Sweet! Did you get to play with Mega Man, Greninja or Pit?
Yep! No Greninja or Pit, but I played pretty much exclusively as Mega Man, Kirby, Zelda, and Mario (mostly as Mega Man).
Mega Man - My impressions from E3 are that people are sleeping on him, and they really shouldn't. While his specials leave a bit to be desired and seem to lack some utility (other than Rush Coil, which is a solid recovery), his normals, airs, and smashes are
excellent. I have won nearly EVERY SINGLE MATCH I played as Mega Man against other human opponents on both the Wii U and 3DS versions, both at E3 and here at SDCC. He's definitely not a "pick up and play" or beginner character and takes some learning, but it's been completely rewarding and worth it for me and I can't wait to learn him in full and totally commit when the games finally come out! A "quick" rundown of his moves in my experience:
Neutral A (Mega Buster) - Racks up damage surprisingly quickly but can be awkward to use since you're maybe expecting a physical punch to come out, and usually gets you punished in close quarters
Forward tilt (Mega Buster while running) - Same as above, can be fired while running
Up tilt (Mega Upper) - Somewhat tough to land, but deals decent damage, knockback, and often interrupts when it does hit
Down tilt/crouch attack (Slide) - Haven't really used it a whole lot, can't really comment
Dash attack (Top Spin) - An excellent attack, has high priority and hits multiple times for good damage like Kirby's dash attack
Forward smash (Charge Shot) - Honestly, one of the best forward smashes in the game so far in my experience. It travels a good distance and does high damage and
vicious knockback. Because it's a projectile it's not easily punishable, and I've scored multiple KOs using this from a safe distance when the opponent is at 60-70%
Up smash (Spark Shock) - An excellent smash that has decent range, hits multiple times and deals good damage; it's VERY similar in form and function to Zelda's up smash
Down smash (Flame Blast) - A good launch attack but seems to be Mega Man's "worst" (least good, really) smash attack; its range is narrower than you would think and you really have to be standing right next to an opponent to get good results. Great for crowd control/FFAs however as it hits the ground to both sides of Mega Man simultaneously
Forward air (Flame Sword) - High priority, wide range, quick to launch, decent damage
Back air (Slash Claw) - Less priority than Flame Sword, I think, but hits twice for good damage and is quick to launch
Up air (Air Shooter) - One of Mega Man's best moves, which seems to have unfortunately gone mostly overlooked in impressions thus far. Does good damage but also lifts opponents upward (think G&W's air puff, but it actually lifts opponents upward rather than just slow their descent) enough that KOing off the top of the screen is not only possible but quite likely if they're high enough; I've done it multiple times to audible frustration by the person KO'd by it in this way
Down air (Hard Knuckle) - Haven't used it a whole lot, but I'm trying to incorporate it into my play style more because it's essentially a projectile spike. It's hard to hit with, though
Neutral special (Metal Blade) - Disappointing. Even though it can be thrown in eight directions, which is useful, its rate of fire is surprisingly slow, it doesn't really do enough damage to be worth it in most cases, and it can be caught/picked up and reused against Mega Man
Forward special (Crash Bomb) - Probably Mega Man's best offensive special. It's basically a freely reusable Sticky Bomb item that obviously does less damage. It's an easy-to-use "fire and forget" weapon that flies fast, sticks to an opponent, and explodes on them in a couple seconds for minor damage (8-10% I think?). Just be sure not to use it if you plan to follow up with a close-range attack on that same opponent, as like the Sticky Bomb, it can dislodge and stick onto whoever comes into contact with them
Up special (Rush Coil) - A good, solid recovery. Gives more vertical recovery than horizontal recovery; no glaring advantages or weaknesses, it's simply good
Down special (Leaf Shield) - Seems to be VERY hard to utilize properly. As a basic flying projectile, it seems to be nearly worthless, but it can be powered up by absorbing incoming projectile attacks (kind of like G&W's Oil Panic), at which point it does a *lot* more damage to whoever it's thrown into. It's been very hard for me to utilize this properly in that way, however, making me wonder if it's worth the trouble
Throw (Super Arm) - Not too sure about the range yet, but it comes out quickly and the throw feels powerful, with good (but not amazing) distance
Final Smash (Mega Man Legends) - Everyone knows this one, but for what it's worth, the Black Hole Bomb-like projectile Mega Man fires to activate it (is it actually the Black Hole Bomb...?) is large and seems to be generally easier to hit with than, say, Marth's Critical Hit and Zelda/Sheik's Light Arrow
Movement-wise, Mega Man just feels like he does in his own games, which is great. He's on the light side but not too light, slightly above average walking/running speed, average jump, etc.
