I got a whole lot of feedback on this one so I separated it into 4 parts this is the whole thing. Some people got confused or the wrong idea on some changes try reading those more carefully. I did not gut aerials you still have your combos, get off me and K.O aerials it just cannot reach Powerful and Devastating knockback since they can be used off stage and lack leverage. All throws are not the same at all theres like 5 types. B Reversal and Passive Abilities are overpowered to me they have an extra move and only about 5 characters and last there were already elemental effects like Fire and Ice already in the game don't see the problem with adding all of them. Some of the comments regard changes I made in my previous post
Menu Options: https://www.destructoid.com/--558610.phtml#post
This section is to fix the mechanics inside of the game but every game the mechanics have been getting better making the game look smoother and less glitchy but at the same time making mechanics that were fine unbalanced because the wrong solution was used or something was ignored and this section is to fix the remaining mechanics. This section is the most important because it is an absolute game changer this applies to all characters so it is required for the next section. This should be most noticeable in competitive 1 on 1 matches seeing how most these “techniques” are used there. Certain changes were used in combination to fix the same thing, you’ll see in the way I explained and led into another change. Hopefully I didn’t miss anything and you must really understand Smash itself to know what I’m talking about.
Unlike a game like Street Fighter where your options are very limited, strict and you don’t have much room at all to work with this game is the complete opposite, it has so much freedom which is why you can glitch almost everything in the game because there are literally no boundaries to prevent it. Because of all the freedom this game has no combos because almost nothing is guaranteed, the only thing that is would be a grab into a pummel or a throw into an aerial.
Most of these issues weren’t Sakurai’s fault because these competitive players don’t play the game right causing themselves arthritis while some are because some of his balance changes have been giving characters that couldn’t glitch ways to instead of removing it from the characters that could already which I thought would have been easier. This also indirectly fixes some characters so I don’t have to make the same fix to every single character that has it or if I forgot. These fixes should either fix a problem completely or at least lessen the problem. I put them in order from most major to minor so you can see the bigger problems first which are usually longer. Of all 3 of my sections this was the hardest even though I had the least to do I couldn’t test most of these out like I could with regular moves. This also fixes many bad moves into good moves. You should take a very hard look at my (Shield) change that could have been the most important but I needed to start with physics.
This game is all about physics and positioning since based on the power of an attack will knock them further but weight decreases their knockback. Based on your position you can boost the K.O power of attacks if you go off stage and hit them while closer to the blast zone which is why you want to stay in the middle or have your opponent hit you towards the other side of the stage. A game I would really recommend is Boom Blox the best physics game out there for the original Wii and its sequel Bash Party. First 4 are to clarify some of the mechanics I used for my characters between Statistics, Knockback and Held moves.
We have to start with physics before anything else it’s the name of the game imagine every character as different types of balls with different weights. You knock them around which decreases their weight and when a character reaches their weight limit one smash attack can K.O uncharged even if they are a heavyweight like Bowser since Attack for all characters that aren’t Sheik doesn’t go below 100% for some reason. (Rage) assist in knockback too I’ll deal with that much later on I have a replacement actually. Small characters don’t seem to be weaker even though they are faster because their Attack doesn’t drop below 100%. Weaker characters should have more trouble getting a K.O and racking up damage while the stronger ones can K.O you earlier, do more damage and because their Defense is higher survive longer if the opponents attack power is lower than 100% for example someone with 150% Defense V.S someone with 80% Attack = they can survive until 170% from a Powerful Attack from center stage without DI. I used this for my Characters as well.
Statistics are also unbalanced when customizing because you can use equipment to basically put everything into 1 stat these are some examples.
All in Attack: If you put everything into Attack you can do very high damage to 1 hit K.O but your defense is very poor so you can die just as easily.
All in Defense: If you put everything into Defense you will get launched almost no where making you basically invincible but you can be stuck in a combo for centuries and you can barely move. I don’t understand why Attack decreases Defense, Usually the larger characters have high Defense and Attack but Speed is slower not counteracting each other.
All in Speed: If you put everything into Speed you will be extremely fast but you are almost incapable of getting K.Os and it takes a very long time to rack up damage.
I will assign each character with the appropriate Defense and Attack in the (Character Balancing) section but not Speed which should stay the same unless a change is necessary. Each stat has a cap for default characters and custom characters can increase the cap by 100% with equipment so it’s more balanced. 150% is the highest, the lowest is 50% and 100% is balanced. Each stat should be increased or decreased by 10% not in between like 5% or something odd like 7%. I’m gonna give them the exact % or base it on a 5 or more accurate 10 star rating for all 3 stats if it’s less confusing.
Attack: 10% = 1% damage and knockback is increased by 10%. With 100% Attack the damage can get as low as 1% with a Weak attack and as high as 20% with a Powerful Attack like a Smash Attack but can increase even further to 30% with a Devastating attack usually fully charged Smash Attacks. (Final Smashes) Can go as high as 60% damage. This shouldn’t decrease any stats. With equipment every 10% added or subtracted from your Attack stat increases or decreases each attack by 2 frames so it slows your attacks down but if you do it in reverse it takes 2 frames off of attacks so they are faster unless it’s already a Weak attack like a rapid jab. The more or less Attack you have the slower or faster your moves are so they are more balanced. Now we won’t have characters with extremely high Attack getting K.Os as easily anymore since their attack speed will also decrease or increase if you do it in reverse basically how your body build is. Instead of decreasing or increasing movement speed your attacks get slower or faster it counters itself.
Defense: 10% = 10% increase which deducts from the knockback of attacks and increases or decreases your maximum health in stamina mode. Adding or subtracting from this stat should slow your Speed and Jump height down instead of Attack. This is basically your character’s weight you wear more you move slower makes more sense.
