Super Smash Bros. for 3DS & Wii U Thread 9: F5 F5 F5 F5 F5 F5

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By that logic, they also think FD is the one true stage. I guess in the end, we'll just have to wait until the game is out and judge for ourselves.

I don't think that is the same logic at all, but yeah we will have to wait and see how they really fit into the roster.

Then make it default to your NNID Mii which Nintendo is fully able to ban in the first place if you're in 'With Anyone' mode.

I don't see why this is a problem in Smash but wasn't in Mario Kart 8.

Also this. The online bullying thing doesn't hold much merit. It has to be because of balance.
 
Hah, scale in this game is a joke. Olimar's smaller than a D battery. In Sunshine, Bowser's the size of a volcano. I think Rid's moves are prohibitive because he should be in near-perpetual flight, otherwise he'd be in one of his awkward huddled poses like in Fusion. Or, worse yet, his weird MDK-looking form from Other M.

Factually, you are probably right. However, making Olimar the size it is does not really seem wrong. Neither does shrinking Bowser, as he is just his 'usual' size like he is in tons of other games. Shrinking Ridley to Charizard-size just... feels wrong.
 
I feel like doing some sprites for smash run enemies today (and until release); as I don't expect as many assist/player reveals as prior to e3 anymore.

Any preferences for enemies?
 
Factually, you are probably right. However, making Olimar the size it is does not really seem wrong. Neither does shrinking Bowser, as he is just his 'usual' size like he is in tons of other games. Shrinking Ridley to Charizard-size just... feels wrong.
No one's saying that he should be Charizard size. He can still at least be taller than Samus.
 
No one's saying that he should be Charizard size. He can still at least be taller than Samus.

Wasn't Charizard the biggest one around, from tail to head? Making anything significantly larger would indeed make it weirdly huge. Mainly because Samus is no little girl either.
 
Ridley's problem has never been that he needs to be to scale, but rather that it would be so hard to shrink him down and make him not seem weird and bunched up. I think the smallest way to make him seem like a free-flowing space dragon would still end up being about one and a half times the height of Bowser.
 
Poor SmashGAF. They truly overhyped POTD last night. I'm glad that I went to bed early but the updater is somewhat decent tho.

So many supposed leakers, so little time.

There's 13 weeks until Smash releases in Japan. Nintendo will probably announce the entire roster a month before hand like they did with Mario Kart.

So really, we're only 9 weeks away from knowing who's in and who's not. ;P

Actually, it's 11 weeks. Well if you want to be specific, less than 11 weeks.

I'm curious, but do people really play random online that much more than online with friends?

Depend on my mood, but Brawl isn't even worthy enough to play random online tho.
 
Wasn't Charizard the biggest one around, from tail to head? Making anything significantly larger would indeed make it weirdly huge. Mainly because Samus is no little girl either.
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I just realized that they can't really put other assist trophies for Star Fox outside of Andross due to the dialogues. Maybe Pigma, Andrew, Bill and Katt could be AT since they're irrelevant.
 
I really badly want for Meta Ridley to be a stage boss but for Ridley to be playable. Mostly because I don't give a shit if Ridley's playable and think it would be great trolling.
 
I really badly want for Meta Ridley Other M Ridley to be a stage boss but for Ridley to be playable. Mostly because I don't give a shit if Ridley's playable and think it would be great trolling.
Fixed, good sir. We've already confirmed that the Pyrosphere shadow definitely belongs to the Ridley clone from Other M. Besides, Meta Ridley is still Ridley but with an augmented cyborg body whereas the Ridley from Other M is an entirely separate entity.

If we were to get a playable Ridley, I think the best thing to do would be to give him an entirely new design, with less gangly proportions. Maybe something like the Omega Ridley concept art.

 
Beyond every other match being a Hitler or Jesus or Vulva-faced Mii, I imagine it's impossibly hard to balance different sized hitboxes and speeds among three different types of character (swordfighter, pugilist, gunner) with a huge array of customizable movesets. I'll never use a Mii for that reason alone - I'll stick to set characters and moves.
You can only customize their specials. It will be fine, lol.
 
Oh. I quite liked the blank faces to represent the Miis.

Same here. Apparently some people dislike the blank faces so they complained about it on their feedback so he changed the design. There are few people that pointed it out that it look like Slenderman x3.
 
Same here. Apparently some people dislike the blank faces so they complained about it on their feedback so he changed the design. There are few people that pointed it out that it look like Slenderman x3.

Someone should tell them it now looks like Slendermen wearing faces. :P
 
Woah, I missed this:
Okay, those might get banned. Definitely will be fun to mess around with, though.

If like the Miis, my guess is you cannot use custom moves against strangers.
Still, it is a cool option to allow people who play a character to make it more personal.
 
