User:MeatBall104/Changes for the Next Smash Game

Now the Smash series seems to be getting better and better with each game, constantly improving upon the faults of their predecessors, and adding great innovations that only serve to enhance the experience. And while that's a good pattern for any game series to have, I personally wish that the increase in positive change would be more drastic for future installments. But first, let me get this out of the way: This isn't a changes for SSB4 page, as I want these to be incorporated into ALL Smash games. And this isn't going to be a suggested characters and stages page either, since just about everyone else is doing that here.

The following things are innovations that I would like to see be made to the Super Smash Bros. series, even though its pretty damn unlikely to happen. If any of these ever do get implemented someday (even if it's not in the exact way I proposed), then I will mark them with an "(!)".

Swap-Out (!):
This idea came to me when I played Brawl with one of my friends at his house, and one of our matches started to drag since we were at almost equal skill. As a result, we quit since it got boring. In this idea, I want to decrease the boredom that can arise from matches that may drag out for unnecessarily long amounts of time for whatever reason, (infinite/long amount of time for timed matches, equal skill level between players, etc.) by adding change to the matches themselves. How do I want to do this? By giving the option to switch characters without having to quit the match and reselect your fighter.

How this works is that on the character selection screen, players will be able to choose four different characters each to play as in a single match. You can choose alternate characters for CPUs as well, or choose to play as all of your mains in a single match. Hell, you can even replace alternate fighters for human players with CPUs if your friend doesn't like the game as much as you do, or even choose the palette/model swaps that the alternate characters will use. During a match, you can switch between your character choices via a variety of methods:


 * Using your character's down taunt; when playing in swap-out mode, said taunt will be omitted and will instead spawn another character that you chose to play as.
 * Waiting until you get KO'd; When a character gets KO'd, they will automatically re-spawn as a different character selection.
 * Waiting until 2 minutes into the match; if you are not anxious to switch between your characters, you can of course go with the flow until the 2-minute-mark and your character will automatically switch.
 * Using the Pause screen; A button will be present, allowing players to scroll through their already-selected characters and instantly switch to them.

Additionally, remaining stocks and accumulated damage with a certain character will not spread over to the others, giving the opportunity for strategy. Say you're down to your last stock and/or at a high damage percentage, and the player you're going against is more skilled than you. Then you could switch to the character who has the least damage or most stocks left, and then persevere through the rest of the match. Or maybe you can switch to the character who can more easily hinder the character your opponent is using, allowing you to KO them much faster. You can even grab a Smash Ball and then switch to an alternate character, enabling you to store up to four final smashes (maybe less, depending on whether any of your alternates have lost all of their stocks) for later use without the risk of getting them knocked out of you. As a result of all this, I hope that being able to switch fighters mid-match at will will lower the boredom that stems from dragged out brawls.

Completely Custom Characters:
Now Smash 4 already allowed players to customize characters, but only the special moves can be customized, and the vast majority of the customizations (equipment badges in particular) are only character specific ones. With MY version, you can make a moveset from the ground up. But instead of doing it for any playable character, you will do this for your Mii (effectively replacing Mii Fighters from Smash 4 as much as I love them). You can pick all of its tilts, specials, grabs, taunts, aerials, final smash, (all from a list of existing moves used by other characters) and you can even decide if it has 5 extra jumps or not. In fact, you can even give your custom character the stats of other fighters, (e.g. you can make it very fast like Sonic or ZSS, but instead of having to put up with a finesse character, you can also give it the attack power of DK or Little Mac, along with other character-specific gimmicks, such as attack power that increases as you take damage, like Lucario). You can make it into a combination of your mains, or make it a mashup of all moves that you believe are the most effective. There will even be a "random" button that selects a random move for each slot and surprises you when you test out the moveset that you come up with. You can even use these online against friends, and With Anyone mode will contain a special mode in of itself which only allows completely custom characters to be played as. This way, you can design who YOU think is a flawless character, and then pit it against what OTHERS think are flawless and then see who reigns supreme. Like with Mii Fighters, headgear and outfits will still be available.

Customs Shop (!):
Basically, this allows players to get their hands on certain customizations for their characters much more easily. Whereas before, where one needed to constantly play the single-player modes and hope for the best, (which would grow progressively more difficult and frustrating as they unlocked more and more) they can now spend their in-game gold on the specials, equipment, and clothing/hats at this shop instead, (all for cheap prices).

