I like the suggestions for all three. For Mario keeping it simple and giving his galaxy spin would add a lot to that character. DK having two projectiles he can use i think is pretty smart, having it be barrels is a nice touch. I do like the addition for different selections of arrows. Perhaps it's only a set amount like you said, 2 bomb arrows, and then 3 of the other arrow types. Overall, great video and amazing editing man really like everything about it!
Personally I wouldn't put all counters to shield special, the main reason being with the lack of being able to do a shield special in the air it would really disrupt how a lot of characters play offstage, e.g. Marth or Shulk
I see what you mean, but for I feel like Counters in the air specifically are broken specifically if you think about the rock-paper-scissors mechanic, this should be a ground only move. For example, if you have a recovery move that deals damage (Mario, Link, etc...) and you get countered, there's barely a way to get back on stage. It also gives space for a cooler move for the Down+B, and makes more sense for a special shield input cuz it's a defensive option
If we’re going to change the moveset anyway, I’d say revamp the whole final smash system into a more traditional super move system where each character can do multiple super moves. I’m generally not a fan of changing perfectly functional normal and special moves in order to get more references in(with a few exceptions).
One thing that i kind of dislike about these types of videos is people think that EVERY single move needs to be a direct frame by frame animation ripped from one of their games. I think the character should just play like they would in canon
@@vossboss220 I getchu, and I think a LOT about what character's moves should be before making final decisions for these videos. A character has a moveset and it needs to have a harmony of sorts so that each move complements one another. Thankfully, characters already have games that are well-designed enough to the point where in Smash, they can go off those "references" and it makes the character nice to play while also landing into fan service, I mean that's what Smash is after all: fan service overload! I majored and know what needs to happen to make a game feel right for its gameplay, and there's a lot of moving parts. For Smash, it should not only be enjoyable and easy to play, but also appease fans of that said character, so packing in as many references as possible is really important. Ganondorf is a great example of "amazing moveset, but dogshit representation," and that is a huge letdown. DK for example, imo, needs more to his kit now, cuz he got a ton of moves that kinda do the same thing, like F-Air, D-Air, and Aerial Down-B, and while sure they have their own properties, there shouldn't be so many, they're wastes of move potentials... Idk if this came as aggressive, it wasn't my intent LOL, but I'm just very passionate about the topic and wanna explain my pov lol 😊 take care!
Oh alright, LMAO, sorry for the whole essay, like I said I'm super passionate about this mb You're fine to agree/disagree, I know there are some outdated things in this, it's been a while
I think I'm more wondering, and while this may be a stupid question, is would the Sheild Special work in the air with the Air Dodge to take into consideration? Mario's is interesting, though I think the change for the Neutral Air would make the Down Air pretty redundant. Maybe change it to the Stomp, something which Dr. Mario already does? But then that would make Mario and Dr. Mario too similar again... Donkey Kong having two projectiles, when they are both barrels seems pretty redundant as well. If we do keep the New Down Special, maybe have it as a good out of sheild with the Barrel exploding when fired? Link... Young Link already has the Fire Arrows, Freeze Arrows seem overpowered, Lightning is fine only because of what Corrin shows, and Bomb should have more endlag for the power. What I'm saying is, there isn't really a point with the arrows when two of the four ideas are either taken or too strong. Besides, Link can pick up his arrows, just make it where there's more of a reason to do so. The Sheild Surf idea though is fine
When it comes to shield specials in the air, it would technically be impossible to do, so they aren't a thing and can only be done while grounded. That's how it goes for Steve and Inkling and so that's how it should stay I understand the whole redundant thing, but most of the moves mentioned have their own unique properties. Mario's is a single spin that gives set ups into combos and also helps recovery, down air is a multi-hit spin to rack up damage. DK would have 2 barrel types sure, but the Up B has an air and ground variant, the air to recover and the other to give either a combo opportunity or a get off me tool! As for Link, there is almost nothing to change, he is well done. The arrow types only make sense in his kit since BOTW gives access to this many. The other variations of Link do need to change: Young Link and Toon Link are poorly done, and I will definitely change Young Link's fire arrows lol. When it comes to Link picking up arrows, not only is that almost mechanic almost never used by others, it could be used to put back the arrows you messed up on (I missed my shot and it fell on the ground, Imma just pick it back up and put it back in my inventory, yipee!!!) Also you're thinking too much of the balance but let me tell you, it's not that bad, it could make Link better that's for sure, but not broken lol, and it's in limited quantities per stock.