Speed: 10% = 0.25 of a second Speed increase. Sonic is the fastest so it should be 150% which would be the cap and Jigglypuff is the slowest which is 50% the lowest it can go excluding equipment. Adding or subtracting from this stat should decrease or increase your Defense and Jump height since you’re wearing less.
I already covered (Attack) in (Statistics) so now I have to assign the base amount of damage and (Knockback) they do. I used this in all 3 sections I already used this for my Characters like with (Statistics) everytime I capitalize Weak, Medium, Strong, Powerful and Devastating is it’s knockback and damage range which depends on your (Attack) stat.
Weak: This is the knockback of weak moves that can combo and do around 1% to 10% damage like rapid jabs, Mario’s Up Ground Attack, Down Ground Attack or his Neutral Aerial. Some of these types of attacks should have a set Knockback distance because some can combo into some dangerous moves.
Medium: The standard knockback that can knock foes back and do around 10% to 15% damage like most characters Side Ground Attack or get off me Aerial Attacks.
Strong: This knockback has enough knockback to K.O and do around 15% to 20% damage like Wario’s Side Ground Attack and currently most Back Aerials.
Powerful: This is the knockback of a Smash attack that can K.O early which has high knockback doing around 20% to 30% damage which is as powerful as most Smash Attacks fully charged.
Devastating: This is the knockback of (Final Smashes) and some very powerful attacks like Captain Falcon’s (Falcon Punch), Ness’ (PK Flash) or Ike and King Dededee’s Front Smash which can K.O early doing 30% to 40% damage. (Final Smashes) vary in knockback they do 20%, 40% and 60% depending on if it’s Long, mid or close ranged.
These are the second most powerful attacks in the game other than Final Smashes and certain Special Moves. Most come out very fast and are usually very powerful uncharged for some reason. Usually if you hit with this uncharged when they are at K.O % they will die and DI can only do so much, it’s not that effective in this game for now. You can make them even more powerful because they’re chargeable. Smash Attacks that are fast should be the weakest and have the weakest strength fully charged while slower ones are stronger and have the highest strength fully charged.
You should also be able to cancel them while charging so they can’t be easily countered slower moves are easy to counter and are usually the strongest ones. Smash Attacks cannot be reflected because then they are unavoidable to the user a very bad thing to have reflecting just blocks the attack. Here are some examples based on speed below.
Fast: This applies to smashes that basically come out instantly like Fox’s Up Smash. These should be Medium uncharged and Strong fully charged so they are weaker than regular smashes but easy to hit with.
Medium: This applies to smashes that have normal speed like Mario and Captain Falcon’s Side Smash. These should be Strong uncharged and Powerful fully charged so they are the most reliable.
Slow: This applies to smashes like Ike and King Dededee’s Front Smash. These should be Powerful uncharged and Devastating fully charged so they can K.O earlier than usual but hard to hit with. They also have high shield push because of the amount of damage they do.
<(Tapped and Held Moves)>
You know how they did with Ryu by holding the button for a different move? They could add that to all characters so we don’t have stereotyped characters anymore. For example Sheik has all weak but fast moves while Zelda has all powerful but slow moves it handicaps them because they don’t have the variety of both. Right now I’ll use Aerials for example your weak moves are usually Front and Up Aerials while your stronger moves are Back and Down Aerials.
The Held version should be the more powerful variation of Ground and Aerial Attacks while Tapped moves which we use now are the weaker moves makes if it makes sense. They could also add this to Special Moves hold down the button to charge up a stronger version like for all those cloned moves in Customs for a stronger version which could be a good mix up to disrupt timing.
Stale Moves are both a good and bad thing. Moves like Mario's Up Ground and Up Aerial Attack are the easiest combos in the game and I hate having to be trapped in it forever. The faster your falling speed the longer you’re trapped in it. Because it stales when you spam the same move it can combo longer and longer since it decreases knock back. This is only effective for K.O moves.
Staleness should only be used for Medium to Devastating moves not Weak ones that can combo the damage should be decreased but not knockback so you can DI out easier. Staleness should decrease damage by 10% each time and up to 50% should be the cap. It should wear off overtime every 5 seconds regenerates 10% of its power back instead of using different moves to refresh it quickly this includes projectiles. That was pretty easy to fix you just need to be more versatile with your moves and they shouldn’t go stale.
This is one of the biggest issues. If you are trying to recover back on stage or just try to avoid an attack by getting into the air helpless falling ruins everything because you can’t defend yourself afterwards and your horizontal movement is much slower. Do you understand how dangerous the ledge of a stage is? I’ll explain it later since its right below this. If you recover high you could also avoid ledge guards and spikes which I consider 1 hit K.Os since you’ll be higher up and further from the bottom blast zone and the stage will protect you from the pit. Some Special Moves cause it too for some reason even if they don’t give you height and characters like Meta Knight have a real problem with this since every Special Move he has causes it even though he has 6 extra jumps which he is robbed of because of it. Wind and Water are also dangerous since they push you and don’t cause you to flinch you will be stuck in helpless falling right into a pit.
I honestly have no idea why it even exist I don’t see the purpose just add extra recovery cool down like Zelda’s Up Special (Farore’s Wind) so they can’t act out of it immediately and remove helpless falling. During cool down allow them to grab the ledge not fall right past it like Meta Knight and don’t take away our airborne jump/s either. I will have to change some Up Specials in the (Character Balancing) section like Bowser’s since he doesn’t pop out of his shell. There are entire characters without helpless falling on any of their moves like Megaman, Sonic, Mr. Game & Watch, Bowser Jr and R.O.B while some characters have moves that give height without it like (Pac Pellet), (Luigi Cyclone) and (Wario Bike). They’ve been removing it from various moves every game so just get rid of it completely it will be a game changer.
