Super Smash Bros. for Wii U |OT| True Potential of Smash Bros.

Status
Not open for further replies.
I was doing an experiment starting with Mario and going through the roster in order. Most people would quit after a few matches, or stay with someone annoying like Toon Link using arrow spam. This person actually stayed. After I went through 12 or so fighters, we both ended up with Link, the first mirror match of the night. I wasn't sure if this was coincidence or if they had actually noticed what I was doing. Next match, Zelda. Every match after that was a mirror match in order (aside from one test match where I figured out how to ACTUALLY use Villager's Up+B, due to killing myself not holding B in before). I don't think we ever picked the same costume on any fighter. We would start almost every match by taunting a couple of times, then fighting.

We had Dark Samus vs. Light Samus on the omega Luigi's Mansion roof with Tetris music playing. It was dramatic. We both simultaneously killed ourselves with fast down+B's off the stage because we were presumably noobs to some fighter (I think Sheik or ZSS).
Sorry to toot my own horn, but I guess I was surprised no one commented -- has anyone else had unusual positive experiences in Wii U For Glory like this, even with the limited communications capability you have?
 
It's real. It's in my guide, to get it you need to play Smash Tour, have a Metroid steal your stats, and then bump into it again to get the stats back.

This is all random so...have fun!
Is there any other way to unlock stuff without playing that mode? Ugh. I hate Smash Tour
 
Sorry to toot my own horn, but I guess I was surprised no one commented -- has anyone else had unusual positive experiences in Wii U For Glory like this, even with the limited communications capability you have?

On a similar note, has anyone been able to actually add someone they met on for glory?

I tried using the "Add as a friend" once, when I played a pretty good guy with 0 lag, but I'm not sure how the invite appears to him. Maybe he only saw it when he got out of the game.
 
Is there any other way to unlock stuff without playing that mode? Ugh. I hate Smash Tour

Hammer Time!

Most of the game's harder challenges can't be hammered anyway, so why not use them with the Smash Tour?

Best advice is to get four controllers, make everyone a Player so you can utilize them all (I assume any Player accomplishing a task will unlock a Challenge), and do the small map.
 
The most important thing to remember when playing Doc is that you have pretty much the worst recovery in the entire game and your cape and tornado are useless as recovery despite both working decently well in Melee.

I have no idea why they nerfed Doc's recovery to the point of absurdity.

One of his custom tornados is amazing for recovery actually. It also has a great windbox, seems to be better than the standard tornado in every way except damage dealt.
 
Sorry to toot my own horn, but I guess I was surprised no one commented -- has anyone else had unusual positive experiences in Wii U For Glory like this, even with the limited communications capability you have?
I have, played this one guy for like an hour at least. Started out only using my main sonic and then eventually after a bunch of intense matches and a row of victories I decided to take a break from him and switched characters. ended up going through most of the veterans along with villager and duck hunt. Matches were all really competitive and and we seemed to have an understanding. One time I fell off at the start of the match by accident and he jumped off too out of respect. We also had a bunch of fun mirror match ups and what not. Ended up friending him. Very positive experience ha.
 
Sorry to toot my own horn, but I guess I was surprised no one commented -- has anyone else had unusual positive experiences in Wii U For Glory like this, even with the limited communications capability you have?

I went about an hour with this guy that I originally thought was really bad, but he was just trying to learn the game, obviosuly. I beat him like 20 times in a row, but he never left. So I kept switching characters, and so did he. Eventually, we settled down on two that we both felt gave us challenging matches. I played Falco (I don't play Falco at all) and he played Link. Sure, in the grand scheme of things, I was better at Smash than him, but seeing as he stayed with me in my room while loosing so much and obviously really wanted to get to my level, I decided to keep playing Falco vs Link so that we could be basically go toe-to-toe. It was a kind of a cool thing, actually. I learned a thing or two about how to avoid spammers lol.
 
Hammer Time!

Most of the game's harder challenges can't be hammered anyway, so why not use them with the Smash Tour?

Best advice is to get four controllers, make everyone a Player so you can utilize them all (I assume any Player accomplishing a task will unlock a Challenge), and do the small map.
I see.
I have two Wii remotes, the gamepad and a wii u pro. Guess I'll give it a try :/
Thanks for the advice :)
 
Is there really no Pushmo stuff anywhere? No music, no Trophy?

Really...odd. Suspiciously so since IS already put a lot of stuff in. It's by far the most popular ESHOP game, but Dillon gets an AT and music, and Sakura Samurai gets music and a Trophy, but no Mallo anywhere...
 
