Sakurai confirms Smash trailer at E3 direct!

Indeed. Among them are the Gundam Vs. crew.

I would imagine that something similar to Gundam's "Awakening" system could also work with Smash. In most cases, "Awakenings" are basically transformations/power-up states, from which you have basically a 10-20 second duration to either whup some ass with some serious buffs and/or unleash a powerful EX Attack (which automatically ends the Awakening state).

Hey, if it works well within the context of another "arena fighter"? Why not, I say. Smash Balls would just be a means to give a player a "free Awakening", in this case.

That's basically what Smash Balls do though, except in that some transformations also make the character invulnerable.
 
I hope there's some Last Story content in the game, but I really doubt we'd get a playable character out of it. Maybe at least an Assist Trophy.
 
Lol people think smash balls are fun. I haven't played a single torunament where they are not disabled.

If Smash Balls were enabled, characters with ranged attacks (Ness) or excellent air moves would dominate the picks because people wouldn't take picks that had a tougher time getting smash balls. The floating ball design is just bad for the game.

I would like a Smash meter type of thing. Tough to say how it would be implemented. If they put better combos in, you could fill the meter for comboing.
 
I hope that this Smash finally gives us "Mushroom Kingdom 3" as a stage. Smash Bros. 64 got SMB1's 1-1, Melee got SMB2's Subcon, but Brawl got shit. I wanna see a Mario 3 inspired level.
 
I don't see the problem with Smash balls. Don't like 'em? Turn 'em off. I love playing with items, the spontaneity of the items are what make Smash fun for me.
 
I just hope that any kind of Final Smash mechanic is more balanced. I found the usefulness of the finals to be extremely variable and kind of thoughtless. Like, being able to pop a tank as Fox doesn't really do anything for him; it doesn't fit into his gameplan. You just become a tank and try to wreck shit or whatever. It doesn't up any interesting new possibilities.
 
I hope that this Smash finally gives us "Mushroom Kingdom 3" as a stage. Smash Bros. 64 got SMB1's 1-1, Melee got SMB2's Subcon, but Brawl got shit. I wanna see a Mario 3 inspired level.

Well, in all fairness, we got Mario Bros and 75m, so I wouldn't say Brawl got nothing. I do agree, a new retro stage actually from an SMB would be nice.
 
Marth ain't going anywhere. Never mind that he's the original hero and the series' most well known character;

he at the very least isn't going anywhere based on this:
SSB4_whiteboard.jpg

I can't imagine that anyone on here isn't safe from being cut.
And where did you get this? What whiteboard is this suppose to represent?
 
And where did you get this? What whiteboard is this suppose to represent?

It was from Sakurai's twitter. He came into work one day (a few months ago) to see that the staff had drawn that on a whiteboard for fun. It's probably not indicative of anything other than the previous Smash Bros. games.
 
I don't see the problem with Smash balls. Don't like 'em? Turn 'em off. I love playing with items, the spontaneity of the items are what make Smash fun for me.

What about if you like the idea of super moves, but don't like that 1) they are only available through an item 2) faster characters with projectiles are more likely to get them 3) they're in no way tied to overall performance?

How can you say it's as simple as turning off smash balls. Seriously, how.
 
What about if you like the idea of super moves, but don't like that 1) they are only available through an item 2) faster characters with projectiles are more likely to get them 3) they're in no way tied to overall performance?

How can you say it's as simple as turning off smash balls. Seriously, how.

Don't forget the amount of damage it takes to break them is random! So heavier chars don't have any adv. at all.
 
What about if you like the idea of super moves, but don't like that 1) they are only available through an item 2) faster characters with projectiles are more likely to get them 3) they're in no way tied to overall performance?

How can you say it's as simple as turning off smash balls. Seriously, how.

It's as simple as balancing the game better than they balanced Brawl, which they said was a major project for this game above all.

I really, truly don't care about the stuff you mentioned though. I don't play Smash competitively, nor do most people. The way I see it, those who play competitively would rather not have the Smash ball, so I think that for those who like the spontaneous ridiculous of Smash can keep the Smash ball on, making their matches more about luck and chance than skill, and those who would rather have their game be played more skill-fully can turn it off. I think that's a rather simple fix.
 
Lol people think smash balls are fun. I haven't played a single torunament where they are not disabled.

If Smash Balls were enabled, characters with ranged attacks (Ness) or excellent air moves would dominate the picks because people wouldn't take picks that had a tougher time getting smash balls. The floating ball design is just bad for the game.

