Super Smash Bros. for 3DS & Wii U Thread XV: Kübler-Ross Edition

Making gems sure is a time sink in Xenoblade.
I got up to the jungle and realized I hadn't made many. Now I have so many to choose from to make some.

yeah, I remember that I was almost at that point playing the game gemless, when I tried them up I was like crazy until I got the best effects, it was like playing atelier games all over again!

Since the game comes out in a week, I guess we'll get a look at Ness' official render and how he looks on the Wii U soon after!
most likely, thou I would like to know if other websites will get the secret characters updates like we had in brawl, it would be weird that US site had same updates than the JP site, it could happen, just to tease us ; -;
 
I don't see why people are making big deal about Wario. He's in the game period. No brainer there.
Thanks to the ESRB needing to see Wario's grossness, we even have his character model:

NuZt3iD.jpg
 
It's weird to consider that the span of time between Brawl and Smash 4 has exceeded the period between Melee and Brawl by a few months.

What is the span of a human life in Smash years?
 
yeah, I remember that I was almost at that point playing the game gemless, when I tried them up I was like crazy until I got the best effects, it was like playing atelier games all over again!
What confuses me about the gems is I have a couple that dramatically improve stats for whichever character wears them, but all of the ones I've made myself don't seem to yield any improvement. :-\
 
Doing my best to avoid videos, JP OT, music and the like.

All I will do is view 3D screenshots on the JP Miiverse.

Game looked stunning in 3D motion.

I'm not gonna try to avoid much. I don't mind getting a bit spoiled since its not a game about exploration or story.
 
I'm way more excited about that link possibly confirming a November release date for Smash Wii U. They better get it out that month for NA, too!

...why wasn't Smash set up to be a worldwide release, again?
 
I'm way more excited about that link possibly confirming a November release date for Smash Wii U. They better get it out that month for NA, too!

...why wasn't Smash set up to be a worldwide release, again?

Sakurai said in Famitsu it's because he wanted to debug the games individually.
 
I'm way more excited about that link possibly confirming a November release date for Smash Wii U. They better get it out that month for NA, too!

...why wasn't Smash set up to be a worldwide release, again?

Good question.

I'd bet they'll have the Wii U game out worldwide by the end of November though. If they're treating Smash as their big holiday game a release after Black Friday would only hurt them.
 
What confuses me about the gems is I have a couple that dramatically improve stats for whichever character wears them, but all of the ones I've made myself don't seem to yield any improvement. :-\

status prevention gems are the best, I rather go for those than stats modifiers, they are hella useful for
lvl 100+
bosses
 
Sakurai said in Famitsu it's because he wanted to debug the games individually.

I think Sakurai was referring to the Wii U and 3DS versions, not the region. I doubt Sakurai has any input on whether the game comes out in Japan and worldwide at the same time or whether it's a staggered release; that'll be marketing decision, I imagine.

It's weird to consider that the span of time between Brawl and Smash 4 has exceeded the period between Melee and Brawl by a few months.

What is the span of a human life in Smash years?

It's gotta be about 12-14 Smash years.
 
The thing is, it doesn't really work that way. The person with the homerun bat is much more likely to throw it as a projectile than try to use its slow attack for a chance at OHKOing. In fact, practically every item in every Smash game is better to throw as a projectile than it is to actually use it for its intended purpose (except maybe the Fan item in Brawl?) So, there really isn't any added strategy element by introducing an item like the HomeRun Bat because it isn't used for its intended purpose -- because it's too committal in a game where committing to certain actions is bad. You don't make as much of a commitment to throw the bat and the reward for throwing it is arguably even greater because of its strong knockback and high damage when thrown therefore it's an easy decision to just throw the bat when the opponent is open.

