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

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He said that the last time, and the time before that if I recall correctly.

Well, there does come a point where you can no longer dramatically increase the size of the game with each iteration. The series could very likely try and reivent the wheel with the next game at the cost of a smaller roster.

I kind of hope they just use all the old assets wholesale and build on it, kind of like a Smash 4 Turbo. Call it Smash 5 or whatever but don't go through building every character from scratch (although I don't know if I believe the claim they did that here). Smash isn't in a situation like Tekken where they have to throw in the grandparents of the main character to just pad the roster and cutting characters is harder in Smash than choosing to cut characters like Dr. Bosconovitch and Kunimitsu.

But yeah, Smash can only continue getting so big. Unless Smash turns into Rock Band as it pertains to DLC and just add stuff forever they will have to reign in the scope eventually.
 
Just played For Glory for the first time and whoa, it's intense. Is there any place where I can check my global smash power, by the way? Can't find it.

Thanks for the detailed technical breakdown I was looking for :(

OP not good enough?

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It's a CPU that you can play against. It levels up and learns from you.
 
The thing I fear the most in classic mode is team battle. The ally that you fought with difficulty once becomes dumber than the average AI in Assassin's creed

My ally Ike dodged a star and ran to the left without stopping, in a walk off stage.
 
Thanks for the detailed technical breakdown I was looking for :(

Actually, that is the best description of Amiibos.

You scan your amiibo and now he can join you or fight against you. It starts at level 1 and is practically a punching bag. But you can train it by making him fight. It learns from you and from rivals. I don't own one, but many people say it really learns, and that is cool how different avery amiibo is.

You can boost its stats, too, by feeding it with the equipment you earn on other game modes.

Unfortunately, you can't use it on cooperative modes, like classic or events.

Furthermore, you can use it on other games: In Hyrule Warriors each amiibo gives you a gift everyday. In Mario Kart 8 you unlock special clothes for your Mii. You don't need Smash Bros. to use your amiibos in other games.
 
Ok, anyone have tips for 8-player Smash? I feel like I suddenly suck at Smash playing with my office mates when I can practically beat anyone 1-on-1. Even with my best characters, I'm always struggling in that mode.
 
Ok, anyone have tips for 8-player Smash? I feel like I suddenly suck at Smash playing with my office mates when I can practically beat anyone 1-on-1. Even with my best characters, I'm always struggling in that mode.

Time or stock? Stock, hang back, be conservative. Time, hoard power items or use characters with strong kill moves.
 
Ok, anyone have tips for 8-player Smash? I feel like I suddenly suck at Smash playing with my office mates when I can practically beat anyone 1-on-1. Even with my best characters, I'm always struggling in that mode.

Heavyweights and hard-hitters are the favorite picks in 8-player smash because they can just smash unaware opponents and get easy kills. Projectile users like Duck Hunt and Mega Man also have the advantage as they can avoid the commotion while dishing out attacks.
 
Time or stock? Stock, hang back, be conservative. Time, hoard power items or use characters with strong kill moves.

Yup, we were playing 7 player smash with one amiibo as the 8th, and my brother would always win. Why? He'd hide off to the side while everyone else duked it out.

Guess what the amiibo learned how to do?
 
Time or stock? Stock, hang back, be conservative. Time, hoard power items or use characters with strong kill moves.

We're always playing time since some consider it a bit unfair when someone loses all lives and not everyone would just end up waiting for some players to finish fighting. We're also playing with Items off except the Smash Ball. Whenever I try to stay back from the fight, I always end up with just one or two lucky kills or sometimes end up not killing anyone at all even though I'm alive for most of the match.

Heavyweights and hard-hitters are the favorite picks in 8-player smash because they can just smash unaware opponents and get easy kills. Projectile users like Duck Hunt and Mega Man also have the advantage as they can avoid the commotion while dishing out attacks.

This is my issue as well, people are just using the same characters over and over again spamming the same moves (e.g. Charizard Flare Blitz, Kirby Down-B, Bowser Down-B, Little Mac moves etc). Also, the current fad right now is Villager since people are hoping to get KOs using the Tree which basically happens all the time due to the chaos, and someone even KO'd 4 characters with it. For me, I'm practicing Zelda since one well-placed Teleport and I can KO almost anyone but I'm still struggling.
 
Yeah, 8-player Smash is something that I see as zany fun in short bursts, but it's not something I'd ever want to commit to playing regularly. Honestly, I'm not even that big a fan of 4-player FFA, and much prefer team battles when playing with that many.
 