The ledge is the most dangerous spot to be in because you have such limited options and one read by the opponent could end your life since you’re forced to grab it because of helpless falling. This is basically being in the corner in Street Fighter. They can also steal your ledge and back aerial you. There are also moves made specifically for ledge guarding only like Ike’s (Eruption). Grabbing the ledge should be a last resort meaning you barely made it back not your only option which it is for now.
To fix when you first grab the ledge and someone steals it you should still have invincibility so they can’t just Back Aerial you again or steal your invincibility since if you grab it again before landing it’s gone because it was stolen only if you do so yourself should it be gone. While on the ledge if you climb up, roll or attack you should be able to adjust the speed of these actions by holding or tapping the button to each action to slow them down or speed them up. With this rolls and jumps can look like normal get ups and vice versa to avoid punishes easier.
Also get up attacks should have high shield push to give you room if they shield right next to the ledge and you should be able to jump away from the stage so you can use a Special Move to recover high or dive onto the stage. Certain characters have Special Moves to switch stage position like Greninja’s (Shadow Sneak) to kick them towards the ledge or teleporting Up Specials.
Characters that have faster falling speed than others shouldn’t have the penalty of being combo food, Fast fallers can get trapped in moves that can combo more easily because they fall into them faster and are most susceptible to ground to ceiling or vice versa into spike K.Os. All characters should fall into combos equally I don’t know why fast fallers exist it should be based on weight there is no reason for Fox to fall so fast maybe it’s because of his metal legs? But Falco has them too and he’s a floaty contradictions here.
All characters should go up levitate at its peak and then fall downwards faster gradually. Just like a ball basically no matter it’s weight or shape they always stop at its peak before falling and the weight makes one fall faster gradually not immediately like in this game. This way they won’t fall into combos anymore and possibly help their recovery a little bit. If you want to fall at max speed immediately you should just fast fall don’t force it.
While we’re on the subject if you fast fall or land from a high height you should have some extra cool down like in real life the higher you jump or the longer the fall the longer it takes for you to get back to a normal stance because of your momentum. This should also fix fast falling Aerials at ground level this fix is going to be more important than it sounds. Aerials should only be safe in the air so Ground Attacks are actually useful for the first time through every smash bros game. Also you should not be able to fast fall during an aerial do it before or after cool down.
Nothing in the game should have 0 consequences everything and every move should have some type of recovery time just like they have startup. Even Final Smashes have cool down unlike the moves below this.
This entire series of games has always been dominated by auto cancelling Aerial Attacks by using the ground which I like to call wave dashing with an attack. They also do as much or more damage as ground attacks or even smash attacks but are faster so ground attacks have been forever irrelevant and you can use them off of the stage closer to blast zones to basically make them even more powerful and spikes are basically 1 hit K.Os with the support of gravity. You can move while using this attack so you can combo by chasing the direction they were launched in. This just maybe the most broken part of Smash Bros but for this game in particular Shields maybe worse.
The only and most honest character in the game is Pac-Man doesn’t have over powered Aerials his front only does 5% and cannot K.O anytime soon and his Back Aerial does 11%, doesn’t come out instantly and didn’t have that much launching power until they made that update…
To fix Aerials should have a cap on their Knockback and do half the damage of ground attacks since they can combo and be used off stage. This should also apply to Special Moves as well when used in the air but only if they aren’t projectiles. This should help Little Mac significantly.
Here are some examples for moves that should use each level of Knockback below which should be based on the startup time of the attack so fast attacks are weak and slow ones are stronger. Some have an exception like Captain Falcon’s Front Aerial only the beginning has knockback if you miss the sweet spot it barely does anything. Again based on a normal 100% (Attack) character if you land during an aerial you should have increased cool down they are only safe in the air not at ground level so ground attacks are relevant. Ground Attacks should always have priority over Aerial Attacks they are attacking from the air you have leverage over them.
Weak: Moves that are fast like Mario’s Up Aerial and Pac-Man’s Front Aerial should use this knockback doing 1% to 5% damage.
Medium: Moves that are the standard speed like Mario’s Neutral Aerial and Pac-Man’s Up Aerial should use this knockback doing 5% to 10% damage.
Strong: Moves that are slow like Peach’s Front Aerial, have a sweet spot like Captain Falcon’s Front Aerial or are spikes like most Down Aerials should use this knockback doing 10% to 15% damage. Aerials cannot go any higher than Strong Knockback.
<(Air Momentum Reversal)>
When reversing the direction of a Special Move it should not reverse your momentum only turn you around instead of being able to zigzag through the air.
I have to make a list of moves that I may have forgotten in the (Character Balancing) section which is next each of them should have the exact same fix I will usually use 2 examples for different versions of the same type of move. These are all very important no matter how small it seems it’s a bigger problem than it appears to be. I did and explained these changes the best way I could.
Passive Abilities: Stuff like Peach’s floating, Link’s Shield and Wario’s (Waft) should not be used unless it’s a Special Move that uses that particular ability itself it’s not fair to be able to block projectiles while walking float across the sky and charge a smash attack overtime like those moves. It basically gives them an extra move an unfair advantage very few have.
Combination Attacks: Usually a rapid jab or 3 hit combo from a Neutral Ground Attack. Increase the time frame to complete the jab combination so you can’t use it to cancel into a Smash Attack or if that particular character has something worse in their Special Move set. Also either if it is a normal or Special Move you should force finishers or have a slowing down animation to cancel it if you don’t perform the finisher.
