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Super Smash Bros. for 3DS |OT| It's out in Japan

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georly

Member
Ok, beat it on 8.5 using captain falcon. That knee is too good. Super strong move combined w/ his speed is a winning combination, i think.

Plus, using falcon punch as your last hit against the core is so satisfying.
 

Jaeger

Member
Has this been posted, yet?
H0VXiqR.jpg

So, has this been discussed? This is seems about right. If the gap between the US release of the 3DS version, and the Wii U version is so small, I may pass completely on the 3DS version in lieu of the console version. Save all my coins for the main event (and console I have yet to obtain).
 

Stoof

Member
Man I thought I'd get tired of doing the same thing over and over in the demo but I'm still having a blast. October needs to get here already!
 

Berordn

Member
Man I thought I'd get tired of doing the same thing over and over in the demo but I'm still having a blast. October needs to get here already!

I'm still having a blast with the demo just because it all feels so good <3

And it's actually fun to play on standard Battlefield for long periods just because the balance of items is so good this time around. There's a lot of annoying ones, but they don't pop up often enough to be a concern, and Smash Balls, the Dragoon and Daybreak are all pretty uncommon so it's actually a fun diversion when they show up instead of centralizing.
 

Fandangox

Member
It's definitely chosen Megaman like 4 times in a row. Not the same color though.

Edit: Unless you mean when using more than one random, then carry on.

They mean as in random won't give you the same character that your enemy ended up being, but yeah random always gives me the same character 3 times in a row and then it switches, what a weird pattern.
 

georly

Member
Level 9 CPUs seem WAY smarter than in any other Smash before.

I think the ai just dodges more, so that alone makes them harder. Not sure if they're actually smarter or not, but they definitely don't let you use them as a punching bag.

If you use custom fighters in classic, does it hold that against you?
 

Kriken

Member
So, has this been discussed? This is seems about right. If the gap between the US release of the 3DS version, and the Wii U version is so small, I may pass completely on the 3DS version in lieu of the console version. Save all my coins for the main event (and console I have yet to obtain).

There was a thread about it, stopped following it after Schreier pointed out that the same store had an October pre-order date for GTA V this year
 

Jaeger

Member
There was a thread about it, stopped following it after Schreier pointed out that the same store had an October pre-order date for GTA V this year

Gotcha. So more than likely, this is a company with no real evidence of the date and are more than likely jumping the gun?
 

StayDead

Member
Been playing For Glory for the first time today. Damn there's some really clued up people on it.

My Lucina and Marth keep getting bodied by palutena, but I'm blaming the lack of no platforms. Marth/Lucina need platforms so bad ;;
 

Berordn

Member
these tips are fantastic

"...you leave Spewpa alone, Spewpa leaves you alone."
"Bowser: Tough Guy; Bowser's a real tough guy."
"Dedede is already perfect, so his inhale won't copy abilities."-

thank you for being treehouse, treehouse
 

Kinsei

Banned
these tips are fantastic

"...you leave Spewpa alone, Spewpa leaves you alone."
"Bowser: Tough Guy; Bowser's a real tough guy."
"Dedede is already perfect, so his inhale won't copy abilities."-

thank you for being treehouse, treehouse

I can't wait to see what they did with the trophy descriptions.
 

AdaWong

Junior Member
So guys, which newcomer is most likely to get the axe next smash?
For some reason, I think Lucina, despite being a 1:1 clone, is not going anywhere. FE: Awakening is insanely popular and she is literally the Rosalina of MK8online; she's everywhere.


I think Dark Pit is most likely to leave.
 

Sponge

Banned
At this point, I can't believe trophy=deconfirmed. If Sakurai is even doing DLC, who's left to use that hasn't been confirmed as a trophy yet?
 

JoeInky

Member
Previous characters (click to view)


Disclaimer: I can't read Japanese, so I may have missed certain effects that are hard to test (such as shieldbreaker properties) and I don't know the names of the custom moves so I've completely made them up.

