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Over 14 hours with Smash 4. Here's what I learned.

Venks

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Originally posted on Berathen.com - Go there for better formatting and pictures.
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Oz Comic Con has come and passed. I spent the majority of my time at the convention playing Super Smash Bros Wii U and was quite happy with the short wait times. I'd like to take the time and talk about the few things I noticed about this game.

As a disclaimer I'd like to note that these are my feelings of the game based around 14 hours of gameplay that primarily comprised of four person free-for-alls, with items on, in two minute matches. With anywhere between 0 to 6 minute waits between getting a new match I'd say I played at least 140 rounds.
The chaos makes it really difficult to properly judge the game. Not to mention this build, the same one we saw at E3, is an older build of the game and things will probably change when the game is released.

Super Armor

Characters had super armor in Brawl, but this time it's seeing much more use thanks to Pit, Bowser, and Little Mac joining the super armor users. Because of this, I think super armor will need to be understood by more players. It depends on the character and which attack it is, but these super armor attacks don't have super armor right on start up, but during their animation.

When two characters with super armor attack each other, the character who attacks last, wins. So for example, if Donkey Kong uses his Giant Punch and it hits Little Mac as the boxer moves forward with his side smash then Little Mac will take the damage, but continue to bash Donkey Kong. In this scenario it would be DK who goes flying away.

I luckily got to play a lot of matches with super armor vs super armor and have to say the more patient player generally gets the upper hand. Alternatively, any character can just block these attacks as most of them are rather slow and punishable on block. I think this has been balanced out pretty well.

Spiking

It appears that spiking has gotten a buff this time around. It used to be that the only way to get a ground bounce off a spike was by spiking someone as their feet were on the ground. This was not the case at Oz Comic Con.
Both Samus and Bowser showed me that they can spike a character in the air and that the hit character will fly into the ground and then bounce back up.

In one instance a character was in the middle of rising through the top platform on Battlefield. Bowser used his down air from above and crashed into the platform and spiked the rising player. The player plummeted down onto the bottom of Battlfield and then bounced back up, all the way past the stage's ceiling. Leading to a Star KO.

Essentially this means two things for Smash 4. One being that spikes are lethal above stage at higher percents. This could potentially lead to some early KOs much like Kirby's throw when used in tandem with platforms.

Secondly this creates more combo potential. During a match I was watching Samus was able to spike a character down with her down air and then combo them with her back air as they bounced back up. This was a stable of Samus's back in the 64 days, but now that her opponent doesn't have to be on the ground during her down air it makes this set up that much more powerful.

Knock Back

I'm sure knock back for this game isn't set in stone yet. Sakurai has said himself that they are still tweaking things to balance the game as best as they can. I'm sure that he paid close attention during the Invitational and that will effect the game in some way during its development. That said the knock back isn't as random as a lot of people are saying.

A lot of people like to point to the Grand Final match of the Invitational as an example of random knockback. Pointing out how Kirby could KO Zero Suit Samus during an up throw, but wasn't able to do the same thing on his next life.
The thing here is the first time HungryBox used his up-throw to take out Zero he had not used a single up-throw that stock. It was fresh. But when he tried to KO Zero with it on his next stock it was his third time using it in that single stock alone. The reduced knock back is due to Stale Move Negation.

There's a lot going on during four person FFAs, with items on, with random stages in hectic two minute matches. A lot of the things we think we see aren't exactly true. Personally I've noticed consistent results for my own knock back.
Any character that wasn't Donkey Kong, Bowser, or Link were all knocked out by Little Mac's Up Smash at 100% or higher. Every single time.
I never experienced anything odd or random about that knock back. What does seem odd though is that characters like Pit and Greninja would not make it near the blast zone if I up smashed them at 92~96%. But again they could be star KO'd at 100% or higher.

It is strange that such a small difference of percent was preventing me from landing KOs. This has never been the case in older Smash games. You wouldn't see such a huge contrast in knock back with just 4%. However, it's important to note that this wasn't random. It was consistent. Every up smash I landed with Little Mac on characters around 90% would always survive (excluding up smashes on top of platforms and on some of the lighter characters like Olimar).