Cooperative Play:
This idea came to me when I was playing a team-battle by myself, and I noticed that teammates don't really act like "teammates" that much. They just move around the stage, focusing on attacking the opposing team, and nothing else. They don't defend you during your helpless state, they don't take care to avoid hitting you when they use explosives, and hell, they don't even know how to use Team Healers properly. With this idea, I want teammates to feel more like teammates instead of just random characters who happen to be on your side. Thus, I want to implement cooperative team-moves and maneuvers so that having teammates feels like it has a bit more worth. Note that with the exception of the first and fifth ones, all of these moves require two to three human players to be on the same team, (as I'm sure that programming CPUs to do these things would be pretty hard to do) except for the fourth one, which is only usable with two.


 * Sharing Health: Similar to "face-to-face" from the Kirby games; when a character eats some food or uses any other recovery item, they can lower the damage percentage of a teammate simply by touching them.
 * Buddy System: Characters can hop onto each-other's backs by pressing the grab button, and even get characters onto THOSE characters' backs to provide better coverage when attacking the opposing team. While on someone's back, the player(s) can input their special moves, assisting the other guy in combat. This is especially useful for less skilled teammates, allowing them to hop onto the better player's back and avoid the action, but still being able to help him/her. However this comes at a few costs. For one, the player who is carrying the other one(s) will be slightly weighed down during their jump, and their running will be slightly slowed down (all of this depends on the number of characters on his/her back). Secondly, the piggybacking character(s) will be knocked off the carrying character's back if the carrying character is hit with a smash attack, or other type of strong offensive move.
 * Sharing Recoveries: This can also be used by grabbing onto a teammate. It is useful if all or multiple players on a team are knocked off the arena, as the player with the better recovery can simply carry the other one(s) back to the stage, saving all of their lives. This move is initiated when one of the players starts to initiate their recovery. As they do this, the other player(s) must press the grab button to instantly teleport to that character in order to hitch a ride back to the stage. (Assuming the recovering player makes it). For cosmetic purposes, a teammate may grab onto the feet of the recovering player or get onto their back depending on whether they are above or below them while they are falling.
 * Combining Final Smashes: When one of the players on a team breaks a Smash Ball, its power will go to all team members. Then, two or more of them must stack up onto each-other in the "Buddy System" formation, and then whoever is on the bottom of the stack must press the button to unleash their final smash. By doing this, the character on the bottom will initiate their final smash as normal, though with significantly buffed power, range, and speed. It will also last a fair amount longer than if used normally. Since not all final smashes let the character continue to roam the screen, their teammates will automatically fall off and gain a significant boost in speed, power, and defense that lasts just as long as the final smash itself, allowing them to help take out anyone who wasn't hit by it.
 * Shield-Merging: This maneuver can be useful when going against characters who either hit hard, or have impressive damage-racking capabilities. When two or more players on the same team shield within a close enough distance from each other, then their individual shields will become a single shield than envelops all participating players. The stats of the shield will also multiply depending on how many players are participating, (e.g. if two players are shielding together, then the shield can take double the damage before breaking, and take double the time to shrink).
 * Altering the Team Healer: This one isn't really a team-move, but the Team Healers in the games should be changed so that they home in on teammates when thrown, in order to give them more of a chance to hit their target, while not requiring too much accuracy in order to do so.

Additionally, CPU teammates will be buffed in terms of...well, being a teammate, as their AI will be reworked so that they'll defend helpless players and put in more of an effort to beat the opposing team, while STILL taking care to help their own teammates out.

The Ability to Change the Rules of a Match at will:
Pretty simple; from the pause screen, there will be a "Change Rules" button, which once selected, will open up the rules screen and allow the player who paused the game to change the match's rules and turn on/off items. Once the rules are changed, the match will continue on as normal, (same damage percents, on-screen items, etc.) but with different rules. (e.g. A brawl that started out as a timed KO-fest can turn into a stock match via this method, and each character's number of stocks will depend on the KO's they have received before the rule change). This feature will not be usable when playing local multiplayer or when playing online.

Daredevil Mode:
It's basically All-Star Mode on steroids! You'd better get your bodies ready for THIS mode, because it's gonna be the biggest challenge in Smash Bros. history! For one, there is no difficulty setting; it's always going to be on Intense. Secondly, you only have one minute for each round. Third, all CPU opponents you fight are always going to be on Level 9, and their abilities will be locked so that they can only perform smash attacks, use their best recovery options, and throw items. Fourth, you start every match at 150% damage! Fifth, even though items appear during the matches, only the explosive type will appear, and only the CPUs can use them. And sixth, during every match, the stages will be full of a toxic purple gas (which the CPUs are immune to) that increases your damage percentage by 5% every few seconds, making you even easier to KO. And don't expect this mode to be as forgiving as All-Star is, because this mode takes a page from "The Arena" and/or "The True Arena" from the Kirby series. If you fail AT ALL, then you have to start the whole mode all over again. If you get KO'd or fall off the stage, you fail; if you don't beat your opponents in a match within the time limit, you fail.