This time, it's everyone's favourite clone, Dark Pit! He looks pretty similar to Pit, and unfortunately, based on the customisations of his default special, his custom specials may be quite similar too, but I haven't unlocked all of Pits moves, so who knows!

Neutral Special 1 (Silver Bow)

9gABUWm.jpg


Acts similarly to Pit's Palutena Bow, hold the button to charge and release to fire, if you hold the button for too long the arrow will automatically be fired, it can also be aimed upwards.

The arrow can be controlled mid flight but the level of control is tiny, only being able to move it up or down ever so slightly.

Charge duration increases the damage dealt and slightly increases the travel distance, doing 3-4% damage at minimum charge and 10-11% at max charge. Knockback also increases as the move is charged, but the increase is negligible.

Neutral Special 2 (Silver Greatbow)

J2t4Nbj.jpg


Takes longer to charge, but fires a larger, piercing and more damaging arrow. But, it travels slower and the endlag on the move is increased, so you're more vulnerable.

Does 6% at minimum charge and 13% at max charge, knockback is equivalent to the default neutral special, and you have no level of control over the arrow whatsoever, it will only fly straight.

Seems to be a move more intended for hitting multiple people in FFA, but if you'd prefer a harder hitting arrow, this is for you, just watch out for the easy punish if you miss.

Neutral Special 3 (Control Arrow)

ti9PBgb.jpg


This time the arrow only does 2-3% damage at minimum charge and 6-7% damage at maximum charge, but you have a much greater level of control over the arrow to compensate, allowing you to hit someone from practically anywhere, even under the stage if you need to.

This version seems more like an edgeguarding tool, as you're able to hit them pretty much anywhere offstage, the endlag is still quite large, giving you only about half a second of movement afterwards until the arrow expires, so there's not any really fancy stuff you can do with it, but some people may find it more useful.

Side Special 1 (Electroshock Arm)

Tb0Apzi.jpg


Dark pit dashes forward about half the distance of the base platform of Battlefield, Electroshock Arm dragging behind him. For about 80% of the move's duration, the Electroshock Arm has sparks all around it, and if you come into contact with someone during this time, Dark Pit will swing it upwards, doing 10-11% damage and good diagonal knockback.

The startup and dash portion of the move has super armour on it and if you come into contact with a projectile during the dash, the move will activate and reflect the projectile.

The endlag on the move is less when it connects either with a person, a projectile or a shield, if you miss the move, the endlag is considerably greater, especially if you use the move in the air (for example if you do it off the edge of Battlefield, you don't actually regain control until you're outside the screen's view).

The move is very unsafe on shield due to no shieldstun, if you hit a shield it will activate but the hitbox is only active for the first few frames, meaning people can punish you whilst the move looks like it's still active.

If you use it to recover you have to make sure that you're either going to make it towards the stage or that you're going to hit someone, because if you miss, you're in a bad position, but if it hits you'll actually get some extra upwards momentum.

Side Special 2 (Electroshock Uppercut)

tle20vT.jpg
C5aEToA.jpg


This seems like a heavier variant that rewards proper spacing, Dark Pit doesn't dash at all with this move, instead doing a slight back step, the same as the previous move applies in that, if an opponent is in front of you during the time where the Electroshock arm is sparking, the move will activate, doing 13-14% damage and greater knockback.

Same rules apply about endlag when hitting and missing, whether in the air or on the ground, this variation will also completely stall all momentum once used in the air, so you can use it to bait people somewhat, but the amount of time you're going to be vulnerable afterwards means it's not advisable, you're probably going to be punished for it.

The Super Armour on startup and the projectile reflecting properties are all still there.

Side Special 3 (Electroshock Dash)

2kVUljX.jpg
TgVNfEn.jpg


This move gives the opponent more of an opportunity to react by having more startup frames, but the distance travelled is increased to over half the length of Battlefield if it misses and almost the full length if it hits.

