Super Smash Bros. for 3DS & Wii U Thread XI: Where 90% correct equals 100% wrong

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Guys, are there differences in gameplay mechanics between the two versions? I've been following the latest impressions, but I haven't found anything about that yet.

From what we know now, no. There's some additional mechanics in some stages on either version, but the core gameplay appears to be the same with the current demo builds. That'll probably hold true for the release, but anything's subject to change.
 
Guys, are there differences in gameplay mechanics between the two versions? I've been following the latest impressions, but I haven't found anything about that yet.

Gameplay is 1:1. Only difference is that Pokemon and Assist Trophies run at 30fps. Besides stages and modes, everything else is the same, mechanics and framerate.
 
Guys, are there differences in gameplay mechanics between the two versions? I've been following the latest impressions, but I haven't found anything about that yet.

as far as we know, no

there could be some differences in terms of advanced techniques but we won't find that stuff out for a while

edit: beaten so badly
 
Guys, are there differences in gameplay mechanics between the two versions? I've been following the latest impressions, but I haven't found anything about that yet.

So far, they are similar, but we wouldn't know for sure until final version being out.

Gameplay is 1:1. Only difference is that Pokemon and Assist Trophies run at 30fps. Besides stages and modes, everything else is the same, mechanics and framerate.

From top of my head, there will be few assist trophies or pokeball that would be missing in one of the version.
 
Oops wrong thread.

Btw, I've been thinking about how different Melee-Brawl-WiiU/3DS really are. Do you think they built every one from the ground up? How much code do they share?
 
Oops wrong thread.

Btw, I've been thinking about how different Melee-Brawl-WiiU/3DS really are. Do you think they built every one from the ground up? How much code do they share?

Brawl's built on top of Melee as I recall, and it's the main reason HAL is credited for Brawl since all their code and assets are included.

SSB4's probably built directly on top of Brawl so they can port assets from there easily. Too early to tell, but it'd be silly for them to be making all the veterans from scratch.
 
Yeah a Nintendo Land stage would be fucking amazing, just for the music. Here's what I'd like to see:

The fight itself takes place on the train, but the train visits the various attractions in random order, with Miis from your Wii U participating in the background and the music changing with each attraction. Maybe the train can stop at each attraction for a minute or so?
 
While a character reveal is out of the question w/out sakurai there, I don't think a stage announce would be too huge. Especially not if it's just them playing on a stage that has only been shown on smashbros.com
 
Who do you plan to use for Mii Smashers, if you are?

If they're smart, Brawl's replays will be combined with Mario Kart TV to give us the option to upload full (if short) matches to Youtube. If that happens, I fully plan to upload as many "dream matches" as possible. Such as Sonic vs. Robotnik, Greninja vs. Oshawott, & an epic 16 mii Doctor Who tournament featuring all 12 main docs, War, Peter Cushing, Valeyard, & Mr. Bean.
 
Just watched the 3ds tournament from yesterday on youtube. I guess that smashgaf has already talked about this yesterday... but i am going to ask anyway:

What do people think about the "edge-guard" game??

It seemed to me that a lot of factors made edge-guarding really limited:

1. grab the ledge (when your oponent is off stage) in not as usefull as before, because of the new ledge mechanic (this is the biggest factor, i guess).

2. because of the brawl air-dodge (you dont fall after using it in the air) you cant just jump off stage and expect to hit them while they are coming back. They can air dodge.

3. most characters had an easy time covering big horizontal/vertical distances when off stage thanks to:
-you cover a decent distance before using your upB because the game is "floaty" (you dont fall like a rock :p)
-generally great (and sometimes godlike) upBs that covered both great horizontal and vertical distances (when watching, i was thinking: "fox melee upB everywhere" :p)
- characters grabbed the ledge from really far away, its really easy to sweet spot the ledge (because of this, it seemed that some upBs had more range that what they actually had).

4. some big blast zones??

