User:Dilsency/Svea/Plight

Platform Fighting.

=Series=

=Gameplay=

Basic Hurtbox Mechanics

 * Damage
 * Deals a fixed amount of damage to the inflicted.
 * Launch
 * The velocity an inflicted is sent with.
 * Angle
 * The angle of the velocity.
 * Base
 * The base amount of launch dealt. Would be dealt at 9999 HP.
 * Growth / Scaling
 * How the launch increases as the HP decreases.
 * Flinch
 * Has different effects whether or not the user is in an animation or not.
 * Idle
 * If the flinch property is larger than the opponent's current flinch armor, they enter hitstun animation.
 * Interrupt
 * If the flinch property is larger than the opponent's current flinch armor, their current action is interrupted and canceled, and they enter hitstun.
 * Stun
 * Has different effects whether or not the foe flinched or not (entered hitstun).
 * Flinched
 * An amount of frames during which any button's function is rendered useless. Control stick still has limited, altered functionality.
 * Unflinched
 * An amount of frames in which the current frame is extended (but not the hitbox). Known as freeze frames, and are applied on any successful hit on both parties, unless the foe shields it.


 * Example
 * Flinch-Stun
 * 0 Flinch Armor - 0 Stun Armor
 * User's Up Special is cancelled, and they receive full Stun
 * 0 Flinch Armor - ∞ Stun Armor
 * User's Up Special is cancelled, but immediately after they can use it again
 * ∞ Flinch Armor - 0 Stun Armor
 * User's Up Special is not cancelled, but the user is stuck in frame for a few frames
 * ∞ Flinch Armor - ∞ Stun Armor
 * User's Up Special is not cancelled, and they receive no Stun

Hit Influence (DI)

 * Split into two depending on who inflicts the hit / is inflicted.


 * Pending
 * Add a DI modifier to moves?
 * OG Smash has the SDI multiplier on moves, this would be similar.
 * Determines the amount of speed units each input gives.
 * Split into two?
 * Offenders may not be able to follow the foe perfectly, because their DIM on a move is 1.0, whilst the foe's is 2.0.

Offensive

 * In OG Smash, the struck foe can DI out of moves.
 * In Plight the striking fighter has the same opportunity to DI as the foe, during the freeze frames of the move only.
 * Freeze frames are also increased.
 * The idea is that Plight should be more combo-possible.
 * And Glide is not supposed to work inside a move / hitstun.
 * But with Offensive DI the player can strike the foe, then predict their redirection and follow up.
 * DI is also simpler to execute, done by wiggling the stick in the desired direction (as holding counts as 1 input).
 * There's no problem with Vectoring as it was in the first versions of Smash 4 (altering launch by holding in the opposite direction), it was just easier (which in Plight is better), the rest can be balanced.


 * Since current Launch of the move determines freeze frames, the offensive DI thus gets more frames in which to take effect, and the user can move further.
 * This means the follow-up still increases somewhat at lower HPs, and strong attacks also have a chance of some follow-up.

Buffer

 * Any move inputted during Offensive DI is queued.
 * Unless another overrides it, it is automatically executed at first opportunity.


 * To aid the player, the string of stick input are removed from Offensive DI calculation, of the move inputted.
 * Example: If the player inputs back-air, the continuous string of ← inputs are removed from DI, before and after A is pressed. The player has to input a different kind of direction to make it count again.


 * All in all, this allows the player to input an e.g. back air with the intent of moving forward, without having to suffer from the initial backwards DI momentum. The player makes a move input, then focuses on the movement.

Example

 * Wiggle

Defensive

 * Same as Offensive DI, but it also factors in the speed in which you are hit


 * Compare with the above

Basic Animation Mechanics

 * Character's state is more directly visible in the animation, in comparison to OG Smash.

Removed from OG Smash

 * Grabs
 * Rolls
 * Dodges
 * Ledge Hanging
 * Dash Attacks
 * Opens up much more approach options
 * Fast-falling
 * All fighters fall fast

Separate Smash Button

 * The player can no longer perform Smashes by regular input, instead they are a separate category of moves with own input
 * Thus, there is now a Neutral Smash and Aerial Smashes
 * Lights and Mights

General Design

 * Lights
 * Quick
 * Weak Launch
 * Not necessarily weak growth/base
 * Resulting Launch can only KO at very low HPs
 * Decent Damage
 * Low-Medium Range
 * Mights
 * Medium-Slow
 * Strong Launch
 * Resulting Launch can KO at mid-low HPs
 * High enough Base Launch that they aren't used as combo starters (generally)
 * Medium-Long Range
 * Can and should be used as combo finishers

Armor

 * Passive (i.e. the user doesn't have to directly do anything) immunity against physics if the offending move deals too low either:
 * Damage
 * Resulting Launch (simply known as Launch)
 * Property of the character's hurtbox during some of its moves, or in certain characters, during regular movement as well
 * Comes in three types:
 * Launch Armor
 * Immune to being launch by moves dealing too low damage/launch.
 * Flinch Armor
 * Immune to flinching by moves dealing too low damage/launch.
 * Stun Armor
 * Immune to hitstun by moves dealing too low damage/launch.

