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

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When I first saw this, I was aghast at the really obvious typo on the back cover... then I realized it's fan box art and not the official one. :P

Dammit, that's what I get for grabbing the first one without checking.
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Only mildly related to this image, but can someone explain why so many animu girls have eyepatches nowadays?

because of this girl

Ciel_phantomhive_kuroshitsuji_wallpaper_for_mobile-t2.jpg


obviously I am kidding

thou I always think of big boss whenever I see a character with an eyepatch lol

inb4 Big Boss for smash because MGSV
*sob*
 
Snake is all I need, he was the best part of Brawl.

The only thing worse than Snake in Brawl was tripping and the terrible hitstun. *twists imaginary mustache*
 
With "personality" i mean what differentiates smash bros from other games. i know that if you ask different people "what makes smash bros??" you are going to get different answers. Still, most of us would agree in many things. We would agree in some of the things that make smash bros.

When i say that sakurai is simplifying the games and, because of it, the games are losing personality... i mean that we are losing some (only some, obviosly) of the things that allow us to recognize smash bros. For example:

(i already complained about this after the 3ds tournament)

In smash bros you fight in a floating platform for a reason. The main reason why you are scared of getting hit is not because your percent goes up, is because once your percent is higher, you might fall of the stage. And it may be difficult to come back, especially because your oponent can make it difficult for you to come back and because many characters used to have a hard time coming back once the were at high percent. At least thats how it worked before... (in melee and, to a lesser extent, in brawl).

Probably, in the past, you have had the oportunity to explain to someone new to smash how to play so he could start playing right in that moment with you and your friends/family. But they wanted to start playing NOW!! so you didnt have much time. Probably, you told him/her more that once that he shouldnt fall of the stage because it was dangerous (and, also, because he was scared of falling :p) and, if he did fall of, that he should MASH jump -> then upB!! Its an amazing feeling to play smash for the first time, fall of the stage for the first time (and the second, and the third... you never lose that feeling) and try to come back. And its even better if you manage to come back to the stage alive. Maybe, if he had a hard time coming back, you told him/her to choose characters like jigglypuff, kirby, peach (with her float) or other characters like that for his first matches because, unlike everyone else, they have an easy time coming back (this fully proves that the "ledge game" is indeed something that a new player needs to identify about smash bros)

But why should i fear to fall off the stage in the new smah games!? The game protects me from my rival preventing me from coming back:
1. theres the brawl air dodge that prevent my oponent from jumping of stage and trying to hit me because i can dodge his attack.
2. like you probably saw on the 3ds tournament, now theres a lot of characters with crazy upBs that cover a lot of horizontal/vertical distance
3 AND, the new ledge mechanic that prevents my oponent from stealing the ledge (at least in most cases)

With all that, if i am off stage, instead off scared i feel safe because, even before falling of the stage, i know that i am probably going to come back (if i am not at a huge high percent). So, if you have to explain someone new to smash how to come back to the stage in smash 4... he would probably feel what i descrived above at the begining but, after some time, he would learn that its not actually that dangerous to fall of stage.

The difference between the ability off coming back to the stage in melee vs smash 4 is crazy... its like is not smash bros (in that aspect) anymore

And, like that, part of smash "personality" is lost.

I feel you. So much.

I must say, that the ledge game was always the most fun of smash to me and my friends.
Caping someone with mario as they up-b. Hitting someone with a weak move thats just enough to inhibit their recovery and laughing. Flying out off the edge and going for the kill wondering if you've over extended. Successfully landing a meteor smash. 2 people trying to recover at same time knowing whoever gets there last will be edgehogged. It was just so. much. fun.

Brawl changed that.

- Everyone became floaty and got amazing recoveries. Its easy to recover now. You can pretty much just float back onto the stage most of the time.
- You have a spammable air dodge. Someones coming out to hit you? No worries, just dodge a bunch of times.
- The grabbing edge distance is a lot further, and you get a ridiculous amount of invincibility when you do. Its impossible to hit someone just as they grab the edge like before in SSB/Melee.
- Lack of momentum. In the older games, I can hit someone of the edge, and run and jump off the the stage using that momentum and hit them again. In brawl, when i jump its like ive jumped from a standstill. It doesnt feel right. If im moving and i jump i should still continue in a foward motion, no? This severely limits how far out off the edge i can go to attack someone.
- The poking game. Brawl is more about racking up percentage on a player then using a move that directly kills them (outside of screen KO). SSB/Melee were more about just trying to stop them from getting back on the stage. Racking up percent helped this. It was entirely possible to kill someone on low percents with enough ledge mindgames.