It has the same super armour and projectile reflecting properties as the default Electroshock Arm and it does the same damage and knockback, so it seems like the only differences with this variation is that it's a better recovery but easier to avoid.

Endlag both on hit and miss, both grounded and airborne seems exactly the same.

Up Special 1 (Power of Flight)

Vi8J8wU.jpg


Press the input and then either up, left, right, up-left or up-right, to shoot upwards a great distance.

Does no damage whatsoever and puts you into special fall.

Up Special 2 (Explosive Flight)

F2ZksBs.jpg


Pressing the input will cause Dark Pit to crouch for half a second longer than the default and you can only go in three directions (up-left, up and up-right), though you can curve your trajectory somewhat. When you do launch yourself, you'll do 9-10% damage and decent knockback to anyone standing next to you, you can also do the damage and knockback to people you collide with during the first second or so of flight.

The knockback is decent but nothing to write home about (Kills Samus off the side of Battlefield at ~130%), but it could be used for edgeguarding someone that's trying to recover high as it covers quite a bit of vertical distance with a decent hitbox.

Up Special 3 (Tornado Flight)

6EUDWX5.jpg


Very similar to the default Up Special, but sacrifices travel distance for a push back effect, the push back is better than most moves that have it as an effect, but overall, not a very useful variation.

Down Special 1 (Guardian Orbitars)

pXIwYVc.jpg


Two shields appear at either side of Dark Pit, pushing back enemies during the startup and reflecting projectiles, the projectiles get their damage multiplied by around 1.5, so a 10% damage Super Missile will do 15% when reflected. Knockback will probably be multiplied as well but that's harder to test.

It will also block physical attacks whilst the move is active, but you can still be grabbed.

The button can be held to keep your shields up, but the move cannot be held indefinitely.

Down Special 2 (Explosive Guardian Orbitars)

KpFEtK6.jpg


This move loses the ability to reflect projectiles (though it does have super armour on startup) and gains the ability to do damage and knockback.

The button can't be held to keep the shields up, they just appear, flash and then the move ends with the same amount of endlag as the default special.

The damage it does is only 5% and the knockback is pretty standard, one of those moves that you switch to just because the opponent doesn't have a projectile but it's still not going to come in handy that often.

Down Special 3 (Fragile Guardian Orbitars)

01uEDlc.jpg
o0yLrS0.jpg


This variation increases the damage multiplier of reflected projectiles to 2x (a 10% super missile will do 20% damage when reflected), but they break if they get hit by physical attacks, meaning for the next 2-3 seconds if you try to use the move, the animation will play but no shields will appear.

The shields themselves do no push back or damage, so it's purely a better reflector with the downside of being vulnerable to physical attacks, the move can be held just as long as the default one and it has no super armour on startup.


Final Thoughts

I don't particularly like the playstyle of both Dark Pit and Pit in Smash Bros. so I can't comment too much on them, but I'd probably go 3313, the more controllable arrows allow you to edgeguard pretty well, the Electroshock Dash has pretty high priority so it's a good tool for beating out any edgeguard attempts, the recoveries are all so-so, so I'd just stick with the default and the more fragile reflector is straight up better, just as long as you don't miss or use it at the wrong time of course.


Up next is Fox, who I've already got all the customs and screenshots for, so expect that up sooner than usual.

One of his custom recoveries is really cool for Starfox fans imo, and not in a shitty meme sort of way but more of a "Oh cool that's something actually from the game" sort of way.
 
So has there been much talk about lag online? Friend just showed me an article on Kotaku with the headline, "Lag Lag Lag Lag".

Kotaku was probably playing online matches with Japanese players while being located in the US. That's the only case in which I've seen significant lag on streams. Also, clickbait headlines (Kotaku links should be auto-censored on this site tbh)

If people play within their own region it's generally pretty smooth, with occasional half-second hangups every couple of matches.
 

chaosblade

Unconfirmed Member
Been playing For Glory for the first time today. Damn there's some really clued up people on it.