FUCK!!

I call a gamestop near me that shows they had the adapter in stock. The guy tells me first come first serve. Thirty minutes later I dashed over to the store and it's out of stock already.

iUQYdColKce0X.gif
 
I went about an hour with this guy that I originally thought was really bad, but he was just trying to learn the game, obviosuly. I beat him like 20 times in a row, but he never left. So I kept switching characters, and so did he. Eventually, we settled down on two that we both felt gave us challenging matches. I played Falco (I don't play Falco at all) and he played Link. Sure, in the grand scheme of things, I was better at Smash than him, but seeing as he stayed with me in my room while loosing so much and obviously really wanted to get to my level, I decided to keep playing Falco vs Link so that we could be basically go toe-to-toe. It was a kind of a cool thing, actually. I learned a thing or two about how to avoid spammers lol.

i'm the shitty player. i'm surprised the two people i played kept playing for more than 20 rounds lol.
 
I really wish you could play Jungle Hijinx in 8 player. The two layers give plenty of room and things would just get crazy when one half or the other sinks.
 
So wait, can you just not use Amiibos in anything but Smash mode or something? I was under the impression that they could tag team Classic and All Star and Trophy Rush and whatnot, but putting them up to the game pad on those modes does nothing.

Man, lame if so.

Edit: And I expected this one, but connecting with the 3ds version literally just lets you transfer and unlocks literally nothing, huh.
 
Man I'm so bummed about this amiibo stuff. How their attacks get stronger and imbalanced and such regardless of whether you feed them equipment. I was having so much fun training them before I realized this. Was gonna pick up Mario today but I think I might skip out on the rest in general now other than Captain Falcon.
 
How's everyone digging the voice chat in lobby? Anyone using it? Tried with a buddy using the Gamepad, and the quality was dreadful, supposedly.

Am I correct in that you HAVE to have the "push to speak" button pressed (Z using GC controller) in order to even HEAR the other person?

I used it a couple of times with a friend. At first, I couldn't hear my friend clearly, so we both lowered the sensitivity of the mic to 1. After that, it was much better. Not perfect, but better.
 
I used it a couple of times with a friend. At first, I couldn't hear my friend clearly, so we both lowered the sensitivity of the mic to 1. After that, it was much better. Not perfect, but better.

Interesting. Was I right in that you have to have the button pushed to listen AND speak?
 
I really wish you could play Jungle Hijinx in 8 player. The two layers give plenty of room and things would just get crazy when one half or the other sinks.

Some of the 8 player stage choices are really fucking weird. Like why is Castle Seige and 8 player map when Colliseum, which would probably accommodate 8 players better, not?

And why the fuck is Onett one?! I mean it's pretty crazy with 8 people, but what a random choice. That map has always felt small to me.
 
Even weirder to me is the big selection of omega stages in 8 player. Having no platforms makes most of these feel so much tinier than even normal Battlefield.
 
Some of the 8 player stage choices are really fucking weird. Like why is Castle Seige and 8 player map when Colliseum, which would probably accommodate 8 players better, not?

And why the fuck is Onett one?! I mean it's pretty crazy with 8 people, but what a random choice. That map has always felt small to me.

My thought is that a lot of those choices might be more due to performance than stage size. Maybe they couldn't get the stages with complex backgrounds and lots of animation running at 60 FPS with 8 people.
 
So, one of the things I like about the pictures for Event Mode/Classic/All-Star Clear, and Challenges, are that all of them seemed like stuff anyone could replicate, although with some difficulty...

But seems Sakurai can "cheat". One pic is of Andross and Master Hand on Final Destination, which you can't do as there's no items during the fight. Also I guess this explains Doc Louis on the WFT Stage.
 
My thought is that a lot of those choices might be more due to performance than stage size. Maybe they couldn't get the stages with complex backgrounds and lots of animation running at 60 FPS with 8 people.

True, this is probably the reason. Pretty much the only thing that hampers 8 player Smash at all though is the limited/weird level selection. I would kill for more options.

I really wish there was a restart button for Event matches. Instead I had to exit all the way out and start over.

Agreed 100%. I might never get these "take no damage" ones because of this.
 
i'm the shitty player. i'm surprised the two people i played kept playing for more than 20 rounds lol.

I enjoy playing everyone haha. I also enjoy playing people that are under my skill level and see how they improve as I play them. It's probably my favorite part about online, honestly. It's pretty cool seeing someone who has no idea how to beat you go 20 rounds and then starts being a challenge.
 
My place was a parade of people coming over to play this game this weekend.

