Super Smash Bros Wii U and 3DS: Info Collection - Dojo, Mega Man and Trailer! 2014!

Yeah, that's what I meant. I think most characters have it at 4-29 / 49 (newcomers had it at 4-29 / 39), but Peach was worse for... some reason.

Oh, and Meta Knight had 3-29 / 39, because Meta Knight.

Looking at the list, that explains some character issues...haha at wolf, lucas, and toonlink being mixed in with the veterans due to fox, ness, link.
 
Like I said in my other post if you dont have real big news dont say you have big news
Just say you have something cool Smash related and leave it at that
 
No they shouldn't do that, they should however rework subspace so each character has a planet or an area that is their world. And shadow creatures or whoever can invade, so they can be united against a threat.

What? Part of the purpose of having a crossover is to see both heroes and villains team up against one another. Nintendo has so much to pull from; there's no reason they should have to come up with random, scary nightmare beasts for the adventure mode.
 
So I'm not sure where the whole 49 characters thing comes from, but assuming it's true my educated guesses are...

1. Mario
2. Luigi
3. Peach
4. Bowser
5. Donkey Kong
6. Diddy Kong
7. Yoshi
8. Wario
9. Link
10. Zelda/Sheik
11. Ganondorf
12. [someone from Zelda to replace Toon Link?]
13. Samus/Zero Suit Samus
14. Pit
15. Ice Climbers
16. R.O.B
17. Kirby
18. Meta Knight
19. King Dedede
20. Olimar
21. Fox
22. Falco
23. Wolf (maybe)
24. Captain Falcon
25. Pikachu
26. Pokémon Trainer
27. Mewtwo (new form) [replacing Lucario]
28. Jigglypuff
29. Marth
30. Chrom [replacing Ike]
31. Ness
32. Lucas (maybe)
33. Mr. Game & Watch
34. Megaman [replacing Snake]
35. Pac Man [replacing Sonic? Sonic makes sense but Megaman has his up+B]
36. Villager
37. Wii Fit Trainer
38. Mii
39. Little Mac
40. Dixie Kong? [was going to be in Brawl, is appearing in the next DKC]

That leaves us with room for 9 new characters, including clones.
 
tumblr_modc0vFLJd1rmnq55o2_500.jpg
 
Maybe try to start a Miiverse campaign for this as well? :lol

You won't get very far with it because the Miiverse community is FLOODED with just character talk. It's not the window we can use to talk to Sakurai at all.

I actually dislike Melee's airdodge. The point of airdodging is to attempt to dodge attacks, not to dodge one attack, stall in the air for 2 seconds, then fall into another you can't possibly avoid. At least with Brawl's airdodge you're not caught in a frame trap the moment you are above your opponent, but you still have to be careful about when you do it or else you'll be right where your opponent wants you to be.

Not to mention that changing your momentum never worked when your character is in a tumble state, making going into a freefall state make even less sense. Melee's airdodge was pretty useless outside of wavedashing, and you almost never see it used at a high level due to how disadvantageous it is to use one simply to dodge attacks.

You're very wrong about how useful the air dodge is in Melee... Yes its primary function is for wavedashing, but it's also used as a recovery option when you know someone is going to try and edgehog you. You can use the ability to move the air dodge to land on the stage instead of trying to grab the ledge.

And when near the ground and you know you're open to being hit, you can definitely safely air dodge because you'll land shortly after with very little landing frames. In fact, at Apex 2013, Armada did an amazingly close to the ground air dodge in the last game to get a hit on Dr. PP that completely shifted the momentum of the match into his favor.

You drastically underestimate its usefulness.

Brawl's air dodge is toxic for the game, imo. And no I'm not just saying that in relation to hitstun. It's more often than not a "get out of jail free" card. For most characters, it becomes their best option to get to the ground safely. And multiple jumpers (*cough* MK *cough*) get to abuse its use. And characters with higher aerial mobility benefit ridiculously from it (such as Wario). You're not always going to be able to bait it out.
 