My Lucina and Marth keep getting bodied by palutena, but I'm blaming the lack of no platforms. Marth/Lucina need platforms so bad ;;

That's kind of funny, since Marth bodied everyone on FD in Melee. How things change.
 
You know, I really like how the trophy descriptions are handled this time. It almost seems like they're diary entries of Sakurai's journal on all the characters haha

Brawl's were like boring descriptions taken out of Wikipedia or tvtropes, while being completely careless about spoilers.
 

Hatchtag

Banned
I think I'm gonna try to get Lucina's, Marth's, and Shulk's custom moves for tonight. I'm fairly interested in all three of them, especially Shulk because that boy needs a buff.
 

Jawmuncher

Member
So guys, which newcomer is most likely to get the axe next smash?
For some reason, I think Lucina, despite being a 1:1 clone, is not going anywhere. FE: Awakening is insanely popular and she is literally the Rosalina of MK8online; she's everywhere.


I think Dark Pit is most likely to leave.

I'm betting on either Pac-Man or Megaman.
One of them is going to go.
 

georly

Member
Up next is Fox, who I've already got all the customs and screenshots for, so expect that up sooner than usual.

Hey, what are you doing to transfer screenshots? Just putting SD card into computer, or is there a way to do it in-game?

Any way to transfer replays that you know of? Or are they only visible in-game?
 

L.O.R.D

Member
question on the full game
can i change the control so i can use the D pad instead of the circle pad ?
i didn't like the circle pad in the demo
 
FD was far from Marths best stage. Battlefield and Yoshi's were most certainly the best stages for him in melee. FD and Pokemon Stadium are spacies territory.

Marth eats spacies for lunch on FD, what version of Melee did you play (hell, he does fine against them on Stadium too)
 

Jaeger

Member
Previous characters (click to view)


Disclaimer: I can't read Japanese, so I may have missed certain effects that are hard to test (such as shieldbreaker properties) and I don't know the names of the custom moves so I've completely made them up.

This time, it's everyone's favourite clone, Dark Pit! He looks pretty similar to Pit, and unfortunately, based on the customisations of his default special, his custom specials may be quite similar too, but I haven't unlocked all of Pits moves, so who knows!

Neutral Special 1 (Silver Bow)

9gABUWm.jpg


Acts similarly to Pit's Palutena Bow, hold the button to charge and release to fire, if you hold the button for too long the arrow will automatically be fired, it can also be aimed upwards.

The arrow can be controlled mid flight but the level of control is tiny, only being able to move it up or down ever so slightly.

Charge duration increases the damage dealt and slightly increases the travel distance, doing 3-4% damage at minimum charge and 10-11% at max charge. Knockback also increases as the move is charged, but the increase is negligible.

Neutral Special 2 (Silver Greatbow)

J2t4Nbj.jpg


Takes longer to charge, but fires a larger, piercing and more damaging arrow. But, it travels slower and the endlag on the move is increased, so you're more vulnerable.

Does 6% at minimum charge and 13% at max charge, knockback is equivalent to the default neutral special, and you have no level of control over the arrow whatsoever, it will only fly straight.

Seems to be a move more intended for hitting multiple people in FFA, but if you'd prefer a harder hitting arrow, this is for you, just watch out for the easy punish if you miss.

Neutral Special 3 (Control Arrow)

ti9PBgb.jpg


This time the arrow only does 2-3% damage at minimum charge and 6-7% damage at maximum charge, but you have a much greater level of control over the arrow to compensate, allowing you to hit someone from practically anywhere, even under the stage if you need to.

This version seems more like an edgeguarding tool, as you're able to hit them pretty much anywhere offstage, the endlag is still quite large, giving you only about half a second of movement afterwards until the arrow expires, so there's not any really fancy stuff you can do with it, but some people may find it more useful.

Side Special 1 (Electroshock Arm)

Tb0Apzi.jpg


Dark pit dashes forward about half the distance of the base platform of Battlefield, Electroshock Arm dragging behind him. For about 80% of the move's duration, the Electroshock Arm has sparks all around it, and if you come into contact with someone during this time, Dark Pit will swing it upwards, doing 10-11% damage and good diagonal knockback.