My hypothesis is that the knock back isn't based purely on the percentage number but actually on percentage levels. So that 92% and 96% actually have the exact same knock back. This isn't that big of a deal at first, but if this is the case and 99% and 100% have significantly different knock back then this is definitely a game changer.

Personally I can't prove my hypothesis as there are two variables that make this difficult to test. Stale Move Negation and character weight. In order to test this out I would need a completely fresh up smash and need to be hitting the same character at the same elevation at exact percentages.

I could be wrong about this due to all the chaos, but I did make a conscious effort to look at percentages right before landing my attacks. I didn't have this theory initially, I was originally trying to learn at what percentages certain moves could KO. And it was because of this that I noticed this strange knock back scaling between small percentage differences.

We'll have to wait and see if this turns out to be true when the game releases. And even then I do expect some attack knock back changes between now and then, just like what we see with Mega Man since his showcase against Mario.

Shield Breaking

Shield breaking is looking to be more of a thing this time around. For instance, one of the earlier Miiverse posts talks about Marth's Shield Breaker being more powerful against shields than before. We've also seen Bowser one-hit a shield using his down+B. Other attacks that have destroyed my practically full shield have been Bowser's new side smash and Little Mac's Straight Lunge.

In previous games shield grabbing was a very powerful tool for punishing blocked attacks. Especially in Brawl due to the lack of l-cancels to make certain aerials safe. I feel shield grabbing will still be very strong in Smash 4, but it will require a bit more awareness. Attempting to shield grab certain attacks in this game could potentially leave the defender with a broken shield. I'm looking forward to seeing how the shield-game plays out in the next Smash.

Miscellaneous

With all of that out of the way let me just point out a couple things I've noticed.

*Samus's down air attack has next to no landing lag.

*Bowser's forward air is far less laggy then it was in Brawl.

*Bowser's up smash has super armor

*Bowser's new side smash is significantly more powerful and can KO some characters at 50% with no charge.

*Villager's falling tree can KO light weights at 50%, probably much earlier if at the edge

*Heavy weight characters seem to take another 10% before being KO'd compared to Brawl

*Not sure if it's % based or just position based, but I've seen several Mega Man players Mega Upper and follow up with Air Shooter to get easy KOs around 80%
 

Jalio_the_Brave

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Great analysis! One thing I'm curious about that you didn't seem to cover:

How does combo potential look in this game? Do all characters seem to have a "bread and butter" combo? Or does combo ability vary with each character? I know it's probably hard to say since it was 4 player ffa with items.

Also, how is mobility in this game? How does the air game and ground game feel?
 

4cast

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Villager's Watering Can act as a edge guard and defensive tool its like pits Up B in Brawl it pushes opponents away from him to start combo's
 

4cast

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Villager's Watering Can act as a edge guard and defensive tool its like pits Up B in Brawl it pushes opponents away from him to start combo's

EDIT: Sorry my post reply spammed out and I posted he same thing twice! sorry! I did not mean to spam up the thread!

Great analysis! One thing I'm curious about that you didn't seem to cover:

How does combo potential look in this game? Do all characters seem to have a "bread and butter" combo? Or does combo ability vary with each character? I know it's probably hard to say since it was 4 player ffa with items.

Also, how is mobility in this game? How does the air game and ground game feel?
Every Character has some sort of combo from Down Throw into an aerial like Fair its great for starting other combo's and starting up some damage
Air Mobility has taken a huge turn from brawl Air Dodges now cause a lot of lag on impact and feels more akin to Melee but a bit slower but Ground Game feels much faster and is quite fluid
 
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Aguki90

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Good job analysis the super armor effect amd how they work.
I Think how you use your analysis with Little Mac and Bowser. I think you use him many many times. (I would do the same).
But Yeah the game os not final, it could be fix and I enjoy everyting you right.
Great analysis.
 

Venks

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Great analysis! One thing I'm curious about that you didn't seem to cover:

How does combo potential look in this game? Do all characters seem to have a "bread and butter" combo? Or does combo ability vary with each character? I know it's probably hard to say since it was 4 player ffa with items.