Really hope Metroid finally gets more representatives, I do not see Ridley as a viable option especially after he was a boss in Brawl.

Rundas
Gandraya
Ghor
Noxus
Trace
Sylux

Any of them are perfectly viable options with unique movesets. This is the 4th SSB game come on Sakurai give Metroid it's fair share of love lol.
 
the big surprise is probably the return of a Subspace Emissary mode

The only good thing about that mode was the cinematics and the bosses. If they make a single player mode that, you know, have Nintendo characters as enemies and maps that looks like they're from a Nintendo franchise, it might be more interesting.
 
So I'm not sure where the whole 49 characters thing comes from, but assuming it's true my educated guesses are...


That leaves us with room for 9 new characters, including clones.

Where did you see 49 characters? I only mentioned that I speculated that we are getting 49 characters slots and 1 random slots.
 
The only good thing about that mode was the cinematics and the bosses. If they make a single player mode that, you know, have Nintendo characters as enemies and maps that looks like they're from a Nintendo franchise, it might be more interesting.

I wouldn't even say the cinematics were any good... they felt lifeless and cheap. I was not very entertained by it, personally. And the bosses were lame because they were essentially Kirby bosses without the ability to suck in stars and shoot them back at them or have copied powers.
 
Where did you see 49 characters? I only mentioned that I speculated that we are getting 49 characters slots and 1 random slots.

I had heard the number going around elsewhere, so I figured it was stated somewhere. But I guess it's all speculation too.

I'm a pessimist so I imagine the roster will end up smaller than that.
 
I dunno, the "Everyone unites against new weird enemies" thing is not some outlandish, uncommon thing that only Smash Bros. dared to employ. It happens a lot in crossovers.

They probably wanted basic things that you didn't need to think about how to kill from character to character.
 
Really hope Metroid finally gets more representatives, I do not see Ridley as a viable option especially after he was a boss in Brawl.

Rundas
Gandraya
Ghor
Noxus
Trace
Sylux

Any of them are perfectly viable options with unique movesets. This is the 4th SSB game come on Sakurai give Metroid it's fair share of love lol.

those are all super minor characters in the Metroid series

let's just hope Dark Samus won't be in SSB4, in part because her moveset would completely overshadow the original Samus. Actually, now I want Dark Samus
but also Ridley
 
You won't get very far with it because the Miiverse community is FLOODED with just character talk. It's not the window we can use to talk to Sakurai at all.



You're very wrong about how useful the air dodge is in Melee... Yes its primary function is for wavedashing, but it's also used as a recovery option when you know someone is going to try and edgehog you. You can use the ability to move the air dodge to land on the stage instead of trying to grab the ledge.

And when near the ground and you know you're open to being hit, you can definitely safely air dodge because you'll land shortly after with very little landing frames. In fact, at Apex 2013, Armada did an amazingly close to the ground air dodge in the last game to get a hit on Dr. PP that completely shifted the momentum of the match into his favor.

You drastically underestimate its usefulness.

Brawl's air dodge is toxic for the game, imo. And no I'm not just saying that in relation to hitstun. It's more often than not a "get out of jail free" card. For most characters, it becomes their best option to get to the ground safely. And multiple jumpers (*cough* MK *cough*) get to abuse its use. And characters with higher aerial mobility benefit ridiculously from it (such as Wario). You're not always going to be able to bait it out.

The two situations you described for Melee's airdodge are just that, situational. Using the airdodge for the purpose it's originally intended for in that game is usually a bad idea. I seriously don't understand why it put you in a freefall state (same thing with Din's Fire, Egg Roll, etc.), even with the situational recovery option it gave you (which doesn't even work all the time because your character has to be in a neutral state to change his/her momentum).