Combo Weak Up Ground Attacks: Like Mario, Fox, Falco, Mii Sword Fighter, Bowser list goes on. These should not become Stale and should be able to DI away from these diagonally so you don’t easily go from 0% to 40% before being able to escape because its knockback weakens each time allowing it to trap you longer. This same fix goes to its Aerial version below.
Combo Weak Up Aerials: Like Mario, Meta Knight, Zero Suit Samus, Captain Falcon the list goes on there’s probably 20 characters that have this. When hit this should not become Stale and depending upon which direction they are hit in the angle should be bent in that direction so it’s easier to DI to escape them to get out of elevator combo’s into an Up Special finisher usually.
Multi-Hitting Moves: I’m tired of these attacks leaving a lingering attack out that you avoid all but the final hit and you take the full knockback since it doesn’t weaken like a single attack, it seems to happen all the time and they beat air and spot dodges. Moves like these should have less knockback based on how many hits connected so it weakens like single hit attacks that you don’t hit when they first come out. Also this should lock opponents in the attack so they don’t fall out anymore.
Ground Pounds: Like Bowser, Yoshi and Kirby’s Down Specials it doesn’t have to be a Special Move it can be like Bowser or Greninja’s Down Aerial as well. The Special Move usually has a head butt to combo into the ground pound which is bad because they are usually shield breakers and K.O moves. Head butts should not combo into the ground pound anymore and if you don’t hold the button on the ground you can cancel the ground pound so it’s more like an uppercut should make a good anti-aerial. For the ground pound based on distance traveled will increase its power. Standard should be Medium/Strong and startup always Spikes Strong to prevent ceiling K.Os and the launch angle should be more horizontal which gets more diagonal the more distance traveled to further prevent ceiling K.Os. You must activate it from high up to increase power if you want to break shields but that gives the opponent more time to react so it’s fair. It should also increase the size of the shockwave if you miss I guess you could include moves like a (Falcon Kick) and Sonic’s Down Aerial with this but spikes diagonally at the start.
Head Butts: They should all work like Pikachu’s (Skull Bash) but bounce off of shields the longer you charge them the faster and more shield knockback they have should be used to approach or push them away from the ledge or off if you have control of center stage. Also give them super armor to get through projectiles instead of somehow clashing with them and remove Luigi getting stuck in the stage Sakurai always picking on him.
Angled Up Specials: I don’t care what type of recovery move you have allow it to be angled diagonally at least a little going straight up isn’t good enough unless your directly under the ledge which makes you an easy target to spike.
Offensive Up Specials: All Up Specials should not be able to multi hit if activated in the air so you cannot carry foes upwards with you for ceiling K.Os this is very important to fix Zero Suit Samus and Bayonetta’s elevator combos. If activated on the ground they can and are more powerful.
Diving Up Specials: Moves like Ike’s (Aether) or Mii Swordfighter’s (Stone Scabbard) should only do the downwards version if you hold the button past its peak otherwise add a horizontal strike to launch them so you can move again without forcing the dive their horizontal recovery is really bad because of that.
Passively Charged Up Specials: Specials like R.O.B’s (Robo Burner) should take 10 seconds to fully charge 2 seconds equals 1 second of fuel recharges to fast right now. Also must be on the ground to charge them.
Item Special Moves: Once these disappear it must take 5 seconds before you can pull another one out to stop the spam of these for item characters. While holding that item you can use the same move to put it away so there is no delay and charge it further if you can like (Gyro) and (Bonus Fruit).
Automatically Charged Special Moves: Moves like a (Falcon Punch) should halve their knockback and damage if activated in the air since you can still move towards them before hitting them. I know they are hard to land but they have monster strength if you land one, these should be used more often now after the (Shield) change and this type of move are the ultimate shield stun punishers.
Stored Charged Moves: Moves that can be charged and stored like Samus’ (Charge Shot), Pac-Man’s (Bonus Fruit) and Donkey Kong’s (Giant Punch) can only be charged on the ground so you can’t use the air for momentum if you try to charge in the air it automatically releases. These types of moves are basically a Smash Attack in your pocket when fully charged and can be pulled out at any time since once it’s fully charged you have to fear them using it forcing a defensive play style. When fully charged only last 5 seconds after that it starts to weaken and after 10 seconds the entire charge is gone so use it sooner than later and no more having to fear them now that the charge weakens. Also if activated in the air and is not a projectile damage and knockback is halved.
Un-Storable Chargeable Special Moves: Moves that can be charged and have to be released like (Clown Cannon) and (Shield Breaker) can be charged in the air and released but allow these to be cancelled too to prevent Counterattacks and Reflectors.
Cancelling while charging: You should be able to cancel any chargeable move whether it is a Smash Attack or Special Move so you’re not forced to shoot a projectile or use an attack but cancelling has cool down too for even attempting it. This can prevent opponents from jumping in and getting easy counterattacks on Smash Attacks or reflect projectiles by canceling it altogether. Now that there’s recovery time for charging you can’t just charge in the opponents face anymore then shield or dodge. Even across the map isn’t safe cause you can’t shield immediately if they have projectiles too only when alone or they are off stage is it safe to charge now.
Penetrating Special Moves: Moves that penetrate through opponents should have boosted damage and knockback in a 1 on 1 match they have a disadvantage because there’s nobody else to hit.
Counterattacks: This is overpowered because it blocks an attack then immediately counters with an attack twice as strong as the one countered for no reason at all if you block an attack it usually unbalances you not put you in a better position to deal even more damage. The slower a move is the easier it is to counter and most of the time the slow ones are the most powerful so you can basically wait if they are charging a smash attack waiting for them to hit themselves. An Ultimate mention finally allowed them to reflect a countered projectile which was a very simple fix Counterattacks should have Strong at the very start to Medium knockback at the end of the window and deal about 10% damage. Also all counters window to counterattack should last 1 second not a decade like Shulk’s (Vision) and 1 second of cool down if you don’t counter an attack so they are vulnerable. You should remove all custom moves that increase or decrease the power of this type of move as well. Ones with extra movement like Lucario and Greninja’s which can attack groups should be decreased to Medium/Weak knockback.
