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

I wonder what the layout for the stage is. Seems rather flat so far with a raised ledge at one end (behind that contraption)
 
Best stage! I hope it returns, or even better I want a Gen 6 variation of this!

Spear Pillar is inherently a Gen 4 stage, but there should better be a new story-based Pokémon stage indeed. I'm thinking N's Castle or Dragonspilar Tower are pretty good candidates, but we're also yet to see some important landmarks of XY. I do hope Spear Pillar and the original Stadium (obviously) return as Past Stages though. :)
 
The problem is there's no way to manage the explosive risk if it's spawning right in front of you in the middle of an attack, and there's no way to avoid that outside of turning off all items. At least in brawl if you want to play with items but without exploding at complete random you can disable things like capsules.
Occurrences like those are pretty rare though. That is a freak accident that only comes up occasionally. You are condemning the entire item system based on a very rare case. While an incident like that can throw a match one way or the other, it is possible to mitigate the effects of such events by playing a sufficient number of matches.

Besides, items don't spawn "right in front of people", they spawn in the air before dropping to the ground. That does give some time for someone to react to the item spawning. One can also be aware of where items spawn on the map. Not every square inch of the map is an item spawn point.

I think if the consequences of it being a bomb were smaller, it wouldn't be such a big deal. If it often leads to instant death, it's hard to crunch the numbers around those scenarios.

You don't need to crunch any numbers, you just need to never break a capsule with a melee attack or throw it at your feet. That isn't that hard to do. Capsules are items you chuck at enemies. Even if they don't explode they can do good knock-back. You then pick up their contents while your opponent is busy recovering (or ignore the contents and focus on some other strategy). The 1/6th chance of the capsule exploding is significant enough that you should always assume that the capsule will explode. It isn't something you make a gamble on, since there are enough capsules spawning that one of them will explode at some point during a match.
 
The cool kids call it "B Bomb".

This. It was always a B bomb to me back when I played a rental copy of SF64, and it stuck up to now. I love smash DI-ing out of them like it's nothing (seriously, it's ridiculously easy to do).

Other kinds of bombs look like they've had their explosion range greatly decreased from SSB64 and Melee to Brawl, sadly. It's like they miss even if your opponents are just a step away from the explosion's epicenter.
 
Edit: Beaten.

Not to keen on today's screenshot.

Lack of 3DS love again.

I don't think it's "lack of love" as much as it is "lack of game ready". We've heard about Sakurai having issues implementing some characters in the 3DS version, and Olimar likely is one of them.
 
I don't think it's "lack of love" as much as it is "lack of game ready". We've heard about Sakurai having issues implementing some characters in the 3DS version, and Olimar likely is one of them.

Yeah, I agree. I think there's probably just not as much to show for our handheld version yet. As much as I'd like for SSB4 to get a simultaneous release across both platforms, what we've seen so far just doesn't point to that being the case.
 
Occurrences like those are pretty rare though. That is a freak accident that only comes up occasionally. You are condemning the entire item system based on a very rare case. While an incident like that can throw a match one way or the other, it is possible to mitigate the effects of such events by playing a sufficient number of matches.

Besides, items don't spawn "right in front of people", they spawn in the air before dropping to the ground. That does give some time for someone to react to the item spawning. One can also be aware of where items spawn on the map. Not every square inch of the map is an item spawn point.



You don't need to crunch any numbers, you just need to never break a capsule with a melee attack or throw it at your feet. That isn't that hard to do. Capsules are items you chuck at enemies. Even if they don't explode they can do good knock-back. You then pick up their contents while your opponent is busy recovering (or ignore the contents and focus on some other strategy). The 1/6th chance of the capsule exploding is significant enough that you should always assume that the capsule will explode. It isn't something you make a gamble on, since there are enough capsules spawning that one of them will explode at some point during a match.

...You've never played in a tournament setting with items on before so how would you be able to gauge the "rarity"? Items were on in tournaments for the first year of Melee's life. I think after playing with them on and seeing how they went the community made the right choice for Melee.

For Brawl, I cannot say the same thing.

The points you're making about explosive capsules are the exact same points people make when defending tripping. Wrap your mind around that for a moment, please.

"Oh it rarely happens! You don't lose tournament matches to tripping." Or, "Oh, 'plan' around the trip!" When in fact tripping has impacted tournament matches.
 
It's worth noting that Sakurai gives the stage a name on the Miiverse post, calls it "Garden of Hope." Which I guess is an area in Pikmin 3, but it is the first stage that Sakurai has explicitly named.
 
