6th August 2003, 3:42 PM
Yeah, that's why while thinking of it long ago I quickly dropped the idea of using a seperate bar and went with the simpler percentage.
I will say that SSB most certainly DOES involve combos though. They aren't detected as such, and they aren't specially designed chains ala Killer Instinct, but in any battle that involves any amount of skilled players, combos are pretty much needed. It's basically up to the player to construct them from their built up knowledge of move delay time and how long the enemy will be stunned after each connected attack. Then, it's a matter of managing to weave them into a battle. One can even contruct a multitude of ground and air combos, and combinations of the two types (most of the time it's far easier to have a ground combo turn to air than the other way around though). An example would be Jiggly's many juggling combos, or more varied, Samus's "Ultimate Ballistics" combo, as I call it, where you take an enemy in the air through a trip through the arsenal of Samus Aran until they hit the ground, if they hit the ground :D. If one didn't combo, it would mean that a huge number of moves in the game would be useless. Mario Fireballs and Samus bombs are almost useless outside the context of comboing for instance.
Actually, combo detecting might be added. It wouldn't be for auto chaining or specially built combo strings mind you, that would complicate things. No, rather it would simply be able to tell if you are hitting the enemy over and over without giving it the oppurtunity to strike back. The only reason to add this would be for point battle mode.
I think the default super activation level should be at about 200%. 100% means too many supers (at least in the battles I fight), while 300% means you will almost never see them. 200% seems just about right for the average battle. If I'm wrong, that's why I suggest the percentage level be adjustable. I think supers, as easy I suggest they are to pull off, would only make the game even more of a pick up and play title. It would be like a built in handicap for the looser, a last chance turn around they could use. In an evenly matched battle, the health would be getting depleted pretty evenly, so in those cases it's still even. Simple enough I'd say. No real skill except the skill in getting smacked around is needed to get a super as well this way, as opposed to normal fighting games in which one must know when to block and other such things like knowing when to take time to charge a meter in order to super. However, the main reason is supers are just plain cool :D.
I will say that SSB most certainly DOES involve combos though. They aren't detected as such, and they aren't specially designed chains ala Killer Instinct, but in any battle that involves any amount of skilled players, combos are pretty much needed. It's basically up to the player to construct them from their built up knowledge of move delay time and how long the enemy will be stunned after each connected attack. Then, it's a matter of managing to weave them into a battle. One can even contruct a multitude of ground and air combos, and combinations of the two types (most of the time it's far easier to have a ground combo turn to air than the other way around though). An example would be Jiggly's many juggling combos, or more varied, Samus's "Ultimate Ballistics" combo, as I call it, where you take an enemy in the air through a trip through the arsenal of Samus Aran until they hit the ground, if they hit the ground :D. If one didn't combo, it would mean that a huge number of moves in the game would be useless. Mario Fireballs and Samus bombs are almost useless outside the context of comboing for instance.
Actually, combo detecting might be added. It wouldn't be for auto chaining or specially built combo strings mind you, that would complicate things. No, rather it would simply be able to tell if you are hitting the enemy over and over without giving it the oppurtunity to strike back. The only reason to add this would be for point battle mode.
I think the default super activation level should be at about 200%. 100% means too many supers (at least in the battles I fight), while 300% means you will almost never see them. 200% seems just about right for the average battle. If I'm wrong, that's why I suggest the percentage level be adjustable. I think supers, as easy I suggest they are to pull off, would only make the game even more of a pick up and play title. It would be like a built in handicap for the looser, a last chance turn around they could use. In an evenly matched battle, the health would be getting depleted pretty evenly, so in those cases it's still even. Simple enough I'd say. No real skill except the skill in getting smacked around is needed to get a super as well this way, as opposed to normal fighting games in which one must know when to block and other such things like knowing when to take time to charge a meter in order to super. However, the main reason is supers are just plain cool :D.
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)