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Patamon173
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PostSubject: Improvements on Final Smashes   Sun Nov 04, 2018 12:02 pm

There should be a lot of improvements of final smashes from Fox, DK, Falco, Mach Rider, Tails, Rayman, etc for 0.9.2. I'm sorry for being tough. Sad
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Alexander

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PostSubject: Re: Improvements on Final Smashes   Sun Nov 04, 2018 2:37 pm

Do you have any suggestions for how to improve them?
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Patamon173
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PostSubject: Re: Improvements on Final Smashes   Mon Nov 05, 2018 10:38 am

-Mach Rider's final smash involves a character standing on the road, and he/she could see Mach Rider on a motorcycle with a machine gun shooting bullets at the character before getting run over.

-Next up are Fox and Falco, I know about Fox's landmaster tank as a final smash, but another improvement is to make their final smash very fast, such as if Fox hits a character, he/she will involve on a field (not any stage) where Fox shoots one big laser at the character.

-For Falco, if he hits a character, he/she will be in space and Falco is on his arwing shooting rapidly at the character.

-Next is DK, his final smash can be a one mega punch at a character.

-Rayman's final smash involves being on Moskito, but he can charge up a shot and do a lot of damage to the character.

-Tails final smash involves a character on a field watching shockingly at Tails dropping a big bomb on the character.

-Wario's final smash doesn't fly anymore, but as Wario Man, he can beat up a character big time and ending it with a fart.

-For Mr. Game & Watch's final smash, he turns into an octopus and abducts the character gliding them off screen.

-Shantae's final smash is the same, but the gems can be more powerful to KO a character.

Those are my suggestions and will be perfect for these character's cinematic final smashes except for Rayman, DK, Shantae, and Mr. Game and Watch.
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Athorment

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PostSubject: Re: Improvements on Final Smashes   Tue Nov 06, 2018 8:25 am

Patamon173 wrote:
-Mach Rider's final smash involves a character standing on the road, and he/she could see Mach Rider on a motorcycle with a machine gun shooting bullets at the character before getting run over.

-Next up are Fox and Falco, I know about Fox's landmaster tank as a final smash, but another improvement is to make their final smash very fast, such as if Fox hits a character, he/she will involve on a field (not any stage) where Fox shoots one big laser at the character.

-For Falco, if he hits a character, he/she will be in space and Falco is on his arwing shooting rapidly at the character.

-Next is DK, his final smash can be a one mega punch at a character.

-Rayman's final smash involves being on Moskito, but he can charge up a shot and do a lot of damage to the character.

-Tails final smash involves a character on a field watching shockingly at Tails dropping a big bomb on the character.

-Wario's final smash doesn't fly anymore, but as Wario Man, he can beat up a character big time and ending it with a fart.

-For Mr. Game & Watch's final smash, he turns into an octopus and abducts the character gliding them off screen.

-Shantae's final smash is the same, but the gems can be more powerful to KO a character.

Those are my suggestions and will be perfect for these character's cinematic final smashes except for Rayman, DK, Shantae, and Mr. Game and Watch.

Most of these are things Smash Bros Ultimate does. I'm open to updating stuff, but this is just unnecessary additional work if it's not something like a balance adjustment when there are other priorities.

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TaXMaN
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PostSubject: Re: Improvements on Final Smashes   Tue Nov 06, 2018 10:04 am

While I agree that there are a few characters that could use new final smashes, I don't agree with these suggestions. Cinematic final smashes are flashy and all but they are less unique. It's the one gripe I have with Ultimate.
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Patamon173
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PostSubject: Re: Improvements on Final Smashes   Tue Nov 06, 2018 3:52 pm

Okay, but the 0.9.2 version will be released on November 20. I can't wait to see how the final smashes of those characters will turn out. Very Happy
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SkilliSmash
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PostSubject: Re: Improvements on Final Smashes   Tue Nov 06, 2018 4:42 pm

Patamon173 wrote:
Okay, but the 0.9.2 version will be released on November 20. I can't wait to see how the final smashes of those characters will turn out. Very Happy

nun really changed tho, other than fox and raymans
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Patamon173
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PostSubject: Re: Improvements on Final Smashes   Thu Nov 22, 2018 5:07 pm

About those final smash improvements, I hope they'll change those characters such as Fox, Mach Rider, Rayman, and those other characters' final smash in the next update.
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spongyoshi
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PostSubject: Re: Improvements on Final Smashes   Fri Nov 23, 2018 2:46 am

Besides Shantae's final smash that I find somewhat underpowered, I heavily disagree with your changes as well as I think all those characters have very cool and interesting final smashes!

If there's one improvement I'd suggest on final smashes however would be to have a cooldown on the Final Smash meter after the use of the final smash. For exemple with Toad, I can use my final smash and with the damage delivered by the POW Block, I get enough power for another one right afterward! affraid
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PostSubject: Re: Improvements on Final Smashes   Sat Dec 29, 2018 8:56 pm

How can anyone like Wario's current Final Smash? I don't understand. That one definitely needs to be treated like an automatic final smash, similar to Volt Tackle in Ultimate.
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Louloup
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PostSubject: Re: Improvements on Final Smashes   Wed Jan 02, 2019 10:01 pm

(Hi everyone, brand new on the forum).

I think most of the Final Smashes are ok, not perfect cause some are a bit underpowered. but they "make coffee" (some are simply amazing btw)

Except Shantae (discovered these amazing games thanks to crusade, I am really gratefull). Her final smash is really too underpowered, the only way you can get it usefull is by trigger it at the edge on the stage while your opponent is returning on it. And most characters can bypass it with a dash + up-B. When there is some Final Smashes like Ryu's Metsu Hadoken who can be very effective at medium range, not overpowered and usefull, for exemple.

I think rebalancing this one is a priority in final smashes improvements, before any visual improvements who can be made. I know there is way more important priorities on the project, but that's a shame that this character cannot really use her Final Smash effectively. I hope you'll concider the idea of rebalancing it by upgrade the damage or adding more gems for exemple.

Keep going on, Crusade is my favorite Smash Bros game when we talk about gameplay, you made a great job.
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OmegaSteve777
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PostSubject: Re: Improvements on Final Smashes   Thu Jan 03, 2019 1:07 am

From memory, these are the final smashes I think could be better. They might've been changed in the newest update, and I just haven't noticed.

Rayman: His final smash just isn't that great, and for two reasons. 1. Dashing into enemies never kills them. 2. The Moskito shoots... diagonal and down? Why not just have it shoot forward?
Petey Piranha: I didn't understand what it did for a long time... It gives you seemingly infinite jumps and when your neutral special is more powerful... Why not just have it be Putrid Piranha and that's it? Seriously, this one is really bad.
Wario: Painful to control.
Ristar: It's actually a really powerful final smash, but it feels really uninspired.
Ice Climbers: It's just wind.
Peach: Peach's final smash was never good, not even in Brawl, still not in Ultimate. Peach's final smash should either heal her with no peach items, guarantee everyone to fall asleep, or just be anything else.

Also just a bonus thought, I feel like Kirby's final smash could be Hypernova from Kirby Triple Deluxe, due to it being based on Kirby's most iconic ability: inhale. It would involve characters being sucked in whether or not they're close enough to Kirby, then Kirby shoots them back out (It's not a guaranteed KO, it just does normal knockback).
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