1992 is when Japan got it (they call it Super Mario Bros USA) rather than that being the date of the Super Mario All Star pack (1993).
Yeah, according to Miyamoto, Doki Doki was going to be SMB2 until the licensing deal happened in Japan. So they threw together Lost Levels and released it in Japan. Since Nintendo felt Lost Levels was too hard, they went back to the original SMB2 prototype and released it in the US. So the US got SMB2 as it was planned to be (and it was better for it).
 
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"Pic of the day. Here's a Poppant, an enemy that appeared in the previous game in this series. Poppants will appear in Smash Run, scampering around as they drop a variety of items."

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"There are other bonus characters that appear in this game, too. Here's an Iridescent Glint Beetle from the Pikmin series. Keep hitting it!! Keep hitting it for gold!!"

okay
 
I feel like there was a reason they pulled that pic. It pretty much confirms the Ice Climbers if we're going by the whole, "series has enemy in Smash Run then they have a playable rep", thing. I don't think we're going to see that pic again until after the Ice Climbers are announced.

But what about the Rhythm Heaven enemies in the demo?
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Didn't Polar Bears show up in the demo, too?
 
Okay! Now that I'm relatively well rested, I can start typing up my thoughts on and impressions of the Next Generation World Hobby Fair in Chiba.
Tickets for the Smash 3DS demo ran out on Saturday within minutes of the gates opening, so I left my house a little after 4 a.m. on Sunday and took the first train in order to ensure that I got a chance to play the game.

After standing around in the rain for three hours and befriending an adorable little six-year-old who was excited to get his hands on the new Yokai Watch game—and the limited edition trading card they were distributing at the event, I finally made it inside a little before 9 a.m. (Apparently they opened the doors to the Makuhari Messe convocation center a little earlier than scheduled.) Having preemptively researched the floor layout, I made a beeline for the Nintendo booth in hopes of obtaining my very own golden (read: orange) ticket. As luck would have it, there were plenty of tickets to go around, and I
managed to snag a spot in the 9:15 a.m. slot, but they had run out of tickets for the day sometime before 10:30 when I went back to check again.

While waiting in line to play the 3DS version, I had the opportunity to watch a goofy little Cat Mario/Peach video giving players an overview of what Smash is and how to play. They had twenty playable characters (as shown here), leading me to believe that this was the same as the E3/Best Buy build.
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The game was set up as follows: four players compete in two-minute time battle free-for-alls. The player with the most KOs after two rounds is crowned the winner, and he or she receives the opportunity to play two rounds of Smash with the other winners on the Wii U! Naturally, I was determined to win, although I was admittedly intimidated by the hardcore, "sunlight-what's-that?" otaku players in my midst. By some stroke of luck, however, I was thrown into a match with three elementary students, so I assumed that I was in a naturally advantageous position.
The four of us selected our characters (I chose Shiny Greninja), and the battle began!
(Note: We were not granted any time in the training room, so we were all going in blind.)

Round 1: Reset Bomb Forest (Shiny Greninja v. Greninja v. Villager v. Kirby)
Music: Kid Icarus: Uprising - Wrath of the Reset Bomb
Well, this certainly was not the best stage on which to begin our foray into Smash 3DS. It was difficult enough just following my character on the small 3DS screen, but it became even more difficult to keep track of the action because the stage itself changes shape partway through the match. Greninja's tilts and Smashes didn't seem to extend far enough to reach through the platforms, which made connecting hits quite tricky. I managed to score a KO on my doppelganger, but he returned the favor and ended up knocking out the Villager as well, so he took the match.

Round 2: Battlefield (Shiny Greninja v. Greninja v. Samus v. Mario)
Music: Super Smash Bros. for 3DS & Wii U - Main Theme
I definitely had a better feel for the gameplay in this match. Likewise, playing a static, smaller stage made it a lot easier to keep track of who was doing what and where. Not only did I feel more comfortable with the controls, but I also felt much more aware of what was occurring on the stage, which allowed me to snag some very useful items, including the Motion Sensor Bomb that decided the outcome. A well-placed Smash attack sent two opponents flying into the bomb at once, scoring me two KOs and thus securing my victory.