And if you think that this mode is dangerous enough already, then you haven't heard me talk about its rest area yet, because even THAT place is dangerous. The Rest Area contains no recovery items whatsoever, and it is a small drop-through platform with bottomless pits on either side. The platform itself also has slippery ice-physics, and its ledges cannot be grabbed. And there's even a downward breeze blowing over the pits, making it pretty much a death-wish should anyone jump down there. And if you're not wetting your pants YET, then let me tell you about the biggest challenge here. You see, in order to reach the warp pad to the next match, you have to endure a platforming challenge up along a vertical shaft with that same downward breeze blowing against you as you do this, and with a large horizontal wall of spikes coming after you from below as well. (And I shouldn't need to mention that since you enter this room with 150% damage as well, just like in the matches, consider yourself lucky if you survive touching it). You also have a 15-second time-limit that starts as soon as you enter the rest area, and if you don't make it to the warp pad in time, you fail. So basically, you have to get to the top of shaft, gathering any trophies that you may get, avoiding the spikes and wind that's against you, all in 15 seconds. And before I forget to mention this, the platforms that you must hop onto during the platforming sequence offer the same conditions that the starting platform does, and some of them even crumble upon being stood on, keeping the player on their toes.

Stage Swap-Out (!):
Just like with characters, simply select up to six stages of your choice before the match, and the game will automatically switch through your choices. You can even choose how many minutes will pass before the stage switches. When switching a stage, all players, CPUs, accumulated damage, and items that are on the stage will be maintained, though the stage's music will change. Stage choices can also be swapped manually via the pause screen, just like with characters.

The Flying Jumbotron:
Basically, it's a jumbotron held up by propellers that periodically hovers around the stage during the match. It can't be attacked, but it can be used as a platform to stand on and ride around the stage, provided that you land between its propellers, which deal damage. Whenever a highlight in the match happens, the game will briefly pause and a slow-mo replay of the event will commence, zoomed in on the interesting thing that happened. As this happens, the game's announcer (whoever that may be, since it seems to change between games) will yell something that corresponds to the event, such as "KNOCKOUT!", "EPIC DODGE!", "DOUBLE/TRIPLE-TEAM!" (for when two to three characters attack the other guy in quick succession, or at the same time), or "NICE SHOT!" (for when a character lands a hit that they were unlikely to land on a distant opponent). Players who stand on this will not be star- or screen-KO'd if the jumbotron flies off the top of the screen while they're standing on it.

The Ability to Play as a Ghost:
Multiple recent games have done this already, so why not Smash Bros.? Here, if you lose a stock match against your opponents, whether they be CPUs or human players, you will respawn as a ghost of your character. After this happens, instead of being a "last-man-standing" match, the fight becomes a "last-man-to-get-KO'd" match. For when you're a ghost, while you can attack your opponents to get back at them, while not being able to take damage or die, you still can't win, so even if you beat everyone as a ghost, the win will still go to the last opponent you KO'd. (That last detail was added to prevent the game from being too fair by allowing dead players to win). This feature is only available in Stock matches.

Character Sandbagging:
A similar concept to the above one, except THIS one applies exclusively to Stamina matches. After a character (human or CPU) loses all of their HP, they will faint and stay put right in the spot they were in when they died, just like they always have in the games. Unlike before, however, other characters can use them like Throwing-type items. The KO'd characters can be tossed at others, (with a 50% chance of breaking their shield) carried around, and even held onto in order to make the carrier heavier and harder to launch, (with the increase in weight depending on how heavy the KO'd character is) though they cannot run as fast or jump as high, and can't attack unless they discard it first. Additionally, if the "Team Battle" setting is turned on, then thrown characters will deal double damage and have a 75% chance of breaking a shield if thrown by a teammate. And if a dead character is thrown at someone on its team, and doesn't miss its target, then it will heal some of that teammate's health. Finally, if more than one dead character is thrown at each other, then a random item will pop out of the point of impact, but if items are turned off, then the impact will instead create a sonic boom that spreads to the edges of the screen and deals knockback to everyone who's still in the game. The dead characters can be used indefinitely, but can be disposed of permanently if thrown off the stage.