Separate Stun Modifier

 * OG Smash has stun purely based on knockback
 * This is cool and all, but this means projectile has more oompf than they should
 * Instead there's a separate stun value for all moves
 * Most projectiles deal minimal stun, unless chargeable and fully charged

Separate Flinch (Interrupt) Modifier

 * Similarly (confusingly), quick/uncharged projs shouldn't make you stop doing what you're doing
 * On hurtboxes as well, Flinch Armor
 * Idle has 0 Flinch Armor, you should always suffer for doing nothing
 * Walking has... 2?
 * Running has... 5?

No Counters

 * No.
 * Counters.
 * If a similar move is a must, make them super-armor moves.
 * Still receive full damage.

Plight & Assist

 * Plights charges by playing well.
 * Combos with 2 and more hits, with increasing amounts per hit.
 * $$(hit - 1) + 1.0 * (hit - 1)$$
 * x=1 ⇒ 0
 * x=2 ⇒ 2
 * x=3 ⇒ 4
 * x=4 ⇒ 6
 * Shielding an attack, the better the higher increase.
 * x=01..04 ⇒ 10..10
 * x=05..15 ⇒ 10..1
 * Punishing a foe in lag.
 * By damage? Timing? What if you perform a long combo right after?
 * The long combo would already get %, and timing should't be a factor. So, damage (of 1st hit).
 * $$damage / 9999 * 100$$
 * 1000 / 9999 * 100 ⇒ 10
 * Recovering.
 * Assist also charges over time.
 * Pending.
 * Plight charge is nullified after losing a life, Assist charge is not?
 * Each Fighter has multiple Plights. Can change between them between lives, nullifying the charge inbetween?
 * Same with Assists?

Plight

 * Can be toggled off or on with the CSS screen.

Assist

 * Can be toggled off or on with the CSS screen
 * Each player may choose 1 Assist character when setting up a battle
 * Each player then receives a gauge under their icon with the Assist charge
 * The bar may be segmented depending on the assist, of which each segment represents level or usage
 * Charge amount greatly differs from assist to assist as well
 * An assist is activated by pressing ⒶⒷ, and may have altered effects if tilting the control stick, such as direction
 * Assists are used independently from the user, i.e. the user receives no lag from activating one and can do so mid-attack
 * They can be activated during hitstun, but as they generally has a few frames of startup, will probably be hit and vanish immediately
 * Playable characters appear as assists, as well

Items & Collectibles

 * Items are mapped to the D-Pad.
 * Each have a cooldown of when they can be used, that always starts off.
 * Definitely more geared towards Party usage, but could possibly count towards semi-Pro usage.
 * Not chaotic, at least.
 * When an item is selected, it generally is equipped in the hands of the user.
 * They can press the same D-Pad button to drop it on the ground, also allowing enemies to pick it up.


 * For true-Party, one item is called Party Box.
 * It contains a randomly selected item, which can be controlled beforehand.
 * Choosing it changes that slot to the randomly selected item, which then changes back to the Random Box.


 * While there are actual Item-Objects (such as bombs), Collectibles can also be mapped to the D-slots.
 * Collectibles are "groups of effects".
 * One could be:
 * Restore 50 HP.
 * Acquire Bomb.
 * 30s cooldown.
 * The Party Box can enable or disable Collectibles as options.

