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

Quick question.

Is this not almost a direct port over of the Brawl version, or am I missing something?

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Other than the City part.
I'm more curious as to why there are two separate backgrounds. This is the same stage, right?
 
I'm more curious as to why there are two separate backgrounds. This is the same stage, right?

Mushroomy Kingdom was a single stage and it could randomly pop up as 1-2 instead of 1-1. It's probably just a random effect.

Smashville in Brawl would have random furniture and villagers in the background of the platform too, so it seems like an evolution of that.
 
Final Destination is the best when you want to go for a no items, only fighting kind of thing. My favourite in Brawl was probably Lylat Cruise, Halberd, or Norfair.


It looks like the background platforms move slightly in the Wii U Battlefield.

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Neat. Hopefully sakurai will throw in a space version like melee and a stormy alternate too.
 
I'm more curious as to why there are two separate backgrounds. This is the same stage, right?

The world in the background is probably rotating during gameplay. It looks like the same Animal Crossing town/city, but just different sections in the two different screen-shots.
 
I'm just wondering how many people will lose their lives to the main platform's evil lower lip, since it looks more like Brawl's Final Destination's than the previous Battlefield.

It's nowhere near Brawl FD lips. If anything, it's closer to how Melee Battlefield's ledges are.


(the '+' signs denote item spawns and player spawn points, it was the only decent full screenshot of Melee BF to illustrate what I was referring to clearly).

And no one really got stuck under those ledges in Melee. The reason you get stuck under Brawl FD lips is because they're curved at an upwards angle, which most Up Bs can easily get stuck under due to their overall trajectory (such as Marth's Up B or Falcon or Mario etc etc).

The only thing that was wrong with Melee BF was being able to grab the ledge at all as sometimes you wouldn't even though it looked like you were close enough (this is called getting "Battlefielded" because the ledge range to grab it is kinda small). It looks like that won't happen with the 3DS BF because the ledges themselves are a little bigger vertically than Melee BF ledges.
 
I didn't expected that doing statistics is a lot of work. Right now, I'm at number 23 list.

I'm profusely sad that someone didn't put Pit on the roster list. Pit just dropped out of 100% perfect record.
 
In the dev diary video, Sakurai noted he borrowed Mega Man's shoryuken-style move from Marvel vs. Capcom. I would have to imagine Sakurai has been inspired in many ways by that series, looking at characters like Phoenix Wright in UMvC3 and appreciating how a non-combatant character was turned into a fighter. It's something Sakurai has done with previous installments of Smash and continues to do with Wii Fit Trainer and Villager, but I wonder if he feels a need to step up his game because of titles like UMvC3.

For example, Villager, in particular, seems unusually "dense" in terms of his references-to-moves ratio. Swinging sticks, twirling umbellas, digging in the dirt, catching bugs, planting, watering, chopping down trees, firing slingshots, boxing, launching fireworks, floating on balloons, plucking weeds, dropping pots and bowling balls, and of course, "collecting" items and airborne projectiles and pocketing them for later... Everything is rooted in Animal Crossing. Sakurai's really outdone himself this time.
 
The world in the background is probably rotating during gameplay. It looks like the same Animal Crossing town/city, but just different sections in the two different screen-shots.

I don't think they're the same. One screen looks like the village, while another is the city, probably referencing the Wii AC game. I guess it might just be a random starting background out of those two.
 
Check it out I made a Toon Link moveset that draws from WW, PH, ST



(View it in a new tab homies)

The lunge grab isn't based off anything, I just thought it was gangster
I missed this earlier, but this is the kind of stuff I would like to see in a Toon/Young Link. There are a ton of tools from the Zelda series that can be leveraged for moves, and this is a good start. I would prefer the grappling hook to the snake whip though. Tying random stuff together in Phantom Hourglass was too much fun.

I don't think they're the same. One screen looks like the village, while another is the city, probably referencing the Wii game. I guess it might just be a random background out of those two.
You might be right. There is still some possibility it might shift between different backgrounds during the fight Lylat Cruise style, but it is hard to say without more gameplay footage.
 
In the dev diary video, Sakurai noted he borrowed Mega Man's shoryuken-style move from Marvel vs. Capcom. I would have to imagine Sakurai has been inspired in many ways by that series, looking at characters like Phoenix Wright in UMvC3 and appreciating how a non-combatant character was turned into a fighter. It's something Sakurai has done with previous installments of Smash and continues to do with Wii Fit Trainer and Villager, but I wonder if he feels a need to step up his game because of titles like UMvC3.