On the first point, yes you can throw the bat, but that's only an excessively effective strategy when the stages are particularly small and unobstructed- like most stages used in tournaments. That video you posted was particularly instructive because it was on Battlefield, where the fighters had nowhere to retreat from the player holding the item. As it turns out, these types of stages appear to be the ones tournament players enjoy the most. Larger stages, particularly Hyrule Temple, are great for using items because the way they are designed provide opportunities to use all of the items attributes. Using gun type items as an example, Hyrule Temple provides both cover positions and clear lines of sights for both predator and prey in that situation. The same is roughly true for throwing items. If there's no good LOS, simply throwing the item is not going to be as effective (particularly because the other player may acquire it). Although very few players would ever actually wind up the HRB to hit someone with it (I rarely do myself) being able to retreat from a player that has it is competitively interesting- and that was the point I was trying to make.

This is why I believe the stage creator is such a critical component of Smash Bros. There aren't that many stages that are akin to Hyrule Temple with its duality cover spots and wide open areas, and the stage creator allowed me to create them in Brawl. When I created these stages I actually exhaustively tested them with a ton of different items repeatedly to make sure they offered both predator (the person with the item) and prey (the person without) a balanced opportunity to gain an advantage in the situation. In my opinion, you can make items balanced, you just have to put in the design work to make the game work that way- something which has not occurred in the tournament scene.

EDIT: I would reply to the rest of your points but I'm in class now so that'll have to wait :)
 
It's weird to consider that the span of time between Brawl and Smash 4 has exceeded the period between Melee and Brawl by a few months.

What is the span of a human life in Smash years?

People are born, come of age, get married, have kids, grow old and die within the span of a Smash day. Civilizations rise and fall in a Smash week. The time between the birth of existence and the end of everything is only a Smash month, and the first 1/100th of The Last Guardian's development cycle is a mere Smash season.
 
What confuses me about the gems is I have a couple that dramatically improve stats for whichever character wears them, but all of the ones I've made myself don't seem to yield any improvement. :-
Part of that is due to the fact that you might not have the affinity to really improve gems by a large margin, but I didn't really get into gem crafting until I started getting level 4 or 5 materials to make gems with.

As for your skill tree questions. You earn sp? (Might be ap or something else) upon completing quests or beating enemies. This increases until you have enough ap to fill up hat ever skill you're working on. Skill links are skill trees that are attached to other characters. The more affinity and affinity coins you have the better you'd be able to use it. Ugh, this is so hard to explain. I'd go and create like diagrams and pics to explain it better, but I'm on mobile right now. Sorry :( if you still find yourself questioning later on I could try to help, but right now I don't have access to the materials to properly explain.

Actually disregard that. Listen to that guy.
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V
 
I read the tutorials on skill trees and skill link but I'm not sure how they all work. I have Shulk set to the Integrity skill tree since the ability to block sounds useful. I'm not sure how I "level up" on the skill tree, though. Or what skill-linking with another partner does. It sounds like a skill link makes some of their abilities available to the other character?

Skill trees are pretty overwhelming at first but once you get used to it, they can be very reliable later on.

Skill trees are list of innate and passive boosts to a character. Selecting a branch will already provide an instant effect on a character (info can be seen while you are selecting a branch). Each branch has unique skills which you can learn by gaining SP (skill points), earned by winning in battles. Once you learn a skill, it is permanently active, regardless if you switch to another branch in the tree or not. There are skills that enhance stats, gives temporary buffs to party (when character is present) in battles, enables sets of armor to be equipped, etc. Once you learn a skill you'll move to the next skill in the branch to learn. You can move to other branches once you finish learning all the skills in a branch, or if you want other skills to be learned aside from the branch you are focused to learn early on.

Starter skill trees for each are 3, though 2 more branches will be unlocked via specific quests. As for skill links, there are skills that you can share with other party members. This can help them gain boosts that they will never learn on their own. You need to learn first the skill before you can share it, and you need to improve your party affinity to be able to share more skills. And you need affinity coins to "spend" to link skills. Un-linking skills gives back the affinity coins. Those are earned by beating unique enemies.
 
What confuses me about the gems is I have a couple that dramatically improve stats for whichever character wears them, but all of the ones I've made myself don't seem to yield any improvement. :-\

There are 6 levels of gems (I - VI), and making the best gems relies on your affinity with your teammates, so finding the best materials and making the best combinations won't be possible until later in the game...
 
Again? Pretty sure you could play against anyone online in brawl.
...right?

Yeah, I'm sure there'll be no regional locking online.

