail grinding and wall riding are the breaths of fresh air the series needed after a decade of Mario Kart 8.
 
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LiveStudioAudience

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In fairness, the contrast in experience for games often comes down player type. Brawl hit competitive gamers much harder than the casual crowd did, and many that play Smash a party game likely felt Ultimate was a faster, somewhat tighter Smash 4 than some major transformative change.
 

Thegameandwatch

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Nah, the random tripping made sure that even casuals would be like "wait, this sucks"

Genuinely a baffling decision that no one cries over them backing out of.
While some of the changes in Brawl were combination of making things equal playing field after Melee, making it less competitive, the Wii being much more causal and most people just having the Wii Remote.

Random Tripping feels like something that the developers added without much discussion or play testing (the play testing was probably just Subspace because how bad the balancing was). Not sure why the developers thought it was a good idea in the first place.
 
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The Stoopid Unikorn

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While some of the changes in Brawl were combination of making things equal playing field after Melee, making it less competitive, the Wii being much more causal and most people just having the Wii Remote.

Random Tripping feels like something that the developers added without much discussion or play testing (the play testing was probably just Subspace because how bad the balancing was). Not sure why the developers thought it was a good idea in the first place.
Yeah, I can understand why Brawl's changes happened. I don't like them but I get it.

But random tripping was genuinely an anti-fun feature regardless of whether you were casual or competitive. It sucked for everyone...
...except Meta Knight because of course :4pacman:
 
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Thegameandwatch

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Yeah, I can understand why Brawl's changes happened. I don't like them but I get it.

But random tripping was genuinely an anti-fun feature regardless of whether you were casual or competitive. It sucked for everyone...
...except Meta Knight because of course :4pacman:
Pokemon Trainer was also badly implemented to the point where he was removed in most mods with Mewtwo in PM taking his in-game slots and his Pokemon being separated.
 

Kirbeh

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What if the next Smash game's main theme sounded like either of these three songs?
I like all 3, but the second I feel sounds a bit too laid back. The first and third sound like proper fighting game themes, the third being the best for that feel imo. That said I don't see a scenario where Sakurai/Nintendo go for a pure rock focus. I'd personally love it, but I don't think it fits the image they have for Smash and want to present to people.
 

Verde Coeden Scalesworth

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I legit never minded the random tripping. It often saved me more than it hurts me.

My only issue with it is that it was only there to make competitive play less interesting(since it made stuff like dash dancing difficult).
 
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DarthEnderX

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Or, perhaps, if you look at it from the perspective of a connoisseur such as myself, an apt decision as it is the best controller Nintendo has ever put out in the last 25 years.

For me, it’s the octagonal gates. Perfect for angled tilts in Smash.
At least the new Nintendo Classics Gamecube controller has a ZL button. Even if it is a tiny little baby thing.
 
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