I have a lot to say about this game, but this thread moves too fast for me to feel like talking, lol.

Well, I guess I'll say one thing: With old pros and total newbies alike, the Gamer stage is HILARIOUSLY fun.
 
I love playing 1v1 matches online, but I'm kind of getting tired of getting tossed. I swear everyone I play is like Uber MLG level and just stomps me. I'll be sitting here for the next month attempting to get better, but I'll probably end up getting worse.
 
Agreed 100%. I might never get these "take no damage" ones because of this.
Yeah, that bugged me too. I've done like 3 events total, but spent around 1.5 hours trying to do them. The first one took several tries to clear with no damage on hard, but was manageable. The second was whatever. The third though, I spent forever trying to fight Kirby perfectly as Dedede. Then I realized that being in blast zones doesn't damage you in stamina mode. So I just hang out by the very edge and then eventually back throw.

It would go so much quicker if I could just restart (and thus bypass the loading screen) though.
 
Sorry to waste thread space on a dumb question, but how do you turn stages off so they don't come up when selecting random? I've searched for it online but have found nothing. It's either incredibly obvious or just no option for it, which is hard for me to believe. I have every stage unlocked as far as I know.
 
Need some advice guys, is it worth it getting gc controller and adapter or is game pad good enough?
How attached are you to the GCN controller?

For most people, I'd say the Gamepad is good enough (or better yet, the pro controller). If you've played a lot of Melee, Brawl, or PM though and you already have muscle memory built up, the GCN controller is very worth it.
 
In a game full of thoughtful features, there are a few baffling omissions, some of which I highlighted already. They're not too big a deal though:

-Having a default profile.
-Again, the 3DS version remembered your colours/alts you last used, why not this one?
-All "standard" controllers share the same scheme, so you can't really have different presets for say, Wii U Pro and Classic Controllers in one profile.
-For Fun limited to 2 minute only matches still, with no 1v1 option at all (would be great for practice). I didn't expect that to change though.
-No restart button for events.
-There should be a way to access the correct mode immediately from the Challenges menu, within the appropriate grid.
-Connection meter would be nice for online matches.

I hope at least a couple of these are patched, but again, not too big a deal.
 
The third though, I spent forever trying to fight Kirby perfectly as Dedede

Really?

I actually did that on my first try, with no problem. Just kept spamming Gordo, and slammed my hammer whenever Kirby got near.

I'm wondering though...if you use an Equipment that heals you, does it count as no damage if you finish the match with 0%, even though you got hit and healed?
 
How attached are you to the GCN controller?

For most people, I'd say the Gamepad is good enough (or better yet, the pro controller). If you've played a lot of Melee, Brawl, or PM though and you already have muscle memory built up, the GCN controller is very worth it.

Played a shit load of melee back in the day, so I guess I got my answer.
 
I began playing Super Smash Bros. for Wii U with the mentality of a SSB Melee player. I wanted total control. I wanted limitless potential for movement and attack. I have deep understanding of Melee's system mechanics, rules, and character abilities. Having ignored SSB Brawl and seen little current footage of the Wii U iteration, I began playing SSBU with a clean slate.

Immediately, I recognized the advanced techniques from Melee requiring high execution had been implemented in SSBU mechanically. Air Dodging in place is present but air dodging in a direction does not exist (neither does wavedashing, as a result). However, momentum from side jumping and short hopping is maintained while air dodging. Secondly, landing recovery is essentially immediate for many neutral, forward, and backward air attacks. Landing after an air dodge requires recovery, but this can be replaced by attacking out of a dodge. Gone is the need to L-cancel or shield-cancel your aerials. Incidentally, gone is the ability to cancel spikes, meteors, and other heavy air attacks. I feel this system change is ultimately for the better. L-Cancelling was admittedly an executional burden on many characters that compensated for attack risk with executional reward. Smash U makes it so fast aerials recover quickly or instantly and heavier air attacks like spikes and meteors carry an acceptable level of risk related to application. I notice this trend across the board in Smash U.

Ground movement is fast and offers variations on advancing and retreating. Dashes can be cancelled consecutively, and holding a dash translates into running. Turning during a run or after a dash requires much recovery, so cancelling a dash into another in the opposite direction (pivoting) offers an executional workaround. Your character travels slightly forward while recovering in place allowing you to attack as though your were neutral. Dashing and attacking out of the turnaround animation allows a side smash attack, side tilt attack, or grab to be performed immediately. If you are against a ledge, you can use this to dash around an opponent and attack facing him.