Training Mode AI Modes

 * AI Modes designed to test the viability of combos
 * Each mode will do nothing, except for the aerials which will jump and try to stay airborne as long as possible
 * Once in hitstun once however, they will do everything they can to escape it
 * Combo Breaker (Grounded)
 * The character stands still
 * Combo Breaker (Shield) (Grounded)
 * The character stands still
 * The character continuously shields until 1 point left, after which they will drop the shield and wait for it to refill completely before resuming
 * Training Mode settings allow for 0 natural shield depletion, as well
 * Combo Breaker (Aerial)
 * The character high jumps, and will jump as high as possible once 1 pixel from the ground
 * Combo Breaker (Shield) (Aerial)
 * The character high jumps, and will jump as high as possible once 1 pixel from the ground
 * The character continuously shields until 1 point left, after which they will drop the shield and wait for it to refill completely before resuming

Shield

 * Delegate the right stick to shielding
 * Since
 * Quick-smashing is no longer a thing
 * And gliding is doing fine on its own with the shoulder buttons
 * And putting Assist/Plight on the stick would lose its in-combo effectiveness (since you would have to remove your thumb from the face buttons which is what we're trying to avoid)
 * And since you can't attack and shield at the same time anyway


 * If standing still-shielding is too boring, have the character animate in the direction of the stick (which became the evasion suggested earlier)
 * Up
 * Char jumps up a bit and crosses their arms upwards
 * Low attacks may miss entirely
 * Open from sides
 * Back
 * Char takes 1 step and leans back and puts their shoulder up in defense
 * Short attacks from front may miss entirely
 * Open from front
 * Front
 * Char takes 1 step forward and leans forward and crosses their arms in defense
 * Short attacks from behind may miss entirely
 * Open from behind
 * Down
 * Char lowers their body and puts both arms up in defense on both sides
 * Also downwards somehow since soft platforms (/midair if possible)
 * Open from above
 * However, damage will always be reduced when shielding, but shield damage reduction is always lower on correct side
 * Shifts hurtbox always
 * Counts as a hit in terms of hurtbox, meaning the remainder of the same hitbox cannot hurt the player
 * Perfect shield on correct side also reflects projectiles and decreases their damage further
 * IF R3 is a thing (unsure)
 * Even defense on all sides, but lower than directed
 * Timed Block also reduces less


 * Damage Multiplier
 * Directional Success
 * x0.25
 * Timed Directional Success
 * x0.1
 * Directional Fail
 * x0.75
 * Timed Directional Fail
 * x0.5
 * Non-directional
 * x0.5
 * Timed Non-directional
 * x0.2


 * Knockback is also reduced and is the main perk of blocking, but is highly dependent on damage, and thus only successful timed directional blocks have a good impact at extremely low HP
 * Have a cap on knockback/damage at HP where the player may only remain in shield stun, afterwards they are hit as if a normal attack? (except with the reductions)
 * Or have non-perfect shielding be granted shield stun depending on damage/knockback and HP? Whereas the second hit will connect as usual? Thus punishing a failed shielding at low HPs?


 * Perfect block
 * Greatly reduces damage
 * Almost nullifies knockback
 * 0 flinch
 * 0 shield stun
 * The block is canceled immediately with 0 lag


 * First frames of shielding pushes the foe aside with 0 damage, launch or flinch
 * This in combination with perfect blocking makes for a perfect follow-up

Non-holdable

 * Since smash-shielding is p much it
 * Not allow players to hold down the shield?
 * Would make more sense animation-wise, at least
 * It would be more offensive as well, if
 * The player could move/glide whilst
 * It has a set limited duration (but influenced by holding/tapping?), allowing for baiting and punishing
 * Could have some sort of push or lag-inducing effect, especially (or only) if timed perfectly
 * The endlag after missing is proportionate to the time held

Frame Dependent Damage

 * Perfect Shielding is extended, in a way
 * Instead of the rest of the frames being normal shield frames, the entirety is calculated from the frames held before impact
 * Formula goes
 * 1-4 frames will always nullify damage and stun (and apply freeze frames? don't know how to do with them as stun cannot happen without flinch is one of the rules, but this is technically that? remove the rule to stay consistent?)
 * + frames will apply damage
 * ~15 frame will apply ~100% of the original damage, and very high shield stun
 * being hit in shield stun is treated like a normal hit
 * + frames is treated like a normal hit

Glide

 * Pressing the -2 button while facing that direction gives the user a small speed boost in that direction
 * This allows the players to approach much differently
 * The player can angle the L-Stick to alter the angle
 * Holding both -2 buttons allow for angles upwards and downwards


 * The player's glide midair will regain when landing.
 * The player's glide grounded will regain when lifting.


 * The glide is technically a "bar".
 * Depleting it halfways, by simply tapping a -2 button quickly, allows the player to do that again.
 * However, it will not regain, and will always regain instantly when it can.
 * This is partly because of how pressing both -2 buttons glides upwards.
 * Had this not been in place, the player would have wasted their glide in one direction, had they not pressed the buttons simultaneously.