For example, Villager, in particular, seems unusually "dense" in terms of his references-to-moves ratio. Swinging sticks, twirling umbellas, digging in the dirt, catching bugs, planting, watering, chopping down trees, firing slingshots, boxing, launching fireworks, floating on balloons, plucking weeds, dropping pots and bowling balls, and of course, "collecting" items and airborne projectiles and pocketing them for later... Everything is rooted in Animal Crossing. Sakurai's really outdone himself this time.

Exactly, I hope that he would keep it up with other surprise characters.

My favourite Brawl stage belongs to a franchise and is essentially confirmed for Smash 4.

Smashville? I'm very happy to see Smashville returning.
 
So I broke out Dolphin last night and played through some Melee 1P.

1) Platforming is about as awkward as I remembered it being - if not moreso.
2) This game is harder than I remember it being. I really must be rusty.
3) It really sucks to go through the criteria to unlock Luigi in Adventure Mode, beating him in the fight with him and Peach, and then botch up the fight against him after you clear the game.
 
So I broke out Dolphin last night and played through some Melee 1P.

1) Platforming is about as awkward as I remembered it being - if not moreso.
2) This game is harder than I remember it being. I really must be rusty.
3) It really sucks to go through the criteria to unlock Luigi in Adventure Mode, beating him in the fight with him and Peach, and then botch up the fight against him after you clear the game.

No you're not rusty, the Melee CPU are jerks.
 
My favorite Brawl stage would be Luigi's Mansion, even though it makes projectiles considerably worse due to the wooden pillars. It won't ever top SSB64 Mushroom Kingdom, though. I'd love to get it or Saffron City back for SSB4, even though it's quite unlikely... here's to hoping they release all previous smash levels as DLC down the line. :p

Revven: Yeah, I guess it looks more like Melee's battlefield. I seriously hated FD because of how many times people would die for no reason other than the awkward main platform design.

I'm seriously thinking about avoiding spoilers for this game from now on. I mean, I did get lots of enjoyment from checking the dojo out, but knowing the full roster before the game was even out was kind of a let down for me.

Also, I'm hoping the Stage Editor makes a return, but giving us more freedom over the stage size, the option to build walk-off stages and revamped placement and rotation of level pieces, so you can place spikes facing to the sides or upside-down if you wanted, or a diagonal ramp that's flipped upside-down. More block textures would be a plus (even more so if we could get textures themed around various Nintendo Franchises), but I guess that'd be stretching it. A "moveable" modifier that made objects behave like a moving platform would be great too, since it'd let you make moving hazards, kind of like SM64 Peach's Castle's bumper.

Speaking ok the stage builder, I'm still amazed at how badly the AI performs in custom stages. It's kind of like their navmeshes weren't built for spike traps or moving platforms.
 
I think they should create a Hyrule Temple-sized stage that combines Poke Floats and Saffron City. Call it "Pokemon Parade." Basically you'd have the skyscraper rooftops on the left and right sides of the screens, and tons of Pokemon-shaped balloons drifting up the middle.
 
I haven't read much about the game since the E3 reveal. Has there been any new info so far?

Tripping is gone, gameplay/speed is going to be in between Melee and Brawl, 3DS and Wii U versions will have the same roster, and there will be exclusive stages.

It's all in the OP.
 
I hope they give DK a great stage.

Yes please, his stage in SSB64 was pretty amazing though.

Whatever we get, please no more scrolling stages. When most of the death is caused by players not being able to keep up with the stage, you know you've fucked up.

I want a great Mother stage for once. It was way too easy to get killed in Onett, and New Pork City was HUUUGE. Fourside was great though, they should bring that back and mix some moonside into it.
 
Whatever we get, please no more scrolling stages. When most of the death is caused by players not being able to keep up with the stage, you know you've fucked up.

I hope that they tone down the "lots of shit going on" stages. I still want a couple of them in some form, but some of them were a bit much in Brawl.
 
There's always going to be the "a lot of stuff going on" stages. It's just core to the party aspect these games try to go for.

I don't love them either, but I can't tell you enough about how much my friends casually played on these stages. They do have a place. Just as long as there's some good basic stages (which there always are), I think everyone should be pretty happy.
 
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