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Sakurai has already stated that it will have skill based matchmaking, glory mode, and the connection will be good. Also I am more talking about Tournaments, but this new online could pave the way for online tournaments.Gameplay wise, it definitely looks like it has a competitive edge. However, as pointed out by fighting game enthusiast Maximillian Dood, gameplay is only part of what makes a fighting game competitive. A huge portion of a game's competitiveness relies on the sum total of its online: how good the connection is, how ranking is handled, skill-based matchmaking, lobby systems, spectating, and more. I'm sure he'll have a video out soon on the subject.
How do you figure? I don't claim to have any numbers or anything, but just watching general footage, characters still seem super floaty. All the physics still seem Brawl-inspired.Definitely not Melee speed, but it's faster than Brawl, and that's good enough for me.
Not to mention the gravity/physics are closer to Melee than Brawl.![]()
Sure... just not in the same way Melee was. Chess is competitive, but it is also supremely painful to watch. #FreeMeleeBrawl was competitive
Well, they're certainly not super-heavy here, but Brawl was ULTRA-floaty.How do you figure? I don't claim to have any numbers or anything, but just watching general footage, characters still seem super floaty. All the physics still seem Brawl-inspired.
More like they put on some fat bahaha.Well, they're certainly not super-heavy here, but Brawl was ULTRA-floaty.
The fat has been trimmed.
To be fair, Smash, and a lot of fighting games, have survived very well despite online play of any merit, especially Melee (still going strong after 13 years!).Gameplay wise, it definitely looks like it has a competitive edge. However, as pointed out by fighting game enthusiast Maximillian Dood, gameplay is only part of what makes a fighting game competitive. A huge portion of a game's competitiveness relies on the sum total of its online: how good the connection is, how ranking is handled, skill-based matchmaking, lobby systems, spectating, and more. I'm sure he'll have a video out soon on the subject.
Sounds a lot like Smash64, maybe a bit faster with less absurd hit stun. I mean, I loved that game so much, even at a competitive level, but that was basically the beta version to Melee in a lot of ways. My primary concern is too much jenkyness, but I haven't seen anything really to be like, "WHAT?? THAT'S SO OP!!!" At least not yet.the physics are definitely the same between the 3ds and wii u version. it's like brawl+ speed really. characters are still kinda floaty but there's real hitstun and attacks are kinda fast
More people need to get this. Every Smash game has functioned differently. I doubt Sm4sh will be an exception.Also, i don't see Brawl or Melee speed... it's just Smash 4 speed.
I disagree. Online adds to a game's competitiveness but I don't think it is huge portion of it. Look at Melee, it's heralded as the most competitive Smash and it has no online. 64 managed to be competitive with no online. Brawl wasn't made more casual because it had bad online, infact even with it's slower gameplay it still became competitive.Gameplay wise, it definitely looks like it has a competitive edge. However, as pointed out by fighting game enthusiast Maximillian Dood, gameplay is only part of what makes a fighting game competitive. A huge portion of a game's competitiveness relies on the sum total of its online: how good the connection is, how ranking is handled, skill-based matchmaking, lobby systems, spectating, and more. I'm sure he'll have a video out soon on the subject.
There's always been a bit of misnomer about auto cancels and whatnot. All aerials in Brawl/Melee auto cancel. Every aerial also has a landing lag set, which is how much lag you experience if you land before the auto cancel frame is reached. Sakurai chose which aerials would have "melee" (with L cancelling) like lag in Brawl, but those same aerials are still capable of auto cancelling (so generally 2 or 4 frames of lag on landing).It seems like they want less down time. Marth acted fairly quickly out of his backwards roll even. Imagine if you can buffer forward rolls to where you can react even faster. Every aerial auto cancels if I'm not mistaken. We still need to see more though, we're not seeing enough to piece it all together.
Thanks! I didn't know if the information warranted a new thread or not, but thank youMerged the two threads having the same discussion point.