Custom Event Matches:
I personally believe that this would be a good option to implement into a Smash game. In my view, they should either get rid of Events and replace them with something more worth my time, or add something to them to keep players coming back. Basically, this feature would allow players to create their own Event Matches from the ground up. You can choose the stage, the stage music, the objective of the event, the time limit, the character(s) that will be fought against, the character(s) that will ally with the player, the character that the player will use, and you can even type in a description. You can then send your custom events to others over the internet, and receive them from others to try your hand at. You can even set the stage used in the event as a custom stage, and set customized characters as the ones used in it as well. When playing Event Matches that are received from others, your best time for each event will be recorded, and you can exchange records over the internet and challenge ghosts of your friends to beat their records.

Custom "Break the Targets" Stages:
Basically like the stage builder, except you can also add targets to them. You can place individual targets anywhere within the stage, and even draw out whatever wacky routes you want moving targets to take. You can also add hazards to the stages, making them a bit more difficult, set the time limit for the stage, and even decide which characters can/cannot be used on it. Just like with the above idea, these can be sent online to others and records of other players can be challenged.

Sharing Items over the Internet:
It's simple. Allow players to collect more than one of each song, trophy, sticker, and customization. And then enable them to trade items over the internet with friends or with anyone. Personally, I think this would be a more fun way to expand your collection of trophies and the like as grinding for these gets very tedious very quickly.

Some new Stadium Games:
Just a list of other minigames for the Stadium, including some that I made up...


 * Bring back Board the Platforms!
 * Remove Target Blast, (since it's almost a perfect Home-Run Contest clone) and bring back Break the Targets. Additionally, bring back the character-specific Target Smash stages.
 * Make Trophy Rush available from the Stadium menu instead of the Trophies menu.
 * Bunny Hood Race: In this minigame, every character will have their speed either buffed or nerfed in order for them all to run equally fast. After picking a character, you will automatically get a Bunny Hood, and your goal is to race through a tricky obstacle course on varying difficulties and reach a certain point ahead of the others. Can be played with up to 8 players, since that's a thing now.
 * Smash Volleyball: This mode takes place on a 2-dimensional volleyball court and is played in teams. The characters' abilities will be limited to the usage of aerial attacks and up smashes, along with movement and jumping of course. Items will also be implemented, and some of them may offer different effects than their regular Smash counterparts, (same goes for Pokemon and Assist Trophies). Additionally, characters can use their Final Smash if they manage to grab a Smash Ball, (though they may risk missing the ball if they attempt to go after it), and use it to inflict damage on the opposing team.
 * Super Smash Soccer: An expansion on the idea of having a soccer ball in the game. Knock the soccer ball into the goal on a 2D field by any means necessary. Obviously, the rules are not like real soccer, as limiting the characters' movesets to only kicks would make the game boring. Like above, items, assist trophies, Pokémon, and final smashes can be used here.
 * Item Smash: Basically like normal fights, except that the characters' moves are all replaced with items from within the game, (though they'll still retain other assets of their movesets, such as their speed, jump number, etc.). Once you select a fighter, you can map any item to each of their moves, (such as mapping a Home-Run Bat to the side smash, the Smart Bomb to the forward aerial, Rocket Belt to the up special, etc.) and then use this souped-up version of them against the entire roster of the game, (with the CPU characters also having random items replacing their usual moves) in a similar vein to Multi-Man Mode.
 * Alloy Smash: An additional setting for Multi-Man Mode, where instead of using a character, you fight as one of the default opponents present in this mode, with a pre-selected moveset based on a random type of said alloys. While playing as an Alloy, you will fight against the game's roster. This mode is inspired by "Helper to Hero" from Kirby Super Star Ultra.

Battlefield/Hazard-Free Forms (!):
Either of these options are what I want to see as a replacement for the Omega Forms of the stages. Battlefield by itself is overall a more enjoyable stage than Final Destination, and is also somewhat better for competitive play. Obviously, battlefield forms would incorporate the typical Battlefield layout that we're all aware of, but the stages that already have similar layouts to it will still receive minor tweaks (Dream Land having its wind removed, Fountain of Dreams no longer having moving platforms, Midgar having its monsters removed, etc.) with the platform heights and the like being altered so that the stage plays exactly like the original Battlefield. Hazard-Free Forms for the stages would also be a viable replacement, as it would allow for players of all levels to take advantage of the stages' often unique layouts without their matches being decided by game-breaking stage-hazards.