And its not just edge-guarding because, if edge-guarding is "weak", that changes all the game. Before, in smash bros, you didnt necessarily have to wait untill your opponent was at 100% to kill them... you could, for example, hit them with a move that you knew would send them diagonally down and off stage so you could edge-guard them. I mean, part of the game was to know in what direction each of your moves would send your opponent (or in what directions a specific move could send your oponent depending on with what part of the move you hit them with)... so you could send them off stage. All that is still there, but its a lot less important/effective with this edgeguarding... no!?

It slowed the pace of the matches. It was boring without it. For me, a big part of what smash bros is was missing without all the "edge-game".In smash bros, you fight in a floating platform for a reason!! (i thought... :,( )

Am i looking at it wrong? its to early to tell? (the game is not even out yet after all)
 
Brawl's built on top of Melee as I recall, and it's the main reason HAL is credited for Brawl since all their code and assets are included.

SSB4's probably built directly on top of Brawl so they can port assets from there easily. Too early to tell, but it'd be silly for them to be making all the veterans from scratch.

Yeah that is what I was thinking as well. It is a shame that we still have not seen an upgrade of similar proportions as N64-Melee.
 
If they're smart, Brawl's replays will be combined with Mario Kart TV to give us the option to upload full (if short) matches to Youtube. If that happens, I fully plan to upload as many "dream matches" as possible. Such as Sonic vs. Robotnik, Greninja vs. Oshawott, & an epic 16 mii Doctor Who tournament featuring all 12 main docs, War, Peter Cushing, Valeyard, & Mr. Bean.

THE WAR DOCTOR

DOES WHAT HE DOES WITHOUT CHOICE
 
Just watched the 3ds tournament from yesterday on youtube. I guess that smashgaf has already talked about this yesterday... but i am going to ask anyway:

What do people think about the "edge-guard" game??

It seemed to me that a lot of factors made edge-guarding really limited:

1. grab the ledge (when your oponent is off stage) in not as usefull as before, because of the new ledge mechanic (this is the biggest factor, i guess).

2. because of the brawl air-dodge (you dont fall after using it in the air) you cant just jump off stage and expect to hit them while they are coming back. They can air dodge.

3. most characters had an easy time covering big horizontal/vertical distances when off stage thanks to:
-you cover a decent distance before using your upB because the game is "floaty" (you dont fall like a rock :p)
-generally great (and sometimes godlike) upBs that covered both great horizontal and vertical distances (when watching, i was thinking: "fox melee upB everywhere" :p)
- characters grabbed the ledge from really far away, its really easy to sweet spot the ledge (because of this, it seemed that some upBs had more range that what they actually had).

4. some big blast zones??

And its not just edge-guarding because, if edge-guarding is "weak", that changes all the game. Before, in smash bros, you didnt necessarily have to wait untill your opponent was at 100% to kill them... you could, for example, hit them with a move that you knew would send them diagonally down and off stage so you could edge-guard them. I mean, part of the game was to know in what direction each of your moves would send your opponent (or in what directions a specific move could send your oponent depending on with what part of the move you hit them with)... so you could send them off stage. All that is still there, but its a lot less important/effective with this edgeguarding... no!?

It slowed the pace of the matches. It was boring without it. For me, a big part of what smash bros is was missing without all the "edge-game".In smash bros, you fight in a floating platform for a reason!! (i thought... :,( )

Am i looking at it wrong? its to early to tell? (the game is not even out yet after all)

i agree. The lack of edge guarding and abundance of good recovery also means that, like brawl, comebacks are near impossible.
 
SMASH ON NES CONFIRMED

B1vN7bY.jpg


I <3 this game
 
IIRC, the only ways to unlock characters in Brawl was playing the "brawl" mode or playing SSE

No, each character had a specific way to be unlocked outside of SSE, in the various modes, a way based on the number of Brawl matches, and the SSE way. Well, besides Jigglypuff, Wolf and Toon Link. Those three had an alternate way too, aside from Brawl matches and SSE, but it only became available after finishing SSE in the first place.