Also, how is mobility in this game? How does the air game and ground game feel?
I found a few combos here and there, but it's really character, percentage, and position specific. At low percents Bowser could fAir into his jabs, something he could never do in Brawl due to the move's landing lag.
Villager is also able to down throw into slingshots. I'm sure there's more stuff like Fox, Mario, and Sheik's tilts, but yeah I didn't get to test everything as comfortably as I would of liked.

The mobility is fast. Not Melee fast, but definitely faster than Brawl. The air game feels fresh with how spikes work in this game now. It opens up new combo possibilities and I'd like to see it explored more. I didn't get enough time with it myself.
The ground game is really fun for me. You have characters like Marth and Zero Suit who stick to their usual zoning with their far reaching moves, but then you also have characters like Greninja and Little Mac who can move ridiculously fast. I feel like this game will have more characters dashing and ducking under certain attacks while other characters power through with super armor. It's really different. I'm not sure how it will all play out in the end.
 

Venks

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Did you play a match with Zelda at all? and if so how was she?
I played Zelda and was unfortunately pretty disappointed with her. Her smashes are all nerfed in regards to damage and knock back. Thakfully her up air seems to be much stronger this time around. I'm gonna give her the benefit of the doubt and say she needs more 1v1 time to be relearned, but I'm worried about her current state.
 

ImaClubYou

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I can confirm the spike properties.

Playing Samus, I was able to uptilt my opponent from the ground, popped them straight up into the middle platform of Battlefield, followed up with a dair when my opponent was not even touching the ground yet, though very close, and then........! Whiffed my forward smash and instead did a forward tilt, lmao.

Goddam 3DS version, lol.

If shield breaking becomes part of the game that would be very hype.
 

Jalio_the_Brave

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I found a few combos here and there, but it's really character, percentage, and position specific. At low percents Bowser could fAir into his jabs, something he could never do in Brawl due to the move's landing lag.
Villager is also able to down throw into slingshots. I'm sure there's more stuff like Fox, Mario, and Sheik's tilts, but yeah I didn't get to test everything as comfortably as I would of liked.

The mobility is fast. Not Melee fast, but definitely faster than Brawl. The air game feels fresh with how spikes work in this game now. It opens up new combo possibilities and I'd like to see it explored more. I didn't get enough time with it myself.
The ground game is really fun for me. You have characters like Marth and Zero Suit who stick to their usual zoning with their far reaching moves, but then you also have characters like Greninja and Little Mac who can move ridiculously fast. I feel like this game will have more characters dashing and ducking under certain attacks while other characters power through with super armor. It's really different. I'm not sure how it will all play out in the end.
So could it be said that this game takes the best elements of melee and brawl, puts them together, and then adds its own spin to it?

And are multi hit moves like Fox's dair more powerful since SDI, while not gone, has been reduced significantly?
 

Venks

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So could it be said that this game takes the best elements of melee and brawl, puts them together, and then adds its own spin to it?

And are multi hit moves like Fox's dair more powerful since SDI, while not gone, has been reduced significantly?
I'd say the game definitely combines the elements from all the previous games really well. But it also adds its own twists to the formula.

As for multi-hit moves I didn't play Fox myself, but Kirby's dAir is just amazing. I'd assume that Fox's dAir wouldn't be too far off. Sonic is a lot better in this game due to the overall buff to multi-hit moves.
 

4cast

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So could it be said that this game takes the best elements of melee and brawl, puts them together, and then adds its own spin to it?

And are multi hit moves like Fox's dair more powerful since SDI, while not gone, has been reduced significantly?
Fox Sucks compared to other iterations of him same with other top tier characters like Marth Foxes Dair is pathetic now So is Uair and Up smash
 
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4cast

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Sheik is the Top Tier character of this game so far I mean Fair and Bair Auto Cancel Needles Auto Cancel like melee Forward Tilt and Up Tilt only knock the opponent far enough for you to combo with say Fair or Bouncing Fish Her Grenades have a suction effect to them so they pull your enemy closer to you!

OFF TOPIC POST If I do not See Lana as a Playable Character in the Next Smash after Wii U and 3DS or at least Zelda Wii U i will be Severely Disappointed!
 