Being off the edge felt dangerous in the older games, in brawl it just feels like a minor inconvenience.

I'm hoping SSB4 would change this but honestly from what Ive seen, it hasnt. If anything, its made recovering even easier due to not allowing edge hogging (sometimes).
I definitely think making the game more accessible has affected that aspect of the game negatively. I was and still am incredibly disappointed about it.
Casuals never had a problem with learning how to recover before, it took them a few matches then they got used to it. Brawl didnt need to simplify it imo, and neither does SSB4.
 
I just remembered something in regards to a conversation I had the other day with Hatchtag.
Gamescom is not just a generally accessible event. The first day of Gamescom is closed off only to trade visitors and media people. Only day 2 onward is accessible for the public.
 
I feel you. So much.

I must say, that the ledge game was always the most fun of smash to me and my friends.
Caping someone with mario as they up-b. Hitting someone with a weak move thats just enough to inhibit their recovery and laughing. Flying out off the edge and going for the kill wondering if you've over extended. Successfully landing a meteor smash. 2 people trying to recover at same time knowing whoever gets there last will be edgehogged. It was just so. much. fun.

Brawl changed that.

- Everyone became floaty and got amazing recoveries. Its easy to recover now. You can pretty much just float back onto the stage most of the time.
- You have a spammable air dodge. Someones coming out to hit you? No worries, just dodge a bunch of times.
- The grabbing edge distance is a lot further, and you get a ridiculous amount of invincibility when you do. Its impossible to hit someone just as they grab the edge like before in SSB/Melee.
- Lack of momentum. In the older games, I can hit someone of the edge, and run and jump off the the stage using that momentum and hit them again. In brawl, when i jump its like ive jumped from a standstill. It doesnt feel right. If im moving and i jump i should still continue in a foward motion, no? This severely limits how far out off the edge i can go to attack someone.
- The poking game. Brawl is more about racking up percentage on a player then using a move that directly kills them (outside of screen KO). SSB/Melee were more about just trying to stop them from getting back on the stage. Racking up percent helped this. It was entirely possible to kill someone on low percents with enough ledge mindgames.

Being off the edge felt dangerous in the older games, in brawl it just feels like a minor inconvenience.

I'm hoping SSB4 would change this but honestly from what Ive seen, it hasnt. If anything, its made recovering even easier due to not allowing edge hogging (sometimes).
I definitely think making the game more accessible has affected that aspect of the game negatively. I was and still am incredibly disappointed about it.
Casuals never had a problem with learning how to recover before, it took them a few matches then they got used to it. Brawl didnt need to simplify it imo, and neither does SSB4.

SSB4 did make recovery easier. This would've killed Mario in Brawl.
 
Any chance of a reveal at this Hyrule Warrior direct?

Low, very low. Sakurai would've hyped it if there was most likely.

I would say that after this direct is out of the way, Smash will certainly be at the next one. Also, I think Ganondorf being revealed for POTD wouldn't be too unlikely.
 
I love how some people don't like what Sakurai said and are almost rewriting it to make it look like he said "fuck you competitive players".

Reading his column, it seems to me that Sakurai wants the game to reach a level of depth that is interesting to both competitive and non-competitive players. He's staying away from ridiculous speed and complex inputs to allow easier barriers of entry, but he isn't saying he's removing depth from the game. Believing that the only way to add depth of the game is by making harder inputs and adding a ton of "hidden" mechanics is silly.

Look, for example, at DKC Tropical Freeze. Comparison may seem ridiculous, but the game looks very simple, you can roll, jump and grab stuff. Even if the game has challenging levels, it's pretty easy to pick up and play. Now, look at the world record runs. Using the exact same mechanics with practice and skill you see very impressive runs that, of course, involve harder inputs. However, the "advanced" skills in that game are mainly learning to grab and roll at the same time, which requires... 2 buttons!
Mario Kart 8 also reaches a similar balance. The only advanced mechanic in the game is drifting, but that alone can help create fun competitive races, even with items on. GAF races are a proof of that.
 
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