Would you be willing to pay 5 dollars for a mobile game up front if it had the same quality of a GBA era game with no ads and in app purchases.
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It was actually made easier in Ultimate, though it came at a cost. By pressing jump and attack at the same time, you can do what's called a "rising shorthop aerial" which is what it sounds like, you start the aerial as soon as you leave the ground, this is used in some combos and strings (Like in Luigi's zero to death) but is generally going to leave you more open than a normal short hop aerial.
That seems like it would make sense, competitive players get to keep doing normal shorthop aerials, and less competitive players get to do a cool competitive thing that can give them some fun stuff to show off to friends or climb the ranks in Elite Smash. Everyone wins! Problem is, since the rising shorthop aerial is tied to "Jump+Attack", you can no longer do a "rising aerial" with a normal jump, at least not as well as in Smash 4. I've heard Greninja players had to really get used to this change, given how much mileage the guy gets off of neutral air kill confirms.
The Beefy Smash Doods iirc proposed having "rising shorthop aerials" be something you can turn on or off in the controller options menu. That might work.
PS - just learned from Smash Wiki that Ultimate's rising shorthop aerial has slightly less damage compared to any other kind of aerial. If you include rising shorthop aerials in your game, I don't think a damage modifier is neccessary.