The startup and dash portion of the move has super armour on it and if you come into contact with a projectile during the dash, the move will activate and reflect the projectile.

The endlag on the move is less when it connects either with a person, a projectile or a shield, if you miss the move, the endlag is considerably greater, especially if you use the move in the air (for example if you do it off the edge of Battlefield, you don't actually regain control until you're outside the screen's view).

The move is very unsafe on shield due to no shieldstun, if you hit a shield it will activate but the hitbox is only active for the first few frames, meaning people can punish you whilst the move looks like it's still active.

If you use it to recover you have to make sure that you're either going to make it towards the stage or that you're going to hit someone, because if you miss, you're in a bad position, but if it hits you'll actually get some extra upwards momentum.

Side Special 2 (Electroshock Uppercut)

tle20vT.jpg
C5aEToA.jpg


This seems like a heavier variant that rewards proper spacing, Dark Pit doesn't dash at all with this move, instead doing a slight back step, the same as the previous move applies in that, if an opponent is in front of you during the time where the Electroshock arm is sparking, the move will activate, doing 13-14% damage and greater knockback.

Same rules apply about endlag when hitting and missing, whether in the air or on the ground, this variation will also completely stall all momentum once used in the air, so you can use it to bait people somewhat, but the amount of time you're going to be vulnerable afterwards means it's not advisable, you're probably going to be punished for it.

The Super Armour on startup and the projectile reflecting properties are all still there.

Side Special 3 (Electroshock Dash)

2kVUljX.jpg
TgVNfEn.jpg


This move gives the opponent more of an opportunity to react by having more startup frames, but the distance travelled is increased to over half the length of Battlefield if it misses and almost the full length if it hits.

It has the same super armour and projectile reflecting properties as the default Electroshock Arm and it does the same damage and knockback, so it seems like the only differences with this variation is that it's a better recovery but easier to avoid.

Endlag both on hit and miss, both grounded and airborne seems exactly the same.

Up Special 1 (Power of Flight)

Vi8J8wU.jpg


Press the input and then either up, left, right, up-left or up-right, to shoot upwards a great distance.

Does no damage whatsoever and puts you into special fall.

Up Special 2 (Explosive Flight)

F2ZksBs.jpg


Pressing the input will cause Dark Pit to crouch for half a second longer than the default and you can only go in three directions (up-left, up and up-right), though you can curve your trajectory somewhat. When you do launch yourself, you'll do 9-10% damage and decent knockback to anyone standing next to you, you can also do the damage and knockback to people you collide with during the first second or so of flight.

The knockback is decent but nothing to write home about (Kills Samus off the side of Battlefield at ~130%), but it could be used for edgeguarding someone that's trying to recover high as it covers quite a bit of vertical distance with a decent hitbox.

Up Special 3 (Tornado Flight)

6EUDWX5.jpg


Very similar to the default Up Special, but sacrifices travel distance for a push back effect, the push back is better than most moves that have it as an effect, but overall, not a very useful variation.

Down Special 1 (Guardian Orbitars)

pXIwYVc.jpg


Two shields appear at either side of Dark Pit, pushing back enemies during the startup and reflecting projectiles, the projectiles get their damage multiplied by around 1.5, so a 10% damage Super Missile will do 15% when reflected. Knockback will probably be multiplied as well but that's harder to test.

It will also block physical attacks whilst the move is active, but you can still be grabbed.

The button can be held to keep your shields up, but the move cannot be held indefinitely.

Down Special 2 (Explosive Guardian Orbitars)

KpFEtK6.jpg


This move loses the ability to reflect projectiles (though it does have super armour on startup) and gains the ability to do damage and knockback.

The button can't be held to keep the shields up, they just appear, flash and then the move ends with the same amount of endlag as the default special.

The damage it does is only 5% and the knockback is pretty standard, one of those moves that you switch to just because the opponent doesn't have a projectile but it's still not going to come in handy that often.