Also, Brawl's airdodge is the least of its problems (for the people who don't like it, anyways). Compared to the balancing issues, to the very low shield-stun and hitstun, and the floatiness, Brawl's airdodge is rather harmless and not at all "toxic". If things are gonna change from Brawl, the airdodge should be low priority.
 
@RogersBase 7min

Can't hold it in any longer! @OfficialShofu and I are putting together a bi-weekly #SuperSmashBros podcast: JAPAN TIME! 1st ep. is tonight!



More disappointing than Brawl's online.
 
I wouldn't even say the cinematics were any good... they felt lifeless and cheap. I was not very entertained by it, personally. And the bosses were lame because they were essentially Kirby bosses without the ability to suck in stars and shoot them back at them or have copied powers.
This, for as much as I liked the concept behind SSE. For every cool moment like the two Captains teaming up, Diddy becoming a temporary member of Star Fox or Snake infiltrating the Halbard you got a lot of mundane, incoherent stuff with gameplay that felt like a dumbed down Kirby Super Star where enemies can easily mob you since half your abilities no longer work.

Not sure what to think about every character having 'mini' movies though. I'd hope they're more like Uprising's little OVA cartoons (obviously not as long or high-budget) and not 5 second gag-reels.

@RogersBase 7min

Can't hold it in any longer! @OfficialShofu and I are putting together a bi-weekly #SuperSmashBros podcast: JAPAN TIME! 1st ep. is tonight!



More disappointing than Brawl's online.
seriously though who is this guy

Going off a quick glance over his post history this is like if people were waiting with baited breath if Chris-Chan claimed to have insider Sonic knowledge.
 
Also, Brawl's airdodge is the least of its problems (for the people who don't like it, anyways). Compared to the balancing issues, to the very low shield-stun and hitstun, and the floatiness, Brawl's airdodge is rather harmless and not at all "toxic". If things are gonna change from Brawl, the airdodge should be low priority.

Oh I agree about those being worse. Never said the air dodge should take priority in being changed. BUT because they're considering it, I would still largely prefer either a Melee air dodge or a mix, where you can control the direction you go but you don't go into the freefall state and can only do it once per airtime. It'd allow for the mobility options wavedashing provides but also the one-time defense in the air, both high up or low, alongside the recovery benefits.
 
Multiple air-dodging is the only thing that comes to mind Brawl introduced I missed in Project M mechanic-wise. I suck at wavedashing so only being able to do it once before not being able to do anything before landing on solid ground again felt like a drawback to me.
 
I dunno, the "Everyone unites against new weird enemies" thing is not some outlandish, uncommon thing that only Smash Bros. dared to employ. It happens a lot in crossovers.

They probably wanted basic things that you didn't need to think about how to kill from character to character.

That may be. The enemies in SSE are still awful, as are the generic locations.

Even ignoring the structure of the adventure mode, Sora would be better off playing to their source material's strengths and pulling from series' lore when building levels/boss battles. Fox and Samus team up to fight Ridley who's attacking the Great Fox, Mario and Link vs. Ganondorf and Bowser on top of Hyrule castle, Etc. None of the boss battles in SSE were at all memorable or cool except for Tabuu; he just left me wondering what the fuck was going on.

If they do want to have some mysterious, existentialist story with deeper meaning, go back to the "kid playing with toys" theme they had in the first two games, they have the player fight an ungloved kid's hand on the desk from SSB64's intro. Full circle, fangasm callback, poetry.
 
Hah. I got myself hyped again, in the possibilities of the new characters. Now i'm expecting Takamaru and Shulk to pop up.

Along with thoughts on what will go down in other game modes. I love playing on Stamina mode. :P
 
Polygon interview with Sakurai

There will be a single player [campaign], but it won't be like the [Subspace Emissary] mode in Brawl. One thing we can do with the Smash Bros. series that's unique to us — because we have all these different disparate characters brought together — is we can create that sort of fan-movie experience as a special gift. But now those things are posted on the internet, it doesn't really become a gift for people who played the game.