Turn

 * Pressing L1 or R1 turns the character.
 * This allows instant easy redirections.


 * To not have a 1/0-frame turn
 * unless that is acceptable?
 * it would however make "manual" turning obsolete if there always were a quicker option
 * turn in the same amount of time as a regular turn, but by using an attack, turn instantly for it to go to that side.


 * Hold both to auto-fall through platforms?
 * Unrelated, but useful function.
 * Might be done by accident though.

Variable Frame Data

 * Because of various effects and formulas, it is vital that lag frames are not fixed, but can be altered
 * Active frames, i.e. ones with the desired hitbox, are not included in this
 * Other than that, the character could potentially receive 0 startup and 0 endlag on a move, with the active frames being the only that remains
 * This because lag time is just an integer where the animation is showed
 * How to deal with cancel/autocancel frames? Similarly?

No Zoom

 * By the nature of pixel art, they become blurry if scaled improperly
 * It also becomes harder to focus and measure competitively
 * Thus, the camera will never zoom during battle

Individual Camera

 * Because each player is using their own screens (their Android device), each player's camera tracks only their player (and may adapt to show others in proximity)
 * This means off-screen damage is omitted
 * The camera stops where the blast zones are, appearing off-screen is KO


 * The player's screen has a "cursor" that shows where other players are on the stage, if not visible
 * A little number shows the pixel distance

Stage Type

 * There are generally two types of stages
 * Adventure and Battle
 * Party and Pro?
 * Pro stages are designed for competitive usage, whilst Party are just for fun
 * Party
 * The camera can be selected to zoom either:
 * 1x
 * 1/2x
 * 1/4x
 * In order to scale with sprites

Generated Tiers and Matchups

 * by playing For Glory online, the servers tally up wins and against who
 * using this data, they can show which character is better against another
 * using the matchups and global wins, it can generate Tiers
 * the game notes that it will try to rebalance the game to get more even matchups, but acknowledges that tiers exist


 * when a tier list is generated, characters are grouped in
 * whilst playing online, the players may choose a tier to limit themselves to, or to play as any character
 * as the list is generated, it will continously update
 * it will not count matches won by suicide or disconnect


 * after any rebalancing update, the tier lists reset


 * pay in mind that since the list is calculated from even low-skill players, it may not reflect the actual tier list by the competitive community

Ledges

 * Snapping to a ledge pulls up the character automatically
 * Very quick animation (3 frames? )
 * The player has just enough of perfect-knockback-armor frames to respond, ie they can act when the foe can harm them
 * Doesn't if in hitstun
 * The character will only snap to a ledge when directed towards it
 * Which isn't a problem since infinite air-turning
 * Speed translates into a horizontal glide upon "landing"?
 * Only by holding in the ledge direction?
 * In general, recovery moves don't snap to the ledge
 * Unless they are non-damaging
 * The character will never grab onto a ledge if their speed is going downwards?
 * If you reach the ledge in freefall you'll just fall straight down?
 * Unless freefall is omitted

Wall Jumps

 * Ledges have no special interaction, fighters cannot hang onto them.
 * Instead, fighters have infinite wall jumps to gain height.
 * Decrease height gain after each jump?
 * Or based on decay, meaning they count as normal jumps?
 * This coupled with infinite decaying jumps mean the character has much more control over their recovery, but may get gimped more easily.

Collectible Effects

 * Similarly to OG Smash, players can collect trophies/whatnot during gameplay.
 * During casual matches however, the player can equip up to 4 of these trophies to be used in-battle, with various effects.
 * Some are attacks, some produce throwable projectiles, some are simply effects.


 * They are used with the D-pad.
 * Mirror the controls when the player turns?

Time Up

 * During any timed event, after it has passed all players inputs stop having any effect.
 * Only after all fighters are only affected by gravity is the game over.

Infinite Jump & Air Turning

 * Characters can jump mid-air infinitely
 * Ground jumps and the first mid-air jump works as expected
 * After that, each following mid-air jump has its speeds severly reduced, for each jump attempted
 * As well as inter-jump lag? After a jump, any action comes out immediately as normal, but the jump button does nothing until upwards y-speed has decreased (enough for the next jump to have more of an effect than the current one).
 * Maybe that's how jumping always works? It makes sure you won't accidentally waste a jump you won't get to take advantage of?
 * So after a string, they can't even get horizontal speed enough
 * Of course, the speeds and decay vary from character to character
 * Vertical speed will always decay pretty fast, however, it is unlikely that a 3rd jump will get the character much higher
 * Zidane (FFIX) has moderate jump speeds, but will decay far slower, allowing him to dash around mid-air


 * One reason for this is how turning is handled
 * Unlike OG Smash, chars don't auto-turn upon hit
 * But jumping and holding a direction will turn the char
 * Same when recovering from a tumble/hitstun, holding the stick will turn upon recovery


 * Decay jumps by the height of the previous one?
 * So the player can "store" some height by using horizontal short-hops until necessary?
 * Also improve stalling mid-air?