Having successfully trounced three kids a third my age, I felt both pleased (at winning) and guilty (for winning against elementary students) at the same time. I made sure to shake their hands and congratulate them on a fun match. They were all smiling and likewise congratulatory. The attendant hung a winner's lanyard around my neck and escorted me over to the Wii U waiting area—but not before I snagged a too-close photo of the 3DS demo area! (I had hoped to get a better picture of the whole display because it was so cool,
but I was a bit pressed for time.)
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I sat down and chatted with the guy next to me, who complimented me on my MOTHER3 T-shirt. (He was also a fellow MOTHER fan, and while he owned the same shirt, he professed that Earthbound was his favorite in the series.) After a few more minutes, the remaining contenders had arrived and reviewed the controls, so we were ready to go. We all took the stage and sat down one by one. The attendant passed out GCN controllers (yes!) for each of us to use for the demonstration. I spotted the kids from my 3DS match in the audience and we smiled at each other once again. The rules were the same as the 3DS rounds: time battle, two rounds, two minutes each. Never one to miss a golden opportunity, I made sure to snap a quick selfie while I was still had my Wii U nametag around my neck. (The attendant saw me taking a picture and chuckled.)
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The Wii U build was also the same one used at E3—same characters, same stages. Eager to try out more new characters while I still had the chance, I immediately selected one of the characters I had been supporting for years: Little Mac.
(Note to everyone speculating on the layout of the character select screen: the yellow-orange background of the character icons is actually a single transforming image shared among all icons.)

Round 1: Battlefield (Little Mac v. Megaman v. Bowser v. Greninja)
Music: Super Smash Bros. for 3DS & Wii U - Main Theme
The first thing I noticed is that it was infinitely easier to be playing on a big screen. The game felt very much like an amalgam of Melee and Brawl. Combat felt slower than Smash on the Gamecube, but slightly faster-paced than the Wii version. Having already played on the new Battlefield once (albeit on the 3DS), I was able to adjust rather quickly and take advantage of the terrain. Little Mac dominates on the ground, and I even managed to pick up a PokéBall and miraculously unleash my beloved Chespin. (I squealed in the middle of the match.) In spite of his impressive fighting prowess, however, Bowser dominated the match. (I feel like I may have won had I not whiffed my recovery that one time...)

Round 2: Mushroom Kingdom U (Rosalina & Luma v. Pit v. Megaman v. Pikachu)
Music: Super Mario Bros. Series - Medley
(The medley was slightly different, but similar in structure. It went SMB Overworld -> Underworld -> Castle, if memory serves.)
Rosalina & Luma stood out to me when she was first announced as a unique addition to the Smash lineup, so I was anxious to see how she might play. Unfortunately, the ever-changing terrain made it difficult for me to get my bearings. I scored a KO or two, but I was
ultimately unable to effectively utilize the character, and Megaman won the match (if I remember correctly).

General observations:
  • Again, combat feels slower than Melee but slightly faster than Brawl, although I think the combat tends toward Brawl in terms of pacing.
  • Connecting with Smash attacks and other powerful strikes creates this hit lag of sorts, which made combat feel "heavy".
  • Characters also stuck around for a long time. Players with over 100% were easily making it back after getting blasted off the stage.
  • All commands felt very responsive, and the only bug I encountered was when the game froze during Megaman's Final Smash in a later match.

Greninja observations:
  • Someone compared him to Sheik, and I can definitely see some similarities, particularly in terms of his weight and speed.
  • His jab is awesome, dealing decent damage with impressive priority. I actually had all three other players caught in my jab at one point.
  • His tilts are relatively reliable in terms of dealing damage, and I found myself using his FTilt for spacing purposes.
  • Unfortunately, Greninja’s Smashes don’t provide nearly as much knockback as one would hope for, making it difficult to KO opponents reliably. His USmash is interesting in that it has hitboxes on both sides of him, providing solid coverage and serving as his most reliable Smash.
  • I don’t think his DAir will be terribly useful in terms of approaching. The “frog bounce” is a clever move idea, and I could see it being used as a hit-and-run tactic, but the fact that you are forced to fly up and away from your opponent means that it doesn’t allow you to lead into much else.
  • Overall, I wasn’t thrilled with his aerials, but I was still adjusting to the game itself and moving around on the 3DS, so I honestly wasn’t able to connect with very many. Again, not a whole lot of knockback.
  • Depending on how much you charge Water Shuriken, you can score multiple hits on opponents, so I can see this being used to rack up damage here and there.
  • I didn’t get much of a chance to play around with Shadow Sneak, but I didn’t inadvertently send myself teleporting off the stage, so that was a relief. I’m pretty sure that I also accidentally used it in the air at one point and it felt a lot like a standard Counter attack. (Don’t quote me on that, though—I could be mistaken.)
  • Aqua Jet is excellent for recovery. It sends Greninja a decent distance, and the trajectory is really easy to control—even on the 3DS.