I Have an Idea For a Change For Sonic: How About Instead Of Having 2 Spindashes For Special Atacks, How About For One Of Thosse, Have Him Receve Help From Tails, Who Would Either Spin Fowards Or Help Sonic With Inventions, This Is Just a Idea, And You Should'nt Feel Obligaded To Put It In, Ok? Ok.
Yeah the cappy mechanic can bring many issues, I don't think the problem would be cloning or exiting the enemy, but more so making Mario control the player he captured. Cuz you'd have to map the mario inputs to the character captured blah blah blah, but that's the technical aspect, which I'm always gonna put aside for videos cuz nothing is impossible xD
See, after Odyssey first released, I had this exact same problem in my head. But Cappy can actually do a lot more in the game than just capture enemies. I think if he were to be featured in Mario’s moveset, (And to be fair, I only think he should if we ever get an Odyssey 2.) Cappy should act more as a protective barrier around Mario whenever he gets thrown, enemies will take damage and small knockback if they get close to Mario and with Cappy surrounding him, he’d be able to deflect small projectiles coming his way or even block/reduce damage all for a short period of time if anyone pulls a fast one on Mario. If that happens though, it would take some time before Cappy is able to be used again.
Hey I'm glad you enjoyed the vid! And yeah I'm sorry about the lack of uploads, but for the past years I've been super busy... I also plan on doing more in terms of the edits, make the visualization for new moves even better, so it's gonna hurt the schedule even more. I'm sorry about that 😓 hope you understand
@@VieuxCrouton Yeah no worries bro, we've all been busy before. Can't wait to see the next upload! (I think Link's neutral B should be aimable. He could also stall in the air for a few seconds if he uses it there, to sell the bullet time mechanic really well. The free aim would also be great for Samus.)
I like the suggestions for all three. For Mario keeping it simple and giving his galaxy spin would add a lot to that character. DK having two projectiles he can use i think is pretty smart, having it be barrels is a nice touch. I do like the addition for different selections of arrows. Perhaps it's only a set amount like you said, 2 bomb arrows, and then 3 of the other arrow types. Overall, great video and amazing editing man really like everything about it!
Let's go, great to see this. I will need to watch this later when I have the chance.
Personally I wouldn't put all counters to shield special, the main reason being with the lack of being able to do a shield special in the air it would really disrupt how a lot of characters play offstage, e.g. Marth or Shulk
I see what you mean, but for I feel like Counters in the air specifically are broken specifically if you think about the rock-paper-scissors mechanic, this should be a ground only move. For example, if you have a recovery move that deals damage (Mario, Link, etc...) and you get countered, there's barely a way to get back on stage. It also gives space for a cooler move for the Down+B, and makes more sense for a special shield input cuz it's a defensive option
@@VieuxCrouton Fair
Could just make I so directional air dodges are the default and you can shield in the air
If we’re going to change the moveset anyway, I’d say revamp the whole final smash system into a more traditional super move system where each character can do multiple super moves. I’m generally not a fan of changing perfectly functional normal and special moves in order to get more references in(with a few exceptions).
One thing that i kind of dislike about these types of videos is people think that EVERY single move needs to be a direct frame by frame animation ripped from one of their games. I think the character should just play like they would in canon
@@vossboss220 I getchu, and I think a LOT about what character's moves should be before making final decisions for these videos.
A character has a moveset and it needs to have a harmony of sorts so that each move complements one another. Thankfully, characters already have games that are well-designed enough to the point where in Smash, they can go off those "references" and it makes the character nice to play while also landing into fan service, I mean that's what Smash is after all: fan service overload!
I majored and know what needs to happen to make a game feel right for its gameplay, and there's a lot of moving parts. For Smash, it should not only be enjoyable and easy to play, but also appease fans of that said character, so packing in as many references as possible is really important. Ganondorf is a great example of "amazing moveset, but dogshit representation," and that is a huge letdown.
DK for example, imo, needs more to his kit now, cuz he got a ton of moves that kinda do the same thing, like F-Air, D-Air, and Aerial Down-B, and while sure they have their own properties, there shouldn't be so many, they're wastes of move potentials...
Idk if this came as aggressive, it wasn't my intent LOL, but I'm just very passionate about the topic and wanna explain my pov lol 😊 take care!
@VieuxCrouton I guess I should have mentioned that this doesn't apply to you or this video it was well thought out what you did
Oh alright, LMAO, sorry for the whole essay, like I said I'm super passionate about this mb
You're fine to agree/disagree, I know there are some outdated things in this, it's been a while
@VieuxCrouton I read your essay anyway. I find your thought process interesting. No need to apoligize
The second part never came... 🥺
"The second part never came..." for now...