Kirby - My Brawl main, baby! He plays similar to how he did in Brawl but is buffed and more powerful across the board, and it feels great. Final Cutter has been nerfed a bit however, with the shockwave having less distance than ever. Stone feels like it comes out faster and is still strong. Ultra Sword, his new Final Smash, is awesome and the initiating attack is fairly easy to catch opponents with
Zelda - Feels pretty similar to Brawl but seems to be slightly slower (argh) and Din's Fire has been nerfed heavily (double argh) in that it's less maneuverable and has a smaller hitbox upon detonation. Lightning Kick seems to have a slightly bigger sweet spot though, not too much else I can say
Mario - Generally feels similar to Brawl but stronger and more effective across the board. It's not HUGELY noticeable, but Mario players in Brawl will be able to pick him up and be more dangerous/effective with them than before
Sonic - God, I'm so bad with him. But that's a fault of my play style than Sonic himself; he's definitely been buffed, with his smashes having far more KO power than before (thankfully)
GENERAL 3DS AND SMASH RUN IMPRESSIONS
I said this in my E3 impressions too but it seemed to go largely ignored (plus I was banned almost right after I posted them, which probably didn't help haha), but here goes again:
Anyone calling this the "inferior," "rushed," or "garbage" version is wrong, straight up. It's great and as good as a fully-featured Smash game on 3DS could be expected to be. It's simply different. Of COURSE the Wii U version is the key or main version for most of us, including myself, but that doesn't make the 3DS version throwaway or forgettable in any way. It's honestly very fun and plays well once you get past the one main considerable of getting used to playing Smash with the 3DS's button layout. The 3DS itself is not physically ideal in the least, I'll totally give you that, but once it "clicks" you'll find yourself having a grand time. Will it ever replace the experience of playing the Wii U version with a GCN controller? Of course not, but don't sleep on the 3DS version because of that. It's great in its own right and I can see myself playing it alongside the WIi U version at home and not feeling like I'm "settling" or whatever when I can "only" play that version on the go.
It also helps that it really just looks fabulous on either model of 3DS. I actually got to see and play it for the first time yesterday on the OG 3DS, and god DAMN it looks great on the OG 3DS's higher-pixel density screen... and for those of us who actually like the stereoscopic 3D (such as myself), Smash's 3D effects really pop and look great except for the occasional distortion with scrolling ground at the bottom of the screen (such as in the Spirit Tracks stage), and with the Nintendogs AT.
And Smash Run is just damn fun. Each game really does feel like a new experience where anything you could happen and you never know who or what you'll see in terms of enemies and hazards (which, to be fair, will probably wear off over time as the game's content is cracked open for all to see), and I can see myself playing this very often and not at all just ignoring it in favor or regular multiplayer Smash. Based on my (many) sessions of Smash Run, I feel like it's especially going to be a *riot* when playing multiplayer with friends in the same room.
So yep, there it is. I hope people really take these impressions to heart, especially detractors of the 3DS version! In no way will it ever stand in for or compare to the core experience of the Wii U version, certainly, but it doesn't have to. It's different, not "worse." Just an alternative but still fully faithful, enjoyable Smash experience to have on the go that, to me at least, doesn't make you feel like you're settling.
Anyone have any more specific questions? If so, I'll do my best to answer, but as I'm working the UDON Entertainment booth all five days of SDCC, it might be awhile before I answer!
Ah, of course I don't go to Comic-Con the year Smash is there! Hope you're loving it, dude.
I am, thanks! Sadly I'm here as an exhibitor (like usual), so unlike E3, my time to play Smash will be
very limited. Beyond my time yesterday at Nintendo's exhibit hall floor (which only has the 3DS version), I'll probably not be able to play any of Thursday or Friday, but will likely get a little time to play the Wii U version (and maybe more 3DS) in the Nintendo Gaming Lounge at the Marriott on Saturday and/or Sunday... probably a combined two hours at the most, though, including waiting in line.
