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SSF2 Suggestions 
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I suggest when Sora forward rolls he stays looking forward and when he rolls backwards he will look in the opposite direction. Give Sora something unique like that.

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Wed Sep 17, 2014 4:43 pm
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that completely defeats the purpose of dodging.

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Fri Sep 19, 2014 3:39 am
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I think Lucario would be good. I actually thought that, since with Smash 4 on the way, Lucario would have been an obvious choice.


Fri Sep 19, 2014 9:56 am
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BigRob1998 wrote:
I think Lucario would be good. I actually thought that, since with Smash 4 on the way, Lucario would have been an obvious choice.

ROster is set in stone, post this in the speculation thread.
Backseat modding, I know.

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Mon Sep 22, 2014 3:42 pm
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What I would like to see:
[*]Improve Yoshi's dash speed. Yoshi was quite speedy on the ground in Melee and Brawl, but he's on the slow side for some reason in SSF2. Maybe he could be around Black Mage's or Tails' speed?
[*]Buff Sonic's side special. It doesn't go too far recovery-wise and the difference in direction when controlling it is far from noticeable. The sweetspot doesn't feel too rewarding either. (The hit effect is really cool though!)
[*]A more managable replay format would be nice (I'm sure you guys are working on this already.)
[*]Character requests probably don't belong here, but Bowser, Luigi, a new Sonic rep (Shadow, Knuckles), and/or a Pokemon rep (Mewtwo, Lucario, Greninja, Charizard, Sceptile, Grovyle) would be nice. You could just ignore this part tbh because I'm sure that a lot of are asking for characters.
[*]Maybe 2-3 unlockables in v1.0 would be cool. Games nowadays generally don't really have the challenge of unlocking new characters as much anymore. I don't wish for that to happen in the transition from SSF to SSF2.

I can't really ask for much next version. Version 0.9b is really great and satisfying! Gameplay is a great mix of all of the Smash games, aside from minor things like the ones in the first two bullet points, the characters feel great (Sheik, Zelda, Link and Mario feel just about perfect!), the new modes are really cool, and online is here (and it obviously needs work, but I'm just glad that it's here at all for now).
Keep up the good work Cleod9 and SSF2 Dev team!

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Mon Sep 22, 2014 8:42 pm
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When a character is beat into the ground (like with the dirt pit and they are stuck in the ground) maybe have the character pop up after being hit by anything with knockback?

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Tue Sep 23, 2014 1:58 pm
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Instead of a blue tinge, show some tiny sparks around the character when hit by an electric attack.

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Tue Sep 23, 2014 2:37 pm

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The BG should be dark while the foreground and characters stay bright when someone has the Smash Ball, like on that trailer. Also, the Smash Ball should be more lively.


Thu Sep 25, 2014 11:04 am
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I feel like this game would be much cleaner with a priority system similar to Smash 4, with characters that are physically stronger having the advantage. While swordsmen only have a slight advantage. The different attack properties would also be nice, so it actually makes sense.

Another thing would be attack speed, I see so many fast attacks anymore, it's like everyone is Meta Knight. The slowest attack I've seen is probably Lloyd's side special, but even then, that has a hitbox the lingers. Maybe even Ichigo's smashes, but that's the slowest it gets. It's just too much. How do you expect Brawl veterans to get used to a game like this if all the attacks are this fast? You can't even react in time most of the time because of the animations being instant.

Speaking of animations, some attacks don't match up properly. Like Puff's usmash and Pika's utilt.

I would also like to see some expansions towards the defensive side of the game. The rolling system is plain terrible, with the smaller characters having the more lengthy (Mewtwo) rolls for no apparent reason. The actual invincibility for air dodges does not match the animation properly ether, so that needs fixed.

Also like to see the actual character sizes being balanced out. If ya have to, just boost up the stage sizes to help with that.

Getup attacks also need fixed, as I see SO many attacks outprioritize them 24/7. And as I recall, you're supposed to be INVINCIBLE during the actual attack. Meaning you shouldn't be hit while your opponent fails to hit you in time. They all deal crazy knockback too. Not all characters have this problem though, but quite a few do. Especially characters like Fox and Sonic respectively.

And what is it with the grabbing range system? The heck is with that, can someone explain? I see these characters like Wario and Pikachu who are somewhat small having the worst range in the game, but then ya got Lloyd (who's about the same size) has this super disjoint grab. Tether grabs make sense, though I don't get why the grab would linger throughout the whole animation. Especially with chars like Samus. You side step it, then you get punished anyway because you happen to be in just the right range to get grabbed.

That's all for now I guess. Sorry to complain so much, but it can't be helped I guess.

