Super Smash Bros Wii U & 3DS Thread 4: New Year, Old Arguments

Someone build arcade sticks for Wii U and have Smash Bros U be arcade stick compatible.

I'd love to play Smash with a VLX or a Hori Fighting Edge.

The Scarab Item looks interesting, but it seems like one of those joke items. It doesn't look like it has use past getting a ceiling kill after a combo or help someone recover back on stage. I'm probably never gonna use it after the first 3 hours playing the game.

Team #NoItems #4Stock #8Minutes is how we Smash.

So then connecting this to Rosie's pic yesterday, I wonder if the Beetle has priority over Rosalina's item-pull or if that item-pull affects ALL items

I think Rosalina has priority over all items and projectiles. If her Down-B is used on an opponent, I don't see why it wouldn't change the directory of your opponent as well. That's what her move seems like since most reflectors have a secondary function.
 
That sounds like a very silly item! I would imagine it will be fun to use it to grab opponents and then hit them when they're defenseless.

Too bad I won't ever care about it after the first week, like all items.

Team #NoItems #4Stock #8Minutes is how we Smash.
Exactly. Though I wonder if the stock amount will need to be adjusted since it's more likely than not that Smash 4 will be significantly slower than Melee and might even have nerfed edgehogging to hell and back. So...
 
Come on people, use some imagination when coming up with uses for the Beetle. You can grab a ba-bomb and remote control it into an enemy (which is a pretty classic trick in Skyward Sword. Well, with a regular bomb). Pick up an enemy and drop them onto a stage hazard. Use an enemy as a living shield. There are all sorts of possibilities.
 
I think Rosalina has priority over all items and projectiles. If her Down-B is used on an opponent, I don't see why it wouldn't change the directory of your opponent as well. That's what her move seems like since most reflectors have a secondary function.

If this is true, then that is a tank move. The reflectors usually cause a little damage, but as an attack they're pretty limited if I'm remebering most of them correctly.

Come on people, use some imagination when coming up with uses for the Beetle. You can grab a ba-bomb and remote control it into an enemy (which is a pretty classic trick in Skyward Sword. Well, with a regular bomb). Pick up an enemy and drop them onto a stage hazard. Use an enemy as a living shield. There are all sorts of possibilities.

Suicide Beetles, carry my enemies off the screen!
 
Hmm, the Beetle is an item, eh?

That was one of the few concepts I tolerated in Skyward Sword, so I can deal with this. Plus the way they implemented it looks pretty funny.
 
Everybody and everything wants to grab Marth.
 
I think the controls are great for the most part, but of all the items that one tends to get uncalibrated pretty bad. Doesn't ruin the game, but they could have done a better job.

Uncalibration was always caused by not pointing at the screen when selecting a weapon. Usually happened to me with the net. 100% player error, but yeah, they could have put big flashing words "DON'T FORGET TO POINT AT THE SCREEN BEFORE FINISHING YOUR ITEM SELECTION!" Maybe they could have had it pause the game and tell you to point at the screen if it didn't detect the sensor bar that it didn't use.
 
If this is true, then that is a tank move. The reflectors usually cause a little damage, but as an attack they're pretty limited if I'm remebering most of them correctly.



Suicide Beetles, carry my enemies off the screen!

The only exception are the Space Animals' reflectors because those are offense oriented through shinespikes, waveshines, shine shield pressuring. Their reflectors are one of the most versatile and effective moves in Smash Bros.

Project M follows 4 Stock, but I'm gonna assume that SSB4 will continue with 4 stock since the game speed is leaning more towards Melee than brawl in terms of speed.

Brawl was painstakingly slow and SSB4 videos seem much faster in comparison.

In terms of edge guarding, since the invincibility frames and sweetspot is purely dependent on your percentage in SSB4 that would mean edge guarding as a whole will be much more technical based. It's a hell lot better than Brawl's system and I would have preferred Melee's edge game plus the tether system in Project M, but this will do.

It creates more mix ups and more mindgames and as a whole I think the metagame is going to be much more deep from this. Gimping might not be as easy, but it balances that factor out and it gives the off stage and on stage character different options. I see it as a mix between offense and defense oriented gameplay and it seems really interesting.

