Hello everyone
My name is Jeremiah Adams, though I would prefer if you guys refer to me as my username, "Miahstorm"
My good friend (Who's name I shall keep anonymous) is an Audio Engineer who worked formerly for Namco, specifically he worked on the Super Smash Brothers for Wii U/3DS. Although in the past he has told me that he will not provide any information about that project until it was officially revealed for the sake of his job, as he was recently fired over a dispute with his co workers, he has now decided to share some of the information about the upcoming game with me, on the condition that, should I put the information on the internet, that I not state his name specifically.
As he worked very closely on the Project, and on several occasions actually spoke directly to Mr. Sakurai, he has a good bit of information in regards to the upcoming Title:
Game Mechanics:
- Wave Dashing and L cancelling
During online play, Waved ashing and L cancelling are always usable, but during local play (I.e. just a bunch of friends playing on one console) there is an option to turn it off. During the E3 invitational they were both turned "Off" so that this announcement could be made at a later date.
Sakurai was intending to make it a mixture of Melee and Brawl, and for the most part this is done. The speed (Though not nearly as fast as melee) is significantly faster and more sharp than Brawls. The gravity is much heavier as well, characters will fall faster than in brawl, but slightly slower than in melee.
"Launch" as in the characters reaction to a heavy blow. All the smashes in the game have new and improved "Sweet Spots" Landing a hit with these sweet spots will increase the launch distance greatly. Some of the strongest smashes in previous generations have been given smaller sweet spots, but extra launch capacity (Fox's up smash is a great example of this) although missing the sweet spot will leave the attacker more open to attack and launch foes minimally.
Tying in with the Sweet spots, the overall "Strength" of the attacks play much less of a role in deciding which (of a collision between 2 say, smashes) is cancelled and which lands. A side smash from the strongest character in the game could be cancelled by a side smash from the weakest is the weaker characters side smash was closer to the sweet spot than the stronger's. The purpose of the mechanic was to increase the depth and strategy of competitive play.
Air Dodging is similar to a mixture of both Melee and Brawl, in Melee only one Dodge was permitted, and the player could select a direction for the character to move during the dodge, while in brawl the character would just dodge in place, and the player could dodge multiple times. In the new game air Dodging functions the same as in Melee, but the player can dodge up to 3 times in the air before being unable to move further.
Something that my friend and Mr. Sakurai spoke about directly is a new mechanic added in to increase the strategy of play. Using certain combo's can have a character use different, much more powerful attacks that are not normally available. All characters have these attacks, though the mechanics are altered from character to character. 2 specific examples were given of these attacks, and all of these are used using combo's with standard moves:
- Little Mac - Little Mac has a potent air Special Move Combo, which is accessed by using the following attacks in this order while in the air, it should be noted that for all of these, every attack must land for the special combo to activate, " Standard Neutral, Standard Up, Air Dodge, Standard Down" If this combo is successful, then rather than Little Mac's typical Standard Down, he will use a powerful meteor move, which will send the victim flying down, as well as propelling Little Mac up, potentially saving his life.
- Mii Fighter (Gunner) - Mii Fighter Gunner has a powerful attack using these combo's, and it can be used by executing the following combo, "(The first 2 of these are in the air) Standard Combo, Standard Combo, (Lands on the stage) Down Tilt, Up Combo" Should this be executed correctly, then Mii Fighter would launch his/her opponent up, then let lose a devastating laser from their Plasma arm (This laser is described as a "Smaller, Vertical, Red version of Samus's Zero Laser" Sakurai noted that this attack is capable of KOing a Small character at 50%, a Medium Character at 70% and the Heaviest Character at 100%
It should be noted that when it was questioned who the "Heaviest" Character was, he responded that it was a Newcomer, and then refused to speak further on the subject.
Announced Stages:
Pyrosphere :
The Pyrosphere has multiple events that can take place during a battle there, although my friend only know Explicitly of 3:
- Greemers appear on the stage periodically, and crawl slowly on the top from the Rightmost part of the stage to the Left. They are harmful to touch, but can be easily launched using weak attacks in a manner similar to that of the Soccer Ball in Smash Brothers Brawl.
- The lights will sometimes go out, and the magma will rise, although it does not go onto the stage itself, the Magma can be used as an offensive tool by spiking an opponent into it, although so long as the Magma is up Meteor smashes are not possible.
- There is a stage boss, my friend spoke to Mr. Sakurai about it at one occasion, and the only information he would reveal is that its "Not what you will expect"
Kalos Pokemon League:
The stage itself with move around the 4 rooms where the Elite 4 members reside, each room has a different hazard that alters gameplay. The Water Chamber has a steady flow of water coming from the top of the stage, making the characters heavier and hindering air game. The Dragon Chamber has a large stone dragon head which can launch bursts of flame onto the stage. The Flame Chamber Functions oppositely of the Water, having large, fiery fumes which propel the characters up. Finally the Steel Chamber has large Metal swords which drop from the ceiling, damaging characters that though them as they fall.
Unannounced Stages:
Dragonroost Island:
Based on the Windwaker location, the players are on a platform here that will occasionally give way to different terrains, similar to Delfino Island in Smash Brothers Brawl, although my friend did not know any of these specifically.
Paranormal Dimension:
Based on the Final Battle stage for King Boo in Luigi's Mansion 2. Various ghosts will appear and drop items or food into the arena. King Boo is a stage boss here, and uses moves based on his appearance in Luigi's Mansion 2.
Gangplank Galleon:
Based on the Original Donkey Kong Country game, trapdoors will open up on this pirate ship, with Kremling's popping out attempting to attack the characters. During a discussion about this stage, Sakurai said that the Ships "Captain" was not present.
Alt Skins for Characters:
Marth has an alternate Lucina costume, one with her Masked, one not.
Mario has an alternate Doctor Mario Costume, with his fireballs replaced with pills
Toon Link has a Pajama's costume
Newcomers:
My friend only knew about 3 newcomers specifically, and vague details about other.
King K. Rool
Ridley
Shulk
My friend also knows that There will be 2 More pokemon Reps.
The first is Mewtwo
The second is a Character from the Hoenn Region to Celebrate Alpha Sapphire and Omega RubyBlaziken was not considered, Sceptile and Marshtomp were, he does not know who was chosen in the end
Rayman was initially planned to be a 3rd party character, but he was scrapped due to animosity about Rayman Legend's Postponement
I have emailed my friend about more specific details pertaining to the Gematsu Leak, as well as the Move sets of Mewtwo, Ridley, and Shulk