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Fri Sep 26, 2014 8:24 pm
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gEmssbguy13 wrote:
Getup attacks also need fixed, as I see SO many attacks outprioritize them 24/7. And as I recall, you're supposed to be INVINCIBLE during the actual attack. Meaning you shouldn't be hit while your opponent fails to hit you in time. They all deal crazy knockback too. Not all characters have this problem though, but quite a few do. Especially characters like Fox and Sonic respectively.

Even though it's like that in official games, I think it's actually fair, why should you have an invincible attack for messing up a tech? An attack that sweeps both sides that can potentially stop some mindless approach sounds good enough. If you want something invincible when you're on the floor you have regular get up and both rolls (which I think some should be a bit faster).
In kind of the same vein, some ledge attacks seem to have invincibility while other don't; I'm also in favor of removing in those attacks too.

gEmssbguy13 wrote:
And what is it with the grabbing range system? The heck is with that, can someone explain? I see these characters like Wario and Pikachu who are somewhat small having the worst range in the game, but then ya got Lloyd (who's about the same size) has this super disjoint grab. Tether grabs make sense, though I don't get why the grab would linger throughout the whole animation. Especially with chars like Samus. You side step it, then you get punished anyway because you happen to be in just the right range to get grabbed.

That's all for now I guess. Sorry to complain so much, but it can't be helped I guess.

Agree with that, most grabs seem pretty lackluster,

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Fri Sep 26, 2014 8:44 pm

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Switch Lloyd's SideB with Dash-attack

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Sat Sep 27, 2014 12:17 am
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MaskofTruth wrote:
Switch Lloyd's SideB with Dash-attack

That makes no sense whatsoever.

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Sat Sep 27, 2014 9:41 am
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At the end of a battle when the announcer announces who won, I think the background could look a little better, like maybe it could be a compilation of all the ko's the winning player has scored. So after one quick 5 sec replay of the players first ko, it'll fade on to the next short ko until it reaches the last one. The score boxes could be be minimizable, so you can look at the replays.

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Sat Sep 27, 2014 9:48 am
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Sachamel wrote:
gEmssbguy13 wrote:
Getup attacks also need fixed, as I see SO many attacks outprioritize them 24/7. And as I recall, you're supposed to be INVINCIBLE during the actual attack. Meaning you shouldn't be hit while your opponent fails to hit you in time. They all deal crazy knockback too. Not all characters have this problem though, but quite a few do. Especially characters like Fox and Sonic respectively.

Even though it's like that in official games, I think it's actually fair, why should you have an invincible attack for messing up a tech? An attack that sweeps both sides that can potentially stop some mindless approach sounds good enough. If you want something invincible when you're on the floor you have regular get up and both rolls (which I think some should be a bit faster).
In kind of the same vein, some ledge attacks seem to have invincibility while other don't; I'm also in favor of removing in those attacks too.


But you also gotta remember, this isn't Melee pal.

Plus, that attack sometimes literally doesn't work. Say you misstime a Falcon dthrow, you can't move, Falcon goes in for a Falcon Punch, you try to get up with an attack to hopefully stop him,....NOPE, doesn't work! There you go, death at 30%.

The way you put it basically makes it sound like everyone should play perfectly to avoid things like that. That's not what Smash is about. It shouldn't be a battle between who messes up first, it should be a fair battle of true skill and to capitalize on your opponents actions. A balance bewtween offensive and defensive.

If person A knocks person B to the ground and B gets up with a getup attack that hits, A should be the one punished for not shielding it properly to keep the advantage going. It isn't even fair or funny when you happen to mess up a tech then get hit off the ground because you weren't playing good enough. THIS could seriously cause people to turn away from the game, think about it.

With all the mechanics and properties the characters have, it honestly feels like Project M. Too much like it really. We may as well call this Super Smash Flash Melee/Project M version. The only thing that seperates this from Melee is the air dodges, even then, those don't even live up to their name well enough. Keep in mind though, I'm refering to general competitive gameplay here.


P.S. Have you seen the getup rolls in this game? It just doesn't work. You hardly move anywhere and they're too quick to avoid anything.

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Sat Sep 27, 2014 1:36 pm
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I know this isn't Melee, that's why I even said "Even though it's like that in official games": in Melee you do have invincibility, and that's why you see so many competitive players actually getting hit by get up attacks (I even recall some commentator joking they were like one of the most reliable moves).

The Falcon scenario has nothing to do with invincibility tho, yeah maybe they should give the attacks bit more of range (think Zelda's get up which is just down tilt, doesn't even hit both sides) but shouldn't be that safe. In that case maybe it's just better to roll away and punish the whiffed attack.

So basically I agree with you to some degree, maybe they should be a tad more effective but not like "press button, get invincibility+I get to attack"; you're in a disadvantageous position and it should feel like that. If you time it correctly tho, of course it should reward you.

However I'll look more into them now to see if my opinion might change, but this is what I believe at the moment.

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Sat Sep 27, 2014 3:37 pm
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