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SSF2 Suggestions Thread v2 
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Joined: Sat Jan 28, 2017 10:54 pm
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a archive setting that lets you play past ssf2 version namingly (the actual ssf1) for a few minutes like how ssbb and ssb4 have one that lets you have trial plays of (i think are) SNES games from Fzero, legends of zelda, kid icarus, DK and such. ssf mode is still good though

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Tue Jul 11, 2017 3:50 pm
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Jeffdebrine wrote:
a archive setting that lets you play past ssf2 version namingly (the actual ssf1) for a few minutes like how ssbb and ssb4 have one that lets you have trial plays of (i think are) SNES games from Fzero, legends of zelda, kid icarus, DK and such. ssf mode is still good though

That wouldn't really work, and wouldn't really have a point.

Masterpieces in the official games are there to advertise the games so you'll buy them on the Virtual Console. This is also why there's a time limit; they're just demos to allow you a chance to get interested so you'll spend money to play them without the time limit.

SSF1 is already free, so...

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Wed Jul 12, 2017 8:49 am
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Add the little stars around your head to indicate shield breaks, like in SSB4.

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Mon Jul 17, 2017 8:30 am
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snidbert64 wrote:
Add the little stars around your head to indicate shield breaks, like in SSB4.

Also make an animation for when the characters aren't stunned/asleep anymore so I don't take a hit to the face when trying to charge an FSmash
Seriously
It's really annoying :chibirobo:

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Mon Jul 17, 2017 2:04 pm
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Utah P. Teasdale (Harr) wrote:
Jeffdebrine wrote:
a archive setting that lets you play past ssf2 version namingly (the actual ssf1) for a few minutes like how ssbb and ssb4 have one that lets you have trial plays of (i think are) SNES games from Fzero, legends of zelda, kid icarus, DK and such. ssf mode is still good though

That wouldn't really work, and wouldn't really have a point.

Masterpieces in the official games are there to advertise the games so you'll buy them on the Virtual Console. This is also why there's a time limit; they're just demos to allow you a chance to get interested so you'll spend money to play them without the time limit.

SSF1 is already free, so...


aww ok. thank you for the feedback though :sonic:

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Tue Jul 18, 2017 6:31 pm
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snidbert64 wrote:
Add the little stars around your head to indicate shield breaks, like in SSB4.


Also, make the characters flash magenta/red while stunned.

currently, only :chibirobo: does so.

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Mon Jul 24, 2017 10:46 am
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I think having increased invincibility frames from things like hanging on the ledge, getting up from a ledge, getting up from being put in tumble, and rolling would be helpful. It can get annoying when you think you're safe after just grabbing the ledge but you don't have time to get up before the opponent releases a charged smash attack.

Increased roll distance when rolling from the ledge would also be nice since it provides an actual mixup for characters to read/react to instead of just picking an option that easily covers both rolling and standard getup like charging a smash attack.

There should be a specific window for being able to jablock. You shouldn't be able to still get jablocked after being knocked down for more than 5 seconds or so. Jablocking is something that should reward precise timing. Also, choosing to lay down instead of teching or getting up immediately can be part of a mindgame and the current jablocking window removes this mindgame.

There should be a mixture of regular KOs from above in addition to star KOs and screen KOs. Having KOs always be star KOs/screen KOs is very advantageous for characters such as Jigglypuff, Samus, and any other character that has a move that can be charged.

Decrease in aerial drift is also important since it makes going deep for edgeguards more of a high risk/high reward situation. It also makes characters with multiple jumps more unique since they would be capable of going for these deep edgeguards with no problem. Obviously, certain characters such as Jigglypuff and Kirby are renowned for their aerial drift but giving every other character more if not just as much aerial drift reduces the diversity. Also, it makes escaping juggles near impossible but that's another issue.

I would also like to see stages not all have Brawl FDs ledge properties in that a majority of your upwards momentum is halted when using a recovery move. This happens in particular with characters that have diagonal recovery moves such as Mario, Ness, Fox, Falco, C. Falcon, etc. There are situations where you may attempt to recover and your opponent attempts to stage spike you. While you manage to tech it, you are still put in a situation where if you cannot drift away from the stage far enough to recover without this issue occurring then you lose your stock anyway. I think having the recovery slide next to the stage without reducing upward momentum would be ideal.