For example, beat Classic in less than 12 minutes for Captain Falcon; Complete 100 Man Brawl for Falco; Clear Classic on Hard with Link or Zelda for Ganondorf; For Lucario, complete all 5 Target tests with a single character; For Toon Link, complete classic once after finishing SSE, etc.
 
There is no lack of edge gaurding. There is a lack of edge hogging. Which is fine. Just means you actually gotta go out and earn your kill and not just wait for them to approach the edge. The reason why some of you felt the tournament was boring, was because, with everbody being new at the game, nobody was willing to take any risks. Once plays get familiar, it will force some really exciting play.
 
There is no lack of edge gaurding. There is a lack of edge hogging. Which is fine. Just means you actually gotta go out and earn your kill and not just wait for them to approach the edge. The reason why some of you felt the tournament was boring, was because, with everbody being new at the game, nobody was willing to take any risks. Once plays get familiar, it will force some really exciting play.

Edge guarding seems to be the same as it was in brawl going by the mechanics that we know. The edgeguard game in brawl is pretty non-existent thanks to air dodging
 
Yeh it was on the stream, and I posted on the wrong thread. My edit beat your quote :p

A young actor guy claimed he played a lot of Smash "back in the day" on NES. Barf.

I think he said that he played smash back in the day, then added that someone had brought in an NES during shooting. So I don't think he meant that he played Smash on NES. I could be wrong though, he seemed like he was BSing that.

Also, I added myself to the 3DS friends list if anyone wants to add me
 
Yeah that is what I was thinking as well. It is a shame that we still have not seen an upgrade of similar proportions as N64-Melee.

I'm not sure we'd get an upgrade of the magnitude that was N64 to Melee even if they were building it from scratch. Melee added a ton of stuff but retained the formula, and I'm not sure you can add much more besides content at this point without making the game mechanically bloated.
 
SSB4's probably built directly on top of Brawl so they can port assets from there easily. Too early to tell, but it'd be silly for them to be making all the veterans from scratch.

Sakurai said in an early interview about the game that porting Brawl's systems would be the beginning of development.

There's also that Lucina gif that shows an animation taken directly from Brawl Marth. Also, the only classic stages we've seen so far have all been from Brawl (even the Melee stage is actually one of Melee's stages in Brawl).
 
There is no lack of edge gaurding. There is a lack of edge hogging. Which is fine. Just means you actually gotta go out and earn your kill and not just wait for them to approach the edge. The reason why some of you felt the tournament was boring, was because, with everbody being new at the game, nobody was willing to take any risks. Once plays get familiar, it will force some really exciting play.

We can only hope. The absence of gliding from brawl will definitely prevent some lame stalling tactics, but it's still looking like this game rewards defensive play. We'll see.

Sakurai said in an early interview about the game that porting Brawl's systems would be the beginning of development.

There's also that Lucina gif that shows an animation taken directly from Brawl Marth. Also, the only classic stages we've seen so far have all been from Brawl (even the Melee stage is actually one of Melee's stages in Brawl).

All of brawl's items are returning, too, right? The food themselves are different, at least on Wii U, but that's understandable since they're just sprites.
 
It's all well and good saying don't just hog the edge, go out for the kill instead.


But what's the point in doing that when the other person can just air dodge it and still recover because the brawl/smash 4 air dodge is too good?
 
If they're smart, Brawl's replays will be combined with Mario Kart TV to give us the option to upload full (if short) matches to Youtube. If that happens, I fully plan to upload as many "dream matches" as possible. Such as Sonic vs. Robotnik, Greninja vs. Oshawott, & an epic 16 mii Doctor Who tournament featuring all 12 main docs, War, Peter Cushing, Valeyard, & Mr. Bean.

The fact that they haven't announced anything or even hinted at a replay system makes me worry that this won't be a thing. At least, in that scale.
 
I wonder if any Melee stages will appear in the Wii U version. It would be nice. I'd also love to see some SSB64 stages return in general.
 
I wonder if any Melee stages will appear in the Wii U version. It would be nice. I'd also love to see some SSB64 stages return in general.

I think Melee will be nicely represented in stages on both versions. I also think the 3DS version will get a 64 stage or two.