For example, in Melee you'd just edge guard the platform to prevent a recovery. I think in SSB4, it would encourage different edge guarding tactics such as going for spikes and it would be riskier to edge guard since the person off the edge would seemingly have an advantage.

However if the character on stage has a lower percentage, I can see the whole game being turned around since your gimping and sweetspot opportunities are much higher than if you were at 0%. It gives an advantage to those at high percentages and in theory, they'd be able to gimp and edge guard since they have higher priority.

I have no idea how this will pan out because if this is the case, it makes 4 stocking a hell lot easier since it encourages high percentage play while reserving your stocks.

I'm really hoping this game turns out to be as competitive as Melee with the speed and wavedashing and all. Crouch cancelling and teching, I'm really itching to see how things will turn out.
 
The Beetle from Skyward Sword as a new item? Interesting! I'm down with this. Do kind of wish it was a permanent new move for Link, though; I'm starting to worry that very little work has been done on the veterans to differentiate them from their appearances in past games at all.

Also, can't help but laugh at you guys who are saying the Beetle was hard to control in Skyward Sword. It really, really wasn't.

Ugh, I just really wish at this point that we could get more info each day than a screenshot with little/no context. I miss the Dojo so much. Maybe we'll get one at E3 this year...
 
Uncalibration was always caused by not pointing at the screen when selecting a weapon. Usually happened to me with the net. 100% player error, but yeah, they could have put big flashing words "DON'T FORGET TO POINT AT THE SCREEN BEFORE FINISHING YOUR ITEM SELECTION!" Maybe they could have had it pause the game and tell you to point at the screen if it didn't detect the sensor bar that it didn't use.

I already figured out that it needs to be pointed at the screen, but that's not the only problem. It doesn't happen all the time, but it's while I steer the beetle that it starts to drift until it just starts making sharp turns randomly. I've sat and studied it for a while, but there doesn't seem to be a good explanation for why it would be a problem on my end.

I've always been a huge advocate for the controls in SS, but let's not pretend they are perfect.
 
Sorry to drag this up from the past but in that first gif of Marth, is that instant tech skipping all landing lag and has teching after landing from a jump like that ever been possible in previous games or am I spying a new tweak to the mechanics?!

hmmm

ibdhafQK2nbzDj.gif

Is it weird that when I was re-looking at this again the most impressive thing to me wasn't "wow, look at that gravity special!" but was instead "wow, look at Marth's cape go!"

I wish I knew more about the little nuances of Smash. I was looking at it earlier but I'm not sure how the instant roll dodge in this gif compares to past games. It looks pretty fast though.
 
When did I say I hate the controls in Skyward Sword?

I hate the beetle and swimming with wii motion plus. that's all. Swordplay was great.



yes i'm sure QTEs are in response to Wii motion controls

I hate them all. Especially that damn harp. Nearly quit the game at that point.

That beetle seems like a real neat idea though.
 
Ugh, I am having a hard time sleeping at night because of Anth0ny for disliking those perfect controls! How am I going to live with this? UGHHH, Anth0ny how could you?! YOU'VE RUINED ME MAN!!

...OH GOD! NO! ... NOT THE QTES!

QTES

EVERYWHERE

NO

MY LIFE IS FULL OF QTES NOW! OH GOD I CAN'T PRESS A TO AWESOME!

NOOOOOOOOOOOOOOOO.... *voice echoes and fades away*
 
Ugh, I am having a hard time sleeping at night because of Anth0ny for disliking those perfect controls! How am I going to live with this? UGHHH, Anth0ny how could you?! YOU'VE RUINED ME MAN!!

...OH GOD! NO! ... NOT THE QTES!

QTES

EVERYWHERE

NO

MY LIFE IS FULL OF QTES NOW! OH GOD I CAN'T PRESS A TO AWESOME!

NOOOOOOOOOOOOOOOO.... *voice echoes and fades away*

?
 
The beetle and swimming worked great.

yes yes everything worked perfectly i know i'm sorry

Guys just ignore Anth0ny. He will never love a Smash Bros. game as much as Melee. Let him be.