Just came out of first time For Glory. Won 4 out of 10 times. When I lost, I lost big time. Some people are insanely good.

I almost never grab. In what scenarios is grabbing preferable over just smashing? When someone dashes at you? Or to combine into combos?

Also does Nintendo have matchmaking (as in: does it set me up with someone of equal skill)?
 
Yeah, 8-player Smash is something that I see as zany fun in short bursts, but it's not something I'd ever want to commit to playing regularly. Honestly, I'm not even that big a fan of 4-player FFA, and much prefer team battles when playing with that many.
Pretty much how I feel. It's great and crazy, but if you're not that into FFA, it's not an improvement. It's pretty much double what FFA was, both in terms of fun and annoying.
Just came out of first time For Glory. Won 4 out of 10 times. When I lost, I lost big time. Some people are insanely good.

I almost never grab. In what scenarios is grabbing preferable over just smashing? When someone dashes at you? Or to combine into combos?

Also does Nintendo have matchmaking (as in: does it set me up with someone of equal skill)?
You usually want to grab if they start shielding many of your attacks. It's kinda sorta RPS-ish, in that grab > shield > attack > grab. At the end of the day you want to condition them to expect one thing, then do something else. That's a really simplified view of it though, there are of course other options/variations.

The reward from a grab is usually better at lower percents than the reward from a smash. Grabbing is really useful since you get to choose where you want them. Even if you can't string it into another hit, sometimes it's better just to be in a good position. So in that sense, it can just depend on where you are, what smash you can hit with, and where you want them to be. Sometimes throws kill, sometimes Smashes do that job better. It's all pretty much dependent on the character and even the matchup.

Sometimes it feels like they have matchmaking, but I don't think they do. Not sure.
 
Just came out of first time For Glory. Won 4 out of 10 times. When I lost, I lost big time. Some people are insanely good.

I almost never grab. In what scenarios is grabbing preferable over just smashing? When someone dashes at you? Or to combine into combos?

Grabs "beat" shields. That's probably their most useful application. So, if you find your opponent to be shielding a lot it might be better to go in for a grab instead of just throwing out an attack. They're useful for starting a combo as well depending on who you play.
 
Just came out of first time For Glory. Won 4 out of 10 times. When I lost, I lost big time. Some people are insanely good.

I almost never grab. In what scenarios is grabbing preferable over just smashing? When someone dashes at you? Or to combine into combos?

Also does Nintendo have matchmaking (as in: does it set me up with someone of equal skill)?

Grabbing can be a good way to start of combos if you have a good aerial game. But on a more fundamental level, it's just the basic counter to shielding. So if your opponent is playing a very defensive game and is just waiting for you to come to them to counter, you mix it up by running in for a grab instead of an attack. I'll defer to people much more competent than myself at this game to expound further on how to work in grabs to your game.
 
Just to confirm, for the 20 turn Crazy Orders with Mario, can you hit Crazy Hand the second you see 20 on the screen, or do you need to do one more to have "completed" 20? Don't have the honerun bat to trivialize this, and I'd like to know in case I end up with a close call...

Also, beat the "event conditions" challenge last night, and 9.0 without losing a stock this morning with my main man Marth! Also really, really close to the border for 300000 gold, so hoping to push that over the edge soon...
 
Just to confirm, for the 20 turn Crazy Orders with Mario, can you hit Crazy Hand the second you see 20 on the screen, or do you need to do one more to have "completed" 20? Don't have the honerun bat to trivialize this, and I'd like to know in case I end up with a close call...

Also, beat the "event conditions" challenge last night, and 9.0 without losing a stock this morning with my main man Marth! Also really, really close to the border for 300000 gold, so hoping to push that over the edge soon...

You can challenge Crazy Hand when the counter is 10 or 12 or 20 etc. depending on the challenge. Crazy Hand counts as the 10th, 12th, 20th turn etc.
 
You usually want to grab if they start shielding many of your attacks. It's kinda sorta RPS-ish, in that grab > shield > attack > grab. At the end of the day you want to condition them to expect one thing, then do something else. That's a really simplified view of it though, there are of course other options/variations.

The reward from a grab is usually better at lower percents than the reward from a smash. Grabbing is really useful since you get to choose where you want them. Even if you can't string it into another hit, sometimes it's better just to be in a good position. So in that sense, it can just depend on where you are, what smash you can hit with, and where you want them to be. Sometimes throws kill, sometimes Smashes do that job better. It's all pretty much dependent on the character and even the matchup.