ImaClubYou

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Sheik is the Top Tier character of this game so far I mean Fair and Bair Auto Cancel Needles Auto Cancel like melee Forward Tilt and Up Tilt only knock the opponent far enough for you to combo with say Fair or Bouncing Fish Her Grenades have a suction effect to them so they pull your enemy closer to you!
Don't conclude things so quickly, fren.

Whose to say Melee-esque tactics will be optimal in Sm4sh?
 

The Slayer

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Don't conclude things so quickly, fren.

Whose to say Melee-esque tactics will be optimal in Sm4sh?
For sure, Overswarm commented about her being quite potent with her tilts this time around. Might not be coincidence, but we'll know for sure when it nearing it's release.
 

Coonce

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What I'm hearing about shields kind of worries me. I hope shielding won't be so dangerous to the point where no one uses them.
 

Bladeviper

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What I'm hearing about shields kind of worries me. I hope shielding won't be so dangerous to the point where no one uses them.
i dont think it will go that far but it sounds like you will need to shield more strategically this time around
 

Aurora Jenny

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@ Venks Venks So you spent a LOT of time? Obviously this is not a complete game yet, but we're always on the lookout for new things, did any new ATs stand out? Or items? I don't recall ever seeing the Beehive/Honeycomb. Did you see any of the Mother items?
 
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@ Venks Venks So you spent a LOT of time? Obviously this is not a complete game yet, but we're always on the lookout for new things, did any new ATs stand out? Or items? I don't recall ever seeing the Beehive/Honeycomb. Did you see any of the Mother items?
I'm pretty sure Mr. Saturn appeared during the invitational, but maybe I'm wrong. I don't think THE BEEZ were in the demo at all sadly.
 

Coonce

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What I'm mainly worried about is that it seems like rolling is quite good so far. Most characters seem to roll fast and have little recovery time, meaning hard reads are the only real way to deal with it. So if rolling is pretty free and shielding is very limited, there doesn't seem like much reason to shield over rolling.

Shielding is already pretty limited in every other smash bros game. When people complain about defensive play, it rarely has anything to do with shielding. It's always camping, waiting for the opponent to over-extend themselves, and then punish. I don't like a game based around defensive play and nerfing shields doesn't make the game aggressive. It simply de-emphasizes a mechanic that I think should be a bit better.
 

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What I'm mainly worried about is that it seems like rolling is quite good so far. Most characters seem to roll fast and have little recovery time, meaning hard reads are the only real way to deal with it. So if rolling is pretty free and shielding is very limited, there doesn't seem like much reason to shield over rolling.

Shielding is already pretty limited in every other smash bros game. When people complain about defensive play, it rarely has anything to do with shielding. It's always camping, waiting for the opponent to over-extend themselves, and then punish. I don't like a game based around defensive play and nerfing shields doesn't make the game aggressive. It simply de-emphasizes a mechanic that I think should be a bit better.
we'll have to see, but i dont think 3 characters out of the ones we saw , with two of them being heavy hitters, will be how the whole cast handles shields
 

Hong

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You talked about on-stage spikes maintaining a lot of launch power, but if it's from the air is it still techable?
 

Yodude57

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Wow thx this is extremely helpful! I've started getting more into competitive smash and I'm really liking the changes that are being made in this game! I hope they change the KO thing though it still seems a bit strange... but of course it could be changed and I'm still going to love being able to take smash bros with me everywhere! Btw did you play toon link (he was only on the 3ds version) and if so how did he play? If you didn't can you tell me how Link plays?
 
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Venks

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@ Venks Venks So you spent a LOT of time? Obviously this is not a complete game yet, but we're always on the lookout for new things, did any new ATs stand out? Or items? I don't recall ever seeing the Beehive/Honeycomb. Did you see any of the Mother items?
I didn't see any items or assist trophies that haven't been announced. I can tell you that the Drill Arm and Bullet Bill are items that can land triple kills in a FFA if no one's watching you line it up. Such free wins. And actually I never saw the Franklin Badge or Mr. Saturn despite them already being revealed. Oh and the Ore Club gives its user super armor while swinging it. That item is stupid good.

What I'm mainly worried about is that it seems like rolling is quite good so far. Most characters seem to roll fast and have little recovery time, meaning hard reads are the only real way to deal with it. So if rolling is pretty free and shielding is very limited, there doesn't seem like much reason to shield over rolling.

