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

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Durden77

Member
"fuck it throw it out" is precisely the kind of thing you don't want in a fighting game

When a game is balanced accordingly, I think you're wrong. Obviously it won't be that quite extreme once people learn the game better and are more keen, but it's hard to explain because I don't think Smash falls into the same vein as standard fighting games.

I'm not saying that I think it's going to be "CHEAP MOVES WIN!", I'm saying that I think the entire game seems to be more balanced around using more of what each character has to offer. Instead of just sticking with the safe effective moves, you have more flexibility to catch people off guard with more unsafe, powerful moves.
 
When a game is balanced accordingly, I think you're wrong. Obviously it won't be that quite extreme once people learn the game better and are more keen, but it's hard to explain because I don't think Smash falls into the same vein as standard fighting games.

I'm not saying that I think it's going to be "CHEAP MOVES WIN!", I'm saying that I think the entire game seems to be more balanced around using more of what each character has to offer. Instead of just sticking with the safe effective moves, you have more flexibility to catch people off guard with more unsafe, powerful moves.

People have the option of using those moves regardless of the larger blast zones, it's just that both the reward and the risk would have been higher had they been smaller. You got that read with a powerful move that could get you the kill early? Go for it, but it would only make sense that if your guess was wrong or you otherwise fucked up you could get punished really hard in return. There is no need to hurt the overall pace of the game when high risk/high reward achieves the same thing in terms of giving an incentive to take risks and encouraging different playstyles. Encouraging careless play through forgiving mechanics isn't the way to go. Make people want the reward rather than not care about risk.
 

Forkball

Member
I swear I am the biggest choker. I was dominating this Lucina and then lost at 4:59. I knew I should've just picked Link again. ALWAYS PICK LINK.
 

emb

Member
I only play 1v1v1v1 so I typically play opportunistically. I use a lot of dair, side smash, up tilt, up smash, and down smash with some timely dash attacks. I don't win most of the time against level 9s, but I've done it a few times. I do win most of the time against level 8s.
I see. I'm usually going for 1v1, so it can be tough to land some of his moves.

He feels like he should be a keep away character with all his projectiles, but none seem all that effective. Leaf shield is slow and weak. Metal blade is easily caught and throw back (I usually get it on accident). Side B can be stuck back on me. Jab/Ftilt/Nair let's them act again almost instantly, and you can B reverse it so it's hard to do it while running away. F Smash is alright.

Dtilt I like, even though it feels really punishable. Most of the time I just end up hoping they run into up or down smash though, yeah.
Well, against CPUs I just keep spamming the side special attack and they seem to all die. Level 9 CPUs aren't that bad once you get used to the controls.
Yeah, once you get used to what they do they aren't hard to win against. It's more about understanding the characters I'm playing as though. But I think rather than really understanding, I want to get way too aggressive, lol.
 

PK Gaming

Member
VyTGF92.jpg

"My stand, ECHO CORRUPTION, is UNDEFEATABLE!"

Damn, this so amazing
 

Durden77

Member
People have the option of using those moves regardless of the larger blast zones, it's just that both the reward and the risk would have been higher had they been smaller. You got that read with a powerful move that could get you the kill early? Go for it, but it would only make sense that if your guess was wrong or you otherwise fucked up you could get punished really hard in return. There is no need to hurt the overall pace of the game when high risk/high reward achieves the same thing in terms of giving an incentive to take risks and encouraging different playstyles. Encouraging careless play through forgiving mechanics isn't the way to go. Make people want the reward rather than not care about risk.

I get what you're saying, but I don't think I made it very clear what I think. I dunno, we'll see how things turn out, but I see this game's pace as potentially being exciting in an awesome new way for Smash.
 

emb

Member
When a game is balanced accordingly, I think you're wrong. Obviously it won't be that quite extreme once people learn the game better and are more keen, but it's hard to explain because I don't think Smash falls into the same vein as standard fighting games.

I'm not saying that I think it's going to be "CHEAP MOVES WIN!", I'm saying that I think the entire game seems to be more balanced around using more of what each character has to offer. Instead of just sticking with the safe effective moves, you have more flexibility to catch people off guard with more unsafe, powerful moves.
Stales moves already accomplishes the bigger move variety though (and I still don't really think that's for the better).

Bigger blast zones allows you to take more risks... but also takes all the fun out of those risks paying off most of the time.

"Yeah, I got the warlock punch!"
"Oh, he's only at 100? Guess I'll get it again... :("
(example not meant to be numerically accurate).