I would like a Smash meter type of thing. Tough to say how it would be implemented. If they put better combos in, you could fill the meter for comboing.

Tournament Players - turning everything into Street Fighter since 1992.
 
As a long-time Melee player, I'm holding out hope that the involvement of the various Namco teams is a sign that they're respecting the competitive side of the game more this time around than they did with Brawl. Even if we see gameplay at E3, though, I don't think it will be possible to tell if that's holding up or not.

On the casual end of the spectrum, one thing I'm really hoping to see for the new SSB (that probably won't be visible in this trailer) is a wider variety of alternate costumes. I liked that they had both the Warioware and Warioland versions of Wario in Brawl, but that was just one character and I hope they do more of those this time around. Some more complicated costumes like an alt that turns Peach into Rosalina would be great too.
 
It's as simple as balancing the game better than they balanced Brawl, which they said was a major project for this game above all.

I really, truly don't care about the stuff you mentioned though. I don't play Smash competitively, nor do most people. The way I see it, those who play competitively would rather not have the Smash ball, so I think that for those who like the spontaneous ridiculous of Smash can keep the Smash ball on, making their matches more about luck and chance than skill, and those who would rather have their game be played more skill-fully can turn it off. I think that's a rather simple fix.

It's not about it being competitive. It's about making the game better. Turning them off does not fix Smash Balls.

Why make the sequel if you want nothing fixed? Or changed? Smash Balls are part of the game as much as any other part and deserve to be looked at. Whether it's merely turning them into a glorified more traditional fighting game mechanic or altering them to make them better. Leaving them untouched just because players can turn them off is a poor choice.

Tournament Players - turning everything into Street Fighter since 1992.

Yes, because every game that has a meter ever is Street Fighter.
 
Lol, this is just a purposeful limitation the team put in the game. It doesn't mean meters aren't possible at all.

The way they coded Final Smashes in Brawl... well, the Final Smashes each have their own file for each character. So, when Mario does his Final Smash, it calls his Final Smash file. There's a few exceptions to this rule, however, and that lies in Fox/Falco. Fox and Falco both have the same FS completely. The devs were so lazy that they literally just have the game call Fox's Final Smash when you use Falco's. Bowser's Final Smash, Giga Bowser, is completely different from that. Not only is it a completely different character, instead of it being treated how you think it would in your mind, Giga Bowser is actually just another character in the game. He has his own character file and everything; if they wanted to they could have easily made him playable from the CSS. Same with Warioman.

But yeah, probably the reason why it's limited in Brawl is because of the way they coded it and maybe (just an assumption) framerate drops with tons of Final Smashes going on at once. They can definitely have more than one Final Smash at a time in a match in the next game... assuming they don't make them the same way they did in Brawl. And thus meters would certainly be possible.

HOWEVER, I really doubt Sakurai will go that way because he doesn't want to "copy", he wants to make things different. He wants to give the fighting game elements he adds Smash flavor, and the Smash Ball was a way to make it Smash flavored. Unfortunately, it was terribly executed IMO.

That's interesting, since Fox, Falco, and Wolf's final smashes all have different appearances, attack powers, and lengths of duration. Why did they go through all that trouble if they were lazy enough to only code Fox's?
 
Indeed. Among them are the Gundam Vs. crew.

I would imagine that something similar to Gundam's "Awakening" system could also work with Smash. In most cases, "Awakenings" are basically transformations/power-up states, from which you have basically a 10-20 second duration to either whup some ass with some serious buffs and/or unleash a powerful EX Attack (which automatically ends the Awakening state).

Hey, if it works well within the context of another "arena fighter"? Why not, I say. Smash Balls would just be a means to give a player a "free Awakening", in this case.

I like the sounds of that Awakening system. I'd be fine with a meter too.
 
That's interesting, since Fox, Falco, and Wolf's final smashes all have different appearances, attack powers, and lengths of duration. Why did they go through all that trouble if they were lazy enough to only code Fox's?

No idea really. I'm not sure where Falco's differences are stored, it might be within the same file as Fox's but is only used when Falco calls to the file, possibly. I guess it's not really lazy so much as it is just keeping it "kind of clean" in the sense that they don't have two files of basically the same thing. At least Wolf's is a separate file because it uses a different model.
 
Don't forget the amount of damage it takes to break them is random! So heavier chars don't have any adv. at all.

I feel like I remember hearing before that there's a comeback mechanic involved with smash balls where players who are losing don't have to hit them as much. I don't remember where I saw that, though, so it could've been a joke. I don't think it's random, though.
 