Shielding is already pretty limited in every other smash bros game. When people complain about defensive play, it rarely has anything to do with shielding. It's always camping, waiting for the opponent to over-extend themselves, and then punish. I don't like a game based around defensive play and nerfing shields doesn't make the game aggressive. It simply de-emphasizes a mechanic that I think should be a bit better.
Shielding is still a really stable answer. They don't break like wet tissues in the wind. But yeah some attacks do pop them open almost instantly. As long as you look out for those attacks you'll still have a strong shield. Other normal attacks don't do much to the shield.

As for rolling I personally found that to not be so good, but I played a lot of Brawl and have a pretty good understanding for when people roll in that game. I got a lot of roll punishes in myself and they don't exactly seem that fast. I personally prefer shielding or dashing away to rolling. Though I also don't mind trading blows behind super armor. But even then it's pretty character dependent. Rosalin turns invisible during her rolls and Little Mac goes very far with his forward rolls.
It's definitely different, but I would not call it free by any stretch of the imagination.

You talked about on-stage spikes maintaining a lot of launch power, but if it's from the air is it still techable?
Great question. Unfortunately I didn't discover ground bouncing until late so I didn't really get to test it out. I didn't have a partner around at the time who could reliably tech. The animation seems to imply they're still in hit stun, but honestly I don't know.

Wow thx this is extremely helpful! I've started getting more into competitive smash and I'm really liking the changes that are being made in this game! I hope they change the KO thing though it still seems a bit strange... but of course it could be changed and I'm still going to love being able to take smash bros with me everywhere! Btw did you play toon link (he was only on the 3ds version) and if so how did he play? If you didn't can you tell me how Link plays?
Glad you enjoyed it man! I played Toon Link a bit and he seems mostly the same. I'm sad his down air no longer bounces on hit, but his back air seems to have slightly more range so he's definitely even stronger this time around.
 

Yodude57

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[/quote]
Glad you enjoyed it man! I played Toon Link a bit and he seems mostly the same. I'm sad his down air no longer bounces on hit, but his back air seems to have slightly more range so he's definitely even stronger this time around.[/quote]
Great to hear he was even better than in brawl (cause he was already great in that game!) kinda sucks that it can't bounce cause i thought that was great to use but still it's good to see my main is doing good!
 

bkslider

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Things like the air spikes on stage and more shield breaking really get me excited. Out of all my wants for a new Smash game, I think my number one is just for it to play different and exciting. Thanks for the info.

On a side note, I am super jealous and wish I had 14 hours to spend with the game.
 

Yodude57

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Things like the air spikes on stage and more shield breaking really get me excited. Out of all my wants for a new Smash game, I think my number one is just for it to play different and exciting. Thanks for the info.

On a side note, I am super jealous and wish I had 14 hours to spend with the game.
Me too! I'm not going to be able to play until the 3ds version releases on October 3... But when I get it its going to be awesome and I'm still going to watch reviews anyway lol (especially because since I'm preordering it might not get it on the day that it comes out so... yeah think you can see where I'm going with this)
 

Hong

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@ Venks Venks
Thanks. I'm going to go on a whim to assume we'll still be able to tech if it's anywhere as lenient as the past two games, but we'll see.

When you talk about Pit's SA, do you mean the Upperdash Arm? I suspected it had a little armour to it, since the screenshots imply it has enough to cut through weak projectiles.
 

Venks

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@ Venks Venks
Thanks. I'm going to go on a whim to assume we'll still be able to tech if it's anywhere as lenient as the past two games, but we'll see.

When you talk about Pit's SA, do you mean the Upperdash Arm? I suspected it had a little armour to it, since the screenshots imply it has enough to cut through weak projectiles.
Yeah the Upperdash Arm has super armor. He was forcing his way through a lot of attacks while I was playing.
 

Clint Jaguar

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Is Marth's Shield Breaker move the same stabbing motion from Brawl, the overhead vertical slash from Melee or something completely new?
 

Kapus

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Really great info. This sheds a lot of light on stuff.

Thanks for going through this trouble.
 
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