Especially considering how weak the edgeguarding game is. You can go out and aerial and hope they guess wrong with the air dodge, but if they get even moderately close to the stage, they can get back for free with up b. Once they're on the edge, you have a little stage control. If they get up, it's back to neutral all over again.

Some people like the neutral game more than the other aspects, and that's fine. I personally don't. I like to see heavy (usually to death) punishes too. Really, meaningful punishes are what make the neutral game interesting. Without that, feels like it's mostly just tacking on percent.
 
When in use mega man I use a lot if his fair and bair. I also use his slide and the leaf shield when going in for a grab. And his uair is great for getting knockouts off screen
 

georly

Member
Stales moves already accomplishes the bigger move variety though (and I still don't really think that's for the better).

Bigger blast zones allows you to take more risks... but also takes all the fun out of those risks paying off most of the time.

"Yeah, I got the warlock punch!"
"Oh, he's only at 100? Guess I'll get it again... :("
(example not meant to be numerically accurate).

Especially considering how weak the edgeguarding game is. You can go out and aerial and hope they guess wrong with the air dodge, but if they get even moderately close to the stage, they can get back for free with up b. Once they're on the edge, you have a little stage control. If they get up, it's back to neutral all over again.

Some people like the neutral game more than the other aspects, and that's fine. I personally don't. I like to see heavy (usually to death) punishes too. Really, meaningful punishes are what make the neutral game interesting. Without that, feels like it's mostly just tacking on percent.

Yeah, it seems like they just decided for glory rules ahead of time (final destination, 5 minutes, 2 stock), and balanced the whole game around that. As a result, stocks last longer, and ledge game has been changed to give all characters a fair chance on final destination. It's different from the norm, but I don't think it's BAD, exactly.

If it hasn't already been mentioned, I just got a SpotPass messages saying Conquest mode is up.

Can you or anyone else explain what conquest mode is and how it works? Do I just continually play 'for fun' and help out an imaginary team?
 

Anbec7

Member
Any good matches compilation out there? or good little Mac gameplay?

Also there was someone I don't know if it was in this thread doing a superb job putting all the custom moves.
Is he/she still doing that?
Could someone point me out in the right direction?
Thanks!
 

emb

Member
When in use mega man I use a lot if his fair and bair. I also use his slide and the leaf shield when going in for a grab. And his uair is great for getting knockouts off screen
How do you set up for the uair?

Bair feels like a really good kill move, I definitely like it.

And I really like the way dair stalls you and let's you move back after shooting it, but I haven't really gotten accustomed to it.
 

random25

Member
Hey guys, using default controls how do you do easy up tilts on the 3DS? On the slight flick upward my character starts jumping. If i move too fast with an attack up smash is executed instead. Up smash is really hard to pull off unless you execute it as a follow up move.
 
How do you set up for the uair?

Bair feels like a really good kill move, I definitely like it.

And I really like the way dair stalls you and let's you move back after shooting it, but I haven't really gotten accustomed to it.

I put in the shield grab hit a few times up throw and position myself for an up air. Usually at mid to high percentages.

Bair is a great kill move especially when edge guarding.
 

Forkball

Member
Just had some wacky matches.

Fought as Link against Lucina. I pretty much clown on her. I decide to fight the same dude again and pick AMERICA Sheik. He picks Lucina AGAIN. I clown on Lucy yet again, but I'm not that good with Sheik and make a lot of mistakes. Since half the match is us running past each other and whiffing attacks, Lucina has about 130% and I have 80% and time is almost up. For some dumbass reason, I was jumping over her and she nails me with an up Smash LITERALLY AT 4:59 and gets the win. I wanted to fight the same guy again but he bails out, surely discussing his victory on Japanese NeoGAF somewhere.

Next up was some guy named Sho. It's my Dedede vs. Greninja. This dude basically just spams the shit outta water shuriken, which is annoying since it can deflect the gordos and I can't get close enough to him. This guy was the spammiest player I've ever seen in Smash. He probably eats Spam for dinner and signs up for as many e-mail newsletters as possible. I manage to get in some good attacks, but it's fairly even and I can't set up anything because of all the water shurikens. Fortunately I do manage to find some openings and belly flop to victory.

Rematch, this time it was my Samus vs. Sho's Toon Link. Remember the water shuriken spam? It's back, but this time with arrows. He's pretty good with TL and knows how to set up moves and gets me with some well-timed strikes. I have the advantage when it comes to landing throws though and it helps me rack up a bit of damage. Since he just spams out arrows, I had to position myself carefully to charge my beam. I nail him with a fully charged one both times to claim another win.