Down Special 3 (Fragile Guardian Orbitars)

01uEDlc.jpg
o0yLrS0.jpg


This variation increases the damage multiplier of reflected projectiles to 2x (a 10% super missile will do 20% damage when reflected), but they break if they get hit by physical attacks, meaning for the next 2-3 seconds if you try to use the move, the animation will play but no shields will appear.

The shields themselves do no push back or damage, so it's purely a better reflector with the downside of being vulnerable to physical attacks, the move can be held just as long as the default one and it has no super armour on startup.


Final Thoughts

I don't particularly like the playstyle of both Dark Pit and Pit in Smash Bros. so I can't comment too much on them, but I'd probably go 3313, the more controllable arrows allow you to edgeguard pretty well, the Electroshock Dash has pretty high priority so it's a good tool for beating out any edgeguard attempts, the recoveries are all so-so, so I'd just stick with the default and the more fragile reflector is straight up better, just as long as you don't miss or use it at the wrong time of course.


Up next is Fox, who I've already got all the customs and screenshots for, so expect that up sooner than usual.

One of his custom recoveries is really cool for Starfox fans imo, and not in a shitty meme sort of way but more of a "Oh cool that's something actually from the game" sort of way.

Very awesome. Thanks for that. I can't wait to get my hands on him. Trying to get a handle on put in Brawl/Project M in prep for Sm4sh, at the moment. Same for ZSS.
 

Berordn

Member
I'm betting on either Pac-Man or Megaman.
One of them is going to go.

On the one hand Pac-Man is a true video game icon and his loss would be really notable, but I'm not sure he would've really gotten in without Namco's involvement anyway. Capcom's not doing anything with Mega Man so it's not like it hurts them to let Nintendo push the character for them...

Both of them are harder to guess than Snake (who yes, never fit in the first place) I could see either of them becoming staples for future Smash games since they fit in perfect with a bunch of Nintendo mascots.
 

Tenck

Member
So has there been much talk about lag online? Friend just showed me an article on Kotaku with the headline, "Lag Lag Lag Lag".

Don't ever take kotaku seriously.

I've rarely experienced lag problems. Even on day one where you know problems are going to happen, I played against some random Japanese dude for three hours straight and didn't have a single problem.

Edit: feel like I should clarify I'm close to 500 online matches. Spread throughout both 1v1 and four vs.
 

Toxi

Banned
3mdOOoi.png



;-;7


"Lucas used to be weak-willed, and cry all the time. However, he overcame unimaginable hardships, and must surely be out adventuring somewhere right now. Or perhaps, he's found a partner and made a family of his own... No, no, that feels too soon. To fans of the MOTHER series, both Lucas and Ness might be young boys for all eternity."
Lucas died so Dark Pit could live.
 

Hatchtag

Banned
One of his custom recoveries is really cool for Starfox fans imo, and not in a shitty meme sort of way but more of a "Oh cool that's something actually from the game" sort of way.

Is it the
rocket boots
one? I couldn't find a use for that one, I just used the one the drill that can pierce the heavens instead.
 

Kinsei

Banned
So guys, which newcomer is most likely to get the axe next smash?
For some reason, I think Lucina, despite being a 1:1 clone, is not going anywhere. FE: Awakening is insanely popular and she is literally the Rosalina of MK8online; she's everywhere.


I think Dark Pit is most likely to leave.

Well, Mega Man and Pac Man are always going to have the axe hanging above their heads due to them being third party (Although I can't see why Capcom and Namco wouldn't want them in the next Smash).

Lucina. If either of the new FE characters don't come back it's going to be her that gets cut.

Bowser Jr. Mario has quite a few characters at this point, and if one gets cut it's not going to be Rosalina.

Greninja. I can see him becoming the next Mewtwo.
 

StayDead

Member
I was wrong about FD. I guess I just need to L2P in both Melee and this since I always have trouble on FD for some reason haha.
 
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