I think there was a point where I liked Brawl more than Melee. It was after the initial shock of it NOT being Melee wore off, and before Meta Knight started dominating everything. It was fun. I was a ranked player and was winning tournaments.

Then the whole planking/timing out shit really started to get out of hand, Melee was coming back to life, and I just lost interest.
 
My problem wasn't so much the controls themselves but the lack of a proper learning curve, which is why I suspect people had problems with it. It's weird how TWW and TP explained how the swordplay worked but not in the game that completely revamped the control scheme.

Edit: deleted quote, didn't see the convo the poster was referring to.
 
the controls were the least of skyward sword's concerns. it's okay though, now we can all play link between worlds over and over and over and forget all about ss ^_^

anyways

how bout them smash bros

amsaareyouseriouszpswi.gif
 
hmmm



I wish I knew more about the little nuances of Smash. I was looking at it earlier but I'm not sure how the instant roll dodge in this gif compares to past games. It looks pretty fast though.


Well even if I'm wrong about being able to tech after normal jumps, there looks to be 0% landing lag, which is going to make this game super brisk compared to brawl. Hyped
 
the controls were the least of skyward sword's concerns. it's okay though, now we can all play link between worlds over and over and over and forget all about ss ^_^

anyways

how bout them smash bros

amsaareyouseriouszpswi.gif
ain't got nothin on this
1390378626161bcqxq.gif


Seriously, what the fuck am I looking at here?
 
My problem wasn't so much the controls themselves but the lack of a proper learning curve, which is why I suspect people had problems with it. It's weird how TWW and TP explained how the swordplay worked but not in the game that completely revamped the control scheme.

Edit: deleted quote, didn't see the convo the poster was referring to.
But there was a tutorial for sword controls? The one aspect I have noticed people have had difficulty with was realising the game calibrates its centre whenever you take out an item to aim. So the correct method is to aim your remote and then take out the item. Many made the mistake of taking out the item and then aiming thus ended up aiming up in the corner.
 
the controls were the least of skyward sword's concerns. it's okay though, now we can all play link between worlds over and over and over and forget all about ss ^_^

anyways

how bout them smash bros

http://abload.de/img/amsaareyouseriouszpswi.gif

I want to pray to win like that one day. Killing Fox with a Yoshi up Smash? sogood.

Well even if I'm wrong about being able to tech after normal jumps, there looks to be 0% landing lag, which is going to make this game super brisk compared to brawl. Hyped

Yea there does not seem to be any bit of lag. We really need more footage.

edit: Reminds me of an old post that also mentioned this. found it.

Okay, reposting the gif because I feel like this got unnoticed and buried.

ibbgtkfvjg3kwh.gif


My Theory: Going by what's been assumed about his moveset, the second time Mega Man jumps, he does a fullhop back air. At first I thought the move was designed to act like Marth's back air and make Mega Man face the other direction after using it. However, looking at it closely, it's actually animated to end with Mega Man facing the same direction he started like most moves in the game. The whole animation finishes while he's in the air, so Mega Man won't be under the effects of landing lag when he lands, meaning he can act immediately. He lands facing the right, but he's holding left on the analog stick. Because there's no landing lag, it looks fluid as he keeps his momentum to the left. What happens next is something that's similar to Pivot Walking in Brawl, where you maintain your momentum as you turn around (and depending on your character, you may even get a boost). Mega Man then dashes by releasing left and then smashing the stick (again, momentum in play here, so his walk animation never really starts) and then jumps.

ain't got nothin on this
http://abload.de/img/1390378626161bcqxq.gif

Seriously, what the fuck am I looking at here?

I can't stop laughing at this shit. So random.
 
ain't got nothin on this
1390378626161bcqxq.gif


Seriously, what the fuck am I looking at here?

tool assisted brawl ie not possible to replicate by actual humans

that yoshi gif I posted was from a tournament match a few weeks ago. hype as fuck.

Was really hoping Link got a new move there, lad needs a serious buff.

hey hey hey

his down air is a meteor smash now, and he might be too overpowered with that. sakurai is going to wait and see on that one, but I don't think we can expect many more buffs for link.
 
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