I feel like I remember hearing before that there's a comeback mechanic involved with smash balls where players who are losing don't have to hit them as much. I don't remember where I saw that, though, so it could've been a joke. I don't think it's random, though.

Well when a player is losing, in last place. They tend to spawn with the Final Smash ready for them to use.
 
No it isn't.

*shrugs* Guess I never really played with them long enough to really *know* how many hits are always needed.

In any case, there's problems with the system they introduced and they should either adjust accordingly or do something else. I don't much personally care for items but they should be fun and work as intended and Smash Balls, as well as to an extension Final Smashes, did not work as intended. Risk/reward is all out of whack, lots of the cast don't get the same "reward" for using their Final Smash compared to others, and ... some were just completely avoidable and thus useless (Kirby sticks out like a sore thumb in this case).

And don't get me started how regular items were a thousand times better than any single character's Final Smash, lmao.
 
It's as simple as balancing the game better than they balanced Brawl, which they said was a major project for this game above all.

I really, truly don't care about the stuff you mentioned though. I don't play Smash competitively, nor do most people. The way I see it, those who play competitively would rather not have the Smash ball, so I think that for those who like the spontaneous ridiculous of Smash can keep the Smash ball on, making their matches more about luck and chance than skill, and those who would rather have their game be played more skill-fully can turn it off. I think that's a rather simple fix.

This isn't binary; there aren't only people who play in tourneys and people who play with all items and don't care who wins. There are people that fall between both categories. The "I don't care, why should you?" argument about anything that only affects the person who would be saying the statement should be thrown out forever

The only way to "balance" the Smash Ball as it is to change the amount of hits it takes a slower character to open it and have the ball gravitate toward them. That's still uncontrollably random and if people who — and I know this will sound crazy, but bear with me — have fun playing without a lot of random variables who also want to have super moves, they have to introduce this item that has a mind of its own.

Or they can have a meter tied to it. Have a toggle to turn it on or off for each player. Have a handicap-like option for each player that decides how the meter is filled (for playing well, for taking more damage, over time, Etc.). Those people mentioned above get to enjoy using super moves without having to allow more randomness than they enjoy.

Keep in mind, this is coming from someone who only played Melee with items on. It was when I started playing Brawl that I turned them off because they were only worthless or overpowered. I like mayhem that must be maneuvered/dealt with, but I don't like absolutely random, unbalanced mayhem. There are ways to appease everyone to high degrees; saying "oh well, I don't mind" is not good enough
 
Now now, it's safe to say yoshi,sonic final smashes were the best if you knew what you were doing....and Luigis for trolling lol.

Oh and the space animals too.
 
I agree, but I don't think that that's what that picture means.

Well, it seemed to be some homage to Sakurai himself. It isn't an official indicator of anything, but I doubt they'd go out of their way to include there characters that they aren't working on.
 
Speaking of Rosalina, I hope she is a playable fighter in the game.

The Galaxy games were both critical and financial successes and SMG1&2 left their mark on last gen. So I have a feeling that she will be in the game.

Also, what's great is that since we don't see much of her they can do pretty much whatever they want with her fighting style wise. I mean shes like a sorceress so their is magic but she could also have a Luma with her and some of her moves could involve the Luma helping her either defensively or offensively.

I think she's be a great addition and one of the few characters that could pull me away from Samus.



edit:
changing gears,

Now that I've thought about it, I think doing a Meter style final smash set up would be better then smash balls. Like the other guy mentioned a page back, doing something like SF4s Ultras would be cool. I'm ok with this.
 
There's a Brawl mod that lets anyone do their Final Smash after they've dealt 200% worth of damage. I thought that was a nice touch.

That's not a bad way to do it. Gives you something to work towards but still has the chaotic randomiser element of the Smash Balls. If you can toggle the Smash balls on and off, too...
 
That's not a bad way to do it. Gives you something to work towards but still has the chaotic randomiser element of the Smash Balls. If you can toggle the Smash balls on and off, too...

I think the mod had them disabled by default, it's been a while. A friend needed help testing it since it came with a bunch of balance changes, and of course a lot of the Final Smashes themselves had to be modified so that they'd be more useful.

Marth's was still too good, though. :P
 
She has god space powers

Throw stars

comets at you

manipulate gravity

stuff like that.

Ya, exactly, she's like a god/sorceress. I was thinking magic that involves stars/space. The field is wide open, they could mold her into any existing archetype or create a new one.
 
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