Remove arbitrary limits from the Stage Builder (!):
Pretty self-explanatory; let us put unlimited parts in custom stages so we don't have to deal with excessive open space. Also, please let us set more than one music track for a custom stage.

Let players save replays of the whole match (!):
In Brawl, you could only save up to 3 minutes of a match, and I want that fixed, because there are some matches where so many hilarious things happen and it's a shame that I can't save every second of them. And yes, I know that Smash 4 upped it to around 8 minutes (?) but that's not enough.

Remove masterpieces (!):
They're utterly pointless, and are not really what you're going to be spending that much of your time with the game doing anyway. The games themselves may be good, but not if you can only play them for 30 seconds, and as a result not make much progress.

Let us freely alter the camera when taking snapshots:
What does Sakurai not want us to see with the camera limitations? I'm sure it's not going to scar us for life, so let us be able to freely take in a view of the whole area when snapping photos. And maybe expand upon the ability to edit photos too? Besides painting, maybe we could also have the option to choose between filters (black and white, sepia, etc.) or use visual effects to distort the pictures (like in the Photo Booth application on Mac computers), permanently zoom them in or out, or even crop them however we please.

Don't reuse voice clips/soundbytes! (!)
I absolutely hate it when this happens in video-games. It's one thing to rip a song or two right out of a game's predecessor, (though I'd prefer if they remix it at least a little bit), but to rip voice clips and sound effects out of that predecessor as well? With each Smash game, the sound effects should all be completely different. Same goes for the characters' voice clips. Melee reused Mario's voice clips from Smash 64, made them higher pitched, and them mapped them to Luigi. Additionally, Smash 4 has already shown us that they're ripping voice clips right out of Brawl for certain characters (such as, once again, ). And if THAT wasn't enough, the victory themes are ripped from Brawl as well! Seriously, shit like this needs to stop. If you're a game developer that's making a sequel, reusing sound clips like that just makes you look lazy.

Give us new victory themes for the veterans, damn it!
Seriously, after three games in a row, it's starting to get old. And yes, I know Ultimate sped up or abridged some of the old ones, but that doesn't cut it for me.

Add a Pokémon/Assist Trophy editor:
There's a way to forbid individual items from matches, so why can't we do this with assist trophies and Pokémon? Basically, there would be a screen where we would have access to a whole list of assist trophies and Pokémon, and then we could allow them or disallow them individually. It's simple, really.

Underwater Stages:
Stages that take place underwater, or at least have some emphasis on swimming. I didn't like how Brawl handled swimming, but I still thought that the idea had potential. So why not make stages that take advantage of swimming and have characters freely swim underwater? Well this is my idea for how it should be handled: When characters are underwater, they will have an exponentially higher jump, and their ground and air speed with be drastically decreased. Characters will also be able to take infinite jumps, and will fly much slower when hit at a high damage percentage. Most attacks will also be slowed down a bit, and due to the floaty physics of such stages, attacks are much easier to pull off in mid-water due to how slowly the characters fall, (and due to this, aerial attacks will be buffed greatly in terms of launch power and damage output). As a cosmetic touch, bubbles will emerge from points of impact whenever someone lands hard on a platform, gets hit, or hits a wall. Air bubbles will not be present as it would most likely get in the way of the match, forcing characters to stop fighting and grab air.

Back Special Moves/Smashes:
We've got back-aerials, and now we should make back-specials and back-smashes. It would help provide defense for characters whose other specials/smash attacks don't damage those behind them, and would open up the opportunity to add more moves to characters' movesets and increase the variety in their movesets altogether.

Fully implement the movement options from Melee:
While a lot of competitive players really enjoy the possibilities that stem from Melee's incredibly loose physics, I personally never cared for them. In my personal opinion, these exploits are extremely difficult to pull off, most of them look ridiculously janky, and they create way too large of a skill gap between scrubs and professionals. It may sound like I'm contradicting myself by proposing this, but I think that if the next game were to fully implement wavedashing, SHFFLing and the like, (and by that, I mean actually make them an official part of the game and include them in the manual) then not only would the competitive Melee community be able to get what they want, but it would also fix my problems with how these options were handled before. Fully implementing them would not only make them much easier to pull off (thereby thinning the gap between high-leveled competitive players and casuals) but I'm sure the development team would also try to give new animations to some of them, to that they would look more natural.

Pinball Physics:
This is meant to increase the level of strategy in dealing with faraway characters and increase the overall interactivity with opponents during a match. The following bullets are just a FEW examples of how you can take advantage of these physics.