A third match with Sho. I can see his gimmick. So I decide to pick Villager to counter his projectile spam. He picks Zelda. Maybe I'm not doing it right, but Villager cannot pocket Zelda's Din's Fire. He is spamming this relentlessly and is pretty good at dodging my gyroids. I basically just have to charge at him during the animation and punish him anyway I can. I manage to take him out twice with the tree. YES THE TREE THE GREATEST MOVE IN SMASH.

I refuse to speak of my Luigi vs. Rosalina match.
 

AdaWong

Junior Member
Did they seriously CUT Stamina mode form the game?!

I'm pretty sure i saw it on the end battle of Smahs run, but if I can't choose Stamina for regular smash games then what the actual fuck?
 

Valus

Member
Haven't seen a single person playing GnW on any stream, anyone have impressions? Was my most played character in Brawl, hope he's not nerfed or nuffin.

Thanks! Actually just saw him on a stream; looks much the same, which is good, but some attacks did look a bit slower.

In other news, broke the rubber off my circle pad playing the demo :D easily replaced though; if it happens more frequently I'll put some super glue on. Really liking megaman the more I play as him. Main thing that annoys me is how vulnerable you are after his up-tilt; still feels great to land though.

Late reply, but I remember reading somewhere that one of his judgment hammer customizations makes it roll only a 1 or 9. Makes for some epic trolling.
 

chaosblade

Unconfirmed Member
Hey guys, using default controls how do you do easy up tilts on the 3DS? On the slight flick upward my character starts jumping. If i move too fast with an attack up smash is executed instead. Up smash is really hard to pull off unless you execute it as a follow up move.

I can do up smashes just fine, but I struggle with neutral up tilts because I always end up jumping before I do the attack. Same with uair, I can't short hop uair because I always end up double jumping.

It's extra disappointing because I can do it with an analog stick (even though I typically turn tap jump off). Circle pad is trash.
 

EVH

Member
Sad to see that Dark Pit is the third character from Kid Icarus, specially being a clone. If we needed a clone from that franchise I would have loved to see Hades as a Ganondorf clone or something similar. That guy is the real deal in Uprising!
 

Exile20

Member
Thing is though, Jeff and Brad kept bitching about the game.

I turned it off after a few minutes. Why would anyone want to watch people bitch about a game in a depressing way? It wasn't funny or entertaining, just sad.

That is why I don't visit GB anymore and haven't in over a year. Jeff is the absolute worst.
 
Edit: how do I do screenshots in the demo? And is there an easy way to upload them to the internet from the 3DS SD card?
You would just pause the match and then take picture then you would have a JPG and MPO image on the SD card (with the 3DS photos IIRC so limited to 3000).

But it is disabled in the demo for some reason.
 

JediLink

Member
So seeing as the blast zones were a big subject (that seems to be already cooling down, which is good), just wanna give a few thoughts on them.

I think the blast zones being larger in this game actually works better for the game as a whole. There are a lot of reasons why I think so. Encouraging off stage battles, working better with the new ledge mechanics, ect...

But I think the biggest reason is that it just simply lets players take more risks. Players live longer, which naturally gives them more flexibility. For instance, Link's new dash attack is awesome, and is a kill move. But it also has a solid amount of startup and endlag. But the move is still awesome, why? Well because fuck it throw it out. Depending on your spacing and percentage, there's a high chance that Link's gonna live anyway if he gets punished. Unless the punisher can purse and gimp him, which is pretty much necessary from keeping him from recovering, then he's probably going to make it back. Which will lead to attackers having to act on the situation more fiercely, which in turn will most likely lead to more off stage battles.

Overall I think this is the biggest benefit of the larger blast zones. With the combined fact that there's just simply more kill moves in this game, I think the ability to take more risk will equal more exciting and varied gameplay.

TL;DR I like the big blast zones for now and see their purpose. More risks equals more fun.
You just said that more risks equals more fun, and yet in the paragraph above you said that bigger blast zones make Link's dash attack less risky.

The way I see it, having huge-ass blast zones limits variety. In Melee, there were basically four ways you could KO an opponent: killing them off the top, killing them off the side (either to the blast line or until they're too far away to recover; basically the same either way), meteor smashing them, or gimping/edge-guarding them, and there's a lot of strategy involved in deciding which option is the best at any time. In Smash 4, because of giant blast zones and OP recoveries, killing of the side is basically an non-existent option now until around 170%, and because of wacky ledge mechanics, on-stage edgeguarding doesn't really exist either. It's either kill off the top or go offstage. I can respect encouraging offstage play, but then you have to take into account the still OP recoveries and air dodges, and what you finally end up with is something really not very different from how Brawl. Or at least, so it would seem thus far.
 