Some times I feel like I'm the only person who's played smash competitively and casually (all items! all stages! random selection!) in equal amounts.
 
Some times I feel like I'm the only person who's played smash competitively and casually (all items! all stages! random selection!) in equal amounts.

Everybody just assumes the competitive community didn't start with the default stages and items. The community has narrowed it down in its 12 year life to get to where it is today.
 
...You've never played in a tournament setting with items on before so how would you be able to gauge the "rarity"? Items were on in tournaments for the first year of Melee's life. I think after playing with them on and seeing how they went the community made the right choice for Melee.

For Brawl, I cannot say the same thing.

The points you're making about explosive capsules are the exact same points people make when defending tripping. Wrap your mind around that for a moment, please.

"Oh it rarely happens! You don't lose tournament matches to tripping." Or, "Oh, 'plan' around the trip!" When in fact tripping has impacted tournament matches.
Tripping adds no strategic depth to Smash Bros. Items do add options and strategic considerations to Smash Bros. They are pretty different. I would never defend tripping. But I do think items add quite a bit to the game. It is simply a bad comparison.

I couldn't care less about the Smash Bros. tournament scene, though. I have never bothered to make an argument about what's good for competitive Smash Bros. But I do think that playing with items requires more skill than playing with items turned off. I also think that people who turn items off are simply boring.
 
Everybody just assumes the competitive community didn't start with the default stages and items. The community has narrowed it down in its 12 year life to get to where it is today.

Oh sure, that's where everyone starts, but I said in EQUAL amounts. Back when I played smash almost every day, I had a training partner who primarily played with competitive settings. At the same time, most of my friends played casually. I always played both in equal amounts.

I seriously played brawl and melee way too much. I know for certain that I've sunk more hours into those two games than I have WoW (which I clocked at about 600hrs before quitting).
 
Melee at EVO being incredible (wooobbleeees!) and my Brawl main has been announced for Smash 4 (not that I doubted it)??

What a great Smash weekend.
 
Do white and purple Pikmin even exist in Pikmin 3? Is Olimar really going to have an identical moveset to Brawl? No flying or rock Pikmin? It's incredible how lazy they're being with existing characters, especially with a roster that we can assume will be smaller than Brawl.

Stupid 3DS version.
 
Do white and purple Pikmin even exist in Pikmin 3? Is Olimar really going to have an identical moveset to Brawl? No flying or rock Pikmin? It's incredible how lazy they're being with existing characters, especially with a roster that we can assume will be smaller than Brawl.

Stupid 3DS version.

You haven't even seen a gameplay video of them in action yet... don't be so hasty to jump to conclusions. -__-"
 
I think tripping was designed something like:

-A single trip will likely have no effect on the match, and on the rare chance that it does, it will be memorable

-Wildly dashing back and forth increases the bulk chance that you will trip in any given time (since you are initiating more trip prone actions), so if you want to make a bunch of quick dashes you have to play around the chance that you might trip.

-Since dashing causes tripping, it will encourage players to spend more time airborne, which coincides with the increased focus on air combat

-It also discourages any movement shenanigans that might pop up post release aka wave dashing

When laid out like this, I think tripping made sense from a design standpoint, but everyone hates it (it's like everyone is tripping into Falcon Punches and Bob-ombs every match or something) so it had to go.
 
You haven't even seen a gameplay video of them in action yet... don't be so hasty to jump to conclusions. -__-"
I see no reason to have hope that he'll be different when Mario has been shown to be identical, right down to FLUDD being included, Link took no design cues from AS and also appears to be the same, Fox looks the exact same even though they could have changed him up, considering they created his Brawl look and have zero games they need to credit with his design, etc etc. All we've gotten is a new suit for Samus, a new Bowser moveset, and some new moves for Sakurai's beloved Pit. Otherwise this game has been copypasta from Brawl.
 
Does anyone know how many tracks the Majora's CD has? I don't want to order it and end up getting a sampler CD akin to Atlus' preorder bonuses of 6 tracks. :(
 
Do white and purple Pikmin even exist in Pikmin 3? Is Olimar really going to have an identical moveset to Brawl? No flying or rock Pikmin? It's incredible how lazy they're being with existing characters, especially with a roster that we can assume will be smaller than Brawl.

Stupid 3DS version.
Uhh....wut
 
It's incredible how lazy they're being with existing characters, especially with a roster that we can assume will be smaller than Brawl.