 * Hitting a nearby opponent with a smash attack. This can potentially send them flying into another opponent who is on the other side of the stage, damaging both of them in the process. Also, depending on the damage percent of the opponent who was hit last during the sequence, they can potentially be knocked past the blast lines via this method.
 * Meteor smashing an opponent onto another opponent who is below them, potentially stopping their recovery, and again, dealing damage to both of them.
 * Hitting another opponent after being sent flying in order to save yourself from a potential KO. Keep in mind that both you and the opponent you hit will be damaged from this.
 * Throwing an opponent into another opponent.
 * Using a footstool jump will now deal damage to the opponent you jump on.
 * It can also be used as an alternate form of meteor smashing.
 * Additionally, if the opponent has at least 50% damage racked up when you footstool jump on them, you will be able to bury them.
 * Hitting a wall, ceiling, or floor will now deal damage if you are knocked into it.

You can even lightly attack someone so that they bump another opponent who is nearby, (assuming that all three of you are within very short distance of each other) damaging both of them. The options are pretty much endless, but please note that this will not completely alter the physics, as all this does is change how collision with various things works, (meaning that the rest of the physics will still be as normal; i.e. as floaty or as movement-heavy as Sakurai wants them to be).

Background Interactivity:
Sure, some of the stages in previous games had hazards that came in from the background, or characters who hung around just out of the player's reach, but this time I want the background of at least some of the stages to be fully explorable. Basically, the stage will contain a means to travel between the two layers, enabling the fighters to fight in the background. Not only that, but you can even interact with characters and parts of the stage that are positioned back there. Maybe you can destroy the source of a hazard that is disrupting the match, or attack characters who are making cameos on the stage. There will even be platforms on these stages that can only be stood on when you're in a certain layer. On the stages that involve background interactivity, when items fall from the sky, they will not only fall onto the foreground but the background as well. Also, Star and Screen KO's will be disabled on these stages, meaning that if a character is knocked off the top of the screen, they will simply be launched between the two planes instead of losing a stock.

Add a Run-Button to the Gameplay:
While this is a mostly minor issue, I think that they should add a run button instead of forcing us to press the joystick/D-pad twice to pick up the pace. It not only would feel less awkward, but it would also allow characters to instantly reach their top speed, making it easier to make a getaway. Plus, I think they should alter the characters' jumps so that they propel them higher and farther if initiated during a dash.

Allow the Usage of Smash Attacks in the Air:
Basically, each character will receive a second set of four smash attacks, though these ones can only be used in the air. I want to implement this as that way, you can more easily KO an opponent while both of you are falling without having to possibly blow your chances in doing so by attempting a meteor smash or other type of aerial. Additionally, this could lead to even more ways to begin a combo, (e.g. using a midair down-smash to knock an opponent into the ground, and then launching into other moves such as down-aerials/specials). Due to the C-stick normally being used for aerials, this game will force the player to use a combination of the A-button and left-stick in order to use standard aerials, while the C-stick will be used for aerial smash attacks.

Yet another alteration to the ledge mechanics:
While I personally like what Smash 4 did with the ledge mechanics, I also think that these changes made the process of getting back to the stage a bit too easy, (not to mention the rather negative opinions on it from the competitive community). With this change, edgehogging IS back in a way, as characters can no longer instantly steal the ledge from others. They CAN, however, grab onto the feet of the hanging character during recovery, (also making things easier for those who can't recover as easily). This however, comes at a cost: When the character who is directly on the ledge climbs back onto the stage, the other character(s) will be sent flying off of their feet, and must attempt recovery again. In contrast however, whichever character is on the bottom of the chain can "climb" their way back up by pressing up on the control stick/D-pad. If anyone who is not on the bottom or the top attempts to do this however, then the whole "ladder" will fall apart.

Altering how collision between attacks works:
In previous games, when two characters tried to attack each other directly at once, it was either A: The attacks cancel each other out, or B: One attack will overpower the other and that character will get the hit. Here, I'm changing it so that whenever this happens, each character will ALWAYS suffer the damage and knockback of the opposing attack. Thus, if two characters attempted to Smash attack each other while both at high damage percentages, they will both be launched, and potentially land a Double-KO.

Conclusion:
So yeah, that about wraps it up. Feel free to comment on the talk page, but of course keep these policies in mind. Also, despite my "no touchie" rule on my userpage, you can still feel free to fix any typos or grammatical errors you may find on here; I'm not the kind of person who will freak out when someone does that.