Little Mac observations:
  • Wow. Not only is he extremely fast, but he truly is a powerhouse unlike any other. Just about every one of his attacks was able to send opponents flying with relative ease—even his jab!
  • His FSmash is incredibly powerful, and I foresee it being used to rack up a lot of KOs. I scored at least two with a simple flick of the C-Stick.
  • I think his K.O. Uppercut to be highly overrated. To start, I found it very difficult to connect with. Moreover, it was nowhere near as devastating as others may profess. I landed a K.O. Uppercut on the Smash Ball and failed to break it—even after following up with a Rising Uppercut! In a later match, I also saw a Bowser survive a K.O. Uppercut with 246%(!!!) by Bowser Bombing back down to the arena.
  • On the other hand, I cannot express how much I love the Jolt Haymaker. What a brilliant move! Although Mac’s aerials are pitifully weak and nearly impossible to land, you don’t need to worry about them because you can just approach with his Side-B and start slaying. I was also pleasantly surprised to see that you can get some decent horizontal distance in the air as well. It got me back on to the stage at least three times!
  • His Slip Counter is quick and powerful, although I felt pretty vulnerable when I whiffed in one of the free-for-alls.
  • His Rising Uppercut is decent for what it is and certainly better than any of his proper aerials, but felt a little weak when used in the air. Maybe it’s better to start the move from the ground?
  • I managed a few combos by following his DThrow with jabs and Smashes. Great setup move.

Rosalina & Luma observations:
  • I anticipated her being a tricky character to maneuver, and I was right. Admittedly, I’ve never encountered a “puppet master” character before, and I was still a little overwhelmed by the fact that I was actually playing Smash on the Wii U(!) with a GCN controller(!!!), so I suppose I wasn’t in the best frame of mind to be playing as her. Regardless, I think she’s going to have a pretty steep learning curve.
  • I was having a really difficult time tacking down how she plays, but the best way I can describe her is like a heavier, floatier Zelda. Most of her standard attacks—especially her Smash attacks—feel very similar to Zelda’s. Unfortunately, I didn't feel her Smashes had very much knockback, but maybe it was just me.
  • A fully charged Luma Shot seemed to do surprisingly solid damage and provide decent knockback as well. I had a hard time keeping track of Rosalina and Luma at the same time, though.
  • I realized partway through the match that it is Luma, not Rosalina, who fires the Star Bits for their Side-B. Oops!
  • Perhaps I just got unlucky, but I didn’t find an opportunity to make use of her Gravitational Pull.
  • Much like her ground moves, Rosalina’s aerial attacks feel extremely similar to Zelda’s but perhaps even more difficult to sweetspot. She has decent range on her NAir, but all of her aerials feel slow and hard to connect with.

After my matches finished, I stuck around for about an hour or so to watch some of the other combatants play Smash on the big screen. By the time I left (a little after 10:30 a.m.), there was already quite a crowd surrounding the Smash booth. It was really great to see so many people excited about the game! While I had a wonderful time playing both the 3DS and Wii U versions of the game, five minutes was nowhere near enough time on either console, and the whole experience just quadrupled my desire to get my hands on a retail copy as soon as possible.
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Apologies for the wall of text. If you have any other questions, I’ll do my best to answer them from my limited frame of reference!
 
  • Little Mac observations:
  • I think his K.O. Uppercut to be highly overrated. To start, I found it very difficult to connect with. Moreover, it was nowhere near as devastating as others may profess. I landed a K.O. Uppercut on the Smash Ball and failed to break it—even after following up with a Rising Uppercut! In a later match, I also saw a Bowser survive a K.O. Uppercut with 246%(!!!) by Bowser Bombing back down to the arena.
Holy shit, lol. Maybe that was a glitch or something, this sounds like it's worse than just throwing out an f-smash or something.
 
Masked Man
I said wow
(Today, 09:55 AM)

Gotta live up to my tag! (Although maybe I'll get a new one about taking a selfie being more important than Smash, haha.)

Holy shit, lol. Maybe that was a glitch or something, this sounds like it's worse than just throwing out an f-smash or something.

My jaw actually dropped when I saw Bowser survive that, lol. Sakurai and everyone else had been hyping it as this instant KO move, but it's definitely not. To be fair, Bowser is pretty damn good this time around, so it could just be a testament to his greatness. He's much more agile than before but just as powerful, and I saw him win quite a number of matches throughout my time at WHF.
 
Maybe Bowser Bomb completely cancels momentum now, with the downside being you're dead it not directly over the stage?

It's possible! The instance I saw was on the Boxing Ring. Mac struck Bowser with a KO Uppercut and, after appearing for a second or two in the out-of-bounds bubble, Bowser came bounding back down on top of the lighting fixture, sending it crashing to the floor and thus launching Mac off the screen in a reverse KO.

Ahhh I had a feeling that the Reset Bomb stage would be problematic :/

The spacing of the platforms on the first phase is awkward, and none of Greninja's standard attacks extended far enough to attack enemies above him. Likewise, the second phase (inside the forest) is all kinds of ridiculous. The platforms themselves are all gnarled and janky, making it extremely difficult to maneuver.
 
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