I have the whole script, I think I even recorded it, I just dont have the time brooo :( It will happen tho!
@@VieuxCrouton I hope so! Love this Kind of vids
Bro i thought i was the only one who thought triforce slash was cool
You’re like really good at signing non ironically
LOL I tried xD There are parts I did screw up quite a lot, I will try again some other day with a song I can nail (hopefully)
I think I'm more wondering, and while this may be a stupid question, is would the Sheild Special work in the air with the Air Dodge to take into consideration?
Mario's is interesting, though I think the change for the Neutral Air would make the Down Air pretty redundant. Maybe change it to the Stomp, something which Dr. Mario already does? But then that would make Mario and Dr. Mario too similar again...
Donkey Kong having two projectiles, when they are both barrels seems pretty redundant as well. If we do keep the New Down Special, maybe have it as a good out of sheild with the Barrel exploding when fired?
Link... Young Link already has the Fire Arrows, Freeze Arrows seem overpowered, Lightning is fine only because of what Corrin shows, and Bomb should have more endlag for the power. What I'm saying is, there isn't really a point with the arrows when two of the four ideas are either taken or too strong. Besides, Link can pick up his arrows, just make it where there's more of a reason to do so. The Sheild Surf idea though is fine
When it comes to shield specials in the air, it would technically be impossible to do, so they aren't a thing and can only be done while grounded. That's how it goes for Steve and Inkling and so that's how it should stay
I understand the whole redundant thing, but most of the moves mentioned have their own unique properties. Mario's is a single spin that gives set ups into combos and also helps recovery, down air is a multi-hit spin to rack up damage. DK would have 2 barrel types sure, but the Up B has an air and ground variant, the air to recover and the other to give either a combo opportunity or a get off me tool!
As for Link, there is almost nothing to change, he is well done. The arrow types only make sense in his kit since BOTW gives access to this many. The other variations of Link do need to change: Young Link and Toon Link are poorly done, and I will definitely change Young Link's fire arrows lol. When it comes to Link picking up arrows, not only is that almost mechanic almost never used by others, it could be used to put back the arrows you messed up on (I missed my shot and it fell on the ground, Imma just pick it back up and put it back in my inventory, yipee!!!) Also you're thinking too much of the balance but let me tell you, it's not that bad, it could make Link better that's for sure, but not broken lol, and it's in limited quantities per stock.
I Have an Idea For a Change For Sonic: How About Instead Of Having 2 Spindashes For Special Atacks, How About For One Of Thosse, Have Him Receve Help From Tails, Who Would Either Spin Fowards Or Help Sonic With Inventions, This Is Just a Idea, And You Should'nt Feel Obligaded To Put It In, Ok? Ok.
I think with the cappy problem it could clone them and he gets their move set also how would he exit the enemy
Yeah the cappy mechanic can bring many issues, I don't think the problem would be cloning or exiting the enemy, but more so making Mario control the player he captured. Cuz you'd have to map the mario inputs to the character captured blah blah blah, but that's the technical aspect, which I'm always gonna put aside for videos cuz nothing is impossible xD
See, after Odyssey first released, I had this exact same problem in my head. But Cappy can actually do a lot more in the game than just capture enemies. I think if he were to be featured in Mario’s moveset, (And to be fair, I only think he should if we ever get an Odyssey 2.) Cappy should act more as a protective barrier around Mario whenever he gets thrown, enemies will take damage and small knockback if they get close to Mario and with Cappy surrounding him, he’d be able to deflect small projectiles coming his way or even block/reduce damage all for a short period of time if anyone pulls a fast one on Mario. If that happens though, it would take some time before Cappy is able to be used again.
Now continue please
What happened to making this a series? I love these kinds of videos but 2 years between episodes 1 and 2? Why?
Hey I'm glad you enjoyed the vid! And yeah I'm sorry about the lack of uploads, but for the past years I've been super busy...
I also plan on doing more in terms of the edits, make the visualization for new moves even better, so it's gonna hurt the schedule even more.
I'm sorry about that 😓 hope you understand
@@VieuxCrouton Yeah no worries bro, we've all been busy before. Can't wait to see the next upload!
(I think Link's neutral B should be aimable. He could also stall in the air for a few seconds if he uses it there, to sell the bullet time mechanic really well. The free aim would also be great for Samus.)