In addition, there are certain stages such as Pokemon Stadium and Dracula's Castle that obstruct your view when you are low off stage. This makes it difficult to recover since you have a hard time telling where you are. This makes things such as perfectly snapping the ledge very difficult. Keeping the stages in a more 2-D plane would fix this issue.

This is a character specific suggestion so I'm not sure if this belongs on this thread but I would like to see Luigi be able to do a simple fox trot without skidding as he does in Brawl/Smash 4.

Also, PK Fire should not be able to activate when it hits a shield. :ness:

I'm sure the devs are busy as is working on existing bugs but I really hope to see some if not all of these implemented because I believe the competitive scene can benefit from it very much!


Fri Jul 28, 2017 5:59 pm
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Give everyone who have an infinite neutral a jab finisher a la Smash 4.

It's not fair if only :luffy: has this.

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Tue Aug 01, 2017 8:39 am
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Vanilla wrote:
Give everyone who have an infinite neutral a jab finisher a la Smash 4.

It's not fair if only :luffy: has this.

I agree with this
I want this
Can we have this?
Please. :sandbag:

Also another suggestion
Make :bandanadee:'s Dash Attack feel less clunky or just change it altogether
Right now it just feels really off to use because you just suddenly halt in speed and then have the longest jumpsquat on earth
Like if you want it to be a way to start comboing aerials
BDee's got 3 midair jumps and Shorthop FAir well exists
So IDK what the problem is :sandbag:

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Tue Aug 01, 2017 1:14 pm
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Bedoop wrote:
Vanilla wrote:
Give everyone who have an infinite neutral a jab finisher a la Smash 4.

It's not fair if only :luffy: has this.

I agree with this
I want this
Can we have this?
Please. :sandbag:

Also another suggestion
Make :bandanadee:'s Dash Attack feel less clunky or just change it altogether
Right now it just feels really off to use because you just suddenly halt in speed and then have the longest jumpsquat on earth
Like if you want it to be a way to start comboing aerials
BDee's got 3 midair jumps and Shorthop FAir well exists
So IDK what the problem is :sandbag:


Can we have :bandanadee: Eat Sh** like King Dedede does?
Maybe even implement the part where he also launches himself upwards if the devs really wanted to force that part

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Wed Aug 02, 2017 2:30 am
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Vanilla wrote:
Give everyone who have an infinite neutral a jab finisher a la Smash 4.

It's not fair if only :luffy: has this.

+1
Jan_Solo wrote:
Can we have :bandanadee: Eat Sh** like King Dedede does?
Maybe even implement the part where he also launches himself upwards if the devs really wanted to force that part

+1 again

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Wed Aug 02, 2017 4:07 am
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Change Luigi's victory animation to 'bang bang' and Meta Knight's to 'victory is my destiny' instead of the lazy recycled taunts.

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Wed Aug 02, 2017 7:20 am
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On that topic
What the hell is up with the situation with Taunts and Victory Animations
Like for example
:gameandwatch: has 3 of both
:kirby:, one of the VERY FIRST CHARACTERS ADDED, only has One of each
:chibirobo: has 1 victory animation and 2 taunts (And what ever happened to the Drake Redcrest pose taunt, where'd that go, I thought Steve-o was gonna stream making it what happen--)
:sandbag: has 2 taunts--no, I'm not counting Side Taunt, not even as a movement option, it sucks--and 1 victory
:blackmage: Really should've kept his old Side Taunt has 3 taunts and 1 victory animation which has 4 variants, it's really neat but I'm not sure why
:bandanadee: has one of each like Kirby and I really don't know why that is, you could've made the sleeping animation used for Side B when there's a spear already out a Taunt, it would've been neat
0.9b :sonic: had 2-3 victory animations iirc (And also the best hecking down taunt in the world, why couldn't we keep that)

It's just
Real heckin' strange
Who's supposed to have what
Consistency? In my Smash Flash?
It's less likely than you think. :chibirobo:

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Wed Aug 02, 2017 12:01 pm
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Bedoop wrote:
:sandbag: has 2 taunts--no, I'm not counting Side Taunt, not even as a movement option, it sucks--and 1 victory

Yeah, crouch is a better movement option than side taunt.

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Wed Aug 02, 2017 1:18 pm
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Bedoop wrote:
:blackmage: Really should've kept his old Side Taunt

That side taunt was a work of f***ing art!
Why did we get rid of it?

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