Reflectors: These basically work just like Counterattacks but for projectiles so I’m going to fix it in kind of the same way. Projectile based characters cannot get around this at all because they don’t break easily I mean they’re never going to get hit by a 50% damage attack unless a miracle happens but these are useless against foes with no projectiles because they can’t be used offensively that well if at all. Reflectors that surround your character should have 50% health and act as a secondary shield before it breaks and is unusable for 15 seconds before it regenerates. Reflecting and blocking attacks decreases health and it regenerates 1% health every second while not in use if it hasn’t broken yet. Reflected projectiles should do the same amount of damage when reflected and you get pushed back like shields but if you reflect as soon as it hits like perfect shielding the projectile’s speed will be increased by 50% no increased damage. Startup knocks foes back Medium. You should remove all custom moves that increase or decrease the power of this type of move and these can be used as shields in the air like Pit’s (Guardian Orbitars).
Absorbers: All Special Moves that can absorb can only do so with energy projectiles most characters use physical projectiles making this obsolete. Allow it to absorb both physical and energy absorb the amount of damage don’t double the healing anymore, add super armor and when released you release a shockwave as a manual Counterattack since it does have super armor Medium.
<(Directional Influence and Blast Zones)>
Usually just called DI for short. There needs to be a decision made if you want to go against the attack in the direct opposite position the blast zones should be in a circle if you want to curve it so you’re not going in a direct path toward the blast zones they should stay a rectangle. Right now they have curving for vertical DI and against for horizontal DI.
I’m gonna use both here’s how it should work make the (Blast Zones) square DI against or with and you should wait for the very last moment to smash DI in the direction for the most resistance or less resistance to get out of combos and then you can curve in any direction to adjust the trajectory which is the easiest and makes the most sense to me so you can use both methods at the same time. Also vertical DI which way you are facing shouldn’t matter anymore when angling.
This could have been 1st but the physics mechanics we’re more important I’m actually adding physics to shields to be honest like Luigi’s shield. I am gonna add something from Ultimate here good and bad, Dodging has been fixed the way I had it fixed already here so I removed that, Perfect Shielding or now called a “Parry” is even worse it’s basically a better spot dodge a smash attack can get out. Directional air dodges are good for escaping aerial combos and when recovering from above the stage too I support that change with the removal of helpless falling it should be special and save you if you lost your double jump. You do not understand the magnitude of this fix so many moves that are bad now will now be good just trust me positioning is key here.
Shields are broken because they can punish almost every single attack in the game promoting defensive play styles or offensive perfect shielding to approach. Almost every attack in the game other than projectiles are unsafe on shield. Large characters can’t even use it if it goes under 80% health because it shrinks and attacks can just poke through it because of that even at full health sometimes since their bigger than their shield. When your shield is broken the stun animation is too long because it already pops you up into the air before actually starting the stun animation itself allowing you to charge your most powerful attack. Seeing how useful it is it doesn't have any downsides it recovers health too fast and you can put it up and down almost immediately. Shields should only be used for defense and defense only it’s a safety blanket from all attacks that aren’t grabs.
First we are going to fix the standard shield mechanics. Shields should no longer shrink and surround the entire character so larger characters can use it, make it look like cracks appear on the shield getting closer to the center when it gets damaged then shatters when they reach the center the user that broke the shield should use the escape from grab animation to avoid hitting them out of stun by mistake if it’s a physical attack if it’s by a projectile it should be cancelled if it’s a multi-hitter.
When stunned remove popping you up into the air because the animation is already long enough and Jigglypuff won’t fly away like a balloon anymore. The higher their damage the longer they are stunned so breaking your shield at low damage % isn’t a guaranteed fully charged Smash Attack anymore or something worst.
Now we will adjust Shield health based on your character’s (Defense). Shields should have half of the character’s (Defense) as health custom equipment cannot affect this. Examples for Defense and shield health would be lowest 50% has 25 health 100% has 50 health and highest 150% has 75 health and regenerates 5 health every second while on the ground not in use so you can’t just jump away and wait for it to regenerate you must be on the ground like R.O.B’s (Robo Burner). Shields should lose 5% of its health if not hit or holding it up as a penalty if you spam your shield and Perfect Shielding should be on impact not on release reduces shield damage taken by half as long as you hold it so you have to be careful and only shield if you plan on blocking or you cannot avoid an attack I made it so perfect shield last as long as you keep it up to counter Multi-hitting attacks.
Rolling before your shield comes out shouldn’t decrease it though only makes rolling slower like you have it do now. If you hold your shield up while taking constant damage shouldn’t damage itself only when it’s not being hit does it damage itself.
You should only need about 5 to 10 seconds though to recharge since shielding when it’s below half health is dangerous or you could be stunned. Attacks that do high shield damage like Marth’s (Shield Breaker) should only do 25% uncharged and shatter it automatically at full charge so larger characters are better to use this move on since they have more shield health and smaller characters won’t lose their shields instantly since it does a percentage not flat numbers. Larger characters have to block more which is why they have more shield health since their not as nimble while small characters don’t block often since they are so mobile and they have faster dodges.
