ChikoLad
Purple Boi
- Joined
- Jan 11, 2014
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I know that there are already various Smash Run related topics and there is an old general one from after the Smash Direct, but I want to make this one so I can edit the OP and put as much information into it as possible. It is my hope that I can get this stickied eventually, since I would like to use this thread when Smash 3DS releases, and I know a lot of people who want the 3DS version are excited for Smash Run, and probably want a place to be able to talk about it and maybe find partners for it when the game is out.
I'll be building this post up overtime with more and more information about Smash Run. Consider this the General Information post.
What is Smash Run?
From Sakurai himself...
Smash Run is a battle game featured exclusively in Super Smash Bros. for 3DS. It is not present in Super Smash Bros. for Wii U. It is very similar in concept to the "City Trial" mode in Kirby Air Ride.From Sakurai himself...
Players will spend five minutes exploring an expansive world, where famous Nintendo enemies and bosses are scattered all over, and randomly generated each session. Power-Up Tokens, Treasure Chests, Challenge Rooms, and Enemy Ambushes are also scattered across the map. Events will periodically occur over the course of your time in the Smash Run map (e.g. Bullet Bill ambushes, a strong wind to throw you off course, etc).
The objective in Smash Run is to power up your character as you see fit over the duration of the five minutes. Characters can be powered up in six different attributes:
Collecting Speed Tokens will increase the character's horizontal movement parameters, such as walking, dashing, and left to right aerial movement.
Collecting Jump Tokens will increase the character's jump height, as well as increase their fall speed, making platform traversal much swifter.
Collecting Attack Tokens will boost the damage dealt with all normal attacks (A button attacks with default controls). It also increases the launch power of these attacks.
Collecting Special Tokens boosts the damage dealt with all Special attacks (B button attacks with default controls). It also increases the launch power of these attacks.
Collecting Arms Tokens will boost the power of your projectiles, items, and throws.
Collecting Defense Tokens will make your character harder to launch.
Get Prepped!
Along with your activities within the Smash Run map, and the final battle at the end of your five minutes, Smash Run has a heavy emphasis on pre-battle preparations, and these preparations come in multiple forms.The first thing, is Custom Equipment:
Custom equipment is useful in Smash Run because it can greatly alter your character's base stats.
Gloves will increase your Attack stat, but will decrease your defense stat. Overalls will increase your defense stat, but will decrease your speed stat. Shoes will increase your speed stat, but will decrease your attack stat. As well as this, individual equipment pieces can have special perks (such as "Easy Perfect Shield"). The Attack, Defense, and Speed stats can all be powered up to 200 points beyond the character base (0 points). Also, while Equipment items may share names, their stats may not be the same:
Equipment is not exclusively used in Smash Run and is even in useable in Super Smash Bros. for Wii U, but it will be of special importance in Smash Run, since you can, for example, give your character a huge Speed buff, and nerf their Attack and Defense, but with skill and cunning, you can make up for the loss of Attack and Defense through collecting those respective tokens on the Smash Run Map over others, and ignoring Speed Tokens for a little bit won't be so bad, since you already have a huge head start in Speed!
Another important aspect of customisation, that is also not exclusive to Smash Run and is usable in the Wii U game, is Custom Special Moves:
Custom Special Moves alter your character's special moves to make them work differently. As seen in the example above, Mario's Fireball Special, normally is a balanced move, moving at a moderate pace, bouncing a few times, and dealing a fair amount of damage, as well as making the opponent flinch.
However, Fast Fireball makes the fireball travel in a straight line really quickly, and is usable in quick succession. However, this comes at the cost of it not making enemies flinch.
Fire Orb makes the fireball much bigger and makes it do a lot more damage, but it moves much more slowly and has poor range, being more of a trap than an actual projectile.
All four special moves for every character will have similar variations (with the exception of Mii Fighters and Palutena, who have completely different moves for each Custom Special Move). In Smash Run, your Custom Special Moveset is important, because using certain ones may relieve you of having to collect certain Tokens as much. For example, a Custom Special Move that is highly powerful might make beefier enemies take less time to destroy, so collectiong Special Tokens will be less of a priority. Or, for a more specific example, Rosalina's default Up Special combined with her high horizontal air speed, looks really good for quickly getting about the map, so Speed Tokens may not be as important for her, since she can use her Launch Star to get around quickly anyway. Sonic's Spin Dash special is also a similar case (and he's very fast without speed buffs anyway!).
So thinking carefully about how Custom Special Moves can compensate for a character's attribute weaknesses, is very important for maximising your Smash Run performance.
Moving away from customisable elements that are universal to the two new Smash Bros games, we'll now dabble into Powers & Items.
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