I wanna fight mah US homies.

It's going to be so cool whipping out the 3DS during a break, having a few stock matches and whatnot.
 
Exclusive brawl netcode for cross country playing, fun for the whole family.

lol'd ther

Yeah, I'd like to know this, too. I promised my Italian friend that I would play some matches with him.

You should be able to do that. I just remembered I was thinking about Monster Hunter and how I can't play with the Japan homies but I can play with eurofriends.

Again? Pretty sure you could play against anyone online in brawl.
...right?

I.... don't know actually. I wanna say yes, but I didn't play online with that too often.

Freaking spellcheck on my phone lol

Burn your phone please.
 
On the first point, yes you can throw the bat, but that's only an excessively effective strategy when the stages are particularly small and unobstructed- like most stages used in tournaments. That video you posted was particularly instructive because it was on Battlefield, where the fighters had nowhere to retreat from the player holding the item. As it turns out, these types of stages appear to be the ones tournament players enjoy the most. Larger stages, particularly Hyrule Temple, are great for using items because the way they are designed provide opportunities to use all of the items attributes. Using gun type items as an example, Hyrule Temple provides both cover positions and clear lines of sights for both predator and prey in that situation. The same is roughly true for throwing items. If there's no good LOS, simply throwing the item is not going to be as effective (particularly because the other player may acquire it). Although very few players would ever actually wind up the HRB to hit someone with it (I rarely do myself) being able to retreat from a player that has it is competitively interesting- and that was the point I was trying to make.

This is why I believe the stage creator is such a critical component of Smash Bros. There aren't that many stages that are akin to Hyrule Temple with its duality cover spots and wide open areas, and the stage creator allowed me to create them in Brawl. When I created these stages I actually exhaustively tested them with a ton of different items repeatedly to make sure they offered both predator (the person with the item) and prey (the person without) a balanced opportunity to gain an advantage in the situation. In my opinion, you can make items balanced, you just have to put in the design work to make the game work that way- something which has not occurred in the tournament scene.

EDIT: I would reply to the rest of your points but I'm in class now so that'll have to wait :)
I think the element that really will keep items from being banned forever is the implications of their random appearance, namely that a randomly appearing item will generally favor the player with better control -- thus making the strong characters stronger -- and when it doesn't, it will serve as an anti-competitive element of luck. Even if you were to somehow balance the items themselves (this is a distant task; the aforementioned HRB is better than basically any projectile granted to any character in the game, and would be devastating in the hands of any character balanced around not having a projectile), you would have to eliminate the luck component involved in their appearance as well as making them appear in a way that works against existing balance problems, not towards them.

Incidentally, I think the argument for their conclusion is only really compelling in the context of Brawl, where people really need to be coerced into playing aggressively. In Melee, including items in the competitive metagame would just make Fox better.
 
Skill trees are pretty overwhelming at first but once you get used to it, they can be very reliable later on.

Skill trees are list of innate and passive boosts to a character. Selecting a branch will already provide an instant effect on a character (info can be seen while you are selecting a branch). Each branch has unique skills which you can learn by gaining SP (skill points), earned by winning in battles. Once you learn a skill, it is permanently active, regardless if you switch to another branch in the tree or not. There are skills that enhance stats, gives temporary buffs to party (when character is present) in battles, enables sets of armor to be equipped, etc. Once you learn a skill you'll move to the next skill in the branch to learn. You can move to other branches once you finish learning all the skills in a branch, or if you want other skills to be learned aside from the branch you are focused to learn early on.

Starter skill trees for each are 3, though 2 more branches will be unlocked via specific quests. As for skill links, there are skills that you can share with other party members. This can help them gain boosts that they will never learn on their own. You need to learn first the skill before you can share it, and you need to improve your party affinity to be able to share more skills. And you need affinity coins to "spend" to link skills. Un-linking skills gives back the affinity coins. Those are earned by beating unique enemies.

Skills make the game so much better. Probably the best skills are the one's of Riki that significantly increases the rates of silver (up to 70%) and gold chest drops (up to 21%). Not too mention other skills such as those that raise AP, EXP, and even let you move faster.
 
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