Durden77

Member
Did they seriously CUT Stamina mode form the game?!

I'm pretty sure i saw it on the end battle of Smahs run, but if I can't choose Stamina for regular smash games then what the actual fuck?

I'm almost certain I saw footage if it at one point, but I think it was on the Wii U. Maybe it's exclusive to that version? Or it could be exclusive to Smash Run which would be weird.
 

Golnei

Member
And Spirit Camera is represented. Is it strange that I was able to identify she was from Fatal Frame almost instantaneously despite never playing the games

It's not that strange, Fatal Frame's artstyle is fairly distinctive among Nintendo properties. Though it's nice to see it represented in some way in Smash - a localisation announcement seems a tiny bit more likely now.
 

AdaWong

Junior Member
I'm almost certain I saw footage if it at one point, but I think it was on the Wii U. Maybe it's exclusive to that version? Or it could be exclusive to Smash Run which would be weird.

I just don't fucking get it. You would think a game THIS polished would not miss out such essential features.

Screw Smash Run, such a gimmicky mode. A terrible one, that is.




Well Rainbow Road is a trophy


And Spirit Camera is represented. Is it strange that I was able to identify she was from Fatal Frame almost instantaneously despite never playing the games


Also need help identifying this staff thing

Impa deconfirmed :(
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
Stamina Mode an essential feature?

I'd take Smash Run over that (and I doubt it was an either or situation in the first place...)
 

Durden77

Member
You just said that more risks equals more fun, and yet in the paragraph above you said that bigger blast zones make Link's dash attack less risky.

The way I see it, having huge-ass blast zones limits variety. In Melee, there were basically four ways you could KO an opponent: killing them off the top, killing them off the side (either to the blast line or until they're too far away to recover; basically the same either way), meteor smashing them, or gimping/edge-guarding them, and there's a lot of strategy involved in deciding which option is the best at any time. In Smash 4, because of giant blast zones and OP recoveries, killing of the side is basically an non-existent option now until around 170%, and because of wacky ledge mechanics, on-stage edgeguarding doesn't really exist either. It's either kill off the top or go offstage. I can respect encouraging offstage play, but then you have to take into account the still OP recoveries and air dodges, and what you finally end up with is something really not very different from how Brawl. Or at least, so it would seem thus far.

I don't really have many more thoughts on the matter, especially when I didn't present it that great in the first place. I'm just excited about the new change of pace, and feel like the benefits and changes level out the weaknesses. I think it could develop in a more interesting way than people might think currently, but we'll have to see.
 

Crayolan

Member
Meh. S/he doesn't post extended tracks :| I will wait for BrawlBRSTMs3 to upload the 30min extended versions of the tracks.

Brawl was unplayable for everyone ;(

This channel already has the full soundtrack uploade and extended (albeit for only 15 minutes, not 30).

Late reply, but I remember reading somewhere that one of his judgment hammer customizations makes it roll only a 1 or 9. Makes for some epic trolling.

This.

Changes.

EVERYTHING!
 

Lunar15

Member
The Murasame Castle Remix might be my favorite song in the game. It has sort of an indie band feel to it, what with the trumpet and the fun background vocals.

The game not having Custom Smash (stamina, giant, tiny, etc) is a terrible shame. That was the key party game mechanic for my friends and I.

This has to be in the Wii U version.
 

JoeM86

Member
Finally finished stage listings, just the continual hunt for custom moves to go. Whoop

Oh, and trophies...lots of trophies
 

IntelliHeath

As in "Heathcliff"
Well Rainbow Road is a trophy


And Spirit Camera is represented. Is it strange that I was able to identify she was from Fatal Frame almost instantaneously despite never playing the games


Also need help identifying this staff thing

I think that staff belong to Viridi but I can't really veiw it very well on phone.
 

AdaWong

Junior Member
Stamina Mode an essential feature?

I'd take Smash Run over that (and I doubt it was an either or situation in the first place...)

It's a staple at this point. And it's so much fun as it turn the game into a traditional fighting game where there is no knockback and sending your opponents off-screen. You just focus on draining your opponent's HP. It's fun and a different take on Smash.


The goddamn mode is IN the game, but good ol' dev team didn't bother to include it or any other "special" rules in the game. Okay.
 

Plasmid

Member
How is everyone holding their DS when playing? I've played the demo for probably bout 4-5 hours and i get pain in my left ring finger, maybe i'm just not holding it right?
 
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