What we decided this time around, we're just going to have [those movies unlocked] from the beginning. We're going to have a movie for Wii Fit Trainer, The Villager and Mega Man and they'll be viewable right at the beginning, you can watch those right away.

http://www.polygon.com/2013/6/14/44...ing?utm_source=twitterfeed&utm_medium=twitter

That is soul crushingly disappointing, if true. SSE was got more right than it got wrong. I'd rather have seen it taken to the next level and have character worlds and enemies instead. Hope he changes his mind, but it sounds like this game is being kind of rushed... so it doesn't exactly surprise me, I guess.
 
I have a feeling that we won't see Olimar this time around.
Actually, I'm sure they'll use one of the new captains from Pikmin 3


Would be silly to remove him from his own game but keep him for Smash.
Bye Olimar :)
 
That may be. The enemies in SSE are still awful, as are the generic locations.

Even ignoring the structure of the adventure mode, Sora would be better off playing to their source material's strengths and pulling from series' lore when building levels/boss battles. Fox and Samus team up to fight Ridley who's attacking the Great Fox, Mario and Link vs. Ganondorf and Bowser on top of Hyrule castle, Etc. None of the boss battles in SSE were at all memorable or cool except for Tabuu; he just left me wondering what the fuck was going on.

If they do want to have some mysterious, existentialist story with deeper meaning, go back to the "kid playing with toys" theme they had in the first two games, they have the player fight an ungloved kid's hand on the desk from SSB64's intro. Full circle, fangasm callback, poetry.

I think they clearly tried to do some of that, it just wasn't stuff you remember.

Ridley chasing down the Falcon Flyer, a legendary Pokemon coming out of a lake and you have to beat it to move on, Lucas being attacked by Porky in a big mechanical coffinn before Ness saves the day.

They did do all that stuff, but it just didn't get its hooks in to anyone either because of a lack of presentation or a lack of real danger. The mechanics of the game made it so you're always more than capable of defeating any big boss-like thing.
 
Can't believe I'm gonna say this but... Ninteninjas need to do a better work, roster leaks before the game reveal? come on, let that to PSASBR.
 
I have a feeling that we won't see Olimar this time around.
Actually, I'm sure they'll use one of the new captains from Pikmin 3



Would be silly to remove him from his own game but keep him for Smash.
Bye Olimar :)
Olimar is coming back. He's not playable in the single player mode in Pikmin 3, but he is in the game. Besides, why would they take out the main character from the first two games?
 
I have a feeling that we won't see Olimar this time around.
Actually, I'm sure they'll use one of the new captains from Pikmin 3

Naa, he's definitely coming back. You better believe! They can't let him go, plus he has the best set of eyes. :P

Can't believe I'm gonna say this but... Ninteninjas need to do a better work, roster leaks before the game reveal? come on, let that to PSASBR.

What are you talking about?
 
If I were to design a Bowser boss fight for a Smash Bros. game, it couldn't just be Bowser that takes a lot of hits or even ignores hit detection. Those would be boring and that's sort of the problem Brawl's bosses had. They were all mostly just giants that didn't react to the damage you were dealing.

I'd probably make it like the final Bowser from NSMB2 where you had to keep going up but make it so you also had to attack him. It gives the player more to worry about.
 
Would be silly to remove him from his own game but keep him for Smash.
Bye Olimar :)

Nah. Maybe in six years for the next Smash. Look at the Animal Crossing villager. He isn't based on the 3DS game. If the 3DS Animal Crossing was too new for this Smash, a game that hasn't even come out yet certainly won't be getting representation. The one exception is Pokemon, since they're generally heavily involved with their own characters due to being partially external to Nintendo.

They did do all that stuff, but it just didn't get its hooks in to anyone either because of a lack of presentation or a lack of real danger. The mechanics of the game made it so you're always more than capable of defeating any big boss-like thing.

