I’ve mentioned this on the Smashboards quite a bit, and it’s a controversial debate, at least in the SSB4 thread. I decided to come post my thoughts here in order to better gauge the opinion on this from both a competitive and casual perspective. So anyway, here it goes.
My idea for the super meter is mix of your standard super meter and your revenge meter. You can fill it up in the following ways:
- Using Special Moves
- Stringing Combos
- Counterattacks
- Teching/Ukemi
- Taking Damage
- Losing a Life
Of course, some methods fill more than others. An Ukemi won’t increase your meter much, but losing a life fills it with half the maximum meter.
Similar to a number of fighting games, the meter would be broken into 4-5 parts with a super special move available when a part is full. These super special moves are what they imply, stronger special moves, but some have different properties. For example, Mario’s Super Fireball shoots three fireballs instead of one.In order to execute a super special move, you have to press X and the direction of your choosing. This is to ensure there aren’t accidental Super Specials.
When the meter is full, you can still perform super specials, but you now have the option of using a revamped Final Smash. These would be much more balanced in that they aren’t guaranteed to perform a OHKO. For example, Sonic’s new Final Smash would be Super Sonic, but with a big difference: if the first hit connects, he goes into an animation juggling the opponent with 3 ramming hits. To execute this new Final Smash, you have to press R.
Now, here I ask two important questions:
Casual Players: Does this seem like a straightforward mechanic?
Competitive Players: Do you feel that this would upset the balance of the game?