Note, though, the limits on attack options from each of these movements. Dashing does not allow one to shield or attack until recovery. Pivoting maintains character control but does not offer as much side movement as dashing. Running attacks are disadvantaged on block and punishable on whiff. Jumps and short hops must meet a height requirement before air attacks may be initiated. Wavedashing in Melee gave us ability to advanced toward our opponent while orienting our character for back tilts, down tilts, or attacks that hit behind-the-back such as Fox's up tilt. I have yet to discover such a technique in SSBU, although combining dashing and pivoting comes close.

This is the trend I mentioned earlier - execution being levied for risk. In Melee, dance-dashing (repeatedly pivoting in place) cancelled the turnaround animation and allowed players to start running in either direction. Dash-dancing is unnecessary in Smash U because I can dash in either direction from a standstill. I do not need to wavedash out of a run; instead, I should dash infinitely or pivot to create attack options. I do not need to L-Cancel aerials because most recover quickly. What players need to learn is proper implementation of movement and attack. I want to advance toward my opponent and access all my ground attacks, but perhaps that is not an option. Perhaps I should walk and not commit to a dash if I want to down tilt. Perhaps I need to reevaluate my air strategy as many attacks hold heavy recovery while many ground anti-air attacks have improved hitboxes and greater launch value.

Melee's ground game is incredibly vulnerable without the advanced techniques and favors the air game in conjunction. Smash U takes an approach to remove the execution demands on the player and weight the ground game and air game with appropriate risk. I believe these restrictions were designed not to remove control from the player (though they did) but to balance the ground, air, and ledge game in Smash U.

Speaking of the ledge game, the distance from which characters will grab ledges is incredible. It will look like you fell short and your character will latch. Characters will grab ledges even when facing the opposite way. Characters can climb, attack, jump, and roll onto platforms from a ledge. Characters may drop from a ledge hang, but this is where the primary change occurs. Releasing a ledge prevents you from grabbing that same ledge immediately, and doing so does not grant invulnerability as it did when grabbing that ledge the first time. Vulnerable hanging characters cannot hog ledges as in previous Smash titles. Characters attempting to recover will replace the ledge-hanging character. These changes leave no advantage to players guarding an edge, however the improved combo system does recovering characters no favors.

This is where I see balance between the three stages of a Smash match. The ground game is tense and neutral. The air game has its strengths and weaknesses. More attacks juggle opponents into the air and off the ground. It is possible to combo for large percent, to carry opponents across stages, to combo opponents off edges and for the bold to follow them off edges to assure KOs. Scoring KOs on every side of the screen is all about commitment and follow through. Make no mistake, Smash U requires precision and foresight to achieve victory.

Never mind the structure of matches in Melee. Look at Smash U on its own and recognize that with a less advantageous air game, the ground game becomes equally important. Look at how restrictions on movement require greater commitment to movement. Look at how attack recovery requires knowledge of attack application. Available options will be poor choices and rich options will be unavailable due to previous decisions. I believe they have maintained the speed of tournament Smash Bros. matches while shifting the strategic trends. This game is not a strategic sequel to Melee. It falls somewhere between that and Smash 64. Our brandishing of pitchforks was out of fear that the simplification of techniques would remove control. I argue that Smash U is a new game, and we are foolish to think strategic trends should translate from games familiar. Fighting games require effort on our end, the players. With this understanding comes enlightenment (and a God's powers ;).

Further brief thoughts:
http://youtu.be/Uzv-fmiTH_M - Advanced movement guide that set my mind at ease.
http://youtu.be/eNw5i5mSCy4 - Introduced me to RAR, a Brawl technique made important with SSBUs movement options, dash-cancelled grabs, and toss cancelling.
http://youtu.be/YPQEaQmLGl0 - Older version of the above video again discussing RARs as well as Air Dodge Aerials
http://youtu.be/VmDkNkNPWYY - Talks in-depth about cancelling air dodges into aerials
http://youtu.be/iZPxLLaL4N8 - Highlights another element of launching properties
http://youtu.be/bSp885AxZss - Reports of C-Stick limits are greatly exaggerated. Jump as you please but return the directional stick to neutral before attacking with the C-Stick. Then, return the C-Stick to neutral if you wish to influence aerial movement. Returning to neutral resets command inputs in nearly all fighting games and is among the most important skills to learn if you want high level execution. In the case of Smash U, RARs allow forward advancing back airs. Backward falling forward airs are possible and really, a turnaround tilt or smash might be more advantageous because it keeps you on the ground. Evaluate your gameplan constantly and discard what does not work.

Until next time, folks...
 
Status
Not open for further replies.
Top Bottom