Come on though, would they really not add a stage like Temple to the Wii U. It's such an iconic level of the series and wouldn't even need any graphical touch ups if they didn't want.

All of brawl's items are returning, too, right? The food themselves are different, at least on Wii U, but that's understandable since they're just sprites.

I don't think we've seen the Fire Cracker Launcher and maybe one or two other Brawl items.
 
I wonder if any Melee stages will appear in the Wii U version. It would be nice. I'd also love to see some SSB64 stages return in general.
Not sure if it's even popular with community, but I'd love Kongo Jungle (DK Rap and all). It doesn't really represent DKC all that well, but I always liked that stage layout.
 
I wonder if any Melee stages will appear in the Wii U version. It would be nice. I'd also love to see some SSB64 stages return in general.
I believe at least the ones in Brawl will return

Temple, Onett, Big Blue, Green Greens, Rainbow Cruise, Brinstar, Pokemon Stadium, Jungle Japes, Corneria, Yoshi's Island
 
There is no lack of edge gaurding. There is a lack of edge hogging. Which is fine. Just means you actually gotta go out and earn your kill and not just wait for them to approach the edge.

I talked about that really early in my previous comment, i said:

"2. because of the brawl air-dodge (you dont fall after using it in the air) you cant just jump off stage and expect to hit them while they are coming back. They can air dodge."

The new edge mechanic prevents you from, what you call, edge hogging. The brawl air dodge makes the option of jumping of stage "limited".

Again... In Smash bros you fight in a floating platform for a reason, but now the game prevents you from taking advantage from it. Is not that theres not edge-guarding, its that is really limited.

Also, obviously, i am going to agree with you that its early because the game is not even out. I just wanted to say that, if the game doesnt change...
 
I'm actually really excited to see how much the new ledge mechanic changes edge-guarding. I feel like it could lead to more crazy scrambles off stage.
 
I'm actually really excited to see how much the new ledge mechanic changes edge-guarding. I feel like it could lead to more crazy scrambles off stage.

All it means is you'll no longer have people jump off to grab the ledge, that's all. Well, that and it means you're not risking the opponent grabbing the ledge before you when you jump off to try and hit them (and then miss). So in that regard, it's slightly less risky to jump off and try to attack your opponent.
 
All it means is you'll no longer have people jump off to grab the ledge, that's all. Well, that and it means you're not risking the opponent grabbing the ledge before you when you jump off to try and hit them (and then miss). So in that regard, it's slightly less risky to jump off and try to attack your opponent.

There's less risk involved with leaving the stage, but there's little to gain from it due to the air dodge system.

Lot's of weird decisions that in my mind are conflicting honestly, I don't see why you would need to have people live this long and nerf one of the best aspects of smash.


There needs to be more end lag (not landing lag) on the air dodge or something if they're going to just let you use it infinitely like that.
 
There's less risk involved with leaving the stage, but there's little to gain from it due to the air dodge system.

Lot's of weird decisions that in my mind are conflicting honestly, I don't see why you would need to have people live this long and nerf one of the best aspects of smash.
I'm happy to see it if it means fewer people jumping off the edge and just doing repeated jump grab jump grab jump grab loops to get the invincibility frames.

I think that was the primary intention of the change.
 
I'm happy to see it if it means fewer people jumping off the edge and just doing repeated jump grab jump grab jump grab loops to get the invincibility frames.

I think that was the primary intention of the change.

Oh yeah, that was definitely added to remove the stalling from brawl, but the change isn't something that is going to affect the edge-guard game, which is what I thought durden was speculating on.



I think I actually would just straight up prefer melees air dodge now that I think about it, maybe without the wave dashing if it really pisses people off that much, the Brawl air dodge is just way too good.
 
I wonder if any Melee stages will appear in the Wii U version. It would be nice. I'd also love to see some SSB64 stages return in general.

Since both Brawl and Melee stages appear on the 3DS version, I'm sure they will on the Wii U version. Now we just gotta find out if 64 stages will make a comeback.
 
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