That depends on the difficulty level though. You can easily get knocked out by the Adventure mode versions of the bosses in higher difficulties (they're stronger than the boss rush versions).

There was no consistency though. The two original robot enemies just seemed random and so did Rayquaza in spite of it being an established design. Petey Piranha also was really generic due to using none of his own abilities.

a legendary Pokemon coming out of a lake and you have to beat it to move on

I really wouldn't count that one. They basically treated it as a random encounter. There was no build up or weight to that battle, unlike what they attempted to do with Ridley or Porky. It just appeared out of nowhere, cutscene ended and then it was defeated afterwards.

As far as boss battles go, I think taking some inspiration from Zelda could work. Dodge attack patterns, hit specific part or during specific moment, boss weakens, player gets chance to attack multiple times. Boss recovers, repeat process.

That is soul crushingly disappointing, if true. SSE was got more right than it got wrong. I'd rather have seen it taken to the next level and have character worlds and enemies instead. Hope he changes his mind, but it sounds like this game is being kind of rushed... so it doesn't exactly surprise me, I guess.

Personally, I don't think making the mode all cutscene/CG based helped it (due to things like limited character selection for the story stages). As long as they aren't just going with some dumbed down thing, I welcome less cutscene focus.
 
I have a feeling that we won't see Olimar this time around.
Actually, I'm sure they'll use one of the new captains from Pikmin 3

Would be silly to remove him from his own game but keep him for Smash.
Bye Olimar :)
lU66xCp.png


If Olimar isn't in Pikmin 3, then who is that to the right?!
 
I have a feeling that we won't see Olimar this time around.
Actually, I'm sure they'll use one of the new captains from Pikmin 3



Would be silly to remove him from his own game but keep him for Smash.
Bye Olimar :)

Olimar more than likely wouldn't be taken out by proxy of the fact that he's the recognizable Pikmin character that isn't a Pikmin or any other type of creature.
 
That is soul crushingly disappointing, if true. SSE was got more right than it got wrong. I'd rather have seen it taken to the next level and have character worlds and enemies instead. Hope he changes his mind, but it sounds like this game is being kind of rushed... so it doesn't exactly surprise me, I guess.
I feel like SSE dragged on a bit too long mostly because the dungeon reused so many assets from earlier in the adventure. I think an improved version would kind of take that dungeon style--almost a big Metroidvania map--and make it the whole game, maybe requiring certain characters to be found before accessing new areas. At the same time, integrating in more enemies and characters from all the properties represented in the game alongside the original enemies to the mode would help make things more enjoyable.

The out of left field final boss and Sonic's implementation into SSE didn't help it much, either.
 
SSE was really boring and repetitive. Some of the cutscenes were funny thought, specially that one with Olimar and and Falcon. I'd rather have them just have a Melee-type adventure mode. Didn't really get tired of playing that one.
 
I think they clearly tried to do some of that, it just wasn't stuff you remember.

Ridley chasing down the Falcon Flyer, a legendary Pokemon coming out of a lake and you have to beat it to move on, Lucas being attacked by Porky in a big mechanical coffinn before Ness saves the day.

They did do all that stuff, but it just didn't get its hooks in to anyone either because of a lack of presentation or a lack of real danger. The mechanics of the game made it so you're always more than capable of defeating any big boss-like thing.

That a hallmark of Sakurai's Kirby design though, which SSE was based on.
 
SSE was really boring and repetitive. Some of the cutscenes were funny thought, specially that one with Olimar and and Falcon. I'd rather have them just have a Melee-type adventure mode. Didn't really get tired of playing that one.

Thats also boring and repetitive...
 
Thats also boring and repetitive...

The lenght of that mode made it so it could be tackled more times than the SSE mode, which was a long mode that dragged on.

Plus it had more variety in its objectives and modes. Racing against the clock at Big Blue, avoiding the racers. Escaping Zebes, Finding the triforce, etc.
 
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