Sometimes it feels like they have matchmaking, but I don't think they do. Not sure.

Grabs "beat" shields. That's probably their most useful application. So, if you find your opponent to be shielding a lot it might be better to go in for a grab instead of just throwing out an attack. They're useful for starting a combo as well depending on who you play.

Grabbing can be a good way to start of combos if you have a good aerial game. But on a more fundamental level, it's just the basic counter to shielding. So if your opponent is playing a very defensive game and is just waiting for you to come to them to counter, you mix it up by running in for a grab instead of an attack. I'll defer to people much more competent than myself at this game to expound further on how to work in grabs to your game.

Thanks for the tips, guys!
 
We're always playing time since some consider it a bit unfair when someone loses all lives and not everyone would just end up waiting for some players to finish fighting. We're also playing with Items off except the Smash Ball. Whenever I try to stay back from the fight, I always end up with just one or two lucky kills or sometimes end up not killing anyone at all even though I'm alive for most of the match.

Right, don't hang back with Time. Hang back with Stock. With time, go for kills.
 
Just let him get a vacatation, some extra money and a game to build (New Duck Hunt game?) and maybe in 5-7 years we will get the next Smash and he will just overview the production rather than going into every little detail...Miyamoto should help him to learn how to flip the table :P
I'm pretty sure Nintendo's gonna put Sakurai on DLC before he gets that break. The heads know it'd be like leaving money on the table.
 
You can challenge Crazy Hand when the counter is 10 or 12 or 20 etc. depending on the challenge. Crazy Hand counts as the 10th, 12th, 20th turn etc.
Awesome, thanks! Also, bit of a random question, but does anyone know the reward for "the Ultimate Battle" or whatever the final co-op event is on Hard? Seemed impossible before, but Vampire/KO Healer equipment may make it doable...
 
I came across someone who was Link and constantly spamming roll. We played a couple times and I won most matches, but it was super frustrating since I usually play Zelda and most of her attacks are a bit too slow to catch someone rolling that much.
 
I came across someone who was Link and constantly spamming roll. We played a couple times and I won most matches, but it was super frustrating since I usually play Zelda and most of her attacks are a bit too slow to catch someone rolling that much.
Pretty much any character should be able to counter nonstop rolling with down-smash (breakdancing), and grabs to some degree.

Also, good lord are people online terrible. Was speculating while doing stuff yesterday to earn cash, and it was just constant spam of "PK Thunder!" and the Kirby up+b, and ESPECIALLY the Charizard side b.
 
Just came out of first time For Glory. Won 4 out of 10 times. When I lost, I lost big time. Some people are insanely good.

I almost never grab. In what scenarios is grabbing preferable over just smashing? When someone dashes at you? Or to combine into combos?

Also does Nintendo have matchmaking (as in: does it set me up with someone of equal skill)?

Grabbing is one of the fastest moves you have so it's meant for those times where you are both in each other's faces. It's also a viable tool for a dash, especially if you have a fast character.

You want to get in the habit of Shield+A for your grabs because the shield will protect you from an enemy's attack and then you cancel the shield to grab them during their recovery. It's standard tech for dealing with newbie players who just go in and attack and attack. Also by doing Shield+A, you can opt to instead roll or sidestep based on the situation and how the enemy approaches. The less the opponent hits you, the more likely they are to get frustrated and rush, leaving them open.

The idea is that when defending, you have the basic choices of pressing A, Back, Forward, or Down depending on the situation. That's why so many motions are attached to "while using shield". There's more advanced things choices but these are the basics.

As for using grab as a punish, it's better to use to punish at low percents because of combo power. Opinions may differ about what to do at higher percents but I say if you can land your forward smash and know it'll hit, you should do it. But I play Mega Man, Dedede, Falcon, and other power characters with great forward smashes so I'm little bias.
 
It seems I'm really bad at All-Stars in this game and the stages always manage to kill me. I suppose I'll limit myself to playing free for alls for now. :(
 
I came across someone who was Link and constantly spamming roll. We played a couple times and I won most matches, but it was super frustrating since I usually play Zelda and most of her attacks are a bit too slow to catch someone rolling that much.

If you're playing Zelda and your opponent has a habit of rolling past you then you can easily punish it with Nayru's love as it hits both sides of you and stays out for a good bit. If they have a habit of rolling away from you then you can usually catch them with the teleport if your timing/ability to judge distances is up to it :3
We have a link player who's usually good but has a bad habit of rolling back and I them drive nuts with my teleport attack whenever they do :P
 
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