Now for the most important part of this fix adding physics to shields basically like Luigi’s shield. When you block an attack with your shield you should get pushed back and the stronger the attack the farther you are pushed from Weak to Devastating accordingly which is based on your (Defense). The more (Defense) you have the less distance you are pushed and the maximum distance you can be pushed in 1 hit is half the distance of a form stage. If you are pushed off the edge of a stage you will fall off but if there is a ledge you should automatically grab it. Attacks that do higher damage to shields like Marth’s (Shield Breaker) should have the most push while projectiles and aerial attacks have the least push because of lack of leverage.
Now for the finalizing fix so my shield physics work the best. It should take longer to release your shield time has been increased but it still doesn’t look like enough you can still use a dash attack after blocking an attack nullifying my push mechanic to prevent out of shield punishes on weaker attacks. If you shield while dashing you should do a front roll dodge to avoid projectiles or get behind opponents I try to do this all the time but it’s too slow since you have to shield stopping your dash then roll to do so and can prevent you from shielding during a dash so walking is relevant and cannot perfect shield projectiles during a dash repeatedly anymore. Finally finished.
Now if you shield you will be knocked back so you will lose stage position and you can no longer punish attacks. Attacks that move you forward like Dash Attacks can still be punished because you’re moving toward the shield even after hitting it. If you want to punish attacks dodge or avoid the attack like you were intended to do. Since they no longer shrink larger characters can use them too, it is also based on your (Defense) so heavier characters can benefit from it even more since they are big targets while smaller characters have less and they don’t use it that often anyway they have faster rolls as well. Getting stunned isn’t as huge of a penalty anymore at low damages. This is a Game Changer now you can attack shields without having to worry about punishes when they are the defender you are the offender.
<(Grabs and Throws)>
Since Shields are overpowered Grabs and Throws are too. This basically traps you into a K.O or Combo Throw which is inescapable after the animation starts, People barely use pummel because of it and they usually deal a free 10% damage. They can also pummel you before using a throw is activated since it’s inescapable and it’s even worse if they have a combo throw which can combo into over powered Aerial Attacks like Captain Falcon and Mario’s Front Aerial or R.O.B and Palutena’s Up Aerials. If you pummel, combo throw then finish it off with an Aerial you can easily get a 30% damage combo unless you’re a computer and break out before the first pummel even hits. There are also Special Moves that are grabs that are inescapable which I call (Special Grabs) or (Special Throws). There needs to be a way to escape even after a throw is activated and throws should be weakened damage wise so pummels are relevant.
When you are being grabbed and thrown you should still be able to break out of it even during the throw animation but certain throws will have different breakout animations and should be a stalemate so neither of you can punish after breaking free. Special Moves that grab like Bowser’s (Flying Slam) and Wario’s (Chomp) can be broken out of too in some way. Another mention but they did make grabs clash like attacks now in Ultimate so you can stop them altogether so I don’t need to fix that anymore.
I will list different type of throws below and fixes for each of them. I will also make additional fixes to specific moves in the (Character Balancing) section.
All Throws: Should only deal around 5% damage to encourage pummeling if they aren’t a Damage Throw or K.O Throw.
Combo Throw: These are weak and usually bounce foes off the ground to a favorable spot to combo into an Aerial knockback should be Weak. These should be the fastest but you should be able to DI this heavily and I mean heavy so you can appear behind, above or in front so they have to read which way you DI to combo. These should not lose knockback when becoming (Stale) so it won’t work as long if you keep spamming it.
Normal Throw: These are standard throws like most Front and Up Throws that are not strong enough to K.O but knocks the opponent back off stage. Regular speed and knockback is Medium. Up Throws should be able to be angled diagonally more heavily to escape Up Throws into Pikachu’s (Thunder) or Sonic using his (Spring Jump) to K.O you off the ceiling so they have to read which way you DI but at high damages you can bend it so those combos won’t work at all.
K.O Throw: These are usually Back Throws having high launching power which can K.O just a little weaker than a Smash Attack knockback is Strong. Up Throws like Kirby and Charizard’s should return to the platform they used it on when launching not landing on a platform higher up so you can no longer get early K.Os and be immune to being pushed by wind so you can’t do suicide throws. I would rather just make these types into a suplex.
Damage Throw: These do high damage like Meta Knight, Kirby and Bowser’s Down Throws but take a long time and have Medium knockback. They don’t do high damage right now but I changed them so they would in the (Character Balancing) section. These do constant damage up to 15% over 5 seconds before launching unless you break out of it to avoid the knockback and take less damage or Bowser’s body slam deals 15% immediately but it is slow. Breaking out of it has you roll backwards to escape and you both have cool down so there’s a stalemate and nobody can punish right after the escape.
Special Grab/Throw: Special Moves that can grab like Robin’s (Nosferatu) or a throw like Lucario’s (Force Palm) cannot be escaped at all but Bowser and Ganondorf’s can bring you all the way into the pit ending both of your lives and there is nothing you can do about it. You should be able to break out during these throws cancelling it for both you and the opponent so you have a chance at surviving if your recovery goes high enough and avoid the knockback of Bowser’s (Flying Slam) because it is very powerful and unavoidable once you get grabbed right now. Since Bowser’s is slow it should be hard to break out of, Robin’s is regular and safe so breaking out of it is medium while Ganondorf’s is extremely fast so should be easy to break out of fix them accordingly based on speed so they can only be completed at high damage percentages.
Aerial Grabs: Remove these can only grab ledges as a (Special Grab) Special Move but should no longer damage opponents it’s a cheap extremely long distance attack that can be spammed right now with low jump fast falling and you can dangle from the ledge giving you double the invincibility.
Moves that are already K.O moves should not have an even more powerful version just slower and vice versa weak moves shouldn’t get even weaker. I don’t like basically being lazy and copying the same move twice with stronger and weaker versions as customs as I made fixes in the (Character Balancing) section I winded up combining customs with the original move and all of a sudden they were actually good it feels like they we’re being held back for a custom.