Suicide Prevention

 * There is an option (default ON?) that lets a player respawn with the same HP (and other stats? (nah, probs not)) if they suicide
 * That is, hitting a KO line without the player or stage hazards touching them
 * Not work twice in a row?

Online Search

 * The player chooses For Glory or For Fun as usual
 * Difference then is that the player can customize what kind of battle they're searching for, sort of like: "Choose a Stage:" "Whichever" "I want..."
 * Then they will only play with others that match that requirement, same with opposing character

Move Variations

 * Whilst Smash 4 has customizable specials, allow the user to alter the move by input variations?
 * Samus's side B for example

Single Buffer

 * During a move, inputting another move queues it
 * The first possible frame after, the second move is executed
 * The second move is treated like any other, and can itself buffer into another


 * Important is that only a single move can be buffered at a time
 * Inputting a second action will simply override the other
 * This does not apply to actions like jumping or turning, they have their own queue

Downwards-Aiming Ground Attacks

 * On platforms that are fall-through, one would wish to attack the foe beneath them
 * So create a special case where ground attacks turn into a downwards form when on fall-throughs?


 * Ooor one could just have more control over falling through
 * The player can input a down tilt and the user will Never fall through
 * However, down tilt and then tapping down will instead use a down aerial, falling through in the process

Controller
{|style="text-align:center;"
 * colspan="3" style="border:1px solid black;"|Glide
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 * colspan="3" style="border:1px solid black;"|Glide
 * colspan="3" style="border:1px solid black;"|Turn
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 * colspan="3" style="border:1px solid black;"|Turn
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 * colspan="5" rowspan="3" style="background:red;"|
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 * colspan="2" style="border:1px solid black;"|Triangle
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 * colspan="2" style="border:1px solid black;"|Square
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 * colspan="2" style="border:1px solid black;"|Circle
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 * colspan="2" style="border:1px solid black;"|Cross
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 * style="border:1px solid black;"|Select
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 * style="border:1px solid black;"|Start
 * style="background:purple;width:20px;height:20px;"|
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 * colspan="2" style="border:1px solid black;"|Triangle
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 * colspan="2" style="border:1px solid black;"|Triangle
 * style="background:purple;width:20px;height:20px;"|
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 * style="background:purple;width:20px;height:20px;"|
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 * colspan="2" style="border:1px solid black;"|Square
 * style="background:purple;width:20px;height:20px;"|
 * colspan="2" style="border:1px solid black;"|Circle
 * style="background:purple;width:20px;height:20px;"|
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 * colspan="2" style="border:1px solid black;"|Cross
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 * }
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 * }

=Design=

Visual Hitbox

 * Most every attack, even fist-fighting ones, have some "effect" or "swirl" to their attacks that may extend their hitbox
 * Hitboxes are placed with the pixels of the attack (generally, and as close as possible), so the player can see more accurately how to hit or avoid it
 * If rebalancing changes the hitbox, preferably this would be altered in the sprite as well

Controls

 * Ground combos tend to start with lights, the user can then easily follow up with mights out specials


 * Can get to aerial attacks easily after jumping, and as the special move recoveries tend to require some more planning, it being the furthest is no problem

Pro
https://i.imgur.com/DzaLZK0.png https://i.imgur.com/j7R4G2N.gif

Freeze Frames

 * / 10

Launch Display

 * Might be too confusing if the changes are too drastic

Terminology

 * Title
 * Plight
 * Launch


 * Knockback
 * Launch


 * Tilts
 * Smashes
 * Taps
 * Synchros
 * Synchros


 * Final Smash
 * Fury
 * Rage
 * Both are bad for like, robot characters
 * Hyper / Hyperactive
 * Ulti / Ultimate


 * Projectile
 * Missile
 * nah

Locked In

 * When for example selecting a character from the CSS, the users press Start to lock in their choices. When a majority (over 1/2) are locked in, the next screen proceeds to select a stage. There the "turns" option is default. If a majority press B, the game goes back a screen without selecting a stage.