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Smash Bros's Samus has always been weird
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04/25/2012, 12:02 AM
Post: #1
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Has the Brawl- team ever considered changing Samus's neutral B to act more like it does in all her games? I mean, why did Sakurai ever have Samus charge only one shot by pressing B once to charge, and twice to shoot? Shouldn't she be able to shoot multiple shoots by simply tapping B over and over again? Holding B should charge a more powerful, killer shot, and Samus should be able to move around while doing so instead of sitting there taking a dump while waiting for her shot to charge. Yes, I know this would change Samus's playstyle just a little bit, but this change shouldn't even be considered because that is the way Samus should've played since the beginning. I'm sure that everybody who wants Mega Man in Smash is expecting his NB to work like this, and I believe that it would benefit Samus if the Brawl- team (and Sakurai, but that guy's weird and can do whatever he wants...) were to consider adding this to Samus's moveset. That is, a single-press shot that may be held to charge. |
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04/29/2012, 04:15 PM
Post: #2
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He probably did it because having Samus shoot how she does in her games would be really quite irritating. Have you tried to press B and X at the same time without pressing A? It is not very comfortable. Trust me, you're not the first person to have this idea. We've considered a great many ways to try an implement something to this extent, but in the end it's not worth it simply for the sake of canon. Plus, even if we got past the conceptual stage to an idea most people like, I'm not even sure if the brawl mechanics make such a thing possible, programming-wise. Besides, it wouldn't really be very good. Think about it: the rapid-fire shots would need to function like Fox's shots (non-flinching) or else they would either A. infinitely combo into themselves, or B. not actually be rapid-fire. Said non-flinching rapid-fire shots would be fairly worthless to Samus, who doesn't have Fox's speed to make them good for keepaway, while currently uncharged shots are actually legitimately useful. Furthermore, while you were charging the shot, you'd be incapable of using your other B moves unless we got really creative with stick-smashing inputs, which would certainly end up awkward and annoying. While we generally enjoy having characters match up to how they work in their respective games, said respective games are not fighting games. What's fun in a platformer or an adventure game doesn't necessarily work well at all in SSBB, and attempting to try it anyway would end up with poor results. Still, all input and suggestions are welcome, and if you still don't don't agree I'll be happy to see any further insight on the matter. I like talking about this kind of stuff. |
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04/29/2012, 04:46 PM
Post: #3
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If the game were more like a traditional fighter, then we could make it like Zero's Megabuster in TvC / UMvC3, but unfortunately, there just isn't a free button to hold a lot. Plus, coding that would be a fucking nightmare.
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04/29/2012, 05:08 PM
(This post was last modified: 04/29/2012 05:17 PM by Thunda-Moo.)
Post: #4
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Indeed. Zero can get away with it because those games have three different basic attack buttons, all right next to each other and all used for the same special moves. Furthermore, Zero doesn't even usually need one of those buttons because his Medium attacks are better pokes then his light attacks anyway. Brawl, however, has two buttons. One of those buttons governs four moves, the other seventeen. None of those moves are shared, so while I can use Zero's specials with light, medium, or heavy, I can only use Samus' specials with the special button, her normals with the normal button. It simply doesn't compare. And a coding nightmare would be the best-case scenario. It's probably a coding impossibility. Samus would be needing to run the "charge my laser" action alongside jumping and attacking actions, but you can't run two actions or even two sub-actions at once as far as I'm aware. Perhaps we could get the article of the shot to charge itself, independent of what Samus was doing, but I'm fairly sure the article is called based Samus' charge, not vice-versa. By the way, for those wondering: 1. Jab 2. Dash Attack 3. Ftilt 4. Utilt 5. Dtilt 6. Nair 7. Dair 8. Bair 9. Fair 10. Uair 11. Fsmash 12. Usmash 13. Dsmash 14. Standing Grab 15. Dash Grab 16. Pivot Grab 17. Pummel Seventeen is actually a low declaration, as if you wanted to you could count jab2, jab3, rapid jab, fsmash2, fsmash angled up, fsmash angled down, ftilt angled up, ftilt angled down, ftilt2, and ftilt3, but characters may or may not have any of those so I mushed them all into one move. (I wonder if anyone was actually wondering) |
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04/29/2012, 06:56 PM
(This post was last modified: 04/29/2012 06:56 PM by Beets.)
Post: #5
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Ah, thanks for that explanation. I never took into consideration the awkwardness that type of move would present if integrated. I also don't know the first thing about coding, so I never thought about the challenge it would have presented. And when you put it into perspective, Smash Bros. really only has around 17 moves? That's mind-blowing, considering all that people can do with just one character. |
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