If it isn’t an Up Special to increase height or one that can be used as an attack make it a brand new move or just remove them the defaults are usually better anyway. Palutena and the Mii’s are the only ones with unique Custom Moves I would also would have liked custom Final Smashes. Bowser having his (Fire Breath) and custom (Fire Ball) I consider different moves since one is a stream of fire close ranged while the other is a ball of flames a projectile. If you just change the launch angle like Fox and Falco’s Phantasms it’s still a clone to me It’s just like Mario and Luigi’s Up Smashes.
This is a big issue. This increases the launching power of all your attacks based on the amount of damage you take allowing your K.O moves to K.O extremely early, weak characters having the knockback of strong characters and large characters being too over powered if they manage to hit you. This benefits small characters more than large ones because you’re getting their knockback so they don’t struggle to K.O anymore like their supposed to while keeping your fast movement and attack speed.
I think the best solution is just to remove it because it is not fair and comebacks are not really comebacks anymore because you K.O earlier which this is supposed to help with just like in Mario Kart. No matter how well you drive and cut corners while in 1st a blue shell will always seem to get you beat right before the finish line, I’ve been hit by 3 in a row in the same spot to many times to count. My favorite racing game is Excite Truck much more balanced and challenging a mix of Mario Kart and F-Zero every time you crash a truck it looks like I’m watching an episode of the A-Team and the A-Team is a more grown up version of Scooby Doo 2 of my favorite shows. It will basically be like training mode all the time without it but I do have a replacement for this though right below this and it’s already in the game.
<(Final Smash Meter)>
You should be able to gain a Final Smash without having to get a Smash Ball. These are in the game but they’re not used much because they are only obtainable through Smash Balls and anyone can get it. I’m not sure how balanced this would work out but I did the best I could I rather a single shot that can be avoided than all attacks being dangerous with (Rage). They are very cool and they seem to have put a lot of work into their animations. They are the most powerful type of attack in the game and they do a lot of mental damage just watching your character get pummeled repeatedly it’s like an exaggerated taunt. I actually don’t like fighting characters I like it hurts to see them get abused when trapped in a Final Smash, just fighting them regardless or if I allow them to get beat up if I sucked during a particular match it hurts. If something really bad happens my automatic response is to take a knee probably because that’s what we did when someone got injured during a football game it’s an instinct for me.
I’m basically going to add a meter like they use in Street Fighter to charge them up, a way to drain them as well as change some of their damage because they all seem to do around 40% damage no matter what type of Final Smash it is Long Range does the same as Close Ranged ones for some reason if all hits connect no matter the character. Weaker knockback doesn’t excuse the damage dealt and opponents hit. There will only be 1 meter that can only be activated at full charge I’m not making separate weaker ones and there will be ways to drain it, it will make sense trust me. You should also add an option in Rules to disable this if you wanted to because I’m not sure how this will all work out this is the only change I’m not very confident in.
Give every character a meter inside their Series Symbol like Fire Emblem’s sword logo or the Mario series’ Mushroom for example. As the meter fills flames engulf the symbol from the bottom to the top and filling it based on charge. As the meter fills past 75% your character should get engulfed with more flames gradually and the stage should get darker to alert everyone that someone is close to getting a Final Smash. If you get a Smash Ball it should fill the meter instantly. The meter charges fully when it absorbs 200% charge so you can use a Final Smash but then it resets back to 0 after you use it. If you and a foe have a Final Smash charged you cannot use it, only 1 can be used at a time so it will prevent chaos from happening and you will need to drain your foes meter before you can use yours. I would also recommend a new button to use a Final Smash like A and B at the same time so you still have access to your Neutral Special.
When you are K.Oed your meter does not decrease but if you are above 50% charge and you die your meter resets to 50% charge so you don’t lose it all but it’s not too close to maximum when you come back since I’m assuming you are losing at that moment since you just died. The examples on how the meter can charge and drain should charge appropriately based on the type of match each player is having. Basically don’t be careless and get hit by heavy attacks when your meter is filling and you’ll be fine it will be near full at high damage % you’re going to be playing defensively anyway and the opponent will be using K.O moves at that point too so the whole situation should fall in line. If you are having a dominating 1 on 1 match on 1 life and survive with high damage you can use this as a finisher since you used all 3 ways to charge it. To charge these are the only 3 ways other than a Smash Ball.
Damage Taken: Charges by 1% every 1% damage taken so if you take 200% damage it will fully charge.
Damage Done: Charges by 1% every 2% damage done to foes so if you deal 400% damage it will fully charge.
Damage Blocked: Charges by 1% every 3% damage done to your shield or Special Moves that act like shields so if you block 600% damage it will fully charge.
To drain there are only 2 ways 4 if you look at it closely enough.
Pummel: Drains it by the amount of damage done so pummels are useful for the first time but at full charge pummels won’t work anymore if you even dared to get that close when they have one.
Powerful or Devastating Attacks: Drains it by half of the damage taken this includes getting hit by other Final Smashes. If you are hit by any of these the meter doesn’t fill since I do have a Damage Taken rule it should be ignored.
<(Final Smash Types)>
Here is the Knockback for different type of Final Smashes and I will be making fixes for them in the (Character Balancing) section if they are bad at trapping foes or if it’s too easy to trap them below will be the damage they should deal if all hits connect.
Close Ranged Smashes like Ike, Link and Captain Falcon’s are the most powerful type of Final Smashes easy to hit with but difficult to get multiple opponents inside. They should have Devastating Knockback dealing 60% damage best for 1 on 1s.
