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

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I wonder how Shulk and the Chorus Kids will fit on this list.

Hopefully shulk is buff-based or even stance-based. Chorus kids can be all 3 fighting, like ice climbers, and be unique in that way, or be just one and use various music-based fighting things or summon creatures/people from the RH series.
 
Ok. I know Rhythm Heaven.
I love Rhythm Heaven.
I'd probably do anything for Rhythm Heaven. (Yes Meatloaf, even that.)

But I have no clue who the fuck "Marshal" refers to. Can someone remind me?

Also, what's this I hear about Snake and Waddle Dee being revealed soon? Can someone bring me up to speed on the latest, non-gematsu rumors?
 
Ok. I know Rhythm Heaven.
I love Rhythm Heaven.
I'd probably do anything for Rhythm Heaven. (Yes Meatloaf, even that.)

But I have no clue who the fuck "Marshal" refers to. Can someone remind me?

rhythm_heaven_fever_conceptart_uZWku.jpg
 
I wonder how Shulk and the Chorus Kids will fit on this list.

I can see Chorus Kids having a timing mechanic where you can link certain attacks together if you time the inputs to sounds/visual cues. That or you can add additional hits to an attack with timing where the other Kids continue attacking.

Not familiar with Xenoblade's gameplay but I could see Shulk having some sort of RPG-esque element to him, whether that's by stat enhancements or something else. Unless there's a mechanic unique to Xenoblade that can translate to Smash easily.
 
Not familiar with Xenoblade's gameplay but I could see Shulk having some sort of RPG-esque element to him, whether that's by stat enhancements or something else. Unless there's a mechanic unique to Xenoblade that can translate to Smash easily.

I can totally see the Affinity cheers working somehow like a buff ala WFT.
 
Prog tweeted that apparently the SDCC build is different from the E3 build and has less landing lag.
 
I'm guessing that he was pretty hard to translate maybe? From what I noticed Project M pretty much tried to fix significant flaws in characters. Wario's primary problems in Brawl, grab release aside, were the limited ground options compared to the air and only having few KO options. The Shoulder Bash pretty much gives him two of these, and the new DSmash complements it. I imagine it was hard trying to balance the Bike into doing that. The problem here is that it gave him a move that pretty much centered his playstyle and simplified it. It really feels like your primary objective is to try to connect another move into it.
I remember when everyone thought he sucked when they nerfed the Shoulder Bash. It was relied on too much. :V He doesn't really suck though and is perfectly viable since he doesn't exactly have notable flaws, but it's just that he doesn't exactly have AMAZING options like all the top characters do, so it just feels better to use someone else. I don't really see many Wario players in tournaments honestly.

I personally always thought he was balanced in Brawl though.

Wario is a super well designed character in Brawl. He is also very much the embodiment of Brawl's gameplay. He is mostly about jumping around and punishing mistakes made by the adverse player. Super defensive in nature, which is reflected in his immense recovery potential (heavy weight, floaty, several moves that allowed for recovery, and super hard to gimp). Even though if you wanted to, you could go ham with him. It is just super risky because he has such short range and a subpar ground game, which is to make up for his amazing aerial game, obviously.

It's such a shame they changed his moveset in PM, because among the Brawl cast, Wario's entire kit is so clearly defined in what he is supposed to do. There's movesets that are all over the place and don't know what kind of playstyle they want, like Bowser's, but Wario's was just perfect.

And this... "agenda" for the PM devs to change things that aren't even in need of changing is what makes me so miffed about it, among other things, one of which includes the motivation to create the mod in the first place.
 
Not familiar with Xenoblade's gameplay but I could see Shulk having some sort of RPG-esque element to him, whether that's by stat enhancements or something else. Unless there's a mechanic unique to Xenoblade that can translate to Smash easily.
First off, surprised you're wearing a Shulk avatar without having even played the game! But Chuggaaconroy's LP of Xenoblade, if you don't mind his style, is a pretty good look at how the game plays.

That said, Xenoblade's combat does spend a lot of time focusing on knocking opponents over, by inflicting "Break" (doesn't really do anything on its own), then "Topple" (typically requries Break status be inflicted first; opponent falls over, "Spike" damage that's inflicted on attackers is neutralized, all attacks are guaranteed to land, critical hits do 25% more damage, ether-based attacks are guaranteed to crit, stalls the vision countdown for its duration), then "Daze" (similar to Topple, including most of the same perks, but also stops any changes to aggro from the target, and will cause the enemy to use a different Art if you'd had a vision of them using one). So... Stream Edge to "Break" opponents, Monado Cyclone to "Topple" (trip) them, then something to "Daze" (dizzy) them, I guess? Might be annoying and unfun to be on the receiving end of that, but at the same time require a lot of setup to reach the "Daze" status on the part of a Shulk player.
 
Prog tweeted that apparently the SDCC build is different from the E3 build and has less landing lag.
Is prog and D1 in the know about smash 4? they seem to know more about the game and its builds then anybody else, is it possible they're testers for it?
 
Wario is a super well designed character in Brawl. He is also very much the embodiment of Brawl's gameplay. He is mostly about jumping around and punishing mistakes made by the adverse player. Super defensive in nature, which is reflected in his immense recovery potential (heavy weight, floaty, several moves that allowed for recovery, and super hard to gimp). Even though if you wanted to, you could go ham with him. It is just super risky because he has such short range and a subpar ground game, which is to make up for his amazing aerial game, obviously.

It's such a shame they changed his moveset in PM, because among the Brawl cast, Wario's entire kit is so clearly defined in what he is supposed to do. There's movesets that are all over the place and don't know what kind of playstyle they want, like Bowser's, but Wario's was just perfect.

And this... "agenda" for the PM devs to change things that aren't even in need of changing is what makes me so miffed about it, among other things, one of which includes the motivation to create the mod in the first place.
You're right, and it's why I was really turned off by him in PM. His Brawl design is one of my favorites in any fighting game.

It does make me wonder though about how he'd translate into Smash 4. It's like you said, his moveset embodies Brawl's gameplay. Maybe applying the same techniques as in Brawl will still work for him?
 
Thread moves so fast! Just woken up, and we're already close to 1000 posts lol!

Has anybody confirmed about the landing lag in the SDCC demo yet?
 
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