Stupid 3DS version.

Wait for gameplay and confirmed changes to characters before making such a assumption.

We can't confirm everything about a character with just screenshots alone. Especially since Sakurai isn't giving us any descriptions to play around with.

The roster will likely be equal to Brawl's or bigger. Don't pull the "Handheld version is hindering the Console version" argument.
 
Tripping adds no strategic depth to Smash Bros. Items do add options and strategic considerations to Smash Bros. They are pretty different. I would never defend tripping. But I do think items add quite a bit to the game. It is simply a bad comparison.

I couldn't care less about the Smash Bros. tournament scene, though. I have never bothered to make an argument about what's good for competitive Smash Bros. But I do think that playing with items requires more skill than playing with items turned off. I also think that people who turn items off are simply boring.

it is not about what requires more skill. it is about how much randomness items can add. (they span at random locations)
In competitive play, you can tolerate some randomness, but you usually want to reduce it, so that the more skilled player always wins, not the one that got lucky.
 
The question is, what would they pull from to use in a Bowser Castle stage beyond the usual lava? There are so many different versions of it across countless Mario games and a Bowser stage has to be filled with traps.
 
For items, look at some of the high level tournament videos with Zero Suit Samus. Her armor pieces are what give her an initial competitive advantage, but then using them poorly results in a disadvantage. But they are not random; they always spawn directly by her. Similar strategies can be seen with Peach and Diddy. Random items would unfairly give this advantage to whoever it spawned by.
 
Uhh....wut

The roster will likely be equal to Brawl's or bigger. Don't pull the "Handheld version is hindering the Console version" argument.
What happened to his quotes about the 3DS version being a throttle for character count, as both versions are going to have the exact same characters, and that the Wii U version will be limited to the 3DS's capabilities in this regard? Are we just ignoring that now or somehow extracting the most positive possible outcomes no matter how unlikely they are, and believing in those?
 
The question is, what would they pull from to use in a Bowser Castle stage beyond the usual lava? There are so many different versions of it across countless Mario games and a Bowser stage has to be filled with traps.

Spiky pillars, Grinders, Thwomps, those kinds of things.
 
For items, look at some of the high level tournament videos with Zero Suit Samus. Her armor pieces are what give her an initial competitive advantage, but then using them poorly results in a disadvantage. But they are not random; they always spawn directly by her. Similar strategies can be seen with Peach and Diddy. Random items would unfairly give this advantage to whoever it spawned by.

What if item spawn points and times between spawns could be adjusted? Like, beam swords appear right off the bat next to each player and they come back every two minutes
 
The question is, what would they pull from to use in a Bowser Castle stage beyond the usual lava? There are so many different versions of it across countless Mario games and a Bowser stage has to be filled with traps.

Spiky pillars, Grinders, Thwomps, those kinds of things.
Those giant pillars from Super Mario World, too.

Alternatively, the entire stage takes place on a wobbly platform like the first SMW boss, or Reznor platforms.

Also alternatively, SMB3 Airship stage, with fire jets, cannons, rodents throwing wrenches, etc. I do think that stage type is starting to get a bit tired, but it'd work pretty well in the context of Smash.
 
I think tripping was designed something like:

-A single trip will likely have no effect on the match, and on the rare chance that it does, it will be memorable

-Wildly dashing back and forth increases the bulk chance that you will trip in any given time (since you are initiating more trip prone actions), so if you want to make a bunch of quick dashes you have to play around the chance that you might trip.

-Since dashing causes tripping, it will encourage players to spend more time airborne, which coincides with the increased focus on air combat

-It also discourages any movement shenanigans that might pop up post release aka wave dashing

When laid out like this, I think tripping made sense from a design standpoint, but everyone hates it (it's like everyone is tripping into Falcon Punches and Bob-ombs every match or something) so it had to go.

...I can't believe you're trying to give tripping legitimate design reasoning...
 
What happened to his quotes about the 3DS version being a throttle for character count, as both versions are going to have the exact same characters, and that the Wii U version will be limited to the 3DS's capabilities in this regard? Are we just ignoring that now or somehow extracting the most positive possible outcomes no matter how unlikely they are, and believing in those?

Sakurai never said that character count was being throttled by the 3DS version. Read the quotes again. He was talking about certain characters themselves, like Olimar and the Ice Climbers, being too much for the 3DS version to handle, and, that if push came to shove, they would have their abilities altered for that version.
 
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