Medium Ranged Smashes like R.O.B, Donkey Kong and Rosalina’s are the most reliable and should have Powerful Knockback dealing 40% damage.
Long Ranged Smashes like Samus and Bowser Jr’s are the weakest type of Final Smashes since they are hard to avoid because they cover the whole stage hitting all opponents and can be used to ledge guard. They should have Strong Knockback dealing 20% damage.
Transformations I know they removed this type in Ultimate yes another mention but not all of them are bad it’s just a temporary stat booster they can stay. If it is a transformation like Lucario, Yoshi, Mr. Game & Watch and Pac-Man’s will vary in Knockback and damage based on the type of transformation I’ll have to cover in the (Character Balancing) section and make some of them better. Most of them should be like Freya’s (Trance) increasing your attack, speed and halve damage taken so you can get to your opponents and immune to flinching or being launched so you won’t have any fear should do the trick.
This should be the final really big Game Changer here only one that’s optional though.
There are multiple elements in the game but they don’t really do anything mostly just visual effects. This will aid a lot of Black Mage’s moves since he can use every element. The only elements that do something are Ice which can freeze foes and Fire can set off explosives. Wind I also consider an element all it does is push and sometimes deal damage and that’s all it should do so I’ll leave that alone but it’s effectiveness on some moves I’ll have to fix in the (Character Balancing) section. Elemental effects can only be applied with Special Moves or some items never regular moves.
Fire: This should be able to set foes on fire for a short time dealing 2% damage every second and can set the ground on fire momentarily and burn items to ashes. The standard amount of time it sets foes on fire for is 2 seconds but the time can be extended by adding more flames to the opponent for up to 10 seconds dealing 20% damage. While on fire you can block or dodge the damage of the flames but certain moves can cause maximum fire time immediately. Energy based.
Ice: This should be able to slow foes horizontal movement speed down momentarily for a short time and can be extended by putting more Ice on them until they fully freeze. The slow down can last for 2 seconds slowing your horizontal movement speed by 10% with the least ice or up to 10 seconds slowing your movement speed down by 50% with the maximum amount of ice right before they become completely frozen. Some moves can freeze you completely immediately they should pop up into the air so they don’t plummet downwards and when hit by an attack Strong or higher breaks them out so they can be launched. If the foe is currently on fire they are temporarily immune or are hit by fire melts the ice to launch them.
Thunder: Moves that use electricity should be able to chain half the damage of the attack to nearby foes without causing flinching but it has to hit a foe directly to do so not off shields but it doesn’t chain to the foe that is hit directly for even more damage. Energy based.
Water: This can push foes with different amounts of force based on the type of move like it does now or even launch but it should also be able to extinguish flames. This is basically the physical version of wind.
Poison: This is the Flower effect I just call it poison like it’s supposed to be you should pulse purple. This is a weaker version of fire working the exact same way dealing 1% damage each second for up to 10 seconds but they take double damage not knockback and cannot be blocked if hit by it directly since its internal damage.
Wind: Pushes opponents and items or has gravitational pull to trap opponents or items to carry them inside. This has high shield push as well some moves deal rapid damage when trapped or pass through them. Added this just in case it is an elemental.
Holy: This is extremely focused light that deals rapid damage without causing flinching also deals high damage to shields. It also comes in the forms flashes or blast of light and rarely condensed orbs. Again just in case.
All items should be dropped diagonally behind you whether in the air or on the ground and should have a 1 second delay before you can pick up the same item so you can’t “Dribble” with a certain item like R.O.B’s (Gyro) or Pac Man’s (Bonus Fruit) or just a regular item that dropped on the stage. You must throw it in that direction increasing knockback to prevent drop combo’s into Spikes and cannot control space as easily anymore since they travel faster since you have to throw it. You must have very good timing to hit somebody with a normally dropped item now and the arc makes it very difficult to hit them on the fly now you must throw it directly at them. <(Get Up Attack)>
This should have increased shield push to knock foes back so they can’t just block the attack then punish.
While dashing your options should be limited to Dash Attack, Roll Dodge, Jump, Side Special, Slowdown, Turn and if you attack while turning around you use a Side Ground Attack. You shouldn’t be able to turn around instantly anymore while dashing so walking is relevant and you can’t dash dance anymore when you turn do the entire turn animation and not twist your ankles. Also if you jump while dashing you jump further but lower and forcing a roll can dodge projectiles or get behind foes so you can’t dash and perfect shield anymore. No more Dash to Up Smashes momentum matters this whole game is based on physics and I always try to roll while dashing anyway.
When you are buried by moves like Donkey Kong’s (Headbutt) or the Pitfall Seed item you should take half knockback and when you break out you knock foes back only Strong or higher knockback can launch while buried. Now when you first break out you can’t be hit so they can’t wait for you to break out then hit you so you don’t have decreased knockback which will also allow you to survive longer since Smash Attacks or moves like a (Falcon Punch) can hit you easily you cannot move.
Both Grabs and Attacks of near equal strength within a 5% damage range should clash to nullify each other. Attacks that deal 6% or more or (Special Grabs) should penetrate through the inferior move (Special Grabs) can only be canceled by another one. <(The Audience)>
This mechanic isn't used enough. You should be awarded more cheering and have the audience more engaged in the battle other than just getting a K.O, launching opponents or barely reaching the ledge. If you land a string of attacks in a row or a big blow you should be awarded with more cheering so whoever has the momentum gets more cheering. You should also allow the audience to throw items onto the stage instead of it just appearing out of thin air if Items are turned on based on how the match is going they can throw items at players to injure them if their being booed or give struggling players items to help them out.
I would like feedback on my changes so I could improve upon them, if I went to far or if I missed something. (Character Balancing) the longest section begins next probably will have 15 parts to it.